Some Homebrew Tome Style Feats...

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Maxus
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Post by Maxus »

Tough as Nails [Combat]
Also entitled: The Dwarf Feat
Benefit: You think nothing of pushing your body to limits that would leave anyone else sprained and sore. You add your Con bonus to Grapple, Climb, Swim checks, as well as Str checks. Your also add your Con bonus to your Str for determining lifting/carrying capacity.

+1: You may use your Con bonus instead of your Dex for determining Dodge bonus to AC.

+6: Take yer best shot: As a swift action you may opt to lose your Dex bonus for a round, and any damage you take from enemies during that round is added to your melee damage the round afterwards.

+11: Counterpuncher: Activating this is a swift or immediate action. When you’re next hit in melee, you get an AoO at the enemy, getting half the damage he inflicted to your own attack and damage.

+16: When reduced to negative HP, you automatically stabilize and can act and move normally, although you still die when you're reduced to your limit. Also, when you lose half your HP, you become pissed and you gain your Con bonus to attack and damage, and gain DR X/-, where X is equal to 10 + your Con score, and blanket energy resistance equal to your DR (If you manage to get Energy Resistance 25, you get Immunity). Being pissed lasts for one minute.

Any comments on the concept or ideas for it? I'm thinking about doing other feats for Intelligence and Charisma...
Last edited by Maxus on Mon Sep 15, 2008 2:28 pm, edited 3 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Cynic »

Maxus wrote:Tough as Nails
You take a hit and pay it back double.
Benefit: You think nothing of pushing your body to limits that would leave anyone else sprained and sore. You add your Con bonus to Grapple, Climb, Swim checks, as well as Str checks. Your also add your Con bonus to your Str for determining lifting/carrying capacity.
+1: You may use your Con bonus instead of your Dex for determining Dodge bonus to AC.
+6: Take yer best shot: As a swift may opt to lose your Dex bonus for a round, and any damage you take from enemies during that round is added to your melee damage the round afterwards.
+11: Counterpuncher: Activating this is a swift action. When you’re hit in melee, you get an AoO at the enemy, getting half the damage he inflicted to your own attack and damage.
+16: ??

Any comments on the concept or ideas for it? I'm thinking about doing other feats for Intelligence and Charisma...
I"m guessing that the scaling is based on BAB?

edit: didn't read +6 properly. n/m.
Last edited by Cynic on Fri Aug 29, 2008 4:29 pm, edited 1 time in total.
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Post by JonSetanta »

Tough As Nails should have an alternative name: The Dwarf Feat
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Post by Maxus »

sigma999 wrote:Tough As Nails should have an alternative name: The Dwarf Feat
Oddly enough, that was one of my name ideas...
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Guyr Adamantine »

Inspired by Maxus' Ki Shot:

Deadly Aura [Combat]
You belong in a series that has a Z on the end of it. Totally original, I say!
+0: As a swift action, you may call upon an aura of destructive energy for a round. All your natural attacks deal an extra 1d6 damage per four levels (Minimum 1d6), and enemies hitting you with their natural attacks take the same value.
+1: Your aura is considered a Force effect, as are your empowered natural attacks.
+6: You may now shoot bolts of energy when your aura is activated as an attack action. They have a 10 ft range, and deal damage equal to your aura's.
+11: Your aura now lasts one round per level.
+16: Your aura may be activated as a free action.

This one comes from DBZ too, but is my own:

Sky Scraper [Skill]
You jump high. Reeeeeeeeeeal high.
Jump Ranks:
0+: You have a +3 bonus to Jump checks.
4+: When jumping horizontally, you do not gain height as part of the movement; You jump in a straight line.
9+: You are always considered to have made a running start when making a Jump check.
14+: Anytime in the middle of a jump, you may stay still on that spot. Until you wish to fall, or a foe move you (Through a bull rush or trip attempt), you are considered on solid ground.
19+: When jumping, you are considered to be flying with an average maneuvrability, at your jump check's distance for speed.[/i][/b]
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Post by Maxus »

Intelligent Fighter [Combat]
You outsmart people...so you can stab them in the face.
Benefit: You have the Edge over opponents when your Intelligence is greater than both their Intelligence and their Dexterity.

