New Feats open for critique

Land Outcast

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BLOOD LETTER [FIGHTER]
Your strikes are especially weakening
Prerequisites: Weapon Focus (any two melee weapons), Weapon Specialization (melee weapon)
Benefit: With melee weapons you deal +1d4 damage. This extra damage doesn't get multiplied on critical hits


SHATTERING STRIKE
You have practiced techniques for breaking even the hardest of objects with your ki.
Prerequisites: Wis 13+, Improved Unarmed Strike, Power Attack, Stunning Fist.
Benefit: When using the sunder action with an unarmed strike, you may instead make a Shattering Strike. You may only affect an object weighing 10 pounds per character level. If your attack roll is successful, the object must make a Fortitude saving throw (DC 10 +1/2 your character level + your Charisma modifier) or be destroyed.

You may also use Shattering Strike against constructs and crystalline creatures. In this case, the strike deals 1d6 points of damage per 2 character levels (max 10d6). Shattering Strike counts as a magic weapon for the purpose of defeating damage reduction.

Shattering strike counts as one of your uses of the Stunning Fist feat for the day.
Special: Shattering Strike is a normal sunder attempt, and attracts an attack of opportunity unless you have the Improved Sunder Feat.




Sound of Azure's cool tactical feats:

SLAYER EDGE [tactical]
Your strength and your technique meld to generate devastating strikes
Prerequisites: Combat Expertise, Improved Critical, Power Attack
Benefit: The Slayer Edge feat enables the use of three tactical manoevres.

Shell of the Turtle, Fury of the Tiger: To use this manoevre, you must make an attack using the Combat Expertise feat for 5 points in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty must be at least -3. For every 3 points you reduce your attack by, you increase the critical threat range of your weapon by 1.

The Turtle's Blade: To use this manoevre, you must use your Combat Expertise feat for 5 points for at least 1 round. Your critical threat range increases by 2 on every following round you also use your Combat Expertise feat for 5 points. Additionally if you threaten a critical hit while using this technique, you do not apply the -5 penalty on rolls to confirm a critical.

Turtle rides the Tiger: To use this manoevre, you must use your Combat Expertise feat and your power attack feat in the same round. The penalty you take on your attack roll from using power attack must be at least 5 points. The dodge bonus to AC from the Combat Expertise feat is equal to your penalty to attack from combat expertise times 1 1/2.


Eradicate Unlife [Divine, Tactical]
Your training with positive energy allows you to have greater effect on undead.
Prerequisites: Ability to Turn Undead, Ability to cast cure spells, Base attack bonus +6, Divine Might, Extra Turning, Power Attack, Sacred Vengeance.
Benefit: The Eradicate Undead feat enables the use of three tactical manoeuvres.

Return to the Black Gate: To use this manoeuvre, you must make a successful attack on an undead foe with Sacred Vengeance. On the following round, you may make a touch attack against the undead and spend a turn attempt that only affects that undead. If it is successful, the undead is destroyed instead of being turned.

Calling of Heaven: To use this manoeuvre, you must make a successful attack on an undead foe with Sacred Vengeance for two rounds. On the following round, any cure spell cast on that undead are treated as Empowered. If the spell is already Empowered, the spell causes +100% damage instead of +50%.

Divine Wrath: To use this manoeuvre, you must have successfully turned one or more undead. You may add twice your charisma bonus to damage if you use Divine Might on undead you have turned. Attacking the undead still breaks the turning, as normal.


Karmic Warrior [tactical]
You have trained yourself to defer your karmic strikes to create a more exacting vengeance on those that dare to strike you.
Prerequisites: Dex 13, Wis 13, BAB +6, Combat Expertise, Dodge, Karmic Strike
Benefit: The Karmic Warrior Feat enables the use of three tactical manoeuvres.

True Karmic Strike: To use this manoeuvre, you must use the Karmic Strike feat and be attacked by the same enemy for at least two rounds. For every round beyond the first you do not take the attack of opportunity granted by Karmic Strike, you gain a +2 bonus to hit, a bonus to damage equal to your wisdom modifier, and increase the critical threat range of your weapon by 1.

