Friday, March 30, 2012

Noteworthy Feats

These are published feats. I'm listing them because there are so many, we will inevitably forget them.

Adaptable Flanker (PHB2) - Choose to occupy one additional square you threaten for the purposes of flanking.
Clever Opportunist (Drow of the Underdark) - If you hit with an AOO, you can swap places with the target. 

Close Quarters Fighting (Draconomicon) - You can AOO enemies using improved grab-type attacks.

Coercive Spell (Drow of the Underdark) - +1 Metamagic. Enemies damaged by this spell have -3 on Will saves.
Constant Guardian (Drow of the Underdark) - Take -2 on attacks to grant an ally +2 on AC.

Danger Sense (Miniatures Handbook) - Once per day, reroll your initiative.
Dash (Miniatures Handbook) - This should be a prereq for Swift Steps.
Deafening Spell (Drow of the Underdark) - +1 Metamagic. Enemies damaged by your spell are deafened.

Death Blow (Complete Adventurer) - Coup de grace is a standard action for you.
Deft Opportunist (Complete Adventurer) - +4 attack bonus when making AOOs.
Delay Potion (Complete Mage) - You can delay a potion's effect for hours, then activate whenever you please.

Double Hit (Miniatures Handbook) - You may swing with both weapons during an AOO.
Draconic Resistance (Complete Arcane) - Gain resistance to your draconic heritage attack type.
Draconic Skin (Complete Arcane) - Gain natural armor +1.
Dutiful Guardian (Drow of the Underdark) - You can swap places with the target of Constant Guardian.

Dwarf's Toughness (Masters of the Wild) - If you have a base fort save of +5, this gives twice as much HP as toughness.
Energy Abjuration (Complete Mage) - Get energy resistance when you cast abjuration spells.

Eschew Materials (Complete Arcane) - You don't need a component pouch.
Expert Tactician (Complete Adventurer) - You and allies gain +2 to hit and damage against enemies you strike with AOOs.
Grenadier (PHB2) - Increases damage and accuracy of grenadelike weapons.
Healing Devotion (Complete Champion) - Fast healing 2, once per day for one minute.
Hold the Line (Complete Warrior) - You can AOO enemies who charge into your threatened space.

Improved Flight (Complete Adventurer) - Your flight maneuverability increases.
Improved Toughness (Monster Manual 4) - Gain 1HP per hit die. Probably not stackable.
Indomitable Soul (PHB2) - Roll twice to save versus mind-affecting spells.
Insightful Divination (Complete Mage) - If you cast a divination, bonus on init checks for 24 hours.

Knock Down (Sword and Fist) - If you deal 10 damage or more, you get a free trip attempt.
Magic Disruption (Complete Mage) - Immediate action softening of incoming spells if you have a dispel ready.
Magic Sensitive (Complete Mage) - If you have a divination available, you automatically sense nearby magic.
Master of Poisons (Drow of the Underdark) - You cannot poison yourself accidentally.
Poisoned Spell (Drow of the Underdark) - You can add poison as a material component to a damaging spell.

Powerful Charge/Greater - You do extra damage on charge attacks.
Practiced Spellcaster - Your caster level increases by 4, to a maximum of 6.
Quick Recovery (Lords of Madness) - You get an extra save against stun and daze effects on your turn.
Rapid Metamagic (Complete Mage) - This needs to be available in e6.

Reach Spell (Complete Divine) - Metamagic: Cast a touch spell at short range.

Silver Blood (Champions of Valor) - You cannot be turned into a werecreature.
Strong Stomach (Cityscape) - Nauseation effects sicken you, sickening effects do nothing.
Subduing Strike (Exalted Deeds) - You can deal nonlethal damage without penalty.
Two-Weapon Pounce - You can charge and dual strike.
Vengeful Surge (Fiendish Codex 2) - If you successfully save against an effect, you deal double damage to the owner of the effect for 1 round.
Wild Talent (Expanded Psionics Handbook) - You become an esper and can take psionic feats.

Alluring (Song and Silence) - +save DC of mind-altering spells. Reqs skill feats.
Appraise Magic Value (Complete Adventurer) - Cheaper identify.
Arcane Accompaniment (PHB2) - Expend a spell slot to extend the duration of a song. Most useful for fascination or other mezzes.
Arcane Defense (Complete Arcane) - +3 to save from a spell focused school.
Arcane Mastery (Complete Arcane) -  You can take 10 on caster level checks.
Assume Supernatural Ability (Savage Species) - Get one (Su) ability of something you morph into.
Battle Caster (Complete Arcane) - Cast effectively in medium armor.
Battle Dancer (PHB2) - Gives a +2 morale bonus on attacks if you move; technically this shouldn't stack but it's clearly supposed to.
Captivating Melody (Complete Mage) - Spend music to increase save DC of illusion or enchantment by 2.

Charm Immunity/Resistance (Serpent Kingdoms) - Resistance or immunity to charm powers. Not super useful, since charm person doesn't affect fey, but...
Chant of Fortitude (Complete Adventurer) - Bardsong. Immediate action. All allies get the Diehard feat.
Collector of Stories (Complete Scoundrel) - +5 bonus on KS checks to find monster properties.
Conceal Spellcasting (Complete Scoundrel) - Sleight of Hand can be used to conceal spells, too.

Crossbow Sniper (PHB2) - Gives Dex bonus to damage with crossbows.
Daunting Presence (Miniatures Handbook) - 30ft ranged intimidate (uses 1/2 character level)
Dimensional Reach (Complete Mage) - Teleport unattended items to you as a standard action.

Disguise Spell (Complete Adventurer) - You can disguise spells you cast as performances.
Distracting Attack (Miniatures Handbook) - If you melee an enemy at all, everyone else attacking it gets +1.
Doomspeak (Champions of Ruin) - Bardsong; massively debuff a single enemy.
Elf Dilettante (Races of Wild) - Jack of All Trades with +1 bonus for elves only.
Elven Spell Lore (one of the Faerun books @.@) - +2 bonus on dispel checks.
Enchanting Song (Races of Stone) - +1 to save DC of an enchantment spell by spending a music use.
Epic of the Lost King (Complete Scoundrel) - Bardsong; remove fatigue from up to three allies.

