A Monster for Every Season: Summer 2
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  1. - Top - End - #1
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    OldWizardGuy

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    Default Revamped Wizard, Take 2 (Divine Feats)

    Here are the divine-themed feats for my revamped wizard class. A quick note on spellcasting bonuses:

    Spellcasting Bonus: This type of bonus is usually applied to a character's mental ability scores. It improves ability scores solely for the purposes of spellcasting (typically spells memorised, magic points per day and save DCs) and provides no other benefits. Spellcasting bonuses stack with each other.

    Now, the feats!

    Acolyte of Good [Divine]
    You have been inducted into the worship of a particular deity of Good.

    Prerequisites
    Wizard level 1st, Knowledge (religion) 4 ranks, Charisma 12, any good alignment, alignment matching your chosen deity.

    Benefit
    You gain an aura of good as a 3.5 cleric of your character level.

    You gain the turn evil class feature. You can turn evil outsiders, evil creatures with the [Extraplanar] or [Incorporeal] subtypes, creatures with the [Evil] subtype, and creatures called, created or summoned through evil magic (typically undead and summoned monsters). To turn evil you must expend a daily use of Willpower; the ability otherwise functions as the 3.5 cleric turn undead class feature save that you use your caster level as your effective cleric level and in place of a creature's Hit Dice you instead use the creature's CR + Charisma modifier + Turn Resistance.

    You gain the good empathy class feature. This works as the 3.5 druid's wild empathy class feature save that you may only use it to influence the attitude of good outsiders, good creatures with the [Extraplanar] or [Incorporeal] subtypes, creatures with the [Good] subtype, and creatures called, created or summoned through good magic (typically summoned monsters). You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).

    Special
    You must act in all ways as a loyal member of your deity's religion, advancing the cause whenever possible (including abstaining from casting [Evil] spells). If you fail in this duty you lose the benefits of this feat and may suffer additional penalties (at your DM's and deity's discretion) until such time as you atone. If your alignment changes you may replace this feat and all later feats in the chain as appropriate (e.g. Acolyte of Good and Cleric of Good with Acolyte of Evil and Cleric of Evil) and worship a different deity (again requiring atonement to the new deity).

    A wizard with the Acolyte of Good and 5 or more ranks in Knowledge (religion) gains a +2 bonus on turn evil and good empathy checks.

    You may not take this feat more than once unless you possess the Polytheist feat. Each time you select it, choose a different deity to add to your personal pantheon of worshipped deities.

    Cleric of Good [Divine]

    You are a respected member of your church.

    Prerequisites
    Wizard level 3rd, Acolyte of Good (chosen deity), Knowledge (religion) 9 ranks, Charisma 14, any good alignment, alignment matching your chosen deity.

    Benefit
    Choose two domains granted by your chosen deity. You gain the granted powers of those domains and all spells from those domains are considered to be in your spellbook (though you must still be of sufficiently high level to cast them and other wizards cannot transcribe them from your spellbook). If you already have a particular domain spell in your spellbook, you may instead treat a spell of equivalent level from the 3.5 cleric spell list as though it were in your spellbook (once you select a spell in this way, that choice may not be changed).

    Special
    If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Good.

    High Priest of Good [Divine]

    You are a leading figure of your faith.

    Prerequisites
    Wizard level 6th, Acolyte of Good (chosen deity), Cleric of Good (chosen deity), Knowledge (religion) 15 ranks, Charisma 16, any good alignment, alignment matching your chosen deity.

    Benefit
    You gain the benefits of Cleric of Good for all your deity's domains.

    Add your Charisma modifier (including any spellcasting bonuses) as a sacred bonus to your saving throws and Armour Class.

    Special
    If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Good.



    These are the simple symmetrical Evil equivalents of the Good feats:
    Spoiler: Acolyte of Evil, Cleric of Evil, High Priest of Evil
    Show

    Acolyte of Evil [Divine]

    You have been inducted into the worship of a particular deity of Evil.

    Prerequisites
    Wizard level 1st, Knowledge (religion) 4 ranks, Charisma 12, any evil alignment, alignment matching your chosen deity.

    Benefit
    You gain an aura of evil as a 3.5 cleric of your character level.

