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Silver Crusade

Dotting. This thread is filling a hole in my life I never knew existed until just now.


Herald wrote:

Yipie Ki-yea Motherf******

Prereq: Smite evil, BAB +10

Benefit: You can ignore any penalties given by caltops, broken glass or damaging terain while in combat.

+2 roflmao


Good, bad, im the guy with the gun.

You automatically confirm critical hits with a shotgun aginst evil clones of yourself.

Silver Crusade

2 people marked this as a favorite.

Those aren't pillows!

Prerequisite: Alertness

You and any adjacent allies can rise from a prone position to standing as a simultaneous swift action on your turn. This feat functions even when your allies are asleep, though you must be awake.

Grand Lodge

Set wrote:

Parley?

Prerequisites Must be a pirate
Benefit You can cause any hostile force that understands the language you are speaking to pause for one round, allowing you an opportunity to use Bluff, Diplomacy or Intimidate to modify their reaction to you. Any action other than to initiate one of the above social interaction skill checks results in an immediate attack, and renders the attackers immune to any other social interaction skills (such as a use of Intimidate to demoralize them) for the rest of the encounter.

Parley? Parley? Damn to the depths whatever man what thought of parley!

Benefit: You may ignore the benefits of Parley on any enemy within 30ft.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

We named the monkey Jack
Prerequisite: Animal companion or familiar
Benefit: As an immediate action you may interrupt any attempt to use bluff or diplomacy on them by implying you like your companion/familiar better than the being attempting to bluff.

Lantern Lodge RPG Superstar 2015 Top 32

I've gotta get in on this!

True Love
Your bond with another cannot be broken with a thousand swords.
Benefit: You share a deep bond with your beloved, one not shared by one couple in a century. The two of you can sense the other's condition as if with a status spell.

Only *Mostly* Dead
Prerequisite: True Love
Benefit:If you are killed while your True Love lives, your soul stubbornly clings to your corporeal body. While you may take no actions, if your lungs are filled with air, you may speak short sentences. You can be returned to life by ingesting a chocolate-coated miracle pill, though you return at 0 hp and are staggered for one hour.

Dread Pirate Roberts
Prerequisite: Must spend several months at sea with a new crew and previous Dread Pirate Roberts calling you Roberts.
Benefit: You are the latest in a long line of Roberts. You gain the reputation and prestige of being a Dread Pirate, and must pass on the name to someone else when you retire and live like a king in Patagonia.

AND:

Lilu Dallas, Mooltipass!
Benefit: Once per day you can produce a document that confirms your disguised identity or allows you access to any restricted area.


you forgot

MY NAME IS INDIGO MONTOYA YOUU KILLED MY FATHER PREPARE TO DIE!
Prequisite: you must be named indigo montoya and a 6 fingered man must have killed your father
Benefit: you gain diehard and favored enemy(man that killed your father) when you discover a 6 fingered man that is the same as the one that killed your father.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I Am Not Left Handed!
Prerequisite: BAB +1 or higher
Benefit If you fight for 5 consecutive rounds with your off hand, then make a DC 10 perform (juggling) check to switch to your dominant hand, you gain a +1 morale bonus on attack rolls for the remainder of the fight.
Normal Characters do not have a 'dominant hand' in game terms.

I'm Not Left Handed Either
Prerequisites: I Am Not Left Handed, BAB +3
Benefit: If you are fighting with your off hand and someone uses I Am Not Left Handed against you, after 3 rounds of fighting you may switch to your dominant hand with a DC 15 Perform (juggling) check. If successful, your opponent loses his morale bonus from I Am Not Left Handed, and you gain a +2 morale bonus to hit against the opponent.

I AM Left Handed!*
Prerequisite: Must be left handed.
Benefit: If someone uses I Am Not Left Handed against you, you gain the benefits of a Rage spell for the duration of the fight.
Normal: Being Left handed has no mechanical benefit.