Extra Music (Complete Adventurer) - +4 music uses.
Face-Changer (Complete Mage) - Disguise self as a reserve feat.
False Theurgy (Complete Scoundrel) - Your spellcasting cannot be countered without dispels.

Fey Heritage tree (Complete Mage) - If I get bored, +1 on enchantment spells I guess is good

Focused Mind (Races of Wild) - +2 to any Int-related check if you take 10 or 20.
Force of Personality (Complete Adventurer) - Use Cha modifier for Will saves instead of Wis.
Haunting Melody (Heroes of Horror) - Bardsong. Shakes enemies.
Insightful Reflexes (Complete Adventurer) - Use Int modifier for Reflex saves instead of Dex.
Inspire Spellpower (Races of Stone) - Bardsong, +1 to CL of all casting allies (not to you)
Kiai Shout (Complete Warrior) - 30ft area intimidate.

Lingering Song (Complete Adventurer) - Bardsongs last for 1 minute.
Lyric Spell (Complete Adventurer) - Spend bardic music to cast spells.
Magic Device Attunement (Complete Mage) - You only have to check UMD once on a device every 24 hours.

Master Manipulator (I don't remember) - You can talk to penalize other people's perception checks. You also can catch an enemy in a lie and find the purpose behind it.
Master of Knowledge (Heroes of Horror) - +1 to all KS.
Melodic Casting (Complete Mage) - Screw concentration, I have perform!

Metamagic Song (Races of Stone) - Just what I've always wanted!
Mobile Spellcasting (Complete Adventurer) - You can move and cast with a single standard action.
Netherese Battle Curse (Lost Empires of Faerun) - You can spend a spell to debuff enemies with a melee attack.
Nonverbal Spell (Planar Handbook) - You can substitute anything for the verbal component of a spell.
Obscure Lore (Complete Adventurer) - +4 on bardlore.
Obtain Familiar (Complete Arcane) - Get a familiar.
Psychoanalyst (Psionics Handbook 3.0) - +2 on most social/Cha-related checks.
Sound of Silence (Complete Scoundrel) - This is really bad but its a good benchmark for something good.

Subsonics (Complete Adventurer) - Your bardsongs do not have to make noise.
Touch of Distraction (Complete Mage) - You're only taking this for +1 CL to enchantment.

Touch of Healing (Complete Champion) - You can soft heal allies up to half their maximum HP.
Trickery Devotion (Complete Champion) - You can create an illusionary clone of yourself to fool enemies.

Trivial Knowledge (Races of Stone) - Roll twice and use the better on KS/bardlore checks.
Unsettling Enchantment (Complete Mage) - Foes subjected to your enchantment spells get -2 AC and attack for 1 round, even if they make their save.

Versatile Performer (Complete Adventurer) - Level multiple perform skills and get +2 on combined perform checks.
Versatile Spellcaster (Races of Dragon) - Spend 2 lower-level slots to cast a higher level spell.
Warning Shout (Complete Scoundrel) - Bardsong, grants +5 reflex and evasion. 2 uses; too expensive?

Windsinger (Stormwrack) - Calm the winds of the sea with bardsongs.
Words of Creation (Exalted Deeds) - Take nonlethal damage to improve bardsong powers.

Agile Shield Fighter (PHB2) - Two-Weapon Fighting for shields only. No Dex requirement!

Awesome Smite (Complete Champion) - Several tactical maneuvers for smite attacks.
Augment Healing (Complete Divine) - +2 healing per spell level to every heal you cast.

Bane of Infidels (Power of Faerun) - You gain a favored enemy of your deity. 

Celestial Bloodline (Races of Faerun) - You get protection from evil and bless as spell-like abilities.
Cometary Collision (PHB2) - Allows you to counter-charge anyone charging your allies. 

Destruction Devotion (Complete Champion) - You can lower your enemy's armor bonus with your attacks.
Disciple of the Sun (Complete Divine) - Spend 2 turning attempts to destroy undead instead of turning them.

Divine Armor (PHB2) - Swift action to gain DR5 until your next turn.
Divine Defiance (Fiendish Codex 2) - Immediate, turning - You may counter as though you've readied.
Divine Metamagic (Complete Divine) - Win the game.
Divine Shield (Complete Warrior) - Standard: spend turn, add your Cha mod to your shield AC for 3 rounds.

Divine Spell Power (Complete Divine) - Free: spend turn, boost the caster level of a spell.

Divine Ward (PHB2) - You can spend daily turnings to cast touch-range spells at short range on a warded ally.
Divine Vigor (Complete Warrior) - Standard, turning: +10 movespeed and +12 temporary hitpoints.

Empower Turning (Complete Divine) - You deal 50% more turning damage.

Exalted Turning (Exalted Deeds) - Undead you turn get nuked for big damage.
Extra Domain Spell - You can cast a single domain spell an extra time per day.
Extra Smiting (Complete Warrior) - You get two additional daily smites.

Eyes of Light (Races of Faerun) - You can fire searing light from your eyes instead of your daylight racial.
Fire Devotion (Complete Champion) - You can make your melee attacks light enemies on fire.
Focused Shield (Races of Stone) - When psionically focused, +1 to shield AC.
Healing Hands (Complete Scoundrel) - First aid heals the target for 1d6 hp.

Heavy Armor Optimization (Races of Stone) - +1 to heavy armor AC, -1 to armor check penalty.
Imbued Healing (Complete Champion) - Grant buffs to allies when you heal them.
Improved Smiting (Complete Divine) - Your smite rapes evil creatures in the face.

Inured to Energy (Savage Species) - +10 to racial elemental resistance.
Mitigate Suffering (Complete Champion) - You can restore damaged abilities temporarily.

Outsider Wings (Races of Faerun) - You get wings and can fly.
Parrying Shield (Lords of Madness) - You get your shield AC as touch AC.
Persistent Refusal (Fiendish Codex 2) - Swift, turning - Gain another save attempt against an effect you are currently debuffed with. 
Quicken Turning (Complete Divine) - Turning is a free action.

Retrieve Spell (Complete Champion) - You can recover an already cast spell by using turning powers.
Sacred Healing (Complete Divine) - Grant fast healing 3 as a full-round action to all nearby living creatures.

