New Feat Ideas


General Discussion (Prerelease)

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The Exchange RPG Superstar 2009 Top 8

Jal Dorak wrote:

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 omitted

Wow. That's quite a list. Thanks Jal.


Jal Dorak wrote:

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]

Forgot one

Shield Trickster.

Otherwise thank you very much.

Also I needed to edit this feat as I made a few mistakes.

Off Hand Trick
You focus on fighting with two different weapons in a way that makes catching opponents off guard easier.
Prerequisite: Two Weapon Fighting, base attack +6, 4 ranks in Bluff.
Benefit: While wielding two weapons of a different size you may perform a special feint. Once per round you may give up any one of your normal attacks. You must make a standard feint attempt as per the rules, with the same bonuses and minuses. If the attempt is successful then all the other attacks this round receives a +1 bonus to hit and +1 damage. 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.

Scarab Sages

Tarren Dei wrote:
Jal Dorak wrote:

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 omitted
Wow. That's quite a list. Thanks Jal.

Made me realize just how much work can get done in 2 pages of a thread. Also makes me sad for some other threads that aren't as productive.

Sir Hexen: Sorry about the missed feat. :)

Hope it helps as people post new ones!

The Exchange RPG Superstar 2009 Top 8

Defensive Combat Style
You are well-trained in fighting defensively and catching your opponents off-guard.
Prerequisites: Combat Expertise, BAB+8.
Benefit: You gain additional benefits from the following feats: Improved Disarm, Improved Feint, and Improved Trip. When attempting these maneuvers, you get +4 on the attempt (instead of +2 allowed by the feat) and get to make a an immediate attack upon a successful attempt.
Rationale: Increase the benefits for improved feats with the same pre-requisite

Unarmed Combat Style
You are well-trained in fighting well unarmed.
Prerequisites: Improved Unarmed Strike, BAB+8.
Benefit: You get additional benefits from the following feats: Improved Grapple, Scorpion Style, Gorgon's Fist, and Stunning Fist. The fortitude saves to avoid the effects of Scorpion Style, Gorgon's Fist, and Stunning Fist now equals (DC 10 + your character level + your Wis modifier) instead of (DC 10 + 1/2 your character level + your Wis modifier). Your bonus when attempting to grapple is now +4 instead of +2 allowed by Improved Grapple.
Rationale: Increase the benefits for improved feats with the same pre-requisite

These are not my preferred solution to the problem of combat maneuvers at higher levels but they are one suggestion.

Scarab Sages

Channel Elemental Energy
Prerequisite: Ability to channel energy, one of air, earth, fire, water domains.
Benefit: When you channel energy you can choose to channel elemental energy instead of your normal channeled energy type. If you have the air domain you channel electricity, earth domain channels acid, fire domain channels fire, and water domain channels cold.
Special: If you possess more than one domain, you may choose one of your available energy types when you channel.
As normal, you can choose to include or exlude yourself (and any others if you possess such an ability) as part of your channeling attempt.


How I'd like to see Two Weapon Fighting:

Two-Weapon Fighting: As 3.5, except gains iterative attacks and cannot do Precision-based damage (i.e. Sneak Attack).

Improved Two-Weapon Fighting: Adds +1 to hit to both hands. BAB 6+

Greater Two-Weapon Fighting: Adds another +1 to hit with both hands. BAB 11+

Oversize Two-Weapon Fighting: Exactly as is from Complete Adventurer (i.e. Use a medium weapon as a light weapon in off hand)

Double Slice: Exactly as written. Off-hand damage does full STR.

I also think a sword and board Fighter ought to get his class-specific armor bonus to both armor and shield, so it would double stack. This specifically should not work for an animated shield. I don't know if it should be a feat or just a rule.


tdjewell wrote:
I also think a sword and board Fighter ought to get his class-specific armor bonus to both armor and shield, so it would double stack. This specifically should not work for an animated shield. I don't know if it should be a feat or just a rule.

I plan on houseruling exactly that, whichever way Paizo decides to go.

The Exchange RPG Superstar 2009 Top 8

Combat Insight
Prerequisite: BAB+1, Insightful Maneuvers
Benefit: You add you wisdom bonus, instead of your strength bonuses to your attack roles but only when you have had a chance to observe your opponent for at least one round of combat.
Special: This may be taken as a monk bonus feat.
Rationale: See this thread.

Liberty's Edge RPG Superstar 2010 Top 16

All these are high-end warrior-type feats for the yawning gap in feats for above 12th level.

I’d like to see some feats based around the mechanics of massive damage along the lines of…

Maim
Your physical blows do lasting damage.
Prerequisites: Base attack bonus +12
Benefit: Your massive damage saving throw DC is equal to 15+STR mod when you use manufactured weapons on natural attacks.
Normal: The save against massive damage is a DC 15 Fort save.

*Makes the massive damage threshold worthwhile at high-levels, not an “anything except for a 1” roll for monsters.
*Limited to warrior classes due to high BAB.
*The save is based on the same level of power as a 5th level spell (DC 10+level+casting stat), scaling slightly with level as STR increases.
*At 12th level, this is likely only to turn up on a critical hit, smite or attack with charge multiplier. At 20th level, this is turning up on every hit, making enemies want to deal with the fighter in a hurry.

A Thousand Cuts
Your multiple hits add up to a life threatening injury.
Prerequisites: Base attack bonus +12, Maim
Benefit: Your opponent must make a massive damage save based on the cumulative damage you inflict in a round. In addition, you may replace your STR modifier with your DEX modifier to determine the save DC of the massive damage saving throw.
Normal: Only single blows count towards massive damage.

*Gives some massive damage lovin’ for two-weapon fighters and ranged characters that rely mostly on multiple attacks and dexterity.

Blindstrike
Your opponent has something in his eye.
Prerequisites: Base attack bonus +12, Maim
Benefit: You may choose to make the save for massive damage against your weapon attacks a Reflex save with the result being your opponent is blinded permanently.
Normal: The save against massive damage is a Fort save. Failure means death.

