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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Sorry, with classes starting, I'm getting very little time to post much lately, so this'll come in erratic bursts.

    Aerial Ace: Hmmm, you're right, but isn't it pretty easy to hit the Tumble DC to avoid attacks even without any bonus? What if it gives you a big bonus against being tripped or grappledwhile airbourne instead?

    Sure, that could work.

    Dexterous Fortitude and family: Well, you know it's only 2 feats you have to take, right? It really does seem too good to me if you can do it all day, because, well, every fighter will take Fortified Will, stuff like that, so no-one would ever have a bad save.

    Yeah, that's kinda the point. There are plenty of ways to make perfect saves at epic level. Superior Resistance, Protection from Spells, any of the ToB saving throw maneuvers, numerous items, etc. Trust me, spending an epic feat to do it is not an optimal strategy.

    Epic Spell Focus: Hmmmm.... So, add +1 for every twenty levels? Every ten levels?

    I would really try to avoid every twenty level type deals. It's very very rare to have epic games going above 30-40, and by that time, it is (or should be) far more about freeform RP than mechanics, since otherwise the game just breaks down and cries. Every 20 levels for anything is almost as bad as just making it static, since in almost every epic game you should never expect to reach high enough for that to matter much.

    Epic Weapon Focus/Weapon Specialization: What if I make the bonuses the same, but per 20 character levels?

    Again, if you're going to have every 20 levels, you're almost better off just giving a static bonus, if just to alleviate the needless complexity. For Focus, I'd say something like +2 per 10 levels, and for damage, +4 per 10 levels. It's a decent enough bonus for a fighter, but that's about it.

    Legendary Climber: Climb-By attack too, or just the other stuff, which is done now?

    With Climb-By Attack. May as well stack it on, since it's a very very niche feat anyway.

    Legendary Wrestler: Ok, done. Is once every 20 levels of for Epic Grappler?
    And how is that rewording?

    Again, anything taken only every 20 levels is a bad idea. As for the wording, I still need to reread it a lot to parse this line: "and if a creature you are grappling or attempting to grapple would otherwise escape your grip you make opposed strength checks, and if you win then you maintain/begin the grapple, even against effects such as Freedom of Movement." Why not just say you can grapple enemies under effects like Freedom of Movement, but at a penalty?

    Overwhelming Critical: How about I make that change to Overwhelming Critical, but diallow it's taking multiple times, and then let characters also take Dolorous Stroke, for a bigger multiplier, but again not allow it to be taken multiple times?

    That's fine.

    Spontaneous Spell: Ok! Great idea! Done. Is the wording ok?

    I would refer more to spell slots rather than spells themselves. Like "You may choose to expend a prepared spell slot of a level not greater than half your maximum spell level in order to cast a spell you know from that slot spontaneously. The level of the spontaneously casted spell must be less than or equal to the level of the slot expended, including all metamagic adjustments. A spontaneously casted spell with metamagic applied would take a full-round action to cast with as normal for spontaneous spellcasting (unless you have the Rapid Metamagic feat)." Taking about the spells themselves could leave it open for something like meta-adjusted fireball spontaneously off a 10th level slot because fireball is only a 3rd level spell.

    Two Weapon Rend: Done. How is that wording?

    Add a clause about ignoring the normal 1/round limit, then fix Multiweapon Rend as well. Also needs a different name, probably just Improved Two-Weapon Rend unless you want something more creative.

    Epic Weapon Finesse: Thanks! I was thinking two-handers too. Which I've done. That ok?

    Meh, no real crunch problems with it. Seems a bit weird to finesse two-handers, but oh well, it's epic.

    Near Miss: Hmm, just not auto-hitting is a little weak though, are you sure it can't force a complete re-roll?

    Not auto-hitting can be pretty useful against swarms of weak creatures, but I guess that's usually not enough. Sure, just make it a [Luck] feat, and maybe require another [Luck] feat as well.

    Intensify Maneuvers - Well, my fear is that it's easy to double the power of all your manuvers, but I'll trust your judgement. Done. Is once every 20 ok though? :3

    Again, once per 20 is barely better than no stacking at all. Just make it once per 10; it's not that strong to have x2 better maneuvers once per 10 levels when 10 levels represent a momentous leap in power.
    Wow, it's 3 AM already and I've classes tomorrow. Grrr, still can't finish up now. Anyway, just going to throw my 2 cents in on the +stat feats. My opinion is that making such feats weaker than others isn't too important, since you're not suppose to take them unless you have some dire need. Otherwise there's a potential for abuse since stats can be used for a lot of things. I would put it at +4 maximum or +5 if you want a more pleasing number, but even +2 isn't so bad. I see it as a means to make prerequisites; not for taking normally.
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  3. - Top - End - #63
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by PId6 View Post
    Sorry, with classes starting, I'm getting very little time to post much lately, so this'll come in erratic bursts.

    that's ok, I appreciate the help!

    Aerial Ace: Sure, that could work.

    Done, I made it +10.

    Dexterous Fortitude and family: Yeah, that's kinda the point. There are plenty of ways to make perfect saves at epic level. Superior Resistance, Protection from Spells, any of the ToB saving throw maneuvers, numerous items, etc. Trust me, spending an epic feat to do it is not an optimal strategy.

    Hmmm, that is true, yeah. I still feel uncomfortable making it infinite, but what if I made it once per round all day? It's rare that you make more than one big save of any one type per round - normally foes change tack if they think your save of that type is high. If that really wouldn't be good enough then I'll do as you say though.

    Epic Spell Focus: I would really try to avoid every twenty level type deals. It's very very rare to have epic games going above 30-40, and by that time, it is (or should be) far more about freeform RP than mechanics, since otherwise the game just breaks down and cries. Every 20 levels for anything is almost as bad as just making it static, since in almost every epic game you should never expect to reach high enough for that to matter much.

    Mmm, that is true. Maybe +2 per ten levels? +4 right away if you take it at 21. Or, maybe just a static +4?

    Epic Weapon Focus/Weapon Specialization: Again, if you're going to have every 20 levels, you're almost better off just giving a static bonus, if just to alleviate the needless complexity. For Focus, I'd say something like +2 per 10 levels, and for damage, +4 per 10 levels. It's a decent enough bonus for a fighter, but that's about it.

    Ok! Done.

    Legendary Climber: With Climb-By Attack. May as well stack it on, since it's a very very niche feat anyway.

    Done! ^^

    Epic Grappler/Iron Talon: Again, anything taken only every 20 levels is a bad idea. As for the wording, I still need to reread it a lot to parse this line: "and if a creature you are grappling or attempting to grapple would otherwise escape your grip you make opposed strength checks, and if you win then you maintain/begin the grapple, even against effects such as Freedom of Movement." Why not just say you can grapple enemies under effects like Freedom of Movement, but at a penalty?

    Good point, every ten levels?

    I reworded it again, I hope that's clearer. The idea is that anyone escaping your grapple has to win a str check, not just that FoM no longer aout-escapes. Does that make any sense? ^^;


    Overwhelming Critical: That's fine.

    Done. ^^

    Spontaneous Spells: I would refer more to spell slots rather than spells themselves. Like "You may choose to expend a prepared spell slot of a level not greater than half your maximum spell level in order to cast a spell you know from that slot spontaneously. The level of the spontaneously casted spell must be less than or equal to the level of the slot expended, including all metamagic adjustments. A spontaneously casted spell with metamagic applied would take a full-round action to cast with as normal for spontaneous spellcasting (unless you have the Rapid Metamagic feat)." Taking about the spells themselves could leave it open for something like meta-adjusted fireball spontaneously off a 10th level slot because fireball is only a 3rd level spell.

    Done! That's a lot better!

    Greater Two Weapon Rend: Add a clause about ignoring the normal 1/round limit, then fix Multiweapon Rend as well. Also needs a different name, probably just Improved Two-Weapon Rend unless you want something more creative.

    Done and done. ^^
    I may rename a lot of these some time, should the mood take me.


    Epic Weapon Finesse: Meh, no real crunch problems with it. Seems a bit weird to finesse two-handers, but oh well, it's epic.

    Yeah, if you think about it, the idea is that you're able to dextrously manuver even normally cumbersome objects. And done.

    Near Miss: Not auto-hitting can be pretty useful against swarms of weak creatures, but I guess that's usually not enough. Sure, just make it a [Luck] feat, and maybe require another [Luck] feat as well.

