Eight New Feats

Note that the subject line is off; what follows are actually nine feats, not eight (I suppose I just can't count). They are rather varied; two feats that help flesh out a character's personality or background and relate to skill checks in specific situations; two feats that build on the wizard's Spell Mastery feat in what I take to be interesting ways; two equivalents to Weapon Focus and Weapon Specialization that apply to armor instead of weapons; a melee feat designed (unlike most of the PH feats) to improve a character's ability to attack a single opponent sequentially; and two ranged combat feats. Please note whether these seem balanced or useful; advice as to better names or clearer descriptions would also help.

Allure [General]
You are exceptionally attractive, causing others to stop and pay attention.
Prerequisites: Cha 13+
Benefit: You gain a +2 bonus to all Charisma checks and Charisma-based skill checks when dealing with creatures who consider beings of your race and gender to be potential sexual partners.

Armor Focus [General]
You are especially good at wearing a certain type of armor.
Prerequisite: Armor Proficiency (light, medium, or heavy), Base attack bonus +1 or higher
Benefit: Choose a certain type of armor, such as full plate or the chain shirt. When wearing that type of armor, increase your maximum Dexterity bonus to AC in that armor by +1 and reduce the armor check penalty of that armor by –2. You can also get into and out of your chosen armor in half the normal time.

Armor Specialization [Special]
You are an expert at wearing a certain type of armor.
Prerequisite: Armor Focus, Base attack bonus +1 or higher, Fighter level 4th+
Benefit: Choose a certain type of armor; one that you've already taken the Armor Focus feat with. Increase the armor bonus provided by that type of armor by +1. Further, your chosen armor does not reduce your speed (as medium or heavy armor normally does), and you may sleep in armor you're specialized with without adverse effects.

Dilettante [General]
You know a little bit about almost everything.
Prerequisite: Int 17+
Benefit: You use double your Intelligence modifier when making untrained Knowledge checks. If you make a Knowledge check trained (when checking a Knowledge skill that you actually have ranks in), you may choose to use either twice your Intelligence modifier or your ranks in the appropriate Knowledge skill, whichever yields the better bonus.

Follow-Through [General]
You can build on the momentum of your powerful two-hand attacks.
Prerequisite: Str 17+, Power Attack, Cleave, Base attack bonus +6 or higher
Benefit: If you successfully hit an opponent with a two-handed melee weapon, you gain a +1 bonus to all subsequent melee attack and damage rolls against that opponent until his next action. This benefit is cumulative, so two successful attacks in the same round yield a +2 bonus to attack and damage rolls on your third attack. You can't use this feat with a light weapon.

Greater Spell Mastery [Special]
You have become so familiar with a single spell that you can cast it spontaneously.
Prerequisite: Spell Mastery, 1st level wizard
Benefit: Choose a single spell that you've previously taken the Spell Mastery feat with. At any time, you may sacrifice a spell you have prepared in order to cast your chosen spell. The spell you sacrifice must be of the same level as your chosen spell or higher (counting all modifications due to metamagic feats). You can apply any metamagic feats you have to your chosen spell when you cast it, so long as you sacrifice a prepared spell of a suitably high level.

Instinctive Shot [General]
Your intuition guides your hand when you use a ranged weapon to fire at a distance.
Prerequisite: Wis 15+, Point Blank Shot, Far Shot
Benefit: When making a ranged attack at a distance of one or more range increments, you may reduce your range penalty by an amount equal to your Wisdom bonus. This feat can eliminate your range penalty by reducing it to 0, but can't provide a bonus to your attack roll.

Masterful Counterspell [Special]
You can spontaneously counter spells that you know especially well.
Prerequisite: Spell Mastery, 1st level wizard, Spellcraft 5 ranks
Benefit: When attempting to counter an opposing caster's spell with a spell that you have taken the Spell Mastery feat with, you may spontaneously convert a spell you have prepared into a spell appropriate for the counterspell. You may convert any spell that you prepared with a slot of an equal or higher level than the spell you mean to use for the counterspell.

