Give me some made up feats you use

Brawl
Automatic feat for all characters

Unarmed damage does either 1d6 subdual of 1d2 real.

This makes people more likely to use unarmed attacks.

jh
 

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Goblin Punch

Prerequisites: Improved Unarmed Strike, willingness to fight dirty

Benefit: When you make a full attack action, your first hit with a light weapon or unarmed strike against an adjacent opponent deals +1d4 damage.

Additionally, you may take a special full-round action to make a single attack with a light weapon or unarmed strike against an adjacent opponent. This attack deals +1d4 damage. After you make the attack, whether it hits or not, you may move in a straight line away from the target, up to double your speed. You do not provoke an attack of opportunity for leaving your target's threatened square only.


Improved Goblin Punch

Prerequisites: Improved Unarmed Strike, Stunning Fist, sneak attack

Benefit: If you use your Stunning Fist feat on the special full-round action to make a single attack from the Goblin Punch feat, the save DC increases by 2. If this attack was a sneak attack, increase the damage dealt by an additional +1d4.

In addition, you may make a single turn of up to 90 degrees as you move away.


EDIT: Goblin Punch is a pretty straight-up port of Grim Tales' Dirty Fighting feat. I added the "reverse-charge" bit because, well, I like it a lot and it's not worth a feat in itself. I see a user of this style suddenly slamming someone with his boot, then running like hell :]
It's also useful for TWF fighters, although the IUS prerequisite will likely keep them away.

Improved Goblin Punch is supposed to synergize with Ascetic Rogue. If you can sneak attack with the "reverse-charge+stun," you get +4 to the save DC, +2d4 damage, and the ability to run like hell and get behind some cover. Fun stuff!

I know this isn't my thread, but any feedback'd be appreciated.
 
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Here's a handful of my favorites.

Skill Finesse
Your natural grace and agility compensates for a lack of strength.
Prerequisite: Dex 15+
Benefit: you use your Dexterity modifier instead of your Strength modifier for Climb, Jump, and Swim checks.

Sacred Discipline
Your martial training is rooted in religious tradition
Prerequisite: monk level 1
Benefit: when taking levels of cleric, the monk's multiclassing restriction does not apply.

Master Craftsman [Item Creation]
Your extensive experience allows you to craft a wider variety of magic items.
Prerequisites: Craft 8 ranks, Craft Wondrous Item, caster level 12
Benefit: you may craft any magic item as if you had the appropriate item creation feat. The cost of an item crafted in this manner is 10% more than normal, and all other requirements (such as spells and caster level) must still be met.
 

Extended Shared Spells
You can share spells with your familiar over a distance.
Prerequisites: You must have a familiar, and be able to cast arcane spells
Benefit: You can share spells with your familiar up to 30 ft away.

The rest of mine have been submitted to the Netbook of Feats, so you might want to look there for some more ideas.

Hope This Helps,
Flynn
 

Hmmm. I suppose it may not be very helpful to just mention my two already-online collections of feats, and mention how much time I've wasted on other feats for other campaigns I haven't had the chance to run yet..... So here are a few samplings, anyway.

Some feats I made for a Starcraft d20 conversion; the psionic feats are primarily for Protoss to acquire, but Terran Ghost Operatives can acquire them too. They're probably fine for use in other D20 Modern/D20 Future campaigns that use psionics. The first two feats are non-psionic and pretty well useable for D20 Modern and D20 Future campaigns in general, intended to make Autofire and Burstfire as better options.
[sblock]Improved Autofire
You are more skilled than most at aiming a burst of fire.
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire.
Benefit: You gain a +2 bonus on attack rolls when using autofire or burst fire with a personal firearm, and may re-roll the lowest damage die with any autofire or burst fire attack you make using such weapons.

