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  1. - Top - End - #1
    Bugbear in the Playground
     
    Jergmo's Avatar

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    Default [3.5] Icewind Dale II Feat Adaptations

    Dodge [General]
    Prerequisite
    Dex 13.

    Benefit
    You receive a +1 dodge bonus to armor class against attacks from an opponent.

    Special
    A fighter may select Dodge as one of their fighter bonus feats.

    Elemental Magic Mastery [Metamagic]
    Your masty of a particular element has yielded impressive results.

    Prerequisites
    Energy Substitution in the specified element, ability to cast 4th level spells and 10 ranks in Spellcraft.

    Benefit
    Grants resistance 5 to the specified element and a +20% increase to all damage done with spells of that element.

    Special
    You may take this feat multiple times, applying it to different elemental damage types.

    Heroic Inspiration [General]

    When things look grim, your character rises to the occasion.

    Prerequisite
    Cha 13, at least one level of barbarian, bard, fighter or paladin.

    Benefit
    When below 50% hit points, the character as well as allies in a 10 foot radius gain a +1 bonus to hit, damage, and saving throws.

    Special
    A fighter may select Heroic Inspiration as one of their fighter bonus feats.

    Luck of Heroes [General]
    Through pluck, determination, and resilience, you survive in the most trying of circumstances.

    Benefit
    You receive a +1 luck bonus on all saving throws.

    Maximized Attacks [General]
    You have learned to maximize the effect of your attacks while performing a short concentrated attack.

    Prerequisites
    4 ranks in Concentration and Weapon Specialization with at least one weapon.

    Benefit
    All attacks with a weapon you have Weapon Specialization in do maximum base damage for 2 rounds. Usable once per day.

    Special
    A fighter may select Maximized Attacks as one of their fighter bonus feats.
    Last edited by Jergmo; 2009-08-31 at 04:53 PM.


    Spoiler
    Show
    DM: "Sunder the wall?! WT**** kind of tactics are these!?"
    Me: The kind that armies have been using for millennia.
    DM: They didn't do it with swords!
    Me: Which makes us so much cooler.

    Player: Where are the babau in relation to everyone else?
    Me: They're right behind you. Vesil is covered in Loki's blood. That is their location in relation to you.
    Player: I was just wondering about a fireball.

    My Homebrew

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: [3.5] Icewind Dale II Feat Adaptations

    Quote Originally Posted by Jergmo View Post
    Aegis of Rime [Metamagic]
    Your mastery of cold magic has yielded impressive results.

    Prerequisites
    Energy Substitution (Cold), ability to cast 4th level spells and 10 ranks in Spellcraft.

    Benefit
    Grants resistance 5 to acid and a +20% increase to all Cold spell damage done.
    I suspect you made a copy-paste error here and it should be Cold resistance 5 instead.

    Dodge [General]
    Prerequisite
    Dex 13.

    Benefit
    You receive a +1 dodge bonus to armor class against attacks from an opponent.
    Special
    A fighter may select Dodge as one of their fighter bonus feats.
    This feat already exists and is both annoying and underpowered. Making it a flat +1 Dodge bonus against all opponents reduces the annoyance and makes it more worth taking.

    Maximized Attacks is interesting. Might be more useful if it was more than 1/day, perhaps Str Mod/day or 1/encounter or something.

  3. - Top - End - #3
    Barbarian in the Playground
     
    RangerGuy

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    Mar 2009

    Default Re: [3.5] Icewind Dale II Feat Adaptations

    Save some space:

    Elemental Magic Mastery [Metamagic]
    Your mastery of a particular element has yielded impressive results.

    Prerequisites
    Energy Substitution (any), ability to cast 4th level spells and 10 ranks in Spellcraft.

    Benefit Choose an element you have Energy Substitution for: You gain resistance 5 to that element and a +20% increase to all damage done with spells of that element.

    Special: You may take this feat multiple times, applying it to different elements. You must have Energy Substitution for each element you choose.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Jergmo's Avatar

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    Default Re: [3.5] Icewind Dale II Feat Adaptations

    Quote Originally Posted by Glimbur View Post
    I suspect you made a copy-paste error here and it should be Cold resistance 5 instead.


    This feat already exists and is both annoying and underpowered. Making it a flat +1 Dodge bonus against all opponents reduces the annoyance and makes it more worth taking.

    Maximized Attacks is interesting. Might be more useful if it was more than 1/day, perhaps Str Mod/day or 1/encounter or something.
    1.) Yeah, whoops. :3
    2.) Yeah, I felt it was a little silly otherwise.
    3.) If it's going to be like that, then I'd say it only lasts one round. Plus, it makes the Weapon Focus tree worth taking!

    Quote Originally Posted by raitalin View Post
    Save some space:

    Elemental Magic Mastery [Metamagic]
    Your mastery of a particular element has yielded impressive results.

    Prerequisites
    Energy Substitution (any), ability to cast 4th level spells and 10 ranks in Spellcraft.

    Benefit Choose an element you have Energy Substitution for: You gain resistance 5 to that element and a +20% increase to all damage done with spells of that element.

