Help with some home brew feats

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Help with some home brew feats.


I have been pretty open with regard to my players home brewing feats, classes, races, gear, etc. provided they are fair, but these are some feats my players sent me for approval that are awesome ideas but feel over powered and or abuseable. I would like some help keeping the core function of them but making them level for use in a standard 3.5 campaign.  Thanks; “Combine Spells” is kind of long, sorry, our wizard is a bit long-winded.


 
Critical Aim


Prerequisites:


Improved Critical, Power Critical and Weapon Focus in any ranged weapon.


Critical Aim functions much like power attack, but instead of sacrificing attack bonus for extra damage, an archer, crossbowman etc. may sacrifice attack bonus for a higher critical multiplier


On your turn, before taking any attack rolls, choose to subtract an even number from your attack roll (This number may not exceed your base attack bonus.) and add half that number to the critical multiplier. After making the adjustments to your modifiers, you may make a make a single attack as a full round action. If it hits This attack counts as an automatic critical threat.



Combine Spells


Prerequisites:


Any two Metamagic feats, and the ability to cast 3rd level spells.


Combine Spells functions somewhat like Quicken Spell in that it allows the caster to cast multiple spells per round however unlike Quicken the spells are cast simultaneously and dynamically alter and or enhance each other.


Taking this feat implies that the caster has spent time experimenting with lower level spells and has become adept at combining spells to create new and deadly or beneficial effects. Using this ability to its fullest potential takes an equal ensure of magical talent and creativity.


A druid for example may want to use a combination Gust of Wind (level 2) and Contagion (level 3) to disease and knock prone foes in a 60 foot line. To do so, the druid must have both spells prepared, and must be able to cast level 5 spells since the combination of the two spell levels adds up to 5. The combination of the two spells does not need to be prepared as a level 5 spell however, this may be done on the fly. Both the preparation of Gust of Wind and that of Contagion are expended and cast simultaneously. The save DC for this combination would be calculated thus: (10 + combined spell level 5 + the druid’s wisdom modifier)


An example for a spontaneous caster would be this: an evil sorcerer who finds it amusing to combine Viscid Glob (level 4), Burning Hands (level 1), and Acid Spash, (level 0), and watch his victim writhe in agony as he is glued to the floor by a sticky mass of flaming, acidic goo. The sorcerer must be able to cast level 5 spells, and must expend casts per day from levels 4, 1, and 0. (The save DC = 10 + combined spell level 5 + the sorcerer’s Cha. Modifier.)


Note: The spell levels of the combined spells when added together may never exceed the maximum spell level to which the caster has access.


Creating spell combinations is difficult and somewhat similar to preparing spells from a borrowed or stolen spell book in that one is not always certain what the outcome will be. Because of this the first time a caster with this ability tries a given combination he must roll a Spellcraft check equal to 10 + the combined spell levels of the combination. A failed skill check implies that something went wrong in the casting of the spell. This all spells to fail and ends the spell caster’s turn. (All spell preparations / casts per day are expended regardless of the outcome.) 

Critical shot seems like an effort to rework manyshot to only use a single arrow.  

I think it should be worked as a straight multiplier, not tied into critical hit mechanics.  Also, the maximum multiplier should be based on the number of attacks you'd be giving up by using this.  So, at base attack bonus +6, you can deal double damage with a -2 penalty; at base attack bonus +11 you can deal triple damage at a -4 penalty; and at base attack bonus +16, you can deal quadruple damage at a -6 penalty.  

Since the relative benefit of a critical hit is lowered with the effect described above, it would be fine to increase the critical threat range.  In fact, multiplying it by the same amount as the damage makes the average results pretty comparable between using this feat and full attacking.  In this case, I mean a literal multiplier, but since Dungeons and Dragons doesn't work that way, I'll propose an alternative.  Assume bows as the baseline, and add +1 to the threat range per -2 penalty.  You should note that it applies before keen or improved critical and is doubled by either of those as normal.  

These suggestions are based on a comparison with a full attack, which isn't really valid with crossbows or thrown weapons unless the character has certain feats.  It would be easiest to make the feat only work with bows with which the character is proficient.  

Combine spells is similar to quicken, in that it lets you cast two spells in a round.  It's better than quicken, in that you wind up with your swift action still available.  Also, combine spells could be applied to two quickened spells (or spells that naturally have a casting time of one swift action).  I would suggest quicken spell be a prerequisite.  

I wouldn't allow casting more than two spells with the same action using this feat.  If more spells per round are absolutely necessary, I'd rename this to double spell and have another feat called triple spell.  It would increase the spell slot of each spell by four, allow casting of three spells with one action, and have double spell as a prerequisite.  

When you use quicken spell to cast two spells in a round, one takes up a slot four levels higher, and the other uses its normal slot.  For combine spells, I suggest each spell take up a slot two levels higher.  This should replace that limitation based on the sum of the spell levels.  

Naturally, the time spent casting the combined spells should be the longer of the casting times of individual spells. 
Combine Spells might work more smoothly if you simply made it the reverse of Versatile Spellcaster, allowing you to cast two lower-level spells with a higher-level slot.  That makes you naturally trade the greater power of a high-level spell for the combination of lower-level spells that you cast in the same slot.

I generally agree with you on Critical Aim, Maat, though I'd disagree about the limit on weapon types, since those weapons already have limitations that make them less desirable, and increasing the threat range seems to naturally favour bows (with a higher critical multiplier that benefits more from any increase in threat range).