Precise Autofire
You know how to place bursts of autofire for greater accuracy but at the expense of stopping power.
Prerequisites: Strength 13, Wisdom 13, Personal Firearms Proficiency.
Benefit: When using an automatic firearm on autofire mode to attack an area, you may choose at the beginning of that attack to perform a precise burst of autofire, instead of standard autofire. This works much like standard autofire, except that you get +2 on the attack roll, the Reflex DC to avoid the autofire is increased by +2, and everything that would be damaged by the autofire takes only half damage, rounded up. However, with a precise burst of autofire, you do not suffer the standard -4 attack roll penalty if you lack Advanced Firearms Proficiency. Additionally, Precise Autofire allows you to fire a short burst of fire in the same manner as the Burst Fire feat, except that using Precise Autofire in this way grants a +3 bonus on the attack roll instead of incurring a -4 penalty, and does not deal +2 damage dice like the Burst Fire feat grants. A precise short burst ignores half of the target's concealment, if any, due to the scattered spray of fire in the target's vicinity. This particular use cannot be combined with the Burst Fire feat.
Special: This feat counts as Advanced Firearms Proficiency for the purpose of qualifying for the Strafe feat, but only for that sole purpose. This feat may be used in combination with the Strafe feat, for purposes of full autofire, by characters who possess both Precise Autofire and Strafe.

Psionic Evasion
You have turned your psionic talents towards anticipating and dodging attacks.
Prerequisites: Dexterity 13, Wisdom 13, reserve Power Points 1+.
Benefit: As long as you are conscious and not immobilized, you gain a +1 insight bonus to Defense. Insight bonuses do not stack with each other. This insight bonus applies even when you are unaware. This feat only functions while you have 1 or more psionic Power Points in reserve and unspent.
Special: This feat may be taken more than once, and its benefits combine to provide a single insight bonus to Defense. Each additional copy of this feat, however, does not function unless you have an additional 1 Power Point in reserve and unspent. For instance, if you gain three copies of this feat, the second copy only functions if you have a reserve of 2 or more Power Points, and the third copy only functions if you have a reserve of 3 or more Power Points. This greater Power Point reserve is not a prerequisite for gaining additional copies, it is merely required for the additional copies to function.

Psionic Weapon Focus
Your natural psionic abilities help you to anticipate movements and aim more precisely with weaponry. Choose one type of weapon with which you are proficient, such as the dagger or the psiblade.
Prerequisites: Wisdom 13, Weapon Focus with the chosen weapon, reserve Power Points 1+.
Benefit: With the chosen weapon, you gain a +1 Insight bonus on attack rolls and damage. This stacks with the benefits of any similar feats or abilities, except that Insight bonuses to a particular statistic do not stack with other Insight bonuses to the same statistic. The bonus damage is multiplied normally on a critical hit, but does not apply against targets that are not subject to critical hits. When making an attack with the chosen weapon, if you possess 1 or more Power Points in reserve and unspent at the time, you may spend 1 of those Power Points (and only 1) each time to increase the above bonuses on attack and damage, by +2 each. This feat only functions while you have 1 or more psionic Power Points in reserve and unspent, though if using this feat's second benefit you still gain the benefit until the end of that single attack, even if it would reduce your Power Point reserve to zero.
Special: This feat may be taken more than once, but each time it must be applied to a different weapon.[/sblock]

A few feats for low-magic games and such, to help out with the individual's abilities since there'd be less access to magic to rely on.
[sblock]Apothecary (General)
You have studied and trained in the use, development, acquisition, or treatment of various remedies, infusions, alchemical mixtures, toxins, adhesives, solvents, and the like.
Benefit: Choose any two skills from amongst Alchemy, Craft [poisonmaking], Heal, Profession [alchemist], Profession [apothecary], and Profession [herbalist]. Those two become permanent class skills for you, at this level and all levels gained henceforth. Choose two others from that list as well, each of which you will gain 1 free rank in. This counts towards your normal limits. If you already had the maximum rank possible in those latter two skills at the level you gained this feat, then instead you gain a +1 bonus on checks with those two skills.

Chirurgeon (General)
You are well-practed and learned in the knowledge of anatomy and rudimentary, invasive healing techniques.
Benefit: Heal is a permanent class skill for you, at this level and all levels gained henceforth. You also gain a +1 bonus on any Heal checks for first aid, long-term care, or surgical treatment. Surgical treatment is a use of the Heal skill that is only available after gaining this feat, as it is a very specialized and advanced medical lore. A character with the Chirurgeon feat can only perform surgical treatment on other characters, not on himself or herself. Surgical treatment takes at least a full-round action to perform, depending on the situation and the goal, and it provokes attacks of opportunity with each action spent doing so.