Sanctify Water (Stormwrack) - Spend turning to turn all water near you holy for a short period.
Sacred Purification (PHB2) - Swift, spend turn: Heal all living creatures in 60ft spread for d8+cha, damage undead for same.
Shielded Casting (Races of Stone) - Cast spells without provoking if you've got a shield. Wow.
Shieldmate/Improved Shieldmate (Miniatures Handbook) - Adjacent allies get +AC when you have a shield.
Shield Specialization (PHB2) - Gives +1 to shield AC, required for Agile Shield Fighter.
Shield Ward (PHB2) - Get your shield AC as touch AC (same as Parrying Shield).
Somatic Weaponry (Complete Mage) - My sword is my somatic component, bitch.

Spiritual Counter (Complete Champion) - You may spend turning attempts to counterspell.
Spontaneous Domains (Complete Champion) - You may select your domain spells as you need them.
Spontaneous Wounder (Complete Divine) - You can spontaneously inflict.

Spurn Death's Touch (Libris Mortis) - This is basically the resto feat, available at level 1.
Touch of Healing (Complete Champion) - You can soft heal allies up to half their maximum HP.

Allied Defense (Shining South) - Adjacent allies get your AC bonus from Combat Expertise.
Deadly Defense (Complete Scoundrel) - When taking -2 from Combat Expertise, light weapons deal +1d6 damage.
Deep Impact (Expanded Psionics Handbook) - Expend psionic focus; resolve an attack as a melee touch attack.

Dual Strike (Complete Adventurer) - Attack with both weapons at the same target as a standard action.
Efficient Defender (Cityscape) - Light armor is +1 AC, but armor check penalty increases by 1.
Improved Buckler Defense (Complete Warrior) - You can parry with a buckler while you TWF.

Mage Slayer (Complete Arcane) - Spellcasters within reach cannot cast defensively against you.
Natural Bully (Heroes of Ruin) - Enemies with less than half your HD are afraid of you, suffer penalties.
Never Outnumbered (Complete Scoundrel) - Intimidate becomes a PBAoE with 10ft radius.
Nimble Stand (Complete Scoundrel) - You can get up from prone without provoking an AOO.

Off-Hand Parry (Masters of the Wild) - On a full attack, +2 dodge bonus to AC and gain any shield bonus from a buckler if you forgo your offhand swings. You take the TWF penalties to hit.
Oversized Two-Weapon Fighting (Complete Adventurer) - You may wield any one-handed weapon in your off-hand as though it was a light weapon.
Pierce Magical Concealment (Complete Arcane) - You can hit invisible, blurred, and blinking enemies.
Pierce Magical Protection (Complete Arcane) - Mage armor don't mean shit to you.
Power Critical (Complete Warrior) - You are +4 on crit confirms.
Prone Attack (Complete Warrior) - You can attack while prone. If you hit, you can stand as a free action. Opponents don't get a bonus to hit you while prone.
Psionic Body (Expanded Psionics Handbook) - +2 HP per psionic feat.

Resounding Blow (Exalted Deeds) - When you score a crit, it forces the enemy to save or cower.
Sidestep (Miniatures Handbook) - If you make an AOO, once per round you can take an extra 5-foot step.
Speed of Thougt (Expanded Psionics Handbook) - When psionically focused, you move at +10 feet.
Tome of Battle (the whole book) - not gonna go into everything in this book that Kaeli should want

Animal Friend (Exalted Deeds) - You can tame magical beasts.
Ascetic Hunter (Complete Adventurer) - Ranger levels become monk levels for fist damage, favored enemy bonus added to save DC for stunning fist.
Blazing Berserker (Sandstorm) - While raging, you gain the fire subtype.
Circle Kick (Sword and Fist) - Hit two enemies with one unarmed attack.
Cometary Collision (PHB2) - Allows you to counter-charge anyone charging your allies.
Companion Spellbound (PHB2) - Companion shares spells at 30ft, and you can touch your companion at short range.
Coordinated Strike (Races of Wild) - +1 bonus if both you and pet attack the same enemy.
Curling Wave Strike (Stormwrack) - Trip-cleave.
Darkstalker (Lords of Madness) - You can hide versus creatures with blindsight, tremorsense, and scent.
Deft Opportunist (Miniatures Handbook) - +4 on AOOs.
Exalted Companion (Exalted Deeds) - An exalted animal companion is freaking OP.
Extra Favored Enemy (Masters of the Wild) - You get an extra favored enemy.
Favored Critical (Masters of the Wild) - Pick a favored enemy; you get Improved Critical on them.
Fist of the Heavens (Exalted Deeds) - Increases the save DC on stunning fist versus evil enemies.
Greenbound Summoning (Lost Empires of Faerun) - Any nature creatures you summon gain the greenbound template.
Hazing Strike (Secrets of Sarlona) - A successful stunning fist also ends any nonmagical altered combat state, including rage, combat focus, psionic focus, etc.
Improved Favored Enemy (Complete Warrior) - You deal +3 damage to ALL favored enemies.

Improved Natural Attack (Monster Manual 3) - Improves your natural weapon by 1 step.
Large and In Charge (Sword and Fist) - While enlarged, you can knock enemies back if you hit them with your AOOs.
Mad Foam Rager (PHB2) - You can delay the effects of one spell or attack by 1 round if you are raged.
Mage Slayer (Miniatures Handbook) - +1 on will saves; enemies you threaten may not cast defensively.
Martial Throw (Miniatures Handbook) - You can swap places with an enemy if you hit with an unarmed strike.
Natural Bond (Complete Adventurer) - +3 effective druid level for your animal companion.
Nemesis (Exalted Deeds) - You get radar sense for a favored enemy and +1d6 when damaging evil ones.
Pharaoh's Fist (Sandstorm) - AoE stunning fist.
Quick Reconnoiter - You automatically make perception checks as though you were actively searching.
Reckless Rage (Races of Stone) - Extra -2 to AC and +2 to Str/Con while raging.
Roundabout Kick (Complete Warrior) - If you crit with an unarmed strike, you can attack again.

Short Haft (PHB2) - You can shorten the grip of a reach weapon to attack adjacent enemies.
Snap Kick (Tome of Battle) - Get an extra unarmed attack on any attack action.
Snatch (Masters of the Wild) - You get improved grab with your natural weapons.
Spinning Halberd (Complete Warrior) - This is not as good as Snap Kick, so if you're forced to choose, get the kick instead. If you can use both, get both.
Stand Still (Expanded Psionics Handbook) - You can halt an enemy instead of dealing damage with an AOO.