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Critical Aim is so abusable it's not even funny.
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I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
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You need to be much more restrictive about Combine Spells. Maat pointed out Casting time; I want to mention:
- the type of spell:  as written currently, you can combine a cheap area spell with a powerful targeted spell. Detect Magic + Charm Person = Charm a crowd at level 1.
While it will prevent a lot of cool effects, I recommend only allowing Combining spells that have the same targetting/area.
And consider whether you allow 0-level spells to be combined since it's free to do so.

- the duration: it's not clear how it works. Should each effect expire on its own, or is it set to the shortest duration (those are good ideas)? Or is it the longer duration (bad idea!)?

Basically go line-by-line in a spell description, and decide what the Combined spell should have on that line.
- Descriptors: probably a combination of the descriptors of the two spells
- Components: if any spell has a V,S,M,F/DF component, then the Combined spell has it. The cost in material components or XP gets added.
- Casting time: e.g.
swift+swift = std
swift + std = swift+full-round
std+std = 1 round
std+1 round = 2 rounds
- Range: shortest of the two
...

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
For the latter, steal mechanics from the Arcane Fusion spells in... Dragon Magic, I'm pretty sure. It's a much smoother way to cast two spells at once. The spell itself is sorcerer-only, but the mechanics could be used by your wizard. (It's usually also combined with Arcane Spellsurge, which alters casting time in an interesting way, but a wizard probably won't need this)

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style)

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

For the latter, steal mechanics from the Arcane Fusion spells in... Dragon Magic, I'm pretty sure. It's a much smoother way to cast two spells at once. The spell itself is sorcerer-only, but the mechanics could be used by your wizard. (It's usually also combined with Arcane Spellsurge, which alters casting time in an interesting way, but a wizard probably won't need this)

Arcane spellsurge is from Dragon Magic, arcane fusion is from Complete Mage.

But I have to agree about stealing mechanics from arcane fusion... since it's basically what I was suggesting as well.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Caster Level has to be set separately.

Combining the area of effects, is >> reshape spell meta or similar.
Nearer to the earliest Linked Power discussions, but better.

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

Caster Level has to be set separately.

Combining the area of effects, is >> reshape spell meta or similar.
Nearer to the earliest Linked Power discussions, but better.



I remember it being insane, but I don't recall the exact hijinks you're referring to here. It can still be used, to, say, manifest Genesis as an immediate action (instead of several weeks), but that doesn't really play with the area of effect in the way I think you're referring to.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style)

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

Thanks for all your input, another comment on critical aim. So I talked to my would be crossbowman, and he would like to use the great crossbow from Races of Stone, but with a 5 bolt repeating clip adaptation like the one discussed in the PHB. He said that the weapon would have a 2 round reload time so he wants to max out damage per shot. He wants to go with a Rogue / Scout build to stack skirmish and sneak attack dice, and use the critical aim to increase the critical multiplier. I feel like this may be getting over powered. But Maat_Mons, you are exactly right in that he is going for that Many Shot idea (the damage of a full volley in a single well placed shot). If I used your idea of a straight multiplier not tied to critical mechanics what about when he does critical? I cant give him a x3 from Critical Aim, then another x3 for his critical hit. I would like to make this work for him, any other suggestions?

Dungeons and Dragons has multiple multipliers interact in an odd way.  With your example of x3 from the feat and x3 for the critical, it winds up combining into x5 damage.  

Rogue and scout don't interact that well with either version of critical aim, since damage multipliers never apply to extra dice of damage
When crossbow come into advanced play, I take into account a few things.
#1: Quick Loading is a +1 enchantment and gives you a semi-automatic crossbow with 100 round internal magazines (Magic Item Compendium pg. 41). Since it fires just as fast as you can pull the trigger it allows you to do some odd things crossbows (or siege ballistae) were not really intended for such as Rapid Shot.
#2: Poorly written though it may be, Double Crossbows as described in this supplement to Races of the Dragon could very easily help supplement crossbow based combat.
Dungeons and Dragons has multiple multipliers interact in an odd way.  With your example of x3 from the feat and x3 for the critical, it winds up combining into x5 damage.  

Rogue and scout don't interact that well with either version of critical aim, since damage multipliers never apply to extra dice of damage

Exactly: you're never multiplying total damage, you're multiplying original damage from the roll, so extra damage is only multiplied if it specifically says that it is added directly onto the original damage roll, rather than added in seperately.

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Why there should be the option to use alignment systems:
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If some people are heavily benefiting from the inclusion of alignment, then it would behoove those that AREN'T to listen up and pay attention to how those benefits are being created and enjoyed, no? -YagamiFire
But equally important would be for those who do enjoy those benefits to entertain the possibility that other people do not value those benefits equally or, possibly, do not see them as benefits in the first place. -wrecan (RIP)
That makes sense. However, it is not fair to continually attack those that benefit for being, somehow, deviant for deriving enjoyment from something that you cannot. Instead, alignment is continually attacked...it is demonized...and those that use it are lumped in with it.

 

I think there is more merit in a situation where someone says "This doesn't work! It's broken!" and the reply is "Actually it works fine for me. Have you considered your approach might be causing it?"

 

than a situation where someone says "I use this system and the way I use it works really well!" and the back and forth is "No! It is a broken bad system!" -YagamiFire