    Wouldn't that mean you can only do it once a day?

    Intensify Maneuvers: Again, once per 20 is barely better than no stacking at all. Just make it once per 10; it's not that strong to have x2 better maneuvers once per 10 levels when 10 levels represent a momentous leap in power.

    Ok! Done! ^^

    Wow, it's 3 AM already and I've classes tomorrow. Grrr, still can't finish up now.

    Don't worry about it, I'm very grateful for your excellent advice.

    Anyway, just going to throw my 2 cents in on the +stat feats. My opinion is that making such feats weaker than others isn't too important, since you're not suppose to take them unless you have some dire need. Otherwise there's a potential for abuse since stats can be used for a lot of things. I would put it at +4 maximum or +5 if you want a more pleasing number, but even +2 isn't so bad. I see it as a means to make prerequisites; not for taking normally.

    Yes, I agree with you. What I'd really like is for the +stat feats to only be practical if you take them for a really key stat. What prerequisites are there that wouldn't be met by a stat already at 25? But perhaps I should take out that requirement.

    I think I'm going to go with your idea of +5, I really like that. :3
    +6 is too high, and while +5 is a lot, it's only a +2 mod and you can't take it too often
    Thanks for all the help! I look forward to your next post, I hope college/school goes well! ^^

  4. - Top - End - #64
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    And here's the latest file with the updates. http://www.sendspace.com/file/y6qb7j

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Again, anything taken only every 20 levels is a bad idea. As for the wording, I still need to reread it a lot to parse this line: "and if a creature you are grappling or attempting to grapple would otherwise escape your grip you make opposed strength checks, and if you win then you maintain/begin the grapple, even against effects such as Freedom of Movement." Why not just say you can grapple enemies under effects like Freedom of Movement, but at a penalty?
    It's not meant to grapple people under Freedom of Movement. It's meant to grapple everyone. Tarrasque? You just grappled it. There's no bonus you could give to a grapple-heavy character that lets them stay competitive at high levels, but this might work.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Dexterous Fortitude and family: Hmmm, that is true, yeah. I still feel uncomfortable making it infinite, but what if I made it once per round all day? It's rare that you make more than one big save of any one type per round - normally foes change tack if they think your save of that type is high. If that really wouldn't be good enough then I'll do as you say though.

    If you want to limit it like that, alright. It's not a big different either way. I don't think it's really necessary but there's not much difference.

    Epic Spell Focus: Mmm, that is true. Maybe +2 per ten levels? +4 right away if you take it at 21. Or, maybe just a static +4?

    +2 per 10 levels is fine.

    Epic Grappler/Iron Talon: Good point, every ten levels?

    I reworded it again, I hope that's clearer. The idea is that anyone escaping your grapple has to win a str check, not just that FoM no longer aout-escapes. Does that make any sense? ^^;

    Every 10 levels is fine. Grapples normally require something similar to a Str check anyway, and casters with FoM probably has far less Str than a grappler, so FoM doesn't really help them and this just increases the dice you have to throw for the already annoyingly complex grapple. And preventing Escape Artist escapes entirely is a little strong since otherwise you're just requiring that everybody use magic to escape your grapples (which just hurts rogue-types, not wizards). I don't know of other non-magical ways to escape grapples. It seems simplest and most effective to just let FoM-type effects grant a -10 or -20 penalty and let it go at that.

    Near Miss: Wouldn't that mean you can only do it once a day?

    Whoops, I forgot that [Luck] feats had their own mechanic. Just thought that it would be flavorful to have the label, but I guess not. Never mind then.

    Yes, I agree with you. What I'd really like is for the +stat feats to only be practical if you take them for a really key stat. What prerequisites are there that wouldn't be met by a stat already at 25? But perhaps I should take out that requirement.

    It can be pretty hard to get stats at 25 for non-SAD classes (anyone but casters). And there are feats with more than one 20+ attribute requirements. Those are pretty hard to get normally, so the +stat feats may be necessary.

    Thanks for all the help! I look forward to your next post, I hope college/school goes well! ^^

    Heh, I'm in class right now!
    Quote Originally Posted by The Demented One View Post
    It's not meant to grapple people under Freedom of Movement. It's meant to grapple everyone. Tarrasque? You just grappled it. There's no bonus you could give to a grapple-heavy character that lets them stay competitive at high levels, but this might work.
    I'm not aware of anything that prevents you from grappling the Terrasque, besides size, and Epic Grappler makes up for that. Freedom of Movement (and similar effects like the psionic version) are the only things I know of that actually prevent grappling, besides size which is already accounted for.
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  7. - Top - End - #67
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by The Demented One View Post
    It's not meant to grapple people under Freedom of Movement. It's meant to grapple everyone. Tarrasque? You just grappled it. There's no bonus you could give to a grapple-heavy character that lets them stay competitive at high levels, but this might work.
    Yeah, that's exactly what I meant.
    Of course, you have to win the Str check, but that you may well do, whereas you'd have to take Epic Grappler quite a few times to even be allowed to try to grapply the tarrasque.



    Quote Originally Posted by PId6 View Post
    Dexterous Fortitude and family: If you want to limit it like that, alright. It's not a big different either way. I don't think it's really necessary but there's not much difference.

    Awesome. ^^
    I'm glad we can find a compromise that seems workable. Done.


    Epic Spell Focus: +2 per 10 levels is fine.

    Done!

    Epic Grappler/Iron Talon: Grapples normally require something similar to a Str check anyway, and casters with FoM probably has far less Str than a grappler, so FoM doesn't really help them and this just increases the dice you have to throw for the already annoyingly complex grapple. And preventing Escape Artist escapes entirely is a little strong since otherwise you're just requiring that everybody use magic to escape your grapples (which just hurts rogue-types, not wizards). I don't know of other non-magical ways to escape grapples. It seems simplest and most effective to just let FoM-type effects grant a -10 or -20 penalty and let it go at that.

    Well, the idea is that it also stops creatures with big racial bonuses to grappling or just colossal+ size from getting away. What if I add a clause that the for may substitute an escape atrist check for their str check?

    Near Miss: Whoops, I forgot that [Luck] feats had their own mechanic. Just thought that it would be flavorful to have the label, but I guess not. Never mind then.

    Heh, I thought that to, but I had a look just to be certain. Well, non-luck, but otherwise done. ^^

    It can be pretty hard to get stats at 25 for non-SAD classes (anyone but casters). And there are feats with more than one 20+ attribute requirements. Those are pretty hard to get normally, so the +stat feats may be necessary.

    Yes, you're definitely right there - the 25 requirement to take the boosting stats is gone.


    Heh, I'm in class right now!

    I guess that means it's going well! xD

    I'm not aware of anything that prevents you from grappling the Terrasque, besides size, and Epic Grappler makes up for that. Freedom of Movement (and similar effects like the psionic version) are the only things I know of that actually prevent grappling, besides size which is already accounted for.

    The thing is that if you are, say, medium, and you take Epic Grappler, hat only lets you grapple Huge creatures. You'd have to take it 3 times to grapple the tarrasque (or anything else colossal), and even more times if your DM uses the colossal+ sizes.
    This is great, I feel like we're early there with these feats!

    Of course, I still want more suggestions from anyone who has them!



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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by Myou View Post
    Edit 1: Spell levels progress without the need for a feat, at the same speed as they do normally. Yes, full casters get 10th level spells at level 19.
    Hi, saw your sig. Question: Do they max out at (e.g. for wizards) 4 spells per level? Will bards get a new spell list with 7-9 level spells? (mass CSW and CCW are obvious ones for 7 and 8)

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by Random832 View Post
    Hi, saw your sig. Question: Do they max out at (e.g. for wizards) 4 spells per level? Will bards get a new spell list with 7-9 level spells? (mass CSW and CCW are obvious ones for 7 and 8)
    Oooh, cool, thanks for taking an interest!

    Yeah, they max at 4 per level for wizards and druids and 4+1 for clerics. :3

    Bards and other limited casters will be able to add new spells to their list, adding anything thay want that the DM feels appropriate. So I'd let a bard make stuff like mass CCW, but not Shapechange.

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Wow, no-one's interested? D:

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Energy Bolt - Give an option to change that into an AOE attack instead. So maybe also allow you to fire an energy blast that deals d4s rather than d6s and damage a 20 radius area for Reflex half rather than ranged touch.