*

Spoiler:
Way back in High school, I was trying to teach another Drama geek how to do some basic swordwork. I noticed he was fighting left handed, and he launched into the entire Princess Bride thing. I played along, trying not ot laugh when he almost dropped his sword going from one hand to another. We got to the "I need to tell you something" part and when he asked "What is that?" I replied, "I AM!" knocked the sword out of his hand and clocked him with the basket hilt. "Never EVER quote The Princess Bride to me when we are sword fighting!"


Matthew Morris wrote:

I Am Not Left Handed!

Prerequisite: BAB +1 or higher
Benefit If you fight for 5 consecutive rounds with your off hand, then make a DC 10 perform (juggling) check to switch to your dominant hand, you gain a +1 morale bonus on attack rolls for the remainder of the fight.
Normal Characters do not have a 'dominant hand' in game terms.

I'm Not Left Handed Either
Prerequisites: I Am Not Left Handed, BAB +3
Benefit: If you are fighting with your off hand and someone uses I Am Not Left Handed against you, after 3 rounds of fighting you may switch to your dominant hand with a DC 15 Perform (juggling) check. If successful, your opponent loses his morale bonus from I Am Not Left Handed, and you gain a +2 morale bonus to hit against the opponent.

I AM Left Handed!*
Prerequisite: Must be left handed.
Benefit: If someone uses I Am Not Left Handed against you, you gain the benefits of a Rage spell for the duration of the fight.
Normal: Being Left handed has no mechanical benefit.

*** spoiler omitted **

love it especially the side story

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

One more...

I am a Count, not a Saint.
Prerequisite: Knowlege (religion) 5 ranks, must be a Paladin
Benefit:If you break your paladin Oaths, you retain your paladin powers for 72 hours, in which time you will not lose your paladin status if you receive an atonement spell.
Normal: If you break your paladin oaths, you're screwed.
Special: If you break your paladin oaths a second time prior to receiving atonement you lose your status as normal.

Liberty's Edge

1 person marked this as a favorite.

Like the Howard the Duck feat I posted earlier, these are also inspired by both superheroes and fowl language...

Let’s Get Dangerous! (Darkwing Duck)

It’s time to stop screwing around and show these guys what you’re really made of.

Prerequisite: Must have fumbled an attack and/or failed a saving throw with a natural 1 on three occasions.

Benefit: Once per day on any day you have missed an attack roll or saving throw with a natural 1, you may choose to receive a morale bonus equal to half your character level on attack and damage rolls, caster level checks, skill checks and ability checks for one encounter. In addition, any natural 1s you roll to attack or save during the encounter in which you use this ability are counted as simple misses or failed saves with no other adverse effects (i.e. no fumbles or risk of destroyed equipment, etc.)

Blathering Blatherskite! (Gizmoduck)

You’ve learned to get dressed out and ready for battle in a flash.

Prerequisite: Quick Draw, Improved Initiative, Dex 12

Benefit: As a full round action, you may don and ready any equipment within your reach without provoking attacks of opportunity. Retrieving stored items and picking up items no longer provoke attacks of opportunity for you.

Any Landing You Can Walk Away From… (Launchpad McQuack)

You never attended flight school, but you did take a crash course.

Prerequisite: 6 ranks in Acrobatics, 0 ranks in Fly (at the time this feat is selected.)

If you successfully roll to decrease damage from a fall with the Acrobatics skill, treat the fall is if you had fallen 10 feet fewer for every 10 points by which you exceed the DC15 check to reduce falling damage. Additionally, you no longer land in the prone position if you manage to decrease the damage of a fall equal to 10 feet per one half your character level, regardless of any damage taken. (i.e. a level 6 character with this feat may land in a crouching or standing position even if they take damage so long as the fall is of 30 feet or less.) Gaining one or more ranks in the Fly skill after selecting this feat does not negate its effects.


@ Vid master: You're sticking to close to the original source, try to translate the feats into something you could use in a (humorous) D&D game, like:

Good, bad, im the guy with the gun
Benefit: Whenever you fight a clone, twin, or anyone disguised as you you automatically confirm critical hits.

