Set |
1 person marked this as a favorite. |
I'm the ***damned Batman!
You have trained to be able to pull whatever spell you need out of your spellbook at a moment's notice.
Benefit: Once per day, you can sacrifice any spell you have prepared for another spell of equal or lower level that you have scribed into your spellbook. If you choose to sacrifice a spell of the appropriately adjusted level, you can even use this ability to spontaneously cast a spell enhanced by any metamagic feat(s) you know. The total spell level of the swap cannot exceed your Intelligence modifier, and you can only sacrifice a prepared Wizard spell for another Wizard spell, even if you have the ability to prepare and / or cast other types of spells.
Prerequisites: Int 13+, at least one Wizard class level.
I'm the Juggernaut, b****!
You are highly proficient at running into people and punching them with your head.
Benefit: When charging, you do not suffer a penalty to your armor class, and any Damage Reduction you gain from the Barbarian class ability is doubled until your next action. This doubling of damage reduction also occurs if you take the Bull Rush or Overrun actions, and when you perform a Charge action to Bull Rush a foe, you can choose to knock the foe prone if you beat the DC by 5 or more (as if you had Overrun the target) instead of moving it back another 5 ft. *or* to also inflict damage equal to 1d6 nonlethal B plus twice your Strength modifier.
Special: This optional charging Bull Rush damage becomes lethal damage if you have Improved Unarmed Attack, and becomes lethal Piercing damage if you are equipped with Armor Spikes or a Spiked Shield.
Prerequisite: Improved Bull Rush, Improved Overrun, at least one Barbarian level.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Some ************ always tries to iceskate uphill
You're able to pull off a last minute trick when the cards are against you.
Benefit: Once a day, you may make one extra attack a round if are at 1/2 HP or less. If this attack hits, the target must make a save (Dc = 10 + damage dealt) or be dazed for one round.
Prerequisites: Will save +2, Fortitude save +2
"Remember, French Canadians are almost as bad as the real thing."
A foe wearing a favored enemy's form is making a mistake.
Benefit: If a creature is using a spell or ability to assume the shape of one of your favoured enemies, you gain the favoured enemy bonuses against that creature.
Prerequisites: Favoured enemy special ability.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
tejón RPG Superstar 2010 Top 16 |
Okay, since we've dipped into movie quotes I'll be the one to say it:
I have had it with these motherf@+~ing snakes on this motherf#%!ing plane!
Benefit: When on a plane to which you are not native, you gain a +2 bad motherf$!@er bonus to attack rolls and damage rolls against creatures native to that plane.
Edit: Wonder if it should be creatures not native to that plane?
Luminiere Solas |
Desu
Benefit; At will as a standard action you may say the word Desu (Prounounced Dess Suu) doing so causes one of 2 effects detimined by your choice, (different targets may recieve different effects) you may target a number of individuals equal to your character level + your intellegence modifer for either 1 as long as they can hear you. you may give each target a bonus or penalty on sense motive checks equal to your intellegence modifier (minimum 1) (different targets may be discriminated) this bonus or penalty doesn't stack with itself.
Prerequisites; Intellegence 15+, Female, Player must have Actually read the Rozen Maiden series (minimum of the first series).
Randall Newnham |
"You and Lucidity are on a first name basis; I still have to call him Mr. Lucidity!"
You are uncanny at narrowly avoiding the dangers of the situations you always stumble into.
Benefit: At the beginning of each day, designate a penalty to all Intelligence-based checks. You receive a bonus to all savings throws equal to half the penalty; the bonus may not exceed your Charisma modifier (though the sky is the limit on the penalty you assign!).
The Tick, BTW.
tejón RPG Superstar 2010 Top 16 |
kyrt-ryder |
"Don't make me angry, you won't like me when I'm angry"
Requires: Rage special ability
Benefit: If struck while not Raging, you have the option to immediately go into a "Fury", growing by one size category, and gaining all the usual size increase modifiers in addition to your rage benefits. Your Fury lasts until all creatures within sight are dead or unconscious or until someone you care about (that hasn't openly betrayed you) succeeds on a diplomacy check vs your hit dice.
tejón RPG Superstar 2010 Top 16 |
SAAj |
"I think in all fairness, I should explain to you exactly what it is that I do. For instance tomorrow morning, Ill get up nice and early, take a walk down over to the bank and... walk in and see. If you don't have my money for me, I'll crack your ******' head wide-open in front of everybody in the bank. And just about the time that I'm comin' out of jail, hopefully, you'll be coming out of your coma. And guess what? I'll split your ******' head open again. 'Cause I'm ******' stupid. I don't give a **** about jail. That's my business. That's what I do." -Nicky Santoro, Casino
Against a target that you have successfully intimidated during this encounter, take a free melee attack of opportunity when the target attempts one of the following combat maneuvers against you, and another after recovering from the maneuver (if it is successful).
