New Feat Ideas


General Discussion (Prerelease)

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The Exchange RPG Superstar 2009 Top 8

I have opened this thread to collect ideas for feats not currently in the PRPG. I invite you to post feats you think might be a good addition to the game, with a brief note on the reasoning for the addition.

NOTE: This is an early-stage brainstorming activity. It is not intended to be a thread to debate the feats proposed. Debate on the 'brokenness' of such feats can take place in other threads. I recognize the value of such debate but feel it should take place after a some ideas have been generated.

The Exchange RPG Superstar 2009 Top 8

This one was proposed by Wicht in another thread:

Insightful Maneuvers
You're skill in combat is supplemented by you're insight into the style and movements of others.

Prerequisites: Wis 13+. Improved Unarmed Strike, Improved Grapple

Benefit: You can add your wisdom bonus to your strength bonus in calculating your CMB.

Special: This feat can be taken as a monk bonus feat.

Rationale: The intention was to make it possible for some combatants to reach higher levels at combat maneuvers.


Intercepting Step (Combat)
Prerequisites: Combat Reflexes, Dodge, Improved Bull Rush, Mobility
Benefit: You may choose to move up to your normal movement speed as an immediate action in response to an enemy's movement. This movement counts as one of your attacks of opportunity for the round (but does not count against your normal movement), and must place you in a square along the enemy's line of movement (if you cannot reach such a square, you cannot use this feat). This movement forces the moving enemy to stop in the square in front of the one you now occupy. Alternatively, the enemy can attempt to bull rush or overrun you (at +2 to the normal DC) to continue movement, but this provokes an attack of opportunity from you.
Reasoning: Battlefield control that doesn't rely on a ridiculous "taunt" mechanism.

Indomitable Will
Prerequisite: Bravery class feature.
Benefit: The bonus from your bravery class feature applies as a bonus to all Will saves. In addition, once per day, when affected by a spell or effect allowing a Will save which you fail, you can attempt to save again 1 round after the effect occurs. You must accept the new results.
Reasoning: Prevention of "hold person = dead fighter" syndrome.

Mage Bane (Combat)
Prerequisites: Base attack bonus +2
Benefit: Add your combat maneuver bonus to the DC for casting defensively from squares you threaten. A successful hit against a person actively casting forces a Spellcraft check at a DC equal to your combat maneuver bonus + damage dealt + the level of the spell to avoid losing the spell being cast.
Normal: The Spellcraft DC to cast on the defensive is 15 + spell level. The Spellcraft DC to avoid losing a spell is 10 + damage dealt + spell level.
Reasoning: Currently, no one can disrupt spellcasting unless the caster rolls a "1."

Mobile Combatant (Combat)
Prerequisites: Base attack bonus +6; Dodge, Mobility
Benefit: You may trade one or more attacks for 10 ft. of movement each. Your attacks and movement can be taken in any order you choose. For example, an 11th level fighter could attack once, take a 5-ft. step, attack again, move 10 ft., and attack again.
Normal: You can move only one 5-ft. step when making a full attack.
Reasoning: Melee characters' lack of mobility often prevents use of iterative attacks.

Opportune Strike (Combat)
Prerequisites: Combat Reflexes, BAB 6+
Benefit: When making a full attack, after making your primary attack, you may choose to hold one (or more, if applicable) of your iterative attacks. Held attacks can be made at any time later in the round as immediate actions, even when it is not your turn. If you hold more than one iterative attack, the two (or more) held attacks need not be made at the same time, although they can be if you so choose.
Special: If you also have the Mobile Combatant feat, you can use that in conjunction with the held attacks, if you so choose.
Reasoning: Allows fighter to disrupt spellcasting, rescue friends about to be killed, etc.

Shield Cover (Combat)
Prerequisites: Shield Proficiency
Benefit: When actively using a shield for defense, apply your shield bonus to AC as a cover bonus to your Reflex saves as well. This bonus includes modifiers to your shield bonus such as enhancement bonuses and the armor training class feature.
Reasoning: Iconic ability to ward of dragon's breath, etc.

Shield Deflection (Combat)
Prerequisites: Shield Proficiency
Benefit: When actively using a shield for defense, apply your shield bonus to AC to your touch AC as well. Your full shield bonus (including modifiers for enhancement bonuses and armor training) is applied.
Reasoning: Iconic ability to deflect rays, etc. with shield.

Shield Ward (Combat)
Prerequisites: Shield Proficiency
Benefit: You may choose to apply your shield bonus to AC to one ally in an adjacent square, in addition to yourself. This active protection counts as an attack of opportunity on your part.
Reasoning: Ability to protect allies is currently lacking.

Shield Ward, Improved (Combat)
Prerequisites: Combat Reflexes, Shield Proficiency, Shield Ward
Benefit: When actively using a shield for defense, you may choose to apply your shield bonus to AC to all allies in adjacent squares, in addition to yourself. Each ally protected counts as one attack of opportunity against the total number you can make in a round.
Reasoning: Ability to protect allies is currently lacking.

The Exchange RPG Superstar 2009 Top 8

Ranged Maneuvers
You're skill at using ranged weapons allows you to attempt some combat maneuvers with them.

Prerequisites: Dex 13+. Point Blank Shot, Precise Shot, Agile Maneuvers.

Benefit: You can make disarm, sunder, and trip combat maneuvers with a ranged weapon.

Reason: Iconic ability to use ranged weapons to disarm opponents, split staves, and hamstring opponents.

Scarab Sages

Confident Combatant
Prerequisites: Fighter level 8th.
Benefit: You can choose to Take 10 on any attack roll you make. You may also choose, once per round as a free action on your turn, to subtract 10 from your AC and add 1d20 to your AC in its place.
Reason: Improves iterative attacks, gives incentive to be a fighter, reduces rolling at higher levels. Allows players to gamble more with defense if they want.

Extra Bardic Music
Prerequisites: Bardic music class feature.
Benefit: You can use your bardic music ability twice per day per bard level instead of once per day per bard level.
Reason: Currently the only limited-use class feature that does not have a feat to increase usage per day.

Extra Spell Slot
Prerequisites: Ability to cast arcane or divine spells.
Benefit: Choose one level of spells up to one level below the highest level you can currently cast. You gain one extra spell per day of that level.
Special: You can take this feat multiple times. Its effects stack.
Reason: Some spellcasters just want to trade extraordinary options for spells.

Improved Divine Bond
Prerequisites: Divine bond class feature, base attack bonus +9.
Benefit: Your divine bond lasts for 24 hours when activated.
Special: If you have a bonded mount, it gains the ability to teleport once per day. It can only teleport to an area within 5ft and with line of effect to you.
Reason: Overcomes the major weakness of the divine bond feature - limited duration, ability to call mount at distance.