    Finishing Bolt - Get rid of the required release duration remaining factor. Make the knockback 5 ft per character level. Since you can only do this once per day, may as well raise it to 3d6 to be somewhat more effective. And you're spending an epic feat on it; exhaustion is a terrible deal. Also allow this for AOE with d4s and those that fail the save suffer the knockback (at half power).

    Release - The all-day penalties really make this bad to take, especially since +4 to damage is more than negated by the -4 to Str and the 1/day effect isn't worth sucking more for the entire day beforehand. Get rid of the day-long bonuses/penalties (including fatigue) and the preparation time and just keep the release ability, making it last for an entire encounter and can be used once per day. Give temp HP equal to 4*HD rather than +Con since with +Con, the extra HP can make you die at the end. The speed should be +30 ft instead just to be more noticeable. Make it selectable once per 10 levels.

    Extended Release - Replace with Additional Release, letting you use Release an additional time per day. Allowed to take once per 10 levels.

    Blot out the Sun - This is just cool, but with arrows barely doing any damage individually, this isn't going to be very useful. The way that archers actually deal damage is by shooting a lot of them. Maybe rather than have each 100 arrows target individual squares, just have the total area go up for each 100 arrows fired and have them all damage the same area. And make the Reflex save for half instead of full.

    Swarm of Arrows - There's a reason nobody ever takes Whirlwind Attack. May as well make this like Bloodstorm Blade's ability and let you make one attack against every enemy within range, not just within 30 ft. Also, there's no reason to require Weapon Focus on this feat.

    Cut the Air - Better off just replacing this with an ability to add 5 ft reach in general, since melee really do need it. Make it stackable every 10 levels.

    Counter Stance - This is actually slightly worse than Robilar's Gambit (PHB2). Maybe an improvement on that instead?

    Crippling Blow - There's a feat in Drow of the Underdark called Staggering Critical which makes an opponent slowed for 1 round if you confirm a critical on them, which is actually quite a bit better than this. And is it just me or does this last permanently? Maybe make it so that they're slowed for the rest of the encounter instead if you confirm the crit, and if they fail the save as well, their speed automatically falls to 5 ft for one minute.

    Master Craftsman - Typo with tolls. Also, am I reading this right or does this epic feat save you 105 gp?

    Adaptive Defense - Typo there with form. Make this require Dodge and make it a dodge bonus to AC. Skip the penalty and just make this apply to your Dodge target.

    Hide from the Mind - The way this is worded, it's possible to just keep rerolling until they fail. You should also involve Bluff in this somehow. Make it so that if an enemy would detect you from a successful Spot or Listen check against your Hide or Move Silently, you may roll a Bluff check against their Spot/Listen result. If you succeed, you may reroll your Hide/Move Silently with a bonus equal to the amount by which your Bluff exceeded their Spot/Listen.

    Epic Maneuver Recovery - Forgot about this, but needs some qualifier for crusaders, like that chosen maneuver is automatically a granted maneuver as well.

    That's about all of them. Finally!

    Quote Originally Posted by Myou View Post
    The thing is that if you are, say, medium, and you take Epic Grappler, hat only lets you grapple Huge creatures. You'd have to take it 3 times to grapple the tarrasque (or anything else colossal), and even more times if your DM uses the colossal+ sizes.
    But really, a colossal+ creature should be very very hard to grapple. You shouldn't be able to perfectly grapple everything with one feat. And besides, there are other ways to raise your size and Epic Grappler should stack with those. Enlarge Person for one size category, Expansion for two, Giant Size potentially three or four. It should take a few epic levels or some cleverness to grapple such gigantic creatures as the terrasque.
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Sorry I took a while to reply, hopefully you're still about.

    Quote Originally Posted by PId6 View Post
    Energy Bolt - Give an option to change that into an AOE attack instead. So maybe also allow you to fire an energy blast that deals d4s rather than d6s and damage a 20 radius area for Reflex half rather than ranged touch.

    Done! How's that DC?

    Finishing Bolt - Get rid of the required release duration remaining factor. Make the knockback 5 ft per character level. Since you can only do this once per day, may as well raise it to 3d6 to be somewhat more effective. And you're spending an epic feat on it; exhaustion is a terrible deal. Also allow this for AOE with d4s and those that fail the save suffer the knockback (at half power).

    Done.

    Release - The all-day penalties really make this bad to take, especially since +4 to damage is more than negated by the -4 to Str and the 1/day effect isn't worth sucking more for the entire day beforehand. Get rid of the day-long bonuses/penalties (including fatigue) and the preparation time and just keep the release ability, making it last for an entire encounter and can be used once per day. Give temp HP equal to 4*HD rather than +Con since with +Con, the extra HP can make you die at the end. The speed should be +30 ft instead just to be more noticeable. Make it selectable once per 10 levels.

    Ok, penalities are gone, but I really don't want to make it last a whole encounter - that means the eergy bolts become free. Or should the energy bolts be free and just a little weaker? Also, how about +con and temp HP too?
    Oh, and I'd actually prefer it not be something you can keep taking, becasue then after taking it a few times the energy bolt feat becomes worthless - the bonuses are too good.
    But maybe the bolt should somehow scale too?


    Extended Release - Replace with Additional Release, letting you use Release an additional time per day. Allowed to take once per 10 levels.

    Well, I actually rather want it to be a once per day thing. are you shoure I should do that?

    Blot out the Sun - This is just cool, but with arrows barely doing any damage individually, this isn't going to be very useful. The way that archers actually deal damage is by shooting a lot of them. Maybe rather than have each 100 arrows target individual squares, just have the total area go up for each 100 arrows fired and have them all damage the same area. And make the Reflex save for half instead of full.

    Done! ^^

    Swarm of Arrows - There's a reason nobody ever takes Whirlwind Attack. May as well make this like Bloodstorm Blade's ability and let you make one attack against every enemy within range, not just within 30 ft. Also, there's no reason to require Weapon Focus on this feat.

    What about making it a standard action too? Done, if that's ok.

    Cut the Air - Better off just replacing this with an ability to add 5 ft reach in general, since melee really do need it. Make it stackable every 10 levels.

    Done! ^^

    Counter Stance - This is actually slightly worse than Robilar's Gambit (PHB2). Maybe an improvement on that instead?

    Done! How's that?

    Crippling Blow - There's a feat in Drow of the Underdark called Staggering Critical which makes an opponent slowed for 1 round if you confirm a critical on them, which is actually quite a bit better than this. And is it just me or does this last permanently? Maybe make it so that they're slowed for the rest of the encounter instead if you confirm the crit, and if they fail the save as well, their speed automatically falls to 5 ft for one minute.

    How's that?

    Master Craftsman - Typo with tolls. Also, am I reading this right or does this epic feat save you 105 gp?

    Is that better? xD

    Adaptive Defense - Typo there with form. Make this require Dodge and make it a dodge bonus to AC. Skip the penalty and just make this apply to your Dodge target.

    Thanks! Done!

    Hide from the Mind - The way this is worded, it's possible to just keep rerolling until they fail. You should also involve Bluff in this somehow. Make it so that if an enemy would detect you from a successful Spot or Listen check against your Hide or Move Silently, you may roll a Bluff check against their Spot/Listen result. If you succeed, you may reroll your Hide/Move Silently with a bonus equal to the amount by which your Bluff exceeded their Spot/Listen.

    How's that?

    Epic Maneuver Recovery - Forgot about this, but needs some qualifier for crusaders, like that chosen maneuver is automatically a granted maneuver as well.

    Um, sorry, I don't qite understand what you mean there. D:

    That's about all of them. Finally!

    Thank you very much for your help! I hope you'll keep replaying until we're both hapy with what I have.

    But really, a colossal+ creature should be very very hard to grapple. You shouldn't be able to perfectly grapple everything with one feat. And besides, there are other ways to raise your size and Epic Grappler should stack with those. Enlarge Person for one size category, Expansion for two, Giant Size potentially three or four. It should take a few epic levels or some cleverness to grapple such gigantic creatures as the terrasque.

    Well, it still is - you have to overpower it. This just lets you try rather than auto-failing. :3
    Do you really think it's overpowered?
    Here's the new file. http://www.sendspace.com/file/nznjgk ^^
    Last edited by Myou; 2009-09-08 at 07:56 AM.

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    A few new ones, how are these?