You killed my father, prepare to die
Prerequisite: Chalenge class ability. Must swear a vengenge vow against a particular person/creature, that enemy must have a CR at least 2 higher than the character level.
Benefit: When chalenging your particular enemy, if you fall to less than 0hp you immediately recieve the benefits of a Heal spell and a Greater Restoration spell using your character level as caster level. This only works once per encounter. If you defeat or kill your enemy, you must wait one week before choosing a new target for this feat. If your enemy is killed by someone else you take 1d6 nonlethal damage for every character level you have and must wait a month before choosing a new enemy.

Sovereign Court

DO NOT MISTAKE MY APPETITE FOR APATHY! (from Thor)

For every full 5 pounds of fine food you consume before your next battle, you gain a +1 bonus to your initiative check at the start of the combat.


OK, this one is REALLY old school, but...

I' m not gonna hit ya....Like hell I'm not!

You may use the bluff skill to feint when not in combat. If you succeed on your feint roll, in addition to the normal bonuses for succeeding at feint, you make an unarmed strike without incurring an Attack of Opportunity.


I got nothing, TBH, but I would love to see what you guys could do with these quotes:

"You once were a ve-gan, but now you will BE-GONE!" (Technically he's a super hero, even if he's not labeled as such.)

"I'm the best there is at what I do." or "I go where I want, when I want."


I'm the best there is at what I do
And what you do is not very nice

Prerequisites: Intimidating Prowess, BAB+10
Benefit: You can demoralize an opponent at any distance as long as he can either hear or see you.

Can't place the other two, sorry.
I need a couple more Wolverine quotes, or threatening quotes, to make this a feat tree for demoralizing...

Grand Lodge

I'm the best there is at what I do.
Prerequisites: Skill Focus (any)
Benefit: You may take 10 on any skill in which you have the Skill Focus feat, even if you would be unable to do so otherwise. You may do this a number of times per day equal to 1/2 your character level.

I go where I want, when I want.
Benefit: When you take this feat, you may choose to take either of the bonuses it provides, but not both. You may take this feat two times, choosing the other bonus the second time you take it.
You gain +5 on Acrobatics checks to move past enemies without provoking an Attack of Opportunity.
OR
You gain a +4 bonus to your CMD to avoid being Bullrushed.


VM mercenario wrote:
Can't place the other two, sorry.

The first is from the Scott Pilgrim movie (not sure if it was in the comics or not). The last one was also a Wolverine quote.

More Wolverine Quotes?

"They were good. I'm the best."

"Go ahead. Reload. Take all the time you want. I'm still gonna kill every last one of you."

After Logan saves a little girl. He is carrying her in his arms, she asks

"Sir, are you Spiderman?"

His response?

"No, darlin, ... Spider-Man's a sissy". (I LOVE this one. lol)


"Aw, H***, I'm a fan of all seven. But right now, I've got to go with Wrath!"
Prerequisites:
5 or more ranks in Bluff, Sneak Attack class feature.
Benefit: Any time you are staggered due to being dropped to 0 hp, you may ignore the penalties of being staggered for one round. In addition, you may make a Bluff check as a move-equivalent action to feint in combat during that round, even if you do not have the Improved Feint feat. This ability is usable once per day.

"Oh, and one more thing, Captain Reynolds: that's the last time you get to call me 'w****'."
Prerequisites: Character must be female, 5 or more ranks in Diplomacy.
Benefit: You may substitute a Diplomacy check for an Intimidate check, at your full Diplomacy skill bonus. This ability is usable a number of times per day equal to 3 + your Charisma bonus (minimum 1).

"By the way... you have to ask for absolution to be forgiven... a******."
Prerequisites: Able to cast divine spells, 5 or more ranks in Intimidate.
Benefit: You may sacrifice a divine spell of any level greater than 0 that you are able to cast in order to gain a bonus on an Intimidate check. The bonus is equal to 5 + the spell's level. You may use this ability a number of times per day equal to your Charisma modifier (minimum 1).

