Author Topic: Wandering Feat  (Read 1361 times)

Cirdec

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Wandering Feat
« on: August 16, 2013, 11:18:29 PM »
The wandering feat, edited to add a skill slot:

Wandering Feat [General]
Your imagination knows no bounds, not even those of your own creation.
Prerequisites: Floating Feat, 9th level only
Benefit: Lose one feat other than Guild Initiation, Floating Feat, a Feat you gained from an item, or a Feat gained from an empty feat slot. You gain an empty feat slot. You may pick a feat to fill this slot at the beginning of each [Scene], as described in Floating Feat. You may not choose Wandering Feat or a feat gained from Wandering Feat as your feat to lose at 12th level for Floating Feat.

Lose one trained skill. You gain an empty skill slot. You may pick a skill to fill this slot at the beginning of each [Scene]. You are treated as being trained in that skill for the remainder of the [Scene]. You can qualify for feats based on the skill trained in your empty skill slot, and feats that require a trained skill you no longer have become inactive.


Comments are appreciated. You can give up a 9th and 6th or 1st level feat for a higher level feat in the future, or use your three empty feat slots to switch among 3 feat chains.
« Last Edit: August 17, 2013, 12:44:33 PM by Cirdec »

Mystify

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Re: Wandering Feat
« Reply #1 on: August 16, 2013, 11:41:12 PM »
so its basically just floating feat, without  the escalation, with floating feat as a pre-req
seems like its just worse than floating feat, and the incremental bonus of another feat to pick seems less worthwhile. With 1, you  can flex into feats as needed and gain a lot of versatility. With 2, you can do some interesting combinations, and cover most of your flexibility needs. With 3, you start running out of clear benefits. How often are there going to be 3 feats you need this scene in particular? Is it really worth giving up a feat just to make that choice?
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Cirdec

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Re: Wandering Feat
« Reply #2 on: August 17, 2013, 12:46:34 AM »
Hmm.

It opens up Telekenetic Strength which could be opened up by taking Telekenetic Adept instead.
It doesn't get to Telekentic Master, since that requires three prerequisites.
It opens up In Mithril Reborn, which could be opened up by taking To Iron Married instead.

So you'd probably be better off taking those two feats, if you want to be able to reach every feat you otherwise meet the prerequisites for.

There aren't that many 12th level feats to top-load. Ruinous Charge, The Left Hand of Death/The Right Hand of Creation, Arcane Engineer and Disjunction are the only ones that don't require a feat pre-requisite. I can't imagine many builds that would want three of those and one other 12th level feat.

On the other hand, I'm a bit wary with abilities like this. Like divine spellcasting in D&D 3.5, they get more powerful just by having another splatbook or homebrew laying around, without actually deciding to use that splatbook or homebrew.

Cirdec

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Re: Wandering Feat
« Reply #3 on: August 17, 2013, 12:50:15 PM »
I've modified it to also give a floating skill slot (at the cost of a trained skill). This should open up many of the [Skill] feats, as well as give a nice edge on having the right skills for a [Scene].