Seven New Feats

Below are seven new feats. I'd be flattered if you all could critique them for balance; some rationale and notes are included with each feat.
edit: incorporated some of Crothian's suggestions.
edit.2: inspired by Guardian-Lurker's suggestion, added "Quick Draw" and "Blind Fight" as prerequisites to Kensei and Combat Casting to Spellblade.
edit.3: again inspired by Guardian-Lurker, changed Spellblade to "Arcane Weapon" and revised it so that it applies only to arcane spells.


Arcane Weapon [General]
Prerequisite: Combat Casting, Weapon Focus, ability to cast arcane spells, Spellcraft 4 ranks, Base Attack Bonus +1
You can seamlessly integrate weapon use and arcane spellcasting, even using a weapon to deliver touch spells.
Benefit: Choose a single melee weapon, such as the longsword, that you have taken the Weapon Focus feat with. You may cast arcane spells that normally require a free hand while wielding that weapon, and you may channel arcane touch spells through it. This means that you can deliver a touch spell to a target by touching or striking them with your chosen weapon; when making your attack roll with your weapon, the touch spell takes effect if you hit your target’s touch AC. If you hit your target’s normal AC, he both suffers the effect of the touch spell and takes damage from your weapon, as normal. You may not deliver touch spells with a reach weapon, since the magic dissipates if it has to travel very far past your natural reach. Note that this benefit only applies to arcane spells.
Special: You may take this feat more than once, with a different weapon each time.
Rationale: Partly a flavor feat, but I do think there ought to be more in the PHB to make fighter/mages viable. This would likely be a prerequisite for the bladesinger or spellsword prestige classes in Tome and Blood, or even, to an extent, make them obsolete.

Expert Duelist [General, Fighter]
Prerequisite: Dodge, Expertise, Base Attack Bonus +4, Int 13+, Dex 13+
By concentrating on a single opponent, you can dominate in combat and frustrate their attacks.
Benefit: You may use this feat while using the Expertise feat to focus on the same opponent that you’re using the Dodge feat on. You only gain your Expertise bonus against your chosen foe, but you gain an additional dodge bonus against that foe equal to half the attack penalty you accept for Expertise, rounded up. All attacks modified by Expertise must be made against the target of this feat. Thus, using the maximum -5 penalty from Expertise on a single opponent yields a total +9 dodge bonus: +5 from Expertise, +1 from Dodge, and +3 from Expert Duelist.
Rationale: The PHB has a wealth of really good feats for threshing through hordes of enemies (Whirlwind Attack, the Cleave family) but relatively few for the fighter who specializes in single combat. This is meant to be that feat. It's also a way to slow down combat between high-level fighters; here, they'll often have large AC bonuses and significant penalties to their attack rolls.

Focused Strike [General]
Prerequisite: Blind-Fight, Quick Draw, Weapon Focus, Weapon Specialization, Kensei
By maintaining an almost mystical focus in your attacks, you can deliver deadly blows.
Benefit: When using the Kensei feat while attacking with a weapon, you may maximize your rolled damage a number of times per day equal to your base attack bonus - 5. Thus, a character with a base attack bonus of +8 could use Focused Strike three times per day. For example, a weapon that normally causes 1d8 points of damage now causes 8 points, plus bonuses. You must declare this ability before you determine damage for the attack. Additional damage from critical hits, and extra damage from sneak attacks, flaming weapons, and the like, is not maximized.
Rationale: A companion to the Kensei feat, below, designed to help eliminate the need for generic prestige classes dedicated to the mastery of a melee weapon. Question - is "times per day equal to BAB" too much, or too scaleable? I've flirted with the idea of making focused strike usable equal to Cha mod per day (with a rationale a la OA's iaijutsu focus skill) and allowing characters to take the feat more than once. Or what about an alternate version that allows characters to increase their critical hit multiplier, again Cha mod per day. Are either of those better?

Kensei [General]
Prerequisite: Blind-Fight, Quick Draw, Weapon Focus, Weapon Specialization
Trained to wield a chosen weapon as an extension of yourself, you can attack with extraordinary quickness and grace when unrestricted by armor.
Benefit: Choose a single melee weapon, such as the longsword. You must have taken both the Weapon Focus and Weapon Specialization feats with that weapon. You gain an additional +1 bonus to attack rolls with that weapon. When taking the full attack action with that weapon, you may make additional, iterative attacks at every -4 interval of your base attack bonus. Thus, a character with a base attack bonus of +9 may make three attacks, at +9/+5/+1 (before applying other bonuses). You cannot use this feat while wearing armor, or when using a shield.
Special: You may take this feat more than once, with a different weapon each time.
Rationale: See the prior feat: this is meant to eliminate the need for a generic weapon master prestige classes; doing the work with feats instead. Note that it's a fighter-exclusive feat. This is partly based on the plausibility of needing to specialize in a weapon in order to master it, and partly because the feat's disadvantage (no armor/shield) is meant to compensate for its very significant benefit, and I wanted to ensure that it would be the traditionally heavily-armored fighter that would take the feat, rather than rogues or barbarians, whom it would presumably hurt less.

