Feats for Forgotten Concepts

77IM

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Notes: Every feat here is meant to support some character concept. I picked concepts that I feel are inadequately represented in the core rules (like swashbuckler/light-fighter), that were doable in 3e (like barbarian and sorcerer), and that are doable with just a few feats (so, no bards, druids, or monks).

In other words, when I think about the sort of characters I want to play in 4e, and when I look back upon the sort of characters I played in 3e: There are some that I can create in 4e very easily, there are many that I can ALMOST create in 4e, and there are a few that I really can't do justice to in 4e. This is an attempt to remedy the second group (the concepts that I can almost create, but not quite).

I decided to encapsulate all these rules into feats (rather than introduce alternative class features, for example) to fit in better with the existing rules (there's already a crapload of feats, 12 more can't hurt) and because the game balance of them is questionable -- paying a feat or two to get a normally-unavailable combo seems like a good starting point.


Code:
[b][u]Name                    Prerequisites      Benefit[/u][/b]
[b]Barbarian's Rage[/b]        Str 15, Con 13,    You can enter a rage once per encounter
                        trained in Intimidate
[b]Canny Defense[/b]           Dex 15, Int 13     +2 AC when wearing no armor or cloth armor
[b]Destined Relic[/b]          None               You find a magic item that you are meant to have
[b]Flick of the Wrist[/b]      Dex 15, Quick      Quick-draw a concealed weapon to get combat advantage
                        Draw, trained in Thievery
[b]Mighty Strike[/b]           Str 13             +1 damage when using a two-handed weapon
[b]Multiclass Power[/b]        Any class-specific Swap one power with one of multiclass
                        multiclass feat
[b]Rogue Weapon Training[/b]   Rogue              Rogue powers and sneak attack use more varieties of weapons
[b]Sorcerer's Intuition[/b]    Cha 15, wizard     Use Cha instead of Int for spells, gain Spontaneous Casting
[b]Two-Weapon Fighting[/b]     Dex 13             If you miss with your main hand, you might hit with your off-hand
[b]Unarmed Strike[/b]          Dex 13             Bonuses to attack and damage with unarmed attacks
[b]Weapon Finesse[/b]          Dex 13             Use Dex instead of Str for certain melee weapon attacks
[b]Weapon Proficiency[/b]      None, or Weapon    Gain proficiency in a chosen group of weapons
                        Proficiency (see text)


BARBARIAN'S RAGE
Prerequisite: Str 15, Con 13, trained in Intimidate
Benefit: Once per encounter, you can use the rage power.

Rage / Feat Power
With a blood-curdling cry, you hurl yourself recklessly into the fray.
Encounter * Martial, Stance
Minor action / Personal
Effect: You get a +2 bonus to melee damage rolls, but you suffer -2 penalty to AC. You get a +2 bonus to Athletics, Endurance, and Intimidate checks, but take a -5 penalty to all other skills. You can't use any powers that have a power source other than martial. This effect lasts until the end of your next turn, but ends earlier if you activate a different Stance power.
At 11th level, the damage bonus increases to +3, and at 21st level, it increases to +4. The other bonuses and penalties (to AC and skills) do not change with level.
Sustain Minor: Each round, you can spend a minor action to extend the duration of your rage until the end of your next round, although it still ends if you activate another Stance power.

Concept: A 3e-style barbarian. Really, give a fighter a greataxe, Skill Training (Nature), Toughness, Fleet-Footed, and this feat, and you've pretty much got everything but the damage reduction. Throw in stuff like Power Attack, Durable, Powerful Charge, Uncanny Dodge, Mettle, and maybe Armor Specialization (Hide) for the classic barbarian experience.
Notes: I scaled the damage to be in line with Power Attack. The penalty to skills isn't a true balancing factor since the raging barbarian isn't likely to need those skills very much; ditto for using non-martial powers. Also the Sustain Minor might be redundant with the Stance keyword. The basics of the power (encounter power, +4 damage for -2 AC) were suggested in the conversion article on DDI.


