Preliminary Feat/Level List

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Preliminary Feat/Level List

Post by virgil »

Tome of Fiends, Dungeonomicon, Tome of Necromancy, and the classes and combat rules from Races of War. I'm currently trying out the following feats as the available selection, above and beyond what's in the tomes, presuming 1 feat/level. I'm currently only working on feats that noncasters would take, and have reached 51 so far, taking from the various books and threads. I can only hope there aren't any glaringly imbalanced choices here.

General Feats A-H
Angry Glare
Benefit:
You can make an Intimidation check in place of a Will save against [Charm] & [Compulsion] effects, with a penalty equal to half the user’s CR (or CL if from an item).

Apprentice
Prerequisite:
Level 1+
Benefit: READ THE DMG II

Aura of Courage
Prerequisites:
Good alignment, level 3+
Benefit: You are immune to fear (magical or otherwise). Each ally within 10' gains a +4 morale bonus to saving throws against fear effects. This ability functions while the character is conscious, but not if they are unconscious or dead.

Conductivity
Benefit:
You gain Electricity Resist 5. Whenever you take electricity damage, you may send a line of electricity arcing from your body at any single target within 30’. This bolt does half the damage you received; a Reflex save (DC 10 + ½ level + Cha mod) halves this damage.

Controlled Immolation
Benefit:
You gain Fire Resist 5. If you catch on fire, you take no damage from the flames nor is your equipment, and any creature striking you with a melee attack will take 1d6 fire damage.

Education
Benefit:
All Knowledge skills are class skills for you. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing.

Energy Immunity
Benefit:
Choose an energy type: fire, acid, electricity, sonic, or cold. You gain immunity to the chosen energy type. This feat can be taken multiple times.

Familiar
Prerequisite:
Knowledge (arcana) 4+ ranks
Benefit: You obtain a familiar in the same manner as a sorcerer or wizard. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up materials worth 100gp. For the purpose of determining familiar abilities that depend on your arcane caster class level, your character level is used instead.
General Feats L-Z
Landlord
Prerequisite: Level 9
Benefit: READ THE DMG II

Leadership
Prerequisite:
Character level 6th
Benefit: This feat enables the character to attract loyal companions and devoted followers, subordinates who assist them. Refer to the Leadership score and table from other sources.

Live My Nightmare
Benefit:
Whenever someone targets you with a divination spell or effect, you can send that caster a nightmarish vision. This vision functions as the phantasmal killer spell, except that the form comes from your own dreams rather than the target's. The other creature must succeed on a Will save (DC 10+1/2 level+ Cha mod) to disbelieve the nightmare and a Fortitude save (DC 10+1/2 level+Cha mod) to avoid dying from fear.

Memories of Death
Benefit:
When you die and are returned back from the dead by any means, you do not lose a level, XP, or Constitution. Any other penalties, such as being exhausted or waking in a new body, are unchanged.

Mentor
Prerequisite:
Level 5+
Benefit: READ THE DMG II

Polar Chill
Benefit:
You gain Cold Resist 5 & the icewalking ability. This functions as spider climb, but only on icy surfaces, and you can move across icy surfaces without penalty or need for any Balance checks. In addition, once per day, you can cast grease as a swift action with a CL equal to your character level, but the effect is ice rather than slippery grease.

Polyglot
Benefit:
You can speak all languages. If the character is literate, you can read and write all languages (not including magical script).

Residual Rebound
Benefit:
When you roll a natural 20 on a saving throw against a targeted spell, it turns back on the caster as if affected by spell turning. Unlike spell turning, this can be used with touch range spells.

Restorative Touch
Benefit:
You gain a +3 bonus to Heal, which is considered a class skills. The action for the Heal skill is always one round, the rules otherwise functioning the same.

Telepathy
Benefit:
You can communicate telepathically with any other creature that speaks a language within 100'. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
As a standard action, you can make a Sense Motive check at a -20 penalty, opposed by the creature's Bluff check. If you succeed, you gain the benefits of detect thoughts against the creature for as long as you maintain concentration. If the creature succeeds, they are immune to further attempts to have their mind read for a day.

Wild Cohort
Benefit:
You gain an animal companion as a 1st level druid. You can use the Handle Animal skill on your animal companion as a move action rather than as a standard action, as well as a +2 on all Handle Animal checks made to direct or influence your animal companion. Your animal companion gains all of the same bonuses as per the druid advancement table, except for the Link ability.
At later levels, you can select an alternative animal companion as a druid, but you treat the available options as a druid three levels lower than your character level.

Wings
Prerequisite:
Character Level 5+
Benefit: You have a fly speed double that of your normal ground speed. You have good maneuverability, and you must be able to flap your wings to stay aloft, which means you need specialized armor and cloaks. The aesthetic style of your wings are chosen upon selection of this feat and cannot be changed.

Combat Feats A-H
Acrobatic Strike
Benefit:
If you succeed in using Tumble to avoid an AoO, you gain a +4 bonus on the next attack roll you make against that foe before the end of the current turn. If you fail to use Tumble to avoid an AoO, you gain a +4 dodge bonus to AC against the AoO made against you.

Archer
Benefit:
When using a projectile weapon, such as a bow, its range increment is increased by one-half. Thrown weapons have their range increment doubled. Also, you can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on the attack roll.
The time required for you to reload a crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

Blind-Fight
Benefit:
You may reroll your miss chance caused by concealment. You are not impaired in movement from obscured vision, nor are invisible attackers at any advantage when attacking you.

Combat School
Benefit:
Name a fighting style and a list of five melee weapons that can be plausibly linked. You gain a +2 bonus to attack and damage with those weapons.

Charge Through
Benefit:
When charging, you can ignore allies in your path when determining whether or not you can charge your target. You can also attempt to overrun one creature in the path of the charge as a free action.
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Combat Reflexes
Benefit:
Choose either Dexterity or Wisdom bonus. You gain a number of additional AoOs each round equal to the bonus chosen. Additionally, you can make AoOs even while flat-footed.

Darkstalker
Benefit:
When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Notice check just as sighted creatures would to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.

Defensive Throw
Prerequisite:
Level 6+
Benefit: Threatened opponents who attack you and miss provoke an AoO against you. This AoO can only be used to trip the opponent.

Elusive Target
Prerequisite:
Level 6+
Benefit: If you are not flat-footed against an attack, you negate the damage bonus from the Power Attack maneuver.
While flanked, the first attack of the round automatically misses and the attack roll is made normally against their ally's flat-footed AC on the opposite side of you.
When you provoke an AoO by moving out of their threatened square and the attack misses, you get a free trip attempt against this foe, and the foe doesn't get a chance to trip you if the attempt fails.

