christos gurd |
2 people marked this as a favorite. |
but for real though, lets avoid the 1000th iteration of scaling feats replacing chains, there are a thousand threads featuring those, plus they are in new paths compendium and kirthfinder. Not to say i don't love them of course. To keep it neater try to link to the original feat on a database to show where the differences lie.
ok i'll throw one down to start.
Crusaders Flurry
You learned to use your deity’s favored weapon as part of your martial arts form.
Prerequisites: flurry of blows class feature, Weapon Focus with your deity’s favored melee weapon, proficiency with your deity's favored weapon.
Benefit: You can use your deity’s favored weapon as if it were a monk weapon. A character cannot use Rapid Shot or Manyshot when making a flurry of blows with a ranged weapon.
special: A monk of at least 4th level and worships a deity can select crusaders flurry as a monk bonus feat.
edit: oh and link
Goth Guru |
Continuing Threat
They don't know when you will attack again!
Prerequisites: Rogue, ninja, swashbuckler, or other bushwhacking class.
Benefit: After attacking once, you can hide, and you will continue to flank till you come out of hiding.
Trying to make spot checks while fighting creates the flank. If they stop making spot checks, they open themselves up to another surprise attack.
This is homebrew, and I could only link to other posts here I made.
christos gurd |
Continuing Threat
They don't know when you will attack again!
Prerequisites: Rogue, ninja, swashbuckler, or other bushwhacking class.
Benefit: After attacking once, you can hide, and you will continue to flank till you come out of hiding.
Trying to make spot checks while fighting creates the flank. If they stop making spot checks, they open themselves up to another surprise attack.This is homebrew, and I could only link to other posts here I made.
that's cool as heck, i may even put up a google doc of it all if this takes off.
christos gurd |
I got another one that is a little bit fun
arcane student
You are very familiar with the intricacies of school magic, even if you aren't adept at (or even capable of) casting spells.
Prerequisites: int 13, spell Focus for the school of spells selected for this feat (see below), character level 3rd.
Benefit: Select one wizard school you have spell focus for. This cannot be an arcane school you already have. You gain one of the first-level school powers for the selected school. For purposes of using that power, treat your wizard level as equal to your character level – 2, even if you have levels in wizard. You do not gain any of the other school abilities.
Special: you may take this feat an additional time to receive the other school power not chosen the first time.
the improved version of this requires being character level 10 to recieve the other listed power, if you have taken arcane student twice for the same school then you use your full character level as your effective wizard level.
christos gurd |
Ooh got one
Draconic sage
You are a student of dragon worship, developing dragon abilities through preparation and traing rather than innate talent.
Prerequisites
Must be able to speak draconic, knowlade arcana 5 ranks.
Benefit
You may take levels in dragon disciple without having to cast 1st level arcane spells without preparation. You do still need to be able to cast 1st level spells.
Scythia |
1 person marked this as a favorite. |
Favoured Arcana
Requirements: Magus lv 11+
You have become so familiar with one particular Magus Arcana that you can use it without expending as much energy. Choose one Arcana you have learned, you reduce the cost for activating this specific Arcana by 1 Arcane Pool Point. If this reduces the cost to zero, you may activate the Arcana for free, so long as you have at least one Arcane Point remaining in your pool.
(Modeled from Favored Deed gunslinger feat)
christos gurd |
Favoured Arcana
Requirements: Magus lv 11+
You have become so familiar with one particular Magus Arcana that you can use it without expending as much energy. Choose one Arcana you have learned, you reduce the cost for activating this specific Arcana by 1 Arcane Pool Point. If this reduces the cost to zero, you may activate the Arcana for free, so long as you have at least one Arcane Point remaining in your pool.(Modeled from Favored Deed gunslinger feat)
I do like it, though i had to go back and look at the 1 point arcana to see if there was anything that could be abused. The only only thing that could get crazy is using prescient attack with that greensting magus archetype from bastards of golarion, and really that isn't that crazy.