    Is Unavoidable Shot too good? Or should it include 9th level spells too?



    Unstoppable Shot [Epic]:

    Prerequisites: Uncanny Accuracy

    Benefit: When you attack with a ranged weapon and deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), your attack continues on in a line until stopped by a solid object (an object capable of providing hard cover and withstanding the attack), or until it strikes a creature that survives the blow. Creatures in it's path may make a reflex save to avoid the attack (DC 10 + 1/2 your character level + your Dexterity modifier).


    Moment of Perfect Insight [Epic]:

    Prerequisites: Uncanny Accuracy, Dolorous Stroke (Weapon used)

    Benefit: Once each round you may make a single ranged attack with a +20 bonu to hit as a standard action. This attack automatically threatens and allows you to apply precision damage even if used on a creature normally immune to critical hits.


    Unavoidable Shot [Epic]:

    Prerequisites: Unstoppable Shot, Moment of Perfect Insight

    Benefit: Your ranged attacks ignore all magical effects whose level is lower than 9th. For example, your attacks no longer suffer an increased miss chance when attacking a Hasted foe or miss thanks to a Wind Wall spell.

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by Myou View Post
    Energy Bolt - Done! How's that DC?

    That's fine. The effect seems a bit weak though. It just doesn't do enough damage compared to just going in and full attacking or casting a god spell. The huge range makes it occasionally useful, but on the whole it isn't really that good. Just raising damage might not be the best solution though. Maybe give it some other effects similar to warlock essences?

    Release - Ok, penalities are gone, but I really don't want to make it last a whole encounter - that means the eergy bolts become free. Or should the energy bolts be free and just a little weaker? Also, how about +con and temp HP too?
    Oh, and I'd actually prefer it not be something you can keep taking, becasue then after taking it a few times the energy bolt feat becomes worthless - the bonuses are too good.
    But maybe the bolt should somehow scale too?

    Make release a free action, to be more in line with normal Rage and that type of effects. Also, the DR is pretty negligible at this level. Make it equal to character level. DR in general usually isn't that great anyway. Normally, encounters last like 3-5 rounds max, especially in epic, so getting rid of duration reduces bookkeeping without making it that much stronger in any but the most extraordinary circumstances. And Energy Bolt isn't free because you're sacrificing an epic feat and the ability to deal much more damage with a full attack when you use it.

    As for scaling, you can just get rid of the stack mechanism entirely if you want, and have the ability grant an additional +4 stats per 10 character levels above 20. Stacking can make it a bit strong in the +HP department anyhow. See above for suggested changes for Energy Bolt.


    Extended Release - Well, I actually rather want it to be a once per day thing. are you shoure I should do that?

    Okay, that's no problem then. Just 1/day does make a lot of sense.

    Blot out the Sun - Done! ^^

    Get rid of the "if they are aware of the attack". That's never used with any other reflex saves, so it's strange to use it here. If you can dodge a fireball without being aware that it's there, a hail of arrows shouldn't be too different.

    Swarm of Arrows - What about making it a standard action too? Done, if that's ok.

    No problem. Needs the boost anyway.

    Cut the Air - Done! ^^

    Nitpick: range increment doesn't apply to melee weapons, so that doesn't really make sense. Just say extend your reach with all melee attacks by 5 ft and it stacks with all other sources of reach.

    Counter Stance - Done! How's that?

    Much better!

    Crippling Blow - How's that?

    I'm a bit leery of just letting full healing negate the effects, since Fast Healing can ruin this completely. Maybe specify instead that you must use a Greater Restoration or Heal effect to restore it early?

    Master Craftsman - Is that better? xD

    Crafting is such a useless skill, may as well boost it in every way possibly. Keep the no tools and say that you're always treated as if using Masterwork Artisan's Tools when Crafting. Change the 100 gp thing to reduce the cost of all raw materials to 1/20 of the base price (as opposed to the normal 1/3), or free if the cost of the materials is less than 10 gp per character level. Finally, reduce the time required to Craft something by a factor of 20.

    Hide from the Mind - How's that?

    Great!

    Epic Maneuver Recovery - Um, sorry, I don't qite understand what you mean there. D:

    Since crusaders have their own recovery mechanism (granted maneuvers out of their normal readied maneuvers) they probably need some qualifier to say that the newly recovered maneuver is not only readied, but granted as well. Otherwise it's fairly useless for crusaders if your maneuver is recovered but you still don't have access to it because it's not granted.

    Well, it still is - you have to overpower it. This just lets you try rather than auto-failing. :3
    Do you really think it's overpowered?

    It's not that it's overpowered, it's just that the mechanic of another Strength check is a bit confusing and unnecessary, and we all know that grapple rules don't need anymore complexity! Why not just say you don't autofail against Freedom of Movement and creatures of exceptional size category?
    Nothing to see here.
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by Myou View Post
    Unstoppable Shot [Epic]:

    Prerequisites: Uncanny Accuracy

    Benefit: When you attack with a ranged weapon and deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), your attack continues on in a line until stopped by a solid object (an object capable of providing hard cover and withstanding the attack), or until it strikes a creature that survives the blow. Creatures in it's path may make a reflex save to avoid the attack (DC 10 + 1/2 your character level + your Dexterity modifier).
    This is pretty much Cleave but with arrows. Cleave is normally quite bad due to how situational it is, and arrows lack the oomph that melee attacks have, meaning this is even weaker. And this is epic...

    Quote Originally Posted by Myou View Post
    Moment of Perfect Insight [Epic]:

    Prerequisites: Uncanny Accuracy, Dolorous Stroke (Weapon used)

    Benefit: Once each round you may make a single ranged attack with a +20 bonu to hit as a standard action. This attack automatically threatens and allows you to apply precision damage even if used on a creature normally immune to critical hits.
    Decent and sometimes useful. Pretty good. Don't restrict this to a single weapon though; make Dolorous Stroke requirement be any ranged weapon.

    Quote Originally Posted by Myou View Post
    Unavoidable Shot [Epic]:

    Prerequisites: Unstoppable Shot, Moment of Perfect Insight

    Benefit: Your ranged attacks ignore all magical effects whose level is lower than 9th. For example, your attacks no longer suffer an increased miss chance when attacking a Hasted foe or miss thanks to a Wind Wall spell.
    "Ignore all magical effects" is way too vague, on the level of Iron Heart Surge. You should name exactly what gets ignored, like AC/miss chance/DR gained from spells. And yeah, include 9th level spells as well; casters get 10th+ spells, use them.
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Gah, no time to reply! Curse you, bus timetable!

    I'll have to answer this afternoon when I get home. ><

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    I added those three into the revised feat list. :3

    Quote Originally Posted by PId6 View Post
    Energy Bolt: The effect seems a bit weak though. It just doesn't do enough damage compared to just going in and full attacking or casting a god spell. The huge range makes it occasionally useful, but on the whole it isn't really that good. Just raising damage might not be the best solution though. Maybe give it some other effects similar to warlock essences?

    Hmmm... what sort of effect? I'm not up on Warlocks.

    Release: Make release a free action, to be more in line with normal Rage and that type of effects. Also, the DR is pretty negligible at this level. Make it equal to character level. DR in general usually isn't that great anyway. Normally, encounters last like 3-5 rounds max, especially in epic, so getting rid of duration reduces bookkeeping without making it that much stronger in any but the most extraordinary circumstances. And Energy Bolt isn't free because you're sacrificing an epic feat and the ability to deal much more damage with a full attack when you use it.

    Ahh, good point! Done!

    As for scaling, you can just get rid of the stack mechanism entirely if you want, and have the ability grant an additional +4 stats per 10 character levels above 20. Stacking can make it a bit strong in the +HP department anyhow. See above for suggested changes for Energy Bolt.

    Oh, good idea! Done!

    Extended Release: Okay, that's no problem then. Just 1/day does make a lot of sense.

    Awesome, I'll drop this feat then, it does nothing now.

    How is Regenerating Release now? I changed it quite a bit.


    Blot out the Sun: Get rid of the "if they are aware of the attack". That's never used with any other reflex saves, so it's strange to use it here. If you can dodge a fireball without being aware that it's there, a hail of arrows shouldn't be too different.

    Ok!

    Cut the Air: Nitpick: range increment doesn't apply to melee weapons, so that doesn't really make sense. Just say extend your reach with all melee attacks by 5 ft and it stacks with all other sources of reach.