+1: You may use your Int bonus on both melee and ranged attack rolls. Yes, you're very smart.

+6: Ghost Step: You may use your Int bonus in place of Charisma when you feint. Additionally, you may do a special feint, called a Ghost Step, when you take a move action to move around your opponent while staying in melee range. This feint may be based on BAB or your ranks in Bluff, plus your Int bonus. If it's successful, your opponent loses his Dex bonus (like normal) and you deal an additional Xd6 (X is equal to your Int Bonus) damage when you stab him in the ass, as long as the ass is stabbed before the enemy's next turn. This bonus damage is not multiplied on a critical hit, and Ghost Step may only be used once per round.

+11: You may use your Int bonus on both melee and ranged damage rolls.

+16: Manipulate: With your enormous brain, you're perfectly suited to tricking an enemy into doing what you want them to. You may do a special Feint as a swift action once a round.

If you succeed, designate an action, movement, or ability of the enemy. You must be aware of this ability, either by having seen it yourself or by succeeding on an appropriate knowledge check. On the enemy's turn, it performs the action you designated, as long the action does not violate its sense of self-preservation.

You may 'manipulate' the opponent into moving to a particular spot, or attacking you with a particular ability, weapon, or spell. Any attacks must be directed at you or one of your allies, although it is possible to trick an enemy into using, for example, a breath weapon on you while you're in the middle of its group of comrades. If you use this ability in consecutive rounds, take a -5 penalty for each round you've used this.

Common Manipulations include:

-Enemy follows you to keep melee distance (requires you to actually move)

-Enemy uses a spell-like ability on you or an ally of yours

-Enemy uses a particular weapon when it attacks.

-Enemy attacks you.

-Flying enemy lands to attack more directly.

-Enemy, for some inexplicable reason, decides they don't want to teleport for a round.
Last edited by Maxus on Wed Sep 17, 2008 2:39 am, edited 9 times in total.
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Post by Maxus »

This is basically to get it out of my head. The idea's based on the Devil's Arms from Tales of Symphonia.

Lifecrafter (Necromantic) (Skill)
Requirements: Craft 4 ranks (Alchemy, Embalming, Weaponmaking).
Benefit: Thanks to a study of the alchemy of life (I can’t believe I just wrote that) and necromancy, you have begun to cross into realms considered blasphemous by most religions. With the right materials and enough time, you can grow obscenely organic living weapons. Growing a weapon require a framework of some kind—it’s usually broken and re-shaped bone—and a growth pool of common alchemic substances and liquid viscera.

The weapons themselves vary widely in appearance. The most simple ones appear to be a dull bone-like substance, maybe with a slightly irregular shape. The more complex ones are downright obscene collections of muscle and other tissue and can make people retch.

The base growth time and the number of gallons of an approximately fifty-fifty mix of alchemic materials and liquid viscera are needed are as follows:

Diminutive object: 3 days, a half-gallon.

Tiny: 6 days, a gallon

Small: 12 days, four gallons

Medium: 20 days, ten gallons.

Almost all Large or larger living weapons are ‘stillborn’ and useless.

A living weapon is always modeled after a normal weapon, but it’s usually only about half of the weight. Use its base stats.

For the improvements granted by this feat, take the base growth time, then add up all the time increases and multiply (be sure to convert the percentages to decimals, so, for example, 150% becomes 1.50)

+:4 Your living weapons are slightly better than the normal things. When you’re growing one, you may add these qualities at the cost of extra time spent growing them.

-Increased critical range by 1 / Increase critical multiplier by 1: +20 percent time (round up to the nearest day) for each one of these, maximum of +80%

-Magic weapon: +100% time.

-Bonus damage: It has ripping spines or fins or whatever bullshit you want. Point it, is starts off doing an additional +1d4 damage at the cost of +20% time, can be stacked up to 3 times.