Evasion
Benefit:
If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if the character is wearing light armor or no armor. A helpless character doesn't gain the benefit of evasion.
If the character already has Evasion from another source, then it becomes Improved Evasion.
Combat Feats F-M

Flyby Attack
Benefit:
When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Ghost Hunter
Benefit:
Your attacks have a 50% chance of striking incorporeal foes even if they are not magical. You can hear incorporeal and ethereal creatures as if they lacked those traits.

Giant Slayer
Prerequisite:
Character level 6+
Benefit: You have The Edge against any creature you attack that is larger than you. Also, an opponent using the Improved Grab ability on you provokes an attack of opportunity from you. You may take this attack even if you do not threaten a square occupied by your opponent.

Horde Breaker
Prerequisite:
Level 4+
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. You may make AoOs while flat-footed. If you deal a creature enough damage to make it drop, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5' step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.

Improved Initiative
Benefit:
Gain a +4 bonus to initiative.

Knockback
Benefit:
If you score a hit while using Power Attack, you can make a free bull rush attempt against the foe you hit, applying the penalty to your attack roll as a bonus to the opposed Strength check (as well as on the damage dealt). If you hit with a two-handed weapon, you can apply double that number to the opposed Strength check. You do not provoke AoOs from the creature you attempt this bull rush on, nor do you move with the enemy you move backward.

Mage Slayer
Prerequisite:
Level 3+
Benefit: Spellcasters you threaten cannot cast defensively, and they know this before beginning their spellcasting. All damage you deal is considered ongoing damage that round for purposes of Concentration.

Melee Evasion
Benefit:
While fighting defensively, up to once per round when hit in combat, you may attempt to make an attack roll (as a reaction) to negate the hit. The hit is negated if the attack roll is greater than the opponent's. You cannot use this feat if your Dexterity bonus to AC doesn't apply against your opponent's attack.

Mounted Combat, Archery
Prerequisite:
Ride 1+ ranks
Benefit: The penalty for using a ranged weapon while mounted is halved; -2 instead of -4 when the mount is taking a double move, -4 instead of -8 if your mount is running. Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if the Ride check is greater than the opponent's attack roll.
While mounted, you get one extra attack per round with a ranged weapon. The attack is at your highest BAB, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.

Mounted Combat, Cavalry
Prerequisite:
Ride 1+ ranks
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Murderous Intent
Prerequisite:
Character level 5+
Benefit: Once per round, you may take an AoO against an opponent that is denied their Dex bonus to AC.
Combat Feats O-Z

Opportunist
Benefit:
You can Feint as an immediate action..

Perfect Two Weapon Fighting
Benefit:
The character can make as many attacks with their off-hand weapon as with their primary weapon, using the same BAB.

Proficient
Benefit:
You are proficient in all weapons, shields, and armor.

Robilar's Gambit
Prerequisite:
Character level 12+
Benefit: At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponent's' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.

Shock Trooper
Prerequisite:
Character level 6th
Benefit: You do not provoke an AoO when making a bull rush attack. When you make a successful bull rush as part of a charge, for every square you push your foe back, you may also push that foe one scare to the left or right. If that foe is forced into the same square as another foe, you make make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if the attempt fails.
When you charge and use Power Attack with a penalty of -5 or worse, you may assign any portion of the attack penalty from Power Attack to Armor Class instead, up to a maximum equal to your BAB.

Snap Shot
Benefit:
When wielding a ranged weapon, you threaten squares within 5' of you, and are able to make AoOs with that ranged weapon. You do not provoke an AoO for making a ranged attack in an opponent's threatened space. You also gain an additional iterative to your full attack with a ranged weapon, at a -2 penalty to-hit.

Spring Attack
Prerequisite:
Character level 4+
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

Subtle Cut
Benefit:
As a standard action, you can make a melee attack that also reduces the victim’s movement rate. For every 5 full points of damage, reduce the target’s base movement speed by 5’. This penalty is resisted like ability damage, and automatically recovers when the damage is healed.

Tactician
Benefit:
You can ready a standard action to use this feat when an opponent charges you or any other target. At any point during your opponent's charge, you can charge him. In place of the normal charge benefits, you gain +2 on your attack roll and +4 on your damage roll. Your foe loses the benefits of charging (but not the penalties) but can still attack you. if the target charged someone else, he can choose to instead attack you. You take the standard -2 penalty to AC for charging. If you cannot move at least 10 feet or cannot charge due to terrain or other factors, you do nor gain this feat's benefit. In either case, you use your readied action to move but do not gain an attack.
When a foe's movement out of a square you threaten grants you an AoO, you can give up that attack and instead attempt to stop your foe in their tracks. Make your AoO normally, and if you hit the foe, they must succeed on a Reflex save (DC 10 + damage roll, no actual damage is dealt), or immediately halt as if they had used up their move actions for the round.
If an opponent begins their action adjacent to you and does not move (including 5’ steps), they provoke an AoO at the end of their turn

Weapon Finesse
Benefit:
When wielding a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. You may also use your Intelligence modifier instead of your Strength modifier on damage rolls.

Whirlwind Attack
Prerequisite:
Level 4+
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full BAB against each opponent within your reach. When you use the Whirlwind Attack, you also forfeit any bonus or extra attacks granted by other feats, spells, or special abilities.

Zen Archery
Benefit:
You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.
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Post by Mask_De_H »

How come Robilar's Gambit is still a 12th level thing?
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Post by OgreBattle »

Maybe this is a step beyond how much you want to change the basic framework of D&D3e but I figure most of your "Use a skill to..." feats should just be a part of the skill. The "+X to skill" feats also feel uninteresting, if I want to be the best at a skill then putting skill points into it should be enough.
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Re: Preliminary Feat/Level List

Post by PhoneLobster »

virgil wrote:...feats that noncasters would take... ...51... ...I can only hope there aren't any glaringly imbalanced choices here.
So this is for your one feat per level plan.

51 feats for non casters "above and beyond" the feats for non casters in tome of necromancy (so actually only feats for monsters and casters) and the feats for non casters in the tome of fiends (so actually only feats for monsters and casters) and the feats for non casters in the dungeonomicon (er... contains no feats?).

And non casters will select one of these every level. And probably some more since bonus feats are likely still a thing.

And they get to pick 20+ from... about 50.

Yeah... feels like too small of a selection. Especially considering the limited appeal of some of them.

Come back when you have 50 more. And no using shitty skill only bullshit filler like educated and healing touch, those feats aren't fooling anybody including you.

Only also then go back and write about at least a hundred more for casters and monsters too since the tome of fiends and necromancy options are exceptionally narrowly themed and clearly inadequate once EVERY wizard and cleric needs a career of 20+ feats with some actual options.

