Misc feats presented for feedback.

IndyPendant

First Post
I've collected a *large* number of feats so far in my times on the boards and surfing the net; I thought I'd include some of them here for comments. All of the ones shown below are either my own or sufficiently adapted from the examples I took them from that I feel justified in claiming at least partial credit for them. (I just hope I'm right about that. : ) Now here they are:

Share Class Skills [Flavour]
Benefit: From the moment this feat is taken, all skills from all your classes are treated as class skills for each class, including exclusive skills. For example, a 1/1 Fighter/Wizard with this Feat who increases his Fighter level could increase ranks in Concentration or Scry as a class skill.

Quick Draw [Combat]
You can draw weapons with startling speed.
Prerequisites: Base attack +1 or higher.
Benefit: You can draw a weapon as a free action instead of as a move-equivalent action. Additionally, you can sheath or put away a weapon without provoking attacks of opportunity. And finally, other items in a similar position can benefit in ways determined by me per item. For example: wands in a bandolier could be drawn as a free action, while a scroll in a scrollcase at your belt (that doesn’t share the case with other scrolls) could be readied as a standard action that doesn’t provoke an attack of opportunity.
Note: This replaces the quick draw feat found in the PHB.

Shoot Under Pressure [Combat]
You can make a ranged attack while threatened.
Prerequisites: Point Blank Shot.
Benefit: You may make a Concentration check with a DC of 15 plus the number of opponents threatening you to avoid attacks of opportunity when you throw a weapon or shoot a projectile. If you do so, all your attacks for that round are treated as if the target were beyond the 30-foot range for modifiers (i.e. Point Blank Shot, Weapon Specialization, Sneak Attacks, etc). (Range modifiers are calculated normally however.)

Innate Spellcasting [Metamagic]
You can choose a limited number of spell levels that need not be prepared in advance.
Benefit: When the spellcaster is preparing his spells, he may reserve some of his slots for innate spells. He may only reserve a number of spells per day whose total levels are equal to or less than half his caster level. (For example, a 6th level wizard could reserve one third level spell or lower, or one second and one first, etc etc.) 0th-level spells count as 1/2 spell level for the purposes of this Feat. The caster may use these innate spells to cast any spell he could normally prepare of that level or lower. Spells enhanced by other metamagic feats can be cast using this ability, at their adjusted level, if the caster has the feat and prepared the adjusted ‘innate’ slot. Casting such a spell requires the caster’s complete concentration; they always require very dramatic Verbal and Somatic components, and Concentration checks cannot be made for this spell, to avoid disruption, attacks of opportunity, or any similar benefit. In addition, spells with a casting time of 1 action now take 1 full round to complete (taking effect in combat at the start of the spellcaster’s next action) and those with a casting time of 1 round take 2 full rounds. Spells with a casting time longer than 1 round cannot be enhanced with this Feat.
Special: This feat can be taken multiple times. Each time, increase the number of spell levels the caster can choose for innate spells by half his caster level.

Slow Spell [Metamagic]
You can cast spells more slowly and carefully to gain power.
Benefit: Casting a Slowed spell requires the caster’s complete concentration; they always require very dramatic Verbal and Somatic components, and Concentration checks cannot be made for this spell, to avoid disruption, attacks of opportunity, or any similar benefit. In addition, spells with a casting time of 1 action now take 1 full round to complete (taking effect in combat at the start of the spellcaster’s next action) and those with a casting time of 1 round take 2 full rounds. Spells with a casting time longer than 1 round cannot be enhanced with this Feat. The benefit is that the spell takes up a spell slot one level lower than normal. You must be able to cast the non-enhanced version of a spell to be able to use this feat on that spell.

First Aid [Flavour]
You can heal wounds non-magically using a Healing Kit.
Benefit:
One of 3e’s big weaknesses is that every party needs a cleric or a druid. Why? Healing. Without a priest, an overnight healing session turns into weeks of ‘bedrest’. To counter this, I’ve borrowed concepts from the games Neverwinter Nights and Asheron’s Call 1, and added the Feat, ‘First Aid’.

When a character selects First Aid as one of his feats, Heal becomes a class skill for that character. Heal works as described in the PHB, but in addition the character with the First Aid feat can use a First Aid Kit to heal wounds. To use a First Aid Kit, you must first state that you are binding wounds. Binding wounds takes one full minute, during which you and your patient cannot do *anything* else except talk. If you are foolish enough to try this in combat, you provoke attacks of opportunity every round you are binding the wounds, and Concentration checks are required if you are hit, similar to spellcasting. If your patient is below 0 hps, they temporarily stop bleeding to death while you work on them, and permanently stop if you complete binding their wounds, regardless of actual damage healed. There is no actual Skill Check; at the end of that minute, if you have not been interrupted, you roll 1d6 and add (or subtract) your Wisdom modifier; the patient then regains that many hit points (minimum gained is 1hp). At 6 ranks in the Heal skill, and every 4 ranks afterwards (10,14,etc), you heal an additional 1d6+Wis Mod in hit points. (So, for example, a Fighter with 12 ranks in Heal and a 14 Wis using a Standard Kit would roll 3d6+6.) You *can* ‘take 20’ with this skill—in which case the patient regains the maximum hit points possible. (So, in the above example, if the Fighter had ‘taken 20’, his patient would have been healed 24 points damage—after 20 full minutes of care.) However, you are limited to healing a maximum of one-half the patient’s total, unbuffed hit points per attempt—though you can eventually heal all their wounds through multiple uses. (So, to continue the above example, if the Fighter’s patient was a Rogue with a maximum of 33 hitpoints, even while Taking 20, the Fighter could only heal him 16 hps.) First Aid Kits can only heal hit point damage; they cannot be used to heal stat damage or remove poisons, for example.


To do so, you must use a First Aid Kit. The Kits weigh ten pounds each, can be used ten times each, and have varying cost levels, depending on their modifier:
--Crude First Aid Kit: Bare basics only, 20gp each, -3 to all die rolls
--Rough First Aid Kit: 30gp, -2 to all die rolls
--Poor First Aid Kit: 40gp, -1
--Standard First Aid Kit: 50gp, no modifier
--Above Average First Aid Kit: 75gp, +1
--Good First Aid Kit: 100gp, +2
--(And so on and so forth, +25gp per +1, to a maximum of +6.)

First Aid goes a long way towards removing the necessity of a divine caster in the party—without removing their usefulness. First Aid Kits cost money, have ‘charges’, are virtually useless for healing during actual combat, cannot heal anything except hit point damage, and are much slower and weaker than Cure spells. On the other hand, anyone can use them, and with proper planning they can eliminate the potential problem of someone having to play a cleric even if no one wants to. If someone does play a cleric or druid, they can heal during combat, and can be free to cast ‘buff’ and ‘utility’ spells much more often. Clerics will no longer have to be walking bandaids.

Tell me what you think!
 

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