CANNY DEFENSE
Prerequisite: Dex 15, Int 13
Benefit: When wearing cloth armor or no armor, you get a +2 armor bonus to AC, representing your ability to dodge and roll with attacks.
Concept: A swashbuckler or other extremely agile combatant.
Notes: This lets an unarmored (or cloth-armored) character have just as good an AC as a hero in leather armor, and for the same cost (a single feat). Most classes are already proficient in leather armor, and so will only take this feat for convenience, covertness or concept. For wizards, this puts them on an equal AC footing with rogues and warlocks, without needing to dress like one.


DESTINED RELIC
Benefit: You posses one magic item of your choice. It can be any sort of item except consumable items (the most common selections are weapons, armor, and implements), but is subject to the DM's approval. The item's level is at most your level +2. When you gain a level, you can change the enchantment on your item, so long as it stays less than your level +2. You can't change the item's base type, only its enchantment. (For example, you could turn your +2 magic longsword into a +2 flaming longsword, but not into a +2 flaming shortsword.) The DM must approve such a change, and should disallow any enchantment that is unbalancing, disruptive, or would interfere with the campaign.
Your destined relic doesn't just suddenly appear in your hands. Instead, work with your DM to determine how your character acquires it. It might be a family heirloom or special boon from a patron, or you might just stumble upon it in a dank cave or win it from a monster in a game of riddles. If your destined relic is lost or destroyed, the DM should give you a reasonable chance to retrieve or repair it (usually after no more than 2-3 encounters) or allow you to find a new destined relic. You can't sell or disenchant the item, and you ever lose this feat by retraining, you also lose the item (it gets lost, stolen, reclaimed, or you give it away to an NPC). In other words, events conspire to keep the item with you so long as you have the feat, and to remove it from you once you lose the feat.
Special: When you select this feat, the item you get does count against your treasure rewards for the upcoming level; the DM should decrease the treasure rewards by the cost of the item, and should let the group know that the item counts as part of your character's share of the treasure. However, when you gain a level and upgrade the item's enchantment, doing so does not count against treasure rewards.
Concept: The hero who finds the magic trinket of specialness, or the warrior with the ancestral sword, etc. This lets them keep the same item throughout their career without having it atrophy.
Notes: It's a free magic item, although not a spectacular one -- most characters can probably buy an item they want more easily, and this feat only gets one item (not a matching set). This feat relies heavily on subjective DM hand-waving and player-DM cooperation, and works best when the player has a clear concept in mind for their destined relic.


FLICK OF THE WRIST
Prerequisite: Dex 15, Quick Draw, trained in Thievery
Benefit: Once per encounter, as a standard action, you can draw a concealed weapon and make a Thievery check opposed by the Perception of a target within the weapon's range. If you succeed, you can use the weapon to make a basic attack against the target immediately as a free action, and you have combat advantage against that target for the attack. If you fail, you don't get to make the attack.
Special: You can conceal a small one-handed weapon on your person, such as a a dagger or a shuriken. Make a Thievery check as a standard action. Your check result is compared to your foes' Perception to determine whether they spot the hidden weapon; a character who searches you (a standard action that requires them to touch you) gets a +5 bonus to their Perception check. Concealed weapons can be drawn normally, but sheathing them requires another standard action.
Concept: A concealed-weapon fighter, almost certainly a rogue.
Notes: Somehow, I love the idea of a concealed-weapon fighter. This feat is modeled on the "feint" use of Bluff, but involving different skills. Because it happens on the same turn (feint takes two turns to use), it can only be a basic attack.