Strike of Vengeance: To use this manoeuvre, you must use the Combat Expertise feat for 5 points for one round, and then use the Karmic Strike feat on the following round. Your Karmic Strikes dishearten your foes, forcing them to make a will save (DC 12 + 1/2 your character level + your Charisma modifier) or become sickened for 1 round.

Strike of the Martyr: To use this manoeuvre, your must have used the Karmic Strike feat and be attacked by the same enemy for at least 5 rounds. For every round beyond the fourth you do not take the attack of opportunity granted by Karmic Strike, your critical multiplier increases by 1.


Phoenix Spell Warrior [tactical]
Your intense training makes you a deadly spell caster.
Prerequisites: Caster level 7+, Weapon Focus with a ranged weapon, Improved Counterspell, Spell Penetration.
Benefit: The Spell Warrior feat enables the use of three manoeuvres.

Phoenix cracks the Shell: To use this manoeuvre, you must successfully cast a spell that allows spell resistance and specifically targets one or more creatures. If you strike any of the affected targets on the second round with a ranged weapon of the type you have weapon focus in and damage them, you gain a +2 bonus on caster level checks to penetrate spell resistance, and they suffer a -1 penalty on saving throws against your spells that round.

Ware the Breath, ware the Flame: To use this manoeuvre, you must successfully cast a spell with the cold descriptor on one or more targets, then cast a spell with the fire descriptor on the following round. Targets who fail the saving throws on both spells must make a Fortitude saving throw (DC 10 + ½ character level + your Charisma modifier). Those that failed are stunned for one round.

Sparks renew the Flame: To use this manoeuvre, you must successfully counterspell with a spell of the same school. If you cast a targeted spell of the same school at the spellcaster you counterspelled on the following round, you gain +1 caster level and your opponent must make a caster level check to counterspell you, even if they use the correct spell, as if they had used dispel magic to counter you. The DC is 13 + your caster level.


Herald of the Battlefield [Tactical, Bardic music]
Your successes in battle spur your comrades on to even greater victories and terrify your enemies.
Prerequisites: Charisma 15+, Strength 13+, bardic music, Cleave, Power Attack, Intimidate 8 ranks.
Benefit: The Herald of the Battlefield feat enables the use of three manoevres.

Terror of the Battlefield (Su): To use this manoevre, you must have dropped an opponent in battle and be able to make a cleave attempt. Instead of a cleave attempt, you may spend a Bardic music use to terrify your opponent into inaction. They must make a will save (DC 10 + 1/2 your ranks in Intimidate + your Charisma modifier) or become dazed for 1 round.
Using Terror of the battlefield still counts as a use of Cleave, and uses one of your Bardic Music uses for the day. Terror of the Battlefield is a mind-affecting, fear effect.

Martial Encouragement (Su): To use this manoevre, you must drop a foe with a Cleave attack while your bardic music is lingering. The morale bonus granted by bardic music effects is increased by 1 for 1 round for any allies that see you down the foe. If you have the Great Cleave feat as well, the bonuses are cumulative. Martial encouragement is a mind affecting ability.

Overwhelm ego (Su): To use this manoevre, you must have threatened a critical hit against an enemy. If your critical would be successful, you may instead choose to forgo the additional damage and spend a use of bardic music for the day. Your enemy must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become panicked for 1 round. Overwhelm ego is a mind affecting, fear effect.


True Terror of the Battlefield (Bardic Music, Tactical)
You have learnt to harness your battle skill to increase the terror you inflict in your enemies when fighting.
Prerequisites: Str 13+, Cha 17+, Bardic Music, Cleave, Great Cleave, Herald of the Battlefield, Power Attack, Intimidate 15 ranks.
Benefit: The True Terror of the Battlefield feat allows the use of three manoevres.

