More Massively Revised Feats

I’ve been toying with what it would take to create a different kind of d20 game. One where just a  few key choices, that don’t take a ton of planning or prerequisites and that don’t require *exactly* the right tactics to use, can make a major impact on who a character is and what neat, exciting things they can do.

I posted about it some yesterday.

So, of course, now it’s stuck in my head. There’s TONS of stuff I’d have to do to make this overall vision work (like rewrite all classes so they all have three lines of abilities, two tied to one ability score each and a third not tied to any ability score)…
But for now I’m still just exploring interesting revisions to feats many people tell me are either terrifyingly dull, or actively frustrating.

Agile Maneuvers (Combat, Revised)
You’ve learned to use your quickness in addition to brute force with performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and Strength bonus when determining your Combat Maneuver Bonus and Combat Maneuver Bonus. When a creature attempts a combat maneuver against you and fails, it provokes an attack of opportunity from you (separate from any AoO provoked when it attempted the combat maneuver, and even if it the attacker doesn’t provoke AoO when attempting a combat maneuver). However, you can only use this attack of opportunity to attempt your own combat maneuver (which does not itself provoke an AoO). You can only perform one AoO per round using this feat, even if you have multiple attacks of opportunity each round.

Alignment Channel (Revised)
Choose chaos, evil, good, or law. You can channel divine energy to affect creatures with this alignment.
Prerequisites: Ability to channel energy.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm creatures of the chosen alignment element. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment element, your channel energy has no effect on other creatures.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment element. Whenever you channel energy, you must choose which alignment element to effect, or a combination of elements. For example if you have selected chaos and good, you can choose to affect all chaotic creatures, all good creatures, or just all chaotic good creatures.

Arcane Armor Training (Combat, Revised)
You have learned how to cast spells while wearing armor.
Prerequisites: Light Armor Proficiency, ability to cast 1st level arcane spells.
Benefit: You do not suffer arcane spell failure from light armor. When you cast an arcane spell that gives you an armor bonus while wearing light armor, you may choose to increase the armor bonus of either you light armor or the spell by 1 for the duration of the spell. If you can cast cantrips, you can also use magic to put on or remove your light armor as a move action.

Augment Summoning (Combat, Revised)
Your summoned creatures are more powerful and robust.
Prerequisite: Ability to cast a conjuration (summoning) spell that conjures a creation.
Benefit: Each creature you conjure with any summon spell gains a +2 enhancement bonus to melee attacks and damage and +2 hp per Hit Die. Additionally, if the spell has a duration of 1 round/level, it increases to 1 hour/level when outside of combat. But if the creature is in a combat (even if it neither attacks nor is attacked) each round of combat reduces the spell’s duration by 1 hour.

About my Patreon

I have a Patreon, and normally I’d link directly to it from here. It seems small, but it’s an important part of my income. My patrons allow me to do less formal freelance writing, which gives me time to do more, longer, better-considered articles and essays here.
But there have been changes to how Patreon charges my patrons.
As a result I wrote a blog post discussing some changes I have made, and while I would love for you to choose to support me, at the moment I’d ask you go check out my thoughts on how to handle changes to Patreon before you go pledge. 🙂

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About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.

Posted on December 8, 2017, in Business of Games, Game Design, Musings, Pathfinder Development, Starfinder Development and tagged , , , . Bookmark the permalink. Leave a comment.

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