Scythia |
Scythia wrote:I do like it, though i had to go back and look at the 1 point arcana to see if there was anything that could be abused. The only only thing that could get crazy is using prescient attack with that greensting magus archetype from bastards of golarion, and really that isn't that crazy.Favoured Arcana
Requirements: Magus lv 11+
You have become so familiar with one particular Magus Arcana that you can use it without expending as much energy. Choose one Arcana you have learned, you reduce the cost for activating this specific Arcana by 1 Arcane Pool Point. If this reduces the cost to zero, you may activate the Arcana for free, so long as you have at least one Arcane Point remaining in your pool.(Modeled from Favored Deed gunslinger feat)
I made a thread to explore the exploitation potential when I first thought of it. Although I've never seen that particular archetype you mentioned.
Edit: just looked it up, if you're talking about the +1d6 damage effect, that isn't an arcana, so it wouldn't qualify. If you were thinking of the "switch target of ongoing darkness spell", I'm not concerned.
christos gurd |
christos gurd wrote:Scythia wrote:I do like it, though i had to go back and look at the 1 point arcana to see if there was anything that could be abused. The only only thing that could get crazy is using prescient attack with that greensting magus archetype from bastards of golarion, and really that isn't that crazy.Favoured Arcana
Requirements: Magus lv 11+
You have become so familiar with one particular Magus Arcana that you can use it without expending as much energy. Choose one Arcana you have learned, you reduce the cost for activating this specific Arcana by 1 Arcane Pool Point. If this reduces the cost to zero, you may activate the Arcana for free, so long as you have at least one Arcane Point remaining in your pool.(Modeled from Favored Deed gunslinger feat)
I made a thread to explore the exploitation potential when I first thought of it. Although I've never seen that particular archetype you mentioned.
Edit: just looked it up, if you're talking about the +1d6 damage effect, that isn't an arcana, so it wouldn't qualify. If you were thinking of the "switch target of ongoing darkness spell", I'm not concerned.
i was talking about prescient attack, which lets you treat your opponent as flat-footed, when used in concert with that sneak attack.
Scythia |
Scythia wrote:i was talking about prescient attack, which lets you treat your opponent as flat-footed, when used in concert with that sneak attack.christos gurd wrote:Scythia wrote:I do like it, though i had to go back and look at the 1 point arcana to see if there was anything that could be abused. The only only thing that could get crazy is using prescient attack with that greensting magus archetype from bastards of golarion, and really that isn't that crazy.Favoured Arcana
Requirements: Magus lv 11+
You have become so familiar with one particular Magus Arcana that you can use it without expending as much energy. Choose one Arcana you have learned, you reduce the cost for activating this specific Arcana by 1 Arcane Pool Point. If this reduces the cost to zero, you may activate the Arcana for free, so long as you have at least one Arcane Point remaining in your pool.(Modeled from Favored Deed gunslinger feat)
I made a thread to explore the exploitation potential when I first thought of it. Although I've never seen that particular archetype you mentioned.
Edit: just looked it up, if you're talking about the +1d6 damage effect, that isn't an arcana, so it wouldn't qualify. If you were thinking of the "switch target of ongoing darkness spell", I'm not concerned.
Oh, I see. Yeah, that's not that useful, although I suppose it could be helpful if they multiclass with rogue or ninja. I tend to discourage multiclassing in my games though.
christos gurd |
a controversial one ive done since 3.5 is
Martial Weapon Proficiency (Combat)
You understand how to use martial weapons in combat.
Benefit: You make attack rolls with martial weapons normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
Exotic Weapon Proficiency (Combat)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally. If you have proficiency with all martial weapons, then you may instead make attack rolls normally with all exotic weapons in a weapon group(see fighter's weapon training) of your choosing.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon or weapon group.
Adam B. 135 |
4 people marked this as a favorite. |
How about this to replace both Dodge and Fleet?
Fleet (Combat)
Prerequisites: Dexterity 13
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load. If you have Armor Training, you gain this additional speed while wearing medium or heavy armor. Additionally, you gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Special: This feat replaces the Dodge and Fleet feats. Where a class could gain Dodge as a bonus feat, remove Dodge from the bonus feat list an insert Fleet. Fleet counts as Dodge for qualifying for feats and prestige classes that require Dodge as a prerequisite.
