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Frozen_Feet
2010-06-03, 02:49 PM
Fighter are generally considered lackluster. They get a lot of feats, yes, but feats they can get are also generally considered lackluster. Furthermore, all other classes have access to feats too, and have class features to boot. Finally, feats stack instead of scaling, which means some low-level feats are useful only as prerequisites, and once you're done with a feat tree, your next choice is something that would've been appropriate levels ago.

Some common solutions are to make feats scale according to BAB, HD or Fighter levels. However, when looking at Psionic Body (http://www.d20srd.org/srd/psionic/psionicFeats.htm#psionicBody), I began wondering about another solution.

Psionic Body's effects depend on other [Psionic] feats. The more you have, the better, which also gives incentive to have more. My basic premise is to take this idea and run with it, eventually rewriting all [Fighter] feats in SRD (http://www.d20srd.org/srd/feats.htm#fighterBonusFeats) to benefit from this effect (and some other, like Toughness and Standstill). Update: As of now, I have completed this goal and my work is ready for preliminary testing. I'm now expanding this project to all feats found in SRD, and will add some brand new ones as I progress too.

The first batch of remade feats is in this post.
Second batch (http://www.giantitp.com/forums/showpost.php?p=14642343&postcount=44) is here
Third is here (http://www.giantitp.com/forums/showpost.php?p=14643065&postcount=46)
Fourth is here (http://www.giantitp.com/forums/showpost.php?p=14643036&postcount=45)
Fifth is here (http://www.giantitp.com/forums/showpost.php?p=14651331&postcount=50)
Sixth is here (http://www.giantitp.com/forums/showpost.php?p=14666077&postcount=51)
Seventh is here (http://www.giantitp.com/forums/showpost.php?p=14673976&postcount=52)
Eighth is here (http://www.giantitp.com/forums/showpost.php?p=14690640&postcount=53)
Ninth is here. (http://www.giantitp.com/forums/showpost.php?p=14714686&postcount=54)
Tenth is here. (http://www.giantitp.com/forums/showthread.php?p=14690640#post14690640)
Eleventh is here. (http://www.giantitp.com/forums/showpost.php?p=14789291&postcount=56)
Twelth is here. (http://www.giantitp.com/forums/showpost.php?p=14838782&postcount=58)
Thirteenth is here. (http://www.giantitp.com/forums/showpost.php?p=14909471&postcount=64)
Fourteenth is here. (http://www.giantitp.com/forums/showpost.php?p=14925753&postcount=65)
Fifteenth is here. (http://www.giantitp.com/forums/showpost.php?p=15646214&postcount=75)
Sixteenth is here. (http://www.giantitp.com/forums/showpost.php?p=15751001&postcount=78)

Hints for browsing the thread: Until the time I get the feats properly organized, it is suggested you use your browser's search function to search for specific feat names, or feat tags.

In addition to remade core feats, this thread contains the following new feats: Melee Weapon Mastery, Ranged Weapon Mastery, Master of a Thousand Weapons, Scribe's Familiar, Armor Focus, Improved Shield Focus, Shield Stun, Implacable Man, Juggernaut, Death's Dervish, General's Orders, Move Mountains, Supreme Cleave, Fingers of the Devil, Only man may slay a Monster, Cheat Death, Fearsome Warrior, Heartstealer.

Using Synergy:

When using Synergy, all Epic uses of skills are available from level 1.

There are multiple different tags that can be attached to a Feat. These are [General], [Fighter], [Psionic], , [Guile], [Finesse], , [Tenacity], [Monastic], [Wild], [Tactical] [Metamagic], [Metapsionic], [Bardic], [Divine] and [Supernatural].

[General] feats can be taken whenever your character level gives you a bonus feat, or when race or class feature allows you to freely pick a feat, provided you can meet the prerequistes.

[Fighter] feats can be taken as Fighter bonus feat, as long as prerequisites are met.

[Psionic] feats are available only to characters and creatures with the ability to manifest powers, with the exception of Wild Talent. In other words, they either have a power point reserve or have psi-like abilities.

[Metamagic] feats are only available to characters with ability to cast spells. Likewise, [Metapsionic] feats are only available to characters with ability to manifest powers.

[Item Creation] feats are only available to characters with ranks in at least one Craft skill, and a Profession skill relating to it, or when a class description specifically allows for choosing such a feat.

[Psionic], [Metapsionic], [Metamagic], [Divine] and [Supernatural] feats are supernatural abilities—a departure from the general rule that feats do not grant supernatural abilities—they cannot be disrupted in combat (as powers can be) and generally do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to power or spell resistance and cannot be dispelled; however, they do not function in areas where psionics or magic are suppressed, such as a null psionics field and anti-magic field. Leaving such an area immediately allows these feats to be used.

Many [Psionic] feats can be used only when you are psionically focused; others require you to expend your psionic focus to gain their benefit. Expending your psionic focus does not require an action; it is part of another action (such as using a feat). When you expend your psionic focus, it applies only to the action for which you expended it.