Reflexive Shot [General]
You have an uncanny ability to shoot opponents who leave even a slight opening.
Prerequisite: Dex 17+, Point Blank Shot, Far Shot, Wis 15+, Instinctive Shot, Combat Reflexes, Lightning Reflexes, Base attack bonus +8 or higher
Benefit: When any opponent within 30 feet performs an action (other than a move action) that would normally provoke an attack of opportunity, you may use a ranged weapon to make an attack of opportunity against him. This is just like a normal attack of opportunity, except that it doesn't apply to movement and you can make the attack with a ranged weapon.
Normal: Ranged weapons cannot be used for attacks of opportunity.

edit: Oh, and by the way -- Armor Focus, Armor Specialization, Follow-Through, Instinctive Shot, and Reflexive Shot should be selectable as bonus feats for fighters. Greater Spell Mastery and Masterful Counterspell should be selectable as bonus feats for wizards.
 
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Ooooohhhhhhh Nicy nicy!!

I like the Instinctive Shot and Follow through. But Far shot doesn't seem "Right" as a prerequest, unless you take it that you must be a better shot/steadier hand, perhaps Zen archery?
 

comrade raoul said:
Allure [General]
You are exceptionally attractive, causing others to stop and pay attention.
Prerequisites: Cha 13+
Benefit: You gain a +2 bonus to all Charisma checks and Charisma-based skill checks when dealing with creatures who consider beings of your race and gender to be potential sexual partners.

This looks pretty standard in terms of the skill bonus. I don't see any problem with this balancewise and it's pretty well phrased. The only problem is that it's unclear whether the bonus is supposed to be applied by the player or the DM. Ordinarily a player would apply this kind of bonus but it's not always clear to the player whether the creature does in fact consider a being of their character's race and gender to be a potential sexual partner. (For instance a woman talking to a woman would not usually get this bonus but might in some cases. In the same way, a woman talking to a man might not always get the bonus. In the case of other races, it's not clear which individuals would consider interspecies couplings. . . . On the other hand, this kind of bonus is sometimes hard for a DM to remember to apply.

Armor Focus [General]
You are especially good at wearing a certain type of armor.
Prerequisite: Armor Proficiency (light, medium, or heavy), Base attack bonus +1 or higher
Benefit: Choose a certain type of armor, such as full plate or the chain shirt. When wearing that type of armor, increase your maximum Dexterity bonus to AC in that armor by +1 and reduce the armor check penalty of that armor by –2. You can also get into and out of your chosen armor in half the normal time.

This would be a pretty good feat to have. It would definitely increase the utility of heavier armors.

Armor Specialization [Special]
You are an expert at wearing a certain type of armor.
Prerequisite: Armor Focus, Base attack bonus +1 or higher, Fighter level 4th+
Benefit: Choose a certain type of armor; one that you've already taken the Armor Focus feat with. Increase the armor bonus provided by that type of armor by +1. Further, your chosen armor does not reduce your speed (as medium or heavy armor normally does), and you may sleep in armor you're specialized with without adverse effects.

This is a very good feat--in fact it's probably almost too good. The AC bonus is good and gives fighters a defensive option (which is always good since there aren't many available). The ability to sleep in the armor is probably a moot point since the armor check has already been reduced by 2--and that's sufficient to permit sleeping in most armors already (even masterwork fullplate). The complete negation of speed penalties however may be too much. I'm not sure that I would want fighters in fullplate sprinting 120 feet/round. It might be better to reduce the speed penalty by one step--medium armor is treated as light and heavy armor is treated as medium (or at least retains its prohibition of x4 running).

