Difference between revisions of "Talk:Creepy Kid (3.5e Feat)"
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Tarkisflux (talk | contribs) m (eiji tweaked this per Rith's suggestions, but didn't block old ratings. blocking and notifying instead of commopp moving.) |
Undead Knave (talk | contribs) (→Ratings) |
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== Ratings == | == Ratings == | ||
− | {{Rating |rater=Undead Knave | + | {{Rating |rater=Undead Knave |
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− | |reason= | + | |reason=This is a lot better than it was, although I'm not really fond of it. It seems balanced enough that it isn't way off one way or another for VH, so I don't really have any reason to dislike it anymore, even if I don't actually like it. |
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{{Rating |rater=Tarkisflux | {{Rating |rater=Tarkisflux |
Revision as of 08:01, 20 May 2013
Ratings
Undead Knave is neutral on this article and rated it 2 of 4. | |
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This is a lot better than it was, although I'm not really fond of it. It seems balanced enough that it isn't way off one way or another for VH, so I don't really have any reason to dislike it anymore, even if I don't actually like it. |
Tarkisflux is neutral on this article and rated it 2 of 4. | |
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The abilities are reasonable for the balance and hit die range, and are a serious step up from the old version. But the number manipulation is pretty meh and I'm not a fan of the inability to have creepy 'good' people or the requirement that you show evil to detect spells after a certain point. It seems unnecessary to the creepy fluff, and like it cuts off otherwise reasonable character options. Still, if you like archetype feats and are playing a VH game this is a pretty reasonable one to include. |
ThunderGod Cid opposes this article and rated it 0 of 4. | |
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Supporting what Surgo and DD said. The frightful presence was something I could kind of wrap my head around, since I think the 4d6 round duration, while excessive even then, is a straight port from SRD dragon entries. But the 15 HD ability is the real kicker, since it's ambiguous enough to make the character immune to everything that doesn't already not affect them. |
DanielDraco opposes this article and rated it 0 of 4. | |
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1 HD gives you nothing, and 3 HD gives you next to nothing; both are terrible even for L. 8 HD is suddenly VH, and laughably so -- 4d6 rounds is more time than anyone needs. Surgo is correct on the phrasing issues in 15 HD, and furthermore if it were corrected to do what you meant for it to do, it would be way too situational to be useful. |
Surgo opposes this article and rated it 0 of 4. | |
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This feat is off-the-chains crazy. Just reaching level 8 gives you a permanent aura of save-or-die. It does more than just that of course -- never make a Sense Motive check again (people will just start running around like chickens around you). The poorly-worded 15 HD ability gives you immunity to every spell in the game. |
Salvagable.
I think I can salvage this. Shall I? -- Eiji-kun (talk) 05:55, 24 March 2013 (UTC)
- Random thoughts abound...
Prereqs changed to Nongood or know 3 necromancy spells
Archetype Feat Bonus are based on HD.
- 1 HD: Gain a weak touch attack of negative energy, 1d6+1 per HD. Can use 3+mental score/day. At 5 HD it becomes at will. +2 Intimidate/Knowledge Religion, -2 Diplomacy. Can do knowledge Religion untrained and it becomes a class skill.
- 3 HD: Gain rebuke undead as a cleric of your HD, or if you have it gain Extra Turning and Improved Turning. If you make a rebuke attempt against the living and succeed, targets are shaken.
- 8 HD: Animate Dead/Create Undead/Greater Create Undead as an SLA 1/day a levels rise (8, 12, 16). Constant desecrate. Can turn rebuke attempts into channel energy attempts, 1d6 negative energy every 2 HD in a burst. Can include yourself. Will save for half damage. +4 Intimidate/Knowledge Religion, -2 Diplomacy.
- 15 HD: Touch attacks are now an attack action. Spells effect undead as if they were living. Can talk to undead regardless of language or intellect. If you die, you rise as an undead your CR or less and persist for 10 minutes until you collapse again.
- That looks much better. It also doesn't assume creepy=evil. --Undead_Knave (talk) 17:41, 24 March 2013 (UTC)
- After talking to Rith, more thoughts thunked.
- 1 HD: Animals will not attack you willingly, and at penalty if they do (or you've attacked them). Effectively you have Sanctuary vs animals. -2 Handle Animal/Diplomacy. +2 Intimidate.
- 3 HD: Can mass intimidate everyone in 30ft. Radiate evil, regardless of alignment. Intimidates last 1 round/level.
- 8 HD: Gain a fear aura. Creatures your HD or less save vs fear, shaken 1 round on a save. Creatures higher level save vs shaken, save negates. +2 Intimidate.
- 15 HD: Bypass immunity to fear, though immune creatures gain +4 on their saves. If someone is under a fear effect you can take a standard action to phantasmal killer as a (Su) at will, once per target. Penalty on save based on how afraid they are.
- Those changes look pretty reasonable, if not slightly redundant. Mass demoralize opponent with a multi round duration is somewhat better than the fear aura, and I'd probably find something else to put there. Maybe move the sanctuary back and put something else minor in at 1. The fear aura is basically save ends, or at least that's how it looks like it would wind up. The PK at 15 is fine IMO, but might be worth boosting to a full-round action or limiting the range. - Tarkisflux Talk 20:09, 24 March 2013 (UTC)