New Feat Ideas


Homebrew


Pathfinder Adventure Path Subscriber; Starfinder Superscriber

Just some ideas floating through my head...

Precise Shot
Prerequisites: Sniper Weapon Proficiency, Base Attack Bonus +1
Benefit: If your target has soft cover, you receive a +2 bonus to hit, when firing a weapon from the Sniper Weapons group. If your target has partial cover, this bonus drops to +1.

Improved Precise Shot
Prerequisites: Precise Shot, Sniper Weapon Proficiency, Base Attack Bonus +3
Benefit: When firing a weapon from the Sniper Weapons group, and your target has Concealment, you may lower your miss change by 10%.
Note: This feat has no effect on targets benefiting from Total Concealment.


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extra revelations/improvisations/gear boosts/tricks for solarians/envoys/soldiers/operatives respectively


Autofire Specialist:

Spend a single charge/round for each target when using a weapon as automatic.

or

You now dont need to spend the whole magazine when using an automatic, you still spend 2 rounds per target as normal.

At Gunpoint :

When within the first increment of a weapon you can spend a full round action to ready an action against a single target with no concealment or cover.

If the target triggers yours ready action you gain +2 bonus to hit.


Weapon Finesse: Use dex to hit for a certain SMALL subset of advanced melee weapons (we don't want this to get out of hand)


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I'd also like to see something like the amateur feats. Something like amateur soldier/operator/solarian/mechanic would be nice. We basically have amateur mystic and technomancer in the dabble/inkling feats.


Some feats that let you use a different modifier for a certain skill would be nice too. Like intimidating prowess lets you use your strength modifier in place of you charisma modifier.


baggageboy wrote:
I'd also like to see something like the amateur feats. Something like amateur soldier/operator/solarian/mechanic would be nice. We basically have amateur mystic and technomancer in the dabble/inkling feats.

I'll try my hand at two, i'll balance them around what the original two gave us and see how that goes.

Amateur Mechanic
Prerequisites: Intelligence 15, character level 5th, no levels in Mechanic.
Benefits: You gain the Custom Rig ability of the Mechanic class. You also gain the Artificial Intelligence ability of the Mechanic class with an effective mechanic level equal to one third of your character level. If you take levels in the Mechanic class the effective levels granted by this feat stack with them, but only for the purposes of the Artificial Intelligence ability.

Amateur Solarian
Prerequisites: Charisma 15, character level 5th, no levels in Solarian.
Benefits: You gain the Stellar Mode ability of the Solarian class, as well as a single 1st level stellar revelation, these abilities function with an effective solarian level equal to your character level. If you later take levels in the Solarian class, you instead gain a single extra stellar revelation.


I like those. I built a set of feats similar to the amateur mechanic for my group, but they rejected them do to concerns about stepping on an actual mechanics does and the game being new.

The amateur solarian feat I think would be a bit over powered early game as it takes quite a while before the stellar mode really scales, and late game the solar weapon wouldn't be useful very often. It's a tough class to build an amateur type thing for.


Id say amateur solarian would be similar to the amateur swashbuckler feat
allow access to one of the low level revelations


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Always Falls for the Bad Guy

Benefit: You suffer a -4 on Sense Motive checks and vs. NPCs of opposite alignment of yours, but all your allies gain a +2 on all Skill Checks and Attack and Damage against any of these NPCs that they have seen interact with you.


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Hm... All right, I'll take a stab at this. :)

Piercing Fire
Prerequisites: Heavy Weapon Proficiency, Base Attack Bonus +5
Benefits:If you are wielding a weapon with the penetrating special ability, you ignore cover bonuses provided by objects if the object in question has a hardness lower than your weapon's penetrating value.

Improved Piercing Fire
Prerequisites: Piercing Fire, Heavy Weapon Proficiency, Base Attack Bonus +8
Benefits:When hitting a target taking cover behind an object with a hardness lower than your weapon's penetrating value, you may deal your damage both to the target and the object.

These feats are meant to better utilize heavy weapon's ability to destroy flimsy cover by shooting through it rather than around it - I'm sure we've all seen action scenes where .50 machine guns chew through brickwork etc. The first feat lets you ignore cover from low-hardness objects, the second feat improves on that by letting you actually destroy the cover simply by shooting at your target, indirectly helping your allies with their shots as well. The BAB prerequisite is mostly there to keep people from taking this at very low levels where your weapon level will be too low to penetrate any objects. BAB +5 means you're probably using a 5-7 weapon, which would let you ignore Wood-level hardness. BAB +8 means you have an 8-10 weapon, so you can ignore plastic and transparent aluminum. I specifically used the phrasing "may" so you can choose to avoid damaging cover if your opponent is cowering behind something important that you may not want to break, like a command console.

The feats are perhaps overly situational since the Penetrating quality scales rather slowly - you won't be able to fire through concrete until you have a level 15 weapon, for example. You could improve on this by changing the second feat to apply damage to both cover and the target irregardless of hardness. You could also create a new weapon fusion that's the reverse of the Enduring fusion, giving the weapon increased penetrating value. I wouldn't be surprised to see something like this in the upcoming equipment book.