Dilettante [General]
You know a little bit about almost everything.
Prerequisite: Int 17+
Benefit: You use double your Intelligence modifier when making untrained Knowledge checks. If you make a Knowledge check trained (when checking a Knowledge skill that you actually have ranks in), you may choose to use either twice your Intelligence modifier or your ranks in the appropriate Knowledge skill +1, whichever yields the better bonus.

This is a great feat. It's got good utility but not too much.

Follow-Through [General]
You can build on the momentum of your powerful two-hand attacks.
Prerequisite: Str 17+, Power Attack, Cleave, Base attack bonus +6 or higher
Benefit: If you successfully hit an opponent with a two-handed melee weapon, you gain a +1 bonus to all subsequent melee attack and damage rolls against that opponent until his next action. This benefit is cumulative, so two successful attacks in the same round yield a +2 bonus to attack and damage rolls on your third attack. You can't use this feat with a light weapon.

Why is this limited to two handed melee weapons? I can see fighters following through with a longsword as well. Is it a balance thing? (This would be ugly if applied to all of a Tempest's attacks).

Perhaps you should extend this to all melee weapons and have all benefits be lost as soon as the character misses his opponent. That would tone down the benefits for two weapon fighters (who are more likely to miss at least one of their attacks).

Greater Spell Mastery [Special]
You have become so familiar with a single spell that you can cast it spontaneously.
Prerequisite: Spell Mastery, 1st level wizard
Benefit: Choose a single spell that you've previously taken the Spell Mastery feat with. At any time, you may sacrifice a spell you have prepared in order to cast your chosen spell. The spell you sacrifice must be of the same level as your chosen spell or higher (counting all modifications due to metamagic feats). You can apply any metamagic feats you have to your chosen spell when you cast it, so long as you sacrifice a prepared spell of a suitably high level.

Isn't this the same as Signature Spell (FRCS)?

Instinctive Shot [General]
Your intuition guides your hand when you use a ranged weapon to fire at a distance.
Prerequisite: Wis 15+, Point Blank Shot, Far Shot
Benefit: When making a ranged attack at a distance of one or more range increments, you may reduce your range penalty by an amount equal to your Wisdom bonus. This feat can eliminate your range penalty by reducing it to 0, but can't provide a bonus to your attack roll.

This looks like a good feat. I don't think it would unbalance anything either.

Masterful Counterspell [Special]
You can spontaneously counter spells that you know especially well.
Prerequisite: Spell Mastery, 1st level wizard, Spellcraft 5 ranks
Benefit: When attempting to counter an opposing caster's spell with a spell that you have taken the Spell Mastery feat with, you may spontaneously convert a spell you have prepared into a spell appropriate for the counterspell. You may convert any spell that you prepared with a slot of an equal or higher level than the spell you mean to use for the counterspell.

I see--you're trying to make spell mastery useful. This still seems a little weak though. Spell mastery is a pretty weak feat (particularly since you don't get many spells with it) and this doesn't seem to power it up enough (it only applies to a very limited number of spells--most spells you counterspell will not be ones you have mastered). I think that the FRCS Improved Counterspell (or something like that) allows you to use any spell of the same school (of equal or higher level) to counterspell a spell. That seems like a more useful implementation of this idea.

Reflexive Shot [General]
You have an uncanny ability to shoot opponents who leave even a slight opening.
Prerequisite: Dex 17+, Point Blank Shot, Far Shot, Wis 15+, Instinctive Shot, Combat Reflexes, Lightning Reflexes, Base attack bonus +8 or higher
Benefit: When any opponent within 30 feet performs an action (other than a move action) that would normally provoke an attack of opportunity, you may use a ranged weapon to make an attack of opportunity against him. This is just like a normal attack of opportunity, except that it doesn't apply to movement and you can make the attack with a ranged weapon.
Normal: Ranged weapons cannot be used for attacks of opportunity.