    You gain the turn good class feature. You can turn good outsiders, good creatures with the [Extraplanar] or [Incorporeal] subtypes, creatures with the [Good] subtype, and creatures called, created or summoned through good magic (typically summoned monsters). To turn good you must expend a daily use of Willpower; the ability otherwise functions as the 3.5 cleric turn undead class feature save that you use your caster level as your effective cleric level and in place of a creature's Hit Dice you instead use the creature's CR + Charisma modifier + Turn Resistance.

    You gain the evil empathy class feature. This works as the 3.5 druid's wild empathy class feature save that you may only use it to influence the attitude of evil outsiders, evil creatures with the [Extraplanar] or [Incorporeal] subtypes, creatures with the [Evil] subtype, and creatures called, created or summoned through evil magic (typically undead and summoned monsters). You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning good, but if successful the creatures are freed of the control rather than turned or destroyed).

    Special
    You must act in all ways as a loyal member of your deity's religion, advancing the cause whenever possible (including abstaining from casting [Good] spells). If you fail in this duty you lose the benefits of this feat and may suffer additional penalties (at your DM's and deity's discretion) until such time as you atone. If your alignment changes you may replace this feat and all later feats in the chain as appropriate (e.g. Acolyte of Evil and Cleric of Evil with Acolyte of Good and Cleric of Good) and worship a different deity (again requiring atonement to the new deity).

    A wizard with the Acolyte of Evil and 5 or more ranks in Knowledge (religion) gains a +2 bonus on turn evil and good empathy checks.

    You may not take this feat more than once unless you possess the Polytheist feat. Each time you select it, choose a different deity to add to your personal pantheon of worshipped deities.

    Cleric of Evil [Divine]

    You are a respected member of your church.

    Prerequisites
    Wizard level 3rd, Acolyte of Evil (chosen deity), Knowledge (religion) 9 ranks, Charisma 12, any evil alignment, alignment matching your chosen deity.

    Benefit
    Choose two domains granted by your chosen deity. You gain the granted powers of those domains and all spells from those domains are considered to be in your spellbook (though you must still be of sufficiently high level to cast them and other wizards cannot transcribe them from your spellbook). If you already have a particular domain spell in your spellbook, you may instead treat a spell of equivalent level from the 3.5 cleric spell list as though it were in your spellbook (once you select a spell in this way, that choice may not be changed).

    Special
    If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Evil.

    High Priest of Evil [Divine]

    You are a leading figure of your faith.

    Prerequisites
    Wizard level 6th, Acolyte of Evil (chosen deity), Cleric of Evil (chosen deity), Knowledge (religion) 15 ranks, Charisma 16, any evil alignment, alignment matching your chosen deity.

    Benefit
    You gain the benefits of Cleric of Evil for all your deity's domains.

    Add your Charisma modifier (including any spellcasting bonuses) as a profane bonus to your saving throws and Armour Class.

    Special
    If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Evil.



    Initiate Druid [Divine]
    You have learned the magic of the wilderness.

    Prerequisites
    Wizard level 1st, Knowledge (nature) 4 ranks, Wisdom 12, any neutral alignment.

    Benefit
    Handle Animal and Survival are always considered class skills for you. You gain 1 skill point for each cross-class rank you have already invested in these skills when you take this feat.

    You gain the wild empathy class feature. This works as the 3.5 druid's wild empathy class feature save that you may use it to influence the attitude of animals, dragons, elementals, fey, magical beasts, plants, vermin, and creatures with the [Air], [Earth], [Fire], or [Water] subtypes. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were a good cleric turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).

    Special
    You must respect and protect the natural world from the depredations of civilisation. If you fail in this duty you lose the benefits of this feat and may suffer additional penalties (at your DM's and Nature's discretion) until such time as you atone. If your alignment changes you may replace this feat and all later feats in the chain as appropriate (e.g. Initiate Druid and Druid Adept with Acolyte of Evil and Cleric of Evil) and worship a different deity (again requiring atonement to the new deity).

    You may take both this feat and the Cleric feat, but the deity you select for the Cleric feat must be a nature or elemental deity unless you also possess the Polytheist feat.

    A wizard with Initiate Druid and 5 or more ranks in Knowledge (nature) gains a +2 bonus on wild empathy checks.

    If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Handle Animal and Survival.

    Druid Adept [Divine]

    You are a renowned member of your druid Circle.

    Prerequisites
    Wizard level 3rd, Initiate Druid, Knowledge (nature) 9 ranks, Wisdom 14, any neutral alignment.