Sun School (Complete Warrior) - An interesting, if mediocre unarmed attack style.

Superior Unarmed Strike (Tome of Battle) - Unarmed strike damage becomes better.

Arcane Defense (Complete Arcane) - +3 to save from a spell focused school.
Arcane Disciple (Complete Divine) - You can cast spells from a specified cleric domain.

Arcane Thesis (PHB2) - For both arcane casters, this adds CL to any single spell and reduces metamagic application cost. SCORCHING RAY!
Arcane Mastery (Complete Arcane) -  You can take 10 on caster level checks.
Bane Magic (Heroes of Horror) - Your spells do extra damage to a specific creature type.
Beckon the Frozen (Frostburn) - You can summon frostfell creatures (may want to petition Nick for fire subtype creatures if that's your thing).
Blade of Force (Complete Mage) - You get +1 CL to force spells and can enhance ally weapons with force damage as a swift action.

Blistering Spell (PHB2) - +2 points of fire damage per spell level and penalty on rolls and checks. Only really good if Nick allows it as a Sudden feat, or if Nick gives a wand or rod with the feat. It's still good for scorching ray, though.
Combat Familiar (PHB2) - Familiar doesn't provoke AOO for entering enemy squares if it is holding a touch charge.
Draconic Flight (Complete Arcane) - You can fly any time you cast a standard action spell.
Draconic Power (Complete Arcane) - +1 caster level for spells that match your energy type.
Draconic Presence (Complete Arcane) - When you cast a spell, you make enemies afraid of you.
Energy Substitution (Complete Arcane) - You can make your energy attack spells a different energy type.
Fiery Burst (Complete Mage) - This feat ruins the game.

Force of Personality (Complete Adventurer) - Use Cha modifier for Will saves instead of Wis.
Invisible Needle (Complete Mage) - Another +1 to force spells and free force bolt attack.

Invisible Spell (Cityscape) - Metamagic +0(!) Your spell's visual effect is invisible.
Lurking Familiar (PHB2) - Your familiar can hide if it occupies the same space as you.
Metamagic Spell Focus (Complete Mage) - Metamagic feats applied to your specialized school cost 1 less spell level. 3 daily uses.

Mobile Spellcasting (Complete Adventurer) - You can move and cast with a single standard action.
Planar Familiar (Planar Handbook) - Your familiar becomes aligned to either law or chaos.
Purify Spell (Exalted Deeds) - A nuke you deliver deals no damage to good creatures and bonus to evil.
Ranged Spell Specialization (Complete Arcane) - +2 damage on ranged touch attack spells like rays.
Sculpt Spell (Cityscape, possibly others) - Metamagic +1, can alter the area of an area spell
Selective Spell (Shining South) - Metamagic +1, can select one ally to be excluded from the AoE of your spell.
Spell Thematics (Magic of Faerun) - Your spells have a "style" and your spells are harder to counter.
Storm Bolt (Complete Mage) - An alternative for Fiery Burst. Not quite as good, because fire is better.

Sudden [Metamagic] (Complete Arcane) - Instantly apply a metamagic feat.
Transdimensional Spell (Complete Divine) - Metamagic: your spell can hit enemies on other planes of existence.

Versatile Spellcaster (Races of Dragon) - Spend 2 lower-level slots to cast a higher level spell.

Magic of Incarnum gives what is essentially variable feats. Each feat gives you a point of essentia and an ability that lasts for 24 hours that costs essentia. You get essentia back when you rest. Some of them are pretty cool. You can only spend 2 points of essentia on any one feat (at level 6). There's a feat that lets you spend more, up to your con modifier. Nick may outright outlaw these mechanics, as they're a little wonky. The really basic stuff is kind of cool, though.
Complete Scoundrel offers a bunch of luck reroll feats. They are pretty neat, and allow for some potentially powerful tricks. I'm not sure how powerful they are, but they seem neat at the very least. The luck feat to reroll initiative seems particularly good.
Frostburn gives a lot of cold elemental type spells, and while Sandstorm has similar ones for "desert-ey" games, it only has one "fire subtype" ability (Blazing Berserker). For mages of another elemental type, I'd consider asking for the Frostburn type feats, but in fire, acid, or electric form, depending on what kind of elemental type you choose. You may even want to go further and ask him for other spell types, such as compulsion, charm, or other spell types that aren't elemental, as many of the feats are just "buff save DC of cold spells."

Sunday, March 18, 2012

E6 Feats

These are not yet Nick-approved for the most part.

Fighter and BAB
Unless otherwise stated, all of these may be selected as fighter bonus feats.

The Art of War
Requirements: Character level 5, Armor Proficiency (light), Weapon Focus (any martial or exotic weapon)
Benefit: Your base attack bonus increases by +1. This cannot increase your base attack bonus above +6. This feat may only be selected once.

Battle Practice
Requirements: Character level 6, Armor Proficiency (light), Weapon Focus (any martial or exotic weapon), Power Attack
Benefit: You are considered to have four additional levels of fighter (with a maximum of 6) for the purposes of selecting feats. This feat may only be selected once.

Master of War
Requirements: The Art of War OR Monk level 6
Benefit: Your base attack bonus becomes +6.

One True Style
Prerequisites: Fighter level 6
Benefit: You may select feats with a requirement of up to fighter level 8, and with a base attack bonus requirement of up to +8.

Versatile Style
Requirements: Character level 6
Benefit: Your ranger, barbarian, paladin, and monk levels are considered fighter levels for determining what feats you may select.
Note: This feat in particular might allow these classes to be too versatile when compared to pure fighters. It's just an idea, and this feat is one of those I'd definitely consider rejecting.


Requirements: Power Attack, Cleave, Armor Proficiency (light), base attack bonus +4
Benefit: You can fly into a rage once per day. In a rage, a you temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but take a -2 penalty to Armor Class. The increase in Constitution increase your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end his rage. At the end of the rage, you lose the rage modifiers and restrictions and become fatigued for the duration of the current encounter.
Note: I personally think that precision-based damage (sneak attack damage) should not be allowed during a rage, either.