Yes I know broader metamagic feats are HARD especially when you are trying to write "small" feats but that's the burden you have chosen and if you can't get over that hill when you get to it there is no damn point in wasting your time on the "easy" work of churning out worthless "small" feats for worthless "small" no magic allowed characters.
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Post by virgil »

Did I say these were enough? No. The plan was for more, and I am reasonably certain I at least implied that. WIP and all that, since if I *did* have a completed selection, it would be in the IMOI subforum.

Robilar's Gambit is a feat that normally has a 12th level prereq, and I was erring on the side of caution when I 'converted' it for this list.

Yes, I think revamping the entire skill system would be too much. Although I have like 2(?) skill feats at the moment, and Educated was placed because it was on the list Koumei/Frank have put on their lists.
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Post by virgil »

Here's about 18 or 19 more feats.
Combat Feats
Absorb Blow
Benefit
: While you perform the Total Defense action, reduce all damage you take by 10.

Adaptive Resilience
Benefit
: When you fail a saving throw, you may gain a +5 bonus on all further saves against that effect, including subsequent saves from the same effect or from different sources. You can only have this bonus against one effect at a time. Failing against a different effect and choose to gain resistance, the older one is lost.

Directed Assault
Benefit
: If you successfully confirm a critical hit against an opponent, an ally within 30’ of the opponent automatically threatens on their next attack against that opponent.

Distracting Assault
Prerequisite
: Character level 7+
Benefit: If you successfully strike a foe in melee, you can spend a swift action to make that creature lose its Dexterity bonus to AC against all opponents other than yourself for one round. Creatures immune to flanking are also immune to the effects of this feat.

Dimensional Grappler
Benefit
: Creatures you are grappling are treated as if under the effects of dimensional anchor, which lasts for one round after you are no longer grappling.

Heroic Block
Benefit
: Up to three times per day, when an ally is attacked, you can move up to your speed. You must end this movement adjacent to the attacking character, and will not provoke an AoO against them. When you end this movement, you grant the ally a cover bonus to AC equal to your character level against this attack.

Meteor Smash
Prerequisite
: Character level 7+
Benefit: While charging, you have a fly speed equal to your base land speed.
If you successfully grapple a creature, any fly speed they have becomes 0, and will fall. You take no falling damage while grappling a creature.

Pain for Gain
Benefit
: If an opponent threatens a critical against you with an attack, they are considered flanked by all of your allies for one round.
General Feats
Castigate
Prerequisite
: Character level 5+
Benefit: You can use the demoralize opponent action as a move action to all enemies within 30’, and at no penalty for being smaller than the opponent. You can use your Strength modifier instead of Charisma on the check, and the effects of demoralization last for 1 minute. This is a language-dependent effect which cannot stack with itself.

Diehard
Benefit:
You are not staggered or unconscious when below 0 HP, and do not die until -(Con score).

Empty Hands
Benefit:
You can hide objects up to your size with Sleight of Hand, and it’s a free action to retrieve or put an item, even if it’s stored in a bag.

Fleet
Benefit
: Increase your base land speed by +10’. When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC, and can turn once per round.

Shadowrunning
Benefit:
When you take a -5 penalty to Hide & Move Silently, all allies within 30’ and LoS use your bonus except for size.

Unwavering Calm
Prerequisite:
Character level 10+
Benefit: You can always take 10 or 20 on checks using class skills, even if threatened or in a hazardous situation. You can't use this ability with skill checks that don't normally allow you to take 10 or take 20.

Unpalatable
Benefit:
Any creature that hits you with a bite attack or has swallowed you must make a Fortitude save (DC 10 + ½ level + Con mod) or be nauseated for one round. Creatures immune to poison are immune to this effect.

Packshape
Prerequisite:
Wildshape
Benefit: When you use the wildshape ability, allies within 30’ can choose to shift into the same form chosen as the druid. The duration of wildshape is halved when used in this manner. Changing back can be done by anyone without ending the effect for anyone else, except for the druid, who ends the effect for all affected when they end it for themselves.

Raise Animal
Prerequisite:
Character level 7+
Benefit: You can cast resurrection on animals as a spell-like ability, up to twice per day.

Verminfriend
Benefit:
You are ignored by vermin until you attack them. You are also undetectable by the scent ability of creatures that would have the [Bug] subtype.
Last edited by virgil on Thu Oct 06, 2016 2:19 pm, edited 1 time in total.
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Post by deaddmwalking »

Situational feats are hard to remember, especially if you have a lot of them.
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Post by virgil »

You need to be more specific/constructive than that. Especially since it's still better than Tome's scaling feats, as you average the same number of 'situational feats' per level (more at levels 1, 3, & 12+). Sooner if you use Tome armor or get bonus feats from any of your classes.
Last edited by virgil on Wed Oct 05, 2016 8:09 pm, edited 2 times in total.
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Post by deaddmwalking »

Whenever possible, it's better to design a feat that either a) always works, or b) requires a declarative action from the player.

Adaptive Resistance is an example of a feat that, if selected, will NEVER be applied.

If you want a Feat per level, you want to approximate 3.x feats in utility, with some consolidation. For example, instead of 5+ feats for two-weapon fighting, you reduce it to one or two feats - and duplucation is eliminated. Greater two-weapon fighting isn't worth a feat because you get it at a high level and the incremental benefit is substantially smaller than regular two-weapon fighting. Other feats that are thematically similar can also be combined. I'm pretty sure 'Toughness' in Pathfinder does +3 hitpoints AND +1 hp/level.

Meteor Smash is cool, but never worth a feat. The requirements for activating it (beating a creature in a grapple while it flies) make it highly circumstantial and most players who may have selected the feat literally months agonin real time are likely to forget they have it the ONE TIME in a campaign that it might come up. That's virtually a textbook example of something that should just be an option to grappling or a direct consequence of 'pinning' a flying creature. I mean, not so much the damage negating, but making creatures fly.

Fleet is better because you write your speed on your character sheet, so it always applies. The +4 bonus for Jump checks is confusing because you already get a bonus for your speed, so that might be duplication (is it two +4 bonuses fornantotal of +8?).
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Post by JonSetanta »

I'm glad more people are psyched about the feat-per-level plan.

I didn't invent it, no, but I do get excited when someone else compiles lists like this.
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Post by PhoneLobster »

JonSetanta wrote:I do get excited when someone else compiles lists
I keep telling people one of the fundamental forces fucking up role playing game design is obsessive compulsive disorder.

Whenever you think "yay lists are fun for their own sake, yay for lists!" back the fuck away from the rules design.
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Post by Lokey »

Are there caster rewrites in those tomes? Feats seem underwhelming for a game with stock DnD casters, even if you have all of them. (Once Freedom or Mind Blank protections are common, grapple and almost all the status causing melee stuff becomes useless against anything you care about.)

Sure, boost the underwhelming feats. Have anything against maneuvers (I think some of them are accessible outside Bo9S classes with feats, and some of them would probably help a lot more than above while lots are useless)?