    Benefit
    Choose two domains from the following list: Air, Animal, Earth, Fire, Plant, Scalykind, Sun, Water, Weather. You gain the granted powers of those domains and all spells from those domains are considered to be in your spellbook (though you must still be of sufficiently high level to cast them and other wizards cannot transcribe them from your spellbook). If you already have a particular domain spell in your spellbook, you may instead treat a spell of equivalent level from the 3.5 druid spell list as though it were in your spellbook (once you select a spell in this way, that choice may not be changed).

    Archdruid [Divine]

    Nature itself pays homage to you.

    Prerequisites
    Wizard level 6th, Druid Adept, Initiate Druid, Knowledge (nature) 15 ranks, Wisdom 16, any neutral alignment.

    Benefit
    You gain the benefits of Druid Adept for all of the domains listed by that feat.

    You gain the [Shapechanger] subtype and the wild shape class feature as a 3.5 druid of your level. There is no set limit on how many times per day you may use wild shape but you must spend a daily use of Willpower each time you use the ability.



    Polytheist [Divine]
    You don't believe in limiting your beliefs - allowing you not only to worship multiple deities but to empathise with supernatural creatures beyond your own alignment.

    Prerequisite
    Wizard level 1st, Charisma 12, Wisdom 12.

    Benefit
    Whenever a [Divine] feat requires you to have an alignment matching a deity, you may instead have an alignment that matches that deity's alignment on the moral (Good vs. Evil) axis but that is within one step of that deity's alignment on the ethical (Chaos vs. Law) axis.

    You may select the Acolyte of Good or Acolyte of Evil feats more than once, each time choosing a different deity to worship. Deities you choose in this way should be allied or at least friendly with each other.

    You may select both Druid Initiate and either Acolyte of Good or Acolyte of Evil even if your chosen deity is not a nature or elemental deity.

    Whenever your good empathy class feature refers to a good creature, good magic, or the [Good] subtype and spell descriptors, you may treat it as if it referred to non-evil creatures, non-evil magic, and alignment subtypes and spell descriptors other than [Evil].

    Whenever your evil empathy class feature refers to an evil creature, evil magic, or the [Evil] subtype and spell descriptors, you may treat it as if it referred to non-good creatures, non-good magic, and alignment subtypes and spell descriptors other than [Good].

    Special
    Whenever you cast a spell requiring a divine focus, you may use one that corresponds to any one of your chosen deities. A wise wizard rotates between the (un)holy symbols of their different deities, lest one of them become offended.
    Last edited by rferries; 2017-07-04 at 06:14 PM.

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    OldWizardGuy

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    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    Rationale

    Clerics have to share their deity's alignment; it always struck me as odd that an actual representative of a god wouldn't share that god's values precisely. You can wriggle your way around this with the Polytheist feat.

    Clerics must be good or evil; neutrality is the domain of druids. I know there are flavourful neutral gods out there for clerics but working out the mechanics of the feats would be a pain... I'm already rolling my eyes at the thought of Cleric of Law/Chaos feats, to say nothing of Cleric of True Neutral bah humbug!

    Turning now uses a creature's CR+Cha in place of it's HD to determine the difficulty of turning it. Is this too unbalanced? Note also that turning is now primarily useful against outsiders.

    Note characters with few levels of wizard can still be high priests/archdruids, provided they have sufficient Knowledge ranks. This encourages multiclassing.

    Note that even evil clerics don't actually get to rebuke/command undead; I may edit the Death domain granted power to allow this but I think it works better as a strictly Necromancer ability (to be posted later).

    Whenever a domain granted power refers to turn attempts, you expend a daily use of Willpower instead.

    Spells added to your spellbook with these feats are virtual scaling spells - you lose them if you lose the feats, but if you level up while you have the feats you add new spells from the domains as appropriate for your new level to your spellbook.

    Animal companions, familiars, etc may be added later as feats. Otherwise a druid has to make (and retain) allies with wild empathy.

    Now, a question - have I been too generous with spellcasting bonuses? The specialist wizard feats I'll post will also grant them but only to a single ability score at a time; the tradeoff was that since divine feats require particular alignments/codes of behaviour I felt they deserved a bit of extra oomph! However if they completely defeat the purpose of my wizard's MADness the bonuses could be reduced (to +1 per feat), or pushed back (i.e. you only get them for the capstone feats) or both.
    Last edited by rferries; 2017-06-28 at 07:45 PM.

