Kaptain_Kantrip
First Post
I found these anime/video game inspired feats in House Rules some time ago (can't remember the original author's name, sorry!). I recently revised them, adding prerequisites and hindrances (there were none originally) and also tweaked some of the mechanics and flavor text.
Note: I know that the 3e designers said no feat should ever reward a low ability score, but those below that do also add in a hindrance to compensate. They also embody the spirit of many popular anime/video game characters. You may want to reserve such feats for NPCs in your campaign.
Anyway, these feats sound like a lot of fun, so use what you like and toss what you don't.
BTW: Any feedback would also be appreciated!
____________________________________________________
BIG AND DUMB
Your brain is tiny, but that’s OK because you
can break stuff.
Prequisite: Int 8 or lower.
Benefit: +4 Str.
Hindrance: You must make an Int check (DC
15) in order to successfully understand and carry
out any complicated, long or tedious action. If
you fail, you screw up whatever you were trying
to do and attempt to smash something breakable
within reach of the DM’s choice (this could
include another character at the DM’s option).
Special: Can only be taken at first level.
BLIND WARRIOR
You have lost your sight, but you are no less of a
warrior because of it having learned to "see"
your surroundings with your other senses.
Prerequisite: Blind-Fight, must have been
permanently blinded in both eyes.
Benefit: You gain a +2 to listen checks and can
function normally under any conditions what
would affect sight for good or ill. If you ever lose
your ability to hear you are effectively rendered
"blind" but may not benefit from such feats as
blind fighting.
BLOOD FOUNTAIN
You can make a cleave attack that so absolutely
destroys one foe that the blood sprays from their
body violently.
Prerequisite: BAB 6+, Cleave, Power Attack.
Benefit: 3/day, you can make an attack that (if
it kills your opponent) is so powerful that your
opponent's blood actually sprays from his body
in an enormous scarlet fountain. If the strike is
not fatal, it does not count toward the uses per
day, nor does it apply the morale penalty below.
This gory display demoralizes all enemies
within 50 feet who witness the demise of the
now-departed foe, who suffer a -4 morale
penalty to attack against you for the remainder
of the combat. Enemies of (your level - 4) HD or
less must make a Will save or flee (DC 10 + 1/2
your level + HD of monster killed using feat).
Special: You take 2 points of Charisma damage
until you bathe from being soaked in your foe's
blood. This is not a cumulative effect, and you
gain a +4 circumstance bonus to Intimidate
checks for the duration of the Charisma penalty.
CLUELESSLY HANDSOME
Women go gaga over you, though you wouldn't
know it if it hit you over the head.
Prerequisite: Cha 15+, 8 or lower Wis, male.
Benefit: Female humanoids who would
normally find you romantically desirable can't
help but hold back if they have to attack you.
They suffer a -2 penalty to hit and damage when
attacking you. You also receive a +2 bonus to all
Charisma-based checks against them, either in
or out of combat. This feat also works on those
not of the opposite sex who are attracted to your
gender.
Special: Can only be taken at 1st level.
COMEDIC RELIEF
Sometimes the gods just seem to favor this
humorous character who seems to never die...
Prerequisite: Any non-lawful alignment.
Benefit: 1/day, whenever this cahracter would
be reduced to 0 or less hitpoints, he/she can
either run away instead of getting attacked,
automatically moving 4x his/her move rate out
of the battle, or if it’s some explosion or such,
amazingly survive the blast with 1 hit point left,
and blown 120 ft. away, conveniently into a
river or some other obstruction if there is one.
Disadvantage: Character suffers -2 on all
Dexterity related skills, a further -4 on all
balance checks, and a -2 penalty on all
Charisma checks to influence other NPCs
(because they think of the character as silly).
Special: Can only be taken at 1st level.
CLOUD WALKER
Your balance and lightness of foot are such that
you could walk on the back of a sword someone
was holding.
Prerequisite: Dex 19+, Skill Focus: Balance.
Benefit: You automatically pass all balance
checks, and may travel across any surface as
long as there is something there to walk on.