MIGHTY STRIKE
Prerequisite: Str 13
Benefit: When wielding a two-handed melee weapon, you deal an extra 1 point of damage when you roll for damage.
Special: This feat applies to two-handed melee weapons, but not one-handed weapons with the versatile property, even when you are wielding them two-handed. However, small characters can apply this feat to versatile weapons that they are wielding two-handed (for example, a halfling with a longsword would get the extra point of damage).
Concept: A heavy-weapon-guy who doesn't want to be a bastard sword specialist.
Notes: This is needed to retain parity with Two-Weapon Fighting and also to make greatswords competitive with bastard swords -- spending a feat on each, they both do the same amount of damage. PROBLEM: Potential overlap with Power Attack (which already does an extra point of damage for two-handed weapons)? PROBLEM: Potential overlap with future superior weapons, such as the Fullblade. I'll deal with those issues as they occur.


MULTICLASS POWER [Multiclass]
Prerequisite: Any class-specific multiclass feat
Benefit: You can swap one power you know from your main class for one power of the same level or lower from the class you multiclassed into. The power must be from the same general category (at-will power, encounter attack power, daily attack power, or utility power). You can neither give up nor gain powers that are granted by class features, only powers you get as part of your normal power progression.
Special: You can take this feat multiple times. Each time, you can swap one additional power, subject to the same restrictions as above.
Concept: A multiclass character who wants more control over which powers they get from their other class; a multiclass character at 2nd level (or 1st, for a human).
Notes: A lot of people right now are talking about what they do and don't like with multiclassing and how they would change it. I actually like the concept; I don't mind spending feats to do the swap, and I don't mind getting half-assed class features from the secondary class, and combined with some of the other feats here (like Weapon Proficiency) I have no trouble creating useful, viable multiclass characters. But, I don't like the restrictions on the power-swap feats. If I'm spending a feat to swap a power, I want to be able to pick exactly the power I want to swap, not be stuck with just 1 encounter swap, 1 utility swap, etc. This feat seems pretty balanced to me unless somebody can point out some abusive combo this might open up. NOTE this allows people to swap their at-will powers -- again, I don't see any problem with this.


ROGUE WEAPON TRAINING[Rogue]
Prerequisite: Rogue
Benefit: The list of weapons you can use when making a sneak attack or using a rogue power increases to the following: any light blade, any projectile weapon, any light thrown weapon, any weapon with the off-hand property, any staff, or the spiked chain. A "ranged weapon" power still requires you to use a ranged weapon, and a "melee weapon" power still requires you to use a melee weapon.
Concept: A non-traditional rogue, such as a bow-rogue, unarmed-rogue, or a multiclass rogue (since most non-rogue characters will be hitting with heavier weapons).
Notes: I originally had this feat apply to any weapon, but the potential of a "heavy flail rogue" doing 2d6 damage is both overpowered and nonsensical, so I limited it to weapons for which Weapon Finesse can apply. (This also allows me to remove clumsy wording about switching Str for Dex on attack rolls.) I see this feat primarily for use with things like bows, which are a modest damage increase over the rogue's usual crossbows.


SORCERER'S INTUITION [Wizard]
Prerequisite: Cha 15, Wizard
Benefit: You have an instinctual grasp of magic, and don't require the formal studies that most wizards need. This has several effects:
  • You give up your Arcane Implement Mastery, Ritual Casting, and Spellbook class features. (You can keep your actual physical spellbook and any rituals therein, but you can't use them unless you get the Ritual Caster feat).
  • You add Charisma in place of Intelligence to the attack rolls and damage rolls of your wizard spells. Spells that rely on other ability scores than Intelligence continue to use their normal ability scores, and a spell that uses your Intelligence for some other aspect than attack rolls and damage rolls continue to use Intelligence for that purpose.
  • You gain the Spontaneous Casting class feature. As a free action, you can regain the use of a spent encounter spell by spending a use of an encounter or daily spell of a higher level. Essentially, you exchange an unused higher-level encounter or daily spell for a used up lower-level encounter spell. You regain the lower-level spell as though you had taken a short rest (although you regain it instantly) and you lose the use of the higher-level spell just as though you had used it (although you aren't actually using it; it has no effect other than letting you regain the use of the lower-level spell). You can do this as often as you like, until you run out of higher-level spells. You regain the use of the spent higher-level spells normally (by resting, or by using Spontaneous Casting to exchange them for higher-higher-level spells). Spontaneous Casting only applies to wizard attack powers (not wizard utility powers, or powers you might have from paragon paths, epic destinies, other classes, feats, or racial abilities).
Concept: A 3e sorcerer. Just like a Wizard, but with Cha instead of Int, and more flexible spell use.
Notes: I have no earthly idea whether Spontaneous Casting is balanced or open to abuse. It's unlike any other ability and could theoretically lead to one-trick-pony behavior if someone discovers a killer combo using lower-level encounter powers and decides to just spam out the same crap repeatedly. I'm not too worried, since characters don't get very many powers, even at high levels, and with the lack of Spellbook, the sorcerer is going to have even fewer.