With one full-round action, surgical treatment can remove a projectile or thrown weapon that is lodged in the patient. This takes a Heal check against DC 10 + the initial damage dealt by that weapon, and if the check is successful, the weapon is removed without further harm to the patient, even if the weapon is specially barbed to cause extra harm when removed. If the check fails by 5 or more points, the weapon is removed unsafely and it causes the patient 1 damage. If one use of a healer's kit is used during that full-round action, then on a successful check the patient also heals 1 point of the damage from that weapon. If the patient was suffering a severe bleeding wound from that weapon, such as if the weapon had the Wounding quality, then the successful check effectively ceases the bleeding of that wound. If the weapon removed with the successful check was a caltrop, then it removes the penalties caused by that caltrop.

Surgical treatment can instead be provided with two full-round actions, to heal a bit of damage to a patient. This can only be attempted once per patient per day, regardless of how many characters with Chirurgeon attempt to treat the character. This takes a Heal check against a DC of 20 if the patient has lost 35% or less of their hit points (or taken subdual damage no greater than 35% of their maximum HP); the DC is instead 25 if the aforementioned ratios are 35-70%, or DC 30 if 70-100%, or DC 35 if the patient is at negative hit points or had taken subdual damage greater than their maximum HP. Using surgical treatment in this manner, if the check is successful, heals 1 damage of the patient per 3 points rolled on the Heal check. This heals normal damage before subdual damage, but any extra points go towards healing subdual damage, if any.

Lastly, surgical treatment can be used as part of long-term care, in which case it simply increases the DC of the long-term care Heal check by 5 points, and it heals double the normal amount for that type of long-term care (based on the patient's level of activity), as well as causing the patient to heal up to 1 additional point of ability damage that day. However, failing a check to use surgical treatment with long-term care instead causes the patient 1 point of damage and prevents them from healing naturally that day.

Diverse (General)
You have something of a talent for various simple, or peculiar, activities and studies.
Benefit: You gain 2 extra skill points per level, but these are not adjusted by Intelligence, nor are they multiplied at 1st-level. These bonus skill points must be spent only on Appraise, Craft, Disguise, Handle Animal, Innuendo, Intuit Direction, Knowledge, and Profession skills. No more than 1 of these extra skill points can be spent on any given skill each level; they cannot both be spent on the same skill at the same level. Also, each level, you cannot spend these points on the same skills as you had done at your previous level. So for instance, if you spent 1 of these points on Craft [painting] and the other on Knowledge [local] at 1st-level, you could not spend these extra points on any Craft or Knowledge skills at 2nd-level; instead you might spend them on Disguise and Innuendo, for example; but then at 3rd-level, you would be able to spend the extra points on Craft and Knowledge skills again if you liked, but could not spend them on Disguise or Innuendo again just yet. Lastly, you are required to spend at least 1 of your normal skill points at each odd-numbered character level on Appraise, Craft, Disguise, Handle Animal, Innuendo, Intuit Direction, Knowledge, or Profession. This does not have to be the same skill each time, nor does it have to be a different skill each time, and neither is it limited by the other restrictions of this feat's extra skill points.
Special: This feat can only be taken at your 1st character level.

Great Versatility (General)
You have a knack for learning several different skills with ease.
Benefit: Choose any three skills. These are permanent class skills for you, at this level and all levels gained henceforth. Treat each Knowledge skill as separate for this purpose.[/sblock]

Some feats from my alternate d20 fantasy ruleset. Basically a reworking and replacement of stuff from the core rules, kinda, along with additional stuff to expand on it.
[sblock]Advanced Weapon Technique (General)
You have practiced with expert techniques in how to strike more effectively with a chosen weapon. Select any one weapon you are proficient with. In place of a regular weapon, you may choose unarmed strike or a natural weapon, if desired.
Prerequisites: BAB +1 or higher, proficient in weapon to be chosen.
Benefits: You gain a +1 bonus on attack rolls and damage with the weapon you have chosen. The bonus damage is multiplied as normal on a critical hit, and is effective against creatures which are not subject to critical hits, like a Strength bonus to damage.
Special: This feat may be taken multiple times, but only for a different weapon each time.

