Feats (Terra Novos)

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Here is a list of additional non-official feats that are pre-approved for my games.

Contents

[edit] My Feats

These are feats I created and "published" on the Wizards of the Coast forums and on my website a few years back. Heart and Soul started out as Heart, Soul, and Heart & Soul. Heart used physical stats, Soul used mental stats, and Heart & Soul used both. Three feats seemed too much, so after much discussion on the boards, these were the finalized feats. Rather unwieldy though, I am considering making them class abilities and creating a class to go with them.

The others have been worked and reworked so many times, I don't even remember what I started with. I've even changed them several times just getting them here on the Wiki. I've done my best to make them scale with you as you level AND have synergy with already established feats.


HEART [GENERAL]

You sacrifice your body to ensure victory in combat.
Prerequisites: base fortitude save +2
Benefit: On your action, before making attack rolls for the round, you may divide in half any one physical ability; Strength, Dexterity, or Constitution. The result, rounded up, may be applied to your attack or damage. The result, rounded down, is your new ability score. Changes in ability scores will be reflected at the end of your round, i.e. skills, hp loss, AC loss, etc. If any one of the character's ability scores reaches 1, the character is immediately unconscious. Temporary ability lost in this manner will return quickly. For each uninterrupted hour of rest (non-combat), you regain one ability point. Complete rest (non-movement) will restore two points per hour.
Example: Jimbob if a 3rd level Human Fighter. He has a 15 Str, 14 Dex, 13 Con. His BAB is +3. He is using a medium Long Sword. He decides to sacrifice his Constitution. He decides to add it to his attack instead of his damage. This gives him a total modifier of 3(BAB) + 2 (Str) + 7 (Heart) + d20. Total of 12+d20. His damage would be a d8+2. If he had decided to add it to damage instead, his attack would be 5+d20 and his damage would be d8+9. At the end of the round, he loses 9hp for the loss of Constitution and 3 points of Fortitude save and loses 3 point to Con related skills. (to reflect his new Con of 6).


SOUL [GENERAL]

You sacrifice body and mind to achieve great heights in battle.
Prerequisites: Heart, base fortitude save +4
Benefit: On your action, before making attack rolls for the round, you may divide in half any one physical ability. The result, rounded up, may be applied to your attack and damage. The result, rounded down, is your new ability score. Changes in ability scores will be reflected at the end of your round, i.e. skills, hp loss, AC loss, etc. If any one of the character's ability scores reaches 1, the character is immediately unconscious. Temporary ability lost in this manner will return quickly. For each uninterrupted hour of rest (non-combat), you regain one ability point. Complete rest (non-movement) will restore two points per hour.
Example: Jimbob is now a 6th level Human Fighter. He has a 16 Str, 14 Dex, 13 Con, 12 Int, 10 Wis, 8 Cha. His BAB is +6. He is using a medium Long Sword. He decides to sacrifice his Strength. He adds 8 points to his attack and damage. This gives him a total modifier of 6(BAB) + 3 (Str) + 8 (Heart) + d20. Total of 17+d20. His damage would be a d8+11. At the end of the round, he gains a -4 to all Strength related skills and checks, -4 to attack and damage (to reflect his new Str of 8).


TUTELAGE [GENERAL]

You have received the benefit of advanced training.
Benefits: Choose any 3 Cross-Class skills. These skills are now permanently Class skills.
Special: This feat can be taken multiple times. If you have taken Skill Focus, your Skill Focus bonus improves to +4 for your 3 chosen skills.


ERUDITION [GENERAL]

You have received specialized instruction that is beyond your normal training.
Prerequisites: Tutelage
Benefits: Choose any Class skill. You may Take 10 even when threatened.
Normal: You cannot Take 10 when threatened.
Special: This feat can be taken multiple times. If you have taken Skill Focus, your Skill Focus bonus improves to +5 for your chosen skill.