Concussion
You would hit a person with glasses. In the head.
Prerequisites: Base attack bonus +12, Maim
Benefit: You may choose to make the save for massive damage against your weapon attacks a Will save with the result being your opponent is rendered unconscious for 1d4 rounds. If you are using a bludgeoning weapon, the duration is increased to 2d4 rounds.
Normal: The save against massive damage is a Fort save. Failure means death.

*Suddenly at 12th level the fighter can hold his own with a giant or other brute. These attacks have an advantage that they can target a weak save, so are ‘balanced’ against inta-death.

Sever
It’s not “just a flesh wound”.
Prerequisites: Base attack bonus +12, Maim
Benefit: You may choose to attack an enemy’s limb instead of making a standard massive damage save. The save against this attack is at a -4 penalty. If the save fails, your opponent loses the use of limb for as long as it has outstanding hit point damage. If you are using a slashing weapon, the limb is instead permanently severed.
Arm: You may no longer wield anything in that hand. The target suffers a -2 penalty to balance checks
Leg: If the target is bipedal it must make a DC 25 balance check every round or fall prone. The target’s speed is reduced to 5’. If the target is quadrupedal, its land speed is reduced by half. A creature with no legs may not move.
Wing: The target may no longer fly.
Normal: The save against massive damage is a Fort save. Failure means death.

*Massive damage needs to mean that bad things happen – high level warriors should be feared!
*Now there’s a point to the whole regeneration shtick.
*King Arthur was a 12th level fighter.
*Needs the -4 save penalty to make it comparable to insta-death, which also uses a fort save.
*The phrase “I’ll just take the attack of opportunity, I’ve got plenty of HP” will disappear from the table.
*some work needs to be done on what limb loss means in game terms
*I was tempted to make “Improved disarm” a pre-requisite for this one, but no-one deserves such PUNishment.
*Notice how there are different bonuses for different weapon types in Concussion / Sever / Puncture
*You can actually stop enemies from going past you. AOO = one less leg.
*Useful against creatures immune to instant death (contructs and undead)

Puncture
You are adept at striking vital internal organs It REALLY F#$%ing HURTS.
Prerequisites: Base attack bonus +12, Maim
Benefit: You may choose to puncture an enemy’s lungs or other internal organs instead of making a standard massive damage save. The save against this attack is at a -4 penalty. If the save fails, your opponent may not speak, run or charge for as long as it has outstanding hit point damage. If the target is punctured a second time, it immediately begins drowning. If you are using a piercing weapon, the massive damage threshold to inflict a puncture is reduced by 10hp and 10% respectively.
Special: Creatures without discernable anatomy are immune to this attack.
Normal: The save against massive damage is a Fort save. Failure means death.

*This is your standard non-silent spell caster-stopper.
*Once again, needs the -4 save penalty to make it comparable to insta-death.

Fatality
The best way to a man’s heart is to take it out first.
Prerequisites: Base attack bonus +16, Maim
Benefit: The damage threshold of your opponent’s massive damage save is reduced by 10hp (usually from 50hp to 40hp) and 10% of hp (usually from 50% to 40% of total hp).
Normal: The death from massive damage save is triggered at 50hp and 50% of hp.

*16th level fighter gets 4 attacks. Bipedal creature has 4 limbs. Coincidence – I think not.

Other high-level feats for martial characters:

Sleep with one eye open
Your body, rigorously trained, defends itself without any input from your brain
Prerequisites: Base attack bonus +12
Benefit: When you are subjected to a sleep (including during natural sleep), paralysis or stunning condition, you are assumed instead to be taking a total defense action for the duration of the condition. You may not move, but are not considered helpless.
Special: If you have Combat Expertise you may also apply the benefits of that feat
Normal: Sleep, paralysis and stunning prevent actions.

Improved Blindfight
Your enemy can run but they can’t hide.
Prerequisites: Base attack bonus +12, Blindfight, Wis 15+
Benefit: You ignore the +20 bonus to stealth checks an invisible opponent receives to target their square. In addition, the concealment provided from you by invisibility or blindness is reduced to 20%.
Normal: Stealth checks to remain undetected receive a +20 bonus. Concealment from invisibility is 50%

Percussive Decoupling
You hurl your opponents back so violently their spell effects remain behind.
Prerequisites: Base attack bonus +12, Power Attack, Improved Bull Rush, Str 15+
Benefit: When you bull rush an opponent, and they are moved back at least 5 feet, make a CMB check vs each spell active on the target (DC =15+caster level). Each successful check dispels one spell effect (as dispel magic).


Bash [General]
Prerequisites:
Base Attack +5, Power Attack, Strength 15
Benefit: As a full round action, you may declare that your attack is a bash attack. You roll to hit and roll damage as you would normally. This attack deals half damage and forces the target to make a Fortitude save with a DC equal to 10 + your Strength modifier + one-half your base attack bonus (rounded down). If the target fails its saves, it is knocked prone and stunned for 1d4 rounds. If the target succeeds on it Fortitude save, it is instead dazed for one round.
Creatures immune to critical hits cannot be stunned, but still must save or be knocked prone.
Special: A fighter may select Bash as a bonus feat.

Child of Faith [General]
Prerequisites:
Knowledge (religion) 1 rank, Wisdom 15
Benefit: As long as you have a holy symbol of your religion on your person, you are filled with resolute faith that your god watches over you. You gain a +2 bonus vs. fear effects and, once per day, you may add a +2 sacred (or profane for evil characters) bonus to any d20 roll of your choice. If you do not have a holy symbol of your god on your person, you must succeed on a Knowledge (religion) check (DC 15) each day or lose the benefits of this feat until you regain a holy symbol.

Competent Crafter [General]
Benefit:
You gain a +1 bonus on all Craft checks. In addition, you do not take the -2 circumstance penalty on Craft checks when using improvised tools.
Special: A fighter may take Competent Crafter as a fighter feat.