HEROIC DETERMINATION
You just don't know when to give up, you never
say die, and you never quit.....even if someone's
collapsed a building on top of you.
Prerequisite: Iron Will.
Benefit: 1/day, when reduced to 0 hit points or
less, you can drag yourself back to your feet.
You regain all hit points you lost from a single
blow that took you to zero hit points or less.
Using this ability deals you 2 points of
temporary Constitition damage (which will
impact your HP total).
JIGGLY ANATOMY
You have been amply blessed, and men are
nervous in your presence.
Prerequisites: Cha 15+, female.
Benefit: Male humanoids who would normally
find you romantically desirable, suffer a -2
penalty to hit and damage when attacking you.
You also receive a +2 bonus to all
Charisma-based checks against them, either in
or out of combat. This feat also works on those
not of the opposite sex but who are attracted to
your gender.
Special: Can only be taken at 1st level.
MIGHTY LEAP
You are able to leap outlandish distances to the
disbelief of most people.
Prerequisite: Run, Skill Focus: Jump.
Benefit: You may move your speed horizontally
in a single leap, and half your speed vertically
as a move action.
MYSTIC SHIELD
You have powerful protective abilities that
would amaze even the greatest foe, but they take
their toll.
Prerequisite: Iron Will, ability to cast level 1
arcane or divine spells.
Benefit: 1/day, as a free action in response to an
attack, you can create a bubble up to 10ft in
diameter. Treat this bubble as a wall of force.
This lasts for one round from the initiative count
it was activated on. Using this ability deals you
2 points of temporary Constitution damage.
OVERSIZED WEAPON PROFICIENCY
You have trained yourself in the use of a huge
weapon.
Prerequisite: Str 18+.
Benefit: Choose one type of weapon two size
catagories larger than you, you may wield that
weapon two handed at no penalty.
Special: You can gain this feat multiple times.
Each time you take this feat, it applies to a new
weapon.
POWER-UP
You have vast reserves of power that you may
call upon with some effort.
Prerequisite: Cha 17+.
Benefit: 1/day as a full round action, you may
apply the Empower Spell feat and the Maximize
Spell feat and add +4 to the save DC of the next
spell you cast in the following round. Using this
ability deals you 4 points of temporary
Constitution damage and provokes an attack of
opportunity.
SKILLFUL STRIKE
You have trained long and hard with your
chosen weapon and can strike with the skill of a
master.
Prerequisite: BAB 15+, Expertise, Weapon
Focus (any).
Benefit: 3/day on a successful strike, you can
instantly slay a creature with 4 HD or less, deal
x4 damage to a creature of 5-10 HD, and deal x2
Damage to a creature of 11-15 HD. This ability
does not stack with a critical hit. If you succeed
at a critical hit when using this ability, your
damage multriplier is increased by one (a x2
weapon would be x3 in this example). You must
announce you are using this ability before
rolling and specify your target; if the target does
not qualify (too many HD), the ability fails and
this counts as one use of the feat’s daily uses.
SUPER POWER-UP
For some strange reason, no one will attack you
while you are using the Power-Up feat. In fact,
most will just stand by and watch with little
regard for what is about to happen...
Prerequisite: Cha 19+, Power-Up.
Benefit: You no longer provoke an attack of
opportunity when using the Power-Up feat.
SWIFT OF FOOT
You are the fastest person on the battle field;
warriors fear your speed.
Prerequisite: Run.
Benefit: Your movement rate is doubled.
TEMPER
You have a demonic temper that rises out when
extremely annoyed, granting you the strength to
do amazing feats.
Prerequisite: Chaotic alignment.
Benefit: 1/day for every 10 levels, you may gain
a +20 Strength bonus on one attack as a free
action. You must announce you are using this
feat before rolling to attack. If the attack misses,
the use of the feat is wasted. This feat can only
be activated in reaction to something that would
greatly annoy your character.
Special: Usually, the person with this feat's
whole body briefly turns red, steam blows out of
his ears, harmless flames surround him, etc.).
