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Esper's Heroic Feats (including mounted combat and channel divinity feats!)
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<blockquote data-quote="Esper the Dreamer" data-source="post: 4641249" data-attributes="member: 82202"><p>My players always want access to new feats, especially since things are slightly limited here at the beginning of the new edition. One player in particular [okay...my girlfriend <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ], noticed that there was but a single mounted combat feat in the PHB. What treachery is this?! So I honored her pegasus-riding dark paladin with a few options. Another player noticed that there were no channel divinity feats for the evil gods. Well, look no further. Oh, and I'll post a few other miscellaneous ones that I think are worthwhile...</p><p></p><p>-heroic-tier mounted feats-</p><p></p><p><strong>Expanded Mount Training</strong></p><p> <strong>Prerequisites: </strong>Mounted Combat</p><p> <strong>Benefit: </strong>Choose a mount that you own. Increase its</p><p>number of healing surges by two.</p><p> It gains an action point. It may use this action point</p><p>only for its own actions (at your command). It gains</p><p>new action points just as a player character does.</p><p> You may swap the benefits of this feat from one</p><p>mount to another, though only one mount may benefit</p><p>from it at a time. Doing so requires one week worth of</p><p>training with the mount.</p><p></p><p><strong>Expeditious Rider</strong></p><p> <strong>Prerequisites:</strong> Mounted Combat</p><p> <strong>Benefit: </strong>You may mount or dismount as a move</p><p>action, or as a minor action with a successful DC 20</p><p>acrobatic stunt. Failing this stunt causes you to fall</p><p>prone.</p><p> Once per encounter you may spur your mount to</p><p>give it a +2 bonus to speed on a single charge or</p><p>move action.</p><p></p><p><strong>Impact Charge</strong></p><p><strong> Prerequisites: </strong>Mounted Combat, Str 15</p><p> <strong>Benefit:</strong> When you charge while mounted and </p><p>your attack hits, you may immediately make a bull</p><p>rush attempt against the target. If you successfully</p><p>bull rush a mounted target, it is knocked off of its </p><p>mount and lands prone in an adjacent square</p><p>(appropriate for the direction the attack came from).</p><p></p><p><strong>Ride-by Strike</strong></p><p> <strong>Prerequisites: </strong>Mounted Combat</p><p> <strong>Benefit:</strong> When you charge while mounted, you</p><p>may continue moving after the attack. You must </p><p>keep the direction of the charge.</p><p> Your total movement for the round can’t exceed </p><p>double your mounted speed. You and your mount </p><p>do not provoke an opportunity attack from the </p><p>opponent that you charged when moving away from it.</p><p></p><p>-heroic-tier channel divinity feats-</p><p><strong></strong></p><p><strong>Channel Divinity: </strong><strong> Asmodeus' Command</strong></p><p><strong></strong><strong>feat power</strong></p><p><strong></strong><em>You utter a command empowered by the voice of the Lord</em></p><p><em>of the Nine Hells. Your foe kneels, suffering in obedience.</em></p><p><strong>Encounter * Charm, Divine, Implement</strong></p><p><strong>Standard Action Ranged 5</strong></p><p><strong>Target:</strong> One creature</p><p><strong>Attack: </strong>Wisdom vs. Will</p><p><strong>Hit:</strong> You slide the target 1 square and knock it prone.</p><p> It takes 1d6 + Wisdom modifier fire damage.</p><p>Increase damage to 2d6 at 5th level, 3d6 at 11th,</p><p> 4d6 at 15th, 5d6 at 21st, and 6d6 at 25th.</p><p></p><p><strong>Channel Divinity: Bane's Coercion </strong></p><p><strong>feat power</strong></p><p><em>Those who oppose the champions of Bane often end up</em></p><p><em>cowering for their pitiful lives</em></p><p><strong>Encounter * Divine, Fear</strong></p><p><strong>Free Action Personal</strong></p><p><strong>Trigger:</strong> You score a critical hit with a melee attack.