    Done. ^^


    Crippling Blow: I'm a bit leery of just letting full healing negate the effects, since Fast Healing can ruin this completely. Maybe specify instead that you must use a Greater Restoration or Heal effect to restore it early?

    Ok! ^^

    Master Craftsman: Crafting is such a useless skill, may as well boost it in every way possibly. Keep the no tools and say that you're always treated as if using Masterwork Artisan's Tools when Crafting. Change the 100 gp thing to reduce the cost of all raw materials to 1/20 of the base price (as opposed to the normal 1/3), or free if the cost of the materials is less than 10 gp per character level. Finally, reduce the time required to Craft something by a factor of 20.

    Is that ok? I made it simpler, dividing cost and time by 10.


    Epic Maneuver Recovery: Since crusaders have their own recovery mechanism (granted maneuvers out of their normal readied maneuvers) they probably need some qualifier to say that the newly recovered maneuver is not only readied, but granted as well. Otherwise it's fairly useless for crusaders if your maneuver is recovered but you still don't have access to it because it's not granted.

    Ahhh, yes, I see! Done! ^^

    It's not that it's overpowered, it's just that the mechanic of another Strength check is a bit confusing and unnecessary, and we all know that grapple rules don't need anymore complexity! Why not just say you don't autofail against Freedom of Movement and creatures of exceptional size category?

    Because I am a fool. xD
    Done. Also made the bonus a round +10.


    This is pretty much Cleave but with arrows. Cleave is normally quite bad due to how situational it is, and arrows lack the oomph that melee attacks have, meaning this is even weaker. And this is epic...

    Mmm, very true.
    How is it now?


    Decent and sometimes useful. Pretty good. Don't restrict this to a single weapon though; make Dolorous Stroke requirement be any ranged weapon.

    Done! Thanks!

    "Ignore all magical effects" is way too vague, on the level of Iron Heart Surge. You should name exactly what gets ignored, like AC/miss chance/DR gained from spells. And yeah, include 9th level spells as well; casters get 10th+ spells, use them.

    Ohh, yeah. Ok, how is that?

    Updated file; http://www.sendspace.com/file/7yn7ax

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by Myou View Post
    Energy Bolt: Hmmm... what sort of effect? I'm not up on Warlocks.

    Just normal debuffs (confusion, slow, negative levels, fear, etc), energy damage, and such. I've no idea how to implement something like this though.

    How is Regenerating Release now? I changed it quite a bit.

    Looks fine. Might add in ability drain as well.

    Master Craftsman: Is that ok? I made it simpler, dividing cost and time by 10.

    That works.

    Mmm, very true.
    How is it now?

    Line effects need to specify area. Make it 5 ft wide, 5 ft tall, and has length equal to one range increment of the attack.

    Ohh, yeah. Ok, how is that?

    Perfect!
    Iron Talon - "You no longer fail checks..." means that you no longer fail grapple period against those creatures. I think you mean "You no longer automatically fail checks..." You should let Freedom of Movement give you a penalty to the check though, so it's not entirely useless in grapples. Also, the teleportation clause is no longer applicable, so remove that.
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by PId6 View Post
    Energy Bolt: Just normal debuffs (confusion, slow, negative levels, fear, etc), energy damage, and such. I've no idea how to implement something like this though.

    How about it requires a fort save to avoid being stunned?

    Regenerating Release: Looks fine. Might add in ability drain as well.

    Done!

    Master Craftsman: That works.

    Great! ^^

    Unstoppable Shot: Line effects need to specify area. Make it 5 ft wide, 5 ft tall, and has length equal to one range increment of the attack.

    Ahhh, ok! Done!

    Unavoidable Shot: Perfect!

    Yay, thank you!

    Iron Talon - "You no longer fail checks..." means that you no longer fail grapple period against those creatures. I think you mean "You no longer automatically fail checks..." You should let Freedom of Movement give you a penalty to the check though, so it's not entirely useless in grapples. Also, the teleportation clause is no longer applicable, so remove that.

    Oops! Done!

    Thanks for your reply! I should have nightmares and wake up at 5am screaming more often. xD

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    Last edited by Myou; 2009-09-10 at 11:53 PM.

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by Myou View Post
    Energy Bolt: How about it requires a fort save to avoid being stunned?

    Make it daze for 1 round and that can work. That should be a Will save though. Finishing Bolt can guarantee daze for 1 round then, without save.

    Unstoppable Shot: Ahhh, ok! Done!

    You shouldn't both require an attack roll and allow a save. Usually, AOE effects just allow a reflex save for half in place of attack rolls.

    Thanks for your reply! I should have nightmares and wake up at 5am screaming more often. xD

    Was it nightmares about the horrendous quality of normal epic rules?
    Actually, there are few enough quotes that I can just quote each piece separately. Oh well, I'm lazy.
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by PId6 View Post
    Energy Bolt: How about it requires a fort save to avoid being stunned?

    Make it daze for 1 round and that can work. That should be a Will save though. Finishing Bolt can guarantee daze for 1 round then, without save.

    Awesome! Ok! How's that DC?

    Unstoppable Shot: You shouldn't both require an attack roll and allow a save. Usually, AOE effects just allow a reflex save for half in place of attack rolls.

    Oh, that makes sense! Done!

    Thanks for your reply! I should have nightmares and wake up at 5am screaming more often. xD

    Was it nightmares about the horrendous quality of normal epic rules?

    Oh gods, so many extra spells per round! Why are there solars everywhere?! Why is metamagic free?! Why is the monk immune to archers?!

    Actually, there are few enough quotes that I can just quote each piece separately. Oh well, I'm lazy.
    I'm lazy too!

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    Last edited by Myou; 2009-09-11 at 01:56 AM.

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Ugh, this is too much. Must. Force. Myself. To. Copy. Quote. Twice.

    Quote Originally Posted by Myou View Post
    Energy Bolt: Awesome! Ok! How's that DC?
    That's fine. Actually, I just realized that the AOE version is now strictly better than the targeted version. Maybe raise the AOE damage to be the same as regular damage, but only allow daze for the single shot one? Same for Finishing Bolt.

    Quote Originally Posted by Myou View Post
    Oh gods, so many extra spells per round! Why are there solars everywhere?! Why is metamagic free?! Why is the monk immune to archers?!
    A wizard did it. A wizard who lives by the shore.

    Quote Originally Posted by Myou View Post
    I'm lazy too!
    I've overcome my laziness, now it's your turn!
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by PId6 View Post
    Ugh, this is too much. Must. Force. Myself. To. Copy. Quote. Twice.

    That's fine. Actually, I just realized that the AOE version is now strictly better than the targeted version. Maybe raise the AOE damage to be the same as regular damage, but only allow daze for the single shot one? Same for Finishing Bolt.

    Oh, great idea, yeah! Done!

    A wizard did it. A wizard who lives by the shore.

    That spooky bastard!

    I've overcome my laziness, now it's your turn!


    Speak for yourself. x3
    Seriously though, thank you so much for all the help! Any more feats you come up with, post them!

    I'll do the same of course. xD

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by Myou View Post
    Seriously though, thank you so much for all the help! Any more feats you come up with, post them!
    Of course! No problem! So when are you posting the complete epic rules?
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by PId6 View Post
    Of course! No problem! So when are you posting the complete epic rules?
    Well, I suppose I could do that later today! I hope they don't suck.

    I'd better give them one last look over before I do though.

    Do you think I should expand this thread or make a new one?

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    I'd say make a new one. This one is just about epic feat suggestions, which is somewhat different from the complete epic ruleset. You can still leave this thread open for new suggestions though.
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Quote Originally Posted by PId6 View Post
    I'd say make a new one. This one is just about epic feat suggestions, which is somewhat different from the complete epic ruleset. You can still leave this thread open for new suggestions though.
    Well, it's done!

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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    It's great to see someone that cares about the spirit of epic rules. I often play in epic games, and will be running one soon. That being said, I'm in the market for fixing anything I can in an elegant manner.

    I'll warn you, I make no attempt to be nice in these critiques. Overall I think you are very good at making caster feats and would like to see more, but not so much with non-caster feats.

    Armor Skin
    As was stated in a previous post, I think this feat also giving a stacking 25% immunity to critical hit and sneak attacks is very good. With that, it drives a hard bargain for someone actually take.