And a new Mobility to go with it
Mobility (Combat)
Prerequisites: Dexterity 13, Fleet
Benefit: You gain a +1 dodge bonus to Armor Class. This bonus increases to a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
christos gurd |
How about this to replace both Dodge and Fleet?
Fleet (Combat)
Prerequisites: Dexterity 13
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load. If you have Armor Training, you gain this additional speed while wearing medium or heavy armor. Additionally, you gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.Special: This feat replaces the Dodge and Fleet feats. Where a class could gain Dodge as a bonus feat, remove Dodge from the bonus feat list an insert Fleet. Fleet counts as Dodge for qualifying for feats and prestige classes that require Dodge as a prerequisite.
And a new Mobility to go with it
Mobility (Combat)
Prerequisites: Dexterity 13, Fleet
Benefit: You gain a +1 dodge bonus to Armor Class. This bonus increases to a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
nice
Scythia |
How about this to replace both Dodge and Fleet?
Fleet (Combat)
Prerequisites: Dexterity 13
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load. If you have Armor Training, you gain this additional speed while wearing medium or heavy armor. Additionally, you gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.Special: This feat replaces the Dodge and Fleet feats. Where a class could gain Dodge as a bonus feat, remove Dodge from the bonus feat list an insert Fleet. Fleet counts as Dodge for qualifying for feats and prestige classes that require Dodge as a prerequisite.
And a new Mobility to go with it
Mobility (Combat)
Prerequisites: Dexterity 13, Fleet
Benefit: You gain a +1 dodge bonus to Armor Class. This bonus increases to a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Posts like this are why I enjoy these boards: the "why didn't I think of that?" moments.
These are good.Kelazan |
From 3.5, to help thrower builds to do something.
Brutal Throw (Combat)
You have learned to hurl weapons using strength and velocity over finesse and agility.
Prerequisites: Strength 15
Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
christos gurd |
From 3.5, to help thrower builds to do something.
Brutal Throw (Combat)
You have learned to hurl weapons using strength and velocity over finesse and agility.
Prerequisites: Strength 15
Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
fantastic, im adding it
Oceanshieldwolf |
Kelazan wrote:fantastic, im adding itFrom 3.5, to help thrower builds to do something.
Brutal Throw (Combat)
You have learned to hurl weapons using strength and velocity over finesse and agility.
Prerequisites: Strength 15
Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
[threadjack]I dunno, personally I would just make this not-a-feat, like I would with Power Attack and Weapon Finesse. Anyone should be able to do it. But this is more a playstyle thing, don't mind me. :)[/threadjack]
Adam B. 135 |
Honestly, Power Attack should apply to brute force through weapons. Deadly Aim makes it sound like I am trying to aim the big javelin, or rock, while Power Attack makes it sound more like I am chucking the thing as hard as I can, losing some accuracy in the process.
And how about this one?
Fierce Dual Wielder (Combat)
Prerequisites: Strength 13, Fighter level 1
Benefit: The Fighter may use his strength score instead of his dexterity score to qualify for feats that apply to two-weapon fighting, or that require two-weapon fighting to take. Additionally, his off-hand weapon gains 100% of power attack's bonus damage instead of 50%.
christos gurd |
Honestly, Power Attack should apply to brute force through weapons. Deadly Aim makes it sound like I am trying to aim the big javelin, or rock, while Power Attack makes it sound more like I am chucking the thing as hard as I can, losing some accuracy in the process.
And how about this one?
Fierce Dual Wielder (Combat)
Prerequisites: Strength 13, Fighter level 1
Benefit: The Fighter may use his strength score instead of his dexterity score to qualify for feats that apply to two-weapon fighting, or that require two-weapon fighting to take. Additionally, his off-hand weapon gains 100% of power attack's bonus damage instead of 50%.
an unfortunately necessary feat tax, but i love it. Will add later
@OSW i do agree there and would take it a step further remove ability ability score prereqs on the remaining feats altogether. But i wanna structure this in a plug and play fashion, with little other houserules necessary.christos gurd |
gonna work though the monk bonus feats.