Grand Lodge

"It's okay if I'm a devil... it just means I'll have to use my hellish tools to get you to listen!"- Nanoha Takamachi when stepping out of a massive fire.
Prerequisites Smite Evil, 1 or more rank in Diplomacy.
Benefit:You can smite a non-evil target, who is actively trying to fight you, all of the damage is nonlethal. You cannot make this damage lethal through any means, even after it has been applied.

The Exchange

Hello. My name is Inigo Montoya. You killed my father. Prepare to die. ~if you must be told hand in your geek card now

Benefit: Pick a Target, until combat is ended you gain a +2 revenge bonus on all attack rolls and all critical threats are automatically confirmed.


Crimson Jester wrote:

Hello. My name is Inigo Montoya. You killed my father. Prepare to die. ~if you must be told hand in your geek card now

Benefit: Pick a Target, until combat is ended you gain a +2 revenge bonus on all attack rolls and all critical threats are automatically confirmed.

Stop saying that!


Stop Saying That!

Prereqs: Cha 13
Benefit: Choose one feat possessed by an opponent you have seen fight for at least three rounds of combat. That opponent must make a Will Save (DC = 10 + 1/2 your character level + Cha mod) or be unable to use that feat for the rest of this combat.

Feel free to make it limited to 3/day or something like that. Obvious choices include Cleave, Spring Attack, Power Attack, any Improved Combat Maneuver, but I'd even allow things like Weapon Focus or Weapon Finesse in my own game.

RPG Superstar 2013 Top 8

Kais86 wrote:

"It's okay if I'm a devil... it just means I'll have to use my hellish tools to get you to listen!"- Nanoha Takamachi when stepping out of a massive fire.

Prerequisites Smite Evil, 1 or more rank in Diplomacy.
Benefit:You can smite a non-evil target, who is actively trying to fight you, all of the damage is nonlethal. You cannot make this damage lethal through any means, even after it has been applied.

Yes! The white devil!

Though I don't think I follow the diplomacy prerequisite—Nanoha's always blasting people precisely because she sucks at convincing them to talk to her. Could be interesting to use the damage done with the nonlethal smite as a free diplomacy check result...?

Grand Lodge

Flak wrote:
Kais86 wrote:

"It's okay if I'm a devil... it just means I'll have to use my hellish tools to get you to listen!"- Nanoha Takamachi when stepping out of a massive fire.

Prerequisites Smite Evil, 1 or more rank in Diplomacy.
Benefit:You can smite a non-evil target, who is actively trying to fight you, all of the damage is nonlethal. You cannot make this damage lethal through any means, even after it has been applied.

Yes! The white devil!

Though I don't think I follow the diplomacy prerequisite—Nanoha's always blasting people precisely because she sucks at convincing them to talk to her. Could be interesting to use the damage done with the nonlethal smite as a free diplomacy check result...?

She's actually really convincing, once they will stop to listen to her,In the first two seasons, she starts almost every battle by asking what her opponent hopes to accomplish. She realizes that the antagonists have reasons for what they are doing, but has to fight to get them to explain themselves.

They pretty much make a saving throw by giving her a coherent response, if they make that throw, they die or go to jail. Getting a formerly, very dedicated to trying to kill you individual, to suddenly join your side is fairly impressive diplomancy(no typo, because that can only be described as magic), no matter what means you went about accomplishing it. Even if it happens to be showing them that you are the biggest gun in the yard.

The diplomacy point is for verisimilitude. I figured this was perfectly reasonable a first level feat.

RPG Superstar 2013 Top 8

Kais86 wrote:
Flak wrote:
Kais86 wrote:

"It's okay if I'm a devil... it just means I'll have to use my hellish tools to get you to listen!"- Nanoha Takamachi when stepping out of a massive fire.