    Death of Enemies
    It still seems a little unbalanced to me. A flat +2 to the critical multiplier isn't necessarily broken, but seems to be a little much. I'd like to see this replaced by something a little less powerful, but seen in play more often.

    Blinding Speed
    All day seems... a little much. Given something like a 10 minute non-consecutive duration might be better. When I first read this feat, I thought it was fine, but then I read Legendary Climber and thought, "Well, why don't we just give the character constant spider climb?"

    Craft Epic Magic Items
    This is full of win. Buying all of your crafting feats over again is super lame.

    Damage Reduction
    Can we but a stacking cap on this? I think 3 or 4 times would be fine. I just don't want a character running around with DR 40/- by level 30. Or maybe you can convince me that it's fine as is.

    Dexterous Fortitude (and the like)
    This idea is full of win, but I really don't see any reason to require a bunch of feats no one wants to take. I would suggest requiring a base save bonus of +13.

    Efficient Item Creation
    How would this stack? Do you craft an additional 10,000g/day or double your rate?

    Energy Resistance
    A good change, but I still don't think it's a viable choice for epic characters. Maybe make it 20 and only let it stack up to 4 times.

    Amplify Spell
    I'm not convinced that this metamagic is useful for anything other than limited wish. Can you give me 3 examples that would make me want to use my 10th-level+ spell slots on it?

    Epic Summoning
    To simplify things, can't we just have the feat grant the character summon monster X and above and write the spells?

    Epic Animation
    Same thing as Epic Summoning.

    Spellstorm
    Awesome. I'm going to be running an epic game soon and I'm definitely introducing this as written. However, I would like the wording to be more specific about overlapping area effects.

    Combined Spell
    I really like this as well.

    Lasting Spell
    I wouldn't take a meta-magic feat just so I don't have to cross off a spell for the day. Plus, if it gets dispelled, waiting 24 hours for the slot to come back is a huge drawback.

    Universal Energy Substitution
    Pretty cool, possibly even necessary for direct damage casters.

    Overchannel
    Horrible. No caster in their right mind would ever take or use this.

    Spell Sculptor
    The idea is really cool, but there are probably several instances where this meta-magic can break the game. I'm just not patient enough to find any.

    Spellforge
    Great idea, but requires too much DM fiat. You're better off just making new spells.

    Raise Ward
    This has great potential for creating challenges.

    Epic Circle Magic
    Requires a bunch of people you know to have Circle Magic. No one would ever take this, and if they did, I'm not totally convinced of it's usefulness. As I've said before, can you give me an example of how you see this feat being used in a practical way?

    Epic (Save)
    1. Does the +4 stack with the non-epic save feat?
    2. I don't think anyone would actually take these feats.

    Epic Leadership
    Win.

    Epic Reputation
    No one would ever take this.

    Epic Skill Focus
    You may as well rename this "Epic Everyone Gets Use Magic Device".

    Epic Speed
    It doesn't really matter, but if you called the bonus an enhancement bonus, you would save on text space.

    Epic Spell Focus
    This should definitely be +2. I've played an epic caster that focused on having great DCs, and trust me, +2 still wouldn't be enough.

    Epic Spell Penetration
    Should be +4.

    Epic Toughness
    The problem here is, Improved Toughness will eventually be better, but making a feat give 2 hp per HD seems too much. So what's the result? We're victim of the system.

    Epic Prowess, Epic Weapon Focus, Epic Weapon Specialization
    All of these feats seem extraordinarily weak to me, even if you double the bonuses.

    Fast Healing
    See Damage Reduction comments.

    Great Strength
    I really like this, but I think you were too stringent with the stacking. Let characters stack it twice per 10 levels.

    Improved Combat Casting
    No. Casters should have a weakness.

    Improved Combat Reflexes
    I think this feat is a little too powerful when you introduce things like Robilar's Gambit and Karmic Strike into the game.

    Improved Darkvision and Improved Low-Light Vision
    Good idea, but unlimited worries me a little.

    Improved Metamagic
    I have huge problems with this feat. I did my own rewrite which I post below.

    Improved Precision
    The stacking restriction seems too stringent.

    Superior Precision
    Exactly one of the reasons why Improved Darkvision worries me. That and this is a bit extreme. Maybe make this an ability usable 3/day? 5/day?

    Intuitive Trapfinding
    Why was this decreased to 5 ft.?

    Lingering Damage
    I feel that the original text read the same way, but I'm happy to see you make it explicit.

    Master of Devices
    This is extremely hard to qualify for. I would knock down the Use Magic Device requirement to 12 ranks.

    Free Spell
    What was wrong with Multispell?

    Overwhelming Critical
    Too weak, even as an entry feat.

    Penetrate Damage Reduction
    Should be "all DR other than DR/- and DR/epic", otherwise it's too powerful.

    Polymath
    A really nice upgrade, but it needs a little more of a push to make it a desirable feat, like making all knowledge skills class skills.

    Self-Concealment
    Requiring Improved Evasion is a very hefty requirement. If it weren't for that, this would be a very selectable feat.

    Superior Initiative
    This needs to be +8 to make it selectable, especially with Improved Initiative as a requirement.

    Dolorous Stroke
    Too lop-sided. It'd be better to give the character a larger critical range.

    Epic Blind-Fight and Energy Strike
    Great write-ups. They're both going directly into my epic game.

    Epic Cleave
    Your heart is in the right place, but it's horrible. Having to announce your Epic Cleave attempt is exactly what kills it. It should be optionally triggered whenever you're able to cleave, and only once per round. Also, the second part of the text effectively allows you to get your attacks in a 30 ft. cone without cleaving at all, which is much more powerful than the original ability.

    Epic Diehard
    This is a good feat, but I feel like PCs are more than sufficiently equipped to deal with character death before epic levels. However, this would be an awesome feat for the DM to use.

    Epic Finesse
    Too weak to be an epic feat, too strong to be a non-epic feat. Suck. I mean, if you're an epic character, you will not need to take this feat if you've been successful for 20 levels previous.

    Flexible
    A logistical nightmare. The last thing on earth I want is another ability that takes 15 minutes for the PC to resolve.

    Mobile Attack
    Great idea, but I feel like the requirements need to be re-examined. Very few people take Mobility anymore, especially fighters.

    Disguised Spell
    Another awesome meta-magic feat. However, it has the side effect of completely bypassing costly material components, like for true seeing. Was this intentional?

    Friendly Spell
    I'm pretty sure there's a whole bunch of stuff that does this pre-epic if you wanted it that badly.

    Immediate Spell
    Great, but is +10 really necessary? Can we knock this down a little?

    Layered Metamagic
    Great. Instead of leaving it up to the players and DM, I would rather see a list of meta-magic feats that can be stacked with this feat.

    Penetrating Spell
    Especially in epic, this makes a ray spell weaker than it was. Very few monsters will fail a save in epic levels.

    Reactive Spell
    Awesome. I'm just afraid of the potentially broken uses.

    Near Miss
    This is awful. It introduces a metric tonne of meta-gaming for an ability that is exactly equivalent to a +2 bonus to AC.

    Perception
    Only someone that hates Rogues would write something like this. No offense if I'm wrong.

    Zero-Range
    Seems weak.

    Epic Trip
    Trip-locking someone is already ridiculously easy. Or maybe I'm wrong.

    Agile Evasion
    Avoiding one full attack every round is a little too powerful.

    Masochistic Disarm
    The stat requirements don't make a lot of sense. If you removed the stat requirements and imposed a -4 AC against attacks involving manufactured weapons until the ability is used, I'd like it.

    Epic Grappler
    There's already a feat that gives you +10. Unless I'm missing something, this feat only gives +4.

    Release and your Archery feats
    I personally wouldn't use these. The archery feats are a logistical nightmare, and Release isn't attractive to me at all because of the penalties.

    The following feats should be, or are already non-epic feats.
    • Bonus Domain; this is, in fact, a non-epic feat
    • Combat Archery
    • Spectral Strike; in addition to being non-epic, it should mimic ghost touch
    • Spellcasting Harrier; there is already mageslayer, this just doesn't have the -4 to caster level
    • Spontaneous Domain Access; this is, in fact, a non-epic feat
    • Spontaneous Spell; I think the same ability is available though a Spell Mastery feat chain
    • Uncanny Accuracy; this is equivalent to the seeking ranged weapon quality
    • Quick Thinking; I think this is already a non-epic feat


    Now that I critiqued your stuff, I'd appreciate your thoughts (and anyone else's) on these:

    Great (Ability)

    Benefit: The characterís (Ability) increases by 2 points. In addition, the character is considered to have a (Ability) score of 25 for the purposes of feat qualification.

