Homebrew Feats for Consideration


Homebrew and House Rules


Over the years i have made a few feats for my characters either as a way to make them the way I envisioned or upon GM request (regional feats and such). I recently converted them to PfRPG (very easy to do) and removed feats that would no longer apply due to rule changes. Thinking that others might like at least a few of the feats, here they are.

CALCULATED ATTACK
Prerequisite: None
Benefit: When making an attack roll for spells the caster may use his primary casting ability bonus instead of the relevant physical ability.
Normal: Attack rolls are adjusted for Strength or Dexterity.

CONTROLED RESPIRATION
Prerequisite: Iron Will
Benefit: When not exerting his self, a character may automatically slow down his heartbeat and rate at which he uses energy. This extends the length of time a character can hold his breath when not active to twice the normal duration. If a character is fighting, swimming, or otherwise active, and attempts to use the feat he must make a DC 20 Fortitude save or autohypnosis check. Roll separately for each attack, save, or skill made in a round. If the check fails, the character immediately tries to breathe even if he would have been able to hold his breath longer without using the feat.
Normal: A character may hold his breath for a number of rounds equal to his constitution score.
Special: This feat may be taken multiple times; increasing the duration the character can hold his breath by an additional multiple of 1. (1st – x2, 2nd – x3, 3rd – x4, etc…)

EXTEND SPELL LIST
Prerequisite: Cleric
Benefit: You add the spells of one clerical domain to your cleric spell list, allowing you to prepare these spells normally.
Normal: Domain spells can only be prepared in the bonus domain slot.
Special: This feat may be chosen multiple times, each time applying to a different domain. You cannot learn domains inappropriate for your god or alignment.

IMPROVED HOLD CHARGE
Prerequisite: Ability to cast third level spells
Benefit: You have gained a greater understanding of magic in relation to touch spells, allowing you to hold a touch spell even while casting another spell, using another form of attack, or other activities. You may hold the charge of a touch spell that is at least two (2) levels lower than the highest level spell you can cast while performing other actions without the spell discharging. The spell is still discharged as normal upon making a successful touch attack. You may hold the charge of only one (1) spell at any time.

(ex: a fighter/cleric casts cure serious wounds prior to entering combat, during combat he is gravely wounded, as part of his full attack action, he discharges the spell on himself as either a secondary attack or one of his iterative attacks with all requisite penalties.) (ex: a monk/sorcerer casts shocking grasp at the start of combat, before he is able to enter the fight, a companion goes down, he moves up to tend her then attacks an opponent with his flurry of blows, discharging the spell with one of the attacks.)
Normal: An instantaneous effect touch spell may be held indefinitely until discharged or casting another spell.

LARGE SUMMONING
Prerequisite: Spell Focus (Conjuration), Augment Summoning
Benefit: Any summoned creature is one size category larger than normal granting it a +4 size bonus to Strength, a -2 size penalty to Dexterity, a +1 bonus to Natural Armor, a -1 size penalty to Attack and Armor Class, and a +1 size bonus to CMB and CMD. Adding this feat to a spell increases its level by 1.
Normal: A summoned creature is normal for its type.
Special: This feat may be applied to a spell multiple times, at a cost of 1 spell level per size increase.

BODY MASTERY
Prerequisite: +5 base Fortitude save, ability to cast any spell from the polymorph sub-school or the change shape ability or the wild shape ability.
Benefit: You have gained a great deal of control over your shape-changing abilities and can change aspects of your body instead of the entire form. (i.e. grow claws, wings, natural armor, etc. of a form, without changing your entire body.) Stats do not change unless the entire form is changed.
Normal: You can change your entire body into a new form.
Special: If duplicating an aspect of a particular creature the character must be familiar with the creature, having fought one or spent time studying a living or dead specimen. Attack modes duplicated are scaled to the character’s size. A character may only have one aspect of a creature in effect at a time from lesser body mastery.

MARK OF HUMANITY, QUICK-THINKER
Prerequisite: human/humanoid crossbreed (half-elf, half-orc, etc.)
Benefit: A character with this feat has inherited more traits from his/ her human parent. The character learns quickly and receives one (1) additional skill point at 1st level plus one (1) additional point each level thereafter.
Special: This feat can only be taken by a 1st level character.