You can perform an unarmed strike that greatly hampers your target's movement.
Prerequisite: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
Special: If you have levels in monk you use your full levels in monk and 1/2 your levels in other classes to determine the save DC of this ability. the speed you reduce your opponents by increases by 5 feet for every 4 levels of monk you possess. A monk can sacrifice his final attack in a flurry of blows to use this feat, instead of a standard action.
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. If you have levels in monk you may use the higher of your dexterity or wisdom to determine you number of attacks of opportunity.
With one well-placed blow, you leave your target reeling.
Prerequisites: Improved Unarmed Strike, Scorpion Style, base attack bonus +6.
Benefit: As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.
Special: If you have levels in monk you use your full levels in monk and 1/2 your levels in other classes to determine the save DC of this ability. A monk can sacrifice his final attack in a flurry of blows to use this feat, instead of a standard action. A monk cannot use scorpion style and gorgons fist in the same flurry of blows.
Adam B. 135 |
I guess I could share a few of my custom feats?
I absolutely hate how bad the Amateur Gunslinger feat is. So I made a feat to replace it, and give something to PCs who take it without wanting to be a gunslinger, along with making it an attractive option for a gunslinger.
I made a similar feat for Ki pools. Gives anyone a small Ki pool, but for classes that already have a Ki Pool, it adds to their Ki pool.
Dark and Gritty
Prerequisite: Wisdom 13 or Grit class feature
Benefit: You are good at moving in the shadows and dodging blows. Gain +2 to acrobatics and stealth skill checks and a small grit pool.
At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature with the following changes: All uses of the word “gun” are replaced with “weapon.”
You gain access to the Derring-do deed. You must declare the of use this deed before rolling. You can spend 1 grit point when making an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. You must choose to do this before you roll. If the d6 roll is a natural “6,” you roll another d6 and add it to the check. You can continue to do this as long a you roll natural “6s” up to a number of times to your Dexterity modifier (minimum 1).
You also gain access to single 1st-level deed from the gunslinger deed class feature.
Special: If you already have a grit pool you gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
This feet counts as Amateur gunslinger for the purposes of class features, feat, and prestige class qualifications. It can be taken in place of Amateur gunslinger as a bonus feat for any class or class archetype that can take Amateur gunslinger as a bonus feat
Unlocked Potential
Prerequisites: Character level 4, Wisdom 13
Benefit: If this character does not have a ki pool, she gains one. This Ki pool is equal to 1/4th your level + your Wisdom modifier (minimum 1). As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, she can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action.
If the character already has a ki pool, they may add this ki pool to their existing ki pool and any ki abilities granted by this feat can be used with ki from this combined pool
Special: This feat can be taken at 6th level as a monk bonus feat.
Zog of Deadwood |
Here's one I came up with to make a mace user a potential threat:
Exotic Weapon Proficiency: Heavy Mace
Prerequisite: Weapon Focus: Heavy Mace
For a person with this feat, the stat bock of a heavy mace is altered. It becomes: exotic weapon, one-handed melee, damage 1d8, crit 19-20/x2, +2 on Sunder attempts. The increase in the critical threat range MAY stack with Improved Critical, if that feat is also possessed.
I know there is something like a precedent for this with the Bastard Sword, which can be used two-handed as a martial weapon but with EWP may be used one-handed. I like the idea that with sufficient training/practice (a feat tax) some simple weapons can be upgraded to be as dangerous as the more commonly used martial weapons.
christos gurd |
1 person marked this as a favorite. |
Unlocked Potential
Prerequisites: Character level 4, Wisdom 13
Benefit: If...
I like this, as i should, having worked on dragon tiger ox(a far eastern setting supplement from little red goblin games) and it greatly resembles the sacred lotus feat chain. i do like that it gradually grants the extra ki feat twice, as i have never thought that was quite enough and would rather think 4 is more appropriate.