Prerequisites Smite Evil, 1 or more rank in Diplomacy.
Benefit:You can smite a non-evil target, who is actively trying to fight you, all of the damage is nonlethal. You cannot make this damage lethal through any means, even after it has been applied.

Yes! The white devil!

Though I don't think I follow the diplomacy prerequisite—Nanoha's always blasting people precisely because she sucks at convincing them to talk to her. Could be interesting to use the damage done with the nonlethal smite as a free diplomacy check result...?

She's actually really convincing, once they will stop to listen to her,In the first two seasons, she starts almost every battle by asking what her opponent hopes to accomplish. She realizes that the antagonists have reasons for what they are doing, but has to fight to get them to explain themselves.

They pretty much make a saving throw by giving her a coherent response, if they make that throw, they die or go to jail. Getting a formerly, very dedicated to trying to kill you individual, to suddenly join your side is fairly impressive diplomancy(no typo, because that can only be described as magic), no matter what means you went about accomplishing it. Even if it happens to be showing them that you are the biggest gun in the yard.

The diplomacy point is for verisimilitude. I figured this was perfectly reasonable a first level feat.

Oh for sure, I'm just saying I think her blasting them is what gets them to listen in the first place :P


Set wrote:

"You ever dance with the devil by the pale moon light?"

Benefit: If you are not already in combat with the target, you can make this statement as a move action to confound them so that they are flat-footed against an immediate single attack made in that same round.

Prerequisites: You must be insane and dressed like a clown.

"I opened my door and saw a man dressed like a clown. There was something funny about him, .., because he was dressed like a clown!"

Benefit: When somebody is wearing a disguise and you recognize that it is a disguise, you get a +5 insight bonus to Sense Motive checks against that person.

Okay, the source of my quote is very, very obscure. I doubt anybody is going to recognize it. From the same source:

"Someone smart would not start this fight." "But someone dumber might."

Benefit: If you start a fight that you really should not start, then at some time in the future while the fight is still going on, you can add +1d8 as a a luck bonus to any single skill check that you make while the fight is going on. You only can use this ability once during a fight, so the fight has to end before you can use this ability again. Provoking a fight with one of your allies does not count for the use of this ability.


Kais86 wrote:
Flak wrote:
Kais86 wrote:

"It's okay if I'm a devil... it just means I'll have to use my hellish tools to get you to listen!"- Nanoha Takamachi when stepping out of a massive fire.

Prerequisites Smite Evil, 1 or more rank in Diplomacy.
Benefit:You can smite a non-evil target, who is actively trying to fight you, all of the damage is nonlethal. You cannot make this damage lethal through any means, even after it has been applied.

Yes! The white devil!

Though I don't think I follow the diplomacy prerequisite—Nanoha's always blasting people precisely because she sucks at convincing them to talk to her. Could be interesting to use the damage done with the nonlethal smite as a free diplomacy check result...?

She's actually really convincing, once they will stop to listen to her,In the first two seasons, she starts almost every battle by asking what her opponent hopes to accomplish. She realizes that the antagonists have reasons for what they are doing, but has to fight to get them to explain themselves.

They pretty much make a saving throw by giving her a coherent response, if they make that throw, they die or go to jail. Getting a formerly, very dedicated to trying to kill you individual, to suddenly join your side is fairly impressive diplomancy(no typo, because that can only be described as magic), no matter what means you went about accomplishing it. Even if it happens to be showing them that you are the biggest gun in the yard.

The diplomacy point is for verisimilitude. I figured this was perfectly reasonable a first level feat.

To me, it seems like an interesting coincidence that my Someone Smart Would Not Start This Fight/But Someone Dumber Might feat just happens to follow a reply to this post.

Or maybe it is just my habit of always thinking of bizarre crossover ideas.

Dark Archive

A wizard is never late, nor is he early, he arrives precisely when he means to.

You have an almost magical ability to show up when it suits you.