Punishing Strike [General, Fighter]
Prerequisite: Combat Reflexes, Base Attack Bonus +1, Int 13+
You know how to exploit the mistakes others make in combat.
Benefit: When an opponent in an area you threaten rolls a natural 1 on an attack roll (even if not attacking you), he provokes an attack of opportunity from you.
Special: If your DM is using the “Fumbling in Combat” optional rule (see the DMG page 42), add any damage you cause with your attack of opportunity to the DC of the target’s Dexterity check.
Rationale: A nifty feat without the "fumbling" rules and a potentially terrific one with them. Should this be renamed to "Dirty Fighting"?

Superior Ambidexterity [General, Fighter]
Prerequisite: Ambidexterity, Dex 15+
As a result of extended practice and natural prowess, you now have equal strength in both of your arms.
Benefit: You are always considered to be wielding a light weapon in your off-hand for purpose of assessing attack penalties while fighting with two weapons. Further, you can apply your full Strength bonus to your damage rolls with your off-hand.
Rationale: At first glance, this looks like a broken feat -- ability to use two longswords AND get your full Strength bonus in your off-hand?! But I don't think it is, merely because the high-strength, two-weapon combatant just isn't a viable choice in 3e: she's basically always better off just using a greatsword. Now, a fighter with a pair of longswords and 18 strength does 2d8+8 with both longsword attacks instead of the 2d6+6 he'd be getting with a greatsword: that's 4 points of damage more, for a penalty of -2 to his attack rolls. But the longsword wielder needs a full attack action and a huge investment of three feats to pull that off, while the greatsword combatant can do so on a standard action, just by picking up a greatsword he's proficient with. If he spent those three feats on Power Attack, Weapon Focus, and Weapon Specialization, he could just use Power Attack for -3 (to bring him down to the same penalty that the two-weapon fighter has); with his Weapon Specialization bonus, he's getting 2d6+11 for -2 to hit, or one more point of average damage than the paired-longsword wielder. Without needing a full attack to do it.

Twin Attack [General, Fighter]
Prerequisite: Combat Reflexes, Ambidexterity, Dex 15+, Two Weapon Fighting, Improved Two Weapon Fighting, Base Attack Bonus +13
A master of fighting with two weapons, you can bring both weapons to bear skillfully and quickly.
Benefit: When wielding two weapons and making a melee attack for which you wouldn’t normally be able to also attack with your secondary weapon (that is, one that is not part of a full attack action), you may announce that you’re using this feat. Making an attack roll as normal, but apply your normal two-weapon fighting penalties with your primary weapon. If you hit and cause damage, you may make a second attack, against the same foe, with your secondary weapon (again, at the normal penalties).
Rationale: The high-level two-weapon combat feat of choice, letting characters finally reduce the advantage two-handed fighters have on the standard/partial attack actions. It's still arguably not quite as good -- since before you even get a chance to use the second weapon, you need to hit with the first, but it should help.
 
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Overall not too bad. None seem openly broken and
I really like that you have added notes as to why each feat was designed. Specific comments to follow:

Expert Duelist [General, Fighter]: I'd have the number rounded down just to remain consistant with everything else. CAn this be combined with Improved Expertise? Is the expertise bonus still applies to all combatants?

Focused Strike [General]: Once a day per BAB might be a little much. But I do like the idea it's based off of BAB so it'll be effected by multi classing. I'd increase the Prerequiste just because I suggest it for the one below.

Kensei [General]: I'd add a BAB prerequite of about 8 onto this one. The extra interative attacks are huge. But it does make sense to build this type of character through feats.

Punishing Strike [General, Fighter]: This I really like. The ability to take advantage of your opponet when he messes up. The name fits. I'd add Combat Reflexes as a prerequite.

Spellblade [General]: Again another good one. I'd up the BAB to 4 that way the character has time to focus his craft.