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    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    I like these feats a lot! Not quite what I had in mind, but they go far and beyond in the best ways! Though I would still suggest adding Turning/Rebuking type of feats, but not limited to.

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    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    One feat, gain one useful class feature, one okay feature, and a ribbon feature; this already feels good, but then you add +2 to three different ability scores and a free spell known of each level you can cast! For a feat that you can take at 1st level! Have you made non-caster feats this good for your game table? Like... does Weapon Focus give you +4 to Strength or Dexterity, +2 to attack rolls with the weapon, can't be disarmed of it, and better crit threat and increased crit multiplier or something?

    Holy spell power, Batman!

    Play any non-human race with a mental ability bonus and you've now got +4 to one of your primary scores, probably Wisdom, and +2 to the others. By 6th level you've got +8 to one score and +6 to your others, yeah, that definitely completely invalidates the MAD you built into your class to the point that it no longer needs to exist, and now you're casting a bunch of spells for 1 MP. It's not hard to get a +4 ability score item by 10th level, so let's assume you took a race with +2 racial to Wisdom, now, with a 27 point buy, starting at Str 11, Dex 11, Con 15, Int 13, Wis 14, Cha 16, plus Old Age, at 10th level you've got Str 8, Dex 8, Con 12, Int 15, Wis 24, Cha 18. That's -7 to your spells' MP costs, meaning you cast 1st, 2nd, 3rd, and 4th level spells for 1 MP and you cast your 5th level spells for 3 MP. That's 30 Fireballs a day with 14 5th level spell slots to spare.
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    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    Quote Originally Posted by Ziegander View Post
    One feat, gain one useful class feature, one okay feature, and a ribbon feature; this already feels good, but then you add +2 to three different ability scores and a free spell known of each level you can cast! For a feat that you can take at 1st level! Have you made non-caster feats this good for your game table? Like... does Weapon Focus give you +4 to Strength or Dexterity, +2 to attack rolls with the weapon, can't be disarmed of it, and better crit threat and increased crit multiplier or something?

    Holy spell power, Batman!
    The bonus ability points are only for determining maximum spell level learnable, DCs and determining Magic Points. Or at least that's my understanding. That excludes a LOT of things those abilities affect other than magic. So that might take a little bite out of the power of the feats that you might be afraid of.

    Love the "Holy spell power, Batman!" line! XD

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    OldWizardGuy

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    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    Quote Originally Posted by Ziegander View Post
    One feat, gain one useful class feature, one okay feature, and a ribbon feature; this already feels good, but then you add +2 to three different ability scores and a free spell known of each level you can cast! For a feat that you can take at 1st level! Have you made non-caster feats this good for your game table? Like... does Weapon Focus give you +4 to Strength or Dexterity, +2 to attack rolls with the weapon, can't be disarmed of it, and better crit threat and increased crit multiplier or something?

    Holy spell power, Batman!

    Play any non-human race with a mental ability bonus and you've now got +4 to one of your primary scores, probably Wisdom, and +2 to the others. By 6th level you've got +8 to one score and +6 to your others, yeah, that definitely completely invalidates the MAD you built into your class to the point that it no longer needs to exist, and now you're casting a bunch of spells for 1 MP. It's not hard to get a +4 ability score item by 10th level, so let's assume you took a race with +2 racial to Wisdom, now, with a 27 point buy, starting at Str 11, Dex 11, Con 15, Int 13, Wis 14, Cha 16, plus Old Age, at 10th level you've got Str 8, Dex 8, Con 12, Int 15, Wis 24, Cha 18. That's -7 to your spells' MP costs, meaning you cast 1st, 2nd, 3rd, and 4th level spells for 1 MP and you cast your 5th level spells for 3 MP. That's 30 Fireballs a day with 14 5th level spell slots to spare.
    Yep, I mentioned uncertainty about the Wisdom = MP reduction in the class thread and the spellcasting bonuses here; both of those can be removed easily (I'd like to keep the spellcasting bonuses at least as a capstone for each divine chain, or is that still too powerful?).