REFLEXIVE CHANGE
Prerequisite: Able to assume an alternate form as a swift action.
Benefit: You are able to assume an alternate form at any time you wish, even when it is not your turn or when you are surprised. You can activate your ability as an immediate action in response to another’s action. Thus, you can gain the benefit of your alternate form in order to prevent or ameliorate an undesirable event. For example, you can choose to change shape when an enemy attacks you (gaining a higher AC, additional hit points, etc…), or casts a spell at you before you know the results of the attack. You must be aware of the attack, but you may be flat-footed.
Normal: You assume an alternate form only on your turn

ROCK CATCHING
Prerequisite: size Large or larger, ability to throw rocks either by feat, class, or racial ability
Benefit: A character of at least large size is able to catch small, medium, or large rocks (or projectiles of similar shape). Once per round, a character that would normally be hit by a rock may make a reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. The character must be aware of the attack in order to make a rock catching attempt.
Special: A character that also has the Deflect Arrows feat may choose to deflect rocks or other massive projectiles.

SHIELD-ARM
Prerequisite: Improved Unarmed Strike or natural claw attacks, Two-weapon Fighting or Multi-weapon Fighting or Multi-attack
Benefit: An individual trained in shield arm has toughened the bones and skin of the forearms and learned ways to deflect blows of even the sharpest blades and bolts. The character receives a +1 shield bonus to AC whenever not using a shield and unarmed. A character may only use the shield-arm when not flat-footed and against attacks that the character is aware of.
Special: This feat may be taken once for each arm the character has, increasing the bonus by +1 each time.

SIGNATURE SPELL
Prerequisite: Spell Mastery, Access to spells at least 2 levels higher than chosen signature spell
Benefit: The character chooses a spell that he/she has chosen with Spell Mastery to become their signature spell. The character is then able to cast that spell spontaneously by forfeiting a previously prepared spell of equal or higher level.
Special: A character may take this feat multiple times. However, he/she may only have one signature spell of each spell level known. Only spells memorized for their wizard class may be forfeited.

SUPERNATURAL TRANSFORMATION
Prerequisite: Spell-like ability, 21st character level
Benefit: The character chooses a spell-like ability that he/she has to become a supernatural ability. As a supernatural ability, the effect cannot be disrupted in combat, does not provoke an attack of opportunity, is not subject to spell resistance, counter-spells, or dispel magic, and does not function in areas where magic is suppressed or negated (such as an anti-magic field).
Special: A character may take this feat multiple times. Each time it applies to a different spell-like ability.

TAINT OF THE DEMON LORD
Prerequisite: Touch of the Abyss
Benefit: The fey’ri has grown even closer to his/her demon forefathers. A fey’ri character gains one (1) additional special ability from the restricted list (damage reduction, dimension door, enervation).
Special: This feat may be chosen multiple times, each time it applies to a new ability.

TOUCH OF THE ABYSS
Prerequisite: Fey’ri, Fiendish Bloodline
Benefit: A character with this feat has grown closer to his demonic heritage. He or she gains the use of an additional ability from the fey’ri chart. Though closer to his/her demon bloodline, the character still can only have one (1) of the three (3) restricted abilities (damage reduction, dimension door, enervation).
Special: This feat may be chosen multiple times, each time it applies to a new ability.

CHAIN MASTERY
Prerequisite: Exotic weapon proficiency with spiked chain, base attack bonus +3
Benefit: Through extended training you have learned new versatility when wielding a spiked chain. By wrapping a portion of the chain around your forearm, you may wield the spiked chain as a one-handed melee weapon. While so positioned, you cannot be disarmed nor are you able to drop the chain if a trip attempt is failed. Alternately, you may wield the weapon in one hand similar to a whip with a 10 foot reach. As with a whip, you provoke attacks of opportunity while wielding the spiked chain in this manner. Switching your grip between the three positions (two-handed, one-handed, whip) takes the same action as if drawing a weapon.