+9: Your growing skill lets you make more complex living weapons. You have the following options:

-The weapon can flex and squirm and does so constantly, giving it a +2 bonus on Trip and Disarm attempts and +Eleventy Billion on checks to freak people out. +40% time and lots of muscle tissue.

-The weapon generates its own poison and does 1d6 damage to an ability score chosen at the time of the weapon’s birth when it hits someone. It can generate one dose every minute. +40% time, 1 dose of a poison that targets the appropriate ability score.

-The weapon can get its own attack, such as a bite or a claw or something. It does damage appropriate to its size and hits when you hit someone.

+14: By now, you're not making weapons, you're making creatures.

-A flexible weapon can have its own Str and Dex scores which are added to relevant attack/damage rolls like yours are. Start off at 10 and increase one by +2 for each iteration of this, maximum of 14 in each. +40% time, and muscles and nerves.

-A weapon can have mental scores. Start off at 1, and increase one score by 1 for each iteration of this. Each point costs +10% time, and 18 is the limit. You also need a lot of brains to go into the liquid viscera. These weapons have egos just like convention sentient magic weapons do.

-A wapon may have its own sense organs, although it needs mental scores to really work them. Its ranks in a sense skill is half of its score in the relevant ability. +10% per skill (Spot, Listen, Search).

-A weapon may have some way to communicate, either vocally or telepathically. +10% for vocal communication and +20% for telepathic. You need either a jaw and some vocal cords or the brain of a telepathic creature. Non-sentient telepathic weapons obey their wielder's will completely, and will use any of their abilities as an extension of the wielder.

-A weapon may have a spell-like ability, which it can either get from its creator or through having an appropriately-enchanted item placed in it at creation. At its first iteration, it gets the abilities once per day. Second iteration gives it the ability 3/day. Third iteration gives it the ability at-will. +50% for each iteration of each spell.

-The weapon gets a ranged touch attack with a range of 30 feet. This touch attack may inflict temporary ailments such as nausea, blindness, paralysis, sleep, pain (treat like a Symbol of Pain effect on one person), pretty much anything along those lines. It lasts for 2d4 rounds.

+19: Your children, they are powerful.

-A sentient flexible weapon may make its own attacks, including BAB, at a BAB equal to the creator's ranks in Craft-3. +50% time

-All of the +4 or +9 abilities have their caps doubled.

-A weapon's natural attack does damage as if it were one size larger. +20%, can be taken taken twice.
Last edited by Maxus on Mon Sep 15, 2008 2:32 pm, edited 2 times in total.
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Post by Maxus »

I'd suggest that Craft skills get a revamp so they're like Speak Language. Each rank gives proficiency in a new area. And then we find uses for weird areas. Maybe someone will write up a Fiendish Deathbasket that grabs people and drags them to the Nine Hells, and it can require Craft (Basketweaving).

I'd also suggest the feats be folded down:
Weapons and Armor stays the same.
Wondrous Items absorbs Forge Ring.
Brew Potion and Scribe Scroll could be the same (One-use Junk)
The feats for Staffs, Rods, and Wands become Magic Stick.

So that leaves up with the sub-feats:
One-Use Junk
Weapons and Armor
Wondrous Items
Magic Stick.

Anyway.


Craft Magic [Skill]
You make stuff. Magic stuff.
+0: You are considered to have a caster level equal to your ranks in Craft and get a +3 bonus to Craft checks. You also get One-Use Junk.

+4: Pick a craft sub-feat. If you don't meet the caster level requirements for some of the features of the sub-feat, you'll gain them as you gain Craft ranks/Caster levels. If you pick a feat that's of no use to you right now, what are you thinking?

+9: Pick a new sub-feat

+14: You also get Craft: Bullshit, which lets you synthesize or invent 'special' materials, given time, money, and relevant craft skills (You may want Craft: metallurgy, glassblowing, gemcutting, alchemy and so on for this), for a cost of whatever the material costs in the 'other items' category . You're allowed to make up whatever bullshit material properties and cost you and your DM can agree upon. Likewise, you're allowed to invent new weapons and armor, as long as you and the DM can agree on it.