Deceptive Alchemy [General]
Prerequisites:
Craft (alchemy) 3 ranks, Knowledge (arcana) 3 ranks, Intelligence 15
Benefit: You may make alchemical items that normally can only be made by spellcasters, such as sunrods and alchemist’s fire. While working on the item, you must succeed on a Knowledge (arcana) check equal to half the alchemical item’s creation DC (rounded down) to successfully complete it. Failing a Knowledge (arcana) check is treated as a failed Craft (alchemy) check.
Normal: Only spellcasters can create certain alchemical items.

Favored Tactics [General]
Prerequisites:
Base Attack +3, Favored enemy class ability
Benefits: Choose one creature type that you have chosen as a favored enemy. You gain your favored enemy bonus as a competence bonus on all saving throws versus supernatural and spell-like abilities against creatures of that type.
Special: This feat may be taken multiple times, applying it to a new favored enemy each time.

Holy Arrow [General]
Prerequisite:
Smite evil class ability, Point Blank Shot
Benefit: You may use your Smite evil ability with ranged weapons.

Identify Substance [General]
Prerequisites:
Craft (alchemy) 3 ranks, Knowledge (arcana) 3 ranks
Benefit: You gain additional uses for the Craft (alchemy) skill. By making a successful check, you may identify the composition of a particular substance and what some of its inherent properties are. This uses only a few simple tests, doesn’t harm or use up any of the substance or item, and lets you can determine useful information about the substance in question.

---Craft (alchemy) DC----Task--------------------
---13------------------------Identify the composition of an object.
---5 + creation DC--------Identify a poison not affecting someone.
---3 + creation DC--------Identify a poison affecting someone.
---Item creation DC-------Identify an alchemical item.
---25 + spell level---------Identify a magical potion.
---27 + spell level---------Identify certain magic items.

Identify the composition of an object: By making this check, you find out general alchemical information about an object, such as what metal an exotic dagger is made of; whether or not food has been poisoned; whether or not a stain is wine or blood, etc. This check takes 1 minute.
Identify a poison not affecting someone: This check allows you to find out what type of poison is found in a vial or on a coated blade. This check takes 1 minute.
Identify a poison affecting someone: This allows you to find out what poison is affecting a character; if the party’s rogue sets off a trap and becomes motionless, you could deduce that she has been poisoned by carrion crawler brain juice. A successful check of this nature grants a +2 alchemical bonus to Heal checks if used to treat the poisoned character. This check takes a full round action.
Identify an alchemical item: This allows you to successfully identify unknown alchemical items. The DM may waive this check if the PC owns or has made the item in question. This check takes 1 minute.
Identify a magical potion: After making this check, you successfully identify the nature of a magic potion, such as a potion of bull’s strength. This check takes 1 hour and requires an alchemical lab.
Identify certain magic items: This check allows you to identify magical dusts (dust of disappearance), candles (candle of truth), incense (incense of meditation), pigments (marvelous pigments), or unguents (unguent of timelessness). This check takes 1 hour and requires an alchemical lab.

Special: An alchemical lab grants a +2 competence bonus to these checks.

Insightful Knowledge [General]
Benefit:
You use your Wisdom modifier instead of your Intelligence modifier for all Knowledge checks.

Materials Expert [General]
Prerequisites:
Craft 5 ranks
Benefit: When you deal damage to an inanimate object, you add one and a half times your Strength modifier with a one-handed weapon or twice your Strength modifier with a two-handed weapon.
Special: A fighter may take Materials Expert as a fighter feat.

Merchant’s Eye [General]
Prerequisites:
At least 1 rank in one Craft and Profession skill.
Benefit: You gain a +2 bonus on all Appraise checks and can sell items at 10% more than their normal market price.

On the Job Learning [General]
Benefit:
You gain a +2 bonus on all Craft checks and Profession checks of one type.
Special: This feat may be taken multiple times as long as it is applied to two different specific Craft and Profession checks.

Performance Artist [General]
Benefit:
You gain a +1 bonus on all Perform checks. In addition, when attempting a Perform check to earn money, you earn one and a half times the normal amount.

Planar Student [General]
Benefit:
You gain a +2 bonus on all Knowledge (planes) checks and know two additional languages, which may be Abyssal, Celestial, Elemental, or Infernal.

Professional [General]
Benefit:
You gain a +1 bonus on all Profession checks. In addition, when attempting a Profession check to earn an income, you earn one and a half times the normal amount.

War Bellow [General]
Prerequisites:
Intimidate 3 ranks, Strength 13
Benefit: You add your Strength modifier in addition to your Charisma modifier to all Intimidate checks.

World Traveler [General]
Benefit:
You gain a +2 bonus on all Diplomacy checks and know two additional languages, which may be any languages except secret languages, such as Druidic.

Liberty's Edge

Aura of Rightiousness

Prerequisite: Lawful Good Alignment, 1st level

You exude an aura of calm, peace and faith which soothes the worries of noble people and worries does of ill intent. It also makes your intentions transparent making you a rotten liar. Your presence is strong enough to make you a beacon in the dark.

Benefit: +2 to Diplomacy when dealing with people of Lawful or Good Alignment, +2 to Intimidate when dealing with people of Evil and Chaotic Alignment, -6 to Bluff.

Special: If the character is a Cleric or a Paladin the effect of her Aura of Good is doubled; if not she or he gains the Aura of Good (Ex). If the character changes alignment the Feat is lost until receiving an Atonement Spell.

Reasoning:Based in a regional feat from Pathfinder's Rise of the Runleords Companion where if you were from a city you received bonus tod iplomacy or intimidate if from another, the penalty was considered at -2 by the player, but the DM reasoned a -6, this is because the character's feealings are clear and that is what is radiated by the aura... making it quite difficult or ecven imposible to lie... even white lies...

I am using this one in our campaign, it has helped my cleric get closer to people and have sent a group of goblins to their doom... of course... when it comes to lying... her comprades already known she is unable, the problem is that she gas +11 in sense motive, so if you want to hide something from her so she won't open her mouth... she will know you are hiding something and ask.