    Special: This feat can be taken twice after the character reaches 21st level, and twice for every ten further levels gained. Its effects stack.

    Epic Resolve

    Prerequisite: Base attack bonus +21, Str 25

    Benefit: As a full-round action, the character may move at his/her full speed and completely ignore any mundane or magical effect that decreases his movement, including, but not limited to; black tentacles, ice storm, entangle, solid fog, difficult terrain, and any effect that creates difficult terrain. As part of this action, the character may attempt to burst through any wall effect, gaining a +10 bonus to the strength check, if it prevents or decreases movement, and leave a hole in his/her wake. However, this feat does not allow the character to break through force effects such as wall of force, forcecage, or resilient sphere.

    Improved Meta-magic

    Prerequisites: Any four meta-magic feats, ability to cast 10th-level spells

    Benefit: Whenever a character prepares or spontaneously casts a spell affected by a meta-magic feat, he/she may decrease the total spell level adjustment by 1, to a minimum of a +1 adjustment per meta-magic feat application.

  29. - Top - End - #89
    Ogre in the Playground
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    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    thanks for your response! I'll use bold to save an endless string of quotes.

    Quote Originally Posted by Navigator View Post
    It's great to see someone that cares about the spirit of epic rules. I often play in epic games, and will be running one soon. That being said, I'm in the market for fixing anything I can in an elegant manner.

    I'll warn you, I make no attempt to be nice in these critiques. Overall I think you are very good at making caster feats and would like to see more, but not so much with non-caster feats.

    Sadly, a lot of the caster feats are ones that I had help with, or that others came up with.

    Armor Skin
    As was stated in a previous post, I think this feat also giving a stacking 25% immunity to critical hit and sneak attacks is very good. With that, it drives a hard bargain for someone actually take.

    So, it's fine as is?

    Death of Enemies
    It still seems a little unbalanced to me. A flat +2 to the critical multiplier isn't necessarily broken, but seems to be a little much. I'd like to see this replaced by something a little less powerful, but seen in play more often.

    I'm a little confused, there is no Death of Enemies feat in the list.
    If you mean Overwhelming Critical, I can't say that it seems too powerful to me, but perhaps you mean another feat?


    Blinding Speed
    All day seems... a little much. Given something like a 10 minute non-consecutive duration might be better. When I first read this feat, I thought it was fine, but then I read Legendary Climber and thought, "Well, why don't we just give the character constant spider climb?"

    Hmmm, well, I've added Epic Speed as a requirement, but limiting it like that is overkill. You can get the extra attack from Haste for a cheap enhancement, and this is an epic feat. What's the connection to Legendary Climber though?

    Craft Epic Magic Items
    This is full of win. Buying all of your crafting feats over again is super lame.

    Thanks! One I made all by my self. x3

    Damage Reduction
    Can we but a stacking cap on this? I think 3 or 4 times would be fine. I just don't want a character running around with DR 40/- by level 30. Or maybe you can convince me that it's fine as is.

    Well, if you spend all your non-class feats on DR then by level 30 you have DR 20/-. That's not even going to apply against magic, and you're spending all your feats on defence, so you don't get any of the epic offensive feats.

    Dexterous Fortitude (and the like)
    This idea is full of win, but I really don't see any reason to require a bunch of feats no one wants to take. I would suggest requiring a base save bonus of +13.

    Well, it only require a single feat to take it. And with no prerequisite virtually everyone would take it.

    Efficient Item Creation
    How would this stack? Do you craft an additional 10,000g/day or double your rate?

    Uh, neither, it's ten times faster. "Crafting a magic item requires one day per 10,000 gold of the itemís market price, with a minimum of one day."
    Do you maybe have an older version of the feat list or something?


    Energy Resistance
    A good change, but I still don't think it's a viable choice for epic characters. Maybe make it 20 and only let it stack up to 4 times.

    Ok, you mut have an older version, it's now Energy Immunity. ^^;

    Amplify Spell
    I'm not convinced that this metamagic is useful for anything other than limited wish. Can you give me 3 examples that would make me want to use my 10th-level+ spell slots on it?

    Make spells limited by enemy HD less limited?
    Make Wish copy 9th level spells?
    Make a spell limited to a max CL do more damage?


    Epic Summoning
    To simplify things, can't we just have the feat grant the character summon monster X and above and write the spells?

    But this works of thing other than summon monster too.

    Epic Animation
    Same thing as Epic Summoning.

    Same answer?

    Spellstorm
    Awesome. I'm going to be running an epic game soon and I'm definitely introducing this as written. However, I would like the wording to be more specific about overlapping area effects.

    Oooh, thanks!
    Not that I came up with it. ><
    I'll say the areas can't overlap.


    Combined Spell
    I really like this as well.

    Thanks, I think that might have been mine. ^^

    Lasting Spell
    I wouldn't take a meta-magic feat just so I don't have to cross off a spell for the day. Plus, if it gets dispelled, waiting 24 hours for the slot to come back is a huge drawback.

    It's not one of mine, but I agree really, it's not good. Perhaps it should make the spell impossible to dispel?

    Universal Energy Substitution
    Pretty cool, possibly even necessary for direct damage casters.

    Thanks. ^^

    Overchannel
    Horrible. No caster in their right mind would ever take or use this.

    It's been removed since whatever version you have. ^^

    Spell Sculptor
    The idea is really cool, but there are probably several instances where this meta-magic can break the game. I'm just not patient enough to find any.

    Well, if you figure any of them out let me know.

    Spellforge
    Great idea, but requires too much DM fiat. You're better off just making new spells.

    Well, the only fiat is disallowing broken spells being combined, if that was removed, would it then be broken?

    Raise Ward
    This has great potential for creating challenges.

    Sadly not one of mine. But most of the peic metamagic ones aren't.

    Epic Circle Magic
    Requires a bunch of people you know to have Circle Magic. No one would ever take this, and if they did, I'm not totally convinced of it's usefulness. As I've said before, can you give me an example of how you see this feat being used in a practical way?

    Maybe it should just be removed?

    Epic (Save)
    1. Does the +4 stack with the non-epic save feat?
    2. I don't think anyone would actually take these feats.

    I think you have old versions of these. They make you not fail on nat. 1, pretty ueful I think, especially with feats to let you use that save in place of others.

    Epic Leadership
    Win.

    Why thank you. ^^

    Epic Reputation
    No one would ever take this.

    Maybe you have the old one? It gives you 10% off in shops that know you.

    Epic Skill Focus
    You may as well rename this "Epic Everyone Gets Use Magic Device".

    Err, well, nothing wrong with that. XD

    Epic Speed
    It doesn't really matter, but if you called the bonus an enhancement bonus, you would save on text space.

    Too lazy to rewrite it. XD

    Epic Spell Focus
    This should definitely be +2. I've played an epic caster that focused on having great DCs, and trust me, +2 still wouldn't be enough.

    It's a scaling +2 in my version. ^^

    Epic Spell Penetration
    Should be +4.

    In my version it's +6. xD

    Epic Toughness
    The problem here is, Improved Toughness will eventually be better, but making a feat give 2 hp per HD seems too much. So what's the result? We're victim of the system.

    Well, 30hp isn't a lot really, it's just handy if you have a spare feat, and it gives immunity to massive damage.

    Epic Prowess, Epic Weapon Focus, Epic Weapon Specialization
    All of these feats seem extraordinarily weak to me, even if you double the bonuses.

    They're all different now. ^^

    Fast Healing
    See Damage Reduction comments.

    Actually, in most high level combats you can die in a single blow, or be other wise redered useless, so blowing all your feats to get +20 hp recovery a round, when you have about 400hp is not broken. xD

    Great Strength
    I really like this, but I think you were too stringent with the stacking. Let characters stack it twice per 10 levels.

    Sadly whatever feat that was, it must have a new name now, I can't find it.

    Improved Combat Casting
    No. Casters should have a weakness.

    That was not their weakness.

    Improved Combat Reflexes
    I think this feat is a little too powerful when you introduce things like Robilar's Gambit and Karmic Strike into the game.

    It really really isn't - you'd have to fight a load of foes at once.