</p><p><strong>Effect:</strong> Make an Intimidate check against all </p><p> enemies within 5 squares of you.</p><p></p><p><strong>Channel Divinity: Fang of Zehir </strong></p><p><strong>feat power</strong></p><p><em>Your blade stabs into the chest of your target. With a </em></p><p><em>silent prayer, you ask the Lord of Serpents to send forth</em></p><p><em>his poison.</em></p><p><strong>Encounter * Divine, Poison, Weapon</strong></p><p><strong>Standard Action Melee or Ranged </strong>weapon<strong></strong></p><p><strong>Requirement:</strong> You must be wielding a bow, crossbow,</p><p> or light blade.</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Dexterity vs. Fortitude</p><p><strong>Hit:</strong> 1[W] + Dexterity modifier damage and the </p><p> target takes 5 ongoing poison damage and takes</p><p> a -2 penalty to saving throws (save ends both).</p><p>Increase to 2[W] + Dexterity modifier damage at</p><p> 21st level.</p><p></p><p><strong>Channel Divinity: Gruumsh's Smite </strong></p><p><strong>feat power</strong></p><p><em>Gruumsh delights in the turmoil of your foes. His hatred</em></p><p><em>flows through your body and into your weapon.</em></p><p><strong>Encounter * Divine</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Effect: </strong>The next Strength attack you make this turn</p><p> gains a +2 bonus on the attack roll. If the attack</p><p> hits a fey creature, it deals extra damage equal to</p><p> your Strength modifier.</p><p><strong></strong></p><p><strong>Channel Divinity: </strong><strong> Hand of Vecna</strong></p><p><strong></strong><strong>feat power</strong></p><p><strong></strong><em>In the name of the Lich-king, you command a secret</em></p><p><em>necromantic power over undead.</em></p><p><strong>Encounter * Charm, Divine, Implement</strong></p><p><strong>Standard Action Close </strong>burst 2</p><p> (5 at 11th level, 8 at 21st level)<strong></strong></p><p><strong>Target: </strong>Each undead creature in burst</p><p><strong>Attack: </strong>Wisdom vs. Will</p><p><strong>Hit:</strong> Depending upon the level of the undead, apply</p><p> the following effects.</p><p><em>Same level as you or higher:</em>The undead cannot move</p><p> closer to you or make attacks until the end of </p><p> your next turn.</p><p><em>Lower level than you:</em>The undead is dominated until</p><p> the end of your next turn.</p><p></p><p><strong>Channel Divinity: Lolth's Gait </strong></p><p><strong>feat power</strong></p><p><em>By invoking the power of the spider queen, you scuttle</em></p><p><em>through the shadows like a deadly spider.</em></p><p><strong>Encounter * Divine</strong></p><p><strong>Move Action Personal</strong></p><p><strong>Effect:</strong> Shift a number of squares equal to 1 + your</p><p> Charisma modifier. During this move you gain</p><p> spiderclimb.</p><p></p><p><strong>Channel Divinity: Tiamat's Greed </strong></p><p><strong>feat power</strong></p><p><em>You know that you must kill or be killed. Take or be </em></p><p><em>taken from. There is no other way to get what you want.</em></p><p><strong>Encounter * Divine, Implement</strong></p><p><strong>Minor Action Ranged </strong>10<strong></strong></p><p><strong>Target: </strong>One creature</p><p><strong>Attack:</strong> Wisdom vs. Will</p><p><strong>Hit:</strong> The target is pulled a number of squares equal </p><p> to your Charisma modifier (minimum 1). You gain</p><p> a +1 power bonus on your next attack roll against</p><p> the target.</p><p></p><p><strong>Channel Divinity: Torog's Binding </strong></p><p><strong>feat power</strong></p><p><em>Your attack is Torog's delight as you leave your foe in </em></p><p><em>torturous bonds.</em></p><p><strong>Encounter * Divine, Weapon</strong></p><p><strong>Standard Action Melee </strong>weapon<strong></strong></p><p><strong>Target:</strong> One creature.</p><p><strong>Attack: </strong>Strength vs. Reflex</p><p><strong>Hit:</strong> 1[W] damage and the target takes ongoing 5</p><p> damage and is immobilized (save ends both).