Swift Steps
Requirements: Character level 6, Run, base attack bonus +6
Benefit: Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor or light armor and carrying less than a medium load. Apply this bonus before modifying your speed because of any load carried or armor worn.
Note: Due to the awesome wording of the feat, we have no worries about stacking movespeed for barbs or clerics with the Celerity domain. This still allows monks to stack movespeed, as their movespeed bonus is an enhancement bonus. This is allowed in the actual game rules (by multiclassing barb/monk) so it seems reasonably okay.

Uncanny Dodge
Requirement: Eyes in the Back of your Head (Complete Warrior)
Benefit: You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
Note: Thank goodness for Complete Warrior giving me a good feat to build from.

Improved Uncanny Dodge
Requirement: Character level 5, Uncanny Dodge
Benefit: You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking, unless the attacker has at least four more rogue levels than than you have character levels.
Note: This needs more prereqs, as it is kind of strong for multiclass rogues.


Improved Inspire Courage
Requirement: Bard level 6
Benefit: Increases the benefits of your inspire courage to +2.


Bonus Domain Spells
Requirement: Cleric level 1
Benefit: Choose a domain available to your deity. You may now prepare spells from that domain in your domain spell slots.

Bonus Domain Power
Requirement: Bonus Domain Spells, character level 6
Benefit: Choose a domain for which you have the Bonus Domain Spells feat. You gain the domain power associated with that domain.
Note: You may want to limit a cleric to 3 or 4 domains, maximum; this is mainly so that CLR6 can get up to the same power level as a PrC cleric (more or less).

Practiced Turning
Requirement: Character level 6, ability to turn or rebuke undead
Benefit: Your cleric level for the purposes of turning undead is treated as four levels higher, with a maximum of your character level. This feat alters your base turning level, and feats or abilities which raise it (or rolling higher on your turning check) still apply normally after this feat.

Prerequisites: Character level 6, ability to cast 3rd-level divine spells, Wisdom 18, Healing 9 Ranks
Benefit: You can use Restoration, as the spell (paying the material component), with a casting time of 1 hour.

Magic, UMD, and Item Creation

Arcane Literacy
Requirement: Use Magic Device 9 ranks, Knowledge: Arcana 5 ranks, Knowledge: Local 5 ranks
Benefit: You can read all types of arcane scrolls as though the spells are on your class list. You must still meet all attribute requirements required. If you do not meet the attribute requirements, you may still use UMD to emulate the appropriate attribute.

Divine Literacy
Requirement: Use Magic Device 9 ranks, Knowledge: Religion 5 ranks, Knowledge: Nature 5 ranks
Benefit: You can read all types of divine scrolls as though the spells are on your class list. You must still meet all attribute requirements required. If you do not meet the attribute requirements, you may still use UMD to emulate the appropriate attribute.

Tuesday, March 6, 2012

The best superhumans HU2 can build

Unlike Nightbane -- where I made something ridiculously imba even before talents, spells, or even skills, HU2 requires quite a bit more effort to bust. There are some really powerful super abilities, and some good builds make strong use of them. No HU2 creature is as resistant to everything as Nightbanes are, and magic in particular is a gigantic weakness for superhero characters.

However, HU2 has a few major kinks. The biggest issue is the Alien and Mega-Hero templates and somewhat the Mutant template. While Mega-Hero is considered "optional rules" in HU2 for more powerful characters, Alien is not.

All HU2 superhuman builds have the option of megahero powers, and the best penalty is forced transformation. There's no limit on transformation time, making it essentially a pretty Nightbane Morphus. The obvious megachoice is immortality. Megaheroes automatically get supernatural PS, though in some cases it's a pretty low value. They get 1.5 times their normal SDC (or MDC), and magic has half duration unless the character has a magic vulnerability. We would never choose magic as a vulnerability, ever. Mega immortality makes you literally unkillable while mega-transformed, your basically has to be atomized to die. Nobody goes to that kind of lengths to kill someone. Megastrength is the second good megapower option and it basically gives you +20 +avg 7 PS, which can let some heroes rival Olug and most rival or surpass the cow.

Aliens can hit ANY power category in addition to their alien racials. This is actually totally okay, since any Alien template character could become some imba Rifts class (shifter, battle magus, techno-wizard, etc); likewise more absurdly powerful D-Bee races in Rifts could also become any of the power categories and that's fine. What Alien does is add power for free though, which is dangerous. It's especially significant because aliens can get base MDC by having either high gravity environment or tough hide/natural exoskeleton. High Gravity is the most cheatery environment ever, tripling SPD attribute, granting PS, and giving MDC. In addition, you can add in mineral bodytype for +180 MDC and more PS. Rhino gives more PS, Demon gives multiple arms (+1 apm). For most of my top tier builds, I'll be using high gravity mineral alien.

The general uber builds are:
Mutant/Experiment: 1 major + 3 minor
Mutant/Experiment: 2 major
Mutant/Experiment: 5 minor
Mutant/Experiment: 1 major + 1d4+1 minor psychic powers or 1 super psychic power (for TW item use)
Mutant/Experiment: 3 minor + 1d4 minor psychic powers
Mutant/Experiment: 2 minor + 1 super psychic power
All mutants take ambidextrous as mutant trait and unstable power level growth trait. Level growth could be replaced with the emergency alter physical structure trait, for when situations get really bad.
All experiments take forced transformation for the 1d4*10 SDC and 1d6+4 PS bonus. There are other, less good traits that don't increase size, most notably chemical resistance. No facial features is also okay but superhuman access to TW metamorph stuff is kinda limited, so it's a pretty big drawback.

A mystically bestowed character with mega-hero immortality can get 8 low level spells and 1 imbalanced major super ability. The 8 low level spells are inconsequential; the real advantage is that the hero can use TW items with his one imbalanced major. The one imbalanced major super ability in question is Multiple Beings/Selves. The multiple selves have mega immortality, making them nearly unkillable. He can make 1 clone per level of his experience, although the clones are one level lower than him. He has an average MDC in bestowed form of about 170 (plus physical skill bonuses), plus hit points of relatively normal. Each clone has minimum 20(s) PS, 18 PP, 24 SPD and avg 75+PE mana plus 7.5 avg per level. This character becomes retarded by about level 3 with 3 unkillable kage bunshins all with caster abilities and low-superhuman power levels. If he's teamed with a character who can grant energy spheres, this guy can provide the mana for any ritual ever. Megahero immortality makes this character imbalancedly powerful and because it's in the core as an optional rule (and the devs acknowledge that megahero makes you pretty imbalanced) this shouldn't be seen as a gigantic exploit. It is BY FAR the worst case scenario and it is only really bad when paired with Rifts-tier magic.

