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<blockquote data-quote="Kahuna Burger" data-source="post: 545366" data-attributes="member: 8439"><p>So the thread on Overcasting got me thinking about the general lack of heroic options in D&D. That is to say, you can't 'push' yourself beyond your limits in dire emergencies, you can't act out of turn even at a penalty, etc. So a few feats to allow dramatic, cinematic moments.</p><p></p><p>Just to be clear, these are for a certain flavor of game and should not be allowed within 40 feet of a serious powergamer. The secondary feats all require a use of heroism. </p><p></p><p>Heroism. </p><p>You react when needed.</p><p>You may take a partial action at any point in combat which is resolved as a readied action. After this action you are considered flat footed until your next action. (This is the case even if a special ability normally prevents you from being considered flat footed.) If the heroic action is taken before your normal initiative, your next action is the following round on your normal initiative. If you have already acted in the round you take your heroic action, you take no action the following round and act on your modified initiative the round after that. You may use heroism once per day, plus once for every two points of natural charisma modifier if positive. If you take this feat a second time you gain only one more use of heroism. </p><p></p><p>Flying leap. Prereq - heroism, speed 40 or less.</p><p>You move farther than you normally could for one action.</p><p>When executing a charge or partial charge, your base speed increases by 10 ft plus 5 ft for each point of Cha bonus, if positive. At the end of your action, you are prone until your next initiative even if you can stand from prone as a free action.</p><p></p><p>NOOOOO!!!! Prereq - heroism.</p><p>You interpose yourself between an ally and danger.</p><p>When an ally is struck by a melee, ranged or area attack which you are not also subject to, you may make a grapple attempt against the ally. If successful, the ally takes no damage from the attack and you take maximum damage. </p><p></p><p>Some others not fully worked out yet : Desperate plea - add +10 to a single dimplomacy or charisma check to influence an NPC or +15 if you are pleading on an ally's behalf. Overcasting - add metamagic feats to an already prepared spell at physical cost to the caster. It HAS to work - add your will save bonus to a single non knowlege skill check. (cannot take 10 or 20)</p><p></p><p>Thoughts? Additions? Scathing Dismissals?</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 545366, member: 8439"] So the thread on Overcasting got me thinking about the general lack of heroic options in D&D. That is to say, you can't 'push' yourself beyond your limits in dire emergencies, you can't act out of turn even at a penalty, etc. So a few feats to allow dramatic, cinematic moments. Just to be clear, these are for a certain flavor of game and should not be allowed within 40 feet of a serious powergamer. The secondary feats all require a use of heroism. Heroism. You react when needed. You may take a partial action at any point in combat which is resolved as a readied action. After this action you are considered flat footed until your next action. (This is the case even if a special ability normally prevents you from being considered flat footed.) If the heroic action is taken before your normal initiative, your next action is the following round on your normal initiative. If you have already acted in the round you take your heroic action, you take no action the following round and act on your modified initiative the round after that. You may use heroism once per day, plus once for every two points of natural charisma modifier if positive. If you take this feat a second time you gain only one more use of heroism. Flying leap. Prereq - heroism, speed 40 or less. You move farther than you normally could for one action. When executing a charge or partial charge, your base speed increases by 10 ft plus 5 ft for each point of Cha bonus, if positive. At the end of your action, you are prone until your next initiative even if you can stand from prone as a free action. NOOOOO!!!! Prereq - heroism. You interpose yourself between an ally and danger. When an ally is struck by a melee, ranged or area attack which you are not also subject to, you may make a grapple attempt against the ally. If successful, the ally takes no damage from the attack and you take maximum damage. Some others not fully worked out yet : Desperate plea - add +10 to a single dimplomacy or charisma check to influence an NPC or +15 if you are pleading on an ally's behalf. Overcasting - add metamagic feats to an already prepared spell at physical cost to the caster. It HAS to work - add your will save bonus to a single non knowlege skill check. (cannot take 10 or 20) Thoughts? Additions? Scathing Dismissals? Kahuna Burger [/QUOTE]
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