Improved Caster Level
Prerequisites: Ability to cast arcane or divine spells, caster level equal to 1/2 your class level in selected class.
Benefit: Choose one spellcasting class that meets the prerequisites. Your caster level in that class is now equal to your class level.
Special: You can take this feat multiple times. Each time it applies to a new class with which you qualify for this feat.
Reason: Allows poor spellcasters like the Ranger and Paladin to improve their ability, mainly for spell durations.

Swift Learner
Benefit: Choose one class to which you belong. You gain 2 more skill points per level in this class. Add 2 class skills to this classes skill list.
Special: You can take this feat multiple times. Each time it applies to a new class of your choice.
Reason: Solves the low skill point dilemna, keeps the increase limited.

Scarab Sages

Training Overcomes
You may not be a natural, but you've worked hard to overcome those limitations.
Benefit: Pick an Ability, You ignore Ability Limitations for purposes of taking feats, or casting spells linked to that attribute.
Special: This may be taken more then once, each time it is taken it applies to a different Ability Score.

Rationale: Hard work should bloody well mean something, and attribute limitations are one of the silly limits to fighters.

Tactical Thinker (Combat)
Brains augments brawn well in a fight, and you combine them both in a single combatant, learning from mistakes and limitations quickly.
Benefit: You may add the greater of your Wisdom Modifier or your Intelligence Modifier to your Attack Roll or your Damage done against a particular enemy or class of enemies (in the case of mobs). To add it to your Attack Roll you must roll a 10 or better and fail to hit. To Add it to your Damage you must fail to penetrate a damage reduction.

Rationale: Thinking should also be a viable development path for a fighter, and the experienced veteran quickly identifying the weak points of another is a classic ideal.

Shield Wall (Combat)
Shields can be used as an inanimate object which you can easily interpose.
Benefit: In your hands a Shield provides it's AC bonus against Touch Attacks. Also for every +4 Base Attack Bonus of the Character Shield AC increases by 1.

Rationale: Blocking Magic with a Magic shield is a classic image, also I think a Shield should be a viable competetor to two weapons or a two handed weapon build.

Rationale for most of the Below: Multiclassing shouldn't have to Suck. And there's like a bajillion PrCs which basically do the same thing, this I think just simplifies it.

Caster Levels
Prerequisite: Multiclassed Spellcaster.
Benefit: Pick a Spellcasting Class. 1/2 of all levels other then that Class count to your Caster Level for that class.
Special: This can be taken Multipule Times but not for the same class.

Spell Levels
Prerequisite: Multiclassed Spellcaster
Benefit: Pick a Spellcasting Class. 1/2 of all levels other then that Class count to your Spells per Day or Spells Known for that class.
Special: This can be taken Multipule Times but not for the same class

Rage Power (GENERAL)
Requirement: Rage class Feature
Benefit: You can gain a Rage Power from the Barbarian list, as if your Barbarian level was equal to your total Hit Dice. Actual Barbarian Level is still used normally for all effects once possessed.

Rogue Talent (GENERAL)
Requirement: A Rogue Talent
Benefit: You can gain a Rogue Talent from the Rogue list, as if your Rogue level was equal to your total Hit Dice. Actual Rogue Level is still used normally for all effects once possessed.

Mystical Heritage (Background)
Benefit: Pick a Sorcerer Bloodline. Use your Hit Dice to determine your Progression in it's Power List, not spells or skills.

Rationale: There's dozens of PrCs with this as a theme (Mostly Dragons), lets just make it a feat, or two if you must, and let people get on with their primary classes.


DivineAspect wrote:


Spell Levels
Prerequisite: Multiclassed Spellcaster
Benefit: Pick a Spellcasting Class. 1/2 of all levels other then that Class count to your Spells per Day or Spells Known for that class.
Special: This can be taken Multipule Times but not for the same class

Sorry, I know it's against the rules, but I have to call foul here. With this feat, a person takes 2 levels in wizard, 18 levels in fighter, and casts spells as a 11th level wizard. Why would any fighter ever NOT take this?

Liberty's Edge

Mordhau
weapon proficiency; weapon focus with the weapon in question.
you can use a slashing weapon to deliver bludgeoning damage, at the same damage as the weapon normally does.
(useful for skeletons)

don't know how to make it work against armor though, as it work(ed) IRL.

same for halfswording

mordhau

Scarab Sages

Kirth Gersen wrote:
DivineAspect wrote:


Spell Levels
Prerequisite: Multiclassed Spellcaster
Benefit: Pick a Spellcasting Class. 1/2 of all levels other then that Class count to your Spells per Day or Spells Known for that class.
Special: This can be taken Multipule Times but not for the same class
Sorry, I know it's against the rules, but I have to call foul here. With this feat, a person takes 2 levels in wizard, 18 levels in fighter, and casts spells as a 11th level wizard. Why would any fighter ever NOT take this?

They Need the other one as well, otherwise they have the spells, but their CL is 2.


DivineAspect wrote:
They Need the other one as well, otherwise they have the spells, but their CL is 2.

As a fighter, I'd happily trade +1 to BAB (from a multiclassing dip) and 2 feats for (by 20th level) the ability to cast spells as an 11th level sorcerer.

EDIT: Compare a fighter 1/sorcerer 6/eldritch knight 3 to a fighter 6/sorcerer 4 with your feats. EldKt +7 BAB, 2 bonus feats, CL 8th. Your fighter: +8 BAB, 2 bonus feats (4 - 2 used), CL 7th. On the surface, they're about par, which means you pegged it closely... but the fighter also gets weapon training, armor training, bravery, etc., which puts him ahead.

The Exchange RPG Superstar 2009 Top 8

Heathansson wrote:

Mordhau

weapon proficiency; weapon focus with the weapon in question.
you can use a slashing weapon to deliver bludgeoning damage, at the same damage as the weapon normally does.
(useful for skeletons)

don't know how to make it work against armor though, as it work(ed) IRL.

same for halfswording

mordhau

Mordhau

You're able to use your slashing weapon to deliver bludgeoning damage.

Prerequisites: Weapon proficiency; Weapon focus with the weapon in question.

Benefit: You can invert your weapon to deliver bludgeoning damage with the pommel or crossguard. If used on the first round of combat, this surprising strategy gives you +2 to initiative. The weapon does damage as one die lower (1d10 becomes 1d8, 1d8 becomes 1d6, etc.).

Rationale: To represent this strategy from real life:mordhau.


Kirth Gersen wrote:
DivineAspect wrote:
They Need the other one as well, otherwise they have the spells, but their CL is 2.

As a fighter, I'd happily trade +1 to BAB (from a multiclassing dip) and 2 feats for (by 20th level) the ability to cast spells as an 11th level sorcerer.

EDIT: Compare a fighter 1/sorcerer 6/eldritch knight 3 to a fighter 6/sorcerer 4 with your feats. EldKt +7 BAB, 2 bonus feats, CL 8th. Your fighter: +8 BAB, 2 bonus feats (4 - 2 used), CL 7th. On the surface, they're about par, which means you pegged it closely... but the fighter also gets weapon training, armor training, bravery, etc., which puts him ahead.