Pre-Regs: Improved Initiative, Wizard level 1+

Benefits: After rolling your initiative, you may sacrifice a spell of any level to add a bonus to your initiative equal to twice the level of the sacrificed spell.


Bruno Kristensen wrote:

A wizard is never late, nor is he early, he arrives precisely when he means to.

You have an almost magical ability to show up when it suits you.

Pre-Regs: Improved Initiative, Wizard level 1+

Benefits: After rolling your initiative, you may sacrifice a spell of any level to add a bonus to your initiative equal to twice the level of the sacrificed spell.

Ooooh. I like this. I was going to say "maybe make it twice the spell level?" and then I realized I had misread it. Well done.


Utgardloki wrote:
Set wrote:

"You ever dance with the devil by the pale moon light?"

Benefit: If you are not already in combat with the target, you can make this statement as a move action to confound them so that they are flat-footed against an immediate single attack made in that same round.

Prerequisites: You must be insane and dressed like a clown.

"I opened my door and saw a man dressed like a clown. There was something funny about him, .., because he was dressed like a clown!"

Benefit: When somebody is wearing a disguise and you recognize that it is a disguise, you get a +5 insight bonus to Sense Motive checks against that person.

Okay, the source of my quote is very, very obscure. I doubt anybody is going to recognize it. From the same source:

"Someone smart would not start this fight." "But someone dumber might."

Benefit: If you start a fight that you really should not start, then at some time in the future while the fight is still going on, you can add +1d8 as a a luck bonus to any single skill check that you make while the fight is going on. You only can use this ability once during a fight, so the fight has to end before you can use this ability again. Provoking a fight with one of your allies does not count for the use of this ability.

Where are these quotes from?

Grand Lodge

Hung like a Horse!!!

Pre-req: You must be having sex within the next 5 min.

Benefits: Captain Schlongo is increased in size by 50%...


The quotes I posted were both from a CD done by the Capitol Steps, titled Four More Years In The Bush Leagues.

Thinking about this, I've been getting ideas for a series of feats based on the concept of "Someone Dumber Might", even though they're not on the CD, such as

Someone sane would not do that again, but someone dumber might

Prerequisites: Someone Dumber Might

Benefit: If you have struck and done damage to a creature whose CR or Hit Dice are more than four higher than the total of your level plus the levels of any allies you have in this fight, then you may apply this feat the next time that you strike and do damage to that creature. You may then apply a +1d8 luck bonus to the damage that you do.

Grand Lodge

Flak wrote:
Oh for sure, I'm just saying I think her blasting them is what gets them to listen in the first place :P

Most of the people she has to blast think they don't have options, Nanoha knows they have options, she can see them, she's smart enough to recognize this, and tries to convey this through talking first. The problem is that most of her opponents are in such a degree of despair, that they are basically just going through the motions. The other people Nanoha comes into conflict with are absolutely nuts and need to be brought to justice, even if it requires ridiculous amounts of force.

Fate's mom would tie her up and beat her with a whip. Because Fate was a child at the time, one raised in nearly-absolute isolation (seriously, the only other people she had seen was Arf and her former maid), the only person she thought she could rely on was her mother. Even though her mother was completely off her rocker. Fate wouldn't listen because she thought her mother was the absolute, in the many ways that children think these things.

The Belkan Knights were convinced that the Book of The Night Sky was perfect and inexorable. Though Nanoha knew there was another way to resolve the situation, she just hadn't found it yet, luckily the situation was going to partially resolve itself anyway, it just needed her as a decoy, then as an extra hitter. She was only truly instrumental in that fight, because she added to Hayate's will power, giving her another friend to fight for, the Knights still did the majority of that work.

So on and so forth. Even the current "villain" is nothing more than a "crying child" as Nanoha said, much like Fate, Vivio, the Numbers(at least the ones that weren't nuts), and the Belkan Knights. She knows how to handle crying children. She's only made the most powerful fighting force in the setting out of them.

....I've thought about this a little too much.