KNACK [GENERAL]

You have a special knack with this skill and training is quite easy for you.
Benefit: Choose ONE Class skill. For every 2 ranks you have in that skill, you gain a +1 Talent Bonus to that skill. Your Max Ranks for those skills do not change.
Special: If you have Skill Focus and Knack for the same skill, your bonus from Skill Focus increases to +4 for that skill.


NATURAL APTITUDE [GENERAL]

You have a natural talent for learning new things.
Benefit: Choose up to your Intelligence modifier in Class skills (Minimum 1). For every 2 Ranks you have in that skill, you gain a +1 Talent bonus to that skill. Your Max Ranks for those skills do not change.
Special: You may only take this feat once, and at first level. If you have Skill Focus and Natural Aptitude for the same skill(s), your bonus from Skill Focus increases to +4 for each skill.


TOUGHNESS [GENERAL]

You descended from ancestors that lived in a rugged, mountainous land. You are particularly hard to kill.
Benefit: You gain +3 hit points. Further, you are immune to massive damage. In addition, when dying, you have a 25% chance to stabilize each round.
Normal: The chance to stabilize each round is 10%.
Special: If you have the feat Great Fortitude, you are immune to being Clobbered.
Note from Phil: We use the Clobbered variant in my game. This replaces Toughness in my games, however it may only be taken once, and only at 1st level. This was inspired by the Hardy Soul feat featured in Dragon Magazine.


RESILIENT [GENERAL]

You are tougher than tough. You are stone.
Prerequisites: Improved Toughness
Benefits: Every two hit dice you gain 1 extra hp. This is in addition to Improved Toughness.
Special: If you have Greater Fortitude, your Base Fortitude Bonus counts towards your hp. You may only take this feat once.
Example: At 20th level, Improved Toughness gives 20 bonus hit points. Resilient gives another 10 hit points for a total of 30. If you have Resilient and Greater Fortitude you'd gain 42 total hit points (given a "good" Fortitude save).


STOUT [GENERAL]

Vigorous, robust, rugged, hardy. These are the words used to describe you.
Benefit: This feat raises your HD to the next greater die. A d4 becomes a d6, a d6 become d8, a d8 become d10, a d10 becomes a d12. It applies retroactively. Just add 1 hp for each previous level.
Special: This can only be taken once. If you also have Resilient, the effects of Stout double - A d4 becomes a d8, a d8 becomes a d12, for example.


[edit] Selected Feats

These are some of my favorites from around the internet. I've given credit where I can remember, but I have forgotten who wrote many of them. Everything below this line is not mine, and I take no credit for these wonderful creations.


LIGHTNING MACE [STYLE] - Complete Warrior - pg 113

You are a master of fighting with two maces at the same time, and have learned to strike your foes with lightning speed.
Prerequisites: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light Mace).
Benefit: Whenever you roll a threat on an attack roll while using a light mace in each hand, you gain an additional attack at that same attack bonus.


IMPROVED AID ANOTHER [GENERAL] - I've slightly altered it from the one listed in Dragon Magazine #323, pg 96

You are skilled at aiding allies both on and off the battlefield.
Benefit: When successfully using the aid another action, you grant your ally a +4 bonus.
Normal: Without this feat, you only give your ally a +2 bonus when using the aid another action.


CUTPURSE [GENERAL] - from Dragon Magazine #322, pg 37

You are able to pick the pockets of your melee opponents.
Prerequisites: Improved Unarmed Strike, Sleight of Hand 5 Ranks.
Benefit: While engaged in melee combat, you may attempt to use the Sleight of Hand skill to pickpocket an enemy without provoking an attack of opportunity. This feat allows you to disguise your Sleight of Hand attempts as combat maneuvers.
Normal: Using Sleight of Hand in melee combat provokes an attack of opportunity.


DEEP POISONING [GENERAL] - from Dragon Magazine #322, pg 37

Your sneak attacks with poisoned weapons are more potent.
Prerequisites: Poison Use, sneak attack.
Benefit: When making a sneak attack with a poisoned weapon, you may elect to exchange +1d6 sneak attack damage dice for a +1 increase to the DC of the victim's Fortitude saving throws (maximum 5d6 exchanged for DC +5). You sacrifice outright damage for accurately delivering poison to critical parts of the victim's anatomy.