Green Smashomancer |
1 person marked this as a favorite. |
Does it count if you rework a feat into not a feat anymore? Because I've got:
Trait:
Intimidating Prowess: Your physical might is intimidating to others.
Benefit: You replace your charisma modifier on Intimidate checks with your strength.
Normal: You use your charisma score as your ability modifier on intimidate checks.
Previously, as a feat this added your Str and Cha to intimidate, however, I felt that this was an inadequate use for a feat, and possibly counterproductive, since a melee focused character likely had either no Cha bonus, or a penalty, this frees up a feat slot, and fits more in line with other x stat to y skill traits that exist.
christos gurd |
Does it count if you rework a feat into not a feat anymore? Because I've got:
Trait:
Intimidating Prowess: Your physical might is intimidating to others.Benefit: You replace your charisma modifier on Intimidate checks with your strength.
Normal: You use your charisma score as your ability modifier on intimidate checks.
Previously, as a feat this added your Str and Cha to intimidate, however, I felt that this was an inadequate use for a feat, and possibly counterproductive, since a melee focused character likely had either no Cha bonus, or a penalty, this frees up a feat slot, and fits more in line with other x stat to y skill traits that exist.
love, we need more interesting traits anyways.
Cat-thulhu |
So I've been rereading some old slaine comics and designed a few (mythic?) feats around them, what do you think, too weak? Too much? Without the mythic I think they could work, in this casejust ignore the italicised text.
Salmon leap
You vault above a charging opponent with amazing grace, only to land and strike from behind.
As an immediate action, once per round when an opponent charges you in combat (you may expend 1 mythic power to) leap over the opponents head, landing behind them. You may then make a single melee attack treating your opponent as flatfooted and flanked. Your opponent resolves the effects of its charge after this attack.
Warp spasm
Prerequisite : (Titans)Rage
When you use your (titans) rage ability your body literally spews forth the bile and fury you feel. You begin to bleed the black blood of the earth from every orifice and exude and palpable aura of dread. While under the effect of titans rage you may use intimidate to demoralise all foes you threaten as a swift action once per round. This attempt automatically succeeds against non-mythic foes .
He didn't think it too much
You thrive upon the chaos of combat, driven by press of bodies and the dangers of overwhelming odds. You gain a +1 bonus to attack and damage rolls for every opponent that threatens you in melee combat up to a maximum equal to your half your character level (or mythic tier).
christos gurd |
Add magictek feats.
Recharge
Requirement: Must have electrically operated items.
Benefit: Each spell slot emptied adds one hour per spell level to the operating time.
Normal: When the batteries die, you throw it away.Refuel
Like recharge, but refills the tanks with oil and fuel.
thats so lovely, i do so love magictek.
Adam B. 135 |
How does this taste?
Countercharge (Combat)
Prerequisites: Power Attack, Improved Bull Rush (or Unstoppable), Rhino Charge base attack bonus +10
Benefit: If a foe ends their movement within 30 feet of you, you may move directly toward the designated opponent up to your movement speed and make one melee attack as an immediate action. If you moved 10 or more feet, this attack gains a +2 bonus to its attack roll. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1. Additionally, you take a -2 penalty to AC until your opponent's next turn.
Special: The use of this feat does not count as a charge, but this feat may not be used when the character cannot charge. Additionally, the use of this feat counts as a charge when a foe is bracing for a charge.
Adam B. 135 |
1 person marked this as a favorite. |
My new targets? Cleave and Whirlwind attack. Tell me what you all think?
Cleaves and Whirlwind Attack now are awesome against mirror image-like affects. Whirlwind Attack has prerequisites that make sense. Bolded areas with changes in them, alongside the stuff that's normally bolded (name of feat)
Cleave (Combat)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Special: When using cleave on a foe with mirror image or a similar effect, the Cleave removes 1d2 additional mirror images.
Great Cleave (Combat)
You can strike many adjacent foes with a single blow.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Special: When using great cleave on a foe with mirror image or a similar effect, the Cleave removes 1d3+1 additional mirror images. For every additional feat taken with Cleave as a prerequisite this number increases by 1.