Personally I don't think you address the main problem even if you gave kill opponent with CR less than your level no save as a move action, that still doesn't compete with DnD casting (even with loops and setting stuff aside). You need flexibility and not just in the realm of killing things to be playing the same game.
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Post by virgil »

Lokey wrote:Are there caster rewrites in those tomes? Feats seem underwhelming for a game with stock DnD casters, even if you have all of them. (Once Freedom or Mind Blank protections are common, grapple and almost all the status causing melee stuff becomes useless against anything you care about.)
First, if you haven't read the Tomes, it's going to make discussion difficult as far as comparisons go. Second, those spells aren't actually common - there are like 3 monsters in the SRD that have freedom of movement. While spellcasters are a thing, but they shouldn't be more than a minority at most.
Personally I don't think you address the main problem even if you gave kill opponent with CR less than your level no save as a move action, that still doesn't compete with DnD casting
Personally, I don't think feats are the platform to resolve martial/caster disparity. More utility feats are perfectly fine goals, don't get me wrong, but classes are kind of where you need to go to work on 'competition'.

I actually have not read a single page of the Bo9S. Do the maneuvers do more than improve your murder power?
Last edited by virgil on Thu Oct 06, 2016 2:07 pm, edited 1 time in total.
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Post by nockermensch »

virgil wrote:I actually have not read a single page of the Bo9S. Do the maneuvers do more than improve your murder power?
A handful of defensive maneuvers are nice. We're talking "swapping a Will Save for a Concentration check" or "outright removing negative status effects" nice.
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Post by deaddmwalking »

If your contention is that people should get more Feats (a premise I happen to agree with) you should not simultaneously reduce the value of each Feat. If you give people 3x more feats, but each feat is worth 1/3 of a standard feat, you haven't given anything other than more granularity.

I think that the feats you've presented are too specific and therefore less valuable than standard 3.x feats.
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Post by virgil »

deaddmwalking wrote:I think that the feats you've presented are too specific and therefore less valuable than standard 3.x feats.
Seeing as how a number of the feats on my list (a majority?) thus far include 3.X feats, generally with buffs or at least removed prerequisites, your statement is objectively wrong. Unless of course you only mean the situational ones, but since you have given crap for detail other than two feats you disagreed with previously, your most recent post is redundant and useless. "Bad feats are bad." Gee, how constructive.

Here are about 12 more.
Shadow Step
Benefit:
While moving, you are invisible.

Mind Killer
Prerequisite:
Character Level 9+
Benefit: When you make a creature shakened, frightened, or panicked, they are treated as blind and deafened to everything but you while they are under such feared.

Perfect Health
Benefit:
You are immune to all nonmagical disease, as well as all poisons of DC 25 or less.

Storm of Throws
Prerequisite:
Character level 4+
Benefit: As a full-round action, you may throw a light weapon at your full base attack bonus against every opponent within 30’. All light weapons thrown need not be the same type.

Piercing Shot
Prerequisite:
Character level 4+
Benefit: As a standard action, you can use a ranged or thrown weapon to make a single attack through all creatures in a line. Make a single ranged attack roll and resolve the attack (including damage) against all targets in a straight line up to the maximum range of your weapon, stopping at any barrier the attack couldn't penetrate.

Read Aura
Benefit:
With a Spot check, opposed by the target's Bluff check, you gain the benefits of detect alignment as well as the first two rounds of detect thoughts. You must have line-of-sight to the creature, and you do not get information if they are immune to mind-affecting.

Stab of Betrayal
Benefit:
You may attack a non-hostile creature as an AoO against their flat-footed AC. If their attitude was friendly or better before this attack, then the attack is an automatic critical if it successfully hits. A creature unaware of your presence doesn’t have an attitude toward you for purposes of this feat.

Exsanguinating Strike
Benefit:
When performing a power attack with a slashing weapon, you may forgo the bonus damage to instead cause a persistent wound. The victim loses a number of HP each round equal to the attack penalty taken from Power Attack. Multiple applications of this effect do not stack. The continuing hit point loss can be stopped by a DC 12 Heal check or any amount of magical healing.

Backflip Evasion
Prerequisite:
Character level 9+
Benefit: On a successful Reflex save from an effect, you can move up to your base land speed as an immediate action. You still provoke AoOs as normal for this movement.

Dimensional Dervish
Benefit:
Whenever you teleport, you may interrupt the effect to make a full-attack. If you do, divide the total distance teleported into increments to use before your first attack, between each attack, and after your last attack. You are dazed for a round after performing this maneuver. Your final destination must be where the spell originally decided.

Net Mastery
Benefit:
You can treat a net as a one-handed melee reach weapon you are proficient in, with no penalty on melee attack rolls for using an unfolded net.
You have a +4 bonus to Strength checks to control the trailing rope and are considered to have the Edge against anyone entangled in your net and have control of the trailing rope.

Bone Breaker
Prerequisite:
Character level 4+
Benefit: On a critical hit with a bludgeoning weapon, you deal 1d6 Dexterity & Strength damage in addition to the usual damage.
*Not 100% certain on this one.
Last edited by virgil on Fri Oct 07, 2016 1:18 am, edited 2 times in total.
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Post by Kaelik »

deaddmwalking wrote:If your contention is that people should get more Feats (a premise I happen to agree with) you should not simultaneously reduce the value of each Feat. If you give people 3x more feats, but each feat is worth 1/3 of a standard feat, you haven't given anything other than more granularity.

I think that the feats you've presented are too specific and therefore less valuable than standard 3.x feats.
Weird how I was thinking that most of his feats are too strong for a 1 feat per level paradigm.

Like energy immunity to all energies at level 5, or whatever.
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Post by PhoneLobster »

I like the invisibility "while moving" one. Short. Sweet. And raises far more questions than it answers.

"While moving" nice joke there.. hahaha...
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Post by Judging__Eagle »

The idea is valid; but is going to be fundamentally flawed unless there are feats structured; as they were in Tome of Necromancy or Tome of Fiends, by level.

So, you'd have bullshit like:

Mortal Tier: Level 1
Toughness:You gain a bonus to your Hit Points of 1/3 your CR per HD; or the equivalent of one racial HD; whichever is greater
Dodge:You gain a Dodge bonus to your AC equal to 1/3 of your CR, this bonus is doubled if you elect to have it apply to a single enemy.
Hordebreaker:You gain a number of Bonus AoOs equal to your total physical score modifiers (if positive). If you hit an enemy, an other enemy you threaten provokes an AoO. An enemy can only be targeted this manner once per Iterative attack, and is modified appropriately if wielding more weapons.
Combat School:Select One weapon per point of BAB and your Intelligence Modifier; Select one special combat maneuver (Bullrush, Trip, Disarm, Grapple, etc. NB: Sunder does not exist as an option); when using one or more weapons in the same round you gain an situation bonus equal to 1/3 CR to To-Hit, Damage, AC, Saving Throws, and Skill Checks if you use this combat maneuver in the previous round.
Two Weapon Fighting: You may make a number of off-hand weapon attacks equal to your Iterative attacks, only 1/2 your Strength modifier applies to these attacks damage rolls.

