BlueSalamander wrote:Thanks for all the ham-fuelled feedback getter77.![]()
Yes, Two-Weapon Pounce would allow you to do more attacks with the Mantis if you're wielding more than two weapons. The Kobold can wield only two weapons at the most. In the SRD, the Two-Weapon Fighting feats are called 'Multiweapon Fighting' for creatures wielding more than two weapons, but I prefer to merge them with Two-Weapon Fighting.
Yeah, perhaps they should be able to select it once (monsters can select several times). A quest-earned feat, what do you have in mind? If it's one that is available in the list, then it's a problem as you may be giving a feat that the player has already picked.
Yes, the other simple weapons like the dagger are also in other groups. If you have weapon group focus in both Simple Weapons and the other group you will still only get +1. You'd have to have Greater Focus in either group to get +2. As for being a Natural Weapon, well, it's because I'd like every melee group to have at least three different weapons.
Yes the rest of the gear will be similar to KotC, wondrous items mostly. There might be a possibility to give an AC bonus to some of these items to create an artifact or something.
They gain their full dexterity bonus to AC.![]()
But feats can be used to gain more proficiencies.
Waves of Exhaustion and other fatigue spells will not end an ongoing rage.
Haha, I take it you don't see it as a refreshing departure from 'They', 'their' and 'them'.
You think it should go up to how much damage? The effect also stuns and bard shouldn't be too close to a wizard-like damage dealer.
Mmm. 'Emboldened Conviction' or just 'Conviction' sounds good.
I guess the Aura effect could increase to +2 and radius 10' from level 12 and Swiftness could increase speed by 10 instead of 5. I don't agree though that he's too weak on the whole. He's got the potential to do terrible amounts of damage, with sneak and smite; gets very high attack bonus with improved flanking; and lowers the AC of enemies in a way that no other class can do. Do you think he's clearly worse than the fighter or barbarian? Concealment is for rogues.
Well, a good chunk of the feats are dedicated to that already.
Glad to be of what service I can even if it winds up taking me way longer than I'd hoped, as is the case that I likely won't be able to finish a write-up on the remaining classes today and it may well take into Sat or so.


-Got it, guess the Kobold bite threw me for a bit into the mix as the 3rd natural attack, or only one if it is dual-wielding.
-I think Natural Armor should definitely be a player selectable feat, at least by the Mantis(Maybe Drake) and at least a single time. IIRC, wasn't the Dodge feat something that could be taken multiple times in KoTC? if so, just adds to the possibilities build-wise for party members that forsake other feat granted abilities for a bit more base AC in much the same way---always a good idea to leave the doors open for Comedy/Challenge Builds if nothing else----think of the possibilities for entertaining/vindictive LP build voting over on the RPGCodex and SomethingAwful~

-Quest earned, like Racial exclusive, seem to be the missing components for the Tri-fecta of Class Based Feats----though that is because I reckon Alignment/Gender-based feats to be going a bit out there as a reach and perhaps better suited for the likes of Incursion some years down the line.

As was the case in KotC, though for various reasons, all that glitters loses luster and that which is sharp is quickly usurped---but a Quest earned Feat reward allows for particularly identifying and game changing inclusions that won't easily go out of style as rewards for especially difficult and/or clever Questing. It opens up the possibilities for something like Solo Duels with a statistically superior better version of your Class to challenge your planning on tactics to counter raw numbers against you, a Bard that could teach a Bard a way to work some enemy control/infighting into the repertoire, Arena fights, Party Survival against waves situations, and any number of other things/mini-scenarios you can then mete out some manner of relevant reward reflecting the nature of the Questing. Exp for questing is still well and good, but it tends to all wash together with amassing levels to where a player likely won't remember what caused this or that level and how that shifted the course of their adventure, but a prime Feat reward that opens up new avenues to them after much effort is likely to be remembered and appreciated. A sense of the unknown entices further exploration and gameplay, "Wait, there are Feats out there beyond all the ones I didn't think to pick at creation and not already known ahead of time by class? What else could there possibly be? Things that could inject interesting improvisation into my cookie-cutter pre-planned character sheet? Cool, I'm gonna scour the land!" Future module authors could do much with this as well since it inherently allows for more creative flourishes than rumbling over a gold amount or yet another oft encountered magic trinket and the like. Good vehicle for quest chaining and secrets too, diverging paths due to having a Feat(event flag in a niftier form versus, say, the Wolf Wand that petered out after the initial go of it in KoTC) as proof of handling something beyond the norm or even just differently, and so on
-Right on the weapon and other gear and nude dexterity of wonder.
-I guess a better version of my point is why limit the choices of weapon school skill to 4 choices? I would reckon a general character with a point to spare at creation would do well to pick whatever school they fancy beyond the built in Simple Weapons one versus picking from a subset of 4 out of the remaining 13, again if I'm interpreting it correctly. Would presume a level field between choosing Spears or 2-handed Swords and then let the complexities come from how one acquires what weapons within said school and then IF additional schools are needed from there. Create character, pick at least one weapon focus if not a caster and if your build in mind needs something other than Simple. play game.
-Good deal on the Raging----teaches the valuable life lesson to Rage Early and Often to achieve success. I would presume there are other things that can disrupt Raging though, like Mazing perhaps eating up rounds for it or perhaps even more depending on how the flow of time is counted?
-Heh, it was just so weird in the OGL thing that every class was female-identified. Just trying to look out for you to reel in a big audience across all genders~

