Bunch of new feats (feel free to post your comments)

JiCi

First Post
Greetings,

here are a bunch of new feats I'd like to show you:

Hitting the veins[General]
You know how to make your enenies bleed
Prerequisite: Base attack bonus +3
Benefit: When you score a critical hit against an opponent in melee, you may forgo the additional damage to cause a bleeding wound. The opponent takes 2 points of damage next round and each round thereafter from blood loss. Any magical healing or a DC 15 Heal check stops the bleeding. Creatures immune to critical hits are also immune to this effect.
Special: Fighters can select Hitting the veins as one of their fighter bonus feats.

Leader of Craftmanship[General]
You work well with others and can use teamwork to speed construction.
Prerequisite: Craft (any) 6 ranks, Skill Focus (Craft)
Benefit: When you are assisted in a Craft check by at least three other people who each have at least 1 rank in the same Craft skill, each assistant who succeeds at her check to assist you grants you a +4 bonus instead of the normal +2.

Chain Wrapping [Style]
You can wield a spiked chain single-handedly.
Prerequisites: BAB +6, Dex 15, Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain), Combat Expertise
Benefit: As a move-action that does not provoke an attack of opportunity, you wrap up part of your spiked chain around your forearm, allowing you to wield this weapon as a one-handed weapon. You lose the ability to strike opponents within 10 feet, but the weapon remains the same. You can still trip or disarm and furthermore you have a +4 competence bonus, but you cannot drop or let go of the chain if you fail the opposed check. Unwrapping the chain is a move-action that does not provoke an attack of opportunity.
Normal: You must wield a spiked chain as a two-handed weapon.
Special: A Fighter can choose Chain Wrapping as one of its bonus feats.

Chain Cyclone [Style]
You can wield a spiked chain as a double weapon.
Prerequisites: BAB +9, Dex 15, Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain), Combat Expertise, Chain Wrapping, Two-Weapon Fighting
Benefit: You can use your spiked chain as double weapon, and you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You cannot use the spiked chain as a reach weapon while using it as a double weapon, but you may switch techniques, once per round as a free action.
Special: A Fighter can choose Chain Cyclone as one of its bonus feats.

Axe Shield [Style]
You are skilled at using your axe’s head as a rudimentary shield.
Prerequisites: BAB +6, Str 15, Weapon Focus (Greataxe), Combat Expertise, Shield Proficiency
Benefit: You gain a +1 shield bonus to AC when fighting in melee when fighting with a greataxe. This bonus increases to +2 when fighting defensively or when using the total defense action.
Special: A Fighter can choose Axe Shield as one of its bonus feats.

Frenzied Berserker [General]
You rage like a madman at the cost of your health.
Prerequisites: BAB +9, ability to rage.
Benefit: You need to spend two rages to activate this feat. While raging, you gain an additional +2 to Strength and as a full attack action, may make an additional attack at your highest bonus. (This is not cumulative with haste or similar effects). However, you take 4 points of non-lethal damage each round, gain an additional -2 penalty to your Armor Class and are exhausted at the end of your rage instead of fatigued for the time of the encounter, and then fatigued for the same amount of time. To end this rage, you must make a DC 20 Will save. You may choose what kind of rage you want to enter.

Greater Disarm [General]
Prerequisites: Int 13, Combat Expertise, Improved Disarm, Base Attack Bonus +6
Benefit: You gain an additional +2 bonus on the opposed attack roll you make to disarm your opponent. Furthermore, you ignore the opponent’s size bonus (if any) to its disarm check.
Normal: See the normal disarm rules.
Special: A fighter may select Greater Disarm as one of his fighter bonus feats.

Greater Trip [General]
Prerequisites: Int 13, Combat Expertise, Improved Trip, Base Attack Bonus +6
Benefit: If your trip attempt fails, the opponent cannot react to trip you. You also gain an additional +2 bonus on your Strength check to trip your opponent.
Normal: See the normal trip rules.
Special: A fighter may select Greater Trip as one of his fighter bonus feats.