    Quote Originally Posted by AOKost View Post
    I like these feats a lot! Not quite what I had in mind, but they go far and beyond in the best ways! Though I would still suggest adding Turning/Rebuking type of feats, but not limited to.
    Thanks! I considered making turn/rebuke undead into a feat itself, but instead I went for breaking the "turn creature type" up amongst multiple divine (and to-be-posted arcane) feats. Unless you meant something else?

    Quote Originally Posted by AOKost View Post
    The bonus ability points are only for determining maximum spell level learnable, DCs and determining Magic Points. Or at least that's my understanding. That excludes a LOT of things those abilities affect other than magic. So that might take a little bite out of the power of the feats that you might be afraid of.

    Love the "Holy spell power, Batman!" line! XD
    I think he gets that - it's a fair point that the spellcasting bonuses negate the MADness of the base class. I think I envisioned a cleric/druid's code of behaviour as being a bigger drawback than it actually is.
    Last edited by rferries; 2017-06-29 at 03:37 PM.

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    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    Sorry if I sound overly critical, I admire the work you're doing in trying to balance the Wizard class (see my own effort here). I actually really, really like your version of "Turn Undead," as both a wider and more narrow version of the ability coupled with an interesting "Wild Empathy" feature as well. Really cohesive, flavorful designs with functional mechanics - some work after my own heart.

    As for the feats, even without the spellcasting bonuses, Acolyte of Good and Cleric of Good still both feel awesome, to the point of making other feats in the system look really lame by comparison. Feats normally don't grant whole new class features, and certainly not two of them at once, with additional bennies. Like, for a "less extreme" example, I feel like a non-casting equivalent to Acolyte of Good would look something like:

    Combat Reflexes [Fighter]
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    Prerequisites
    Dexterity 13 or higher

    Benefit
    You gain a +4 bonus to Initiative checks.

    You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 1) and you can make Attacks of Opportunity even if you are flat-footed.

    You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.


    And, you know, that might not be a bad level of power to scale feats up to for 3.5, to be honest, it could certainly make the base Fighter a bit more palatable, but as far as the code of conduct restriction, you never want to balance powerful mechanical advantages against purely roleplaying restrictions. It's just very unbalanced. If you must weigh high power against restrictions, and you want them to be role-reinforcing, bake flavor into mechanical restrictions. For example, a Knight might gain bonuses to damage against his foes when he is the only friendly creature threatening a hostile foe or when he is attacking a foe that has more than 150% of his Hit Dice (or +4 HD more than him, whichever is greater). Gives him bonuses for valor without strapping a code of conduct to his arm.
    Last edited by Ziegander; 2017-06-29 at 04:38 PM.
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    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    Quote Originally Posted by Ziegander View Post
    Sorry if I sound overly critical, I admire the work you're doing in trying to balance the Wizard class (see my own effort here). I actually really, really like your version of "Turn Undead," as both a wider and more narrow version of the ability coupled with an interesting "Wild Empathy" feature as well. Really cohesive, flavorful designs with functional mechanics - some work after my own heart.

    As for the feats, even without the spellcasting bonuses, Acolyte of Good and Cleric of Good still both feel awesome, to the point of making other feats in the system look really lame by comparison. Feats normally don't grant whole new class features, and certainly not two of them at once, with additional bennies. Like, for a "less extreme" example, I feel like a non-casting equivalent to Acolyte of Good would look something like:

    Combat Reflexes [Fighter]
    Spoiler
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    Prerequisites
    Dexterity 13 or higher

    Benefit
    You gain a +4 bonus to Initiative checks.

    You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 1) and you can make Attacks of Opportunity even if you are flat-footed.

    You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

    This feat does not prevent you from being the subject of Sneak attack or any similar ability.


    And, you know, that might not be a bad level of power to scale feats up to for 3.5, to be honest, it could certainly make the base Fighter a bit more palatable, but as far as the code of conduct restriction, you never want to balance powerful mechanical advantages against purely roleplaying restrictions. It's just very unbalanced. If you must weigh high power against restrictions, and you want them to be role-reinforcing, bake flavor into mechanical restrictions. For example, a Knight might gain bonuses to damage against his foes when he is the only friendly creature threatening a hostile foe or when he is attacking a foe that has more than 150% of his Hit Dice (or +4 HD more than him, whichever is greater). Gives him bonuses for valor without strapping a code of conduct to his arm.
    You make some very valid and great points.