-I should probably take a slight raincheck on the Pipes of Pain numeric game until I can look back and forth a few times over between it and the Sonic based spells in the Caster classes and their respective levels. Otherwise, I'd think the 4d8 damage via higher character level growth and Improved Pipes changed to grant a source of Deafness-inflicting(Really fits the class) would probably hit a nice spot of Numbers and Tactical Effects. It tends to stick out positively in the sea of +1's Feat wise when it is something other than just that too----Adjectives and Verbs tend to foster creative/strategic thought a bit easier than thinking "Yep, got another +1 at my disposal that isn't part of a limited stack---what havoc shall I wreak?"
-Good deal on Conviction
-Swiftness improvement seems solid and without stepping on the Barb/Monk toes in my mind. For the Aura, what about adding a slight thematic touch the intensity of the effect grows the closer one encroaches upon the dangerous direct melee range (+2 right next to them breathing on you, +1 staring down at a slight distance)? Would add another strategic layer in terms of thinking, "Can I afford to get that close?"
Weakness might've been too strong a notion, perhaps better seen as lack of Impact/Strength of Presence/Depth? I mean Barb screams "Raging mass of HP that hits like a truck and is hard to bring down", Fighter screams "Probably so good with a given good weapon that it needs to be out quick else my AC won't have me last" Death Knight, until other people chime in, doesn't quite hit those kind of dramatic notes for me. I would imagine it to aspire to be a source of Sheer Terror for opponents, such that it not only makes their skills dull but their actions panicked due to said perceived impending destruction. The notion that it can destroy anything with zeal, as opposed to only those vulnerable to criticals/sneaking as IIRC would be the Rogue's forte.
Perhaps....if the Barbarian is willful Rage and the Fighter is power via weapons----the Death Knight would jump out to me the most as Death via sheer force of being? Unique passives nobody else has to influence a situation internally and externally in exchange for lack of proper spells...or something. Maybe have it be the recipient of something like a traditionally Ranger-styled Favoured Enemy apparatus(Marked for Death perhaps?), though reduced down to the big groupings(Beasts, Humanoids, Outsiders, etc) as a way to showcase the growing destructive capabilities with level advancement? At the very least, improving like you've mentioned and perhaps my latest tweak to it should go a long way towards adding flair to the class. As a general sideline, I'd like to think no Class can go wrong with having a sizable number of Class-exclusive feats to pick from---as 3 and under is kinda light and serves as a perhaps needlessly stark disparity versus the likes of Fighters and it seems a tad odd in retrospect that the Monk doesn't have any at all! Adds a nice bit of tension to the decisions of "Common or Exotic" when it comes time for Feat selection when there are numerous interesting candidates from each pool teeming with possibilities since you only get so many chances to take a drink given the level cap and whatnot.
-Yep, there's some nice vanilla feats in the general pools for Sunder and such, but as a new feature to the game outright, I would imagine a Class-showcase to especially do them some good and it fits the fighter like a glove----though Feint seems like one that would better serve a Monk or Rogue to school others on. As with many creation feats, they add to a number versus adding to a concept---like how the Bard's Class Feat of Requiem is MUCH more interesting in its implications than if it just added another +1 to the DC or some such. Though, at this junction, exactly what ways Sunder and such could be open for extra flavour are hard to say as precisely the nature of how the base mechanic is implemented hasn't popped up on a section of the big listings same as many other game/FWE aspects to come. For a random example, what if a Trip becomes...contagious, to where there are rolls that have to be made should an adjacent ally get tripped and fall into you/rest of the group risking a partial-full domino fall/chaos in the ranks----bound to be some nifty dimensions that can be wrangled with the lot of it same as much else.