Heroic Tier: Level 6
Whirlwind: You may may damage rolls against any creatures that pass within your reach while making any form of movement. The to-hit used to calculate if damage is dealt is rolled at the begining of movement.
Spellparry: As an AoO, you may make an attack roll instead of a saving throw; or Spell Resistance; against being affected by spell-like effects & spells.
Parthian Shot: You may fire up to your Dexterity Modifier of ranged attacks while moving. This number is doubled if you are on a mount of any sort. Limited by your maximum number of attacks per round.
Wall of steel: If you make a defensive attack at the end of your round, you may elect to count as benefiting from Cover along one of your occupied Spaces edges.

Legendary Tier: Level 11
Shock Wave:If you take a full-round action to make an attack roll against a solid surface larger than your occupied Space, all creatures within Short Range must make a Balance check equal to your damage roll or be knocked prone.
Suicide Kuntz: All attacks against you gain +4 to-hit & damage. They provoke attacks of opportunity from you.
Achillean Arete: Your Initiative modifier is added to your rolls for Attack, Damage, Saving Throws, & Skill checks
Huitzilopochtliean Retribution: If you take melee damage from an enemy; you may deal damage to an other enemy within their reach; this damage uses the same To-Hit & damage rolls as the attack that dealt you damage
Bouncing Bash:If you throw a weapon that only does Bludgeoning damage (e.g. Shields, Hammers), you may have it strike an other target in place of making an Iterative attack. The total distance the weapon can travel is its normal maximum range.
Flinging Applause: As a full round action, all creature in a 60' cone are thrown to the leading edge, if they cannot make a tumble check greater than your Unarmed Attack Bonus

Epic Tier: Level 16
Wound for Birds to Fly Through:Your character cannot die from hit point damage, so long as they receive a Heal check equal to 10 + CR; before resting. If they do not receive medical attention, they die in their sleep from their wounds.
Atlas Shrugged: As a full round action, you gain SR, DR X/Epic, AC, and bonus to your Saving throws, equal to your Melee Attack Bonus; the bonus lasts 5 rounds.
Hecatoncheries of Gaiastral: Your thrown weapons multiply like a storm. You may distrubute 100 one-handed weapon throwing weapon attacks among creatures out to your maximum range. You may only do this once every 5 rounds. You are Immune to Electric damage, and physical attacks you deal may deal up to half their damage as Electric damage
Rimtursar of Sheolhel: As a full round action, you gain a bonus to the next Physical Ability Check equal to your Melee Attack Bonus that you wish to apply this bonus to; this bonus lasts 5 rounds, and multiple full round actions may be spent to increase the bonus with a maximum of 5 such bonuses. You are Immune to Cold damage, and physical attacks you deal may deal up to half their damage as Cold damage
Rephaim of Genesinferno: A number of targets within your maximum range; and equal to your Ranged Attack Bonus take damage as if hit by your most common attack; this damage is Holy/Unholy ignoring reistences, and must be selected when this feat is chosen. You may only do this once every 5 rounds. You are Immune to Fire damage, and physical attacks you deal may deal up to half their damage as Fire damage
Pluck the Flower of Life:You may ignore any non-damage dealing physical effects (heat, cold, drowning, starvation, etc.) for up to one adventure. You will be exhausted, and comatose for the next 8 hours after the adventure is complete, but before you are able to return home from the adventure.

=========

Now; those aren't really great; or even finished in places. However you're going to absolutely need to know what are the ground floors for each cluster of feats you want non-casters pulling off.

While those lvl 16 feats might even seem super crazy; they're probably tamer than what could be accomplished with a bunch of wands & scrolls by a single PC; let alone a group of them working in concert to synergize their powers.

With 5 feats per tier; you're probably going to want.... at least 60 feats; with players only picking 1/3 of the possible choices.

Given how most games that have any form of "specialization" within a class tend to do so in groups of 3; 60 feats doesn't seem like a bad idea to set the groundwork.

The first 3 tiers will need more feats; and the first tier will need the most.

Something like:

Mortal: 30-40 feats
Heroic: 20-30
Legendary: 15-20
Epic: 10-20

Even more ideally; feats will be "clustered" or "chunked" to make them more memorable (groups like "Harrying"; "Resoluteness"; "Might"; "Daring"; "Spirited"; "Opportune"). Which is probably a better way to plan out potential feats than just writing laundry lists of immemorable feats that don't actually cover the spectrum of the game's outlined combat mechanics.

Really, it's things like how there are all sorts of nearly useless Unarmed Strike & TWF feats; but nothing like a Submission feat for Grappling, or how Bullrushing shows up in the PHB... and isn't really mentioned in feats outside of Improved Bullrush. If actually "types" of combat feats exist; then the bare patches and overgrown patches will be much more apparent.
Last edited by Judging__Eagle on Fri Oct 07, 2016 6:17 am, edited 4 times in total.
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Post by virgil »

Kaelik wrote:Weird how I was thinking that most of his feats are too strong for a 1 feat per level paradigm.

Like energy immunity to all energies at level 5, or whatever.
Fun, literally getting polar opposite messages. I figured since I never saw anyone question Frank's inclusion of Elemental Immunity, using those as a baseline would be acceptable.
Last edited by virgil on Fri Oct 07, 2016 6:39 am, edited 2 times in total.
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Post by Kaelik »

virgil wrote:
Kaelik wrote:Weird how I was thinking that most of his feats are too strong for a 1 feat per level paradigm.

Like energy immunity to all energies at level 5, or whatever.
Fun, literally getting polar opposite messages. I figured since I never saw anyone question [http://tgdmb.com/viewtopic.php?p=429731#429731]Frank's[/url] inclusion of Elemental Immunity, using those as a baseline would be acceptable.
Frank never included this part: "This feat can be taken multiple times."

If everyone is immune to one energy type, than everyone is immune to one energy type, in fact, practically, if you know you can only ever have immunity to one energy type, then having immunity to that one is less valuable than each individual energy immunity if you know you can have all of them.

If you are immune to all energy types, then there are all kinds of things you can just file under the "fuck off" category, like basically 99% of reflex saves your character will ever make.
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Post by deaddmwalking »

virgil wrote:
Kaelik wrote:Weird how I was thinking that most of his feats are too strong for a 1 feat per level paradigm.

Like energy immunity to all energies at level 5, or whatever.
Fun, literally getting polar opposite messages. I figured since I never saw anyone question Frank's inclusion of Elemental Immunity, using those as a baseline would be acceptable.
Or you have an inconsistent baseline and we're pointing that out from opposite directions.