Quixque wrote:

CALCULATED ATTACK

Prerequisite: None
Benefit: When making an attack roll for spells the caster may use his primary casting ability bonus instead of the relevant physical ability.
Normal: Attack rolls are adjusted for Strength or Dexterity.
.... this would result in every class taking this, i would take it as a monk with wisdom, that way i at least one less score to worry about.(i wouldn't allow it)
Quixque wrote:

CONTROLED RESPIRATION

Prerequisite: Iron Will
Benefit: When not exerting his self, a character may automatically slow down his heartbeat and rate at which he uses energy. This extends the length of time a character can hold his breath when not active to twice the normal duration. If a character is fighting, swimming, or otherwise active, and attempts to use the feat he must make a DC 20 Fortitude save or autohypnosis check. Roll separately for each attack, save, or skill made in a round. If the check fails, the character immediately tries to breathe even if he would have been able to hold his breath longer without using the feat.
Normal: A character may hold his breath for a number of rounds equal to his constitution score.
Special: This feat may be taken multiple times; increasing the duration the character can hold his breath by an additional multiple of 1. (1st – x2, 2nd – x3, 3rd – x4, etc…)
fix the bit about autohypnosis, that skill has always been week and not useful. i can't think of a player that would take this unless it was part of a chain
Quixque wrote:

EXTEND SPELL LIST

Prerequisite: Cleric
Benefit: You add the spells of one clerical domain to your cleric spell list, allowing you to prepare these spells normally.
Normal: Domain spells can only be prepared in the bonus domain slot.
Special: This feat may be chosen multiple times, each time applying to a different domain. You cannot learn domains inappropriate for your god or alignment.

not bad


The only ones I like.

Signature Spell

Maybe Imp Hold Charge..

I think everything else is either perhaps O.P., Unbalancing, or just not appealing.


Eric The Pipe wrote:
Quixque wrote:

CALCULATED ATTACK

.... this would result in every class taking this, i would take it as a monk with wisdom, that way i at least one less score to worry about.(i wouldn't allow it)

I agree that it would be overpowering if the feat allowed you to use a primary mental ability for any attack roll. However, the feat only allows use of your primary casting ability when making attack rolls for spells that you cast. Perhaps adding the prerequisite of "Ability to cast spells" would help clarify that it applies only to spells?

Eric The Pipe wrote:
Quixque wrote:

CONTROLED RESPIRATION

fix the bit about autohypnosis, that skill has always been week and not useful. i can't think of a player that would take this unless it was part of a chain

This was intended as a regional feat for an area of one of our home campaigns and originally used Concentration for checks. What is the issue that you have with using Autohypnosis for the check? Do you have any suggestions for replacing the mechanic? Simply doubling the duration of holding your breath seems a bit much to me, but I would like to have your opinion.

As to Autohypnosis, we will have to agree to disagree as to its usefulness as a skill. I think being able to make a free skill check to overcome fear, resist ongoing poison effects by a skill check, and other useful effects regarding dying is pretty useful.

Eric The Pipe wrote:
Quixque wrote:

EXTEND SPELL LIST

not bad

Thank you. I strive to get reactions like this from the GM. It is a sure sign that the feat isn't over or under powered.


Eyolf The Wild Commoner wrote:

The only ones I like.

Signature Spell

Maybe Imp Hold Charge..

I think everything else is either perhaps O.P., Unbalancing, or just not appealing.

What about the feats are O.P. or Unbalancing? I would love suggestions on cleaning the feats up.


I am REALLY not the guy to go to for balance, but here we go.

I can't even recall an area where calculated attack would be useful, but I think the guy who posted before me said that it would O.P. things or something, but aside from that.

I see the entire feat as pointless, and useless. I'd scrap it.

Controlled Respiration.

I have only skimmed this one, but I did read it earlier. If I recall correctly, this would be a more realistic way to deal with certain things, HOWEVER, it would add an additional level of complexity to the rules. Specifically more to reference read to those who get this feat.

Not to mention it's purely situational. I feel that if there was a feat point system in place (Like there should already be) Then this feat would be worth something. However, at current I believe it's sort of pointless and should be just scrapped, regardless of its situational awesome use.

I think that the extend spell list feat is sort of pointless personally, but hey this one actually could be a good feat.

Improved Hold Charge... Why is this called Improved Hold Charge? I've never seen a Hold Charge feat... You're gonna have to explain that to me.

I suppose it works, but I'm sure someone could find a way to imbal that.

But, meh, personally I wouldn't add it unless we have a Dusk-knight guy >.>

Okay.. Large Summoning I'm NOT okay with. First off, there are already spells like Augment Summons and stuff. I think that summoners already have too much buff power as is. Giving them more in my opinion is NOT a good thing, at least, not a smart/wise thing.

I feel that giving other races the human racial ability is sort of a bad thing. Reason, you're taking what's special about humans and giving it to all the other half-breed races. Not cool in my opinion, and might imbalance game a bit with racial choices.