</p><p>Increase to 2[W] damage at 21st level.</p><p></p><p>-heroic-tier miscellaneous feats-</p><p></p><p><strong>Cup of Life [Cleric, Paladin]</strong></p><p><strong> Prerequisites: </strong>Cleric or Paladin<strong></strong></p><p><strong> Benefit:</strong> Whenever you use a divine healing power</p><p>or class feature and give the target more healing than </p><p>it needs to recover to maximum hit points, the target </p><p>receives only the exact amount of healing it needs to </p><p>recover to maximum hit points, and you give the </p><p>remaining healing to a second target within 5 squares </p><p>of you.</p><p> You can use this feat a number of times per day</p><p>equal to your Charisma modifier (minimum 1).</p><p></p><p><strong>Evasive Reflexes</strong></p><p><strong> Prerequisites: </strong>Dex 15<strong></strong></p><p><strong> Benefit: </strong>Whenever you make an opportunity attack,</p><p>you may shift before or after making the attack as a</p><p>free action.</p><p></p><p><strong>Grapple</strong></p><p><strong> Prerequisites: </strong>Str 13<strong></strong></p><p><strong> Benefit: </strong>If you have an enemy grabbed, you can </p><p>attempt to change its condition from immobilized to</p><p>restrained. As a standard action, make a Strength</p><p>attack against the target's Fortitude defense. You get </p><p>a +4 bonus on the attack if the target is a smaller size </p><p>than you, or a -4 penalty if the target is a larger size. </p><p> You must still maintain the grab as normal, and the</p><p>opponent can try to escape as normal, but with a -2</p><p>penalty on its escape check.</p><p></p><p><strong>Improved Bull Rush</strong></p><p><strong> Prerequisites: </strong>Str 13<strong></strong></p><p><strong> Benefit: </strong>You gain a +2 bonus on bull rush attack</p><p>rolls.</p><p> Whenever you succeed on a bull rush, the target </p><p>takes a -1 penalty to AC and Reflex until the end of</p><p>your next turn.</p><p> Whenever your bull rush would force the target over</p><p>a precipice or a pit, the target takes a -2 penalty on</p><p>its saving throw to catch itself.</p><p></p><p><strong>Keep the Fight [Fighter, Warlord]</strong></p><p><strong> Prerequisites: </strong>Fighter or Warlord<strong></strong></p><p><strong> Benefit:</strong> Choose a daily power you know that has an</p><p>effectand/or missentry. Whenever you miss with that </p><p>attack, you may choose to negate the effectand miss</p><p>entries and instead not expend the use of that power.</p><p><strong></strong></p><p><strong>Mobile Striker [Ranger, Rogue]</strong></p><p><strong> Prerequisites: </strong>Ranger or Rogue<strong></strong></p><p><strong> Benefit: </strong>Once per encounter, you may shift a number</p><p>of squares equal to your Dexterity modifier as a free </p><p>action after dealing Hunter's Quarry or Sneak Attack </p><p>damage.</p><p></p><p><strong>Performer</strong></p><p><strong> Prerequisites: </strong>Cha 11<strong></strong></p><p><strong> Benefit:</strong> You are skilled at a certain type of </p><p>performing. This could range from anything to acting,</p><p>comedy, dancing, singing, or playing an instrument.</p><p>You can impress others with your skill.</p><p>To perform your talent, make a perform check. This is</p><p>a Charisma check with a +5 bonus (similar to having</p><p>training in a skill). </p><p>Trying to earn money with this feat usually entails</p><p>securing an appropriate gig and an evening's work.</p><p></p><p>DC Performance</p><p>10 Routine or poor performance. Trying to earn</p><p> money by playing in public is practically</p><p> begging. You can earn 1d6 cp in a day</p><p>15 Fair to enjoyable performance. In a</p><p> prosperous town, you can earn 2d6 sp in a day.</p><p>20 Great performance. In a prosperous town, you</p><p> can earn 1d6 gp in a day. In time, you may</p><p> develop a local reputation, or even be</p><p> invited to join a professional troupe.