Greater Feint [General]
Prerequisites: Int 13, Combat Expertise., Improved Feint, Base Attack Bonus +6
Benefit: When feinting against a nonhumanoid, you take a –2 penalty. Against a creature of animal Intelligence (1 or 2), you take a –4 penalty. Against a nonintelligent creature, you take a –8 penalty. You also gain a +2 bonus on your Bluff check to trying to feint.
Normal: When feinting in this way against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a nonintelligent creature, it’s impossible.
Special: A fighter may select Greater Feint as one of his fighter bonus feats.

Greater Initiative [General]
Prerequisites: Dex 15, Improved Initiative
Benefit: You get an additional +2 bonus on initiative checks.
Special: A fighter may select Greater Initiative as one of his fighter bonus feats.

Improved Tower Shield Proficiency [General]
Prerequisite: Str 13, Shield Proficiency, Tower Shield Proficiency
Benefit: When employing a tower shield in combat, you do no take penalties on attack rolls.
Normal: When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance.
Special: A fighter may select Improved Tower Shield Proficiency as one of his fighter bonus feats.

Improved Weapon Finesse [General]
Prerequisite: Dex 15, Base Attack Bonus +6, Weapon Finesse, Weapon Focus (see below)
Benefit: You may use your Dexterity modifier instead of your Strength modifier on attack rolls when wielding a one-handed weapon with which you have Weapon Focus. If you carry a shield, its armor check penalty applies to your attack rolls.
Normal: Weapon Finesse only applies to light weapons.
Special: A fighter may select Improved Weapon Finesse as one of his fighter bonus feats.

Consecrate Breath [Metabreath]
Prerequisites: Con 13, breath weapon, any good alignment
Benefit: Your breath weapon is altered with a celestial divine energy. Half the damage dealt (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. For example, an old silver dragon uses its cold breath and deals 72 points of damage (or 36 points against a target that makes its save), half of which is cold damage and half of which is sheer divine power. Thus, creatures immune to cold still take damage
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Corrupt Breath [Metabreath]
Prerequisites: Con 13, breath weapon, any evil alignment
Benefit: Your breath weapon is altered with a fiendish divine energy. Half the damage dealt (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. For example, an old blue dragon uses its electrical breath and deals 72 points of damage (or 36 points against a target that makes its save), half of which is electricity damage and half of which is sheer divine power. Thus, creatures immune to electricity still take damage
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Reach Breath [Metabreath]
Prerequisites: Con 15, breath weapon, Shape Breath, size Small or larger
Benefit: You can modify your breath weapon so that it can be launched like a ballista bolt. You aim your breath at a single target and must succeed a ranged touch attack. The range is equal to twice the length of your breath weapon. For example, a breath weapon from a 30-ft cone would give a range of 60 feet, while a breath weapon from a 60-ft line would give a range of 120 feet. The damage is the same as your normal breath weapon and since it requiers a attack roll, it can score a critical hit, a sneak attack or the like if the conditions apply.
When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.

Transdimensional Breath [Metabreath]
Prerequisites: Con 13, breath weapon
Benefit: You can modify your breath weapon so it has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and the creature within an extradimensional space in the breath’s area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional of a rope trick or portable hole.
You must be able to perceive a creature to target it with your breath (if applicable), but you do not need to perceive a creature to catch it in the area.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.
Normal: Only force spells and effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature.

Fiery Breath [Metabreath]
Prerequisites: Con 13, fire breath weapon
Benefit: A fiery breath weapon deals an extra 1 point of fire damage for each die of damage the spell deals. For example, if a adult gold dragon uses its fiery breath weapon, it deals 12d10+12 points of fire damage.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Searing Breath [Metabreath]
Prerequisites: Con 13, fire breath weapon
Benefit: A searing breath is so hot that it ignores the resistance to fire of creatures affected by the breath, and affected creatures with immunity to fire still take half damage. Creatures with the cold subtype take double damage from a searing breath. Creatures affected by a searing spell are still entitled to a reflex save normally allowed.
Creatures with the fire subtype can tell that a searing breath weapon is hotter than normal, but they remain unharmed by the attack.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Violate Breath [Metabreath]
Prerequisites: Con 13, breath weapon, any evil alignment
Benefit: Your breath weapon is altered with vile energy. Half the damage dealt (rounded down) is vile damage and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. For example, an old blue dragon uses its electrical breath and deals 96 points of damage (or 48 points against a target that makes its save), half of which is electricity damage and half of which is vile damage. Thus, creatures immune to electricity still take damage
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Empower Breath [Metabreath]
Prerequisites: Con 15, breath weapon
Benefit: All variable, numeric effects of an empowered breath weapon are increased by one-half. Saving throws are not affects, nor are breath weapons without ramdom variables. For example, if a juvenile black dragon uses its acidic breath weapon, it deals 8d4 x 1-1/2 points of acid damage.
When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.