Grapple: if successful, the second free attack is upon exiting the grapple.
Trip: if successful, the second free attack is upon standing up from prone.
Overrun: if successful, the second free attack is upon standing up from prone.
Bull Rush: if successful, the second free attack is upon ending movement.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Set |
"You ever dance with the devil by the pale moon light?"
Benefit: If you are not already in combat with the target, you can make this statement as a move action to confound them so that they are flat-footed against an immediate single attack made in that same round.
Prerequisites: You must be insane and dressed like a clown.
SmiloDan RPG Superstar 2012 Top 32 |
Mad Alchemist |
"I know what you're thinking. Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum repeating heavy crossbow, the most powerful crossbow in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?"
Prerequiste
Intimidate 12 ranks
BAB +10
Weapon Focus Big A Xbow
While wielding the crossbow for which you have weapon focus you may make an intimidate check as a full round action. If you beat the DC by 20 or more the target is panicked and staggered until the end of your next turn. If during that turn you make 1 attack as a full round action you add the result of the previous intimidate check to damage and the shot is automatically a critical threat.
Mikhaila Burnett |
"I know what you're thinking. Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum repeating heavy crossbow, the most powerful crossbow in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?"
Prerequiste
Intimidate 12 ranks
BAB +10
Weapon Focus Big A XbowWhile wielding the crossbow for which you have weapon focus you may make an intimidate check as a full round action. If you beat the DC by 20 or more the target is panicked and staggered until the end of your next turn. If during that turn you make 1 attack as a full round action you add the result of the previous intimidate check to damage and the shot is automatically a critical threat.
+1, though I'd just call it "Do I feel lucky?" *want this now*
Salguod |
"THAT'S IT MAN, GAME OVER MAN, GAME OVER!" Hudson, Aliens
You are quick to realize a lost fight and use this insight to save yourself.
Benefit: If half or more of your adventure party is dead or unconscious you gain +10 to your base speed and +2 to your initiative. This can only be used to get the #$%#$ out of the place.
Prerequisite: Must be a member of an adventure party.
Laurefindel |
HASTA LA VISTA, BABY
Pre-requisite: Proficiency with a ranged weapon.
Benefit: You may deliver a coup-de-grace with a ranged weapon dealing at least 1d8 point of damage up to a distance of 30 ft.
Special: If the target is turned to ice, stone or glass, it shatters into pieces (but may still regenerate if it has the ability to do so).
Robert Little |
"Baby, you got real ugly"
Prerequisite: Iron Will
When an opponent of the opposite sex attempts fails to successfully use an enchantment spell or effect on you (either due to a successful save, spell resistance, or similar ability), you may take an attack action against the opponent as an immediate reaction.
Robert Little |
I hesitate to add this one, but I've had the song stuck in my head all day...
I'm on a Boat
Benefit: Gain a +2 morale bonus to Handle Animal and Ride checks with aquatic animals, Profession (sailor) checks, Diplomacy checks with Merfolk and aquatic humanoids, and Intimidate checks against people not on boats while you are on a boat.
Mikhaila Burnett |
"Baby, you got real ugly"
Prerequisite: Iron WillWhen an opponent of the opposite sex attempts fails to successfully use an enchantment spell or effect on you (either due to a successful save, spell resistance, or similar ability), you may take an attack action against the opponent as an immediate reaction.
+1 with a side of ROFL.
Not sure I'd use IW for the pre-req, but I'm not sure what I would. Maybe Perception 5 ranks? Murfle, not braining well today.
Robert Little |
"No boom today. Boom tomorrow. Always boom tomorrow."
Prerequisite: Access to 4th level or higher spells, prepare spells.
Benefit: If you have a spell of your highest spell level still available to you when you prepare spells for the next day, you may prepare one additional spell of any level lower (i.e. if your highest level spell is 4th, you may prepare an additional 3rd level or lower spell). This benefit only lasts for one day (you may never have more than one bonus spell from this feat).
kyrt-ryder |
"No boom today. Boom tomorrow. Always boom tomorrow."
Prerequisite: Access to 4th level or higher spells, prepare spells.Benefit: If you have a spell of your highest spell level still available to you when you prepare spells for the next day, you may prepare one additional spell of any level lower (i.e. if your highest level spell is 4th, you may prepare an additional 3rd level or lower spell). This benefit only lasts for one day (you may never have more than one bonus spell from this feat).
