4E Feats Conversion and Creation
Here are my takes on the current Farland Feats. I think I covered everything here. Obviously, we can make new feats as time permits.
Paragon Path Feat
You have learned how to save money when it comes to casting rituals
Prerequisites: Ritual Spell Feat
Benefit: All Ritual Spells cast have creation costs reduced by 10%
Racial Diversity Replaces Class Mastery Feat
Heroic Path Feat
You have spent a significant portion of your upbringing with a race other than your own.
Prerequistes: Must be level 1.
Benefit: You may take a racial feat from a race other than your own. Note that this only makes you eligible to take the feat. You must spend an additional slot to take the feat.
Heroic Path Feat
You are a climber who relies on agility rather than brute strength.
Benefit: You use your dexterity score rather than your strength score when making climb checks. You also get a +2 bonus to climb checks. If your strength becomes higher than your dexterity, you can chose to use strength instead, retaining the +2 bonus.
Heroic Path Feat
Your powers of healing are amazing.
Benefit: +2 to all healing surges you take. This feat stacks with other abilities and feats.
Greater Improved Critical
Paragon Tier Feat
You know how to use your chosen weapon to devastating effect.
Prerequistes: Weapon Focus
Benefit: Your damage on a critical hit made with a chosen weapon group increases by 1 die. 1d6 becomes 1d8, 1d8 becomes 1d10 and 1d10 becomes 1d12.
Heroic Tier Feat
You are good at dodging attacks.
Prerequistes: Dex 13
Benefit: Your receive a dodge bonus to your armor class against all melee and missile attacks. A condition that would make you lose your dexterity bonus to AC (if any) also makes you lose dodge bonuses. This bonus stacks with all other bonuses.
1st-10th level - +1 bonus to AC
11th-20th level - +2 bonus to AC
21st-30th level - +3 bonus to AC
Heroic Tier Feat
You can call upon your own inner strength to cast spells.
Benefit: Sacrifice all of your remaining healing surges. When you do this, you regain one daily power you used this day. This does not function if you do not have any healing surges left.
Heroic Tier Feat
You are capable of ignoring your personal safety in order to injure your opponent.
Prerequistes: Con 13
Benefit: On your action, before making attack rolls for the round, you may chose to take a -4 on your armor class and add half that number (2 or less) to all melee attack rolls. This number may not exceed your base attack bonus. The penalty to armor class apply until the beginning of your next turn. You may not use this feat in conjunction with power attack.
This extra damage increases can increases with level, as noted below.
Level Extra Damage (Two Handed Weapon)
1st-10th +2 (+3 Two Handed Weapon)
11th-20th +4 (+6 Two Handed Weapon)
21st - 30th +6 (+9 Two Handed Weapon)
Shield Grand Master
You skills with a shield are amazing to behold.
Benefit: When taking the total defense action and using a shield, you may gain cover from a single opponent of your choice and damage reduction equal to the shield bonus provided by the shield against that opponent's attacks. Both bonuses last for 1 round and are in addition to the normal benefits derived from total defense.
Skillful Heroic Tier Feat
You are skilled where members of your profession usually are not.
Benefit: Chose one skill. This skill becomes a class skill for you.
The following feats are already in place in 4.0
Armor Focus -- Now Armor Specialization
Greater Worldwind Attack - Now Wandering Tornado (Ranger 27)
Quickstep - Now Fast Runner
Shield Master - Now shield specialization
Toughness - Toughness
The following feats are not applicable in 4.0
Studied Sneak Attack
Tower Shield Adaption
Tower Shield Adaption, greater
Mass Combat Rules should be updated -- and Mass Combat feats reworked into a paragon path for the Warlord.
Steam Weapon proficiency is NA, as Steam Weapons need to be re-written as Superior Ranged Weapons.
Looking good, though I'm sure we can find some things to tweak. First comment:
With magical reserves, why wouldn't you just wait until you had one healing surge left to use the feat? It would then cost very little.
You could absolutely do that if you chose. However, if you did it would mean you've already had the crap beat out of you and are on your last legs -- being out of healing surges is a HUGE detriment.
Since it is limited to 1/day usage (since it uses all of your remaining healing surges), I don't see it as being much of a balance problem. Besides, if you get down to 1 healing surge and put all of your energy into a daily spell, then it would be kind of a cool climax.
Please, feel free to critique and change away...
I'll look at some of these when I get to my books. I'd say Arcane Thriftiness is not good enough. Otherwise, looks good.
I think the whole mass combat system may need to be overhauled extensively for 4e.
Mass combat (actually, kingdom level stuff) is one of my favorite things.
Universal point, as I've seen it a couple times through this, it should be heroic/paragon/epic tier, not path. Also, you don't need prerequisite: Level 1, as that's a given. Unless Farland includes for Level >1.
Farland that I don't know of, I assume you mean Ritual Casting.
It should read "Ritual Caster Feat" and "Benefit: Reduce the component costs of all rituals by 10%." It might also work better as an epic level feat as this can be pretty strong.
Also maybe bump it up to an epic tier feat.
I think I'll stop here, not only because dinner is ready but also because I'm thinking I need to research Farland 4e :p
Thanks Kits... Just to clarify, we are reworking existing feats from 3.5 to 4.0... Please continue to critique and advise -- we could really use your help.
I made all changes except the following... Let's discuss these -- have no problem making changes, but want all to be in agreement.
Dexterous Climb - Should this include acrobatics?
Greater Improved Critical - Changed as suggested, but did not make an epic tier feat.
Reckless Strike - The intent here is to use the same mechanics as used for Power Attack.
I figured it was a lot of 3.5e feats that were converting over. I was trying to put them more in 4e jargon and in some cases, the mechanics.
For the racial diversity, I'm starting to think it balances itself. Mostly because half of the racial feats require other racial benefits. I mean, dragonborn senses or hellfire blood in a dwarf or eladrin isn't game breaking, right? I don't think they need to even pick it up at the first level though. Just make them decide on the race and prevent it from being retrained to a different race.
Reckless Strike: Reword to this-
Whenever you attack, you can decide to use this ability. You take a -4 penalty to AC and can deal additional damage based on your level. The penalty to AC stacks each time you use this power. When attacking multiple enemies with a single power, you take a single penalty and the bonus applies to all damage rolls. This ability does not stack with the bonus from Power Attack.
Level | Extra Damage | (Two Handed Weapon)
1st-10th | +2 | (+3 Two Handed Weapon)
11th-20th | +4 | (+6 Two Handed Weapon)
21st - 30th | +6 | (+9 Two Handed Weapon)
Or something like that.
I'll work on the others in a minute.
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