Not a chance. Not in a million years (or at least not until epic levels--and probably not even then). Giving archers a 30 foot threat range, even at the cost of a huge feat chain would be ridiculously unbalancing. Archers already have a lot of advantages--one of their key weaknesses is the inability to take AoOs. Since archers usually spend most of their time within 30 feet of all their foes, this would give archers an AoO every time someone drank a potion, cast a spell, initiated a bull rush, attempted a sunder or disarm, etc. Eliminating movement AoOs is good but even with that concession, threat range like that is ridiculous. I'm not even certain that collossal creatures have a 30 foot reach. . . .

Now, if you limited this ability to within five feet, it would be a much more balanced feat (and believe me, being able to take AoOs within five feet is a big advantage--I've seen it work out quite well for Lasher characters).
 

Greater Spell Mastery: almost identical to the FR feat Signature Spell, but less powerful.

Masterful Counterspell: it's very similar to the FR feat Improved Counterspell (which lets you counter with any spell from the appropriate school of equal or higher level)

Reflexive shot: Make sure it's clear that this doesn't threaten the square. If it threatens, then it's absolutely not balanced. Also, you should only get an AoO for specific things (casting a spell, for example, but definitely not movement within the area)

In terms of power, I think most are pretty balanced, except for the encumbrance part of Armor Specialization. Removing the movement penalty from heavy armor is a bit much. My suggestion: have Heavy be treated as Medium and Medium be treated as Light (like it was Mithril, but doesn't stack with that so a Mithril Plate Armor won't be light with this Feat).
 


Yeah, Armor Specialization is way overbalanced. I think that for movement, you shouldn't just ditch all penalties, but make it as though it were one category lighter. (still, them dern Mithrall full paltes . . . ) Aside from that, I like it! usefull and (mostly) balanced.
 

Here are revised versions of some of these feats, according to your critiques -- these were very helpful and quite constructive. Thanks!
Armor Specialization [Special]
You are an expert at wearing a certain type of armor.
Prerequisite: Armor Focus, Base attack bonus +1 or higher, Fighter level 4th+
Benefit: Choose a certain type of armor; one that you've already taken the Armor Focus feat with. Increase the armor bonus provided by that type of armor by +1. Further, treat the armor as one category lighter for purposes of movement and other limitations (for example, whether a fighter/barbarian can use her fast movement ability while wearing the armor or not), and you may sleep in armor you're specialized with without adverse effects.
Follows widely given advice; hopefully, this makes Armor Specialization a bit more balanced.
Masterful Counterspell [Special]
You can spontaneously counter spells that you know especially well.
Prerequisite: Spell Mastery, 1st level wizard, Spellcraft 5 ranks
Benefit: When attempting to counter an opposing caster's spell with a spell that you have taken the Spell Mastery feat with, you may spontaneously convert a spell you have prepared into a spell appropriate for the counterspell. You may convert any spell that you prepared with a slot of an equal or higher level than the spell you mean to use for the counterspell. As an additional benefit, once per round, you may counterspell a spell that you have mastered without readying an action if you are not flat-footed.
Folks have seemed to think this one was a bit too weak; perhaps combining this with something like Reflexive Counterspell would make it more appealing. Note that I don't have the FRCS or MoF, but have heard enough about a few of the feats therein. Signature Spell, however, was news to me when it was mentioned here.
Reflexive Shot [General]
You can use a ranged weapon to take advantage of openings when others exploit them.
Prerequisite: Dex 17+, Point Blank Shot, Far Shot, Wis 15+, Instinctive Shot, Combat Reflexes, Base attack bonus +8 or higher
Benefit: Once per round, whenever an ally within line of sight gains an attack of opportunity upon a foe, you can make a ranged attack against the same foe, at your highest attack bonus. Using this feat does not count as an action.
This is more or less identical to the Ranged Opportunist ability that the Order of the Bow initiate has. I think it's a fairer way to work Reflexive Shot -- and probably much less broken -- but some DMs (those who use lots of prestige classes, which I don't) might not want to allow it under the rationale that it steps on a prestige class's toes too much.