No, as described CL stays at sorcerer 4. The 2 feats only give spells known and spells/day.


Tarren Dei wrote:

Mordhau

You're able to use your slashing weapon to deliver bludgeoning damage.

Prerequisites: Weapon proficiency; Weapon focus with the weapon in question.

Benefit: You can invert your weapon to deliver bludgeoning damage with the pommel or crossguard. If used on the first round of combat, this surprising strategy gives you +2 to initiative. The weapon does damage as one die lower (1d10 becomes 1d8, 1d8 becomes 1d6, etc.).

Rationale: To represent this strategy from real life:mordhau.

First, aren't folks already allowed to use flat of sword at half damage, iirc?

Second, you can't use Mordhau as a first-round maneuver, you use it after you and an opponent have engaged in halfswording and the opponent has your point blocked and leaves the head open.

"although it can be used to surprise an opponent in close quarters"


Straybow wrote:
No, as described CL stays at sorcerer 4. The 2 feats only give spells known and spells/day.
DivineAspect wrote:

Caster Levels

Prerequisite: Multiclassed Spellcaster.
Benefit: Pick a Spellcasting Class. 1/2 of all levels other then that Class count to your Caster Level for that class.

And, anyway, you can't cast 4th level spells with a caster level of less than 7th, for example.

Look, if we want to eliminate the Eldritch Knight (or better yet make it a 20-level base class, with some kind of class feature like channel spell -- but that's a different story), then these feats would be a good start; just make it maybe 1/3 levels in other classes instead of 1/2, and most of my issues would pretty well disappear.

Dark Archive

ADAPTABLE ARTIFICER

You find time to dabble in the crafting of magical items while in the field.

Prerequisites: 1st level spellcaster, any Item Creation Feat

Benefit: You can spend your spare time each day working on magical item creation projects, spending an hour here or there towards crafting items. Each day you can accumulate 250 gp worth of construction time towards one item you have the requisite item creation feat and other prerequisites for, without setting aside any specific time for crafting.

You can only work on any one project at a time.

FEYBLOODED

Your fey heritage is stronger that one might suspect.

Prerequisite: Human, halfling, half-elf, gnome, or elf, Base Will save +3.

Benefit: Your type becomes fey rather than humanoid. In addition, if you did not have low-light vision, you gain it from becoming fey.

As well, if you have any spell-like abilities gained from race, instead of being able to use them once per day, you may use them 3 times per day. If you have no spell-like abilities, you may choose any one 0-level spell and gain the spell-like ability to use it once per day.

NIMBLE TARGET [GENERAL]

You are able to move quickly, leaving little opportunity to be hit by certain attacks.

Prerequisite: Dex 13

Benefit: You add half your base Reflex save bonus to your touch Armor Class. If you are rendered flat-footed or denied your Dexterity bonus to your Armor Class, you do not gain the benefit of this feat.

PERSISTENT SPELL (METAMAGIC)

Your spells last far longer than even those bolstered by Extend Spell.

Prerequisite: Extend Spell

Benefit: A persistent spell lasts ten times as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. A persistent spell uses up a spell slot two levels higher than the spell’s actual level.

SPELLCASTING ADEPT [GENERAL]

You continue to pursue your study of spellcasting in your spare time, although your primary interests lie elsewhere. HR

Prerequisites: Spellcaster level 1st, Spellcraft 3 ranks.

Benefit: Choose one spellcasting class that you wish to improve. That class advances one level for the purposes of caster level and spells per day (and spells known, if applicable) for every three levels you have in another class (this other class cannot already advance your spellcasting level in any way). This advancement is limited to a maximum of one level per three ranks you possess in Spellcraft.

For example, a 1st-level wizard / 9th-level fighter could be considered up to a 4th-level wizard for the purposes of spells per day and caster level, as long as they possessed 9 ranks in Spellcraft.

A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect.

Special: You may only choose this feat once, as your available spare time to study and pursue magic is limited.

TRACK [GENERAL]

You can follow the trails of creatures and characters across most types of terrain. HR

Benefit: You gain a +5 competence bonus to Survival checks to follow tracks.

Special: Rangers further gain an additional competence bonus equal to half their levels in that class.

Scarab Sages

Guys, can we try and keep the ideas flowing?

Combined Channeling
Prerequisite: Ability to channel energy, ability to cast 3rd level divine spells.
Benefit: When you channel energy, you can choose to simultaneously cast any spell that affects an area. The spell cast must be of one level lower than the highest level of spells you can cast. The spell affects its normal maximum area, but must be centered on the focal point of your channeling.

Ranged Channeling
Prerequisite: Ability to channel energy, ability to cast 2nd level divine spells.
Benefit: When you channel energy, you can choose to target the focal point of your channel area of effect at any point within 60ft of you.
Special: If you possess the Combined Channeling feat you can combine its effect with this feat.

Ray Channeling
Prerequisite: Ability to channel energy.
Benefit: When you channel energy, you can choose to channel your energy in a ray instead of a burst. You must succeed on a ranged touch attack to hit your target. Your ray deals double damage and a successful save does not reduce this damage (but still negates any other secondary effects).]

These feats don't really fill a major niche in the core rules, except perhaps Ray Channeling in allowing better healing/damage. I just think they are some neat things that Paizo can try with Channel Energy.

The Exchange RPG Superstar 2009 Top 8

Jal Dorak wrote:

Guys, can we try and keep the ideas flowing?

That's the intention of this thread. I realize that this type of brainstorming is only a first step.

If you feel that a feat is lacking, suggest an alternative feat that fits the rationale of the original and explain in your rationale why you replaced it.

We have lots of time before we get to the feats chapter.


Indomitable Will (Take II)
Prerequisites: Bravery +2, Iron Will.
Benefit: The bonus from your bravery class feature applies as a bonus to all Will saves. This supercedes (does not stack with) the effects of the Iron Will feat. In addition, once per day, when affected by a spell or effect allowing a Will save which you fail, you can attempt to save again 1 round after the effect occurs. You must accept the new results.
Normal: Bravery applies only against saves vs. fear, and Will saves cannot be rerolled.

Now it's Iron Will that can scale with fighter level, and gives the resave, but costs 2 feats instead of 1.


RE: Saving throws, "resistance" lets any spellcaster have +1 to all saves all day (cast at will). Why not make a feat that does the same?

Resilience
Your own superior mettle affords you resistance to ill effects.
Prerequisite: BAB +4
Benefit: You receive a +1 resistance bonus to all saving throws.

The Spell Compendium had a couple of 24-hour duration improvements: greater (4th level spell, +3) and superior (6th level spell, +6), IIRC. Now, you could get +3 to all saves by taking Resilience + Iron Will + Great Fortitude + Lightning Reflexes, but the latter 3 are not resistance bonuses; they stack with spells or cloaks. So a resistance-based feat chain seems not unreasonable:

Resilience, Improved
Prerequisites: Resilience, BAB +8
Benefit: The resistance bonus from your resilience feat increases to +2.
Special: You may take this feat multiple times. Each time after the first, the resistance bonus to saves increases by +2, to a maximum bonus of +6.