TWO-WEAPON FIGHTING
Prerequisite: Dex 13
Benefit: You gain the Dual Strike at-will power.

Dual Strike / Feat Power
You attack swiftly with your main weapon, preparing to follow-through with your off-hand weapon.
At-Will * Weapon
Standard action / Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 1[W]+Strength modifier damage (main weapon).
Increase to 2[W]+Strength modifier damage at 21st level.
Miss: Make a secondary attack against the same target.
Secondary Attack: Strength -5 vs. AC (off-hand weapon)
Hit: 1[W]+Strength modifier damage (off-hand weapon).

Concept: A two-weapon fighter who is not a ranger, but wants something more interesting than "+1 damage."
Notes: More interesting, by far, than the PHB version, and accounts for the actual nature of the off-hand weapon. I decided that TWF should not increase your damage on a hit -- that's what two-handed weapons and power attack are for, and TWF should have a distinctly different feel. Instead, on a miss, the secondary attack is sort of like a "Miss: half damage" except that with the -5 penalty it is more like "Miss: quarter damage," which seems more appropriate for an at-will power. This means that TWF is once again attractive to rogues (they miss less), but still useful to fighter-types (it is theoretically balanced with two-handed Reaping Strike at most levels). It's an at-will power, so it can't be used in a charge or OA and doesn't stack with other powers. Finally, yes, this does allow you to make two attack rolls which may slow the game down -- but the second one only happens on a miss, so it's not that bad.


UNARMED STRIKE
Prerequisite: Dex 13
Benefit: You are considered proficient with unarmed strike. You gain a +2 proficiency bonus with your unarmed strike, and its damage die increases to 1d6. You can strike with any part of your body, so you can make unarmed attacks even if you are holding things in both hands. If you're not holding anything in your off-hand (such as a weapon, shield, or implement), your unarmed strike is treated as having the off-hand property. If you don't have anything in either hand, you can treat unarmed strike as both your main hand weapon and your off-hand weapon.
Starting at 11th level, you gain an enhancement bonus to attack and damage with your unarmed strike, as shown on the table below. On a critical hit, your unarmed strike deals +1d6 damage per plus of enhancement bonus (also shown on the table).
Code:
[U]Level	Bonus	Critical[/U]
1-10	+0	+0
11-15	+1	+1d6
16-20	+2	+2d6
21-25	+3	+3d6
26-30	+4	+4d6
Concept: A scrapper; someone who is still dangerous when unarmed; or who fights with their whole body, not just their weapon.
Notes: Better, I would say, than the 3e Improved Unarmed Strike; it's just like having a club with you at all times, which cannot be stolen, lost, or disarmed. It's also the ultimate off-hand weapon. My goal here is not to replicate the Monk class, but to give characters who want to be capable unarmed fighters -- or semi-armed (with a one-handed weapon and no shield) -- this option. I resisted having a scaling attack/damage bonus, but ultimately realized that, for this feat to be useful at all levels, it had to compete somewhat with magic weapons. I gave it a bonus 2 points less than a magic club appropriate to that level, so it's unlikely anyone will pick it as their primary weapon -- the advantage of unarmed strike remains its flexibility and permanent availability.