KUNG FU GENIUS [GENERAL] - from Dragon Magazine #319, pg 71

Some styles of martial arts require the student to memorize advanced medical text and anatomical charts. These styles favor the intellectual over the introspective.
Prerequisites: Int 13, must be gained at or before the first level of the monk class taken.
Benefit: You use your Intelligence modifier rather than Wisdom for all monk special abilities that normally rely on Wisdom.


NATURALIST [GENERAL] (A Shadowfoot creation from the WotC message boards.)

You are comfortable in the wild.
Benefit: You get a +2 bonus on all Knowledge (Nature) checks and Survival checks.


WEAPON OF CHOICE [FIGHTER] [GENERAL] (Plot & Poison - Green Ronin)

Your skill with a weapon makes it seem feather-light in your hands.
Prerequisites: Weapon Proficiency (selected weapon), Weapon Focus (selected weapon), base Attack bonus +4.
Benefit: Choose one-weapon of a size category equal to your own, such as a Longsword (Medium) for a Drow (Medium). You treat this weapon as a light weapon for purposes of Two-Weapon Fighting, and can use Weapon Finesse with it. You can even use it in a grapple or when swallowed by a creature.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.


FURIOUS STRENGTH [GENERAL]

You can channel your rage into a single burst of incredible strength.
Prerequisites: Rage class ability.
Benefit: You can choose to forgo the normal benefits of rage for a single round of incredible strength. To use this feat, you must still be able to rage at least one time during the current day. Furious Strength may be invoked whenever rage could be activated. When you use this feat, you gain a +20 bonus to strength for a single action that can last no longer than one minute. This can be used to bash down an obstacle, lift an impossible weight until your friends can run safely through, or deal tremendous damage to a foe with a single attack. After this action, you are fatigued for one minute, suffering the same effects as if you had just finished a rage.


CULTURED COURTIER [ANCESTOR]

You are descended from a long line of noble, cultured, and sophisticated, courtiers. You are skilled in the arts of Diplomacy as well as the fine arts.
Benefit: You gain a +2 bonus on Diplomacy and Sense Motive checks, as well as a +2 bonus on a single Craft or Perform skill of your choice.
Special: You may only take one Ancestor feat and only at first level.


FOREST AMBUSHER [ANCESTOR]

You descended from skilled ambusher ancestors and are adept at guerilla tactics in forested lands.
Benefit: You gain a +3 circumstantial bonus to Hide checks when in a forest. When sniping, you take only a -15 penalty on your hide check to conceal yourself after your shot.
Normal: The normal penalty on your hide check when sniping is -20.
Special: You may only take one Ancestor feat and only at first level.


BLOOD OF KORD [GENERAL]

You're distantly related to Kord, who often takes mortal women as his lover. While Kord's immediate offspring develop a host of powers and abilities, the effects on your blood are more subtle.
Prerequisites: Ability to Rage.
Benefit: When you rage, you gain a pool of 2 bonus damage points per character level, to be added to the damage of any successful melee attack made during your rage. Bonus damage to a single attack may not exceed half of your character level (to a minimum of 1, even at 1st level), but the damage may otherwise be doled out from the pool in any increment of full damage you desire. This bonus damage is not multiplied on a critical hit. Bonus Damage not designated is lost when your rage ends. You must declare the addition of the bonus damage after you hit, but before damage is rolled.


IMPROVED SNEAK ATTACK [GENERAL]

You can make exceptionally precise and lethal sneak attacks.
Prerequisites: BAB +2, ability to sneak attack.
Benefit: Your bonus damage for sneak attacks increases by one die step. If your sneak attack damage uses d4's, it now increases to d6's. d6's become d8's, and so on.