Dementrius, I love your feats -- you provide a clear unifying mechanic, a number of possible conditions targeting different saves and allowing different weapon types and different fighting styles to shine. Well done indeed. I wondered at first if these deblitating attacks should maybe require a standard action... but, then again, normal saves for massive damage kill, and can occur any time, so on second thought, probably not.

One point of terminology that does need to be cleared up, though: the concealment from invisibility is 100%, which provides a 50% miss chance.


Versatile Craftsman
Prerequisite: Craft (any) 5 ranks.
Benefit: Pick a number of Craft categories equal to your Intelligence bonus (minimum 1). For the purpose of making Craft skill checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Craft category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest-ranked Craft category. You gain new categories of your choice if your Intelligence bonus permanently increases.
Discussion: This patterned on the Versatile Performer feat (Complete Adventurer, p. 112). It is intended to simulate a character who is good with his or her hands, able to build just about anything despite having very few skill points devoted to Craft skills.


Body Flip
Prerequisites: Base Attack Bonus +2, Improved Trip, Improved Unarmed Strike.
You use your opponents’ own strength to knock them down.
Benefit: As long as your opponent isn’t using a melee weapon with Reach, your Trip attacks deny your opponent from his Strength modifier to resist the Trip attempt. Your opponent retains other modifiers like size, more than 2 legs, etc. Unless you’re holding nothing else than a Tiny or smaller object in your hand, you must drop whatever weapon in hands to perform a body flip.

Reasoning behind this feat: If any real-life Aikido and Judo practitioner can do it, moreso a high-fantasy martial artist

Fast Prowl
Prerequisites: Dexterity 15, Stealth 5 ranks.
Benefit: You can move at full speed while using Stealth.

Improved Body Flip
Prerequisites: Base Attack Bonus +6, Body Flip, Combat Reflexes.
You reflexively counter any incoming opponents in melee
Benefit: Whenever you’re attacked in melee combat, you get a Reflex save DC 15, if you succeed, you get a free Trip attack against that opponent. Each Body Flip performed this way counts against the numbers of Attacks of Oportunity the character can do in the round.

Reasoning behind this feat: Moriei Ueshiba.

I'm LOVING the thread, with uppercase, and bolds, just a quick reminder:

1) before creating a new resource (regardless of whether it's a feat, skill or spell), first give the rulebook a quick re-read and find out whether there's an existing resource that already acomplishes the need you're trying to fulfill, if nothing comes close then true, there's a void that can be filled.
2) After writing it down, do some test runs on paper first, and try to view the situation from both points of view (attacker and target)... if your new resource is a clear WIN button, then it's more than likely you need to go back to the drawing board and polish it. On the other side, if the requirements are so high or success is too unlikely, then more often than not the players will think the resource is not worth pursuing.

Scarab Sages

Dogbert: Steven Seagal all the way! I love it!

Now we just need a feat to break limbs similar to Dementrius' above.

Liberty's Edge RPG Superstar 2010 Top 16

Kirth Gersen wrote:

Dementrius, I love your feats -- you provide a clear unifying mechanic, a number of possible conditions targeting different saves and allowing different weapon types and different fighting styles to shine. Well done indeed. I wondered at first if these deblitating attacks should maybe require a standard action... but, then again, normal saves for massive damage kill, and can occur any time, so on second thought, probably not.

One point of terminology that does need to be cleared up, though: the concealment from invisibility is 100%, which provides a 50% miss chance.

The whole massive damage save seems to be a bit of an afterthought at the moment, which is a shame. And you are correct, it should read "miss chance", not "concealment".


Joint Lock
Prerequisites: Base Attack +3, Improved Unarmed Strike, Improved Grapple.
You can quickly force humanoid opponents into full submission.
Benefit: By twisting your opponent's arm behind his back, you can Pin opponents while remaining on a standing position, thus not getting the Grappled condition yourself. Targets attempting to escape the grapple have their difficulty increased +4.
Normal: When pinning an opponent, you get the Grappled condition, becoming open to being dealt damage from your target.

Improved Joint Lock
Prerequisites: Base Attack +6, Joint Lock.
You are adept at locks intended for disabling limbs.
Benefit: When Pinning an opponent, you can disable an opponent's limb, doing 1d4 Dexterity damage to the target, which he can resist with a Fortitude save DC 10 + Half your Character Level. On a succesful save, the target averts both forms of damage. A disabled arm means the opponent can only do attacks with his off-hand, and a disabled leg cuts the target's speed by half, plus they can't run. Targets recover their full mobility once their Dexterity Damage is fully healed.
Special: Monks also add their Wisdom modifier to the DC of the target's Fort save.

Reasoning behind this feat: Having practiced martial arts myself, and being able to do this irl, I can tell you that dislocating an arm or ankle can be rather easy for someone who knows how.

The Exchange RPG Superstar 2009 Top 8

Dogbert wrote:

Joint Lock

Improved Joint Lock

Reasoning behind this feat: Having practiced martial arts myself, and being able to do this irl, I can tell you that dislocating an arm or ankle can be rather easy for someone who knows how.

Add:

Special: The subject of the joint lock must have joints.

Scarab Sages

Tarren Dei wrote:
Dogbert wrote:

Joint Lock

Improved Joint Lock

Reasoning behind this feat: Having practiced martial arts myself, and being able to do this irl, I can tell you that dislocating an arm or ankle can be rather easy for someone who knows how.

Add:

Special: The subject of the joint lock must have joints.

So best way to reflect that? As for Improved Joint Lock, many creatures are immune as it deals ability score damage. But for the basic version, I think a common-sense statement like you suggest (though could you joint-lock a Shambling Mound by breaking a branch?)

I don't know why I thought of Shambling Mounds as an example...


Jal Dorak wrote:
Tarren Dei wrote:
Dogbert wrote:

Joint Lock

Improved Joint Lock

Reasoning behind this feat: Having practiced martial arts myself, and being able to do this irl, I can tell you that dislocating an arm or ankle can be rather easy for someone who knows how.