+19: Pick a new sub-feat.
Last edited by Maxus on Mon Sep 15, 2008 2:34 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by NoDot »

Maxus, any Wizard who uses Touch Spells often is going to want to take Intelligent Fighter for the +! ability.
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Post by Judging__Eagle »

I've got a few ones that I've been cooking up, need to switch computer labs though.
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Post by Maxus »

NoDot wrote:Maxus, any Wizard who uses Touch Spells often is going to want to take Intelligent Fighter for the +! ability.
And if someone's playing a wizard who goes into melee range, I'd have no problems with him doing so.
Last edited by Maxus on Mon Sep 15, 2008 1:22 pm, edited 1 time in total.
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Post by Judging__Eagle »

Wizards can tank more brutally than a 3.5 Barbarian or Fighter. Frank made a whole list of shit that basically showed how if the wizard isn't the main tank, then the party is doing something wrong.

Mage Armour, Shield, Mirror Image, Blur and a bunch of other spells were used.
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Post by Maxus »

Judging__Eagle wrote:Wizards can tank more brutally than a 3.5 Barbarian or Fighter. Frank made a whole list of shit that basically showed how if the wizard isn't the main tank, then the party is doing something wrong.

Mage Armour, Shield, Mirror Image, Blur and a bunch of other spells were used.
That somehow fails to surprise me.

I think we can all take it as a given that a wizard who decides he really wants to fulfill a party role, can do so better than almost anyone in the party.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Surgo »

I strongly dislike intelligent fighter +16. It's just adding a bunch of dice of damage...+11 already boosted your numbers. +16 should be an additional option of some kind.
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Post by Maxus »

Surgo wrote:I strongly dislike intelligent fighter +16. It's just adding a bunch of dice of damage...+11 already boosted your numbers. +16 should be an additional option of some kind.
I'll come up with something.

Edit: How's that?
Last edited by Maxus on Tue Sep 16, 2008 2:14 am, edited 1 time in total.
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Post by NoDot »

Intelligent Fighter's +1 ability doesn't specify whether it applies on only melee attacks or ranged attacks as well.
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Post by Surgo »

That's pretty interesting, (and also really powerful) but I really think that it should be a swift action instead of a once-per-round free action.
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Post by Maxus »

NoDot wrote:Intelligent Fighter's +1 ability doesn't specify whether it applies on only melee attacks or ranged attacks as well.
+1: You may use your Int bonus on all attack rolls (in place of the usual attributes).
Should I have phrased that differently?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by JonSetanta »

Guyr, I like the Deadly Aura but it's wayyy underpowered in range, intensity, and effectiveness against most protections.

If the damage scaled by level, range was comparable to at least short to medium range spells (or equal to Warlock, in the least), and had something like "Ignore Force effects" for the higher level upgrade, it would be worth taking.


Maxus: The INT bonus to attacks looks fine, maybe even without parentheses.
By my observation, and I'm not sure about this, an attack is anything requiring an attack roll unless that roll is made in opposition to another effect.
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Post by Judging__Eagle »

Painmonger [Skill]

Being hurt doesn't really affect you.

Benefit: You gain Concentration as a class skill and can make Concentration checks using one of your mental ability scores [the mental ability score is selected when this feat is selected and cannot be changed without DM approval]

4: Scar Tissue: Scarred tissue is much tougher than normal tissue. Broken bones heal more solidly and stronger than unbroken bones. You gain DR X/-, where X is equal to 1/2 your ranks in Concentration. You may choose to have this ability active or not on any attack that you sustain, but must decide before the damage is determined.

Pain is nothing: Being cut, mangled, bruised, charred or frozen doesn't just harm you, it focuses your mind and actions with terrible resolve
If you do not use your Scar Tissue ability and take damage from a Physical attack or take damage from any non-Physical source, you gain +1 to all of your Attack, Caster level, Damage, Skill check and Saving Throw dice rolls for the next minute. This ability can be used more than once and the bonus increases each time you use it, your maximum bonus is equal to one half your ranks in Concentration.