Intensify Breath [Epic, Metabreath]
Prerequisites: Con 25, breath weapon, Empower Breath, Maximized Breath, age category Old or older or at least 27 HD
Benefit: All variable, numeric effects of an intensified breath weapon are maximized, then doubled. Saving throws are not affects, nor are breath weapons without ramdom variables. For example, if a great wyrm red dragon uses its fire breath weapon, it deals 480 points of fire damage (24d10 x 2).
You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell, such as Empower Breath or Maximize Breath.
When you use this feat, add +7 to the number of rounds you must wait before using your breath weapon again.

Purify Breath [Metabreath]
Prerequisites: Con 13, breath weapon, any good alignment
Benefit: Your breath weapon is altered with celestial energy. Neutral creatures take half damage, or one-quarter damage on a successful saving throw, while good creatures take no damage at all. Evil outsiders take extra damage from the breath: the breath’s damage is increased by one die type (1d4 to 1d6, 1d6 to 1d8, 1d8 to 2d6, 1d10 to 2d8 and such). For example, if a adult copper dragon uses its acid breath weapon, it deals 12d6 points of acid damage.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Nonlethal Breath [Metabreath]
Prerequisites: Con 13, breath weapon, any other metabreath feat
Benefit: Your breath weapon can be altered to deal nonlethal damage instead of its normal energy damage. Your breath weapon works in the same way in all aspects.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Explosive Breath [Metabreath]
Prerequisites: Con 15, breath weapon
Benefit: On a failed save, an explosive spell ejects any creature caught in the area, sending it to a location outside of that area, dealing additional damage and further knocking creatures prone. For example, all creatures caught in the area of a young adult bronze dragon’s breath weapon (80-ft. line) who fail their save are pushed to the closest square of the perimeter in addition of the damage. All creatures caught in the area of a young adult green dragon’s breath weapon (40-ft. cone) who fail their save are pushed 40 ft. outside of the perimeter in addition of the damage.
Any creature moved take 1d6 points of damage for every 10 ft. the breath’s area covers, such 40 feet for a 40-ft. cone. If a obstacle blocks the path of a moved creature, it takes an additional 1d6 points of damage. In any case, this movement does not provoke an attack of opportunity.
When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.