Rationale: Spellcasters can get massive resistance bonuses by casting 1 spell/day, and can potentially craft 1/2-price cloaks as well. Non-spellcasters are dependent on spellcasters to have saves at par. This feat chain allows a warrior to invest in better saves without needing a wizard or cleric to do it for him.


I focused on making using two weapons in combat for none precision focused melee types, as Fighters, Rangers, Barbarians, and Paladins do not get this bonus making two weapon fighting next to useless to them. I did a small dip into shields as they are somewhat related. So please tell me what you think?

Two Weapon Style
You are adept at wielding two weapons in a more brutal manor than with the two weapon fighting feat. You are not too concerned about getting specific points for maximum damage but rather raw damage from hitting things as hard as you can.

Prerequisite: 17 Dex, 13 Str, +1 base attack bonus

Benefit: The user of this feat gains an additional attack with their off hand weapon for ever attack they have from the increase in their base attack bonus. So when your base attack reaches +6, +12, and +18 you get an additional attack at the lower base attack bonus attack. Attacking once with both your primary and off hand weapon is a standard action. Making more attacks requires a full round action.
Your penalties on attack rolls for fighting with two weapons are eliminated. Fighting a person with two weapon style is hard to product and even harder to defend against, as one would find their attention split, this grants them a +1 to hit while using two weapons. There is no modification for wielding two light weapons. The extra off hand attacks gained from this feat are incapable of dealing extra damage, and damage dice, from precision based attacks. This includes such as Sneak Attack, Sudden Strike, skirmish, insightful Strike, elegant Strike, and other bonus damage that requires the target to be vulnerable to critical hits. If they gain the ability to deal precision based attacks to these targets they do not gain the ability to deal extra damage with their off hand attacks.

Special: Two Weapon Style counts as two weapon fighting feats when they match the base attack bonus to their two weapon fighting equivalents for all feats, prestige classes, etc, with the exception of Greater Two Weapon Fighting, Improved Two Weapon Fighting, and Two Weapon Fighting Feats. Example: If you have a base attack bonus of +6, you qualify as having improved two weapon fighting feat for all purposes such as feats, prestige classes, etc.

This brings using two weapons to par with two handed weapons after they spend 1 feat. It is a tad better than a two handed weapon fighter for the first 2 levels, but once you add in other negatives such as DR and weapon cost, and the number of damage feats a two handed weapon gets now that your not supposed to out damage a two handed weapon fighter. Also note that to keep things from being horribly broken I took out the extra damage from precision attacks to keep it completely balanced and focused on classes with a high bonus to attacks but no precision bonus damage

Improved Two Weapon Style
You learn to perform multiple attacks with greater efficiency

Prerequisite: Base Attack +6, Two Weapon Style

Benefit: While wielding two weapons in melee, and nether are shields, you gain a +2 on all attacks gained from the improvement of base attack bonus to both primary and off hand attacks. This bonus does not apply to their initial two attacks.

Example: When a fighter gets a base attack bonus of 6 he has a bonus of +3 on his second attack instead of only +1. When they reach +12, the second round of attack will be +8, and third would be +4 to hit, and so on.

This is part of giving two weapon style a niche past dealing damage. This one grants them the ability to hit more often than a two handed weapon fighter.

Two Weapon Trickster
Using two weapons you find better ways to perform specific combat maneuvers.

Prerequisite: Base Attack +5, Two Weapon Fighting, and any improved bonus feat for a combat maneuver that takes an attack action (Improved Disarm, Improved Sunder, or Improved Trip).

Benefit: While attempting a combat maneuvers with two melee weapons, you gain a +2 on each attempt you make so long as you have the improved feat coinciding with that the maneuver. This however does not work with a shield. This bonus increases by +1 for every additional attack past the first that you gained from two weapon fighting.

Special: You can not take this feat multiple times to have it apply to a separate combat maneuver. If have more than one improved combat maneuver listed in the requirements, or you later obtain one of those feats, the effects of this feat applies automatically. If you have improved unarmed strike this may also be used with improved grapple so long as you are unarmed when you perform the action.

This is to make it appealing to use tactics specific to the type of style you chose. Note you can't use a shield with this feat

Shield Trickster
Using a shield you find better ways to perform specific combat maneuvers and optimizing on the cover and protection a shield grants.

Prerequisite: Base Attack +5, Improved Shield Bash, and ether Improved Bull Rush, Improved Overrun, Improved Grapple, or Improved Disarm.

Benefit: While attempting a combat maneuvers with a shield, but not a buckler, you gain a +2 on each attempt you make to bull rush, overrun, disarm or grapple check. This works with a shield being used only. This bonus increases by +1 for every attack past the first that you gained from an increasing base attack bonus you have.

This is to help give shields their own style as well. I have seen a lot of nice feats for shields already, such as granting cover, or AC/cover to others. This was made to mirror the Two Weapon Trickster feat, giving them their own preferred maneuvers .

Two Weapon Focus Mastery (Idea from Kirth Gersen)
You knowledge in fighting with one weapon has been expanded to work with a different weapon at the same time.

Prerequisite: Two Weapon Style, Weapon Focus, Weapon Specialization.

Benefit: While using two weapons with the two weapon style feat you now gain the effects of the weapon focus and weapons specialization feats, as well as their improved versions to one other weapon type that is not a one handed weapon. This only works while both weapons are being used in two weapon style and while in melee. So long as the off hand weapon is light and the primary hand weapon is one handed they gain an additional +1 to hit as they are even harder to predict and defend against.

Example: A fighter has weapon specialization in a bastard sword. He takes this feat and chooses a dagger or shield as his secondary weapon. While using those specif types of weapons the +2 damage applies to both weapons, but not if the newly selected weapon is used individual. So if they chose a shield as the secondary weapon, they can not use two of those shields and not the bastard sword and still gain the weapon specialization meant for the bastard sword.

This is a highly needed feat to allow more versatility in combinations. Personally I think it should be worked automatically into the selection of weapon focus and weapon specialization, but -meh

P.S. I really am looking for comments and supported suggestion on these feats, other than it seems too powerful compared to older feats..


Strange Heritage
Your family tree is stranger than the normal sorcerer's but this lends you more power than normal too.
Prerequisites: Sorcerer level 1, may only be taken at first level
Benefit: You may choose two bloodlines instead of just one, you gain the full benefits of both bloodlines.

Reasoning: to give the sorcerer some love too!


Abraham spalding wrote:

Strange Heritage

Your family tree is stranger than the normal sorcerer's but this lends you more power than normal too.
Prerequisites: Sorcerer level 1, may only be taken at first level
Benefit: You may choose two bloodlines instead of just one, you gain the full benefits of both bloodlines.

Reasoning: to give the sorcerer some love too!