The problem with that feat, is that it's actually weaker in all respects than the Extra Spell Slot feat from complete Arcane, which has the same "not highest spell level" caveat. I guess it 'might' make it up in that it's always your second highest level, but how often are you going to make it through a day without spending all your highest level slots unless you gimp yourself?
If you made it give an extra spell per day of the highest level then at least it would pay for itself, you'd be reserving the free cast you got from the feat instead of reserving a needed spell.
Hartbaine |
"Cool Guys Don't Look At Explosions"
Prerequisite: Dodge, Mobility, Fighter 7th
Benefit: You're too damn cool for explosions. Anytime an area of effect originates in a square behind the PC that PC automatically gains the benefits of Improved Evasion against that particular effect. His/Her cloak will flutter in the breeze and their hair might whip violently from the devastating blast... but that just make you all the more cooler.
The effect does not have to be a spell, it can be any area-like effect that may cause damage or impair (powder keg going off, a large boulder slamming into a lake threatening to wash the Fighter away in a tide, etc).
This feat is negated if the Fighter ever gains eyes in the back of their head.
kyrt-ryder |
BOOM! Headshot...
Prerequisites: Point Blank Shot, Precise Shot, Deadly Shot
Effects: When you take a deadly shot on a target and critically hit (and only upon confirmation), they must make a fortitude save against 10 + 1/2 Level + dex modifier or die as their head explodes in a shower of gore.
I LIKE THIS ONE!!!
especially the gore :D lol
Dissinger |
Dramatic Pose
Prerequisites: 1 Level in Badass
Effects: After hitting a target and dropping him to 0 HP you may attempt to strike a dramatic pose. This requires a Perform (Poses) Check with a DC of 10 + the Hitdice of the felled target. Upon success, the target stumbles before falling to the ground just as the pose is struck.
This has no further game mechanics, it just looks damn cool.
lastknightleft |
I don't need a compass to tell me which way the wind shines
Pre-requisite: wisdom<10, rage class feature
Benefit: when not in a Rage you take a penalty to your diplomacy equal your wisdom penalty. While raging you speak normally but cannot complete a coherent sentence, any enemy hearing you speak must make a will save=10+1/2 your level+your wisdom penalty added as a bonus, or be confused for one round, this effect can only affect an opponent once in a 24 hour period.
movie and superhero quote
Lathiira |
There Can Be Only One
Prerequisites: Weapon Focus (sword or axe of any type), Improved Critical (same weapon), Weapon Specialist (same weapon), Critical Focus
Effect: If you reduce an opponent to 0 HP or less while wielding a weapon for which you meet the prerequisites of this feat, you may take a swift action to coup de grace your foe. If you have already used your swift action for the round, this uses your swift action for the next round. Upon success, you decapitate your foe, which may cause problems for those trying to raise him.
Dogbert |
World's Greatest Detective
"Despite a total lack of clues, I have figured out who's behind this!"
--Batman, Sergio Aragones Destroys DC.
Prerequisites: Investigator, Diplomacy, Perception, and Sense Motive (all three, 1 rank).
Benefit: Once per gaming session, you can roll a Sense Motive check DC 20 to do an intuitive leap of logic. While the GM won't solve the mistery for you, he will point you in the right direction. For every 5 points you beat the DC, you're entitled to an additional clue.
(Note: this feat was made to help non-inquisitive players to play detective-like characters).
SmiloDan RPG Superstar 2012 Top 32 |
"Let's Be Bad Guys."
Requirements: BAB +2, Intimidate 3 ranks.
Benefit: As a full round action, you make an attack roll (DC 10) as a warning shot (not targeting any creature and automatically missing by choice) and roll damage for the weapon as normal, adding the results to your Intimidate skill check.
"I Ate a Bug."
Requirements: At least one psionic power point.
Benefits: Once per day, if you eat a live creature, you gain 1 bonus power point. The bonus power point fades after 24 hours if it isn't used.
"I Aim To Misbehave."
Requirements: Bluff 5 ranks, Intimidate 5 ranks, Cha 13+.
Benefits: You gain a bonus on Disguise and Perform (acting) equal to your Charisma bonus.
"I'm a Leaf on the Wind."
Requirements: Skill Focus: Any Dexterity-based skill, Base Reflex Save +1.
Benefits: You can take a penalty equal to your base Reflex Bonus and apply it as a bonus on all Dexterity-based skill checks. The duration of the effect is at least 1 hour.