</p><p>25 Memorable performance. In a prosperous town,</p><p> you can earn 2d6 gp in a day. In time, you may</p><p> come to the attention of noble patrons and</p><p> develop a regional or even kingdom-wide</p><p> reputation.</p><p>30 Extraordinary performance. In a prosperous town,</p><p> you can earn 3d6 gp in a day. In time, you may</p><p> draw attention from distant potential patrons,</p><p> or even from extraplanar beings.</p><p></p><p>An audience that has been unimpressed in the past is</p><p>likely to be prejudiced against future performances.</p><p>(Increase the DC by 2 for each previous failure.)</p><p></p><p>You also gain the <em>entrancing performance </em>power.</p><p></p><p><strong>Entrancing Performance </strong></p><p><strong>feat power</strong></p><p><em>Your mesmerizing performance seems to soothe and calm</em></p><p><em>the vicious beast. </em></p><p><strong>Encounter * Charm</strong></p><p><strong>Standard Action Ranged </strong>10<strong></strong></p><p><strong>Requirement: </strong>The target must not have been attacked</p><p> this encounter.</p><p><strong>Target:</strong> One magical beast of the fey, immortal, or</p><p> natural origin</p><p><strong>Attack: </strong>Perform check vs. Will</p><p><strong>Hit:</strong> The target calmly watches you perform, and will</p><p> not make attacks or otherwise interfere with you and</p><p> your allies. This effect lasts until the end of your</p><p> next turn or until the target is attacked.</p><p><strong>Sustain standard:</strong> If the target is within range, you </p><p> can sustain the effect.</p><p><strong>Special:</strong> If you sustain this power five times, the </p><p> effect automatically lasts for 10 minutes or until the</p><p> target is attacked.</p><p></p><p><strong>Prone Attack</strong></p><p><strong> Prerequisites: </strong>Dex 13<strong></strong></p><p><strong> Benefit:</strong> You take no penalty on melee attack rolls</p><p>while prone. If you succeed on a melee attack</p><p>against an opponent while prone, you may stand up</p><p>as a free action.</p><p><strong></strong></p><p><strong>Sniper</strong></p><p><strong> Prerequisites: </strong>Trained in Stealth</p><p><strong> Benefit:</strong> If you have successfully hidden at least 3 </p><p>squares from an enemy, you can attempt to remain</p><p>hidden, as a free action, after making a ranged </p><p>attack.</p><p> To attempt to remain hidden, make a Stealth check</p><p>with a -10 penalty against the passive Perception</p><p>of enemies that might notice you.</p><p> As well, you gain a +1 bonus on attack rolls made</p><p>against targets that you have successfully hidden from.</p><p></p><p><strong>Spell Precision [Warlock, Wizard]</strong></p><p><strong> Prerequisites: </strong>Warlock or Wizard<strong></strong></p><p><strong> Benefit: </strong>Choose an encounter power you know.</p><p>Whenever you miss with the attack, you deal half</p><p>damage.</p><p><strong></strong></p><p><strong>Threatening Chains</strong></p><p><strong> Prerequisites: </strong>Proficiency with weapon, Dex 15</p><p><strong> Benefit:</strong> You gain the <em>threatening chains</em> power.</p><p></p><p><strong>Threatening Chains </strong></p><p><strong>feat power</strong></p><p><em>You steady yourself, carefully swinging your chains, ready to</em></p><p><em>strike at a moment's notice.</em></p><p><strong>Encounter * Stance</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Effect: </strong>As long as you move no more than 2 squares</p><p> on your turn, you gain threatening reach 2 with the</p><p> spiked chain or kusari-gama until the beginning of</p><p> your next turn.</p><p></p><p><strong>Threatening Length</strong></p><p><strong> Prerequisites:</strong> Dex 13</p><p><strong> Benefit:</strong> When wielding a spear or polearm, if an</p><p>enemy charges you, you may make an opportunity</p><p>attack at that enemy when it enters an adjacent</p><p>square.</p><p></p><p>Well, I'd say that's quite long for my first post, so I'll be done for now. I have lots of other cool stuff I'd like to share, so feel free to look for more of my threads in the future. Thanks for reading!</p><p></p><p>Esper</p></blockquote><p></p>