WEAPON FINESSE
Prerequisite: Dex 13
Benefit: When wielding a light blade, staff, spiked chain, unarmed strike, or any weapon with the off-hand property, you can use your Dexterity modifier in place of your Strength modifier for attack and damage rolls when making a melee basic attack or using any power that calls for an attack or damage roll modified by Strength.
Concept: Swashbucklers and nimble combatants.
Notes: It's baaaack! Everyone's favorite must-have feat. This could drastically reduce the value of Strength for many Dex-based characters, but Strength already seems overpowered (it is a primary attack stat for 5 out of 8 classes), and heavy damage-dealers will want to stick with Strength to use the more damaging weapons. I see this feat primarily as a way for people with secondary melee capability -- such as warlords and clerics -- to become swashbucklers. This feat also changes the flavor and tone of many powers, particularly fighter powers, but I think it still makes sense -- the hardest-hitting powers have a Weapon: entry that does not usually apply to the weapons listed above.


WEAPON PROFICIENCY
Prerequisite: None, or Weapon Proficiency (all simple weapons); see text
Benefit: Choose one weapon or category of weapons that you are not proficient with. You become proficient in that weapon. Whenever you select this feat, choose one of the following options:
  • You become proficient with any one military or superior weapon.
  • You become proficient with all simple weapons.
  • You become proficient with all simple and military weapons of a particular weapon group (such as all simple and military light blades).
  • You become proficient with all military weapons. You must already be proficient with all simple weapons to choose this option.
Special: You may select this feat more than once, each time choosing a different option or a different particular weapon or weapon group.
Concept: Martial-oriented characters who aren't fighters, but who don't want to focus on a single weapon.
Notes: Yup, this makes it work a lot like 3e, but frankly, I loved the way weapon proficiencies worked in 3e and consider 4e a huge step backwards. The goal of this feat is to allow, for example, a multiclass wizard/fighter to obtain just as many weapon proficiencies as a fighter, but at the cost of some feats.
 
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77IM said:
TWO-WEAPON FIGHTING
Prerequisite: Dex 13
Benefit: When wielding a melee weapon in each hand, you deal +1d4 bonus damage to attacks with your main hand. This bonus does not apply when using a power that also deals damage based on your off-hand weapon (such as many ranger powers).

What If it said the following:

When wielding a melee weapon in each hand, you deal extra damage based on the die size of the off-hand weapon
Code:
die size	bonus damage
1d4		+1
1d6		+2
1d8, 2d4	+3
1d10		+4
1d12		+5

more reliable than weapon dice, but no potential for rolling max with your off-hand.

EDIT - Also, I'm gonna have to disagree with you on Rogue Weapon Precision; a quick glance at Fighter and Rogue level 29 dailies shows that the rogue's do what the fighter does, and then some, no doubt balanced against a rogue's smaller damage dice.

On the sorcerer feat, simply allow a wizard to choose that or the normal class abilities, akin to a Ranger's fighting style choice.
 
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Barbarian's Rage on the strong side, perhaps you could make it a multiclass feat, which would limit twinking.
Canny Defense I like it
Mighty Strike Two hand weapons are plenty good due to 3[W] powers etc.
Rogue Weapon Precision I just don't great sword sneak attacks as a real concept.
Sorcerer's Intuition Meh, between wizard and warlock I don't see the point.
Two-Weapon Fighting as is, TWF is great for rangers, ok for rogues, and worthless for fighters.
Unarmed Strike good
Weapon Proficiency good, there was no reason not to pick a superior weapon before.
 

Thanks for the feedback! I took a second look and changed Barbarian's Rage, Mighty Strike and Rogue Weapon Precision, to be a little less powerful. I'm still working on something radically different for TWF and might create a whole new thread for it.

-- 77IM


(Here are the original versions of these feats, for posterity. I am putting the new versions into the first post.)