Add:

Special: The subject of the joint lock must have joints.

So best way to reflect that? As for Improved Joint Lock, many creatures are immune as it deals ability score damage. But for the basic version, I think a common-sense statement like you suggest (though could you joint-lock a Shambling Mound by breaking a branch?)

I don't know why I thought of Shambling Mounds as an example...

I wonder.

The Exchange RPG Superstar 2009 Top 8

Oh, and Dogbert, keep them coming!

The Exchange RPG Superstar 2009 Top 8

Feats from The 8th Dwarf. Reposted from the monks need full BAB thread.

The 8th Dwarf wrote:
Chris Mortika wrote:
DeadlyUematsu wrote:
... try letting monks use Wisdom in place of Strength for attack and damage rolls. That might at least help reduce thier MAD.

I could see something like this (I would limit the Wisdom substitution to damage, not attack rolls) being a feat open to Monks.

When novices in the monastery begin their studies of the unarmed blows, they use their muscles to drive their fists to break bricks and boards. But eventually, there comes a time when the student must learn to put physical strength aside, and punch from the heart.

That insight could be represented by a feat.

But it wouldn't be required; the big burly monk who gets by on muscle and leverage would still be a fine character concept.

Some Ideas Thanks to Chris and Deadly

Wisdom is Strength
Your years of training and innate wisdom provide you with an insight into the weaknesses of your opponents style.
Prerequisites: Wis 13+. Improved Unarmed Strike,
Benefit: You can add your wisdom bonus to your strength bonus in calculating your damage.
Special: This feat can be taken as a monk bonus feat.

Zen Strike
Your years of training and innate wisdom provide you with an insight into the weaknesses of your opponents style.
Prerequisites: Wis 13+. Improved Unarmed Strike,
Benefit: You can add your 1/2 wisdom bonus to your when calculating your attack bonus.
Special: This feat can be taken as a monk bonus feat.

Sovereign Court

Do I remember someone suggesting a feat that would increase AoO damage somehow (to make ignoring the fighter more painful) or did I imagine it?

The Exchange RPG Superstar 2009 Top 8

Bagpuss wrote:
Do I remember someone suggesting a feat that would increase AoO damage somehow (to make ignoring the fighter more painful) or did I imagine it?

I haven't seen it but it sounds like a good idea. Let's throw a few ideas around:

Cunning Opportunist
You know how to open the door when opportunity knocks.
Prerequisites: Wis 13+, Combat Reflexes.
Benefit: When you get an attack of opportunity, you can add 1d6 to your damage.
Special: ???

Sovereign Court

Tarren Dei wrote:


I haven't seen it but it sounds like a good idea. Let's throw a few ideas around:

Cunning Opportunist
You know how to open the door when opportunity knocks.
Prerequisites: Wis 13+, Combat Reflexes.
Benefit: When you get an attack of opportunity, you can add 1d6 to your damage.
Special: ???

I guess that the Special would include being a fighter bonus feat...

Also, to stop the thing sucking at higher levels (when fighters are most ignorable) I guess it has to scale. One extra damage dice per iterative attack that the character has (ie, extra dice at 6/11/16 for full BAB classes)?


Cunning Opportunist (Combat)
When your opponents let their guard down, you take advantage of the opening with brutal efficiency.
Prerequisites: Wis 13+, Combat Reflexes.
Benefit: Your attacks of opportunity deal +1d6 points of precision-based bonus damage. For every 6 points of your base attack bonus, this damage bonus increases by an additional +1d6, to a maximum of +4d6 at BAB +16. As precision-based damage, this bonus damage is not multiplied on a confirmed critical hit. Creatures immune to sneak attacks, or that have no discernable anatomies, are immune to the bonus damage granted by this feat.


Art of Breaking
Prerequisites: Wisdom 15+, Base Attack Bonus +6, Chi Strike, Improved Sunder.
You can break objects by striking at the object's Chi rather than the object itself.
Benefits: When using the Sunder combat maneuver you can, as a full-round action, spend a Chi point to add half your Monk level + your Wisdom modifier to your Strenght modifier for both the attack and damage rolls. Tamashiwara can only be used on rigid objects (contrary to flexible ones like rope or leather).
Special: This feat can be taken as a Monk bonus feat.

Reasoning behind this feat: The infamous "Tamashiwara" used by real-life martial artists for breaking from wooden boards to blocks of ice and concrete, taken to fantasy-level.

Post-Data: I guess the same "special" would also be added to the Joint Lock and Body Flip feats.


From this thread:

KaeYoss wrote:

You know, I wished they just got rid of Alertness, Persuasive, Dilligent, and all the other +2/+2 feats, and just introduce a Skilled Feat that would grant you +2 (later +4) to two skills of your choice. Can be taken more than once, but always for different skills (no +2 sense motive/survival and then +2 survival/perception). Lots of space opened up for cool new stuff!

Sovereign Court

Extra Smiting
You gain 2 additional smite evil attempts per day.

You may take this feat multiple times.

because it makes absolutely no sense that this isn't allready there

Scarab Sages

TreeLynx wrote:

From this thread:

KaeYoss wrote:

You know, I wished they just got rid of Alertness, Persuasive, Dilligent, and all the other +2/+2 feats, and just introduce a Skilled Feat that would grant you +2 (later +4) to two skills of your choice. Can be taken more than once, but always for different skills (no +2 sense motive/survival and then +2 survival/perception). Lots of space opened up for cool new stuff!

An added benefit to this is that it cuts down on space in the book, making room for other stuff.

The Exchange RPG Superstar 2009 Top 8

Wicht wrote:
TreeLynx wrote:

From this thread:

KaeYoss wrote:

You know, I wished they just got rid of Alertness, Persuasive, Dilligent, and all the other +2/+2 feats, and just introduce a Skilled Feat that would grant you +2 (later +4) to two skills of your choice. Can be taken more than once, but always for different skills (no +2 sense motive/survival and then +2 survival/perception). Lots of space opened up for cool new stuff!