Superior Ambidexterity [General, Fighter]: Another version of this. Personally, when I made it was called Ambidexterious Strength and I added Str 15+ as a requirement. It's in Quintissential Fighter as Off-Handed Weapon Expert. They require one have dex 13+ and bab 4+.

Twin Attack [General, Fighter]: This is the only one I'm worried about. The potential of two attacks as a standard action is very strong. Since the first has to hit before the second is even rolled helps. The prerequistes are also nice and high, so I think it does work although strong.
 

Generally these have been insightful points. Specifically:

Expert Duelist: I suppose it must've been ambiguous in the feat description. The expertise bonus does not apply to all combatant; just the one the feat user is focusing on. That's why it's a dueling feat: it's totally useless if you're up against two or more foes. Also, you're right to note that the "rounding up" doesn't fit very well, but it seemed like the best option available: I struggled with rounding. On the one hand, I wanted the AC bonus to max out at +3 with a -5 penalty, and I considered giving a bonus equal to 1 + half the attack penalty; which is a lot like rounding up. But that was too generous, I thought, if characters took a -2 or -4 penalty to their attacks. On the other hand, just rounding down didn't seem generous enough. So rounding up it was.

Focused Strike: I'd tend to agree with you that 1 per day per BAB might be generous, but I don't like linking it to Cha bonus. Perhaps 1 per day per BAB -5 (so once at BAB +6, twice at +7, and so on) might be a bit fairer; after all, that's about how frequently the Sword and Fist weapon master can use ki damage.

Kensei: Nobody in the standard rules will be able to get Kensei before 6th level, since you need to be at least a 4th level fighter to get Weapon Specialization; the earliest you'd be able to choose your next General feat that can't be chosen as a fighter bonus feat is at 6th character level. This means that the extra iterative attacks won't really kick in, since you'll probably have your second attack anyway and won't get your third until 9th level. I don't see any reason to hold it back two more levels, really.

Punishing Strike: Adding Combat Reflexes is a good idea.

Spellblade: No one's getting Spellblade at 1st level (you can't get the BAB and spellcasting in one level); it makes sense that the BAB should be higher, but I see it as the sort of feat that's important to a character concept and as such should be available early. Should Spellblade require Combat Casting or 4 ranks in Spellcraft?

Twin Attack: It is strong and as such might need even tougher prerequisites. Perhaps upping the BAB another two notches (to +13?) and adding another feat (preferable a not-so-good one, can you think of any?) might be appropriate.
 

Expert Duelist, Punishing Strike, and Superior Ambidexterity : I like all of these as presented; none seem overbalancing, although a Str req (13+?) maybe in order for Superior Ambi.

Focused Strike : Once per BAB -5 is STILL too generous. Contrast this with the Weapon Master from S&F, which only allows this 1/day/(class) level, for a maximum of 10/day (5 less than the max you allow). It's one of the major benefits of this PrC, which is one of the more powerful ones (IMO). At best I'd allow this a number of times per day equal to the Base Iterative Attacks.

Kensei : It doesn't seem too overpowered, although a minor additional attack feat requirement (like Cleave, or Improved Trip, or your Punishing Strike) could be added safely. I also disagree with your comment about removing a generic Weapon Master PrC. The Weapon Master concept is exactly the kind of idea that *should* be a generic (both in the sense of not campaign-specific, and not weapon-specific [the Longsword Master PrC]) PrC. Actually, this feat would seem to be the perfect seed for a new PrC focused on dealing damage to *lots* of opponents, kind of a "Red Rory" PrC.

Spellblade: As it stands I'd remove the "channelling spell" capability; as you yourself point out with it, the Spellsword PrC is essentially made obsolete, especially since your feat *doesn't* limit the level of the spells that may be channeled through it. As with Focused Strike, you've replaced a prime benefit of a PrC with something even more powerful. If its just a "cast spells while weilding a weapon" feat, its more reasonable, although I'd raise the BAB to +2(maybe), and add the Combat Casting feat (definitely).

Twin Attack: I'll admit it doesn't seem overpowered for a feat that could only be acquired at 14th level (at the earliest), and it's certainly no worse than 2-weapon fighters were in 2e, but these boards have trained me well :) and it still makes me twitchy.

All in all, except for Focused Strike and Spellblade, these are all good feats. Good job.
 
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Kensei (and, by extension, Focused Strike) now requires Blind Fight and Quick Draw. These are there for two reasons: I'm increasingly convinced that Kensei and Focused Strike are both really terrific feats, even with the armor restriction. Therefore it makes sense to add what are generally thought to be weak feats as prerequisites. Second, I think they're just thematically appropriate feats for a weapon master: I, for one, have the image of the master swordsman training with a blindfold and drawing his blade in an instant.

