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D&D 3E
dnd3e campaign 
5th-Dec-2003 12:06 pm
boke1
3.0 not 3.5 because i refuse to buy more books. doesn't really make much of a difference for this question anyway.

i'm dm'ing a game where the players are all genasi as described in the FR book, although i'm probably going to modify the races to better fit my campaign. it's an elemental based campaign. anyway, i'm thinking of creating a set of feats the characters can take that are based on elemental powers. if the characters choose to expand their connection with the elemental plane they're affected by, they get some more powers. but i want to keep the feats balanced and not make them like, super powers. i'm fishing for suggestions for appropriate feats. anybody got any?
Comments 
5th-Dec-2003 09:41 am (UTC)
i have always thought that air genasi should be able to upgrade their levitate abilities to fly. you may probably give a feat to do this and starting them at poor manueverability. then they may either upgrade their manueverability or access flying feats(hover, flyby attack).

as for air, water, and earth genasi, they ay all access the apropriate mastery(+4 to hit when opponent is touching the element mastered)

earth genasi may get tremorsense(see monsters manual) thsi already very broken because it allows them to "see" anyone touching the ground.

i'm sorry if i can't think up things for fire and water genasi
5th-Dec-2003 09:46 am (UTC)
those are all good ideas. tremorsense, that's cool. i should look in the MM for more ideas. thanks.
5th-Dec-2003 10:53 am (UTC)
Well there is always that Ultimate Guide to Feats book. I forget the publisher though.
5th-Dec-2003 10:57 am (UTC)
yeah. except: "3.0 not 3.5 because i refuse to buy more books." and all.
5th-Dec-2003 03:10 pm (UTC)
Be that not from Mongoose?
5th-Dec-2003 03:18 pm (UTC)
Arghhh! Don't buy Mondoose products! They sell really horrible stuff.
5th-Dec-2003 11:42 am (UTC)
Do you have Races of Faerun? It has a number of feats that let you improve on some special innate abilities. They have a feat that lets drow have the improved drow abilities. They have a chain of feats to let Aasimar and Tieflings more emulate their outsider nature (including wings). I don't think the specific feats you've described are in their, but it might be a good springboard to launch some ideas off of.
5th-Dec-2003 12:10 pm (UTC)
upgrade themt o 1/2 elementals and / or give them some abilities from the 1/2 elemental thingies. Giuve them elemental hitdice (d8),
with progression of a cleric and the
good fort & will for earth,
will and ref for fire,
fort and ref for water,
ref will for air.

and give thme various abiklities from the 1/2 elemtnal template.
kind of like a prestige class

7th-Dec-2003 02:31 am (UTC)
where is the half elemental template? what book? i want to take a look at it.
7th-Dec-2003 10:42 am (UTC)
Manuel of the Planes
7th-Dec-2003 11:45 am (UTC)
ok cool i have that one. i'll take a look.
5th-Dec-2003 03:17 pm (UTC)
I know that the 3.5 Monsters Manual has feats that allow non-standard PC classes to modify their abilities. I'm not quite sure about the 3.0 Manual though. Also, the Wizards website has information about slowly applying templates to characters (so they don't get such a huge and sudden boost to ECL). That might be good if you decide to go the way of half-elementals. Also, the elementalist prestige class in Tome and Blood, has similar abilites. Also, check out the Manual of the Planes for ideas. If you don't want to buy the books, just head down to your local Barnes and Noble or Borders and peruse their supply for free. It's a good way to come up with ideas without actually having to buy the book.
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