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Homebrew knight feats

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Legend
I just joined a new gaming group, and I'm making an 8th level knight for a homebrew world - I wanted to give him some flair. What do you think of the balance of these two homebrew feats?

Son of Hyerdahl
Prerequisite: Must be taken at 1st level
A proud son of Hyerdahl, you are accustomed to a difficult life in rugged mountains, know your way among dwarves and how to fight giants. Gain Dwarven or Giant as a bonus language, and add one of these skills to your class skill list: Climb, Craft, Profession, or Survival. Gain a +2 dodge bonus to AC against giants. Gain proficiency in one of these exotic weapons: Bastard Sword, Broad Shortsword, Dwarven Urgrosh, or Dwarven Waraxe.

Hyerdahl Einhander
Prerequisite: Son of Hyerdahl, Power Attack, Bastard Sword proficiency, Base attack bonus +6
When making a one-handed power attack with a bastard sword, you gain double the damage bonus as if you were wielding it two-handed. Once per round, when you miss on a one-handed power attack, deal your Strength modifier damage to your foe as you kick, hilt-sap, helmet-butt, or otherwise provide your foe no quarter.
 

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Son of Hyerdahl:
I don't think it's too powerful, but I could see reason to say it is. It combines bunch of existing (but weak) feats into one. I get the premise is that it's balanced to get Exotic Weapon Proficiency (worth 1 feat), adding a skill to your class list (worth half a feat -- Martial Study also gives you a maneuver; some dragon mag feat lets you pick two and gives a +1 on them), +2 situational bonus (can combine with Titan Fighting feat to make Dodge feats grant a +2 against all larger foes, might be worth noting), and ummm... the value of two skill points all in a single feat because you're options list for the benefits is very narrow. But I'm not sure that's a fair trade-off. It makes EWP: Bastard Sword look like utter crap, for example. Of course, most feats did already...

Hyerdahl Einhander:
First off, it's kinda silly to require the first feat AND Bastard Sword proficiency. Clearly, anyone with the first feat who wants this one will always just pick bastard sword as his choice with son of hyerdahl. It's not even powergaming at that point, it's common sense. As for the feat itself, I think making one-handed PA at the two-handed value is already worth a feat, maybe almost worth a feat since it's restricted to one underpowered weapon. Others who bemoan sword & board sucking compared to 2H fighting might disagree, but I think the cost of the "floaty shield" is significant. Sorry if you have no idea what I'm talking about. :)
I do not like the concept of doing damage on a miss, personally. Feat seems ok balance-wise, I would just prefer a different secondary boon.
 

As far as feats go, perfectly fine. Where I you, I'd make a few more - these are a great way to create the stereotypical Knight of Hyerdahl - a fighter gains eleven bonus feats over the course of his career...
 

Well, our DM gave me some feedback (mostly of the "too powerful" variety), but he's been open to the homebrewing. So here's 3 feats I will be taking.

Son of Hyerdahl
Prerequisite: Must be taken at 1st level
A proud native of Hyerdahl, you are accustomed to a difficult life in rugged mountains, know your way among dwarves and how to fight giants. Gain Dwarven or Giant as a bonus language, and add one of these skills to your class skill list: Climb, Craft, Profession, or Survival. Gain a +1 dodge bonus to AC against giants.

Fierce Hyerdahlsman
Prerequisite: Son of Hyerdahl, Power Attack
Once per round, when you miss on a power attack, deal your Strength modifier damage to a missed foe as you kick, hilt-sap, helmet-butt, or otherwise provide them with no quarter.

Man Among Giants
Prerequisite: Son of Hyerdahl, 5 ranks Intimidate
Gain +2 Will saves versus fear, and reduce the penalty to intimidate foes larger than you (and resist their intimidation) by an amount equal to your character level.
Normal: Large foes gain +4 intimidate per size category they are larger and, conversely, you take a -4 penalty to intimidate foes per size category you are smaller.

I'm also considering a feat along these lines...

Gauntlet Counterattack
Prerequisite: Child of Hyerdahl, Spiked Gauntlet Proficiency
If a foe fails a disarm or trip attack against you, you may make an immediate gauntlet attack instead of a disarm or trip even if you’re holding a weapon in your gauntlet hand.