RPG Superstar 2013 Top 8

Kais86 wrote:
Flak wrote:
Oh for sure, I'm just saying I think her blasting them is what gets them to listen in the first place :P
Stuff

Yup. At risk of making this side conversation one post too long, I agree. The intractability of her enemies' positions is what makes her white devil technique necessary--and awesome. I mean, yeah, she tries talking first. But that's rarely effective. Not just because her opponents are being irrational. Part of good diplomacy is understanding the other side's quirks and catering to them in your rhetoric.


It's 106 miles to Chicago, we got a full tank of gas, half a pack of cigarettes, it's dark and we're wearing sunglasses... hit it.

Prerequisite: Must be wearing a black suit and dark glasses at night.

Benefit: While travelling at night you can travel at four times the normal speed for your mode of transport with out penalty.


"Chill out, d******."
Prerequisites: Charisma score less than 10, Disguise 5 ranks.
Benefit: After one minute's conversation with a native of an area in which you are attempting to blend in to the background, you may use that native's Charisma bonus in place of your own on Disguise checks made within twenty-four hours of the conversation. All other modifiers to your Disguise checks remain as normal.

"Kenner, just in case we get killed, I wanted to tell you, you have the biggest d*** I've ever seen on a man."
Prerequisites:
Inspire Courage Bardic ability, Diplomacy 5 ranks.
Benefit: As a standard action, you can utter a completely ridiculous statement that bolsters the spirits of your comrades. They gain a Morale bonus (which stacks with all other Morale bonuses) on attack and damage rolls equal to your Charisma modifier for a number of rounds equal to one-quarter of your Bard levels (rounded down, minimum 1). This is a sonic, mind-affecting ability.

Dark Archive

"Lighten up, Francis."
Prerequisites: Intimidate 1 rank.
Benefits: When someone attempts to make an Intimidate check in your presence, you can immediately make your own check, and if you tie or beat his check, it fails completely. If you beat his check by five or more, and he was attempting to demoralize others, he is instead demoralized.


Do or do not, there is no try [Psionic]
It sounds wise.
Benefit: You must spend your psionic focus to use this feat. Whenever you threaten a critical hit you can spend your psionic focus as a swift action to automatically confirm a critical hit.

I know Kung-fu
You really do!
Prerequisite: Improved Unarmed Strike
Benefit: You gain an extra use per day of Stunning Fist, Elemental Fist, Touch of Serenity and other similar feats.
Special: This feat can be taken multiple times. The extras uses are cumulative.

Back of man, I'm a scientist
Your technobabble can confuse the ignorant.
Prerequisites: 10 ranks in Knowledge skills, at least one knowledge skills with 4 ranks, Cha 13
Benefit: Before making a Bluff check to fool someone, or an Intimidate or Diplomacy check to change someones attitude, you can make an opposed skill check against your opponent, both using the same Knowledge skill appropiate to the situation (DM decision). If you win this opposed skill check you gain a +2 to the next skill check.

Dark Archive

"Judge Me By My Size, Do You?"
Prerequisites: Size small or smaller
Benefits: For every point of your negative Strength modifier (to a maximum of -5), you gain a +1 bonus to the casting (or manifesting) level for one class you possess. Anything that increases your strength, such as a bull's strength, the effects of barbarian rage, or gauntlets of ogre power, will temporarily negate this bonus.
Special: You can take this feat multiple times, but each time it applies to the caster level (or manifester level) of another class you possess.
Special: One you take this feat, speak normally, you cannot.


VM mercenario wrote:

I'm the best there is at what I do

And what you do is not very nice

Prerequisites: Intimidating Prowess, BAB+10
Benefit: You can demoralize an opponent at any distance as long as he can either hear or see you.

Can't place the other two, sorry.
I need a couple more Wolverine quotes, or threatening quotes, to make this a feat tree for demoralizing...