If you have a broken ultrapowerful frat, it will be taken. If you have weak feats that 'compete' with it, they will not be taken. If you have one feat that is 'too good' and 99 that are not 'good enough' you really only have 1 feat.

So, can you give 3 'example feats' for each 'tier' that define your baseline?
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Post by virgil »

deaddmwalking wrote:Or you have an inconsistent baseline and we're pointing that out from opposite directions.
Please refer to my prior response to you.
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Post by virgil »

Take 2
General Feats
Angry Glare
Benefit: You can make an Intimidation check in place of a Will save against [Charm] & [Compulsion] effects, with a penalty equal to half the user’s CR (or CL if from an item).

Apprentice
Prerequisite: Level 1+
Benefit: READ THE DMG II

Aura of Courage
Prerequisites: Good alignment, level 3+
Benefit: You are immune to fear (magical or otherwise). Each ally within 10' gains a +4 morale bonus to saving throws against fear effects. This ability functions while the character is conscious, but not if they are unconscious or dead.

Backflip Evasion
Prerequisite: Character level 9+
Benefit: On a successful Reflex save, you can move up to your base land speed as an immediate action. You still provoke AoOs as normal for this movement.

Blind-Fight
Benefit: You may reroll your miss chance caused by concealment. You are not impaired in movement from obscured vision, nor are invisible attackers at any advantage when attacking you.

Castigate
Prerequisite: Character level 3+
Benefit: You can use the demoralize opponent action as a move action to all enemies within 30’, and at no penalty for being smaller than the opponent. You can use your Strength modifier instead of Charisma on the check, and the effects of demoralization last for 1 minute. This is a language-dependent effect which cannot stack with itself.

Combat School
Benefit: Name a fighting style and a list of five melee weapons that can be plausibly linked. You gain a +2 bonus to attack and damage with those weapons.

Conductivity
Benefit: You gain Electricity Resist 5 or level, whichever is higher. Whenever you take electricity damage, you may send a line of electricity arcing from your body at any single target within 30’. This bolt does half the damage you received; a Reflex save (DC 10 + ½ level + Cha mod) halves this damage.

Controlled Immolation
Benefit: You gain Fire Resist 5. If you catch on fire, you take no damage from the flames nor is your equipment, and any creature striking you with a melee attack will take 1d6 fire damage.

Darkstalker
Benefit: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Notice check just as sighted creatures would to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.

Diehard
Benefit: You are not staggered or unconscious when below 0 HP, and do not die until -(Con score).

Dimensional Hitchhiker
Prerequisite: Character level 12+
Benefit: When a creature uses a [teleport] spell within medium range of yourself, you may choose to be transported as well. This is not an action.

Education
Benefit: All Knowledge skills are class skills for you, and can be used untrained. You get a +2 bonus on all skill checks with any two Knowledge skills of your choosing.

Empty Hands
Benefit: You can hide objects up to your size with Sleight of Hand, and it’s a free action to retrieve or put an item, even if it’s stored in a bag.

Endurance
Benefit: Your Constitution score is considered 10 points higher purposes of resisting suffocation, holding your breath, running, forced marches, resisting thirst and starvation, Fortitude saves against hot and cold environments. Also, you may sleep in armor without becoming fatigued.

Energy Immunity
Benefit: Choose an energy type: fire, acid, electricity, sonic, or cold. If you have a subtype that makes you vulnerable to an energy type, you cannot choose that one with this feat.

Familiar
Prerequisite: Knowledge (arcana) 4+ ranks
Benefit: You obtain a familiar in the same manner as a sorcerer or wizard. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up materials worth 100gp. For the purpose of determining familiar abilities that depend on your arcane caster class level, your character level is used instead.

Fleet
Benefit: Increase your base land speed by +10’. When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC, and can turn once per round.
Special: Your land speed grants a +4 to Jump, above and beyond the bonus from running.

Frog’s Mind
Benefit: You are immune to [phantasm] spells and the confusion condition.

Great Fortitude
Benefit: You gain a +3 bonus to Fortitude saves and 1 additional HP per level.

Iron Will
Benefit: You gain a +3 bonus to Will saves, and act as if dazed when stunned.

Landlord
Prerequisite: Level 9
Benefit: You have a small allowance that you can use to build or expand a stronghold. It's not cash, so it can only be spent on stronghold purchases. The feat also provides matching funds for expenses made from your own purse.
The exact nature of the resources and location for the stronghold depends on the needs of the campaign. Your allowance from this feat is set by the level, and as you increase in level, the funds will rise to match (going from 9th to 10th grants an 25k to spend on the extant stronghold). Multiple character can purchase this feat and pool their resources to construct a stronghold together.
9th+ = 25k, 50k, 75k, 100k, 150k, 200k, 250k, 300k, 400k, etc

Leadership
Prerequisite: Character level 6th
Benefit: This feat enables the character to attract loyal companions and devoted followers, subordinates who assist them. Refer to the Leadership score and table from other sources.

Live My Nightmare
Benefit: Whenever someone targets you with a divination spell or effect, you can send that caster a nightmarish vision. This vision functions as the phantasmal killer spell, except that the form comes from your own dreams rather than the target's. The other creature must succeed on a Will save (DC 10+1/2 level+ Cha mod) to disbelieve the nightmare and a Fortitude save (DC 10+1/2 level+Cha mod) to avoid dying from fear.

Memories of Death
Benefit: When you die and are returned back from the dead by any means, you do not lose a level, XP, or Constitution. Any other penalties, such as being exhausted or waking in a new body, are unchanged.

Mentor
Prerequisite: Level 5+
Benefit: READ THE DMG II

Mind Killer
Prerequisite: Level 6+
Benefit: Creatures that have been given the shaken or frightened condition by you are treated as blinded and deafened to everything but you.

Perfect Health
Benefit: You are immune to all nonmagical disease, as well as all poisons of DC 10+level or less.

Polar Chill
Benefit: You gain Cold Resist 5 & the icewalking ability. This functions as spider climb, but only on icy surfaces, and you can move across icy surfaces without penalty or need for any Balance checks. In addition, thrice per day, you can cast grease as a sorcerer equal to your character level, but the effect is ice rather than slippery grease.

Polyglot
Benefit: You can speak all languages. If the character is literate, you can read and write all languages (not including magical script).

Raise Animal
Prerequisite: Character level 5+
Benefit: You can cast resurrection on animals as a spell-like ability, up to twice per day.

Read Aura
Benefit: When you use Sense Motive, you gain the benefits of detect alignment as well as the first two rounds of detect thoughts, opposed by the target’s Bluff check. You must have line-of-sight to the creature, and you do not get information if they are immune to mind-affecting.