I'll also probably present an argument for "Bastard Einhander" as just dealing 2H weapon damage when wielding a 1H bastard sword. I think that's a fair feat, but he thinks it's overpowered.
 

I'll also probably present an argument for "Bastard Einhander" as just dealing 2H weapon damage when wielding a 1H bastard sword. I think that's a fair feat, but he thinks it's overpowered.

Of course it's a fair feat with just that alone, no contest! RAW, a 2H weapon fighter can just take Improved Buckler Defense at level ONE and basically do the opposite of what your feat does for the same end effect. Except for getting it at level 1 and getting the 1.5x str bonus to damage, two-handed bonus on disarm...etc...

Honestly, of the original feats, the second was in no way unbalanced, I just didn't like the chosen secondary benefit. The former was questionable, sure, but really... Fighter types need the help. Your new Son of Heyerdahl went from being a flavorful feat that's also worthwhile mechanically to being "eh, I guess if you want to take it cause it fits your character..." Which isn't awful, but still. It's now worth two skill points, ~half a feat, and... the +1 AC vs. giants really isn't worth much unless the campaign's swarming with them. And mind you, that analysis is assuming you had free choice on that language and class skill, which you don't... Oh well, I'm not the DM. I just think if that's what you needed to do to get him to agree he overreacted.

Fierce H looks fine. I don't care for the flavor, but you know that. :)

Man Among Giants: This seems weak. There's a Dwarf feat in Races of Stone, I think, that gives a bonus to fear saves and initiative, Battle Hardened, I think. Use that as a guide for balance. IMO, a bonus to init is worth more than negating a large foe's intimidate bonus. Also, it's kind of awkward how you add your character level when they're trying to intimidate you, which then causes the feat to stack with itself (your fear save bonus applies on your d20 +wis mod +level check). Not a big deal, just bringing it up if you didn't notice.

Gauntlet Counterattack: I assume the pre-req is supposed to be Son of Hyerdahl? This feat seems pitifully weak. For two big reasons. One, the actual effect is very weak, and you have to replace the normal attack option you get for free, which will frequently be better than an attack with a spiked gauntlet. Two, the fact that this feat will only ever come up if the DM tries to do these tactics to you (and even then, only if he fails), it's way too... beyond situational. You're putting literally all the power in your DM's hands as to how useful the feat will ever be. Even a feat like Hold the Line is much better than this feat. I use it as a comparison since it too only triggers when an enemy chooses to do some action against you. The differences? HtL triggers off an action that IME happens FAR more often than disarms and trips (charging), triggers BEFORE the offensive action (and can potentially stop it from happening!), regardless of the sucess or failure of the enemy's attack, and doesn't force you to forfeit an action you would have already gained. Instead, it ADDS a new attack to whatever response you'd normally get, in this case, an AoO because they charged you, which if you have reach on the person can even mean getting two. It does nothing to interfere with the AoO you already get for having reach, other than the fact you need Combat Reflexes to actually make two AoO's in a round.
I hope that helps demonstrate why I think it's underpowered, sorry to pick on you.
 

My sense is that this is a slightly lower than average power campaign, but after sitting in on a game the only "low powered" thing I could tell was that the PCs were behind a level or two in magic items.

The group consists of all 8th level characters: Ranger, Sorceress, Monk/Scout, Cleric, and Wizard (or perhaps a Warlock?).

Of course it's a fair feat with just that alone, no contest! RAW, a 2H weapon fighter can just take Improved Buckler Defense at level ONE and basically do the opposite of what your feat does for the same end effect. Except for getting it at level 1 and getting the 1.5x str bonus to damage, two-handed bonus on disarm...etc...
You think so? That was my sense, but I'm just getting back into D&D and haven't been a player in many years.

Your new Son of Heyerdahl went from being a flavorful feat that's also worthwhile mechanically to being "eh, I guess if you want to take it cause it fits your character..." Which isn't awful, but still. It's now worth two skill points, ~half a feat, and... the +1 AC vs. giants really isn't worth much unless the campaign's swarming with them.
Hmm, I'm going to advocate for the +1 AC applying to all larger foes, not just giants. That should make it balance out better.

