[feats] Making Run not suck, and a bit of Chi, too.

Jeph

Explorer
DEFENSIVE DASH [General]
You duck and weave as you run.
Prerequisites: Dex 13+, Run
Benefit: When you take a double move action, you gain a +2 bonus to AC until the beginning of your next turn. When you take a Run action, the bonus improves to +4.

SPRINT [General]
You are capable of staggering bursts of speed.
Prerequisites: Run, Dash (from Song and Silence)
Benefit: Once per day, you may declare that you are using Sprint. Until the beginning of your next turn, your speed is multiplied by 10.

FLYING LEAP [General]
You can perform amazing running jumps.
Prerequisites: Run, Jump 2 ranks
Benefit: You gain a +6 bonus on running long jumps and running high jumps.

CHI FOCUS [Chi]
You are in contact with your inner energies.
Prerequisites: Wisdom 13+, Concentration 2 ranks
Benefit: A number of times per day equal to 3 + your Wisdom modifier, you may declare that you are taking a Chi Action. The must be either an attack, save, check, or initiative roll, and it gains a +1 bonus.

RUN ON WATER [Chi]
You are gifted with the ability to tread on insubstantial surfaces.
Prerequisites: Wisdom 15+, Dexterity 15+, Concentration 4 ranks, Balance 6 ranks, Chi Focus, Run
Benefit: As a Chi Action, you may take a portion of your move equal to 5' plus 5' times your Wisdom modifier on a liquid.

RUN ON AIR [Chi]
Your step is so light and your mind so calm, that you may walk across the air as if upon solid ground.
Prerequisites: Wisdom 15+, Dexterity 15+, Concentration 6 ranks, Balance 8 ranks, Chi Focus, Run, Run on Water
Benefit: As a Chi Action, you may take a portion of your move equal to 5' plus 5' times your wisdom modifier on an any surface, even if that surface is gaseous.

CHI OFFENSE [Chi]
You can empower your strikes with inner Chi.
Prerequisites: Wisdom 15+, Concentration 4 ranks, Chi Focus
Benefit: As a Chi Action, you may make an attack that gains a +1 bonus to the damage roll.

CHI SORCERY [Chi]
You're arcane gift comes from the Chi that courses through your veins.
Prerequisites: Wisdom 15+, Charisma 15+, ability to cast arcane spells without preparation (as the Sorcerer or Bard), Concentration 4 ranks, Chi Focus
Benefit: As a Chi Action, you may increase the DC of any spontaneous Arcane Spell that you cast by +1.

SHAMANISTIC MAGIC [Chi]
Your Chi serves as a link between you and the source of your divine magic.
Prerequisites: Wisdom 15+, ability to cast divine spells, Concentration 4 ranks, Knowledge (Religion or Nature) 4 ranks, Chi Focus
Benefit: As a Chi action, you may increase the DC of any divine spell that you cast by +1.

-- -- -- -- -- -- -- -- -- --

So, what do you think? Would you take any of these feats? Are they totally broken? Does the concept of Chi feats seem kewl?
 

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I like them, although the idea of a high level monk with sprint is simply frightening!

"How far away is the enemy wizard?"
"About 800 feet"
"No, worries, I sprint towards him"

Hehehe, love it!

The concept of the Chi feats is quite good as well, although the concept wouldn't fit in all campaigns (such as my current campaign), but I would use these if my campaign was suited to them.

Although I think you should turn all of the bonuses into named bonuses (such as a dodge bonus from deffensive dash and an insight bonus from the Chi stuff) just to help limit potential Munchkin damage.
 

Jeph said:
SPRINT [General]
You are capable of staggering bursts of speed.
Prerequisites: Run, Dash (from Song and Silence)
Benefit: Once per day, you may declare that you are using Sprint. Until the beginning of your next turn, your speed is multiplied by 10.

I think this one needs to be reworded. As is a normal character could move 3000 feet in one round. A four minute mile is one thing, but a 10 second mile seems a bit much. I suggest "Once per day as a full round action you may move ten times your speed."


FLYING LEAP [General]
You can perform amazing running jumps.
Prerequisites: Run, Jump 2 ranks
Benefit: You gain a +6 bonus on running long jumps and running high jumps.

I'd require more jump ranks, maybe five. It just seems awfully easy.


RUN ON WATER [Chi]
You are gifted with the ability to tread on insubstantial surfaces.
Prerequisites: Wisdom 15+, Dexterity 15+, Concentration 4 ranks, Balance 6 ranks, Chi Focus, Run
Benefit: As a Chi Action, you may take a portion of your move equal to 5' plus 5' times your Wisdom modifier on a liquid.

This is an epic ability at the moment (balance check DC 90). I'd either leave it there, or make this feat a lot harder to get. Probably around 15 ranks for the skills, so you can't get it until past 11th level (when you are technically legendary).


CHI SORCERY [Chi]
You're arcane gift comes from the Chi that courses through your veins.
Prerequisites: Wisdom 15+, Charisma 15+, ability to cast arcane spells without preparation (as the Sorcerer or Bard), Concentration 4 ranks, Chi Focus
Benefit: As a Chi Action, you may increase the DC of any spontaneous Arcane Spell that you cast by +1.

SHAMANISTIC MAGIC [Chi]
Your Chi serves as a link between you and the source of your divine magic.
Prerequisites: Wisdom 15+, ability to cast divine spells, Concentration 4 ranks, Knowledge (Religion or Nature) 4 ranks, Chi Focus
Benefit: As a Chi action, you may increase the DC of any divine spell that you cast by +1

I think these are a little weak. Compare them to spell mastery: they have a lot of requirements, they can only be used a limited number of times per day (taking away from other chi actions), and they're half as effective. They are broader in scope, but I don't think a +2 would be out of line here.

Otherwise I like them, especially the idea of making a run feat chain.
 

Since we're talking about improving run, here's what I did.

Run

Benefit: When performing the charge or run action, your base speed is increased by 10.
 

Only question:

Do the bonuses for the defensive dash stack with the bonuses you already get against missile attacks while running, and the penalties against melee attacks? Do you still lose your dexterity bonus?
 

The bonus from Defensive Dash is unnamed, so it stacks. the feat doesn't say that you retain your dex bonus, so you don't. :)

Keep in mind that the ability to walk on water is easy come easy go, it can be accomplished with a mid level spell, and a lower level power.

Yes, your wording for Sprint sounds a bit better. :D Although I was basing it off one of the Force feats from SWRPG. One of those (albiet the last in a chain of 4) allows you to increase your speed by 20x!

Flying Leap isn't that powerful; think how easy huge Jump bonusses are to get. Anyway, the way I look at it: A feat with no pre-reqs allows you to get +2 to a skill all the time, or +4 to a skill under certain conditions, so a feat with pre-reqs should allow you to get +6 to a skill under certain conditions.
 

So, +6 to AC versus ranged attacks, and +2 to AC against Melee, but all the while losing your dexterity bonus. Still doesn't sound particularly "Defensive" to me. But it would go well with the feat I've allowed in the past to retain your dexterity while running. Makes monks scary.

While I like your Chi focus feats, I think the number of ranks in Concentration is a little low. I don't know, though... they aren't particularly powerful, but their resemblance to something more along the lines of a Domain power sets me on edge, you know? Or maybe it's just that I don't like straight numbered bonuses from feats. Nevermind me. I'm weird. You're fine. Nevermind.
 

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