    Though to critique your Combat Reflexes suggestion, I'd suggest that you take away the ability to make attacks of opportunity while flat-footed, and add in a bit about still being subject to sneak attacks and like abilities unless some other feat or ability does so. I know that the feat was a jest and exaggeration, but I appreciated it lol Bold and Italics are mine in the Feat area.

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    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    Quote Originally Posted by Ziegander View Post
    Sorry if I sound overly critical, I admire the work you're doing in trying to balance the Wizard class (see my own effort here). I actually really, really like your version of "Turn Undead," as both a wider and more narrow version of the ability coupled with an interesting "Wild Empathy" feature as well. Really cohesive, flavorful designs with functional mechanics - some work after my own heart.

    As for the feats, even without the spellcasting bonuses, Acolyte of Good and Cleric of Good still both feel awesome, to the point of making other feats in the system look really lame by comparison. Feats normally don't grant whole new class features, and certainly not two of them at once, with additional bennies. Like, for a "less extreme" example, I feel like a non-casting equivalent to Acolyte of Good would look something like:

    Combat Reflexes [Fighter]
    Spoiler
    Show

    Prerequisites
    Dexterity 13 or higher

    Benefit
    You gain a +4 bonus to Initiative checks.

    You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 1) and you can make Attacks of Opportunity even if you are flat-footed.

    You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.


    And, you know, that might not be a bad level of power to scale feats up to for 3.5, to be honest, it could certainly make the base Fighter a bit more palatable, but as far as the code of conduct restriction, you never want to balance powerful mechanical advantages against purely roleplaying restrictions. It's just very unbalanced. If you must weigh high power against restrictions, and you want them to be role-reinforcing, bake flavor into mechanical restrictions. For example, a Knight might gain bonuses to damage against his foes when he is the only friendly creature threatening a hostile foe or when he is attacking a foe that has more than 150% of his Hit Dice (or +4 HD more than him, whichever is greater). Gives him bonuses for valor without strapping a code of conduct to his arm.
    Yes, I get your point (and no worries about seeming critical, you were definitely constructive in your advice; also I'm in awe of your class!). I've posted the first arcane feats; I tried to toughen up the prerequisites (you have to devote almost your entire build to a specialty, especially considering the class doesn't get any bonus feats) thoughI think I went overboard on the benefits again. I'll go back and revise the divine feats at some point as well to toughen up the prerequisites. I'll also think about splitting all these new Arcane and Divine feats into even more sub-feats.

    If it helps, I balanced Acolyte against the Water/Fire/etc domains - power to turn opposed creatures, power to command alike creatures. I do feel feats should be more powerful than they often are- compare the vast swathes of Alertness and similar junk to gems like Improved Initiative, Craft Wondrous Item, etc.

    Note also that my wizard is intended to replace 3.5 clerics/wizards/druid/etc., so these feats sort of have to duplicate class features and more. A 3.5 cleric is effectively getting a free Acolyte and Cleric feat, for example (along with a much better class chassis, full spell list, etc). Druids get the druid feats (plus an animal companion and many smaller class features like venom immunity). Even 3.5 wizards get a free familiar, 2 free spells per level, and the bonus feats.

    Quote Originally Posted by AOKost View Post
    You make some very valid and great points.

    Though to critique your Combat Reflexes suggestion, I'd suggest that you take away the ability to make attacks of opportunity while flat-footed, and add in a bit about still being subject to sneak attacks and like abilities unless some other feat or ability does so. I know that the feat was a jest and exaggeration, but I appreciated it lol Bold and Italics are mine in the Feat area.
    Haha seconded. It's probably a bad sign that we both think the new Combat Reflexes is reasonable :D
    Last edited by rferries; 2017-06-29 at 11:19 PM.

  10. - Top - End - #10
    Orc in the Playground
    Join Date
    Nov 2014

    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    Quote Originally Posted by rferries View Post
    Haha seconded. It's probably a bad sign that we both think the new Combat Reflexes is reasonable :D
    I think you're right, but Combat Reflexes is often thrown in with those 'junk' feats... So that version would be much longed for!
    Last edited by AOKost; 2017-07-03 at 05:23 AM.

  11. - Top - End - #11
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revamped Wizard, Take 2 (Divine Feats)

    Changes:

    1) Deleted all the spellcasting bonuses

    2) Added ability scores as feat prerequisites

    3) Tightened up the language here and there.

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