Guardian-Lurker: As for your views on weapon master PrCs, I think this is an unresolvable disagreement. It's my rule of thumb that what you can do with feats, you oughtn't do with generic PrCs, and Kensei and Focused Strike are meant to show that the weapon master concept can be dealt with very well with feats alone.

The "channeling spell" capability is quite different than the Spellsword version, which allows any targetable spells to be cast simultaneously with a weapon strike; this one only applies to touch spells. Perhaps adding Combat Casting is a good idea, though.
 

comrade raoul said:

Guardian-Lurker: As for your views on weapon master PrCs, I think this is an unresolvable disagreement. It's my rule of thumb that what you can do with feats, you oughtn't do with generic PrCs, and Kensei and Focused Strike are meant to show that the weapon master concept can be dealt with very well with feats alone.

The "channeling spell" capability is quite different than the Spellsword version, which allows any targetable spells to be cast simultaneously with a weapon strike; this one only applies to touch spells. Perhaps adding Combat Casting is a good idea, though.

Huh. Interesting - my basic rule of thumb for feats is that they shouldn't step on a class' abilities. I also don't have a problem with generic PrC's - after all, each of core classes has a large number of more refined archetypes included in them. A generic PrC is just such a refined archetype made more concrete. Now, not all PrCs (generic or otherwise) will be appropriate for every campaign either in terms of flavor or power, but it's awfully silly to reinvent the wheel. And ultimately, almost every PrC could be duplicated through feats, so I only extract feats from the PrCs when they apply to more than one PrC and the extracted feat isn't a defining characteristic of the classes. As an example, consider Uncanny Dodge - lots of PrCs (as well as three core classes) all possess it, but rarely is it a defining characteristic. Considering its prevalence, it might as well be extracted into a feat. OTOH, consider the OBI's Bank Shot - it's the only PrC with the ability and its strongly related to the basic theme of the class - the Master Archer who can make any shot. (As opposed to the Deepwood Sniper who is, well, a Sniper and not a Master Archer.) Extracting Bank Shot out would seriously weaken the PrC (a bad idea); even if you think the OBI is too powerful, extracting Bank Shot won't make your life any easier. Getting rid of it entirely might, but making it available to the general public won't.

In terms of the WeaponMaster, is such a person merely a fighter who can wield his weapon with a superior mastery, or has he become something more than a mere fighter? Is it something every fighter can aspire to, or something only achieved by a select and justly famed few?

You prefer the first answers, I the second. It works, but I still feel you're losing something.

Those issues aside, I still think both Focused Strike and Spellblade are overpowered.

Focused Strike allows 50% more uses of max-out damage than the WeaponMaster PrC (which remains as a reference point even if you're not using it). That's a pretty substantial increase in power for something with equivalent prereqs (neither WeaponMaster nor Focused Strike are available before 6th level, and the Ki Damage ability is the first one acquired by the Weapon Master). Adding Quick Draw and Blind Fight doesn't raise the minimum level, it only restricts the early feat choices, although I do like them as prerequisites.

For spellblade, the restriction to touch-only versus target-only pales beside the ability to channel to your highest level spell as soon as you gain the feat. Consider that Spellsword is neither able to channel nor cache spells above third level (and doesn't gain the ability to channel 3rd level spells until 10th class level). While I don't recall any 9th level spells with a range of touch, nothing in spellblade prevents it. And to compound the issue, the feat is available earlier! OTOH, if you really want 3rd level clerics dealing 2d8+3+1d6+str with their warhammers go right ahead. And there's always the Mace of Harming combo that will pop up at 11th level. Spellblade is *way* too powerful for a 3rd level feat.
 

Lurker: Your cleric example is pretty compelling. I think Spellblade is more suited for arcane spellcasters. With clerics, it's close to broken; with mages and sorcerers (and bards, to a lesser extent) it's balanced by the fact that it's limited to melee combat, where you'd almost always want to have armo, and by the fact that arcane spellcasters generally aren't as tough as clerics are. Besides, my image of the typical feat-user was always closer to the fighter/mage than to clerics and the like.

As for Focused Strike, in practice the feat can't be used that much more often than the weapon master ability (a 3rd level weapon master -- generally a 9th level character -- can use it three times per day; a 9th level character with the best possible BAB for his level can use it once more than that). It only outstrips the weapon master's versions at very high levels (when maximizing one's damage dice becomes trivial compared to the damage bonuses involved). And Focused Strike does cost a feat, while the weapon master gets it on top of a host of other abilities.