BARBARIAN'S RAGE
Prerequisite: Str 15, Con 13, trained in Intimidate
Benefit: Once per encounter, you can use the rage power.

Rage / Feat Power
With a blood-curdling cry, you hurl yourself recklessly into the fray.
Encounter * Martial, Stance
Minor action / Personal
Effect: You get a +4 bonus to melee damage rolls, but you suffer -2 penalty to AC. You get a +2 bonus to Athletics, Endurance, and Intimidate checks, but take a -5 penalty to all other skills. This effect lasts until the end of your next turn, but ends earlier if you activate a different Stance power.
Sustain Minor: Each round, you can spend a minor action to extend the duration of your rage until the end of your next round, although it still ends if you activate another Stance power.

Concept: A 3e-style barbarian. Really, give a fighter a greataxe, Skill Training (Nature), Toughness, Fleet-Footed, and this feat, and you've pretty much got everything but the damage reduction. Throw in stuff like Power Attack, Durable, Powerful Charge, Uncanny Dodge, Mettle, and maybe Armor Specialization (Hide) for the classic barbarian experience.
Notes: This may be too powerful. The penalty to skills isn't a true balancing factor since the raging barbarian isn't likely to need those skills very much. Also the Sustain Minor might be redundant with the Stance keyword. The basics of the power (encounter power, +4 damage for -2 AC) were suggested in the conversion article on DDI.



MIGHTY STRIKE
Prerequisite: Str 13
Benefit: When wielding a two-handed melee weapon, calculate your base damage die as though the weapon were one size larger than it really is (see Weapons and Size on p.220). For example, a Medium character with a greatsword normally deals 1d10 damage; with this feat, the same greatsword would deal 1d12 damage instead.
Special: This feat applies to two-handed melee weapons but NOT one-handed weapons with the versatile property, even when you are wielding them two-handed. However, small characters can apply this feat to versatile weapons that they are wielding two-handed (for example, a halfling with a longsword would deal 1d10 damage).
Concept: A heavy-weapon-guy who doesn't want to be a bastard sword specialist.
Notes: This is needed to retain parity with Two-Weapon Fighting and also to make greatswords competitive with bastard swords -- spending a feat on each, they both do the same amount of damage. PROBLEM: Potential overlap with Power Attack (which already does an extra point of damage for two-handed weapons)? PROBLEM: The bonus damage is multiplied for powers that do [W] damage, unlike Bastard Sword, which is a flat +1; this may be too much of a bonus when applied to 2d6->2d8 weapons.



ROGUE WEAPON PRECISION [Rogue]
Prerequisite: Str 13, Rogue
Benefit: You can ignore the special weapon requirements when making a sneak attack or using a rogue power (although you must still use a ranged weapon to use a ranged power and a melee weapon to use a melee power). When using a melee weapon or heavy thrown weapon in conjunction with this feat, any rogue power that would call for a Dexterity attack uses a Strength attack instead. (Damage rolls are unaffected and use their normal ability score modifier.)
Concept: A non-traditional rogue, such as a bow-rogue, unarmed-rogue, or greatsword-rogue, or a multiclass rogue (since most non-rogue characters will be hitting with heavier weapons).
Notes: This could allow some gruesome combos (greatsword sneak attacks) but it's no worse than the cheese the ranger is dishing out (dual bastard swords? really). The fact that many rogue powers wind up using Str for attack and Dex for damage also mitigates some abuse. I see this feat primarily for use with things like bows, which are a modest damage increase over the rogue's usual crossbows. PROBLEM: Some of the high-level rogue powers are doing crazy amounts of [W] damage, and may have been balanced with d6s and d8s in mind, not d12s. However, the fighter is already dealing such damage, and doesn't need to pump both his Str and Dex in order to do it.


 

For Barbarian's Rage, I think the damage should probably scale by tier, and possibly be increased if you're wielding a two-handed weapon, like Power Attack. Also, I think it's worth considering switching the -2 AC to giving enemies Combat Advantage, though I'm not sure what the implications of that would be for balance.