Frigid Breath [Metabreath]
Prerequisites: Con 13, cold breath weapon
Benefit: A fridgid breath is so cold that it ignores the resistance to cold of creatures affected by the spell, and affected creatures with immunity to cold still take half damage. Creatures with the fire subtype take double damage from a fridgid breath. Creatures affected by a fridgid spell are still entitled to a reflex save normally allowed.
Creatures with the cold subtype can tell that a fridgid breath weapon is colder than normal, but they remain unharmed by the attack.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Blistering Breath [Metabreath]
Prerequisites: Con 13, fire breath weapon, Fiery Breath
Benefit: A fiery breath weapon deals an extra 2 point of fire damage for each die of damage the spell deals. In addition, any creature who fails its saves against your breath weapon takes a -2 penalty on attack roll and checks until the beginning of your next turn. For example, if a adult gold dragon uses its fiery breath weapon, it deals 12d10+24 points of fire damage.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Icy Breath [Metabreath]
Prerequisites: Con 13, cold breath weapon
Benefit: An icy breath weapon deals an extra 1 point of cold damage for each die of damage the spell deals. For example, if a adult silver dragon uses its icy breath weapon, it deals 12d8+12 points of cold damage.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Flash Frost Breath [Metabreath]
Prerequisites: Con 13, cold breath weapon, Icy Breath
Benefit: A fiery breath weapon deals an extra 2 point of cold damage for each die of damage the spell deals. When you breathes, the area of your breath weapon is covered with a slippery layer of ice for 1 round. Anyone attempting to move through this icy area must make a DC 10 Balance check or fall prone. A creature that runs or charges through the area must make a DC 20 Balance check to avoid falling. For example, if a adult silver dragon uses its icy breath weapon, it deals 12d8+24 points of cold damage.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Smiting Breath [Metabreath]
Prerequisites: Con 13, breath weapon, base attack bonus +1
Benefit: You can alter your breath weapon to transfer its energy one of your natural weapons. The next time you strike an opponent with that natural weapon, the breath is discharged, and the target takes both the natural weapon’s and the breath weapon’s damage. Once you place your breath weapon into a natural weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Dvati Focused Casting [Monstrous]
You’ve learn to concentrate your thoughts on casting a spell when your twin can move on its own will, without disrupting your spell.
Prerequisites: Dex 15, Dvati, Concentration 9 ranks, ability to cast arcane or divine spells
Benefit: When one twin casts a spell, your other twin can take other actions aside from casting another spell. However, both twins must make a Concentration DC 20 check, if one twin fails its check, both twins lose their actions, and the spell is lost.
Normal: When a dvati twin casts a spell, the other twin cannot take any action.
Special: A psionic variant can be taken as Dvati Focused Manifesting.

Dvati Multicasting [Monstrous]
You’ve learn to cast more spells in a round using both of your minds.
Prerequisites: Dex 15, Dvati, Concentration 15 ranks, Dvati Focused Casting, ability to cast arcane or divine spells
Benefit: As a full-round action, both dvati twins can cast a spell or use a spell-like ability each round. Each spell used in this way must have a casting time of 1 standard action of less. Using this feat provokes an attack of opportunity. If either twin’s concentration is interrupted during the simultaneous casting or spell-like ability use, whether by taking damage or by some other means, a Concentration check for each spell or spell-like ability. Failing either check negates both spells or spell-like abilities.
Normal: Only one dvati twin can cast a spell and the other must take no action.
Special: You still cannot exceed the limit of one quickened spell per round (assuming you also have the Quicken Spell feat) when using this feat.
A psionic variant can be taken as Dvati Pooled Manifesting.

Dvati Twin Strike [Monstrous]
You’ve learn to coordinate both twins’ attacks so they hit at the same time, dealing greater damage.
Prerequisites: BAB +8, Dvati, Weapon Focus (chosen weapon), Improved Initiative
Benefit: As a full-round action, if both twins are adjacent to each other and threaten the same opponent or if both twins are flanking an opponent, you may give up either twin’s full attack action in order to make a single one. You take a -4 penalty to attack rolls, but you deal double damage, as both twins strike simultaneously the same target. You must both be using the same weapon in which you have Weapon Focus. Critical hits are resumed normally, thus multiplying the resulting damage. Other precision-based damage, such as sneak attack or a ranger’s favored enemy bonus, are only applied once per attack, if the conditions are met.

Dvati Death Sense [Monstrous]
You can let you soul go free when your twin dies. Some dvatis use this so they will not be driven mad or be forced to suicide moments after their twin’s death.
Prerequisites: Dvati
Benefit: When you twin dies, you feel an immense feeling of emptiness and sorrow, as you learn that you twin is dead. 1 round later, you are entitled to a Fortitude save equal to 10 + half your HD. If you succeed, you still lives but suffer the ability damage from having a dead twin. If you fail, you die instantly. You may choose to voluntary fail the save.
Normal: When a twin dies, you may either suffer the ability damage, or go for ritual suicide.

Persistent Arcane Channelling [General]
You can hold your touch spells long enough to strike the opponent several times before the spell wears off.
Prerequisite: Base attack bonus +16, Arcane Channelling (full attack), Quick Cast 3/day
Benefit: By spending one use of your Quick Cast ability when using the Arcane Channelling ability, the touch spell you use dissipates only at the very end of your turn. The spell gets discharged each time you score an attack, regardless of the number of attacks you can make in a round and regardless of whether it is the same target or not.
Normal: When using Arcane Channelling as part of a full-attack action, the spell used gets discharged only once per target hit.