Another option for Mystically Bestowed is to start with basically any spell in the game. He can only pick a few but he can pick the more abusive ones like Energy Sphere, Talisman, and Create Scroll. With Create Scroll, he can create translatable scrolls of his rape spells to allied casters. He kind of tapers off in power once his allies have all his spells, but he does retain mega-immortality and can still use any TW devices with the same mana pool as the above character. You may want to give him mega-strength instead and kill him off so you can roll something that can actually learn spells. Obviously, you'd relearn all your high level rape from your allied wizards and pick something gay like chiang-ku shifter or battle magus. A similar build uses Enchanted Object but you are limited to spell levels 1-12; you get a few more good powers, lose some durability, and gain one unique special effect. The unique effect is generally pretty crappy, except for complete magic immunity. The problem with the immunity effect is that it permanently gimps your ability to get durability and is overall not a very good idea. I would go for Mystically Bestowed if I wanted to use scrollhax.

The problem with Mystically Bestowed as a category is that the character must do the bidding of whatever's granting him his powers. He's basically a priest, and that's cool for RP but he's gotta pick the right god. Kym-nark-mar ftw?!?

Enchanted Object gets to use scrollhax as above but is not quite as good. He can use TW though even with major super abilities, so there are some decent builds. I don't think any of them are "cow good" but there's always sonic speed for a mini-Harken build. Probably not as good as Mystically Bestowed kage bunshins though.

Enchanted Weapon is a character packing a rune weapon as his main ability and loses all of his megapowers if his sword is ever lost. This makes him kind of vulnerable right out of the gate. I would take mega strength rather than mega immortality; even if you don't die right away, someone just jacks your sword and you're hosed. Better to be more capable of avoiding death. They have around 53 MDC in transformed mode, plus normal HP. We'll assume they do 6d6 weapon damage.

Mystic Weapon of Order can get some ridiculous strength by doubling up on the strength weapon option plus megastrength. The best options after strength are the +6 damage bonus, fly, mystic shield, and invis superior at will. The +6 damage bonus applies to the wielder, so he can use it to wield a battle fury blade doublestriking at +6 damage per hit. Not too bad, considering this build will probably have over 70 PS.

Mystic Weapon of Chaos has a few more utility options but not as much strength. +6 damage, portal of fear (makes a grappling tentacle portal, really nice), invis superior at will, fly and mystic shield are the best overall options. There are some decent other weapon choices. In this case though, the +6 damage is probably better off used with guns and a Chaos Weapon wielder probably wants spells so he can power TW items. He's an inferior choice overall other than his +6 damage with guns. Megastrength doesn't do him much good, but it's better than nothing? I'm having trouble making a working build for this guy that is dramatically better than nightstalker mystic (which is kind of a benchmark).

For the Mystic Weapon characters, they either get 1 major or 3 minors, although they get a spells option it only allows spells up to 8 and doesn't allow learning new spells. This, obviously, is kind of mediocre and the base mana is really bad.

For the Weapon of Order character he probably wants Teleport (major) for perfect gap closing with his monster strength and melee damage. He could also go with 3 minors and get extraordinary speed and 2 other +APM minors, for +3 APM total and some good dodge/parry bonuses. He might also be able to work automatic dodge into a minor. Because he's a Weapon of Order wielder, Karmic Power (major) might also be good to completely screw his opponents (it nulls all enemy combat bonuses) but Karmic Power relies on being a good guy all the time. Obviously, Invulnerability works for anything. APS: Stone or Metal can also be used for more PS but less mobility.

Mutant and Experiment heroes (Mutant is really ideal) have some power flexibility.

One major + TW use is a big draw. This -needs- to be a durability increase as the mutant is not MDC by default. APS Liquid, APS Metal or APS Ice are the most flexible options but Invulnerability is always there. Alternatively, it can be something imba like Slow Motion Control or Karmic Power and he can rely on EBA, PBF, or TW mods to give him protection. He's still mega-immortal. However, the durability powers get bonuses from being a mega-hero (+50% MDC) and APS Ice and Liquid in particular have a lot of utility. The mutant character with the level growth unstable perk can get a major on level-up and combine another imbalanced power with his first one.

3 minor + TW use is inevitably going to be harder to break. Manipulate kinetic energy for double damage physical attacks is insane in team play. Otherwise, he pretty much can just rely on getting +3 APM and some form of mobility and some combat bonuses. 2 minor + a super psi is not really worth it compared to 1 major and a super psi. The best combo there is manipulate kinetic energy with super-TK for some really imbalanced item throwing, which might be cool.

1 major + 3 minor will give some mobility to a major. I really, really like wingless flight with APS Ice, but this stuff isn't really broken. It's nice though. Nowhere near as good as 1 major + TW + some random psi.

2 major is really sick because you can do some dumb combos, especially with the possibility that mutants give for level-up powers. Multiple Beings/Selves with APS of any kind is pretty retarded, Plasma being a huge offender for huge damage output and fly mobility. Unfortunately, 2 majors and no TW means combining Multiple Beings/Selves with any non-durability power is fucking dangerous, even with mega immortality.

So overall, the biggest abusers (unless stated, all use the basic Alien + Mega-Hero template: high gravity mineral alien, mega hero immortal transformation)