Improved Terror of the Battlefield: To use this manoevre, you must have felled 2 or more foes with your cleave attempts. Instead of making any further use of Great Cleave, you may spend 2 uses of Bardic music to terrify opponent within your reach into inaction. Every foe within your reach must make a will save (DC 5 + 1/2 your ranks in Intimidate + your Charisma modifier + ECL of the more powerful of the fallen foes) or become dazed for 1 round and shaken for 3 rounds.
Using Improved Terror of the battlefield uses two of your Bardic Music uses for the day. Improved Terror of the Battlefield is a mind-affecting, fear effect.

True Terror of the Battlefield: To use this manoevre, you must have felled 3 or more foes with your cleave attempts. Instead of making any further use of Great Cleave, you may spend 3 uses of Bardic music to terrify opponents within 5 feet times 1/2 your character level into inaction. Every foe within this range must make a will save (DC 5 + 1/2 your ranks in Intimidate + your Charisma modifier + ECL of the most powerful of the fallen foes) or become dazed for 1 round and shaken for 1 minute. These foes must be able to see you.
Using True Terror of the battlefield uses two of your Bardic Music uses for the day. Improved Terror of the Battlefield is a mind-affecting, fear effect.

Horror of the Battlefield: To use this manoevre, you must have used a coup de grace to kill a helpless foe. As a free action, you may spend a use of Bardic Music for the day to make a gaze attack against one foe within 30 feet. They must make a will save (DC 5 +1/2 your ranks in Intimidate + your Charisma modifier + 1/2 the ECL/CR of the foe you coup de graced) or become panicked for 1 round.
Using Horror of the Battlefield uses one of your Bardic Music uses for the day. Horror of the Battlefield is a mind-affecting, fear effect.


Way of the Wolf (tactical)
You have trained to work well with others, and can support your allies in a variety of ways.
Prerequisites: Base attack bonus +6, Cha 13+, Int 13+, Combat Expertise, Point Blank Shot, Precise Shot, Bluff 3 ranks, Spot 3 ranks.
Benefit: The Way of the Wolf feat enables the use of three manoevres.

Ranged Assist: To use this manoevre you must be within 30 feet of an allied character in melee with a foe and be using a ranged weapon. If you are within 30 feet of both your ally and the foe, you may make an attack roll against AC 10 as a standard action. If you succeed, your ally gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters with this manoevre can aid assist the same friend, and similar bonuses (such as the aid another action) stack.

The Clever Wolf outwits its prey: To use this manoevre, you and an ally must be flanking an opponent in melee. You may increase the bonus your ally receives for flanking by an amount equal to the amount you reduce yours by (limited by your actual flanking bonus, usually 2). If you reduce your flanking bonus to 0, you may not use attacks that rely on flanking, though you continue to grant your ally the ability to make such attacks.
For every ally in melee with an opponent beyond the first, you gain an additional +1 bonus on attack rolls due to flanking.

The Pack brings down the quarry: To use this manoevre, you and at least one ally must be in melee with an opponent. You may use the Aid Another action to assist you allies' trips, disarms, and feints.
If an ally makes a trip attempt against your opponent before your next action, you grant them a +2 bonus on their opposed strength check instead of on the initial touch attack. If you have the Improved Trip feat, this bonus increases to +4.
If an ally makes a disarm attempt against your opponent before your next action, you grant them a +2 bonus on their opposed attack roll. If you have the Improved Disarm feat, this bonus increases to +4.
If an ally makes a feint attempt against your opponent before your next action, you may add half your ranks in bluff as a circumstance bonus to your ally's bluff check. If you have the Improved Feint feat, you also benefit from the result of your ally's feint attempt, if successful.
 
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I like Slayer Edge - I came up with an almost identical feat myself (though I think it only increased the range by 1, and added two points to damage on a sucessful critical hit).
 


Hey Land Outcast,

you've got some nice work here, though i think they need more development.

For Blood Letter however, is the additional damage only with the selected weapon, or with all melee weapons? If the second, it would seem a bit nonsensical to me.