9: Touch of pain: You've experienced enough pain to know how to harm others without weapons. With just a touch you can jab at nerves, punch organs close to the skin and threaten weak points such as eyes, ears or noses.
You can make touch attacks that injure. As an attack action, you may make a touch attack that deals damage equal to a concentration check. This damage may be lethal or subdual damage and bypasses no Damage Reduction unless your natural attacks can already do so. This ability only affects creatures that can feel pain.

Painful Strikes: You know how strike your enemies to really hurt them with your weapon attacks.
All of your attacks against creatures that can feel pain may deal an additional amount of damage up to your ranks in Concentration. This bonus damage cannot be multiplied or increased in any manner.

14: Internal Scars: The mental damage and traumatic events that you have been victim to, been a part of or witnessed no longer harm you the same as they would affect others.
You can make Concentration checks in place of Saving Throws against effects that would instantly kill you.

The DC of the skill check is equal to the the Saving Throw DC required to survive. If you fail the check, you instead take one point of damage per caster level of the effect that you were trying to save against (or Hit Dice of the creature that was using the ability against you) and 1d4 points of damage to one ability score (chosen by you each time this occurs).

You are immune to fear effects and enchantments.

19: Masochism: You know that pain focuses you. Now you deal it to yourself in order to be at your peak whenever you choose.
You can attack yourself up to your number of attacks per round. Attacking yourself in this manner is a non-action that provokes attacks of opportunity per attack that you perform on yourself. Your bonus to dice rolls granted by your Pain is nothing ability is equal to the damage that you take on any attack, with the same limitations to the size of the bonus.

Note: You may always choose to deal minimal damage (1 damage) on any attack that you do. This rule does not usually get mentioned because usually you want to deal the most damage possible.
Last edited by Judging__Eagle on Sun Sep 21, 2008 4:17 am, edited 7 times in total.
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Post by Koumei »

That's pretty cool. But I'd recommend having +4 be just your ranks (so that crazy-town skill bonuses don't push it into "immune to damage") and +9 be your skill check (as dealing damage equal to your skill ranks isn't worth an action. 1d20+ranks+Con+bullshit bonuses might be worth it some times).

Other than that, I like it.

Perhaps have the +19 ability be the same as a Masochism spell? (Each round, you get a bonus to attacks, saves and skill checks equal to X/10, where X equals the sum of the damage you took, after DR and resistances, on the previous round.)

Or maybe the ability to transfer wounds with the pain touch, or something.
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Post by SunTzuWarmaster »

I agree with Koumei. At level 1, you get a range of 3-13 DR from your checks (assuming no bonuses from con). Your CR 1 monsters are doing something like 1d8+1 damage (for a combat monster), meaning that you aren't taking any damage most of the time.

At level 6, you are looking at 5-15 DR against a CR 6 attack of 2d6+6 (high side). After you factor in the +2 con bonus that you will have (minimum), and the +3 to concentration (feat, item, whatever), you have 8-18 DR, which is enough to be taking hits from level appropriate monsters and not losing hit points.

I would much rather it be: "If you are inflicted pain, you may make a concentration check with a DC of the damage dealt. If successful, you take half damage. This ability stacks with Power Slide, DR, Energy Resistance, etc. but is always applied last."
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Post by Judging__Eagle »

Updated it.
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Post by SunTzuWarmaster »

Yea, I like that alot more. The pain-loving people now have a reason to take damage. Also, there is a good reason for fighter-types (clerics?) to take it now. Side note: If you can catch a diseases or make a spell that deals 1 damage to you each round (kind of a negative Lesser Vigor), or simply does less damage than you heal, you would totally have an infinite loop. Thanks for capping that.

Side note: a Tome Barbarian can always have a bonus equal to half his ranks in concentration by wearing a spiked leg brace (ala DaVinci Code). +2 at level 1, +5 at level 7...

I'm just trying to break it now ;). Stopping...
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Post by JonSetanta »

Painmonger is cool but the added check during combat, along with using damage as a DC, slows combat.
The concept behind this implementation is solid though.
I would make Scar Tissue automatic, like against "one attack each round of the user's choice" or more.
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