My favorite version of the "I'm the best..." quote was from the Pirate Kitty issue (where Kitty Pride/shadocat is telling a fairy tale to Illyana Rasputin/Magik, using all of the Xmen as characters. Woverine shows up as Mean, a tasmanian devil-like lcharacter witha six pack of beer. This is back when EVERYONE was quoting wolverine and "I'm the best at what I do" was already chiche within a week.)

But the revised quote became:

"Im the best at what I do, and what I do best is guzzle bee...um...Commit Mayhem!"

The Exchange

Your Kung Fu is weak
prereq: Improved unarmed Strike
Benifit: After 3 rounds of combat in which your opponent uses the same combat feat in every round, you may choose to suppress said feat, until the end of combat.
You may use this ability multiple times but your opponent must use different feats in subsequent rounds.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

gigglestick wrote:

My favorite version of the "I'm the best..." quote was from the Pirate Kitty issue (where Kitty Pride/shadocat is telling a fairy tale to Illyana Rasputin/Magik, using all of the Xmen as characters. Woverine shows up as Mean, a tasmanian devil-like lcharacter witha six pack of beer. This is back when EVERYONE was quoting wolverine and "I'm the best at what I do" was already chiche within a week.)

But the revised quote became:

"Im the best at what I do, and what I do best is guzzle bee...um...Commit Mayhem!"

I remember one from 'What the?" where they were drawn in a 'Lone Wolf and Cub" style. It went on for a couple pages but started, "I'm the best at what I do, but it isn't very nice. It isn't very pretty, heck, it even isn't Code Approved."

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Backstory. Not interested.
Prerequisite: Improved Initative
Benefit: Whenever someone who has a higher initative count engages in exposition you may make a single mêlée or ranged attack as an immediate action.
Normal You have to listen to the bad guy pontificate.


grmnbln wrote:

It's 106 miles to Chicago, we got a full tank of gas, half a pack of cigarettes, it's dark and we're wearing sunglasses... hit it.

Prerequisite: Must be wearing a black suit and dark glasses at night.

Benefit: While travelling at night you can travel at four times the normal speed for your mode of transport with out penalty.

Bravo! Now how about one for "We're on a mission from god"


"Hollow?" "Hollow." "F*** it."
Prerequisites:
Bluff 5 ranks, BAB +5.
Benefit: Your ability to bluff your way through life even works on inanimate objects. Against unattended, inanimate, non-sentient objects with a Hardness score greater than 0, you may add your total Bluff ranks to your damage roll when attacking the object.


Unless the enemy has studied his Agrippa... which I have.

Prerequisite: Weapon Focus, Dazzling Display.
Benefit: When facing a single opponent who is also wielding a melee weapon, if you are wielding a weapon for which you have the Weapon Focus feat, you may engage your opponent in a dialogue discussing the various techingues and tactics employed for that weapon. Each round you do so, you and your opponent make opposed knowledge checks at the beginning of your turn. The Weapon Focus and Weapon Specialization feats each grant a +2 bonus to this check, and the bonuses stack. The winner of the check receives a +1 bonus which they may apply, for that round only, as a situational bonus to either their attack bonus or their AC. If either opponent wins the check by 5 or more, they may, on their turn, attempt to make a Dazzling Display as a Move Action.
Normal: Dazzling Display is a Full Round Action.


MultiClassClown wrote:

OK, this one is REALLY old school, but...

I' m not gonna hit ya....Like hell I'm not!

You may use the bluff skill to feint when not in combat. If you succeed on your feint roll, in addition to the normal bonuses for succeeding at feint, you make an unarmed strike without incurring an Attack of Opportunity.

Got to love the Duke.


xorial wrote:
MultiClassClown wrote:

OK, this one is REALLY old school, but...

I' m not gonna hit ya....Like hell I'm not!

You may use the bluff skill to feint when not in combat. If you succeed on your feint roll, in addition to the normal bonuses for succeeding at feint, you make an unarmed strike without incurring an Attack of Opportunity.

Got to love the Duke.

Thank you. I was feeling old because noone seemed to get it.

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