I'm not sure Canny Defense is balanced with Leather Armor Proficiency, because it lets you use magic cloth armor while still getting the AC of leather.
 

That's a really good idea about comparing Barbarian Rage to Power Attack. If we assume that attack bonus and AC are equally valuable (since they are pitted against one another), then they should have the same trade-off value for damage. This also seems reasonable when you compare two-handed weapons vs sword-and-board; the two-hander does about 1-2 points more damage, while a shield provides 1-2 more points of AC. I've revised Barbarian Rage to reflect that, and in so doing decided to lose the aftereffect, which was a complication anyway.

I also have a new rule for TWF which I really like a lot, as I feel it does a great job of giving TWF its own unique flavor, without being the uber-damage power it is in some systems.

Also, while I'm at it, I renamed Rogue Weapon Precision to Rogue Weapon Training. As usual here are the prior versions of these feats (new versions go into the first post).

BARBARIAN'S RAGE
Prerequisite: Str 15, Con 13, trained in Intimidate
Benefit: Once per encounter, you can use the rage power.

Rage / Feat Power
With a blood-curdling cry, you hurl yourself recklessly into the fray.
Encounter * Martial, Stance
Minor action / Personal
Effect: You get a +4 bonus to melee damage rolls, but you suffer -2 penalty to AC. You get a +2 bonus to Athletics, Endurance, and Intimidate checks, but take a -5 penalty to all other skills. This effect lasts until the end of your next turn, but ends earlier if you activate a different Stance power.
Aftereffect: When the effect ends for any reason (such as switching to a different stance or failing to spend a minor action to sustain the power), you become weakened (save ends).
Sustain Minor: Each round, you can spend a minor action to extend the duration of your rage until the end of your next round, although it still ends if you activate another Stance power.

Concept: A 3e-style barbarian. Really, give a fighter a greataxe, Skill Training (Nature), Toughness, Fleet-Footed, and this feat, and you've pretty much got everything but the damage reduction. Throw in stuff like Power Attack, Durable, Powerful Charge, Uncanny Dodge, Mettle, and maybe Armor Specialization (Hide) for the classic barbarian experience.
Notes: This may be too powerful, although I threw in the aftereffect as a balance mechanism (once you enter rage, try not to get stunned, or you might lose your rage and become weakened) and a nod towards the 3e fatigue mechanism. The penalty to skills isn't a true balancing factor since the raging barbarian isn't likely to need those skills very much. Also the Sustain Minor might be redundant with the Stance keyword. The basics of the power (encounter power, +4 damage for -2 AC) were suggested in the conversion article on DDI.



ROGUE WEAPON PRECISION [Rogue]
Prerequisite: Rogue
Benefit: The list of weapons you can use when making a sneak attack or using a rogue power increases to the following: any light blade, any projectile weapon, any light thrown weapon, any weapon with the off-hand property, any staff, or the spiked chain. A "ranged weapon" power still requires you to use a ranged weapon, and a "melee weapon" power still requires you to use a melee weapon.
Concept: A non-traditional rogue, such as a bow-rogue, unarmed-rogue, or a multiclass rogue (since most non-rogue characters will be hitting with heavier weapons).
Notes: I originally had this feat apply to any weapon, but the potential of a "heavy flail rogue" doing 2d6 damage is both overpowered and nonsensical, so I limited it to weapons for which Weapon Finesse can apply. (This also allows me to remove clumsy wording about switching Str for Dex on attack rolls.) I see this feat primarily for use with things like bows, which are a modest damage increase over the rogue's usual crossbows.



