Please comment on these feats, more specifically what is wrong with them, and what you think should be done to fix them(if they can be fixed).
Positive Weapon Infusion
Pre-Requisite: Channeling Positive Energy Feat, Religion 3 ranks, Ability to Cast 2nd level Divine Spells, Ability to turn undead
Benefit: This changes the damage dealt by the weapon that has been Infused into a temporary conduit for the holy energies of the Positive Material Plane causing the weapon to do Holy Damage for 1 round. Each use of this ability uses 1 of the daily uses of turning undead available to the user.
Weapon Attunement (General/Fighter)
Pre-Requisite: BAB+3, Concentration 3 ranks, Base Will Power Save +2
Benefit: By taking 1 hour and meditating with a weapon that you are proficient in and succeeding at a Concentration check DC 15 at the end of the hour long period you can attune yourself to the weapon. This provides either a +1 to hit or damage for the next 24 hours that must be chosen before the 1 hour meditation begins. Failing the Concentration Check means that you cannot use this feat again for 24 hours. This bonus stacks with any existing bonus. You may take this feat multiple times each time it applies to a different weapon.
Surmise Battle
Prerequisite: Dexterity 13+, Wisdom 12+
Benefit: By using a free action every round and judging the actions of opponents for the their next round action you may add +2 to your initiative every other round. To use this feat you have to declare that it will be used in a given round as this is assumed to be your free action for the round.
Expert Flanker
Prerequisite: 12+ Int
Benefit: You are a learned Flanker. Anytime you are involved in a flanking situation with either a melee weapon or a missile weapon (if withing 30’) you may increase your flanking attack modifier by +2.
Special: Must have flanked at least a dozen separate opponents and scored a successful attack roll that dealt damage to each of them.
Chaotic Spell (Metamagic)
Prerequisite: Chaotic Alignment, ability to cast 4th level or higher spells.
Benefit: When memorizing spells you may choose any one spell to be memorized as a chaotic spell. A chaotic spell has a 50% to have the maximum affect (max damage) if there is a damaging roll (save allowed) or the DC of the spell increased by +3. This feat may be taken multiple times and each time it allows the user to memorize an additional Chaotic Spell (if you have taken this feat 2 times you may choose to memorize 2 chaotic spells from the list of spells you may memorize). There is a 50% that casting a Chaotic Spell will have the minimum result, or in the case of non-damaging spells the DC could be lowered by 3. Memorizing a Chaotic Spell takes up the normal spell level slot.
Special: If the character ever changes to a non-chaotic alignment he instantly looses the benefit of this spell until his alignment reverts to chaotic.
Positive Weapon Infusion
Pre-Requisite: Channeling Positive Energy Feat, Religion 3 ranks, Ability to Cast 2nd level Divine Spells, Ability to turn undead
Benefit: This changes the damage dealt by the weapon that has been Infused into a temporary conduit for the holy energies of the Positive Material Plane causing the weapon to do Holy Damage for 1 round. Each use of this ability uses 1 of the daily uses of turning undead available to the user.
Weapon Attunement (General/Fighter)
Pre-Requisite: BAB+3, Concentration 3 ranks, Base Will Power Save +2
Benefit: By taking 1 hour and meditating with a weapon that you are proficient in and succeeding at a Concentration check DC 15 at the end of the hour long period you can attune yourself to the weapon. This provides either a +1 to hit or damage for the next 24 hours that must be chosen before the 1 hour meditation begins. Failing the Concentration Check means that you cannot use this feat again for 24 hours. This bonus stacks with any existing bonus. You may take this feat multiple times each time it applies to a different weapon.
Surmise Battle
Prerequisite: Dexterity 13+, Wisdom 12+
Benefit: By using a free action every round and judging the actions of opponents for the their next round action you may add +2 to your initiative every other round. To use this feat you have to declare that it will be used in a given round as this is assumed to be your free action for the round.
Expert Flanker
Prerequisite: 12+ Int
Benefit: You are a learned Flanker. Anytime you are involved in a flanking situation with either a melee weapon or a missile weapon (if withing 30’) you may increase your flanking attack modifier by +2.
Special: Must have flanked at least a dozen separate opponents and scored a successful attack roll that dealt damage to each of them.
Chaotic Spell (Metamagic)
Prerequisite: Chaotic Alignment, ability to cast 4th level or higher spells.
Benefit: When memorizing spells you may choose any one spell to be memorized as a chaotic spell. A chaotic spell has a 50% to have the maximum affect (max damage) if there is a damaging roll (save allowed) or the DC of the spell increased by +3. This feat may be taken multiple times and each time it allows the user to memorize an additional Chaotic Spell (if you have taken this feat 2 times you may choose to memorize 2 chaotic spells from the list of spells you may memorize). There is a 50% that casting a Chaotic Spell will have the minimum result, or in the case of non-damaging spells the DC could be lowered by 3. Memorizing a Chaotic Spell takes up the normal spell level slot.
Special: If the character ever changes to a non-chaotic alignment he instantly looses the benefit of this spell until his alignment reverts to chaotic.
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