So I'm not sure what class changes forms using a swift action, but it's not the druid. Druid uses Standard Action.. So not only is this feat not useful for druids, but it feels sort of useless to me considering that I've created a Nature Bond Wild Shape option that I'm going to be be finishing soon anyway which allows the Druid to not only eventually shift as a swift action but take on more forms, and all starting at level 1 basically. It's balanced so far, and I just gotta finish the vermin abilities.

So feels like you're trying to encroach onto my territory >.> -Growls- Just kidding, anyway next up.

I see this feat as completely unrealistic, and perhaps even abusable depending on race and such. Anyway. I really dislike this shield arm feat, plus I don't feel it's needed at all.

Signature spell is next and...Maybe, I might like this one, not sure, would have to read and compare its related feat.

I don't see this supernatural transformation as all that useful in mainstream PF gaming, aside from that. Sure it's epic level, but there are rules for a reason. But hey, if you wanna do it, I don't care. I don't play epic anyway, go ahead, epic you can do whatever you want.

I see the taint and touch ones as pointless to me, and so I don't care about them. I don't even know what a Fey’ri is.

Chain mastery.

include that quickdraw would make the switching positions the equivalent action, whatever it is, swift or whatever. Aside from that..

Did they not remove the reach from said weapon for a reason.. I dunno, I just dislike this feat, but hey, could be good.

Your game, I won't be using any of them, but hey, some are good, some are meh, some are huh?, and some are epic level.

Your feats, your choices.

I'm not the best judge here, as I just dislike them. So yeah, I wish you good luck in the future, and hopefully you'll get some people who like your feats posting.


Quixque wrote:


SIGNATURE SPELL
Prerequisite: Spell Mastery, Access to spells at least 2 levels higher than chosen signature spell
Benefit: The character chooses a spell that he/she has chosen with Spell Mastery to become their signature spell. The character is then able to cast that spell spontaneously by forfeiting a previously prepared spell of equal or higher level.
Special: A character may take this feat multiple times. However, he/she may only have one signature spell of each spell level known. Only spells memorized for their wizard class may be forfeited.

A feat by the same name appeared in the Genius Guide to Feats of Spellcasting. In addition to doing what you've listed, it allowed clerics to choose a domain spell they could cast in the same manner. The only prereqs were Spell Mastery or access to a cleric domain.

That should probably be a good indicator of balance of that feat at least.
The others... Shield Arm just breaks verisimilitude for me too much (you block a blade with your bare arm?). The shapeshifting feats might be a tremendous boon to your games, but I've had lots of problems with shapeshifting and Natural Spell in mine, I'd rather avoid any further hijinks.

Hold the Charge is confusingly worded, but I like it as long as it doesn't allow someone to twin-cast a touch spell (I think you're trying to avoid that, but it's hard to tell). The current name is reminiscent of someone trying to level a spear at cavalry, so something different might be in order (Lasting Touch maybe?).


Here, I'll provide some positive stuff this time.

Use this instead of that human feat.

Natural Talent
You have an enhanced aptitude for mastering skills.
Benefit: You gain +3 skill points. For every Hit Die you possess beyond 3, you gain an additional +1 skill point. If you have more than 3 Hit Dice, you gain +1 skill points whenever you gain a Hit Die (such as when you gain a level).
Special: This feat does not confer the ability to allocate more skill points to a skill than you have levels. The maximum number of skill points you may have in any skill is equal to your character level.


Quixque wrote:

EXTEND SPELL LIST

Prerequisite: Cleric
Benefit: You add the spells of one clerical domain to your cleric spell list, allowing you to prepare these spells normally.
Normal: Domain spells can only be prepared in the bonus domain slot.
Special: This feat may be chosen multiple times, each time applying to a different domain. You cannot learn domains inappropriate for your god or alignment.

I had a 3.5 version that allowed a single "Extra Domain Spell", not of your highest level. EVERY Cleric that could took that feat as soon as they could. When I went to a spell point system, the utility of the feat dropped. When I left spontaneous Heal/Inflict for spontaneous Domains, every player dumped the feat. All that said, your feat will encourage 'mainlining' to a particular deity.

Edit: Speak of the Deevil and in she walks...
A long time Cleric caster in my game just blew through and left her 2cp. She sez this is far superior to my crappy 3.5 version and its usually just spell range, not level changes of the spells. Even when spells change level in a Domain slot, they now function as that level of spell with all the good and bad that go with it (I assume she means DC, duration, etc.).

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