    Special: You may take this feat multiple times, applying it to different elements. You must have Energy Substitution for each element you choose.
    Heh, I suppose I should've thought of that, thanks.
    Last edited by Jergmo; 2009-08-31 at 04:45 PM.


    Spoiler
    Show
    DM: "Sunder the wall?! WT**** kind of tactics are these!?"
    Me: The kind that armies have been using for millennia.
    DM: They didn't do it with swords!
    Me: Which makes us so much cooler.

    Player: Where are the babau in relation to everyone else?
    Me: They're right behind you. Vesil is covered in Loki's blood. That is their location in relation to you.
    Player: I was just wondering about a fireball.

    My Homebrew

  5. - Top - End - #5
    Firbolg in the Playground
     
    Djinn_in_Tonic's Avatar

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    Default Re: [3.5] Icewind Dale II Feat Adaptations

    Can't Fighters have nice things? Observe.

    Quote Originally Posted by Jergmo View Post
    Dodge [General]
    Elemental Magic Mastery [Metamagic]
    Your masty of a particular element has yielded impressive results.

    Prerequisites
    Energy Substitution in the specified element, ability to cast 4th level spells and 10 ranks in Spellcraft.

    Benefit
    Grants resistance 5 to the specified element and a +20% increase to all damage done with spells of that element.
    This is to powerful. A +20% to all damage with spells of that element? Alright...Meteor Swarm's average fire damage increases from 84 to 101, so an increase of +16. Perhaps not THAT good (although for no level increase it is), but compare it to...


    Maximized Attacks [General]
    You have learned to maximize the effect of your attacks while performing a short concentrated attack.

    Prerequisites
    4 ranks in Concentration and Weapon Specialization with at least one weapon.

    Benefit
    All attacks with a weapon you have Weapon Specialization in do maximum base damage for 2 rounds. Usable once per day.

    Special
    A fighter may select Maximized Attacks as one of their fighter bonus feats.
    Assuming the greatest normal damage weapon (a Greatsword), average damage is 7 and the maximum is 12. Assuming 4 attacks, and giving a fairly generous 3 hits per round, this feat adds 30 damage per day, if, and only if, you are in a position to make two full attacks in a row.

    The spellcaster feat is FAR superior. Two castings of Meteor Swarm, or Meteor Swarm and any two or three other spells of any element and the fighter feat is left FAR behind.
    Last edited by Djinn_in_Tonic; 2009-08-31 at 06:01 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  6. - Top - End - #6
    Titan in the Playground
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    Broken Damaged Worthless

    Default Re: [3.5] Icewind Dale II Feat Adaptations

    I do like the Elemental Mastery feats, but I might recommend they work a bit differently. Instead of being a blanket 20% increase, what if they merely added +1 damage/die of the spell? That way, Meteor Swarm's damage increases by only 24 damage (only 24 dice of the spell are actually Fire damage).

    As for the Maximized Attacks, just let it work as it does now, and give them Str mod uses/day. Seems fair to me.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  7. - Top - End - #7
    Ettin in the Playground
     
    Spiryt's Avatar

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    Default Re: [3.5] Icewind Dale II Feat Adaptations

    Quote Originally Posted by Djinn_In_Tonic View Post
    Assuming the greatest normal damage weapon (a Greatsword), average damage is 7 and the maximum is 12. Assuming 4 attacks, and giving a fairly generous 3 hits per round, this feat adds 30 damage per day, if, and only if, you are in a position to make two full attacks in a row.

    The spellcaster feat is FAR superior. Two castings of Meteor Swarm, or Meteor Swarm and any two or three other spells of any element and the fighter feat is left FAR behind.
    I was planning to make such feat from some time, and I think I would just take it, remove Weapon Specialisation requirement, and make it 3 rounds x Intelligence bonus per day. Or something like that.

    But I was mainly obsessed with the idea of Intelligence based feat.
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  8. - Top - End - #8
    Bugbear in the Playground
     
    Jergmo's Avatar

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    Default Re: [3.5] Icewind Dale II Feat Adaptations

    How about if they gain, say, half their caster level to spell damage, and spells of that element at a +2 caster level? (Note: Just going by what the feat says in the game; I wasn't sure if it was too powerful. Maximized Attacks said it lasted 10 seconds and was usable once per day.)
    Last edited by Jergmo; 2009-08-31 at 07:12 PM.


    Spoiler
    Show
    DM: "Sunder the wall?! WT**** kind of tactics are these!?"
    Me: The kind that armies have been using for millennia.
    DM: They didn't do it with swords!
    Me: Which makes us so much cooler.

    Player: Where are the babau in relation to everyone else?
    Me: They're right behind you. Vesil is covered in Loki's blood. That is their location in relation to you.
    Player: I was just wondering about a fireball.

    My Homebrew

  9. - Top - End - #9
    Titan in the Playground
     
    DracoDei's Avatar

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    Default Re: [3.5] Icewind Dale II Feat Adaptations

    The Maximized Attacks feat comes into its own when used by a martial intiator, with a weapon that has energy damage added on (Flaming, Shocking, Frost, etc), and/or with Sneak Attack/Sudden Strike/(Whatever it is that Scouts get).

    For martial initiators it is very good.
    Last edited by DracoDei; 2009-08-31 at 07:58 PM.
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