Anthony Kane |
ONE SHALL STAND, ONE SHALL FALL Optimus Prime
[EXALTED]
You face off against your foe, and drawing upon epic and heroic amounts of inner strength, rising to the challenge of defeating him.
PREREQUISITES: Good Alignment, BAB +9
BENEFIT: Designate one Opponent, who must be evil, in combat, you may not change the target of this feat after it is selected. You gain a +4 bonus to all physical ability scores (Str, Dex, Con). Your attacks deal double damage. This lasts for a number of rounds equal to your Charisma Modifier + 1 per four character levels, minimum of 1 round. You may only use this feat 1 per day. When this feat's effects expire, you are left exhausted.
Velcro Zipper |
See If That Works This Time (Moon Knight)
What kills you makes you stronger.
Prerequisite: Must have been subject to life-restoring magic (i.e. Raise Dead, Resurrection, Reincarnate, etc.)
Benefit: You receive a +2 bonus to stabilization checks and Intimidate checks for every time you've died and been restored to life. Your proclivity for returning from the grave also grants you a +2 saving throw bonus against negative energy and death effects.
Did I Err? (Groo the Wanderer)
You succeed despite your best efforts.
Prerequisite: Wis and Int score below 10
Benefit: Once per day, you may apply your Wis or Int penalty as a positive incompetence bonus to any skill in which you are trained or 1.5 times your penalty to any skill check made with a skill in which you are not trained. You may use this ability to make skill checks with skills that are only useable with training even if you possess no ranks in said skill.
Trapped In A World He Never Made (Howard the Duck)
There's nothing special about you at all, but you're visibly unusual and, apparently, that counts for something.
Prerequisite: Must have visited or been trapped on another plane.
Benefit: Due to your out-of-place appearance, creatures gain a +4 competence bonus to detect you with Perception checks whenever you are not on your home plane. However, you receive a +1 dumb luck bonus to all saving throws and skill checks whenever you are not on your home plane. It's probably because your survival ensures your continued service as a punchline to some secret cosmic joke, but it could be some extraplanar entity just likes having you around.
VM mercenario |
You know, some of these feats are actuallly pretty good.
To help:
I find your lack of faith disturbing
You are an expert at showing the unbelievers that your religion is the only true one.
Prerequisite: Ability to cast divine spells, cha 13.
Benefit: You may spend a divine spell to enhance your arguments against an opponent of your faith. You gain a bonus equal to the spell level in all Bluff, Intimidation and Sense Motive checks made against the designated opponent. This bonus lasts for a number of rounds equal to your charisma bonus.
Set |
If You Strike Me Down, I Shall Become More Powerful Than You Can Imagine.
Prerequisite You must be alive to take this feat, and you must have a contract to appear in adventures that follow your death.
Benefit When you die, you gain the dead condition, which overrides and replaces (does not stack with) all other conditions. A creature with the dead condition becomes is immune to any effect, whether it allows a saving throw or not, and suffers nothing more than cosmetic damage from hit point damage. Effectively, you become immune to any further attacks. Unlike most individuals with the dead condition, you can appear and talk to someone once per adventure, although you cannot affect the world in any way.
Normal Dead characters can take no action.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Purple Dragon Knight |
I like turtles.
Prerequisite Young Creature template.
Benefit You gain +4 to all skill checks made against turtles. If you select turtle as an animal companion, mount, bonded mount, familiar, or cohort, treat your level as 6 higher for the purposes of determining the strength of the turtle (you may have a turtle cohort that has a level equivalent equal to your total character level). Once per encounter, if you mention that you like turtles as part of a conversation with a creature or as an immediate action just before a creature is about to make a hostile action against you or a turtle within your natural reach, the creature is speechless for one round: it cannot speak and becomes staggered.
Normal A cohort can only have a maximum level equivalent equal to character level minus two.
Set |
Parley?
Prerequisites Must be a pirate
Benefit You can cause any hostile force that understands the language you are speaking to pause for one round, allowing you an opportunity to use Bluff, Diplomacy or Intimidate to modify their reaction to you. Any action other than to initiate one of the above social interaction skill checks results in an immediate attack, and renders the attackers immune to any other social interaction skills (such as a use of Intimidate to demoralize them) for the rest of the encounter.
It's Really More of a Guideline...
Prerequisites Cannot be lawful
Benefit Once per game session you can ignore any one in-game law, and those present shrug and accept this as acceptable. This only affects the laws or regulations of the local culture or society, in the game itself, and cannot be applied to an actual game mechanic.