SUPERIOR SNEAK ATTACK [GENERAL]

Your understanding of anatomy allows you to make fatal sneak attacks.
Prerequisites: BAB +8, Alertness, Improved Sneak Attack, ability to sneak attack.
Benefit: Your bonus damage for sneak attacks increases by two die steps. If your original sneak attack damage uses d4's, it now increases to d8's. d6's become d10's, and so on. You cannot go beyond d12 with this feat. This effect replaces the effect from Improved Sneak Attack.


IMPROVED RANGED SNEAK ATTACK [GENERAL]

You can make a ranged sneak attack at a target more than 30 feet away.
Prerequisite: Far Shot, ability to sneak attack.
Benefit: When using a ranged weapon to perform a sneak attack, the maximum allowable range is increased to from 30 feet to 60 feet.


SNIPER [GENERAL]

You can make a ranged sneak attack at a target more than 60 feet away.
Prerequisite: Improved Ranged Sneak Attack, Far Shot, ability to sneak attack.
Benefit: When using a ranged weapon (but not a thrown weapon) to perform a sneak attack, the maximum allowable range is increased to from 60 feet to 90 feet.


RECKLESS ATTACK [GENERAL] [FIGHTER]

Your attacks are enthusiastic, and the more enthusiastic they are, the more open you leave yourself.
Prerequisites: Strength 15+, Power Attack
Benefit: You may choose to take –X to your AC at the beginning of your action to give +X to your melee damage this round. X cannot be larger than your base attack bonus. This feat does stack with Power Attack.


CHALLENGER [GENERAL]

You are well-trained in fighting a single opponent.
Prerequisites: Dodge, base attack bonus +4
Benefit: You may apply your Dodge Bonus as a competence bonus to attack, damage, and AC against the target of your choice, as per the rules for the Dodge Feat. If you do so, you lose your Dexterity Bonus (if any) to AC against attacks from any other foes.


THROWN CLEAVE [GENERAL]

You can follow through downing an opponent by hurling your weapon at a nearby target.
Prerequisites: Power Attack, Cleave, Throw Anything
Benefit: When cleaving, you may throw your weapon at an enemy within a single range increment instead of using a melee attack with it. You can do this no more than once per round.


WILD SWING [GENERAL]

You can abandon accuracy to focus on landing chancy, yet impressive blows.
Prerequisites: Power Attack, base attack bonus +6
Benefit: When wielding a single weapon, you can take a penalty equal to the weapon's critical multiplier to all attacks made that round. If you do so, increase the weapon's threat range by 1. (This feat stacks with other effects that increase critical threat range.)


QUICK SHEATH [GENERAL] [FIGHTER]

Through exceptional training and discipline, the subject has become more adept at not hurting himself or his allies.
Prerequisites: BAB +1
Benefit: You sheath a weapon as a free action, instead of a move equivalent action.
Normal: It is a move-equivalent action to sheath (put away) a weapon. Dropping the weapon is a free action.


CRITICAL FOCUS [GENERAL] [FIGHTER]

Prerequisites: Improved Critical, base attack bonus +12
Benefit: The critical multiplier for a weapon in which you have the Improved Critical feat increases by 1.
Special: You may take this feat multiple times but it must be for a new weapon each time.


QUICK ATTACK [GENERAL]

Your attacks come faster then normal.
Prerequisite: Dex 15+, BAB +6
Benefit: When in light or no armor and not using two weapons, you gain one extra attack. This extra attack is at your lowest BAB and you incur no penalties.


TACTICAL EVASION [GENERAL]

Your wit is an evasion in of itself.
Prerequisite: Int 13+, Dex 13+, Dodge, Expertise
Benefit: You add your Intelligence modifier as a Dodge Bonus to your AC against Attacks of Opportunity caused when you move out of threatened area. This stacks with any other bonuses you may receive.