Elder-Basilisk, you've also mentioned Follow-Through, which I'd like to leave to two-handed weapons for two reasons. The first is a balance reason -- allowing it to apply to all melee weapons or attacks strikes me as too good for two-weapon fighters or monks (who retain accuracy through multiple attacks pretty well anyway), and dropping the bonuses after the first miss seems to make it too weak -- it'd be pretty rare for the bonuses to ever go over +1, even with a large number of attacks. The other reason was that I liked the idea of two-handed combatants having their own, style-specific feat, since the other two canonical styles (weapon/shield and two-weapon) have a host of unique feats already.
 

If you don't have the FR book, I highly recommend finding the Living City FR rules in .pdf form on the net somewhere. No campaign info or anything, just all the Feats and Prestige Classes that need to be added for that setting. Now, realize that it IS the FR so things will be a bit skewed, powerwise.
 

Okay, my turn. To keep things simple I made a new Feat type, (Combat); these are the things you can take as a Fighter bonus Feat. I don't have access to the splatbooks, unfortunately, so if there's something similar I'd like to know.

Also, most need some work on the prerequisites.

ALTERED REPERTOIRE (General)
Prerequisite: Sorcerer or Bard
Instead of applying the caster's CHA bonus to number of spells per day, it is applied to the number of spells known. Items or spells providing temporary increases (or poisons or spells which decrease CHA) do not affect this.

(so yes, it'll give you 4 or 5 new known spells, at the price of reducing your spells/day by an even larger amount.)

EXPANDED SPELLS(General)
Prerequisite: Bard, Paladin, Ranger, or Psychic Warrior
Choose four spells on the spell list of the "parent" class (Sorcerer, Cleric, Druid, and Psion, respectively) to be added to the caster's spell list, at a level one higher than for the parent class.
Bards and Psychic Warriors do not automatically know the spells, but may select these as known spells/powers when given the opportunity to select new spells/powers. Paladins and Rangers may memorize the new spells freely.
(need a better name for this one)

SPELL FINESSE (General)
Prerequisite: Spellcasters only, INT 15+, WIS 15+, or CHA 15+
The caster may, at the time of casting, reduce his caster level by 2 to increase Save DC by 1. This may be done multiple times per spell, although caster level can never be reduced below what is needed to obtain the spell.

(This one is a balance nightmare, I know, since there are spells that don't really need caster level, but I'm trying to make a Power Attack for casters)

ENHANCE SPELL (Metamagic)
Caster level is increased by 2 for Enhanced spell. This is done after level-based caps have been applied (which allows a Fireball to reach 12d6, for example, or a Dispel Magic to be caster level 12). Save DC also increases by 1. Prepare as a spell two levels higher.

(I just wanted one metamagic for people who can't decide. It's like 1/4th of a Extend Spell, 1/4th an Enlarge, half an Empower, and one level of Heighten (except it doesn't help against a Globe of Invuln.); 2.5 for the price of 2. It also makes Dispel Magic a bit stronger. If you're not sure on the power, I haven't clarified whether the +2 works against SR.)

IMPROVED COMBAT REFLEXES (Combat)
Prerequisite: Combat Reflexes
The player may perform multiple Attacks of Opportunity on a single target; each attack must be in response to a separate opportunity. These attacks follow the character's normal attack progression, as if he were taking a Full Attack option. In addition, the movement of an enemy with Spring Attack can draw an Attack of Opportunity, at a -4 attack penalty (in addition to the -4 provided by Mobility).

(That is, if I get 4 AoOs per round and my attack bonus is +14/+9/+4, my first AoO on you is at the full +14. If I choose to take a second on you, it's at +9, and a third would be at +4. I can't take more than those three, and it's worse than getting the full +14 against 4 different opponents)

SHARPSHOOTER (Combat)
Prerequisites: Blind-Fight, DEX 13+
The player has been trained to attack with only a glimpse of the target and around obstacles. Cover and Concealment are treated as one level lower (except that Total Cover or Concealment is never reduced).