Agile Weapon Prowess (General)
You have learned to deftly use a particular weapon can be utilized through coordination and agility as much as through muscle power. Select any one light melee weapon you are proficient with, or the rapier if you are proficient with it and no smaller than it in size category, or the quarterstaff if you are proficient with it and within one size category of it, or the spiked chain if you are proficient with it and within one size category of it. You may choose the unarmed strike or a natural weapon instead.
Prerequisites: Proficient in weapon to be chosen.
Benefits: You may use your Dexterity modifier in place of your Strength modifier when determining your total attack bonus with the chosen weapon, when desired. If wielding the chosen weapon when fighting defensively, taking the total defense action, or using the Elite Defense feat, you gain an extra +2 dodge bonus to AC against melee weapon attacks, but not against natural weapons, unarmed strikes, ranged weapons, or other kinds of attack. This feat's dodge bonus is lost whenever you would be denied a Dexterity bonus to AC (if any), such as when flat-footed or immobilized. This feat does not function when you are wielding more than one weapon, unless all the weapons you are wielding are of the sorts that this feat could be applied to. However, you may still use this feat when holding a shield in one hand, though not when using the shield as a weapon, nor when holding a tower shield. When using this feat and wearing a buckler on the same arm, you may retain the benefits of that buckler even if you are attacking with the chosen weapon, though regardless you suffer the usual -1 penalty on that weapon's attack roll because of the buckler's weight and mass.
Special: This feat may be taken multiple times, but only for a different weapon each time.

Battle Prowess (General)
Rolling with the punches and dodging attacks is your forte.
Prerequisites: BAB +0 or higher, Dex 13+.
Benefits: You gain a +1 dodge bonus to Armor Class against melee attacks, which is lost whenever you are denied a Dexterity bonus to AC (if any). Dodge bonuses stack. Unlike some dodge bonuses, however, Battle Prowess will not grant any dodge bonus greater than the maximum Dexterity bonus to AC allowed by your armor or carried load, if any.
Special: This feat may be taken multiple times, and stacks with itself. However, each additional time you would gain this feat, the base attack bonus prerequisite becomes 2 points higher than the last time, as does the Dexterity score prerequisite.

Exceptional Resilience (General)
Your lifestyle and training make you tougher than most folk.
Prerequisites: Character level 3rd+, Hardy Resilience.
Benefits: Your maximum hit points are permanently increased by an additional 10.

Extra Skill Training (General)
Your training with one or more miscellaneous skills has been intensified and drawn out, pushing you to develop greater prowess in those skills.
Benefits: You gain 3 additional skill points to spend at the level you acquired this feat. Treat these as though they came from whichever class you gained a level in at this time, except that these additional skill points are not modified by Intelligence. If taken at your 1st character level, the skill points from this feat are not multiplied by 4.

Greater Resilience (General)You are remarkably tough and hardy, due to extensive training and rough living.
Prerequisites: Character level 3rd+, base Fortitude save +3 or greater, Hardy Resilience.
Benefits: Your maximum hit points are permanently increased by 4, plus an amount equal to your total base Fortitude save. Any later alterations to your base Fortitude save will retroactively change the number of hit points granted by this feat.

Hardy Resilience (General)
Your lifestyle and training make you tougher than most folk.
Benefits: Your maximum hit points are permanently increased by 5.

Mounted Prowess (General)
Your skill with mounted combat is impressive.
Prerequisites: BAB +1 or higher, Ride 2+ ranks.
Benefits: Whenever you charge while mounted, you deal +2d4 damage with whatever melee weapon you wield for the charge attack. This bonus damage is not multiplied on a critical hit. Also when you are mounted, your mount gains a +2 dodge bonus to Armor Class. This dodge bonus to AC stacks with other dodge bonuses, and is lost whenever your mount is denied a Dexterity bonus to AC (if any), as well as whenever you are immobilized, helpless, dazed, stunned, or unable to perceive the attack against your mount (through whatever means).

Pinpoint Archery (General)Your archery training has provided greater accuracy with the bow at all ranges.
Prerequisites: Dex 13+, proficient in any longbow or shortbow.
Benefits: You gain a +1 bonus on attack rolls with any bow you wield, regardless of proficiency. Additionally, any range penalties you suffer on attack rolls with a bow, if proficient in it, are reduced by 1 per two range increments you are firing.

