DnD 4E Feat review

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Joined: Mar 23 2009

I think we might need a couple new forums... Maybe one for artist collaboration, one for questions, etc.

I tried to keep the effects of the feat inline with others of the PH of similar types. We're okay to make feats and powers similar to existing ones, just can't change existing ones.

I wanted to force selection of Imperial Guard and Noble as required at 1st level, because it's not something you can just decide on at another level. One's based on birth/knowledge and the other requires training at the a young age that's basically level 0 or level 1.

I also wanted Imperial Guard status/title as something other than a feat. Since maybe not everyone passed training, but they'd still get the training benefit. Something like earning the title would be a good adventure for lv1 PCs.

I'll be adding a few more feats for flavor, but here's some to help stir comment and debates.


There are two new feats that must be taken at a character’s 1st level. These feats are Imperial Guard Training and Gallidon Noble.


HEROIC TIER FEATS

IMPERIAL GUARD TRAINING
Prerequisite: Required to be taken at 1st level. Cannot be noble. Fighter, warlord, rogue, or ranger class.
Benefit: You gain proficiency with all polearms and a +2 feat bonus to damage rolls with longswords and all polearms.

IMPERIAL GUARDSMAN
Prerequisite: Imperial Guard Training feat.
Benefit: +1 to Fortitude and Will defenses

GALLIDON NOBLE
Prerequisite: Required to be taken at 1st level.
Benefit: ??

LIGHT STEP [MOD]
Prerequisite: High Hills Region (Change from Elf)
(See D&D 4E Player’s Handbook)
Need to update here, make unique for High Hills?


PARAGON TIER FEATS

RUNNING SHOT [MOD]
Prerequisite: High Hills Region (change from Elf)
(See D&D 4E Player’s Handbook)
Need to update here, make unique for High Hills?



EPIC TIER FEATS

IMPERIAL GUARD COMMANDER
Prerequisite: Imperial Guardsman feat.
Benefit: +2 to Will defense and +2 to Fortitude defense

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Joined: Sep 2 2008
Feats, Feats, Feats

I like your intent to adapt Elf feats to the High Hills. I view the High Hills as an early North American frontier - Last of the Mohicans, Beyond the Black River - sort of setting. A natural for the kind of feats applied to elves in D&D.

I'm not familiar enough with 4E to offer up specific suggestions about the Noble feat - perhaps something to do with a magic, diplomacy, or insight enhancement?

Member: 109
Joined: Mar 23 2009
about

I was thinking the same thing for Noble feat. I was also going to use it as a Prereq for other Noble feats.

Diplo sounds good. I want to give something small but good (like Imperial Training feat) since it's required at 1st level and can't ever be taken after that. Also, it will unlock Greater Noble and Lesser Noble feats, etc.

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Joined: Sep 2 2008
Noble Feats

I really like where you're headed with Noble Feats - something small that unlocks superior feats down the road.

Are there rules-structures to incorporate concepts of greater starting education/money/resources as a 1st level Noble Feat? Or is that even something encompassed by feats?

Member: 109
Joined: Mar 23 2009
> Are there rules-structures

> Are there rules-structures to incorporate concepts
> of greater starting education/money/resources as
> a 1st level Noble Feat? Or is that even something
> encompassed by feats?

I think starting money is set in stone by WotC Char creation. We can't touch those steps. In my experience, starting money is always been flexible via the DM. I did follow through with the education aspect with a follow-on feat called Noble Knowledge - modeled after Bardic Knowledge (just without dungeering and gives us a chance to tweak the skills).

Also added another IG feat. I think that I'm going to try to focus on adding at least 1 general setting feat per region now and maybe a few general ones that don't apply to any region. I don't want to seemingly force players into choosing either Noble or IG.



Heroic

GALLIDON NOBLE
Prerequisite: Required to be taken at 1st level.
Benefit: You add Diplomacy to your class skill list. You gain +1 Insight bonus.

NOBLE KNOWLEDGE
Prerequisite: Gallidon Noble feat. Does not stack with Bardic Knowledge feat (See D&D 4E Player’s Handbook 2)
Benefit: You gain a +2 feat bonus to Arcana, History, Nature, Religion, and Streetwise.



