Give me some made up feats you use


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I don't think I've invented a feat, but I did come up with a variant rule called "Beat Up." Basically, the idea was that if a character dropped below a certain number of hit points (proportional to his level), he'd start taking penalties to attacks and damage and stuff.

I didn't like the idea that a character is just as useful when they have 2 hp as they are when they have 200. This variant takes into account the fatigue (to abuse a game term) that sets in when a character takes a significant amount of damage. It makes characters (and NPCs) more likely to recognize when they're losing a battle and consider retreating. The downside is that the side that's losing will probably tend to keep on losing, especially if they're outmatched. One other effect (can't decide whether it's a positive or a negative) is that healing magic becomes a lot more useful.

I've got a description written up somewhere; I can find it if you'd like to hear specifics.
 

Just the one:

Dual Focus. Pick two skills. You get a +2 to skill checks with each one. (This replaces all the various feats - like Alertness - which does the same thing)
 

Seems more like a Houserules Forum query.

For my part, most that I've created and used, or intend to use soon, are in my Aurelia thread or my Rhunaria webpage. I got tons more besides, but not that I've made available in a campaign already or gotten to use yet (I do a lot of tinkering and random stuff when I'm bored at the computer). And I've got a ton of Aurelia revisions of feats that I haven't finished yet (or haven't decided yet if they're alright in their current form), so those aren't posted yet either. Aurelia and Rhunaria links in my signature.

I've got at least 5 dozen or more custom feats made for one alternate D20 fantasy ruleset, that are meant to replace the standard feats and provide more options (Fierce Strike replacing Power Attack, Elite Defense replacing Combat Expertise, Battle Prowess and Skirmisher Tactics serving as improved replacements for Dodge, etc.). I've got around 2 dozen or more custom Ascendant feats for high-magic and kinda-high-magic D&D campaigns. I've got one or two dozen custom martial arts feats for different campaigns. I've got a few feats for low-magic settings. I've got at least one or two dozen feats for my combination D20 high fantasy + D20 sci-fi Convergence campaign setting.

I've got a few feats for providing minor healing and undead-mastering spells in a no-divine-magic-and-no-deities setting (where the divinities wiped eachother out in a massive war). And I've got at least a few feats for D20 Modern/Future, and my slow work on making a StarCraft d20 set of material. I've got the prototypes of some feats to use for a S-CRY-ED campaign using D20 Modern/Future with humans possessing Alter powers. And probably at least a few other feats I'm forgetting right now.

Yeah, I have far too much free time on my hands sometimes. And a tendency to not finish projects before moving on to newer ideas, and then going back to the old ones on occasion to work on them more. *twitch*
 

Slay Undead.
You can critical undead on a 20 and do double damage.

You Can take the feat once more to increase the threat range to 19-20 and once more to increase the damage multiplier to triple.
 

Some multiclass feats like "Dashing Swordsman" ... this one combines Swashbuckler and Bard levels.

I do like these feats. I wouldn't miss prestige classes if they'd offer a good deal of base classes (around 50) and one big book of multiclass feats!
 

WEB OF STEEL [GENERAL]

You know how to use your weapon to best defensive
effect, taking advantage of freedom of movement to
parry and deflect blows that might otherwise land.

Benefit: When armed with a one-handed weapon (or
larger) with which you are proficient, you gain a +3
armor bonus to your AC. This bonus increases by +1 per
+3 BAB. The bonus does not function in any situation
that would deny a dodge bonus.

Special: A starting character with Armor Proficiency
(Heavy) may surrender that proficiency and gain this
feat in its place at no cost. A fighter may select
this feat as one of his bonus feats.

KNEECAP [GENERAL]

Prerequisites: Point Blank Shot, Precise Shot,
Sharp-shooting, base attack bonus +3.

Benefit: Whenever you deal 10 or more points of damage
to your opponent with a single ranged attack, you may
make a trip attack as a free action against the same
target, using all normal modifiers. If the trip
attack fails, the target may not, of course, react to
trip you.

Normal: Trip attacks cannot normally be made at range
without special weapons.

Special: A successful trip using this feat does not
grant a follow-up attack with Improved Trip, or any
similar benefits from other feats or abilities.
 

Understanding the Way of All Things

Preq: Wis 15+, Character Level 1st only

You have tapped into the universal unconscious, and have gained a sublime understanding far beyond the ordinary.

Benefit: Use your Wisdom modifier in place of Intelligence to determine skill points.
 

Forget what we called it but, feat increased your base HD by one step every time you took it. So 1d4->1d6->1d8->1d10->1d12->2d8->1d20->4d6->whatever else.
basically the max increased by 4 every time once you got past d12, and wasnt retroactive. my 16th lvl fighter had something like 300 hp.(combined with house rules that let you spend exp when you level to gain max hp. gaining 20 hp a lvl is bangin').
 

These are from a new homebrew campaign world I am designing... the magic system is using a modified spell point system.

Subschool Focus
[General]
Your spells in a specific subschool of magic are much more potent.
Prerequisites: Spell Focus in specific school
Choose one subschool of the school you already have spell focus in. Any spells with that subschool have an additional +1 added to the Save DC for that spell. This stacks with the bonus from Spell Focus. For example, a caster with Spell Focus: Invocation and Subschool Focus: Fire would cast fireballs with a +2 to the Save DC.

Greater Subschool Focus
[General]
Your subschool spells are even more potent.
Prerequisites: Spell Focus in specific school, Subschool Focus in specific subschool, Greater Spell Focus in same specific school.
Choose one subschool for which you already have a Subschool Focus in. Any spells of this subschool are now cast with an additional +1 to the Save DC for that spell. This gives a total of +4 to the Save DC for all spells within that subschool (+2 for the two Spell Focuses, +2 for the two Subschool Focuses).

Mana Battery
[General]
You are capable of producing more innate spell points.
Prerequisites: Caster Level +1 or higher
The bonus spell points given for your chosen primary attribute are doubled.

Craft Spellgem
[Item Creation]
You may create a one-shot spell storage item, much like a potion or a scroll, but useable by anyone and storing any level spell.
Prerequisites: Craft Arcane gem, Craft Storage Crystal (These two feats have not been fleshed out yet)
Using a Drained Crystal, a the spell-caster may store within it a single spell of any level, provided he meets the casting requirements and has a drained crystal of sufficient power. Spells may be stored according to the following chart:

Spell Level (Cost to Enchant)
0-2 (Caster level x spell level x 100 GP, 1/25 price in XP)
3-5 (Caster level x spell level x 150 GP, 1/25 price in XP)
6-7 (Caster level x spell level x 250 GP, 1/25 price in XP)
8-9 (Caster level x spell level x 500 GP, 1/25 price in XP)
 

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