Rapier Wit (General)
Your wit is sharp as a rapier, and your charm can pierce nearly anyone's jaded mind.
Prerequisites: Base Will save +2 or higher, Bluff 2+ ranks, Int 13+, Wis 13+, Cha 13+.
Benefits: You gain a +2 bonus on Will saves versus charms, Sense Motive checks to notice spoken lies, and all Bluff checks.

Shield Phalanx (General)
You have trained long and well on how to wield a heavy weapon and shield at the same time.
Prerequisites: BAB +2 or higher, Str 15+, Shield Proficiency, proficient in the weapon being used.
Benefits: You may use a large shield or tower shield with one hand and simultaneously wield a spear, polearm, or staff in the other hand, but with a tower shield you will still have to overcome its cover normally in order to strike effectively. When you utilize this feat, opponents charging you do not gain the usual +2 bonus on their attack roll. While holding the spear, polearm, or staff one-handed through the use of this feat, your Strength bonus to damage is not increased by 50% like normal for such weapons, since you do not have a double-handed grip on the weapon. The heavy weapon cannot be more than one size category larger than yourself. The weight and size of the shield helps you balance the heavy weapon, making this possible.

Skirmisher Tactics (General)Dodging errant bullets, arrows, javelins and the like is easy with your degree of training.
Prerequisites: BAB +0 or higher, Dex 13+.
Benefits: You gain a +1 dodge bonus to Armor Class against ranged attacks, which is lost whenever you are denied a Dexterity bonus to AC (if any). Dodge bonuses stack. Unlike some dodge bonuses, however, Skirmisher Tactics will not grant any dodge bonus greater than the maximum Dexterity bonus to AC allowed by your armor or carried load, if any.
Special: This feat may be taken multiple times, and stacks with itself. However, each additional time you would gain this feat, the base attack bonus prerequisite becomes 3 points higher than the last time, as does the Dexterity score prerequisite.

Superb Resilience (General)Your body has grown extremely tough over time, as you have faced and overcome one hardship after another, constantly pushing yourself and toughening up.
Prerequisites: Character level 8th+, base Fortitude save +3 or greater, Exceptional Resilience, Greater Resilience, Hardy Resilience.
Benefits: Your maximum hit points are permanently increased by 5, plus 1 additional point for each hit die you possess. Any changes in your hit dice will modify this amount appropriately.

Tactical Coordination (General)
You can fight very effectively when overwhelming an opponent with teamwork.
Benefits: You gain a +1 bonus when attempting the aid another action, and on attack rolls against an enemy you flank, which stacks with the normal bonus from flanking. In addition, the circumstance bonus you gain or grant from the aid another action is increased by +2. This stacks with the benefits of any Tactical Coordination feats your allies may possess and use.[/sblock]
 

I've made up several, but many tend to be one shots to help fill a character concept. The one that is used most often - and happens to be the first I ever made up - is as follows:

Improved Eschew Materials

You may ignore material components equal in cost to 25 gp per caster level.

Examples: A 1st level cleric can use "Bless Water" without the need of 25 gp in powdered silver. (This was, in fact, the initial reason I created the feat (for a helpful NPC cleric), but it proved popular enough for continued use by the PCs in that game and later games.) A 10th level Wizard can cast False Vision without the need of 250 gp of powdered Jade.



The important point to realize is that all casters get Eschew Materials for free IMGs. If, however, they are willing to take a feat, they can ignore all or part of the material costs. Actually, it works out so that only the exceptionally expensive spells (such as Resurrection) actually have any significant cost left after this.


It is also worth noting that I tend to allow trades in costs between gp and xp, at the cost of 25 gp per 1 xp. So instead of taking this feat, a cleric at first level could sacrifice 1 xp to cast Bless Water without 25 gp of silver dust. That was originally another feat, but after a bit of group discussion, I decided to allow it irregardless.
 

I've created a few feats that are simply continuations of previous feat chains such as Supreme Weapon Focus, Supreme Weapon Spec and Supreme Two-Weapon Fighting. Unimaginative, I know, but they're just such obvious additions. Beyond those, if a player has a feat idea they're free to suggest it to me.
 

We've just instated a pair of feats for Cleric's Turning:

Improved Turning Power - adds +2 to the max HD a cleric might turn in a given attempt.
Improved Turning Effect - adds +4 to the Turning Damage roll.
 

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