TOUGH GUY
You’re as tough as a bull and have the stubborn
personality and hair trigger temper to match.
Prerequisite: Cha 6 or lower.
Benefit: +4 Con.
Hindrance: Anytime things do not go your way,
you must make a Will save (DC 15) or become
angry and unreasonably stubborn. If the save
fails, you refuse to cooperate or lash out at the
character who triggered your temper (not
necessarily in a lethal manner, but a harmless
cuff to the head would be the least of your
reactions).
Special: Can only be taken at first level.
TRANSFORMATION
You have a heritage, either celestial or fiendish,
that you can manifest in the direst of situations.
Benefit: When you take this feat you choose
either the half-celestial template or the
half-fiend template. You may do this 1/day for a
number of rounds equal to your Cha modifier +
level, assuming your chosen template with all of
its benefits. At the end of this duration you
return to your former self and take 4 points of
temporary Constitution Damage.
Special: Can only be taken at first level.
TWITCHY
You cannot sit still; you are always moving and
doing things too fast. You almost always act
before you think.
Prerequisite: Wis 8 or lower.
Benefit: +4 Dex.
Hindrance: Must make a Will save (DC 15) to
successfully undertake any complicated, long or
tedious action. If the save fails, the twitchy
character does something impulsive and spur of
the moment instead (DM’s choice).
Special: Can only be taken at first level.
ULTIMATE CLEAVE
Your skill is such that you can cut through
objects no ordinary man would think possible.
Prerequisite: Expertise, Weapon Focus, Skillful
Strike
Benefit: 3/day, you may attempt to cut through
an inanimate object, up to 1ft think per level.
Magical and attended objects get a saving throw
vs. DC 15. If a magical object passes its saving
throw it automatically passes any future saving
throws related to this feat until you gain a level.
ZEN SMACKDOWN
You journey down the path of enlightenment
has taught you how to lay down the smack.
Prerequisite: BAB 7+, Wis 18+.
Benefit: 1/day, you may double the number of
attacks you make in a round. Roll twice for each
attack you would normally make; each roll
counts as a separate attack.
Note: I know that the 3e designers said no feat should ever reward a low ability score, but those below that do also add in a hindrance to compensate. They also embody the spirit of many popular anime/video game characters. You may want to reserve such feats for NPCs in your campaign.
Anyway, these feats sound like a lot of fun, so use what you like and toss what you don't.
BTW: Any feedback would also be appreciated!

____________________________________________________
BIG AND DUMB
Your brain is tiny, but that’s OK because you
can break stuff.
Prequisite: Int 8 or lower.
Benefit: +4 Str.
Hindrance: You must make an Int check (DC
15) in order to successfully understand and carry
out any complicated, long or tedious action. If
you fail, you screw up whatever you were trying
to do and attempt to smash something breakable
within reach of the DM’s choice (this could
include another character at the DM’s option).
Special: Can only be taken at first level.
BLIND WARRIOR
You have lost your sight, but you are no less of a
warrior because of it having learned to "see"
your surroundings with your other senses.
Prerequisite: Blind-Fight, must have been
permanently blinded in both eyes.
Benefit: You gain a +2 to listen checks and can
function normally under any conditions what
would affect sight for good or ill. If you ever lose
your ability to hear you are effectively rendered
"blind" but may not benefit from such feats as
blind fighting.
BLOOD FOUNTAIN
You can make a cleave attack that so absolutely
destroys one foe that the blood sprays from their
body violently.
Prerequisite: BAB 6+, Cleave, Power Attack.
Benefit: 3/day, you can make an attack that (if
it kills your opponent) is so powerful that your
opponent's blood actually sprays from his body
in an enormous scarlet fountain. If the strike is
not fatal, it does not count toward the uses per
day, nor does it apply the morale penalty below.
This gory display demoralizes all enemies
within 50 feet who witness the demise of the
now-departed foe, who suffer a -4 morale
penalty to attack against you for the remainder
of the combat. Enemies of (your level - 4) HD or
less must make a Will save or flee (DC 10 + 1/2
your level + HD of monster killed using feat).