An added benefit to this is that it cuts down on space in the book, making room for other stuff.

Yes, like some of the excellent feats proposed in this thread.


New feat idea:

Expanded Aura
Prerequisite: Paladin aura ability
Benefit: A paladin's aura affects allies out to 20 feet instead of 10.

Dark Archive

Shaped Channeling
Prerequisite: Ability to channel either positive or negative energy as a class feature.
Benefit: You can choose to channel energy into a 30 ft. cone in front of you *or* into a 30 ft. burst that excludes a 30 ft. cone directly behind you, in addition to the normal use of that ability.
Normal: You can only channel energy into a 30 ft. burst around you.

By turning in combat, a Cleric who has trained to focus their channeled energy can choose to affect only specific areas around them. This feat is particularly useful for a negative energy channeling priest who doesn't wish to kill his own allies everytime he uses his class ability, but also handy for a positive energy cleric who can turn and selectively heal her allies, without healing their foes.

Selective Channeling
Prerequisite: Ability to channel either positive or negative energy as a class feature.
Benefit: You can select up to three individuals, plus one individual for each point of your Wisdom modifier, to not be affected by your channeling attempts.
Normal: Everyone in the area of your channeling is affected normally.

You have spent many days practicing to exclude certain targets from your channeled effects. This is the same as the Beta version, but more effective, allowing a Cleric who did *not* blow half of his limited point buy on Charisma to still be able to use the Feat in a minimal four-man group.

Liberty's Edge

Here's my modest additions to the feat lists. Ask if my odd way of phrasing things seems foreign to you.

Shield Opportunist
Prerequisites: Improved Bull Rush, Improved Shield Bash.
When you see an opening you can utilize a shield to prevent your foe from moving freely.
Benefits: Whenever an opponent provokes an AoO you can forego making a melee attack to instead make an immediate bull rush attempt using the normal rules for a bull rush. If the bull rush is successful the target must cease moving in the space it currently occupies. You do not lose the AC bonus granted by your shield for making this bull rush attempt.
Special: A fighter may select Shield Opportunist as one of his fighter bonus feats.

This feat is designed to help make a tank more viable. Opponents attempting to ignore said tank to get to squishies may be forced to attack the tank anyway. Obviously this feat would go well with...

Sword 'N Board Style
Prerequisites: Armor Training class ability.
You know how to maximize the defensive bonuses of your shield.
Benefits: The benefit you gain from the Armor Training class ability is also applied to your shield. The armor check penalty of the shield may not go above +0.
Special: A fighter may select Sword 'N Board Style as one of his fighter bonus feats.

Name totally NOT inspired by the wide usage in these forums. Anyway, just giving a fighter the ability to use shields with the Armor Training class ability seemed a bit much to me. It should take some amount of training IMO to use a shield in this manner, hence the feat.

Silver Crusade

Kirth Gersen wrote:
Great feats

Excellent feat suggestions, Kirth! Feats like Mobile Combatant and Mage Bane really hit the spot.

Silver Crusade

Dogbert wrote:
Joint lock feats

Fantastic!

Dark Archive

Chelaxian Helltamer
Prerequisite: Animal Companion or Familiar class feature. Speak Infernal.

Benefit:
Your Summon Nature’s Ally spells (if applicable) can be used to call up Fiendish versions of natural animals.

Your Summon Monster spells (if applicable) used to summon Fiendish creatures are cast at +1 caster level.

Your Animal Companion or Familiar (as appropriate) gains the Fiendish template at 3rd level (or can be replaced by a Fiendish creature of appropriate level).

By reducing your effective Druid (or Sorcerer/Wizard) level for the strength of your Animal Companion or Familiar by three, you can choose to further augment (or replace) your Companion or Familiar with the Half-Fiend template at 9th level.


Set here is my only problem with letting a familiar become a half-fiend:

"Hit Dice: For the purpose of effects related to number
of Hit Dice, use the master’s character level or the
familiar’s normal HD total, whichever is higher."

From the beta.

So if the wizard is level 20, -3 becuase of the feat, the familiar still has:

Darkness 3/day
Desecrate
Unholy Blight
Poison 3/day
Contagion
Blasphemy
Unholy Aura 3/day
Unhallow
Horrid Wilting
Summon Monster IX (Fiends only)

Which is quite the list.

Also how do the stat bonuses from being half-fiend stat with the familiar's normal stats?

Silver Crusade

Tarren Dei wrote:


Defensive Combat Style
You are well-trained in fighting defensively and catching your opponents off-guard.
Prerequisites: Combat Expertise, BAB+8.
Benefit: You gain additional benefits from the following feats: Improved Disarm, Improved Feint, and Improved Trip. When attempting these maneuvers, you get +4 on the attempt (instead of +2 allowed by the feat) and get to make a an immediate attack upon a successful attempt.
Rationale: Increase the benefits for improved feats with the same pre-requisite

Unarmed Combat Style
You are well-trained in fighting well unarmed.
Prerequisites: Improved Unarmed Strike, BAB+8.
Benefit: You get additional benefits from the following feats: Improved Grapple, Scorpion Style, Gorgon's Fist, and Stunning Fist. The fortitude saves to avoid the effects of Scorpion Style, Gorgon's Fist, and Stunning Fist now equals (DC 10 + your character level + your Wis modifier) instead of (DC 10 + 1/2 your character level + your Wis modifier). Your bonus when attempting to grapple is now +4 instead of +2 allowed by Improved Grapple.
Rationale: Increase the benefits for improved feats with the same pre-requisite

A feat that boosts other feats. Fantastic!

Dark Archive

Abraham spalding wrote:

Set here is my only problem with letting a familiar become a half-fiend: [snip]

Also how do the stat bonuses from being half-fiend stat with the familiar's normal stats?

Good point. I'll have to think about how I want that to work. Perhaps just dropping the Half-Fiend thing entirely might be better...

I was intending to have the half-fiend stat bonuses just add right on, since that was the primary function of the template that I'd remembered. I'd forgotten all about the spell-like abilities, which I'm not at all fond of.