Too powerful, utterly. Maybe give them a choice what they get between the two blood lines sense they get their bonuses at the same level? Like they could have the a strong red dragon bloodline so they would chose to swap out some dragon features for fire elemental one. However I am not sure how broken this might become due to strange combination options.

The Exchange RPG Superstar 2009 Top 8

Sir Hexen Ineptus wrote:
Abraham spalding wrote:

Strange Heritage

Your family tree is stranger than the normal sorcerer's but this lends you more power than normal too.
Prerequisites: Sorcerer level 1, may only be taken at first level
Benefit: You may choose two bloodlines instead of just one, you gain the full benefits of both bloodlines.

Reasoning: to give the sorcerer some love too!

Too powerful, utterly. Maybe give them a choice what they get between the two blood lines sense they get their bonuses at the same level? Like they could have the a strong red dragon bloodline so they would chose to swap out some dragon features for fire elemental one. However I am not sure how broken this might become due to strange combination options.

So ...

Strange Heritage v2
Your family tree is stranger than the normal sorcerer's but this lends you more unusual powers than normal too.
Prerequisites: Sorcerer level 1, may only be taken at first level
Benefit: You select two bloodlines at first level. These cannot change. At each level in which you gain a bloodline power, you may choose from which bloodline you gain the power.

Reasoning: to give the sorcerer some love too!

Silver Crusade

Jal Dorak wrote:

Guys, can we try and keep the ideas flowing?

Combined Channeling
Prerequisite: Ability to channel energy, ability to cast 3rd level divine spells.
Benefit: When you channel energy, you can choose to simultaneously cast any spell that affects an area. The spell cast must be of one level lower than the highest level of spells you can cast. The spell affects its normal maximum area, but must be centered on the focal point of your channeling.[/ooc]

Jal, I like the channeling feats that you've proposed, especially when viewed in light of Jason Buhlman's recently posted changes for the paladin. With that said, I have a potentially silly question about Combined Channeling. Should I assume that you meant that the maximum spell level of a channeled spell is one level lower than one's highest level of castable spells?

Keep up the great work, folks!

Scarab Sages

The first is in Beta, but I think it could use an addendum.

Arcane Strike

You draw upon your arcane power to enhance your weapons.

Prerequisite: Ability to cast arcane spells

Benefit: As a swift action you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levles you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Special: Those who have the Improved Unarmed Strike feat may use Arcane Strike in conjuction with unarmed attacks.

Reasoning: It is not clear in the beta whether unarmed strikes are useable with the feat.

________________________________

Improved Arcane Strike

Your ability to enhance your weapons with arcane power has grown stronger.

Prerequisite: Arcane Strike, ability to cast 3rd level arcane spells.

Benefit: When you hit with your arcane strike, you deal an additional 1d6 force damage. For every ten caster levels you possess, this increases by 1d6 to a maximum of 3d6 at 20th level. This damage is doubled on a successful critical hit.

Silver Crusade

Tarren Dei wrote:

Strange Heritage v2

Your family tree is stranger than the normal sorcerer's but this lends you more unusual powers than normal too.
Prerequisites: Sorcerer level 1, may only be taken at first level
Benefit: You select two bloodlines at first level. These cannot change. At each level in which you gain a bloodline power, you may choose from which bloodline you gain the power.

Reasoning: to give the sorcerer some love too!

Fantastic idea, Tarren! I was thinking about converting my earler edition 22nd level witch (taken from Dragon Magazine #114) to a sorceress, and this would fit in perfectly with her history. (She was very talented with magic, thus suggesting a possible Arcane Bloodline, but at the first level, she also made a pact with a very powerful female devil to save her and her friends from a impending TPK).

Scarab Sages

Iron Sentinel wrote:


Jal, I like the channeling feats that you've proposed, especially when viewed in light of Jason Buhlman's recently posted changes for the paladin. With that said, I have a potentially silly question about Combined Channeling. Should I assume that you meant that the maximum spell level of a channeled spell is one level lower than one's highest level of castable spells?

Keep up the great work, folks!

Yes. The feat description is missing a word. It should read:

Jal Dorak wrote:


The spell cast can be a maximum of one level lower than the highest level of spells you can cast.

The Exchange RPG Superstar 2009 Top 8

Iron Sentinel wrote:
Tarren Dei wrote:

Strange Heritage v2

Your family tree is stranger than the normal sorcerer's but this lends you more unusual powers than normal too.
Prerequisites: Sorcerer level 1, may only be taken at first level
Benefit: You select two bloodlines at first level. These cannot change. At each level in which you gain a bloodline power, you may choose from which bloodline you gain the power.

Reasoning: to give the sorcerer some love too!

Fantastic idea, Tarren! I was thinking about converting my earler edition 22nd level witch (taken from Dragon Magazine #114) to a sorceress, and this would fit in perfectly with her history. (She was very talented with magic, thus suggesting a possible Arcane Bloodline, but at the first level, she also made a pact with a very powerful female devil to save her and her friends from a impending TPK).

It's actually just a watering down of Abraham Spalding's idea.


I have a few. excuse the wording.

Quick.
dexterity 13
You gain +2 on initiative. You also gain +1 on reflex saves.

This is a way for classes with fewer feats to define their character. I thought of it when I saw the 'blooded' feat in the FRCS 3.0.

Hobbyist
none
Pick a skill that is not on your class skills list. It becomes a class skill for you, and you gain a rank in it. You may take this feat multiple times, for different skills.

A customisation option for classes that only have a few skill points.

Instinctive flight
Special: must have flown at least three times.
You gain a +2 competence bonus to your Fly skill. You also gain +2 on reflex saves while airborne.

I thought the fly skill needed a feat that marks someone as naturally talented in the air. It is also a feat that helps creatures that are usually airborne. The +2 is high. It is the same bonus as lightning reflexes, but it only triggers in flight.

Knowledgeable
Posession of at least three knowledge skills
You gain a +1 competence bonus on all knowledge skills.

A good pick for a character that wants a variety of knowledge skills, without expending too many skill points on them.

Scarab Sages

Focused Spell Strike

You are able to channel memorized spells through your arcane strike.

Prerequisite: Arcane Strike.

Benefits: You may focus the effects of any one prepared spell on the target of your arcane strike. Doing so requires that the spell either deals damage or is capable of affecting a target. You must also make a spellcraft check with a DC of 10 + spell level for the focused spell strike to work. Failure means that you lose the spell. If you are successful, the target (and the target only) takes the damage that would normally be done by the spell or suffers from the effects of the spell (sleep, charm, etc.). Any spell effect that would normally allow for a fortitude save or a will save still does so. Spells that would normally allow reflex saves do not do so with the focused spell strike. Damage from the focused spell strike stacks with the damage you would normally do with your arcane strike.

Special: Mages with a bonded weapon may use the weapons abilities to focus any one spell they know once per day. This uses up the spell they would otherwise be able to cast through their bonded weapon.

Scarab Sages

Taliesin Hoyle wrote:

Hobbyist

none
Pick a skill that is not on your class skills list. It becomes a class skill for you, and you gain a rank in it. You may take this feat multiple times, for different skills.