Extra Quick Cast [General]
You may quicken your spells more times than others.
Prerequisite: Quick Cast 2/day or more
Benefit: You gain one extra use of Quick Cast.
Special: You may take this feat multiple times, its effect stacks.

Improved Spell Power [General]
Your spells are even stronger when you have hit an opponent.
Prerequisite: Spell Power +2
Benefit: Your Spell Power increases by 1.
Special: You may take this feat multiple times, its effect stacks.

Ranged Arcane Channelling [General]
You can channel your touch spells into ranged weapons.
Prerequisite: Base attack bonus +10, Arcane Channelling, Weapon Focus (any ranged weapon), Point-Blank Shot
Benefit: You may use Arcane Channelling into ranged weapons. However, the spell is discharged only if the target is at a range of 30 feet or less. Otherwise, the spell is wasted.
Normal: When using Arcane Channelling, you may only apply a spell to melee weapons only.

Wild Rush [General]
You attack viscously when charging.
Prerequisites: BAB +12, rage or frenzy.
Benefit: If you charge while raging, you may make a full attack at the end of the charge, as the pounce ability. However, at the end of the charge, you are exhausted for a number of rounds equal to the number of times you pounced. After that duration, you are fatigued for the duration of the encounter as usual. If you have the Tireless Rage ability, you are fatigued instead of exhausted.

Greater Rapid Shot [General]
You can fire more arrows than usual.
Prerequisite: Dex 17, Improved Rapid Shot*, Manyshot, Point-Blank Shot, Rapid Shot, Base attack bonus +12
Benefit: You can get two extra attacks per round with a ranged weapon. The attacks are at your highest base attack bonus, but each attack you make in that round (the extra ones and the normal ones) takes a -4 penalty. You must use the full attack action to use this feat. These benefits overlap those granted by the Rapid Shot feat.
Special: Fighters can select Greater Rapid Shot as one of their fighter bonus feats.
* from Complete Warrior

Improved Far Shot [General]
You are adept at shooting far-off targets.
Prerequisite: Dex 15, Far Shot, Point-Blank Shot, Base attack bonus +6
Benefit: You only take a -1 penalty to attack rolls for each two range increments you try to shoot beyond the first.
Normal: You take a -1 penalty to attack rolls for each range increment you try to shoot beyond to first.
Special: Fighters can select Improved Far Shot as one of their fighter bonus feats.

Greater Far Shot [General]
You can shoot far-off targets at greater distance.
Prerequisite: Dex 17, Improved Far Shot, Far Shot, Point-Blank Shot, Base attack bonus +10
Benefit: When you use a projectile weapon, such as a bow, its range increment doubles. When you use a thrown weapon, its range increment is tripled.
Special: Fighters can select Greater Far Shot as one of their fighter bonus feats.

Favored Knowledge [General]
You use your skills to learn more about a creature.
Prerequisite: Favored enemy ability, Knowledge (arcane, dungeoneering , nature, the planes or religion) 6 ranks.
Benefit: When making a Knowledge check to learn more about a specific creature, you may add your favored enemy bonus to the roll.

Greater Buckler Defense [General]
You can attack with an off-hand weapon without being encumbered by a buckler’s weight.
Prerequisite: Shield Proficiency, Improved Buckler Defense*
Benefit: When you attack with a weapon in your off hand, you do not take the -1 penalty to attack rolls due to the buckler.
Normal: You take a -1 penalty on attack rolls while wearing a buckler when attacking with a off-hand weapon.
Special: Fighters can select Greater Buckler Defense as one of their fighter bonus feats.
* from Complete Warrior

Improved Touch of Vitality [General]
Your ability to heal others is more potent.
Prerequisite: Cha 15, Touch of Vitality class feature*
Benefit: The number of hit points you can heal in a day when using your Touch of Vitality is equal to twice your class level x twice your Charisma bonus.
Normal: The number of hit points you can heal in a day when using your Touch of Vitality is normally equal to twice your class level x your Charisma bonus.
Special: You may take this feat multiple times, its effects stack. Remember that 2 doublings equal a tripling.
* from Players Handbook II (Dragon Shaman)