This is something I think WoTC should have put into play after Greater Two Weapon Fighting:

SUPERIOR TWO-WEAPON FIGHTING [General]
You are a master of fighting with two weapons.
PREREQUISITES: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16
BENEFIT: You get a fourth attack with your off-hand weapon, albeit at a -15 penalty.
SPECIAL: A fighter may select Superior Two-Weapon Fighting as one of his fighter bonus feats.

Dark Archive

Courrain wrote:
SUPERIOR TWO-WEAPON FIGHTING [General]

Followed by 'Epic Two-Weapon Fighting!' for those 21+ Fighters so that they can get their 10th attack per round. :)

Seriously though, one of my favorite PrCs was a Scarred Lands fighter / ranger one called the 'Nine-Stings Master,' devoted to insanely skilled use of paired Short Swords. The 'ninth sting' was something of a sublime achievement to be striven for, but never attained (since you could only get a ninth attack through the use of haste or a sword of speed or something). This sort of feat would allow the Nine-Stings Master to finally get that ninth attack.

The Exchange RPG Superstar 2009 Top 8

Hey Jal,

Are you going to update your list before the skills and feat chapter begins? It is almost time to move to 'phase 2'.

Scarab Sages

Your wish is my command.

General:

Spoiler:

Chelaxian Helltamer: Call fiendish creatures with spells and special abilities.
Child of Faith: Gain bonus on saves against fear and one roll when carrying holy symbol.
Feyblooded: Gain fey type, low-light vision.
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.
Training Overcomes: Ignore ability score prerequisites.

Combat:

Spoiler:

A Thousand Cuts: When determining massive damage use cumulative damage you dealt in a round.
Bash: Single attack has a chance to stun and knock down.
Blindstrike: Change massive damage to Reflex save against blindness.
Body Flip: Opponent does not add Str when resisting trip attempt.
Concussion: Change massive damage to Will save against unconsciousness.
Combat Insight: Add Wis bonus instead of Str modifier to attack rolls after 1 round.
Confident Combatant: Take 10 on attack rolls or roll for AC.
Cunning Opportunist: Deal extra damage on attacks of opportunity.
Defensive Combat Style: Gain additional benefit from combat maneuver feats.
Fatility: Dercrease opponent's massive damage threshold.
Improved Blind-Fight: Reduce bonuses of invisible opponents.
Improved Body Flip: Free trip attempt when attacked if you make a Reflex save.
Improved Joint Lock: Deal Dex damage when pinning an opponent.
Improved Shield Ward: Apply shield bonus to all adjacent allies.
Improved Two-Weapon Style: Gain multiattack bonuses with iterative attacks with two weapons.
Insightful Maneuvers: Add Wis bonus to CMB in addition to Str bonus.
Intercepting Step: Move your speed as an immediate action.
Joint Lock: Pin opponent in grapple without being prone.
Mage Bane: Add CMB to opponent's defensive casting DC and the DC to cast when damaged.
Maim: Increase the save against massive damage from your attacks.
Materials Expert: Deal extra damage when attacking objects.
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.
Percussive Decoupling: Bull rush has a chance to dispel effects.
Puncture: Change massive damage into save against drowning.
Ranged Maneuvers: Use some combat maneuvers at range.
Sever: Change massive damage to save against limb loss.
Shield Cover: Apply shield bonus as a cover bonus on Reflex saves.
Shield Deflection/Shield Wall: Apply shield bonus to touch AC.
Shield Opportunist: Stop opponent with attack of opportunity.
Shield Trickster: Gain bonus on combat maneuvers when using a shield.
Shield Ward: Apply shield bonus to adjacent ally in addition to self.
Sleep With One Eye Open: Gain benefits of total defense when helpless.
Superior Two-Weapon Fighting: Gain fourth off-hand attack.
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 Trickster: Gain bonus to CMB when using two weapons.
Unarmed Combat Style: Increase save DC to unarmed special attacks.
Wisdom is Strength: Add Wis bonus to damage in addition to Str bonus.
Zen Strike: Add 1/2 Wis bonus to attack rolls.

Spellcasting:

Spoiler:

Adaptable Artificer: Craft items while adventuring.
Arcane Strike: Imbue weapons (including unarmed) with magic enhancement.
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 Arcane Strike: Imbued weapons gain extra force damage.
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 Features:

Spoiler:

Art of Breaking: Spend ki for bonus on attack and damage with Sunder.
Aura of Righteousness/Expanded Aura: Gain or enhance aura, bonus and penalty to certain skills.
Channel Elemental Energy: Channel energy damage based on domain.
Combined Channeling: Cast a spell while channeling energy.
Extra Bardic Music: Use bardic music twice per day per level.
Extra Smiting: Use smite evil ability two more times per day.
Favored Tactics: Add favored enemy bonus to saves against special abilities.
Holy Arrow: Use smite evil with ranged weapons.
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.
Shaped Channeling: Channel energy as a cone or burst.
Strange Heritage: Sorcerer gains additional bloodline, can choose from either each level.
Sword 'N' Board Style: Add Armor Training bonus to shields.
Vow of Valor: Sacrifice options for improved divine bond.

Skills:

Spoiler:

Competent Crafter: +1 on Craft checks, no penalty without tools.
Deceptive Alchemy: Create alchemical items without spellcasting.
Fast Prowl: Move at full speed with no penalty while using Stealth.
Identify Substance: Gain additional uses of the Craft (alchemy) skill.
Insightful Knowledge: Use Wis modifier instead of Int modifier on Knowledge checks.
Instinctive Flight: Gain bonus on Fly checks and Reflex saves while airborne.
Knowledgeable: Gain bonus on all knowledge checks.
Merchant's Eye: +2 on Appraise checks, sell items for more.
On the Job Learning: +2 on Craft checks and one Profession skill.
Performance Artist: +1 on Perform checks, earn more money from Peform skill.
Planar Sudent: +2 on Knowledge (planes) checks, learn two additional languages.
Professional: +1 on Profession checks, earn more money from Profession skill.
Skilled: +2 to two skills of your choice.
Swift Learner/Hobbyist[i]/[i]Dilittante: Gain class skills and extra skill points per level.
Track: Gain bonus on Survival checks to follow tracks.
Versatile Craftsman: Treat all Craft skills as having ranks equal to highest ranks in a Craft skill.
World Traveler: +2 on Diplomacy checks, learn two additional languages.