Fierce H looks fine. I don't care for the flavor, but you know that. :)
;) Come on, what's not to like? :uhoh:

Man Among Giants: This seems weak. There's a Dwarf feat in Races of Stone, I think, that gives a bonus to fear saves and initiative, Battle Hardened, I think. Use that as a guide for balance. IMO, a bonus to init is worth more than negating a large foe's intimidate bonus.
Well, I'd say avoiding a shaken condition (-2 attack) and negating the penalty to apply the shaken condiiton to larger foes by 12th level is worth as much as an initiative bonus.

Also, it's kind of awkward how you add your character level when they're trying to intimidate you, which then causes the feat to stack with itself (your fear save bonus applies on your d20 +wis mod +level check). Not a big deal, just bringing it up if you didn't notice.
Good point! I'll need to change the language a bit.

Gauntlet Counterattack: I assume the pre-req is supposed to be Son of Hyerdahl? This feat seems pitifully weak.
You're right, on second look I'll be revising this one heavily. Thanks for the feedback! :)

After reviewing the tactical feats in Complete Warrior, I'm trying to come up with a bastard sword centered fighting style, maybe blending it with some of the knight class features in PHB2 to improve battlefield control and defense. The feat will represent a "Bastard Knight of Hyerdahl" and provide a boost to the slightly weak bastard sword as well as more options for mid-level fighters.
 

This is my first shot at a "Sword and Board" tactical feat intended to give more combat options to my knight, bringing a little bit of Tome of Battle/4e into our 3.5e game without breaking the system. It's loosely based on Renaissance Italian & German longsword fighting manuals.

Sword and Board [Tactical]
Prerequisite: Son of Hyerdahl, Power Attack, Shield Specialization, Shield Ward, attack bonus +6
Knights of Hyerdahl have elevated sword and board fighting to an art form, and are able to adopt four stances known as “rose guards” (after the four points of the compass rose). According to myth, each of these guards was perfected by a traveler from each of the four regions of Hyerdahl who gathered at a mountain temple to teach swordsmanship. Guards marked as “Offensive” require you to make a power attack, while guards marked as “Defensive” require you to fight defensively. You may use one guard at a time, switching guards as a swift action.

Dire Bear Guard [defensive]: “I am the dire bear, one pass of my shield and you are left open, another and you are thrown aside.” You present your shield to your foe, staying your blade. On a successful shield bash you may push your opponent 5 feet (if the space is occupied they fall prone) or knock aside their weapon/shield, preventing them from using it for the remainder of the round (they are treated as unarmed or gain no shield AC bonus, respectively). You may not make sword attacks when in this guard. You must fight defensively, your Shield Ward bonus to touch AC, grapple, and disarm increasing by a corresponding amount.

Mountain Dog Guard [offensive]: “I am the mountain dog, lowering my shield to draw you close, then finishing you off tooth and nail.” Lowering your shield, you enter into close quarters combat with your foe, attempting to bring your shield to bear as a fulcrum to trip them with your sword. You lose your shield bonus to AC during your turn, and you must move adjacent to your foe to use this guard. You may make a trip attack with your sword without provoking an attack of opportunity. You must make a power attack, but even on a miss deal your Strength modifier in damage as you fiercely kick, hilt sap, helmet butt, or otherwise provide no quarter.

Wild Boar Guard [defensive]: “I am the wild boar, my blade ready to turn aside any strike, leaving you bloody.” Gripping your sword blade with your shield hand, you lower it to the ground, luring your foe in when in actuality you are ready to receive any attack. Increase your melee threat range by 1 individual square of your choice, and your sword deals double piercing damage on a successful hit against a charging foe. You must fight defensively when in this guard, and your Shield Ward bonus to resist bull rush/overrun increases by a corresponding amount.

Wyvern’s Tail Guard [offensive]: “I am the wyvern’s tail, my blade poised to pierce your armor and hold you fast.” You raise your sword overhead, keeping it steadily aimed at your foe, while wrapping your index finger around the cross-guard for improved point control. On a successful attack you may pin your foe who is stuck on your blade, though as long as they remained pinned you may make no sword attacks. You must make a power attack when fighting in this guard, and you may ignore an armor AC bonus equal to your attack penalty taken on your power attack.
 
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