Improved Trophy Collector [General]
You may turn body parts from defeated enemies into more items.
Prerequisite: Craft (taxidermy) 12 ranks, Trophy Collector*
Benefit: When crafting a trophy, you may create an item that occupies the following body spaces: bracers, goggles, helmets. Furthermore, you may attach a trophy to a weapon, a suit of armor or a shield.
Normal: You can only create a trophy that can occupy the following body spaces; amulet, belt, boots and cloak.
Special: You can only craft trophies from corporeal creatures that you actively helped defeat. You cannot craft trophies from oozes.
* from Players Handbook II

Improved Dodge [General]
You are almost untouchable against attacks.
Prerequisite: Dex 15, Dodge
Benefit: When using Dodge, you gain an additional +1 to Armor Class, for a total of +2.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Normal: During your action, you designate an opponent and receive only a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
Special: Fighters can select Improved Dodge as one of their fighter bonus feats.

Greater Dodge [General]
Not only can you evade blows, but you may focus your attention on different foes.
Prerequisite: Dex 17, Dodge, Improved Dodge
Benefit: When using Improved Dodge, you gain an additional +1 to Armor Class for a total of +3. Furthermore, you may split that bonus among multiple opponents up to the maximum.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special: Fighters can select Greater Dodge as one of their fighter bonus feats. Furthermore, you may take this feat more than once; its effects stack.

Greater Bull Rush [General]
You can push your opponent further back.
Prerequisites: Str 15, Power attack, Improved Bull Rush, Base Attack Bonus +6
Benefit: When you initiating a bull rush, you gain an additional +2 bonus to the opposed Strength check. Furthermore, you can push back an opponent by 10 feet for each 5 points by which your check result is greater than the defender’s check result.
Normal: When bull rushing, you may push back an opponent by 5 feet for each 5 points by which your check result is greater than the defender’s check result.
Special: A fighter may select Greater Bull Rush as one of his fighter bonus feats.

Greater Critical [General]
Choose one type of weapon, such as longsword or greataxe. In your hands, you deal tremendous damage when you hit a vital point.
Prerequisites: Proficient with chosen weapon, Improved Critical (chosen weapon), Base Attack Bonus +12
Benefit: When using the weapon you selected, the weapon’s damage multiplier increases by 1.
Special: A fighter may select Greater Critical as one of his fighter bonus feats. Furthermore, you may take this feat more than once; its effects do not stack. Each time you select this feat, it applies to a new type of weapon in which you may Improved Critical.

Greater Grapple [General]
You do not let go easily of an opponent.
Prerequisites: Dex 15, Improved Unarmed Strike, Improved Grapple.
Benefit: When you initiating a grapple, you gain an additional +2 bonus to the grapple check. Furthermore, you can retry one grapple check per entire grapple.
Special: A fighter may select Greater Grapple as one of his fighter bonus feats.

Greater Overrun [General]
You can make an attack upon a successful attempt before continuing your course.
Prerequisites: Str 15, Power attack, Improved Overrun, Combat Reflexes, Base Attack Bonus +6
Benefit: When making an overrun, if you win the opposed check, you may make a single attack against the opponent before continuing your move.
Special: A fighter may select Greater Overrun as one of his fighter bonus feats.

Whip Master [Tactical]
You master the whip like it was your own hand.
Prerequisites: Dex 15, Combat Expertise, Improved Trip, Exotic Weapon Proficiency (whip), Two-Weapon Fighting, Base Attack Bonus +6
Benefit: You gain the following benefit when using a whip:
- Close Lash: You may use the whip in normal melee combat without penalty or suffering from attacks of opportunity.
- Whip Reel: When you make a successful trip attempt against an opponent of your size or smaller, you may make a Strength check DC 20 to pull it toward you at 5 feet from you, allowing you to make an immediate melee attack with an off-hand weapon.
- Leather Vine: You may use the whip as a 10-foot long grappling hook and rope. Your whip may support your weight plus 100 lbs before either snapping, as in sundered, or letting go (roll a d% to check; 50% chance of either).
Special: A fighter may select Whip Master as one of his fighter bonus feats.

