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

Wow, lots to look at. Let's see...


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 Bloodletter as one of their fighter bonus feats.

Cool. Minor editing errors here, though. You should refer to "Hitting the Veins", not "Bloodletter". I suspect that was the original name of the feat. :)

Descriptive text: "Enemies". Minor typo.

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.

Interesting. I wouldn't have thought of that one.

Chain Wrapping [General]
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, but you cannot drop or let go of the chain of 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.

I... don't see the attraction of the feat. Unless the point is to be able to use a shield. If yu do keep it, I'd say granting a small bonus to resist disarm attempts (say +4) wouldn't be out of line.

Minor typo: "....you cannot drop or let go of the the chain if you fail...."

Finally, this sounds like a weapon style feat. You might give it that descriptor as well.

Chain Cyclone [General]
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.

That's pretty cool. As above, this sounds like a Weapon Style feat.

Axe Shield [General]
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.

Interesting idea, here. Sounds Weapon Style-ish too.

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 its highest bonus. (This is not cumulative with haste or similar effects). However, you take 4 points of non-lethal damage each round, gain a cumulative -2 to 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.

Minor clarification: "...as a full attack action, you may make an additional attack at your highest bonus (This is...)", and "...each round, gain an additional -2 penalty to your Armor Class and....".

Greater Disarm [General]
Prerequisites: Int 13, Combat Expertise, Improved Disarm, Base Attack Bonus +6
Benefit: You ignore any disarm bonus due to size when disarming. You also gain an additional +2 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A fighter may select Greater Disarm as one of his fighter bonus feats.
You may want to give the user of the feat to choose to ignore the size bonus, otherwise it might be bad for larger characters who take the feat (though they probably wouldn't).

Greater Trip [General]
Prerequisites: Int 13, Combat Expertise, Improved Trip, Base Attack Bonus +6
Benefit: If your tripping 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.

Cool, I like this on. Should probably say "trip attempt", not "tripping attempt".

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.
Nice one.

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.
It seems kinda weak as is. Perhaps it should allow one re-reroll of initiative once per day as well as the +2. Or something.

Improved Tower Shield Proficiency [General]
Prerequisite: Str 13, Shield Proficiency, Tower Shield Proficiency
Benefit: When employing a tower shield in combat, you take only a –1 penalty 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.

Greater Tower Shield Proficiency [General]
Prerequisite: Str 15, Shield Proficiency, Tower Shield Proficiency, Improved 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 Greater Tower Shield Proficiency as one of his fighter bonus feats
I think you should roll these feats into one, really. It's not worth two feats in my opinion.

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 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.
That's interesting.

Minor typo: "...one-handed weapon with which you have..."

All the Metabreath feats


All well thought out extensions of metamagic there. Well done.

The Dvati Stuff
I'm not familiar with the Dvati either, so I can't really comment. They look interesting, though.

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 of your Quick Cast 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.

Seems strong, allowing spells that normally dissipate on one hit to persist for longer.

Clarification (perhaps): "By expending one use of your Quick Cast ability when using your Arcane Channelling ability, you gain the effect of the touch spell you use on every attack you make until the end of your turn. The spell gets..."

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.

Seems fair enough.

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.

What does spell power do? I don't recall... is it the one where the caster level and DC each go up by 1?

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.
Normal: When using Arcane Channelling, you may only apply a spell to melee weapons only.
I'd probably have the spell slot and arcane channelling use wasted if the target is outside the 30ft range, but otherwise I like it.

Hope my comments have helped. Sorry if I'm a bit anal retentive over the language used. :)

You've produced a lot... lots to absorb. I may comment on the metabreath feats looking more closely at them at a later time.
 

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bestone said:
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.
I like that a lot. I've always thought that Spellcraft ought to give you a mechanic for hacking your way through spell resistance.
 


muzick said:
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?
Well, due to my strong sense of imagination, I might release a PDF file attached to the first post.

As for permission, go ahead and pick the ones you like, although your DM has the last word. I do this for fun, not for profit, so I don't really care about copyrights.

Thanks for your interest.
 

JiCi said:
Well, due to my strong sense of imagination, I might release a PDF file attached to the first post.

As for permission, go ahead and pick the ones you like, although your DM has the last word. I do this for fun, not for profit, so I don't really care about copyrights.

Thanks for your interest.
Thanks a bunch.
 

I like the spiked chained ones, and plan to use them as part of a martial arts style (as per my house rules for martial arts and monks)

Thanks!

Axe-shield is cool, too!
 

My general feeling is that while most of them are pretty good, some might be a little underpowered. Some specific comments:

Hitting the veins: Unless you're dealing out terrible damage anyway, you give up a ton of damage, and in return don't get much out of it. Maybe make it when you threaten a crit, you can forgo the chance to confirm to create this effect.

Chain [style] feats: I'd say these are pretty good and balanced. I'd lower the BAB reqs, though; the number of feat prereqs are good enough.

Axe Shield: This is rendered moot by the Improved Buckler Defense feat; taking magic bucklers into account, you get a much higher AC for the same amount of money invested into protective gear. All in exchange for a -1 to attack, which doesn't matter much if you're going to be using Combat Expertise anyway.

Maybe make it enhance Combat Expertise; you get an extra shield bonus equal to the dodge bonus granted by the feat.

Greater X: Most of these are decent; I think Greater Feint should just eliminate the penalty for feinting against other creature types completely, though. And maybe let Greater Initiative give another small bonus (perhaps a reroll once/day). There's already a feat somewhere else (Complete Adventurer?) which grants +2 init and another weak bonus on top of it.

Improved Tower Shield Proficiency: Sounds good. Maybe let you make bash attacks with it as well, which won't come up that often but would be nice. Or that could be another feat, which also reduces the armor check penalty drastically.

I do this for fun, not for profit, so I don't really care about copyrights.
So you would have no problem about me adding them to an ogc wiki I started? I'd need your explicit permssion to use them under the OGL, but it sounds like you'd be fine with that. ^_^ (Or you could simply go ahead and add them to the wiki yourself; that's why it's a wiki, after all, although so far I'm practically the only contributer. :( )
 

Thanks for your comments. I'll take a look.

As for if you can post them in your OGC wiki, I would wait a bit longer if I were you. Why ? because I may add other feats and some other members might suggest some modifications.

But when everything is finalized (when I'll attach a PDF file), I'll let you publish it in your site, OK ?

I'm in the brainstorming stage right now, but that should take too long.
 

Speaking of suggestions, does anyone have a good idea for my next feats ? It would be great if you could participate to the creation.
 

Update: added these feats:

Improved Dodge [General]
Greater Dodge [General]
Greater Bull Rush [General]
Greater Critical [General]
Greater Grapple [General]
Greater Overrun [General]
 

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