TWO-WEAPON FIGHTING
Prerequisite: Dex 13
Benefit: When wielding a melee weapon in each hand, you deal +1d4 bonus damage to attacks with your main hand. This bonus does not apply when using a power that also deals damage based on your off-hand weapon (such as many ranger powers).
Concept: A two-weapon fighter who is not a ranger.
Notes: Better, and better balanced, than the PHB version, which is a joke. +1 damage? So I take a feat to do what any fool with longsword proficiency can do for free by virtue of the versatile property? When I could instead take a feat to get Bastard Sword proficiency and do crazy damage? I originally had the bonus be +1[W] (off-hand), but this proved too problematic to balance, especially given that a ranger could theoretically have said bastard sword in his off-hand. +1d4 means an average of +2.5 damage, which seems appropriately powerful for a feat, not too complicated, and more interesting than a bland +1. It also means there's not much reason to carry a short sword over a dagger as your off-hand weapon, which I think is somehow appropriate. PROBLEM: I'm still somehow unsatisfied with this feat. It seems that if you're wielding two weapons, you should be able to attack with both of them. I have no interest in re-introducing multiple attacks, though. And TWF did always raise the question, "if I can hit twice by holding two weapons, why can't I hit twice when just holding one weapon, just by being extra fast?"
 

I added a feat called "Destined Relic" although personally I think this name sucks huge. It also seems very overpowered to me although I can't think of a decent way to balance it without making it somewhat unattractive.

I also changed these two feats, so I include the original version here, as usual.

77IM said:
BARBARIAN'S RAGE
Prerequisite: Str 15, Con 13, trained in Intimidate
Benefit: Once per encounter, you can use the rage power.

Rage / Feat Power
With a blood-curdling cry, you hurl yourself recklessly into the fray.
Encounter * Martial, Stance
Minor action / Personal
Effect: You get a +2 bonus to melee damage rolls, but you suffer -2 penalty to AC. You get a +2 bonus to Athletics, Endurance, and Intimidate checks, but take a -5 penalty to all other skills. This effect lasts until the end of your next turn, but ends earlier if you activate a different Stance power.
At 11th level, the damage bonus increases to +3, and at 21st level, it increases to +4. The other bonuses and penalties (to AC and skills) do not change with level.
Sustain Minor: Each round, you can spend a minor action to extend the duration of your rage until the end of your next round, although it still ends if you activate another Stance power.

Concept: A 3e-style barbarian. Really, give a fighter a greataxe, Skill Training (Nature), Toughness, Fleet-Footed, and this feat, and you've pretty much got everything but the damage reduction. Throw in stuff like Power Attack, Durable, Powerful Charge, Uncanny Dodge, Mettle, and maybe Armor Specialization (Hide) for the classic barbarian experience.
Notes: This may be too powerful, but I scaled down the damage to be in line with Power Attack. Now, it only seems strong if you pair it with Power Attack ... which seems like an appropriate thing for a barbarian to do. The penalty to skills isn't a true balancing factor since the raging barbarian isn't likely to need those skills very much. Also the Sustain Minor might be redundant with the Stance keyword. The basics of the power (encounter power, +4 damage for -2 AC) were suggested in the conversion article on DDI.


WEAPON FINESSE
Prerequisite: Dex 13
Benefit: When wielding a light blade, staff, spiked chain, or any weapon with the off-hand property, you can use your Dexterity modifier in place of your Strength modifier for attack rolls when making a melee basic attack or using any power that calls for an attack roll modified by Strength (damage rolls are unaffected and use their normal ability score modifier).
Concept: Swashbucklers and nimble combatants.
Notes: It's baaaack! Everyone's favorite must-have feat. This could drastically reduce the value of Strength for many Dex-based characters, although as usual it is mitigated by the fact that you can't apply your Dex bonus to damage; I see it primarily as a way for people with secondary melee capability -- such as warlords and clerics -- to become swashbucklers. This feat also changes the flavor and tone of many powers, particularly fighter powers, but I think it still makes sense -- the hardest-hitting powers have a Weapon: entry that does not usually apply to the weapons listed above.

 

I just added Flick of the Wrist, for concealed-weapon use. It's kind of a specialized concept, but when I realized there were no rules for concealed weapons, I had to add it.

-- 77IM
 

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