    Improved Darkvision and Improved Low-Light Vision
    Good idea, but unlimited worries me a little.

    It's actually a weak feat even if it's unlimited, all it's allowing is normal vision when it's night.

    Improved Metamagic
    I have huge problems with this feat. I did my own rewrite which I post below.

    I'll take a look when I get there. ^^

    Improved Precision
    The stacking restriction seems too stringent.

    The current version is better. ^^

    Superior Precision
    Exactly one of the reasons why Improved Darkvision worries me. That and this is a bit extreme. Maybe make this an ability usable 3/day? 5/day?

    You know that Dark/low light vision is still limited by how far you can actually see, right?

    Intuitive Trapfinding
    Why was this decreased to 5 ft.?

    Currently 10ft. :3

    Lingering Damage
    I feel that the original text read the same way, but I'm happy to see you make it explicit.

    Thakns. ^^

    Master of Devices
    This is extremely hard to qualify for. I would knock down the Use Magic Device requirement to 12 ranks.

    Take the Epic Skill Focus feat. :3

    Free Spell
    What was wrong with Multispell?

    That you can cast two quickened spells a round, and extras every time you take it?

    Overwhelming Critical
    Too weak, even as an entry feat.

    Well, I think the version you have is old, because earlier you said +2 to crit multiplier was too good. xD

    Penetrate Damage Reduction
    Should be "all DR other than DR/- and DR/epic", otherwise it's too powerful.

    Why?

    Polymath
    A really nice upgrade, but it needs a little more of a push to make it a desirable feat, like making all knowledge skills class skills.

    Sadly again you have the old version.

    Self-Concealment
    Requiring Improved Evasion is a very hefty requirement. If it weren't for that, this would be a very selectable feat.

    So, pretty balanced?

    Superior Initiative
    This needs to be +8 to make it selectable, especially with Improved Initiative as a requirement.

    Old version again.

    Dolorous Stroke
    Too lop-sided. It'd be better to give the character a larger critical range.

    Old again.

    Epic Blind-Fight and Energy Strike
    Great write-ups. They're both going directly into my epic game.

    Why thank you! I just hope that the versions you like are the same as the current versions. XD

    Epic Cleave
    Your heart is in the right place, but it's horrible. Having to announce your Epic Cleave attempt is exactly what kills it. It should be optionally triggered whenever you're able to cleave, and only once per round. Also, the second part of the text effectively allows you to get your attacks in a 30 ft. cone without cleaving at all, which is much more powerful than the original ability.

    Old version.

    Epic Diehard
    This is a good feat, but I feel like PCs are more than sufficiently equipped to deal with character death before epic levels. However, this would be an awesome feat for the DM to use.

    Cool. ^^

    Epic Finesse
    Too weak to be an epic feat, too strong to be a non-epic feat. Suck. I mean, if you're an epic character, you will not need to take this feat if you've been successful for 20 levels previous.

    Why, what's wrong with a nice big damage boost when you're TWFing?

    Flexible
    A logistical nightmare. The last thing on earth I want is another ability that takes 15 minutes for the PC to resolve.

    Well, perhaps you have an old verison. All it does is swap two ability scores for a bit.

    Mobile Attack
    Great idea, but I feel like the requirements need to be re-examined. Very few people take Mobility anymore, especially fighters.

    Given that this feat is incredible, I think they can put up with one dead feat to get it. XD

    Disguised Spell
    Another awesome meta-magic feat. However, it has the side effect of completely bypassing costly material components, like for true seeing. Was this intentional?

    Oops! Fixed now.

    Friendly Spell
    I'm pretty sure there's a whole bunch of stuff that does this pre-epic if you wanted it that badly.

    Well, I can think of the archmage ability, anything else? Maybe make the SLA cheaper?

    Immediate Spell
    Great, but is +10 really necessary? Can we knock this down a little?

    Hmm, maybe +8 on rethinking it. Don't forget how powerful it is to be able to cast when it' not your turn.

    Layered Metamagic
    Great. Instead of leaving it up to the players and DM, I would rather see a list of meta-magic feats that can be stacked with this feat.

    But any feat can be. o.o

    Penetrating Spell
    Especially in epic, this makes a ray spell weaker than it was. Very few monsters will fail a save in epic levels.

    The initial target gets no save. I just noticed that in fact this spell is broken. Changing it now. XD

    Reactive Spell
    Awesome. I'm just afraid of the potentially broken uses.

    It's Craft Contingent Spell toned but limited to ten rounds and costing higher level slots. XD

    Near Miss
    This is awful. It introduces a metric tonne of meta-gaming for an ability that is exactly equivalent to a +2 bonus to AC.

    Different now anyway. XD

    Perception
    Only someone that hates Rogues would write something like this. No offense if I'm wrong.

    I certainly don't hate rogues. o.o
    They can still use dozens of ways to get SA damage, can't they?


    Zero-Range
    Seems weak.

    Different now I think.

    Epic Trip
    Trip-locking someone is already ridiculously easy. Or maybe I'm wrong.

    Trip-locking? You can't trip someone who's getting up without this.

    Agile Evasion
    Avoiding one full attack every round is a little too powerful.

    Only if you beat the atack roll, and only if they already spent their move acton on something else.

    Masochistic Disarm
    The stat requirements don't make a lot of sense. If you removed the stat requirements and imposed a -4 AC against attacks involving manufactured weapons until the ability is used, I'd like it.

    Maybe you're looking at an old version.

    Epic Grappler
    There's already a feat that gives you +10. Unless I'm missing something, this feat only gives +4.

    This lets you grapple bigger creatures.

    Release and your Archery feats
    I personally wouldn't use these. The archery feats are a logistical nightmare, and Release isn't attractive to me at all because of the penalties.

    Both very different now. xD

    The following feats should be, or are already non-epic feats.
    • Bonus Domain; this is, in fact, a non-epic feat old ver.
    • Combat Archery old ver. I think, unless there's some feat I missed
    • Spectral Strike; in addition to being non-epic, it should mimic ghost touch old
    • Spellcasting Harrier; there is already mageslayer, this just doesn't have the -4 to caster level old
    • Spontaneous Domain Access; this is, in fact, a non-epic feat Oh, it is? Where from?
    • Spontaneous Spell; I think the same ability is available though a Spell Mastery feat chain A what? ^^;
    • Uncanny Accuracy; this is equivalent to the seeking ranged weapon quality Old ver. perhaps
    • Quick Thinking; I think this is already a non-epic featOld version I think, unles you know a feat I don't.


    Now that I critiqued your stuff, I'd appreciate your thoughts (and anyone else's) on these:

    Great (Ability)

    Benefit: The characterís (Ability) increases by 2 points. In addition, the character is considered to have a (Ability) score of 25 for the purposes of feat qualification.

    Special: This feat can be taken twice after the character reaches 21st level, and twice for every ten further levels gained. Its effects stack.

    Too weak really, have a look at my current list for my versions.

    Epic Resolve

    Prerequisite: Base attack bonus +21, Str 25

    Benefit: As a full-round action, the character may move at his/her full speed and completely ignore any mundane or magical effect that decreases his movement, including, but not limited to; black tentacles, ice storm, entangle, solid fog, difficult terrain, and any effect that creates difficult terrain. As part of this action, the character may attempt to burst through any wall effect, gaining a +10 bonus to the strength check, if it prevents or decreases movement, and leave a hole in his/her wake. However, this feat does not allow the character to break through force effects such as wall of force, forcecage, or resilient sphere.

    Am I right in thinking that this lets you ignore Prismatic Spheres? XD
    A bit too good I think.


    Improved Meta-magic

    Prerequisites: Any four meta-magic feats, ability to cast 10th-level spells

    Benefit: Whenever a character prepares or spontaneously casts a spell affected by a meta-magic feat, he/she may decrease the total spell level adjustment by 1, to a minimum of a +1 adjustment per meta-magic feat application.

    Isn't that already a feat? o.o
    Thanks for the input! It's a shame you somehow got the old version!

    New one up here; http://www.sendspace.com/file/vjaej1

  30. - Top - End - #90
    Dwarf in the Playground
    Join Date
    Aug 2009

    Default Re: [3.5] Epic Feats [P.E.A.C.H and suggest more!]

    Since you edited the OP, I can't know for sure, but I probably misunderstood that there were two different versions. In any case, I was definitely looking at the wrong one and will be back with comments.

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