POLEARM FIGHTING (Combat)
When using any rigid weapon with extended reach (spears, polearms, but not whips or spiked chains) you may attack any enemies inside the user's natural reach with the shaft of the weapon instead of your normal attack. The shaft does 1d6 bludgeoning damage (x2 crit), although it may be fitted with a spike to turn into a piercing weapon, increasing the threat range to 19-20/x2. A strike with a magical shaft keeps the weapon's Enhancement bonus to the attack roll but does no extra damage; no other special abilities affect the shaft. When using the Defending ability, the attack penalty applies to attacks with all parts of the weapon.
(Note that this lets you threaten adjacent squares, so you can take AoOs as people close on you, but if they're heading towards you the AoO takes place on the inner square, where you can't use the weapon head.)

IMPROVED POLEARM FIGHTING (Combat)
Prerequisite: Polearm Fighting
Weapons that may be used by the Polearm Fighting Feat (spears and polearms) may be gripped closer to the head, reducing the reach of the weapon by the natural reach of the wielder (to a minimum of 5') at will. The weapon may also be used as a double weapon; the shaft (statistics listed in the Polearm Fighting Feat) may be used as an off-hand weapon, and is always considered to be a light weapon; the normal penalties for two-weapon fighting apply.
 
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comrade raoul said:
This is more or less identical to the Ranged Opportunist ability that the Order of the Bow initiate has. I think it's a fairer way to work Reflexive Shot -- and probably much less broken -- but some DMs (those who use lots of prestige classes, which I don't) might not want to allow it under the rationale that it steps on a prestige class's toes too much.

I still wouldn't allow it (although the ranged opportunist like ability is much more balanced since foes usually take action to avoid AoOs from melee opponents). I think that there are very good reasons why class features like Divine Grace, Evasion, Improved Evasion, and Opportunist aren't made available as feats. Ranged opportunist falls into that category of things that shouldn't be done with feats.

Elder-Basilisk, you've also mentioned Follow-Through, which I'd like to leave to two-handed weapons for two reasons. The first is a balance reason -- allowing it to apply to all melee weapons or attacks strikes me as too good for two-weapon fighters or monks (who retain accuracy through multiple attacks pretty well anyway), and dropping the bonuses after the first miss seems to make it too weak -- it'd be pretty rare for the bonuses to ever go over +1, even with a large number of attacks. The other reason was that I liked the idea of two-handed combatants having their own, style-specific feat, since the other two canonical styles (weapon/shield and two-weapon) have a host of unique feats already.

Well, really sword and shield style only has one unique feat in the WotC books (Shield Expert) and that's really a TWF feat. A lot of the feats in the core books have much better synergy with two handed weapons than other fighting styles (Great Cleave, Sunder, Improved Sunder, Combat Reflexes, Hold the Line, Whirlwind Attack, Spring Attack). That's not really relevant to the point at hand though.

The thing that I see looking at this is that a hasted high level fighter (really, is there any other kind of high level fighter?) would most likely get as much milage out of this feat than out of Weapon Specialization. While weapon specialization isn't the be all and end all of feats, this is still a very powerful feat that will be applicable in most situations (usually adding at least +6 damage/round to a high level fighter (+1, +2, +3) and sometimes +10 or +15 damage (+1, +2, +3, +4) in addition to bonusses to hit). That's an awful lot for just one feat--most of the +hit or +damage feats are a good deal more limited than that--even situational feats like Sharpshooting (Sword and Fist) rarely exceed +2. This feat is significantly better than any of those except--typically adding as much damage as weapon specialization and more attack bonus than any feat except weapon finesse.

To tell the truth, a non-increasing +1/+1 against any opponenet you have already struck in this round would still be a good feat.
 

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