Special: You take 2 points of Charisma damage
until you bathe from being soaked in your foe's
blood. This is not a cumulative effect, and you
gain a +4 circumstance bonus to Intimidate
checks for the duration of the Charisma penalty.
CLUELESSLY HANDSOME
Women go gaga over you, though you wouldn't
know it if it hit you over the head.
Prerequisite: Cha 15+, 8 or lower Wis, male.
Benefit: Female humanoids who would
normally find you romantically desirable can't
help but hold back if they have to attack you.
They suffer a -2 penalty to hit and damage when
attacking you. You also receive a +2 bonus to all
Charisma-based checks against them, either in
or out of combat. This feat also works on those
not of the opposite sex who are attracted to your
gender.
Special: Can only be taken at 1st level.
COMEDIC RELIEF
Sometimes the gods just seem to favor this
humorous character who seems to never die...
Prerequisite: Any non-lawful alignment.
Benefit: 1/day, whenever this cahracter would
be reduced to 0 or less hitpoints, he/she can
either run away instead of getting attacked,
automatically moving 4x his/her move rate out
of the battle, or if it’s some explosion or such,
amazingly survive the blast with 1 hit point left,
and blown 120 ft. away, conveniently into a
river or some other obstruction if there is one.
Disadvantage: Character suffers -2 on all
Dexterity related skills, a further -4 on all
balance checks, and a -2 penalty on all
Charisma checks to influence other NPCs
(because they think of the character as silly).
Special: Can only be taken at 1st level.
CLOUD WALKER
Your balance and lightness of foot are such that
you could walk on the back of a sword someone
was holding.
Prerequisite: Dex 19+, Skill Focus: Balance.
Benefit: You automatically pass all balance
checks, and may travel across any surface as
long as there is something there to walk on.
HEROIC DETERMINATION
You just don't know when to give up, you never
say die, and you never quit.....even if someone's
collapsed a building on top of you.
Prerequisite: Iron Will.
Benefit: 1/day, when reduced to 0 hit points or
less, you can drag yourself back to your feet.
You regain all hit points you lost from a single
blow that took you to zero hit points or less.
Using this ability deals you 2 points of
temporary Constitition damage (which will
impact your HP total).
JIGGLY ANATOMY
You have been amply blessed, and men are
nervous in your presence.
Prerequisites: Cha 15+, female.
Benefit: Male humanoids who would normally
find you romantically desirable, suffer a -2
penalty to hit and damage when attacking you.
You also receive a +2 bonus to all
Charisma-based checks against them, either in
or out of combat. This feat also works on those
not of the opposite sex but who are attracted to
your gender.
Special: Can only be taken at 1st level.
MIGHTY LEAP
You are able to leap outlandish distances to the
disbelief of most people.
Prerequisite: Run, Skill Focus: Jump.
Benefit: You may move your speed horizontally
in a single leap, and half your speed vertically
as a move action.
MYSTIC SHIELD
You have powerful protective abilities that
would amaze even the greatest foe, but they take
their toll.
Prerequisite: Iron Will, ability to cast level 1
arcane or divine spells.
Benefit: 1/day, as a free action in response to an
attack, you can create a bubble up to 10ft in
diameter. Treat this bubble as a wall of force.
This lasts for one round from the initiative count
it was activated on. Using this ability deals you
2 points of temporary Constitution damage.
OVERSIZED WEAPON PROFICIENCY
You have trained yourself in the use of a huge
weapon.
Prerequisite: Str 18+.
Benefit: Choose one type of weapon two size
catagories larger than you, you may wield that
weapon two handed at no penalty.
Special: You can gain this feat multiple times.
Each time you take this feat, it applies to a new
weapon.
POWER-UP
You have vast reserves of power that you may
call upon with some effort.
Prerequisite: Cha 17+.