A customisation option for classes that only have a few skill points.

I think Jal's version above (Swift Learner) is actually more balanced feat wise. It allows 2 skill points and 2 new class skills.

Liberty's Edge

Straybow wrote:
Tarren Dei wrote:

Mordhau

You're able to use your slashing weapon to deliver bludgeoning damage.

Prerequisites: Weapon proficiency; Weapon focus with the weapon in question.

Benefit: You can invert your weapon to deliver bludgeoning damage with the pommel or crossguard. If used on the first round of combat, this surprising strategy gives you +2 to initiative. The weapon does damage as one die lower (1d10 becomes 1d8, 1d8 becomes 1d6, etc.).

Rationale: To represent this strategy from real life:mordhau.

First, aren't folks already allowed to use flat of sword at half damage, iirc?

Second, you can't use Mordhau as a first-round maneuver, you use it after you and an opponent have engaged in halfswording and the opponent has your point blocked and leaves the head open.

"although it can be used to surprise an opponent in close quarters"

That's true.


I was hoping for some responses on my feats please, if someone wouldn't mind.


Sir Hexen Ineptus wrote:
I was hoping for some responses on my feats please, if someone wouldn't mind.

Same comments as before, unfortunately. Historically, all TWF styles had a light off-hand weapon (Philippino escrima, Italianite rapier-and-dagger, colonial "Indian style" tomahawk and dagger, etc.). The same is true of the D&D literary source characters: Moonglum of Elwher (scimitar and short sword), Fafhrd of Nehwon (bastard sword and short sword or hand ax), the Gray Mouser (rapier and dagger), etc. There's a reason for that: fighting with two full-sized weapons is clumsy and inefficient. (BTW, characters like Driz'zt are derivative characters, not source ones).

I like to maintain those origins, and the current TWF tree reflects that (it's too heavy on feat investment when looking at gaining iterative attacks: I agree with you 100% that all iterative attacks should be gained for the base TWF feat). But the base feat gives you -2/-2 when using one one-handed and one light weapon; your feat (still a single feat) gives +1/+1 when using two full-sized weapons. This throws all actual historical and literary examples out the window, and creates a game world in which all TW fighters use a pair of bastard swords or a pair of war axes. That might be your ideal game setting, but it's just too much of a deal-breaker for me. Oversize Two-Weapon Fighting, not just at a slightly steeper penalty (as is currently the case), but as a BONUS over normal TWF (the way you've made it), should cost an extra feat.


Kirth Gersen wrote:
Sir Hexen Ineptus wrote:
I was hoping for some responses on my feats please, if someone wouldn't mind.

Same comments as before, unfortunately. Historically, all TWF styles had a light off-hand weapon (Philippino escrima, Italianite rapier-and-dagger, colonial "Indian style" tomahawk and dagger, etc.). The same is true of the D&D literary source characters: Moonglum of Elwher (scimitar and short sword), Fafhrd of Nehwon (bastard sword and short sword or hand ax), the Gray Mouser (rapier and dagger), etc. There's a reason for that: fighting with two full-sized weapons is clumsy and inefficient. (BTW, characters like Driz'zt are derivative characters, not source ones).

I like to maintain those origins, and the current TWF tree reflects that (it's too heavy on feat investment when looking at gaining iterative attacks: I agree with you 100% that all iterative attacks should be gained for the base TWF feat). But the base feat gives you -2/-2 when using one one-handed and one light weapon; your feat (still a single feat) gives +1/+1 when using two full-sized weapons. This throws all actual historical and literary examples out the window, and creates a game world in which all TW fighters use a pair of bastard swords or a pair of war axes. That might be your ideal game setting, but it's just too much of a deal-breaker for me. Oversize Two-Weapon Fighting, not just at a slightly steeper penalty (as is currently the case), but as a BONUS over normal TWF (the way you've made it), should cost an extra feat.

But making it cost more feats would make it inferior to two handed weapons again. I could make it work with only light off hand weapon, but I fear breaking it then because it seems I would have to grant full strength bonus to both. Personally I have always played a character in 2nd and 2.5 ed wielding two long swords, and I am not the only one, so your comments on tradition falls flat. Perhaps a feat that grants an additional bonus for wielding a light off hand weapon?

Could you try looking at the other feats thought, I got some good ideas on other things.

P.S. I am not trying to replace two weapon fighting, just give a better alternative for those who can't sneak attack and the likes.


Off Hand Trick
You focus on fighting with two different weapons in a way that makes catching opponents off guard easier.
Prerequisite: Two Weapon Style, base attack +6, 4 ranks in Bluff.
Benefit: Once per round you may give up any one of your normal attacks for your round to perform a special feint attempt. You must make a standard feint attempt as per the rules, with the same bonuses and minuses. If the attempt is successful then the other attacks this round receives a +1 bonus to hit. If they have two weapon defense they also receive and additional +1 to AC. This tactic can only be performed once in a round and its bonuses can not stack with itself.


I would point out that if we were that worried about being "historical" then magic goes out the window and the most damaging weapon should be the flanged mace, with the average party just being a mob of people swinging whatever random thing they can find when their lord tells them to fight.

Beyond that there are a few two weapon styles that use two "one handed" weapons, there was an italian two rapier school of fencing, and there were a few two katana dojo's in Japan. The roman's would sometimes use two short swords (light weapons) but gladiators would regularly use two "one handed" weapons in their fights (granted most of these were for entertainment but it was still to the death). Heck a few gladiator styles used a two handed weapon with a one handed or light weapon.


Abraham spalding wrote:

I would point out that if we were that worried about being "historical" then magic goes out the window and the most damaging weapon should be the flanged mace, with the average party just being a mob of people swinging whatever random thing they can find when their lord tells them to fight.

Beyond that there are a few two weapon styles that use two "one handed" weapons, there was an italian two rapier school of fencing, and there were a few two katana dojo's in Japan. The roman's would sometimes use two short swords (light weapons) but gladiators would regularly use two "one handed" weapons in their fights (granted most of these were for entertainment but it was still to the death). Heck a few gladiator styles used a two handed weapon with a one handed or light weapon.

Yeah I remember a tale of an European King that wielded two bastard swords like they were one handed.


Abraham spalding wrote:
I would point out that if we were that worried about being "historical" then magic goes out the window and the most damaging weapon should be the flanged mace, with the average party just being a mob of people swinging whatever random thing they can find when their lord tells them to fight.

Characters can fly using magic, but that doesn't imply that all characters should be allowed to fly without using magic. In the absence of magic, I normally assume that the laws of physics (except the kinetics of falling, weapon damage, and a few other issues of game playability) are vaguely similar to ours. Medium characters cannot carry infinite loads, cannot wield Gargantuan swords (unless you're playing BESM instead of D&D), and take a minor penalty to wield two normal-sized weapons unless they take another feat to represent superior training. Obviously you disagree, but I'd personally very strongly prefer that easy and superior oversize TWF (for example) not become standard in the core rules.