As for Slayer Edge, I like the idea very much although I will say that it seems like a good basis for a tactical feat (hence, more development needed). Is the basic idea to turn defence into power against the enemy?
Here's one suggestion:

SLAYER EDGE [tactical]
Your strength and your technique meld to generate devastating strikes
Prerequisites: Combat Expertise, Improved Critical, Power Attack
Benefit: The Slayer Edge feat enables the use of three tactical manoevres.

Shell of the Turtle, Fury of the Tiger: To use this manoevre, you must make an attack using the Combat Expertise feat for 5 points in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty must be at least -3. For every 3 points you reduce your attack by, you increase the critical threat range of your weapon by 1.

The Turtle's Blade: To use this manoevre, you must use your Combat Expertise feat for 5 points for at least 1 round. Your critical threat range increases by 2 on every following round you also use your Combat Expertise feat for 5 points. Additionally if you threaten a critical hit while using this technique, you do not apply the -5 penalty on rolls to confirm a critical.

Turtle rides the Tiger: To use this manoevre, you must use your Combat Expertise feat and your power attack feat in the same round. The penalty you take on your attack roll from using power attack must be at least 5 points. The dodge bonus to AC from the Combat Expertise feat is equal to your penalty to attack from combat expertise plus 50% (round down).


How's that?
 
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Wow Sound... that was.... really good! :cool:
More fitting with my intent than what I came up with! :D

About Blood Letter: Yes, it applies to all melee weapons.
Maybe making the requirements Weapon Focus in at least two melee weapons and Weapon Specialization in a melee weapon?
 

Woo hoo! :cool:

I'm glad you like it. Thanks for inspiring my muse.

For Blood Letter, I had the same thought on the prerequisite. With that, it sounds good to me. I had toyed with the idea of a second weapon specialisation or a particular BAB (+9) requirement. I'm still not sure about it for my own use, but it seems ok.

Another option could be to restrict it to either the damage type (bludgeoning, piercing, or slashing) or by weapon group (ala Unearthed arcana).

Either way, I'm yoinking my own work. Thanks for the inspiration to make more tactical feats for my own game. I might even post them up some day! ;)
 


An extra 1d4 to damage is only a tiny bit better than Weapon Specialization: +2.5 avg vs. a flat +2. And the latter multiplies on a critical hit.

Also, it's exactly the same type of feat as Specialization, just a differant mechanic. Something to make it a bit more unique would be bettter.

I, too, really like the tactical feat. ^_^
 

Hey, I didn't consider that with Blood Letter. Keep in mind it (could be) and across the board +1d4 for all melee weapons. Perhaps it is just as well it doesn't multiply on a critical.
Still, it would be good to state that in the feat.

Glad the tactical feat is popular. Here's one for undead hunters:

Eradicate Unlife (Divine, Tactical)
Your training with positive energy allows you to have greater effect on undead.
Prerequisites: Ability to Turn Undead, Ability to cast cure spells, Base attack bonus +6, Divine Might, Extra Turning, Power Attack, Sacred Vengeance.
Benefit: The Eradicate Undead feat enables the use of three tactical manoeuvres.

Return to the Black Gate: To use this manoeuvre, you must make a successful attack on an undead foe with Sacred Vengeance. On the following round, you may make a touch attack against the undead and spend a turn attempt that only affects that undead. If it is successful, the undead is destroyed instead of being turned.

Calling of Heaven: To use this manoeuvre, you must make a successful attack on an undead foe with Sacred Vengeance for two rounds. On the following round, any cure spell cast on that undead are treated as Empowered. If the spell is already Empowered, the spell causes +100% damage instead of +50%.

Divine Wrath: To use this manoeuvre, you must have successfully turned one or more undead. You may add twice your charisma bonus to damage if you use Divine Might on undead you have turned. Attacking the undead still breaks the turning, as normal.

I'm doing some more up, and will post them up as I gather them and edit. Any requests? :p
 

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