Benefit: 1/day as a full round action, you may
apply the Empower Spell feat and the Maximize
Spell feat and add +4 to the save DC of the next
spell you cast in the following round. Using this
ability deals you 4 points of temporary
Constitution damage and provokes an attack of
opportunity.
SKILLFUL STRIKE
You have trained long and hard with your
chosen weapon and can strike with the skill of a
master.
Prerequisite: BAB 15+, Expertise, Weapon
Focus (any).
Benefit: 3/day on a successful strike, you can
instantly slay a creature with 4 HD or less, deal
x4 damage to a creature of 5-10 HD, and deal x2
Damage to a creature of 11-15 HD. This ability
does not stack with a critical hit. If you succeed
at a critical hit when using this ability, your
damage multriplier is increased by one (a x2
weapon would be x3 in this example). You must
announce you are using this ability before
rolling and specify your target; if the target does
not qualify (too many HD), the ability fails and
this counts as one use of the feat’s daily uses.
SUPER POWER-UP
For some strange reason, no one will attack you
while you are using the Power-Up feat. In fact,
most will just stand by and watch with little
regard for what is about to happen...
Prerequisite: Cha 19+, Power-Up.
Benefit: You no longer provoke an attack of
opportunity when using the Power-Up feat.
SWIFT OF FOOT
You are the fastest person on the battle field;
warriors fear your speed.
Prerequisite: Run.
Benefit: Your movement rate is doubled.
TEMPER
You have a demonic temper that rises out when
extremely annoyed, granting you the strength to
do amazing feats.
Prerequisite: Chaotic alignment.
Benefit: 1/day for every 10 levels, you may gain
a +20 Strength bonus on one attack as a free
action. You must announce you are using this
feat before rolling to attack. If the attack misses,
the use of the feat is wasted. This feat can only
be activated in reaction to something that would
greatly annoy your character.
Special: Usually, the person with this feat's
whole body briefly turns red, steam blows out of
his ears, harmless flames surround him, etc.).
TOUGH GUY
You’re as tough as a bull and have the stubborn
personality and hair trigger temper to match.
Prerequisite: Cha 6 or lower.
Benefit: +4 Con.
Hindrance: Anytime things do not go your way,
you must make a Will save (DC 15) or become
angry and unreasonably stubborn. If the save
fails, you refuse to cooperate or lash out at the
character who triggered your temper (not
necessarily in a lethal manner, but a harmless
cuff to the head would be the least of your
reactions).
Special: Can only be taken at first level.
TRANSFORMATION
You have a heritage, either celestial or fiendish,
that you can manifest in the direst of situations.
Benefit: When you take this feat you choose
either the half-celestial template or the
half-fiend template. You may do this 1/day for a
number of rounds equal to your Cha modifier +
level, assuming your chosen template with all of
its benefits. At the end of this duration you
return to your former self and take 4 points of
temporary Constitution Damage.
Special: Can only be taken at first level.
TWITCHY
You cannot sit still; you are always moving and
doing things too fast. You almost always act
before you think.
Prerequisite: Wis 8 or lower.
Benefit: +4 Dex.
Hindrance: Must make a Will save (DC 15) to
successfully undertake any complicated, long or
tedious action. If the save fails, the twitchy
character does something impulsive and spur of
the moment instead (DM’s choice).
Special: Can only be taken at first level.
ULTIMATE CLEAVE
Your skill is such that you can cut through
objects no ordinary man would think possible.
Prerequisite: Expertise, Weapon Focus, Skillful
Strike
Benefit: 3/day, you may attempt to cut through
an inanimate object, up to 1ft think per level.
Magical and attended objects get a saving throw
vs. DC 15. If a magical object passes its saving
throw it automatically passes any future saving
throws related to this feat until you gain a level.
ZEN SMACKDOWN
You journey down the path of enlightenment
has taught you how to lay down the smack.
Prerequisite: BAB 7+, Wis 18+.
Benefit: 1/day, you may double the number of
attacks you make in a round. Roll twice for each
attack you would normally make; each roll
counts as a separate attack.
Last edited: