Home Brewed Feats!!! Discuss, Critique, or Post your own!


Homebrew and House Rules

Scarab Sages

Aberrant Feats

RAZOR TEETH
In addition to the other changes caused by the tainted plague it also gifted you with a mouth full of razor sharp teeth.

Prerequisites: Twisted Flesh, Constitution 15, Worldwound affinity.

Benefit: You gain a natural bite attack suitable for your size.

Special: You take an additional –1 penalty on all other Charisma-based skill checks

Combat Style Feats

THE CLOAK DANCE OF THE INVISIBLE SWORD LORD
By using your cloak to hide the position of your weapons and your body you reduce your enemy’s ability to predict from where your blades will strike

Prerequisites: Two Weapon Fighting, Combat Expertise, Improved Feint, Int 13. You must also seek and be granted the privilege of being taught this feat from The Invisible Sword Lord of the City of Restov or one of his pupils.

Benefit: You may choose to use a slight of hand check instead of a bluff check while feinting provided that you are wearing a heavy cloak and wielding two weapons. A specially tailored cloak made specifically for use with this feat costs 180 gold pieces and grants a +2 equipment bonus to feint attempts (regardless if slight of hand or bluff is used and again provided that the character is wielding two weapons.) This specially tailored cloak is not required to use the feat.

THE DISPLACED CLOAK DANCE OF THE INVISIBLE SWORD LORD
By using your cloak to hide the position of your weapons and your stance you reduce your enemy’s ability to perceive how you have prepared your defense. This feat also represents training on how to use your cloak to foul attacks against you.

Prerequisites: Two Weapon Fighting, Two Weapon Defense, Combat Expertise, Improved Feint, Int 13, The Cloak Dance of the Invisible Sword Lord. You must also seek and be granted the privilege of being taught this feat from The Invisible Sword Lord of the City of Restov or one of his pupils.

Benefit: Provided that you are wearing a heavy cloak and wielding two weapons the shield bonus granted from the two weapon defense feat increases to +2. This bonus is further increased to +3 against any creature that you successfully affected with a Feint on your last round.

THE TWICE DECEPTIVE CLOAK DANCE OF THE INVISIBLE SWORD LORD
By using your cloak to hide the position of your weapons and your body you reduce your enemy’s ability to predict from where your blades will strike

Prerequisites: Two Weapon Fighting, Greater Feint, The Cloak Dance of the Invisible Sword Lord. You must also seek and be granted the privilege of being taught this feat from The Invisible Sword Lord of the City of Restov or one of his pupils.

Benefit: You can make a Bluff check to feint in combat as a swift action combined with a regular move provided that you are wearing a heavy cloak and wielding two weapons.

MARBLE MASTERY
This strange combat style was developed by the only Gnome who made his life focus to become a Sword Lord of Restov. The feat grants you the ability to use marbles and caltrops in melee combat to greater effect.

Prerequisites: Throw Anything, Quickdraw, Combat Expertise, Improved Feint. You must also seek out training for this feat from the Gnomish Marbler of the City of Restov.

Benefit: As a swift action you can draw a bag of caltrops or marbles and spill them into a square adjacent to you. Additionally, after successfully feinting against a creature, instead of a regular attack (this counts as a standard action), you may fill their square with marbles or caltrops, that creature is immediately affected by the caltrops or marbles as though they had just entered the square and they are not allowed to count their dexterity bonus towards their AC or Saving throw when resolving the effect of the caltrops or marbles.

Mentalist Feats

PSYCHIC TRAINING
You have been given a deeper understanding of how your mind works.

Prerequisites: +2 Base will save

Benefit: You gain a +1 insight bonus to all will saves, perception checks and concentration checks.
Special: This feat is the prerequisite for all other Mentalist Feats

TELEPATHIC TRAINING (BASIC)

Through rigorous mental training and exposure to psychic energy you learn to “speak” mind to mind.