Abraham spalding wrote:
Beyond that there are a few two weapon styles that use two "one handed" weapons, there was an italian two rapier school of fencing, and there were a few two katana dojo's in Japan. The roman's would sometimes use two short swords (light weapons) but gladiators would regularly use two "one handed" weapons in their fights (granted most of these were for entertainment but it was still to the death). Heck a few gladiator styles used a two handed weapon with a one handed or light weapon.

I'll point out yet again that at no time did I state that such usage shouldn't be allowed; merely that it shouldn't be as easy than using one normal/one light weapon. It's currently possible with no feat (at a fairly steep penalty), or with TWF (at a very small additional penalty), or with one additional feat (Oversize Two-Weapon Fighting, for no additional penalty), which all seems quite reasonable to me. If you can point to evidence that these forms of TWF were actually easier to learn than ones involving a light off-hand weapon (one feat = no penalty, and even a weapon focus-like bonus to boot), then I'd of course change my mind. Until then, your argument doen't sway me much.


Kirth Gersen wrote:
Abraham spalding wrote:
I would point out that if we were that worried about being "historical" then magic goes out the window and the most damaging weapon should be the flanged mace, with the average party just being a mob of people swinging whatever random thing they can find when their lord tells them to fight.

Characters can fly using magic, but that doesn't imply that all characters should be allowed to fly without using magic. In the absence of magic, I normally assume that the laws of physics (except the kinetics of falling, weapon damage, and a few other issues of game playability) are vaguely similar to ours. Medium characters cannot carry infinite loads, cannot wield Gargantuan swords (unless you're playing BESM instead of D&D), and take a minor penalty to wield two normal-sized weapons unless they take another feat to represent superior training. Obviously you disagree, but I'd personally very strongly prefer that easy and superior oversize TWF (for example) not become standard in the core rules.

Abraham spalding wrote:
Beyond that there are a few two weapon styles that use two "one handed" weapons, there was an italian two rapier school of fencing, and there were a few two katana dojo's in Japan. The roman's would sometimes use two short swords (light weapons) but gladiators would regularly use two "one handed" weapons in their fights (granted most of these were for entertainment but it was still to the death). Heck a few gladiator styles used a two handed weapon with a one handed or light weapon.
I'll point out yet again that at no time did I state that such usage shouldn't be allowed; merely that it shouldn't be as easy than using one normal/one light weapon. It's currently possible with no feat (at a fairly steep penalty), or with TWF (at a very small additional penalty), or with one additional feat (Oversize Two-Weapon Fighting, for no additional penalty), which all seems quite reasonable to me. If you can point to evidence that these forms of TWF were...

So with your objection to the fluff a-side, as you so far is the only one who seems to have a problem, your still looking mechanically here at the following. You also don't address that you could wield two long swords in 2nd Ed rather easily.

Two Weapon Style at 1st level with maximum strength:
1st Feat: Two weapon style
Wielding two long swords: 2D8+7 damage
Bonus to Hit: +6
Damage Range: 9-23
Average Damage: 16
Weakness:
1. DR counts double
2. Weapon Cost Double, also factoring into DR
3. Higher stat requirements
4. Need to make two attack rolls to get same damage so diminished chance of full damage.
Advantage:
1. Assuming no DR, slight chance of getting some damage.
2. Higher chance to hit at least once.
3. Bonus damage from elemental rage (level 12), weapon specialization (level 4), and other similar abilities apply twice.
4. More attempts to try some combat maneuvers

Two Handed Weapon at 1st level with maximum strength
1st Feat: Over Hand Chop
Wielding One Great Sword: 2D6+10
Bonus to Hit: +5
Damage Range: 12-22
Average Damage: 18
Weakness:
1. Slightly lower maximum damage
2. Bonus damage rom elemental rage (level 12), weapon specialization (level 4), and other similar abilities apply once.
3. Only one attempt to try some combat maneuvers.
Advantage:
1. One stat to focus on
2. DR only applies once, so good for getting trough DR
3. Weapon Cost only once
4. Only need to make 1 attack roll

So while mechanically slightly stronger, than a two handed weapon to start, but to get there it is very harder as the requirements are much higher. So there probably is still yet room for improvement.

P.S. BESM or Anime is the Godwin of fantasy games such as DnD and P-DnD. So I suggest you refrain from using it as an argument point.


Kirth Gersen wrote:
If you can point to evidence that these forms of TWF were actually easier to learn than ones involving a light off-hand weapon (one feat = no penalty, and even a weapon focus-like bonus to boot), then I'd of course change my mind. Until then, your argument doen't sway me much.

I am not saying it is easier, I am just saying that it is tougher make a called shot to someone's vitals, a.k.a. sneak attack, but doing this is easier with a light/er off hand weapon. As this is not meant to replace the normal two weapon fighting feats, but rather work in parallel.


Maybe if fighters didn't have to meet the stat prerequisites of combat feats they would work better. Right now if they want to have combat expertise, two weapon fighting and power attack, they need a 13 int, 13 str, and very high dex. Maybe just through a line in the fighter's bonus feat discriptions saying that they don't have to meet the prerequisites for stats for feat they take with their bonus feats could help out some.


Kirth Gersen wrote:
Sir Hexen Ineptus wrote:
I was hoping for some responses on my feats please, if someone wouldn't mind.
Same comments as before, unfortunately. Historically, all TWF styles had a light off-hand weapon (Philippino escrima, Italianite rapier-and-dagger, colonial "Indian style" tomahawk and dagger, etc.). The same is true of the D&D literary source characters: Moonglum of Elwher (scimitar and short sword), Fafhrd of Nehwon (bastard sword and short sword or hand ax), the Gray Mouser (rapier and dagger), etc. There's a reason for that: fighting with two full-sized weapons is clumsy and inefficient. (BTW, characters like Driz'zt are derivative characters, not source ones).

The main reason for using light secondary weapons is that people generally didn't carry two full-sized weapons. The English and Dutch used two full sized weapons; can't comment on other Continentals. The legendary two-sword samurai Musashi was inspired to develop his style when he saw Dutch sailors using two cutlasses wreck havoc in a fight with samurai.

Kirth Gersen wrote:
I like to maintain those origins, and the current TWF tree reflects that (it's too heavy on feat investment when looking at gaining iterative attacks: I agree with you 100% that all iterative attacks should be gained for the base TWF feat). But the base feat gives you -2/-2 when using one one-handed and one light weapon; your feat (still a single feat) gives +1/+1 when using two full-sized weapons. This throws all actual historical and literary examples out the window, and creates a game world in which all TW fighters use a pair of bastard swords or a pair of war axes. That might be your ideal game setting, but it's just too much of a deal-breaker for me. Oversize Two-Weapon Fighting, not just at a slightly steeper penalty (as is currently the case), but as a BONUS over normal TWF (the way you've made it), should cost an extra feat.