Build 1: Plasma/Electric Kage Bunshins
This build uses Demon multi-armed aliens rather than mineral aliens for +1 APM. Mineral adds more durability, though.
I choose Mutant with Ambidextrous/Experience Growth and 2 majors
Major super abilities: Multiple Beings/Selves, Alter Physical Structure: Plasma (or Electricity)
mostly normal stats (HP is mega) except
Triple normal SPD
+avg 7 PS (normal)
avg 142.5 MDC in normal form, +90 in plasma form (plus physical skills)
Can create 1 copy of self per level, copies are 1 level lower than creator.
Deals 10d6 damage to anything it touches (in plasma form)
Deals 20d4 damage to anything grappling it (cannot actually grapple since intangible)
Flies at 60mph +20/level
Can throw 10d6 +2/level plasma bolts with 200ft +20level range
Can throw 4d6 plasma bolts with 300ft +30/level range
Takes half damage from energy (in plasma form)
Immune to physical and heat (in plasma form)
Takes huge damage from cold, water, etc.
This build basically gives the character a bunch of flying, unkillable plasma allies that deal monstrous ranged damage. He starts off reasonably powerful and gets absurd at higher levels due to his per-level speed increase and massive number of clones. He also gets superpowers every 3 levels at 3/6/9/12/15. He does not have very good endgame scaling though, and is better off only keeping poorly-equipped clones in plasma form later on. He is easily ignored with i2e, but due to getting superpowers every 3 levels he may have some other means of damage by level 3 or 6. He can also dual wield rifle weapons, so against an i2e enemy he still has his superior speed and particle beam rifles or multiple grenade launchers. Due to having so many clones, he can arm some of them as machinegunners or other means of support.
Build 2: Slowing Kage Bunshins
Mutant, Ambidextrous/Experience Growth, 2 majors
Multiple Beings/Selves, Slow Motion Control (or Gravity Control)
Triple speed
avg +25 PS (35.5) normal
avg +382.5 MDC
Can do a no-save half-apm half-bonuses attack
This build is weird, since it relies almost entirely on mineral alien tank and normal weapons. It has to use mana cell weapons to even use TW, and it will never be able to use TW normally unless it spontaneously develops Mimic. Even then, it will have to Mimic a psionic ally or enemy and most likely, the clones will be dispersed doing various things. It loses pretty hard to the plasma alien mutant unless armed with cryo-weaponry of some kind. However, the character has the unique ability to royally dominate a battle if his kage bunshins are allowed to get close due to the slow-motion attacks. His clones are also incredibly hard to hit without concentrated fire. He can 1v1 almost anything except someone else also using kage bunshins. He is somewhat vulnerable to the cow due to his low magic save, but the cow cannot do anything but cast spells and has half APM with which to do so. The gravity control version works a little better by improving mobility of kage bunshins (multiplying a multiplied speed is kinda dumb) and completely destroying anyone with bonuses. He is only really vulnerable to a really powerful mage and some MB/S builds.

Build 3: Mage Army
Mystically Bestowed, Mega-Hero Immortal/Transformation, Multiple Beings/Selves, 8 spells 1-5
PE/PP minimum ~20 (thus good bonuses/saves)
Triple SPD
PS avg +27.5(s) (roughly 38)
avg +550 MDC
avg75+PE+avg 7/level mana
This build has ridiculous tank and speed like any mineral high gravity alien, but he is pushed to physical perfection thanks to Mystically Bestowed. His army can't cast any truly epic spells, but 1-5 has enough good stuff that he can really do some damage. In core, Mental Blast is level 5, as is Domination, while Magic Net is level 4. Astral Projection is there too. This guy has quite a few decent tools early and is a really big problem late, since he has full access to TW gear and each clone has enough mana to end a fight. He is a counter to casters due to his highish saves and magical aptitude. The plasma army can beat him early but it's as easy as TW ice guns lategame. The cow has no chance of beating even two of him as long as both of them stay out of Darksong range. In very close combat, the cow still might not beat him because he is unlikely to stun 4 or 5 kage bunshins for more than a melee round. Slow army build probably loses as well, as their magic saves are low.

Build 4: All the Strength
This build replaces megahero immortal with megahero strength.
Mystic Weapon of Order, +6 damage, fly, mystic shield, invis at will, strength x2 + 1 major
Alter Physical Structure: Metal
+1610 MDC in metal form (-1200 in normal form, ohnoes still 410)
+avg 97(s) PS (avg 107.5 before physical skills)
Triple SPD, which is halved in metal form
Can turn invisible at will, fly at 50mph (half in metal), create a 200 MDC parrying shield, and deals +6 damage with all attacks.
This character hits so hard, the universe shudders whenever he does not pull his punches. He's also unkillable and can just straight-up trade blows with almost anyone. He has a decent magic save (not listed) but no ways to boost his PE for more. He's really imba with a team, but is not actually one of the "titans." I just thought it would be amusing to build a character with over 100 supernatural PS. Almost any of the MB/S builds above can beat him.

Friday, March 2, 2012

In this thread, Nightbane are retarded

So yeah. Nightbane are pretty powerful in morphus form. According to the conversion notes, Nightbane in morphus form turn their SDC into MDC, which means that they can train Marvel Comics style in facade mode and gain stat buffs in morphus mode legitimately (I houseruled physical stat training for superstr characters).

The conversion notes in Dark Conversions screw us out of some fun options. Unfortunately, there is no benefit to playing as a spider, snake, or giant insect as their poisons are SD (obviously I would change this but I'm doing core just to show imba). Thus, the best options provide better senses or stats.

Note: fStat means facade stat, mStat means morphus

The base stats of any Nightbane are double HP (mPE*2 + 2d6 per level) and 30+2d6*10 MDC. They get a natural +10 to PS, PE, and SPD and +6 to PP. They also have some of the highest mana totals in the game at  fPE+3d6*10+20, +3d6 per level. Nightbane have to spend mana permanently to get talents, so this might be a compromise. Note that a Nightbane sorceror can select no talents and have his full mana pool for spells, although there are enough good talents that I think this is a bad idea.

Nightbane core abilities are +1 init, +2s/p/d, +3 roll, +4 save magic, +3 save psi, +3 save disease, +3 save hf. This might be a little retarded but at least they don't have a huge poison save. Good stuff to know if you ever fight a Nightbane, but racial +10 PE might have something to say about that.

Appearance type: Bizaare (1 Beauty, 1 Characteristic, 1 Animal Form, 1 Stigmata)
Characteristics: 2x Unnatural Limbs, 1x Biomechanical, 1x Alien Form)
Animal Form: Cow/Buffalo
Unearthly Beauty: Physical Perfection, Fallen Angel
Stigmata: Bones, 1x Biomechanical
Unnatural Limbs: Four Arms (actually two), Pseudopods
Biomechanical: Metal Endoskeleton, Metal Exoskeleton
Alien Form: Crystaline, Hulking Monster

I only choose this combination because I assume you can't run plasmoid with a bunch of metal exoskeleton parts. Otherwise, plasmoid is kind of ftw, but you end up running with less than half HP.