Prerequisites: Psychic Training, Must be able to use a language

Benefit: You may choose to project your thoughts as a form of communication. This allows you to mentally “speak” to all those with the psychic training feat within 30 ft or to one single creature with the psychic training feat within line of site. This form of communication does not require you to physically say anything. Those with the Psychic Training Feat but who lack this feat may “hear” your attempts at communication but may not respond to them.

1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks this ability. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the abilities range.

This ability doesn't transcend language barriers.


Bayonet Blast - Prerequisites: Exotic Weapon Proficiency (Firearms), Point Blank Shot, BAB +6, *Combat Feat* - By giving up one of your attacks as part of a full-attack action while your gun is loaded you may stab (this has to be piercing damage) your enemy with your bayonet and fire your gun. If you hit successfully with your bayonet you deal damage accordingly with it, you may then make a melee touch attack (using the BAB from the attack you gave up) to fire your gun, dealing damage accordingly if you hit. In addition, if you can brace with your bayonet and successfully hit (with your bayonet) while bracing you may fire your gun (as stated above but using your highest BAB) as part of the action.

Craft Steam Proxy – Prerequisites: Knowledge (Engineering) 5 ranks, Heal 3 ranks – You are able to Craft and attach Steam Proxy. It takes 1 day for every 1,000gp in the price to create (although it only takes 1 hour to attach). To craft Steam Proxy, you must use up raw materials costing half of its price.

RPG Superstar 2012 Top 32

Power Rush

Requirements:
BAB: +2, Str 13+, Power Attack, Improved Bull Rush.

Benefits:
When making a Bull Rush attempt, you can choose to add the amount of bonus damage you would do with a one-handed weapon if you were using Power Attack to your CMB to make a Bull Rush attempt. You take a penalty equal to the Attack roll penalty you would take using Power Attack with a one-handed weapon to your CMD until the beginning of your next turn.

Power Trip

Requirements:
BAB: +2, Str 13+, Power Attack, Improved Trip.

Benefits:
When making a Trip attempt, you can choose to add the amount of bonus damage you would do with a one-handed weapon if you were using Power Attack to your CMB to make a Trip attempt. You take a penalty equal to the Attack roll penalty you would take using Power Attack with a one-handed weapon to your CMD until the beginning of your next turn.

Powerful Disarm

Requirements:
BAB: +2, Str 13+, Power Attack, Improved Disarm.

Benefits:
When making a Disarm attempt, you can choose to add the amount of bonus damage you would do with a one-handed weapon if you were using Power Attack to your CMB to make a Disarm attempt. You take a penalty equal to the Attack roll penalty you would take using Power Attack with a one-handed weapon to your CMD until the beginning of your next turn.

Powerful Grappler

Requirements:
BAB: +2, Str 13+, Power Attack, Improved Grapple.

Benefits:
When making a Grapple attempt, you can choose to add the amount of bonus damage you would do with a one-handed weapon if you were using Power Attack to your CMB to make a Grapple attempt. You take a penalty equal to the Attack roll penalty you would take using Power Attack with a one-handed weapon to your CMD until the beginning of your next turn.

Powerful Overrun

Requirements:
BAB: +2, Str 13+, Power Attack, Improved Overrun.

Benefits:
When making an Overrun attempt, you can choose to add the amount of bonus damage you would do with a one-handed weapon if you were using Power Attack to your CMB to make an Overrun attempt. You take a penalty equal to the Attack roll penalty you would take using Power Attack with a one-handed weapon to your CMD until the beginning of your next turn.

Powerful Sunder

Requirements:
BAB: +2, Str 13+, Power Attack, Improved Sunder.

Benefits:
When making a Sunder attempt, you can choose to add the amount of bonus damage you would do with a one-handed weapon if you were using Power Attack to your CMB to make a Sunder attempt. You take a penalty equal to the Attack roll penalty you would take using Power Attack with a one-handed weapon to your CMD until the beginning of your next turn.

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