Whirlwind Attack (Combat)
[b]Prerequisites: Dex 13, Cleave, Base Attack Bonus +7
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Special: Additionally, when striking a foe with mirror image or other similar effect remove an extra 1d2 additional mirror images. If you have Great Cleave, this number increases to 1d3+1 images. For every additional feat you possess with Cleave as a prerequisite, increase the number of images removed by 1. If you possess Mobility you may make a 5 foot step in the middle of your Whirlwind Attack.
Adam B. 135 |
So is this thread really dead? Because I keep making feats, and I feel that making a new thread for them would be a waste since so much good feats have shown up here.
Prerequisites: Quick Draw, Base attack bonus +3
Benefits: As a full round action, you can throw a light or one-handed ranged weapon, draw another weapon, and then charge. Both attacks are made at your highest BAB with a +2 bonus to your charge attack. You cannot use this feat if you cannot charge.
Hyper Aggressive (Combat)
Prerequisites: Rage Class Feature or Step Up
Benefit: When you take damage from a ranged attack, breathe weapon, or spell as an immediate action you may move half your speed towards the creature that initiated the attack. This movement does not have to be directly towards this creature, but you must end this movement closer to them than you started.
Adam B. 135 |
Rewrote Gang Fighter's prerequisites to stop being dumb. And gave it a little buff. The other feat is part of a feat chain including my old feat to give a Ki pool.
Gang Up (Combat)
Prerequisites: Combat Expertise or 1 teamwork feat or 1d6 Sneak Attack Damage
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning. If actually flanking, you gain a +1 bonus to your melee attack and damage rolls.
Ki Channel
Prerequisites: Wisdom 15, Unlocked Potential, Stunning Fist, Improved Unarmed Strike
Benefit: When using Stunning Fist, Quivering Palm, or any feat that requires the foe struck to make a save through an unarmed strike, this character may expend a 1 ki point once per round to raise the DC by 2. In Addition to this, a monk may channel their Wholeness of Body class feature at a range of touch, and it now heals an additional +2 damage. Wholeness of Body can now be used as a swift action when targeting the Monk.
Special: This feat can be taken at 10th level as a monk bonus feat.
christos gurd |
I changed my mind about crusaders flurry
Crusaders Flurry [b]
You learned to use your deity’s favored weapon as part of your martial arts form.
[b]Prerequisites: flurry of blows class feature, must have a patron deity
Benefit: You gain proficiency with your deity's favored weapon and can use your deity’s favored weapon as if it were a monk weapon. A character cannot use Rapid Shot or Manyshot when making a flurry of blows with a ranged weapon.
special: A monk can select crusaders flurry as a monk bonus feat.
and adding
Monastic Worshiper
you channel power from your patron deity
Prerequisites: Crusaders Flurry, monk level 4
Benefit: You gain the first level domain power of one of your patron deity domains. You use your monk level as your effective cleric level for the the purposes of that ability.
Special: Monks may select this as a bonus feat at 4th level if they meet the prerequisites. Monks with this feat qualify for the guided hand feat.
Adam B. 135 |
I changed my mind about crusaders flurry
Crusaders Flurry [b]
You learned to use your deity’s favored weapon as part of your martial arts form.
[b]Prerequisites: flurry of blows class feature, must have a patron deity
Benefit: You gain proficiency with your deity's favored weapon and can use your deity’s favored weapon as if it were a monk weapon. A character cannot use Rapid Shot or Manyshot when making a flurry of blows with a ranged weapon.
special: A monk can select crusaders flurry as a monk bonus feat.and adding
Monastic Worshiper
you channel power from your patron deity
Prerequisites: Crusaders Flurry, monk level 4
Benefit: You gain the first level domain power of one of your patron deity domains. You use your monk level as your effective cleric level for the the purposes of that ability.
Special: Monks may select this as a bonus feat at 4th level if they meet the prerequisites. Monks with this feat qualify for the guided hand feat.
I like those changes to Crusader's Flurry. It makes it a lot easier to get into that.