Overall it gives you, without physical skills:
avg 64+7 HP per level = kinda hard to kill
avg 623 MDC = you can tank glitter boy guns to the face
avg 41.5 PS = fuck trucks, you hit like a short-range missile
avg 19.5 PP = you are kinda dextrous
avg 32 PE = you resist everything
avg 19 PB = you're a hot cow
avg 50.95 run SPD = you can chase down cars going the speed limit
horror factor 18 = you are fucking terrifying... and I'll be honest, I'm terrified looking at these stats
+2 initiative, +2 roll with punch, +3 save disease = boring
+2 s/p/d, +3 save psi, +3 save hf = awesome
+4 save magic = you're probably immune
fire and cold resistance = does half damage
avg +2.75 APM = the chance for +3 APM is there, that's all I'm saying
automatic dodge = yeah that's right, what now bitch

Combat Roles (general info post)

One thing that is constantly misconstrued is the roles of characters, particularly infantry, in a battlefield situation. This post will help to categorize infantry better and help players understand what role they should fill.

The rifleman is the core of the infantry. He's a generalist who covers for other roles. The rifleman's main goal is to utilize the advantages gained by the rest of his team. If his team is heavy on marksmen or grenadiers, he should operate as a ghetto version of an automatic rifleman, providing suppressing fire so that his allies can do their job. If he is supported by an automatic rifleman, the rifleman becomes a marksman, taking down foes with accurate aimed fire. If his squad is thrust into a CQB situation, the rifleman can also quickly engage close-range targets much better than an automatic rifleman, marksman, or grenadier.

The rifleman should be armed with an accurate mid-range rifle with a burst or automatic fire capability. Automatic fire is essential; without it, he is a marksman and fills a different role in the team. Depending on the needs of his team, this weapon can be a 500 yard marksman rifle like the M16 or a 300 yard assault rifle like the M4. The assault weapon is better for CQB but limits his role as a marksman, while the longer, more accurate rifle is less effective in CQB.

Automatic Rifleman
In the USMC, the automatic rifleman is the center of the fireteam. This is because the USMC uses M16s, which are almost marksman weapons. The automatic rifleman is armed with a general-purpose machinegun or squad automatic weapon, and this allows him to lay down covering and suppressing fire for his squad. His role is to pin down enemy fighters so that the riflemen and grenadiers can get into better positions and destroy the enemy.

The automatic rifleman ranges from reasonable in CQB to terrible, depending on his weapon. A lighter squad automatic weapon can be fired from the shoulder, but is less accurate and more unwieldy to aim. A GPMG is basically useless in CQB as excessive recoil and weapon weight leads to lots of missed shots.

Designated Marksman
The DMR's role in combat is to get kills. He utilizes the tempo control from his teammates (armed with automatic rifles or light machineguns) to take any and all opportunity kills he can. With an accurized, semi-automatic rifle, he can deliver lethal critical shots to enemies at 300-500m and possibly up to 800m, depending on his weapon. The DMR is the center of the fireteam in the Army, as the assault rifles used help give him covering fire so he can take advantage of enemy movement and shoot to kill.

The DMR is useless in CQB. In most cases, he will need to use a sidearm to be effective at all, and sidearms are not very suitable weapons even in close quarters compared to a carbine or SMG. The DMR is also not a sniper, although in Rifts terms he would have the Sniper skill. A sniper is an assassin who shoots from a hiding spot and disengages before combat occurs at all. A DMR is a combatant who fights alongside allied troops with accurate and deadly fire.

The grenadier is a team member armed with a grenade launcher. He may use an underbarrel grenade launcher or a standalone, but his role remains the same; engage and destroy enemies who have taken cover. Enemies pinned down by suppressing fire are easy marks for the grenadier. An underbarrel grenade launcher is best for these situations, as he can use his rifle if the enemy is not pinned down. However, the grenadier is also excellent for breaking up enemy formations, and in this role a standalone grenade launcher is a much better weapon. Careful selection of weapon is important for the type of mission being undertaken.

Obviously, a grenadier with a standalone grenade launcher should not engage in CQB without his sidearm. Even with an underbarrel and a carbine, the grenadier's weapon is heavier and swings slower, making him much less effective in close quarters. On the plus side, a grenadier with a carbine is still more effective than a marksman or automatic rifleman in close combat.

Close Combat Specialist
Close combat is the least ideal situation for anyone to be in. At 300m, there is more margin for error and a lot more missed enemy shots, especially if they are not wielding good marksman weapons. In close quarters, getting shot is very likely to happen if you don't have the element of surprise.

A CQB specialist has to choose his weapon carefully. The ability to shoot through walls is both a help and a hindrance, as penetration can lead to civillian casualties. The best weapon choice is a good, accurate SMG like the MP5 that can be maneuvered easily and has a controllable full-auto function. Light carbine rifles like the M4 are also good, as they have a bit better penetration through doors and sacrifice little mobility. In Rifts, the best CQB weapons are those with very short range and penetration, as laser weapons rip through non-MDC walls making them very risky in urban environments. Melee weapons are also reasonable in Rifts, but it can still often mean giving up the first shot to the enemy in order to get close.

The CQB specialist's weapon is probably ineffective at longer ranges. The M4 is a great CQB weapon as it is also effective up to 300m when contacts are farther away. A MP5 or other submachinegun does not have that advantage.

The breacher is the guy who shoots off locks and breaks down the door. He needs a shotgun, although in Rifts pretty much any MD weapon will do the job. An ideal breaching weapon is a carbine rifle with a Masterkey, as you have the CQB flexibility of the carbine and the breaching shell in the Masterkey. If you come to a new door, simply load another breaching round.

A tube-fed semi-auto shotgun with a pump is also a great breaching weapon. If you come to a new room, feed your breaching round, pump the action to eject your buckshot, then shoot in the lock. Your next round will be buckshot, which gives the breacher great CQB capability. The disadvantage of this is that you only have a few rounds before needing to reload, typically around 8 or so. If he is armed with a mag-fed shotgun, he must spend a lot of time feeding a breaching round and ejecting the old one, making it less than ideal.

Like the grenadier, the breacher can be very effective or ineffective outside his role. A breacher's weapon is reasonably good in CQB just by necessity but at battlefield ranges, he will be ineffective if he does not have a carbine.