[QUOTE="Esper the Dreamer, post: 4641249, member: 82202"] My players always want access to new feats, especially since things are slightly limited here at the beginning of the new edition. One player in particular [okay...my girlfriend ;) ], noticed that there was but a single mounted combat feat in the PHB. What treachery is this?! So I honored her pegasus-riding dark paladin with a few options. Another player noticed that there were no channel divinity feats for the evil gods. Well, look no further. Oh, and I'll post a few other miscellaneous ones that I think are worthwhile... -heroic-tier mounted feats- [B]Expanded Mount Training[/B] [B]Prerequisites: [/B]Mounted Combat [B]Benefit: [/B]Choose a mount that you own. Increase its number of healing surges by two. It gains an action point. It may use this action point only for its own actions (at your command). It gains new action points just as a player character does. You may swap the benefits of this feat from one mount to another, though only one mount may benefit from it at a time. Doing so requires one week worth of training with the mount. [B]Expeditious Rider[/B] [B]Prerequisites:[/B] Mounted Combat [B]Benefit: [/B]You may mount or dismount as a move action, or as a minor action with a successful DC 20 acrobatic stunt. Failing this stunt causes you to fall prone. Once per encounter you may spur your mount to give it a +2 bonus to speed on a single charge or move action. [B]Impact Charge[/B] [B] Prerequisites: [/B]Mounted Combat, Str 15 [B]Benefit:[/B] When you charge while mounted and your attack hits, you may immediately make a bull rush attempt against the target. If you successfully bull rush a mounted target, it is knocked off of its mount and lands prone in an adjacent square (appropriate for the direction the attack came from). [B]Ride-by Strike[/B] [B]Prerequisites: [/B]Mounted Combat [B]Benefit:[/B] When you charge while mounted, you may continue moving after the attack. You must keep the direction of the charge. Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an opportunity attack from the opponent that you charged when moving away from it. -heroic-tier channel divinity feats- [B] Channel Divinity: [/B][B] Asmodeus' Command [/B][B]feat power [/B][I]You utter a command empowered by the voice of the Lord of the Nine Hells. Your foe kneels, suffering in obedience.[/I] [B]Encounter * Charm, Divine, Implement[/B] [B]Standard Action Ranged 5 Target:[/B] One creature [B]Attack: [/B]Wisdom vs. Will [B]Hit:[/B] You slide the target 1 square and knock it prone. It takes 1d6 + Wisdom modifier fire damage. Increase damage to 2d6 at 5th level, 3d6 at 11th, 4d6 at 15th, 5d6 at 21st, and 6d6 at 25th. [B]Channel Divinity: Bane's Coercion feat power[/B] [I]Those who oppose the champions of Bane often end up cowering for their pitiful lives[/I] [B]Encounter * Divine, Fear Free Action Personal Trigger:[/B] You score a critical hit with a melee attack. [B]Effect:[/B] Make an Intimidate check against all enemies within 5 squares of you. [B]Channel Divinity: Fang of Zehir feat power[/B] [I]Your blade stabs into the chest of your target. With a silent prayer, you ask the Lord of Serpents to send forth his poison.[/I] [B]Encounter * Divine, Poison, Weapon Standard Action Melee or Ranged [/B]weapon[B] Requirement:[/B] You must be wielding a bow, crossbow, or light blade. [B]Target:[/B] One creature. [B]Attack:[/B] Dexterity vs. Fortitude [B]Hit:[/B] 1[W] + Dexterity modifier damage and the target takes 5 ongoing poison damage and takes a -2 penalty to saving throws (save ends both). Increase to 2[W] + Dexterity modifier damage at 21st level. [B]Channel Divinity: Gruumsh's Smite feat power[/B] [I]Gruumsh delights in the turmoil of your foes. His hatred flows through your body and into your weapon.