Paragon

IMPERIAL TEAMWORK
Prerequisites: Imperial Guardsman feat
Benefit: You gain a +2 bonus to damage rolls and attack rolls when you are adjacent to at least one ally who also has Imperial Guardsman feat when both players are using polearms.

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Joined: Mar 23 2009
update

Both feat names and contents are still open for comment.


updated heroic:

GALLIDON NOBLE
Prerequisite: Required to be taken at 1st level.
Benefit: You add Diplomacy to your class skill list. You gain +1 Insight bonus. You gain +1 bonus to Arcana.


new heroic:

HIGH HILLS TRACKER
Prerequisite: High Hills Region
Benefit: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your traveling group.
Add 5 to the DC required to find or follow your
tracks. If traveling with allies, you can share this benefit with up to five other characters.

ILLUMINATED PEAKS MILITANT
Prerequisite: Illuminated Peaks Region
Benfit: You gain a +2 bonus to attack rolls when fighting on incline and rough terrain such as hills and mountains.

ISLES MARINER
Prerequsite: Isles Region
Benfit: You gain a +2 bonus to attack rolls when fighting on a ship at sea (does not count when ship is at docks).

NOBLE KNOWLEDGE
Prerequisite: Gallidon Noble feat. Does not stack with Bardic Knowledge feat (See D&D 4E Player’s Handbook 2)
Benefit: You gain a +2 feat bonus to Arcana, History, Nature, Religion, and Streetwise.

SEA OF GRASS HORSEMAN
Prerequisite: Sea of Grass Region
Benefit: You gain proficiency with lance and short-bow.



new paragon:

HIGH HILLS ARCHER
Prerequisite: High Hills Region
Benefit: You don't take any attack penalty to ranged attacks after you use the run action.


I don't see the lance listed as a PH weapon, so I think we have a few options here for new feats and weapon stats.

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Joined: Sep 2 2008
Feats update

I like the Gallidon Noble and Noble Knowledge feats - nice mix of background flavor and skill advantages.

High Hills Tracker & Archer feats fit perfectly!

Sea of Grass Horseman - the lance opens an interesting opportunity. What about: If wielded from horseback at a trot or greater pace it, it inflicts damage like a set spear. Does 4E have the old set-spear = double damage or some similar damage bonus? Are there rules for using a bow from horseback?

Member: 109
Joined: Mar 23 2009
more feats

I've added a bunch more feats. Probably getting to the point of too many to list here now. I'll be working on the other sections soon. So hopefully, I'll have a draft version in a few weeks.

I'm still researching mounted combat feats. 4E seems to be a bit lighter than 3.x in this area. I've posted a few questions to the WotC forums looking for info.

Here's some of the new feats:

FURY OF THE NORTH
Prerequisite: North Realm Region
Benefit: When bloodied, you gain a +2 bonus to attack rolls.

KREAL TRICKSTER
Prerequisite: Krea’al Region. Gallidon Noble feat. Member of House Kreal.
Benefit: You gain the wizard cantrips mage hand and prestidigitation (See D&D 4E Player’s Handbook) as encounter powers.

NOBLE DIPLOMACY
Prerequisite: Gallidon Noble feat.
Benefit: You grant allies within 10 squares of you a +1 bonus to Diplomacy.

RESILIENCE OF THE NORTH
Prerequisite: North Realm Region
Benefit: When bloodied, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level.

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Joined: Sep 2 2008
Fury of the North

Yeah, baby, yeah!

I really like how these are shaping up. I had no idea how to incorporate RoG flavor into the actual 4E rules system. This is a great start!

Member: 109
Joined: Mar 23 2009
feats

I went back and reclassified each feat into one category (already divided by tiers): Noble House, Regional, and General. I also added a bunch specific to Houses. I think each House, except 1 or 2 so far (excluding Lucan since they really need Druid), have at least 1 unique feat now.

The Noble House feats are specific to a noble house and seeks to provide non-arcane, non-divine classes with a special little magic spell or so. For instance, a House Corvus Ranger could get a 'speak with animal' power. A House Nuada Fighter might get a spell to make fire bigger/smaller. A House Morana Rogue might get a spell similar to Arcane Lock (magic locks). These would be once a day powers and require the Noble Knowledge (schooling/education feat). You could see these martial players are noble blood, but just didn't take the time to learn all of the spells since they specialized in other things.

I think that I'll need some review and play testing to make sure these feats aren't too powerful.