Residual Rebound
Benefit: When you roll a natural 20 on a saving throw against a targeted spell, it turns back on the caster as if affected by spell turning. Unlike spell turning, this can be used with touch range spells.

Restorative Touch
Benefit: You gain a +3 bonus to Heal, which is considered a class skills. The action for the Heal skill is always one round. Providing long-term care provides the healing benefits as if the subject had taken a full day of complete bed rest, and cannot benefit from bed rest more than once per day.

Shadowrunning
Benefit: When you take a -5 penalty to Hide & Move Silently, all allies within 30’ and LoS use your result.

Shadow Step
Prerequisite: Character level 9+
Benefit: When running or charging, you are considered invisible, but only during the movement. You may make a number of 90 degree (or less) turns equal to your Dex mod during said movement.

Skill Mastery
Prerequisite: Character level 10+
Benefit: Choose five class skills. You are always able to take 10 or 20, even if threatened or in a hazardous situation. You can't use this ability with skill checks that don't normally allow you to take 10 or take 20.

Telepathy
Benefit: You can communicate telepathically with any other creature that speaks a language within 100'. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Unpalatable
Benefit: Any creature that hits you with a bite attack or has swallowed you must make a Fortitude save (DC 10 + ½ level + Con mod) or be nauseated for one round. Creatures immune to poison are immune to this effect.

Verminfriend
Benefit: You are ignored by vermin until you attack them. You are also undetectable by the scent ability of creatures that would have the [Bug] subtype.

Wild Cohort
Benefit: You gain an animal companion as a 1st level druid. You can use the Handle Animal skill on your animal companion as a move action rather than as a standard action, as well as a +2 on all Handle Animal checks made to direct or influence your animal companion. Your animal companion gains all of the same bonuses as per the druid advancement table, except for the Link ability.
At later levels, you can select an alternative animal companion as a druid, but you treat the available options as a druid three levels lower than your character level.

Wings
Prerequisite: Character Level 5+
Benefit: You have a fly speed double that of your normal ground speed. You have good maneuverability, and you must be able to flap your wings to stay aloft, which means you need specialized armor and cloaks. The aesthetic style of your wings are chosen upon selection of this feat and cannot be changed.
Combat Feats
Deflect Blow
Benefit: When taking the Total Defense action, add your level as a bonus to your AC.

Acrobatic Strike
Benefit: If you succeed in using Tumble to avoid an AoO, you gain a +4 bonus on the next attack roll you make against that foe before the end of the current turn. If you fail to use Tumble to avoid an AoO, you still have a +4 dodge bonus to AC against the attack.

Archer
Benefit: When using a projectile weapon, such as a bow, its range increment is increased by one-half. Thrown weapons have their range increment doubled. Also, you can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on the attack roll.
The time required for you to reload a crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

Bone Breaker
Prerequisite: Character level 4+
Benefit: As a standard action with a bludgeoning weapon, you can make a melee attack that also does ability damage. For every 5 full points of damage, you deal an additional 1 point of Strength or Dexterity damage.

Charge Through
Benefit: When charging, you can ignore allies in your path when determining whether or not you can charge your target. You can also attempt to overrun one creature in the path of the charge as a free action.
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Combat Reflexes
Benefit: Choose either Dexterity or Wisdom bonus. You gain a number of additional AoOs each round equal to the bonus chosen. Additionally, you can make AoOs even while flat-footed.

Deflect Arrows
Benefit: Once per round, when you would be hit with an attack from a ranged weapon, you may deflect it so that you take no damage. You must be aware of the attack and not flat-footed.
If you have at least one hand free, then you can catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker.

Dimensional Dervish
Prerequisite: Character level 9+
Benefit: Whenever you teleport, you may interrupt the effect to make a full-attack. If you do, divide the total distance teleported into increments to use before your first attack, between each attack, and after your last attack. You are dazed for a round after performing this maneuver.

Directed Assault
Benefit: If you successfully confirm a critical hit against an opponent, an ally within 30’ of the opponent automatically threatens on their next attack against that opponent.

Distracting Assault
Prerequisite: Character level 7+
Benefit: If you successfully strike a foe in melee, you can spend a swift action to make all attacks against the foe have the benefit of flanking for an entire round, which is increased to +4.

Dimensional Grappler
Benefit: Any creature that teleports within reach (leaving or arriving) provokes an AoO against you. Creatures you are grappling are treated as if under the effects of dimensional anchor, which lasts for one round after you are no longer grappling.

Elusive Target
Prerequisite: Level 6+
Benefit: If you are not flat-footed against an attack, you negate the damage bonus from the Power Attack maneuver.
While flanked, the first attack of the round automatically misses and the attack roll is made normally against their ally's flat-footed AC on the opposite side of you.
When you provoke an AoO by moving out of their threatened square and the attack misses, you get a free trip attempt against this foe, and the foe doesn't get a chance to trip you if the attempt fails.

Evasion
Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if the character is wearing light armor or no armor. A helpless character doesn't gain the benefit of evasion.
If the character already has Evasion from another source, then it becomes Improved Evasion.

Exsanguinating Strike
Benefit: When performing a power attack with a slashing weapon, you may forgo the bonus damage to instead cause a persistent wound. The victim, who must be a living creature with blood, loses a number of HP each round equal to the attack penalty taken from Power Attack. Multiple applications of this effect do not stack. The continuing hit point loss can be stopped by a DC 12 Heal check or any amount of magical healing.

Flyby Attack
Benefit: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Formation Fighting
Benefit: You and an ally cannot be flanked while adjacent to each other. In addition, any Dodge bonus to AC you is also granted to an adjacent ally, for as long as they remain adjacent.

Ghost Hunter
Benefit: Your attacks have a 50% chance of striking incorporeal foes even if they are not magical. You can hear incorporeal and ethereal creatures as if they lacked those traits.

Giant Slayer
Prerequisite: Character level 6+
Benefit: You have The Edge against any creature you attack that is larger than you. Also, an opponent using the Improved Grab ability on you provokes an attack of opportunity from you. You may take this attack even if you do not threaten a square occupied by your opponent.

Heroic Block
Benefit: Up to three times per day, when an ally is attacked, you can move up to your speed as an immediate action. You must end this movement adjacent to the attacking character, and will not provoke an AoO against them. The ally gains a cover bonus to AC equal to your character level against this attack.

Horde Breaker
Prerequisite: Level 4+
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. You may make AoOs while flat-footed. If you deal a creature enough damage to make it drop, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5' step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.

Impair Terrain
Prerequisite: Character level 6+
Benefit: As a move action, you can make any 5’ square within reach difficult ground. It requires a full-round action to remove this condition from the terrain.

Improved Initiative
Benefit: Gain a +4 bonus to initiative.