[/I] [B]Encounter * Divine Minor Action Personal Effect: [/B]The next Strength attack you make this turn gains a +2 bonus on the attack roll. If the attack hits a fey creature, it deals extra damage equal to your Strength modifier. [B] Channel Divinity: [/B][B] Hand of Vecna [/B][B]feat power [/B][I]In the name of the Lich-king, you command a secret necromantic power over undead.[/I] [B]Encounter * Charm, Divine, Implement Standard Action Close [/B]burst 2 (5 at 11th level, 8 at 21st level)[B] Target: [/B]Each undead creature in burst [B]Attack: [/B]Wisdom vs. Will [B]Hit:[/B] Depending upon the level of the undead, apply the following effects. [I]Same level as you or higher:[/I]The undead cannot move closer to you or make attacks until the end of your next turn. [I]Lower level than you:[/I]The undead is dominated until the end of your next turn. [B]Channel Divinity: Lolth's Gait feat power[/B] [I]By invoking the power of the spider queen, you scuttle through the shadows like a deadly spider.[/I] [B]Encounter * Divine Move Action Personal Effect:[/B] Shift a number of squares equal to 1 + your Charisma modifier. During this move you gain spiderclimb. [B]Channel Divinity: Tiamat's Greed feat power[/B] [I]You know that you must kill or be killed. Take or be taken from. There is no other way to get what you want.[/I] [B]Encounter * Divine, Implement Minor Action Ranged [/B]10[B] Target: [/B]One creature [B]Attack:[/B] Wisdom vs. Will [B]Hit:[/B] The target is pulled a number of squares equal to your Charisma modifier (minimum 1). You gain a +1 power bonus on your next attack roll against the target. [B]Channel Divinity: Torog's Binding feat power[/B] [I]Your attack is Torog's delight as you leave your foe in torturous bonds.[/I] [B]Encounter * Divine, Weapon Standard Action Melee [/B]weapon[B] Target:[/B] One creature. [B]Attack: [/B]Strength vs. Reflex [B]Hit:[/B] 1[W] damage and the target takes ongoing 5 damage and is immobilized (save ends both). Increase to 2[W] damage at 21st level. -heroic-tier miscellaneous feats- [B]Cup of Life [Cleric, Paladin] Prerequisites: [/B]Cleric or Paladin[B] Benefit:[/B] Whenever you use a divine healing power or class feature and give the target more healing than it needs to recover to maximum hit points, the target receives only the exact amount of healing it needs to recover to maximum hit points, and you give the remaining healing to a second target within 5 squares of you. You can use this feat a number of times per day equal to your Charisma modifier (minimum 1). [B]Evasive Reflexes Prerequisites: [/B]Dex 15[B] Benefit: [/B]Whenever you make an opportunity attack, you may shift before or after making the attack as a free action. [B]Grapple Prerequisites: [/B]Str 13[B] Benefit: [/B]If you have an enemy grabbed, you can attempt to change its condition from immobilized to restrained. As a standard action, make a Strength attack against the target's Fortitude defense. You get a +4 bonus on the attack if the target is a smaller size than you, or a -4 penalty if the target is a larger size. You must still maintain the grab as normal, and the opponent can try to escape as normal, but with a -2 penalty on its escape check. [B]Improved Bull Rush Prerequisites: [/B]Str 13[B] Benefit: [/B]You gain a +2 bonus on bull rush attack rolls. Whenever you succeed on a bull rush, the target takes a -1 penalty to AC and Reflex until the end of your next turn. Whenever your bull rush would force the target over a precipice or a pit, the target takes a -2 penalty on its saving throw to catch itself. [B]Keep the Fight [Fighter, Warlord] Prerequisites: [/B]Fighter or Warlord[B] Benefit:[/B] Choose a daily power you know that has an effectand/or missentry. Whenever you miss with that attack, you may choose to negate the effectand miss entries and instead not expend the use of that power. [B] Mobile Striker [Ranger, Rogue] Prerequisites: [/B]Ranger or Rogue[B] Benefit: [/B]Once per encounter, you may shift a number of squares equal to your Dexterity modifier as a free action after dealing Hunter's Quarry or Sneak Attack damage. [B]Performer Prerequisites: [/B]Cha 11[B] Benefit:[/B] You are skilled