Polearm Charger [Tactical]
You wield any polearm as much as a cavalry lance.
Prerequisites: Str 15, Power Attack, Improved Bull Rush, Weapon Focus (any polearm that can be set against a charge), Hold the Line*, Shield Proficiency, Monkey Grip*, Base Attack Bonus +9
Benefit: You gain the following benefit when using a polearm that can be set against a charge:
- Deadly Impalement: When you set a polearm against a charge, it deals triple damage instead of double.
- Polearm Charge: When charging with a polearm, you deal double damage at the end of your charge. If you can make multiple attacks at the end of a charge, only the first attack deals double damage.
- Polearm & Shield: You may use a shield when wielding a polearm.
Special: A fighter may select Polearm Charger as one of his fighter bonus feats.
* from Complete Warrior

Lycanthropic Speech [Monstrous]
You have learned to speak regardless of your form.
Prerequisites: Lycanthrope, Int 13, 3 HD
Benefit: You can speak normally while in hybrid or animal form. You can cast spells with verbal components in your hybrid form, yet you still cannot cast spells with somatic components in animal form.
Normal: You cannot speak nor cast spells with verbal components in hybrid or animal form.

Lycanthropic Speed [Monstrous]
You can tap deeper into your animal nature while in hybrid form.
Prerequisites: Lycanthrope, Con 13, 6 HD
Benefit: You gain the animal’s speed modes while in hybrid form. If the animal has a fly or swim speed, you gain these modes in hybrid form, but the speed is equal to your land speed or the animal’s speed, whichever is lower. If the animal has a burrow or climb speed, you gain these modes in hybrid form, but the speed is equal to half your land speed or the animal’s speed, whichever is lower.
Normal: You do not gain the animal’s additional speed modes while in hybrid form.

Lycanthropic Prowess [Monstrous]
When you transform into hybrid form, you become a devastating combatant by using the full potential of the animal.
Prerequisites: Lycanthrope, Con 15, 9 HD
Benefit: While in hybrid form, you gain all of the animal’s special attacks and qualities while retaining your own.
Normal: You do not gain the animal’s special abilities while in hybrid form.

Potent Curse [Monstrous]
You can spread the curse of the lycanthropy easily than the others.
Prerequisites: Lycanthrope, Cha 13, any evil alignment
Benefit: The DC to resist contracting the Curse of Lycanthropy is now equal to 10 + half your HD total + your Charisma modifier, or DC 15, whichever is higher.
Normal: The Curse of Lycanthropy has a set DC of 15.

so what do you think ? feel free to post your comments.

EDIT: fixed some typos (saturday, feb. 03 2007)
EDIT: added some feats (saturday, feb. 03 2007)
EDIT: added some feats (thursday, feb. 08 2007)
EDIT: added some feats (thursday, feb. 15 2007)
EDIT; added some feats (tuesday, mar 13 2007)
 
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Peach has been used on other boards (most notably WotC's) to mean Please Evaluate And Critique Honestly...

It, unfortunately, has nothing to do with cobblers.

Later
silver
 

RainOfSteel said:
Why does the topic-name end with "(Peach)"?

I was half-way expecting to find Peach-type feats being described.
Sorry about the confusion.

Changed the title.

Anyway, what do think about these feats ?
 



Hrmm i really like that spellpower one,

makes me think the more you blast something with spells the more you should learn how to bust through it

Makes me think of creating this:

Improved Greater Spell Penetration [General]
You focus your arcane knowlege to help you learn how to penetrate
an opponents magical defenses.
Prerequisite: greater spell penetration
Benefit: Each time you cast a spell on an opponent that has spell resistance you may make a dc 15 spellcraft check. If you succeed you gain a +2 bonus to your checks to overcome spell resistance for that particular opponent. These effects are cumulative, each time you succeed your spellcraft check your bonus increases by 2, lasts untill the end of the encounter.
 

JiCi, I want to use some of these in my homebrew, but will eventually be publishing it as a (free) PDF. Could you email me through the boards so I can let you know what I want to use and get all that squared away?
 


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