COMBAT PRECISION [FIGHTER] [GENERAL]

You deliver fewer but more carefully aimed attacks.
Prerequisites: BAB +6, Intelligence 13.
Benefit: On your action, before making attack rolls for a round, you may choose to sacrifice iterative attacks to increase the accuracy of your weapon attacks. For every iterative attack you sacrifice that round, all of your melee and ranged melee attacks receive a +2 bonus to attack rolls.


RECKLESS DEFENSE [FIGHTER] [GENERAL]

You focus your defense on a single target.
Prerequisites: Dexterity 13.
Benefit: Each round, you may target one enemy with Reckless Defense; if you are using the Dodge feat, you must target the same foe with both feats. You enjoy a +2 dodge bonus to your AC against the targeted foe but suffer a –1 penalty to your AC against all other threatening foes.


[edit] Links to More Feats

These feats are approved as well, but are numerous enough and/or themed, so they enjoy their own pages. However, they will not be put on the Wiki. They took me long enough to copy and format them for the website, I am not doing it again for the Wiki. Besides, these are not feats I wanted edited.

  • LONG Feat List courtesy of Shadowfoot of the Wizards of the Coast forums. This is from an old archive I saved to my computer a few years ago. I have his consent to repost, and he is happy that someone is still interested.
  • More Reasons to be a Fighter courtesy of Lady Ishtar of the Wizards of the Coast forums. This is from an old archive I saved to my computer a few years ago. Attempts to contact the author have had no returns so far.
  • More Reasons to be a Barbarian courtesy of Lady Ishtar of the Wizards of the Coast forums. This is from an old archive I saved to my computer a few years ago. Attempts to contact the author have had no returns so far.
  • Defensive Feats courtesy of Roast Slinky of the Wizards of the Coast forums. This is from an old archive I saved to my computer a few years ago. Attempts to contact the author have had no returns so far.
  • Netbook of Feats - I enjoy the grand selection of feats to be found on the Netbook. however, despite their rating system, I am very wary of including them in my games. Don't let that stop you from putting a feat in front of me.

[edit] Monkey Grip

Monkey Grip doesn't pay off for extra damage.

Based up an old post by Tarkin in the Wizards of the Coast forums.

Using a Greatsword intended for a large creature incurs the following:

  1. A -2 penalty to attack for using a weapon that is intended for someone one category larger.
  2. A -2 penalty to attack from Monkey Grip.

This comes to a total of -4 to hit.

Or you could take a Greatsword that is intended for a medium character (2d6 damage) and take the Power Attack feat instead of Monkey Grip. Then Power Attack for -4. You would do 2d6+8 (10 to 20 points, average 15) instead of 3d6 (3 to 18, average 10). Monkey Grip is clearly not a good idea to increase damage. Some people have a good argument, using it only for House Ruled Reach effects.

Of course it looks pretty impressive to be using a sword that is bigger than you are, but are you really willing to take that much penalty for looking cool? Even if you cheat and only take a -2 to hit for using the big weapon, a Power Attack for -2 would be +4 to damage, which on average is better than the +3.5 that 1d6 in extra damage gives you. Let's see a few examples that take that house rule into account.

If you take a Warmace (Complete Warrior, pg. 154) intended for a huge character, it would allow you to do 3d8 damage, with a -6 penalty to attack using Monkey Grip. By comparison, using a Bastard Sword created for a medium character, you could use Power Attack for -6 to get a +12 to damage.

Medium Character with Exotic Weapon Proficiency: Huge Warmace w/ Monkey Grip -6 to attack, 4d6 damage (ave 14) Medium Warmace w/ Power Attack -6 to attack, 1d12+12 (ave 18.5)

Medium Character without Exotic Weapon Proficiency: Large Warmace w/ Monkey Grip -4 to attack, 3d6 damage (ave 10.5) Medium Warmace w/ Power Attack -4 to attack, 1d12+8 (ave 14.5)

Either way, you have to spend an Exotic Weapon Proficiency feat to be allowed to use the weapon in one hand to begin with. Otherwise, you would only be allowed to use it two-handed, which would mean you could only use a one category larger Warmace with Monkey Grip.

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