Skilled Shield Blocker

Prereq: BAB +6, using a light, heavy, or tower shield

Double the base shield bonus when using a shield. At BAB +11 the base shield bonus is trippled, and at BAB +16 the base shield bonus is quadrupled.

The shield must be under your own active control, so does not work for animated shields.

Special: A fighter may take this feat as one of their bonus feats

Example:

light shield 1 base, progression 2/3/4
heavy shield 2 base, progression 4/6/8
tower shield 4 base, progression 8/12/16

Since you can't bash with tower shields and they carry some hefty penalites to attack and armour check, they are rarely useful at the higher levels, so I don't feel ungodly AC is out of line.

Scarab Sages

Tarren: When do we move on to Phase 2?

Dark Archive

I've started a new thread called 'New feats' on the Skills & Feats Design Forum -- feel free to post any new feat ideas there. Also, if you guys only want to, it would great if you would re-post any feats already "brainstormed" here. :)

The Exchange RPG Superstar 2009 Top 8

Jal Dorak wrote:
Tarren: When do we move on to Phase 2?

Whoops. Kind of got sidetracked with my end-of-term marking. I'm thinking 'phase 2' is discussion and debate of related feats.

I grabbed a bunch of these feats -- those that effected combat maneuvers in some way -- and posted them in a thread. It got no response.


Body Check
Prereq.
Power Attack, Improved Bull Rush.

Benefit: On a successful Bull Rush, if you choose to move with your opponent, and the opponent's movement backward is impeded by a wall or solid object, the opponent takes damage from being pinned between your body and the obstruction. The damage is equal to 1d6+ 1 1/2 times your Str. Modifier. The damage increases by 1d6 for each size category you are larger than your opponent.
The opponent is allowed a reflex save to halve the damage.

Special:
The damage values for armor spikes and/or shield spikes are added to this damage.

Shield Hammer
prereq.
Improved Shield Bash, Shield Proficiency, Two Weapon Fighting, Shield Slam

Benefit: On a successful Shield Slam, your opponent is knocked prone and sent backwards.

Normal:

Any opponents hit by your shield bash are also
hit with a free bull rush attack, substituting your attack
roll for the combat maneuver check (see the Combat chapter).
This bull rush does not provoke an attack of opportunity.
Opponents who cannot move back due to a wall or
other surface are knocked prone after moving the maximum
possible distance.

Tactical Genius
prereq. Int 13, Dex 13, Combat Reflexes, Dodge, Mobility, Fighter level 10

As an immediate action, a Fighter can grant one extra attack of opportunity to an ally within 30 feet or move a willing ally by 5 ft in any direction. If he moves one ally, that movement does not provoke attacks of opportunity. This ability works only if the fighter must be able to speak and an ally is able to understand him.

Diversity
prereq.
Weapon Focus (at least 1 weapon), Weapon Specialization (at least 1 weapon), Fighter level 12

Each feat that works with only one weapon the fighter has, now applies not to one weapon, but to a number of weapons equal to the Fighter's Intelligence bonus (if positive).

Combat Prodigy
prereq.
Fighter level 1

A fighter treats his ability scores as 2 points higher for the purpose of meating combat feat prerequisites.


This is short on flavor text, but the idea is to give the shield its due.

Shield Focus (Combat)
Prerequisites: BAB +1, Shield Proficiency

You are practiced at parrying with a shield, just as you are practiced attacking with your weapon. You gain an additional +1 to your shield bonus per attack you may make in a round. If you have a BAB of +12 and three attacks, you gain an extra +3 to your shield bonus.
Normal: You gain the listed shield bonus.

Improved Shield Defense
Prerequisites: BAB +1, Shield Proficiency, Shield Focus

You know how to apply your full skill to a shield. You may choose to subtract any amount from your attacks, up to your full Combat Maneuver Bonus, and add it as a shield bonus to your AC. This may work in conjunction with Fighting Defensively or Total Defense. This must be done at the beginning of your turn and lasts until the beginning of your next turn.
Normal: You cannot improve your defense with a shield more than anybody else.

Greater Shield Defense
Prerequisites: BAB +6, Shield Proficiency, Shield Focus, Improved Shield Defense

Your shield bonus improves your Touch AC as well as your normal AC. It still applies to your defense even against effects that normally disregard a shield.
Normal: Your shield bonus does not apply to touch AC.

Superior Shield Defense
Prerequisites: BAB +11, Shield Proficiency, Shield Focus, Improved Shield Defense, Greater Shield Defense

Your shield bonus, including all bonuses, is added to all defensive uses of your Combat Maneuver Bonus, including to avoid being tripped, grappled, disarmed and suchlike (yes, I know - it's not cleaned up, I'm not near my copy of the rules).
Normal: Your shield provides no defensive bonuses aside from bonuses to armor class.

Shield Ally
Prerequisites: BAB +4, Shield Proficiency, Shield Focus, Improved Shield Defense

You may subtract any number from your shield bonus and apply it as a shield bonus to a target (usually an ally) within your normal reach who takes up the same space or less. If you have advanced Shield Defense feats, they may be applied to the bonus granted. You must make this decision at the beginning of your turn, and it lasts until the beginning of your next turn.
Normal: Your shield bonus cannot shield others.

Shield Style
Prerequisites: BAB +3

Choose a class you have class levels in. If that class has a restriction to class abilities if you should use a shield, not including spellcasting, you may use a buckler and still maintain use of your class abilities normally unusable with a shield.
Normal: You don't use any shields if you want to use those abilities.

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