And finally, feats and prestige classes. For a long time, I thought the way you did about that. It's true, for weapon masters especially, that that sort of thing is largely a life path; and it seemed to me that specialized skills and refined archetypes within classes could be best handled by prestige classes.

But I realized three things. First, those "refined archetypes" were getting awfully close to 2e-style kits (which feats were designed to replace). Second, prestige classes were generally seen as player-driven (that is, to better articulate a character you wanted to play) rather than DM-driven (for special organizations, and the like, as the designers said they intended). Third, it's impossible for WotC to publish enough (balanced) prestige classes to satisfy the specific vision that players have for their character (most of the content in the class books is terrible). This created the need for lots, and lots, of fan-created PrCs (as is obvious to any reader of these boards). But the overriding problem is that a prestige class is very tough to properly design and balance.

I feel that these problems make it very difficult to address refined archetypes within a class with prestige classes. I also feel that refined archetypes can, and ought to be, addressed with feats. Ultimately, I feel that almost any legitimate character archetype ought to be realizable with feats and multiclassing alone. I'm also favor rewriting what are generally taken to be defining prestige class abilities as feats: the dwarven defender's defensive stance, the assassin's poison use (and perhaps death attack) can both, I think, make great feats.

I also feel that a feat is much easier to balance than a prestige class, because it's a singular ability necessarily chosen at the expense of other singular abilities. It's easier to compare one feat against a list of others than it is to compare one prestige class against another. The seven feats above weren't ideal on the first go-around, but I think they're getting much closer to that now.

Do you lose the "specialness" of the prestige class; the way it makes your character look like a member of a rare, select few? Yes. But that's just a price you have to pay, I think, and it seems the best option under the circumstances.
 
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comrade raoul said:
Lurker: Your cleric example is pretty compelling. I think Spellblade is more suited for arcane spellcasters. With clerics, it's close to broken; with mages and sorcerers (and bards, to a lesser extent) it's balanced by the fact that it's limited to melee combat, where you'd almost always want to have armo, and by the fact that arcane spellcasters generally aren't as tough as clerics are. Besides, my image of the typical feat-user was always closer to the fighter/mage than to clerics and the like.
Actually, the primary balance seems to be the lack of Arcane Touch spells, especially at high levels. Not surprising given the squishy nature of your typical wizard. Limiting it to Arcane only does reduce the power to a much more bearable level, but I'm still cautious. Introducing non-core spells (whether home-brew or from products like FRCS or R&R) could really push it over.

Hmmm... what would you think about splitting the feat into two? One, open to both divine and arcane, that allows the use of a light weapon while using the other to cast spells. And an Arcane Metamagic feat (with (perhaps) Brew Potion and Create Magic Arms as prereqs) that allows channelling of a touch spell through the weapon at (say) +2 level cost? This would have the result of giving that low-level wizard something better than a dagger, while raising the channelling ability to a higher level (as well as capping the spell-levels).

As for focused strike; yeah, at those levels the bonuses will tend to swamp out the weapon damage die, but "any change that removes randomness favors the players". Also, depending on how combat heavy your campaign is, it could be the difference between saving the use for climatic (or near-climatic battles) and using it to squish cockroaches. And frankly, even 1/day/level seems like too often to me. But then, I like to keep my players short on resources. :)

Your points about PrCs are fairly interesting; I must admit, I look at this primarily from a GM perspective. PrCs are different than Kits, although they do both suffer from the "shiny toy" problem, and I've never really considered PrCs to be player driven - either in intent or common usage. Every PrC gets doublechecked by me before I allow it into my campaigns, and *I* am the only one who can create new ones for my campaign. I also don't have as much of an issue with the splatbook PrCs; for the most part they aren't bad, and only rarely do they need any more than "flavor" tweaking. Finally, it's a lot easier to control access to the PrC than it is to a feat, so I'm more inclined to experiment with them.

I've also found that for me, feats are harder to balance (as a system) than PrCs, primarily due to those unanticpated resonances. Also, extracting abilities out into feats starts driving 3e towards a classless system, and trying to make 3e classless (in my experience) is nothing but a recipe for disaster. I'm not knocking classless systems - I've played my share and had a lot of fun - but trying to turn DnD into one is like trying to put a big square peg into a small round hole; you may get the peg in, but something's going to break.
 

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