Improved Critical
Prerequisite: Character level 6+
Benefit: Your melee attacks have double critical threat range

Insightful Strike
Benefit: Your attacks have the Edge against an opponent with a lower Wisdom and Dexterity than your Wisdom, regardless of relative BAB.

Knockback
Benefit: If you score a hit while using Power Attack, you can make a free bull rush attempt against the foe you hit, applying the penalty to your attack roll as a bonus to the opposed Strength check (as well as on the damage dealt). If you hit with a two-handed weapon, you can apply double that number to the opposed Strength check. You do not provoke AoOs from the creature you attempt this bull rush on, nor do you move with the enemy you move backward.

Mage Slayer
Prerequisite: Level 3+
Benefit: Spellcasters you threaten cannot cast defensively, and they know this before beginning their spellcasting. All damage you deal is considered ongoing damage that round for purposes of Concentration.

Meteor Smash
Benefit: You gain a +4 to all special attack actions against airborne creatures without air mastery. If you successfully grapple a creature, any fly speed they have becomes 0, and will fall. You take no falling damage while grappling a creature.

Mounted Combat, Archery
Prerequisite: Ride 1+ ranks
Benefit: The penalty for using a ranged weapon while mounted is halved; -2 instead of -4 when the mount is taking a double move, -4 instead of -8 if your mount is running. Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if the Ride check is greater than the opponent's attack roll.
While mounted, you get one extra attack per round with a ranged weapon. The attack is at your highest BAB, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.

Mounted Combat, Cavalry
Prerequisite: Ride 1+ ranks
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Murderous Intent
Prerequisite: Character level 5+
Benefit: Once per round, you may take an AoO against an opponent that is denied their Dex bonus to AC.

Net Mastery
Benefit: You can treat a net as a one-handed melee reach weapon you are proficient in, with no penalty on melee attack rolls for using an unfolded net.
You have a +4 bonus to Strength checks to control the trailing rope and are considered to have the Edge against anyone entangled in your net and have control of the trailing rope.

Opportunist
Benefit: You can Feint as an immediate action.

Pain for Gain
Benefit: If an opponent threatens a critical against you with a melee attack, they are considered flanked to all attacks for one round.

Piercing Shot
Prerequisite: Character level 4+
Benefit: As a standard action, you can use a ranged or thrown weapon to make a single attack through all creatures in a line. Make a single ranged attack roll and resolve the attack (including damage) against all targets in a straight line up to the maximum range of your weapon, stopping at any barrier the attack couldn't penetrate.

Perfect Two Weapon Fighting
Benefit: The character can make as many attacks with their off-hand weapon as with their primary weapon, using the same BAB.

Proficient
Benefit: You are proficient in all weapons, shields, and armor.

Prone Combat
Benefit: You suffer no penalty to AC or attacks while prone, and can stand as a swift action without provoking an AoO.

Robilar's Gambit
Prerequisite: Character level 12+
Benefit: At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponent's' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.

Set for Charge
Prerequisite: Character level 6+
Benefit: Charging provokes an AoO against you, and this attack is treated as a ‘readied attack’ for purposes of setting against a charge.

Shock Trooper
Prerequisite: Character level 6th
Benefit: You do not provoke an AoO when making a bull rush attack. When you make a successful bull rush as part of a charge, for every square you push your foe back, you may also push that foe one square to the left or right. If that foe is forced into the same square as another foe, you make make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if the attempt fails.
When you charge and use Power Attack with a penalty of -5 or worse, you may assign any portion of the attack penalty from Power Attack to Armor Class instead, up to a maximum equal to your BAB.

Snap Shot
Benefit: When wielding a ranged weapon, you threaten squares within 5' of you, and are able to make AoOs with that ranged weapon. You do not provoke an AoO for making a ranged attack in an opponent's threatened space. You also gain an additional iterative to your full attack with a ranged weapon, at a -2 penalty to-hit.

Spring Attack
Prerequisite: Character level 4+
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

Stab of Betrayal
Benefit: You may attack a non-hostile creature you threaten as an AoO against their flat-footed AC. If their attitude was friendly or better toward you, then a successful attack is an automatically confirmed critical. A creature unaware of your presence doesn’t have an attitude toward you for purposes of this feat.

Storm of Throws
Prerequisite: Character level 4+
Benefit: As a full-round action, you may throw a light weapon at your full base attack bonus against every opponent within 30’. All light weapons thrown need not be the same type.

Subtle Cut
Benefit: As a standard action, you can make a melee attack that also reduces the victim’s movement rate. For every 5 full points of damage, reduce the target’s base movement speed by 5’. This penalty is resisted like ability damage, and automatically recovers when the damage is healed.

Tactician
Benefit: You can ready a standard action to use this feat when an opponent charges you or any other target. At any point during your opponent's charge, you can charge him. In place of the normal charge benefits, you gain +2 on your attack roll and +4 on your damage roll. Your foe loses the benefits of charging (but not the penalties) but can still attack you. if the target charged someone else, he can choose to instead attack you. You take the standard -2 penalty to AC for charging. If you cannot move at least 10 feet or cannot charge due to terrain or other factors, you do nor gain this feat's benefit. In either case, you use your readied action to move but do not gain an attack.
When a foe's movement out of a square you threaten grants you an AoO, you can give up that attack and instead attempt to stop your foe in their tracks. Make your AoO normally, and if you hit the foe, they must succeed on a Reflex save (DC 10 + damage roll, no actual damage is dealt), or immediately halt as if they had used up their move actions for the round.
If an opponent begins their action adjacent to you and does not move (including 5’ steps), they provoke an AoO at the end of their turn

Unstoppable Force
Prerequisite: BAB 6+
Benefit: You get a +4 to attack and damage rolls to destroy objects. If you deal 30+ damage in a single blow, you can shatter Force effects.

Weapon Finesse
Benefit: When wielding a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. You may also use your Intelligence modifier instead of your Strength modifier on damage rolls.

Whirlwind Attack
Prerequisite: Level 4+
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full BAB against each opponent within your reach. When you use the Whirlwind Attack, you also forfeit any bonus or extra attacks granted by other feats, spells, or special abilities.

Zen Archery
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.
Last edited by virgil on Mon Oct 10, 2016 8:54 pm, edited 2 times in total.
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virgil
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Post by virgil »

In case people haven't noticed the gist of what I've told deaddmwalking, I literally cannot tell whether my feats are too powerful or too weak at this point. That's why I put them up for question. It's not like I didn't mentally review each feat, which a huge majority were just simplified & extant feats from 3.5 & 3.P, to decide whether any of them were too much or not. Therefore, if you say something like "a lot of these are too powerful", anything I do will be wildly nerfing with a dartboard. You could think half are too much, but my response to your critique could plausibly result in nerfing 10% of them and those that I touch aren't even the ones you think are overpowered; and I wouldn't know the difference.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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