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What feats need to be added to the game?

I would like to see feats that allow variant behaviour between implements to help further define the differences between them the same way weapons do.

For instance
* A feat that allows you to use a staff two handed, and in doing so, increase damage dice of implement powers used through it by 1
* A feat to allow a wand to use a ranged power without drawing Opp Att from ajacent oppoenents you have CA against

At the moment (aside from the wizard) it just feels like the different kinds of implements are just a means of restricting class combinations rather than there being any actual reason for there being different implement types (well, aside from different enchatments that is)
 

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Brawler
Requirements: Str 13
While not the formal training of the Monk, you can fight unarmed. Gain a +2 bonus to attacks when fighting unarmed or with improvised weapons.

+4 to hit with spiked gauntlets! Sign me up!


In all seriousness, they need Implement Focus and more feats at heroic level that make both energy and weapon types unique.

Oncoming Storm and his friends are a great -start-.
 

• Multiclass options for people multiclassing within the same power source that allows them a skill choice other than religion for divine, or arcana for arcane classes. Right now you are screwed out of a trained skill if you MC within the same power source for many classes. Grant skill focus in religion/arcana perhaps? Allow the selection of a different skill from the MC class list? I'd like to see multiclassing within the same power source be just as advantageous, but right now, you lose the skill training.
There are such feats in Arcane Power and Divine Power.

What I'd like to see more of are race/class feats that make all races equally attractive for each class.
 

What a fun question!

1) More feats focusing on special actions like charging...but especially bull rush and grab. I like the idea of being able to make a bull rush specialist or grab specialist.

Examples:

Paragon Tier: Charging Bull Rush: When making a charging bull rush, a successful attempt knocks your opponent prone.

Paragon Tier: Choking Grab: Deal damage equal to your strength modifier when successfully sustaining a grab. This damage can only be dealt once per round.

Epic Tier: Aggressive Bull Rush: Add 1 square to the distance of your bull rush, you may make a ranged basic attack against the target as a minor action after a successful attempt.

Epic Tier: Bear Hugger: A successful grab attempt leaves your opponent dazed. This effect ends immediately upon leaving the grab, or being released freely from it.


2) Generic feats that apply towards At will Powers/Encounter Powers/Daily Powers. Granted they've done this a bit with at-wills, but I'd like to see more. This would mostly have to be added to Daily Powers in order to avoid being overpowered.

Heroic Tier: Focused Daily: Choose 1 daily power you know and add the following to at the end of the Hit Line: One target struck by your daily takes 3 additional untyped damage. This damage increases to 6 at 11th level, and 9 additional damage at 21st.

Paragon Tier: Concussive Daily: Choose 1 daily power you know and add the following to at the end of the Hit Line: Target is knocked prone.

Epic Tier: Staggering Daily: Choose 1 daily power you know and add the following to at the end of the Hit Line: Target gets -2 to all attack rolls (save ends)

Heroic Tier: Positioning Encounter: Choose 1 encounter power you know and add the following Special prior to the Attack Line: Move 1 Square. This Special increases to 2 Squares at 11th level, and 3 Squares at 21st.

Heroic Tier: Renewing Encounter: Choose 1 encounter power you know and add the following to at the end of the Hit Line: Gain 3 HP. This HP gain increases to 6 at 11th level, and to 9 at 21st level.

Epic Tier: Resilient Strike: Choose 1 encounter power you know and add the following to at the end of the Hit Line: You may make a savings throw against all effects currently targeting you. This ability can only be used once per encounter, even if an ability would grant you use of this encounter power again.
 

I've had the idea to make feats for each class that give you additional power in that class slightly beyond what a normal feat might give, but 'expend' your multiclass credit, and cannot be taken by Hybrids. Essentially, "Class specialization" feats.

E.g. for Clerics, for example, you might gain one additional class skill off your list, and one additional application of Healing Word per day.

The idea is to make not multiclassing an option that isn't immediately suboptimal (because even for a largely-single-class character, splash multiclassing is extremely good.)
 

I've had the idea to make feats for each class that give you additional power in that class slightly beyond what a normal feat might give, but 'expend' your multiclass credit, and cannot be taken by Hybrids. Essentially, "Class specialization" feats.

E.g. for Clerics, for example, you might gain one additional class skill off your list, and one additional application of Healing Word per day.

The idea is to make not multiclassing an option that isn't immediately suboptimal (because even for a largely-single-class character, splash multiclassing is extremely good.)

Great idea! I'm of the mind that no class should ever remain as a single class since multiclass feats are so strong even if you never follow up beyond the initial feat. Single Class focus feats would be great. Expanding further in higher tiers would be nice too.

In the case of an Epic Cleric that hasn't multiclassed you could have a feat that grants use of 2 Channel Divinity Powers per encounter instead of 1.
 

I think that a lot of feat holes could easily be patched by removing racial, class and power source requirements from existing feats. There's way, way, way too many feats that are only used by one build of one class of one race.

Apart from that

Unarmed mastery
Heroic
Choose one melee weapon when you take this feat. Whenever you have sufficient free hands to wield that weapon, and you make an unarmed melee attack, you may choose to make the attack as if armed with that weapon (including any bonuses you may gain from circumstances such as your classes, path, race, feats or enchantments to your unarmed attack, see below).
Additionally your unarmed attack may be enchanted using the enchant item ritual as though it were the weapon you chose.

That pretty much eliminates the need for any kind of unarmed-specialist class. Choose an existing class, take the feat, kick arse jacky chan style. It could probably do with an accompanying armor feat (ie - choose an armor, you're treated as wearing that armor even if you are not).
 
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Unarmed mastery
Heroic
Choose one melee weapon when you take this feat. Whenever you have sufficient free hands to wield that weapon, and you make an unarmed melee attack, you may choose to make the attack as if armed with that weapon (including any bonuses you may gain from circumstances such as your classes, path, race, feats or enchantments to your unarmed attack, see below).
Additionally your unarmed attack may be enchanted using the enchant item ritual as though it were the weapon you chose.

I'm not so thrilled with the last part, in particular when it comes to the base weapon type restrictions.
 

Apart from that
Unarmed mastery...

Flavorwise I want this to be a feat:
Fists of Stone
Benefit: You have trained in hand to hand combat enough so that your hands can be used as weapons you are proficient with. As a weapon they use these stats:

+2 proficiency bonus
1d10 damage
Group: hammer
Property: brutal 1
This puts it exactly in between craghammer and warhammer. Seems pretty reasonable to me. The awesomeness of using your hands as weapons, for the price of brutal 1.
 

For a single-class, probably not. A human hybrid would effectively have the best at-wills from two classes with that feat. Yikes.

That's true, but from what I saw of the hybrid rules, they didn't seem that strong to begin with since they have fewer feature and more restrictions on them. Pure classes with a MC feat seemed stronger.

Granted, I really don't visit the charop boards, so there could be some crazy good combos that might benefit too much from a third or fourth at-will. I just can't help but wonder how much that fourth at-will will really be used. (and can it be overpowered if it's rarely used?)

One of the things I really enjoy is when a feat increases the breadth of a characters power without really increasing the height of his power, if you know what I mean.... Like feats that help a daggermaster crit more and do more on a crit are just making that pinacle of his crit-tower a bit higher. That's fine but less fun to me than feats that let him have more options in combat and be more resourceful.
 

Into the Woods

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