I'm a little worried that the second feat could slow down the game, since the GM will need be on the ball with the hardness chart and potentially track object health if you can't destroy it in a single volley. To minimize slowdown and avoid adding to the GM's workload, a smart player (ideally the one with the feat) should take on the responsibility of tracking the damage he's doing to objects.


baggageboy wrote:

I like those. I built a set of feats similar to the amateur mechanic for my group, but they rejected them do to concerns about stepping on an actual mechanics does and the game being new.

The amateur solarian feat I think would be a bit over powered early game as it takes quite a while before the stellar mode really scales, and late game the solar weapon wouldn't be useful very often. It's a tough class to build an amateur type thing for.

The ameteur solarian feat cuts down on the early game abuse by a bit by limiting it to level 5 or above, same as the Inkling and Dabbling feats


That is a good point.


Pathfinder Starfinder Society Roleplaying Guild Subscriber
Kudaku wrote:
Hm... All right, I'll take a stab at this. :)

These kinds of effects are exactly what I'd like to see out of feats in Starfinder. New capabilities that are relevant for martial classes and don't just add more damage. Also these particular ones are really thematic.


I flagged this because I think it should be in the homebrew thread.


Since we're all making feats, here's one I thought of to help out Solarians that want to use a mix of light and dark abilities instead of just sticking with one.

Celestial Confluence
Prerequisites: Stellar Mode
When using a stellar revelation or zenith revelation that forces you to become unattuned, you may instead become attuned with 1 point in the opposite stellar mode. For example, after using Supernova, a Solarian with this feat could become either unattuned, or enter graviton mode with 1 attunement point.


This one is like the ring of cosmic attunment but better in every way... Seems a bit powerful for a feat to me.

Paizo Employee Customer Service Manager

Moved to Homebrew.


Cellion wrote:
Kudaku wrote:
Hm... All right, I'll take a stab at this. :)
These kinds of effects are exactly what I'd like to see out of feats in Starfinder. New capabilities that are relevant for martial classes and don't just add more damage. Also these particular ones are really thematic.

Thanks! I don't really homebrew much so I'm out of practice, in hindsight I should have borrowed the rules language from the Penetrating quality rather than make up my own. It should really read "equal to or lower than level" rather than just "lower than level".

I'm happy that people seem to like them. :)


Pathfinder Adventure Path Subscriber; Starfinder Superscriber

well so much for presenting ideas I'd like to see in future material. Now this will rot in Homebrew ::sighs::

Well I hope y'all find a use for some of these ideas in your games.


@baggageboy
ring of cosmic attunement?


It's in the magic items section. Sorry I got the name wrong it's actually called the ring of cosmic alignment. Check page 223 for a description. There was a rules disussion where we detemined that using a zeith revelation didn't count as choosing to become unatuned, so your feat would function better and not cost money or a valuable magic item slot. That being said most solarians don't actually like switching back and for the between arguments so maybe it wouldn't be that bad.


The ring can be used at the start of your turn, the feat I made can only be used after zenith revelations , so I think they're different enough that the feat isn't replacing it.


Perdue wrote:

well so much for presenting ideas I'd like to see in future material. Now this will rot in Homebrew ::sighs::

Well I hope y'all find a use for some of these ideas in your games.

Just because it's in homebrew doesn't mean the devs don't look here. If the feat doesn't break the game and is in line with what the devs want they might put in the feat. But let's be real, some of these feats won't be put in the game which is why it was moved to homebrew.


Cyberpunk Pilot

Prerequisite: Mechanic's Bypass Feature

Benefit: Your Bypass also applies its insight bonus to Piloting checks.

If you have the Exocortex feature, you can have your AI take control of your Starship, occupying the pilot role, it can use your ranks in Piloting and gains the benefit of your Bypass feature, though it gains no dexterity modifier. You can not gain the benefits of Combat Tracking while the AI is thus occupied.

If you have the drone feature, your drone gains your Bypass feature's insight bonus to the same skills that you do. Though unless it is trained in those skills, it will still only be able to use your ranks when under direct control.

In either case, you can ignore the normal range limits while your AI is aboard your ship as long as you have a means to communicate.


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I would like a feat to help str based classes do something in starship combat


Since I have some extra time over the holidays, I thought I'd try my hand at another feat!

Forced Friendly Fire
Your knowledge of joint locks lets you use your opponent's weapon against them.
Prerequisites: Base attack bonus +3, Improved Combat Maneuver (Disarm)
Benefit: Whenever you successfully disarm an opponent of a ranged weapon you may make one free ranged attack with that weapon before knocking it out of your opponent's hand, even if you do not have the free hands available to fire it normally. The ranged attack is made with a -2 penalty. This attack does not provoke an attack of opportunity from the disarmed opponent, but may provoke from adjacent enemies as normal.
Special: You must have a hand free to benefit from this feat.