at a certain type of performing. This could range from anything to acting, comedy, dancing, singing, or playing an instrument. You can impress others with your skill. To perform your talent, make a perform check. This is a Charisma check with a +5 bonus (similar to having training in a skill). Trying to earn money with this feat usually entails securing an appropriate gig and an evening's work. DC Performance 10 Routine or poor performance. Trying to earn money by playing in public is practically begging. You can earn 1d6 cp in a day 15 Fair to enjoyable performance. In a prosperous town, you can earn 2d6 sp in a day. 20 Great performance. In a prosperous town, you can earn 1d6 gp in a day. In time, you may develop a local reputation, or even be invited to join a professional troupe. 25 Memorable performance. In a prosperous town, you can earn 2d6 gp in a day. In time, you may come to the attention of noble patrons and develop a regional or even kingdom-wide reputation. 30 Extraordinary performance. In a prosperous town, you can earn 3d6 gp in a day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings. An audience that has been unimpressed in the past is likely to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.) You also gain the [I]entrancing performance [/I]power. [B]Entrancing Performance feat power[/B] [I]Your mesmerizing performance seems to soothe and calm the vicious beast. [/I] [B]Encounter * Charm Standard Action Ranged [/B]10[B] Requirement: [/B]The target must not have been attacked this encounter. [B]Target:[/B] One magical beast of the fey, immortal, or natural origin [B]Attack: [/B]Perform check vs. Will [B]Hit:[/B] The target calmly watches you perform, and will not make attacks or otherwise interfere with you and your allies. This effect lasts until the end of your next turn or until the target is attacked. [B]Sustain standard:[/B] If the target is within range, you can sustain the effect. [B]Special:[/B] If you sustain this power five times, the effect automatically lasts for 10 minutes or until the target is attacked. [B]Prone Attack Prerequisites: [/B]Dex 13[B] Benefit:[/B] You take no penalty on melee attack rolls while prone. If you succeed on a melee attack against an opponent while prone, you may stand up as a free action. [B] Sniper Prerequisites: [/B]Trained in Stealth [B] Benefit:[/B] If you have successfully hidden at least 3 squares from an enemy, you can attempt to remain hidden, as a free action, after making a ranged attack. To attempt to remain hidden, make a Stealth check with a -10 penalty against the passive Perception of enemies that might notice you. As well, you gain a +1 bonus on attack rolls made against targets that you have successfully hidden from. [B]Spell Precision [Warlock, Wizard] Prerequisites: [/B]Warlock or Wizard[B] Benefit: [/B]Choose an encounter power you know. Whenever you miss with the attack, you deal half damage. [B] Threatening Chains Prerequisites: [/B]Proficiency with weapon, Dex 15 [B] Benefit:[/B] You gain the [I]threatening chains[/I] power. [B]Threatening Chains feat power[/B] [I]You steady yourself, carefully swinging your chains, ready to strike at a moment's notice.[/I] [B]Encounter * Stance Minor Action Personal Effect: [/B]As long as you move no more than 2 squares on your turn, you gain threatening reach 2 with the spiked chain or kusari-gama until the beginning of your next turn. [B]Threatening Length Prerequisites:[/B] Dex 13 [B] Benefit:[/B] When wielding a spear or polearm, if an enemy charges you, you may make an opportunity attack at that enemy when it enters an adjacent square. Well, I'd say that's quite long for my first post, so I'll be done for now. I have lots of other cool stuff I'd like to share, so feel free to look for more of my threads in the future. Thanks for reading! Esper [/QUOTE]
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Esper's Heroic Feats (including mounted combat and channel divinity feats!)
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