Hmmm, two B-swords, no. Two Longwords, yes. Yes, there are stories of Vikings using two waraxes (choking up on the grip, no doubt). Using two unbalanced weapons is nowhere near the advantage of using two balanced weapons, which has good offense and good defense.

The main problem is that D&D in various incarnations gives too little benefit for using a shield. One proposition somewhere in Pathfinder is increasing shield benefit by +1 or even +2. Now you are giving up non-trivial defense to gain TWF.

Secondary to that is the use of shields against missiles. It should be normal for a trained man to block a missile with a shield, as long as he has one eye on the shooter and has time to react (variable depending on range and angle of attack). This is sorely lacking in almost every medieval combat engine. This is another non-trivial defense lost when using TWF.

Third, the advantage of using a two-handed weapon is reach. D&D doesn't model that at all, except for weapons that are very long. Weapons at least 6" longer than the opponent's reach should gain a large initiative advantage.


Vow of Valor
Prerequisites: Divine Bond as a class feature
Special: After taking this feat you must abide by the following,
You may not benefit from flanking (you must forgo the bonus)
You may not attack a prone target or one standing up from prone
You may not attack during a supprise round
You may not use the sneak attack class ability
You may not coup'd'grae
Benefit: If you have the weapon bond version of Divine Bond you may use it one extra time a day. If you have the mount version of Divine Bond you may choose from one of the following extra creatures: Pegesus, Griffon, Unicorn.
Notes: If you violate the vow then you lose all use of your divine bond until you gain an atonement.


Abraham spalding wrote:
Maybe if fighters didn't have to meet the stat prerequisites of combat feats they would work better. Right now if they want to have combat expertise, two weapon fighting and power attack, they need a 13 int, 13 str, and very high dex. Maybe just through a line in the fighter's bonus feat discriptions saying that they don't have to meet the prerequisites for stats for feat they take with their bonus feats could help out some.

That sounds like an ideal class feature for the fighter.

Dark Archive

Guys,

I'm all for "brainstorming" new Feats, and I actually like many of the ideas posted here. However, I'm not sure if this thread should be up yet -- maybe we should wait for until the Design Forum for Feats will be opened?

The Exchange RPG Superstar 2009 Top 8

Asgetrion wrote:

Guys,

I'm all for "brainstorming" new Feats, and I actually like many of the ideas posted here. However, I'm not sure if this thread should be up yet -- maybe we should wait for until the Design Forum for Feats will be opened?

This thread is intended to be a space for people to list feats they've thought of or talked about in other threads. A lot of discussion has been happening on feats all along and it would be a waste for good ideas to be forgotten. I'd rather not debate feats yet though.

Liberty's Edge

DILETTANTE
You are trained in unusual skills.

Benefit: Choose two skills that are not considered class skills for you. They are now considered class skills.

In addition, you gain an additional +1 skill point to add those chosen skills fpr every level after you take this feat.

After noticing how often the "class X should have more skils points and skill option" argument seems to rear it's head in these discussions, I decided that maybe a feat could cover that problem.


Arnim Thayer wrote:

DILETTANTE

You are trained in unusual skills.

Benefit: Choose two skills that are not considered class skills for you. They are now considered class skills.

In addition, you gain an additional +1 skill point to add those chosen skills fpr every level after you take this feat.

After noticing how often the "class X should have more skils points and skill option" argument seems to rear it's head in these discussions, I decided that maybe a feat could cover that problem.

FYI your feat idea is alright, but it gives a tad too much, and is not formatted for Pathfinder. Int increases are now retroactive, so I would say that they would gain skill ranks for every level they have to put into those skills and gain an additional 2 ranks for every level they gain there after.

Scarab Sages

For the benefit of all here is a summarized index of the feats presented to this point (duplicated or very similar feats are presented in italics):

Spoiler:

General:
Feyblooded: Gain fey type, low-light vision.
Instinctive Flight: Gain bonus on Fly checks and Reflex saves while airborne.
Knowledgeable: Gain bonus on all knowledge checks.
Quick: Gain bonus on initiative and Reflex saves.
Rage Power: Gain a rage power as if you were a barbarian.
Resilience: Bonus on all saving throws.
Rogue Talent: Gain a rogue talent as if you were a rogue.
Swift Learner/Hobbyist/Dilittante: Gain class skills and extra skill points per level.
Track: Gain bonus on Survival checks to follow tracks.
Training Overcomes: Ignore ability score prerequisites.

Combat:
Confident Combatant: Take 10 on attack rolls or roll for AC.
Insightful Maneuvers: Add Wis bonus to CMB in addition to Str bonus.
Intercepting Step: Move your speed as an immediate action.
Mage Bane: Add CMB to opponent's defensive casting DC and the DC to cast when damaged.
Mobile Combatant: Can move 10ft. in place of any attack.
Mordhau: Use slashing weapons to deal bludgeoning damage.
Nimble Target: Add 1/2 Reflex save to Touch AC.
Off-Hand Trick: Give up off-hand attacks for special feint.
Opportune Strike: Delay iterative attacks.
Ranged Maneuvers: Use some combat maneuvers at range.
Shield Cover: Apply shield bonus as a cover bonus on Reflex saves.
Shield Deflection/Shield Wall: Apply shield bonus to touch AC.
Shield Ward: Apply shield bonus to adjacent ally in addition to self.
Shield Ward, Improved: Apply shield bonus to all adjacent allies.
Tactical Thinker: Gain Int or Wis bonus on some attack or damage rolls.
Two-Weapon Focus Mastery: Apply benefit of Weapon Focus and Weapon Specialization to light off-hand weapon.
Two-Weapon Style: Gain bonus when using two weapons, no penalties.
Two-Weapon Style, Improved: Gain multiattack bonuses with iterative attacks with two weapons.
Two-Weapon Trickster: Gain bonus to CMB when using two weapons.

Spellcasting:
Adaptable Artificer: Craft items while adventuring.
Arcane Strike: Imbue weapons (including unarmed) with magic enhancement.
Arcane Strike, Improved: Imbued weapons gain extra force damage.
Caster Levels/Spellcasting Adept: Caster levels improve with hit dice.
Extra Spell Slot: Gain extra spell per day.
Focused Arcane Strike: Cast a spell with your Arcane Strike.
Improved Caster Level: Gain full caster levels for some classes.
Persistent Spell [Metamagic]: Spell lasts ten times longer.
Spell Levels/Spellcasting Adept: Spells per day improve with hit dice.

Class Feature:
Combined Channeling: Cast a spell while channeling energy.
Extra Bardic Music: USe bardic music twice per day per level.
Improved Divine Bond: Divine bond lasts 24 hours.
Indomitable Will: Add bravery bonus to Will saves, reroll one failed save per day.
Mystical Heritage: Sorcerer bloodline improves by hit dice.
Ranged Channeling: Channel energy burst is used at range.
Ray Channeling: Channel energy as a ray.
Strange Heritage: Sorcerer gains additional bloodline, can choose from either each level.
Vow of Valor: Sacrifice options for improved divine bond.

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