The idea from this feat is again inspired by cinematics, the feat's name is a less-than-subtle reference to the TvTropes article on the concept. Wildly impractical in practice, but makes for a very cool scene! Forced Friendly Fire makes for a decent bump in power to the disarm combat maneuver since it allows players to both deal damage and disarm (which can be a serious pain in the butt) with one attack - normally you'd have to choose one or the other. A few options to balance it out further would be to:

A) Put a penalty on the disarm attempt. This would make using the feat an option rather than a straight upgrade, and potentially delegate it to something you use against "mooks" rather than major enemies. I feel like combat maneuvers are already pretty tricky to pull in SF, so I'm not loving the idea of making it even harder.

B) Increase the penalty on the ranged attack roll. Not crazy about this since disarm specialist will likely already have an average ranged attack roll.

C) Force the player to choose between successfully disarming the target or make a ranged attack with his weapon. While still a cool visual, I believe this would leave the feat underpowered since he'd be better off simply making a ranged attack with a weapon of his own.

D) Put a limiter on the feat that only lets you use it if you beat the opponent's KAC by X or more.

Out of these I'm leaning towards D, specifically the KAC +X - this doesn't penalize the player from using the feat (missed my disarm by 2? Damn!) but makes the feat more likely to activate when fighting multiple lower CR enemies, a situation where disarming is usually suboptimal.

Any feedback, ideas, suggestions for improvement? :)


J4RH34D wrote:
I would like a feat to help str based classes do something in starship combat

The first thing that comes to my mind is a bonus to repairing things. Engineering perhaps?


The one that always came to mind for me was Intimidate.
We had it in pathfinder. It would help with captaining.

My other idea is Piloting actually. It makes sense too so long as you consider some of the g-forces involved. Having the strength to actually turn the controls while under massive forces.


Starfinder Superscriber
Kudaku wrote:
Any feedback, ideas, suggestions for improvement? :)

Since it's a "free" shot, I think the penalty may need to be higher than -2. If it were totally up to me, I'd probably make it -4 or -3 (same as full attack penalty). But, I'm also basing that on the assumption that later books are likely going to have more CM feats and we're eventually going to end up with soldier builds that let someone attack twice, disarm, and then use this feat.


pithica42 wrote:
Kudaku wrote:
Any feedback, ideas, suggestions for improvement? :)
Since it's a "free" shot, I think the penalty may need to be higher than -2. If it were totally up to me, I'd probably make it -4 or -3 (same as full attack penalty). But, I'm also basing that on the assumption that later books are likely going to have more CM feats and we're eventually going to end up with soldier builds that let someone attack twice, disarm, and then use this feat.

Thank you for the feedback!

A higher penalty doesn't seem unreasonable. I'm also leaning towards making it a bonus effect if your disarm attempt beats the KAC by 5 or more.

Historically I find that Disarm can be quite powerful against single-creature fights (disarm a BBEG Gunslinger and he's pretty damn neutralized) but poor in fights with lots of opponents - using your action to deny a mook attack is a bad trade when there are 8 of them and a single normal attack could likely kill the mook instead. By making that change, it makes Disarm a better option against lower CR enemies but you're less likely to have the BBEG shoot himself in the face.


I don't think it needs a higher penalty, given how difficult CM checks are already. A free hand is also required, which limits how many builds can effectively use it.

Although you could just be a kasatha, or have extra arm cybernetics, I guess.


Mechalibur wrote:

I don't think it needs a higher penalty, given how difficult CM checks are already. A free hand is also required, which limits how many builds can effectively use it.

Although you could just be a kasatha, or have extra arm cybernetics, I guess.

The penalty would only apply on the free ranged attack you get from successfully disarming, not the disarm attempt itself. :)


The Scientific Method
You make a skill check, come up with a theory, conduct an experiment, then make another skill check at +4. For example, trying dilute poisons on the victims of an unfamiliar disease allows you to make a new medicine check.

Prerequisite: 4 rank points in mental skills(Intelligence, Wisdom, or Charisma)

Normal: Most skills you get only one chance.


One of my players really liked the idea of his operative setting traps so I quickly came up with a rough system for it and a feat just for it.

Setting a Trap:
With enough time a character can easily set a rudimentery trap to lure an oponent into. Setting a trap this way requiers 5 minuets of uninterupted work and a skill check with a dc of 15+the level of the item used. The skill used is determined by the type of trap you are trying to create, engeneering for manual traps such as trip wires and pressure plates, and computers for electronic traps such as motion sensors, voice activated, or time delay traps. If you fail the check by 5 or more, the item activates on you durring the creation process. The attack roll if, if aplicable, for the trap is equal to 10+your ranks in applicable skill+ your character lvl. In addition forevery 5 past the craft DC you add 1 to the attack roll. You can take 10 on a Craft Trap roll but you can never take 20.

Feat: Quick Trap
Prerequisits- 3 ranks engenering or computers
Your practice in the trapping arts has taught you to be prepared at all times. When setting up a trap you can increase the DC to build the trap by 2, but can build the trap as a full round action.

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