All other Feat tags denote thematic connection. Feats with similar tags will improve each others' functionality. For the purposes of synergy, a Feat counts as a feat of all types it has a tag for. For example, if you have Weapon Focus, Weapon Specialization and Acrobatic, you have 2 [Fighter] feats and 2 [Finesse] to count towards Feat special abilities. In some rare cases, this interaction means that a Feat might be counted twice in favor of some special ability. Usually this is noted in the Feat description.
[B]
The following Feats [I]do not grant synergy: feats gained from use of spells or psionic powers, feats gained from wearing or using magic or psionic items, feats gained from use of supernatural, spell-like or psi-like power. They are considered to lack their proper Feat tags. Furthermore, such feats don't benefit from synergy either. They only bestow their basic effect. However, feats gained from wearing or holding magic or psionic items do benefit from synergy, as per normal Feat text. In rare cases, this might cause a Feat from such item to be useless due to user of the item lacking proper Feats to support it.

Remade feats:

Exotic Weapon Proficiency [General] [Fighter] [Monastic]
When you take this feat, you gain proficiency with new exotic weapon type for each two [Fighter] feats you have, including this one. For each two new [Fighter] feats you gain, you get a new proficiency. At four [Monastic] feats, the damage dice for Exotic Weapons you're proficient with are doubled. (Examples: If you would normally roll 1d4 for damage, you will now roll 2d4. If you would normally roll 2d6, you now roll 4d6.) At eight [Monastic] damage for exotic weapons you are proficient with increases again, but only one more die is added. Example: 2d4 becomes 3d4, 4d6 becomes 5d6.
Prerequisite: Base attack bonus +1, plus Str 13 for bastard sword or dwarven waraxe.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Weapon Focus [General] [Fighter] [Finesse]
Choose one type of weapon. You can also choose unarmed strike or grappling (or ray, if you are a spellcaster) as your weapon for purposes of this feat. For each two [Fighter] feats you have or gain, you can apply this feat to a new weapon.
Prerequisites: Proficiency with selected weapons, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. For each two [Finesse] feats you have or gain, including this one, the bonus rises by +1.
Special: A character must have Weapon Focus with a weapon to apply the Weapon Specialization feat to that weapon.

If "Weapon Tricks" variant is in use, Weapon Focus allows you to use basic tricks with all your chosen weapons.

Weapon Specialization [General] [Fighter]
You deal extra damage when using weapons you have applied Weapon Focus to.
Prerequisites: Proficiency with selected weapons, Weapon Focus with selected weapons, fighter level 4th.
Benefit: For each two [Fighter] feats you have or gain, including this one, you gain a +2 bonus on all damage rolls you make using the selected weapons. Additionally, whenever your attack with a chosen weapon would drop your enemy to -10 or below, you can instead leave them alive at -9 and stable.
Special: If "Weapon Tricks" variant is in use, Weapon Specialization allows all advanced uses with your chosen weapons.

Improved Critical [General] [Fighter]
You make critical hits more often with weapons you've applied Weapon Focus to.
Prerequisite: Proficient with weapon, Weapon Focus with selected weapon, base attack bonus +8.
Benefit: When using the weapons you selected, your threat range increases by one for each three [Fighter] feats you have or gain, including this one.
Special: This effect stacks with any other effects that expands the threat range of a weapon. It is always applied last.

Weapon Finesse [General] [Fighter] [Finesse]
Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
If you have three or more [Fighter] feats, including this one, you don't suffer -4 penalty to disarm rolls with light weapons.
If you have four or more [Finesse] feats, you can also substitute your Dex modifier for Strenght when tripping or making grapple checks.
If you have six or more [Finesse] feats, including this one, you can also add your Dex modifier to damage in place of your Str modifier.
Special: Natural weapons are always considered light weapons for purposes of this feat.

Combat Expertise [General] [Fighter] [Guile]
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty at most equal to your BAB on your attack roll and add the same number (+BAB or less) as a dodge bonus to your Armor Class. The changes to attack rolls and Armor Class last until your next turn.
For each [Guile] feat you have or gain including this one, you gain +1 to all opposed rolls and skill checks against feinting, disarming and sundering when you use this feat.
If you have five or more [Fighter] feats, including this one, you get +2 Dodge bonus for each -1 to attack rolls you take. If you have ten or more [Fighter] feats, the exchange rate becomes +4 Dodge bonus for each -1 to attack rolls. Your bonus to AC still can't exceed your BAB, however.
Alternatively, if you have five or more [Guile] feats, you can force your opponent to roll twice for his next attack roll, and keep the worse result. using this option gives no penalty to attack.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.


Improved Disarm [General] [Fighter] [Guile] [Finesse]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
For each two [Finesse] feats you have or gain the bonus you get to opposed rolls increases by 1.
If you have more [Guile] feats than your opponent and your opponent fails to disarm you, you can attempt to disarm him even if he has Improved Disarm feat as well.
If you have five or more [Fighter] feats and fail the initial disarm attempt, you are immediatly entitled to a second try. This second try comes before any counter-disarm attempts of your opponent.
Normal: See the normal disarm rules.

Improved Feint [General] [Fighter] [Guile]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
If you have three or more [Fighter] feats, you can feint as a swift action.
If you have four or more [Guile] feats penalties for feinting non-humanoids and animals are reduced by 4 for you.
Normal: Feinting in combat is a standard action.

Improved Trip [General] [Fighter] [Brawn] [Finesse]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. For each two feats you have or gain, including this one, the bonus to your Str check increases by 1.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. If you have eight or more [Fighter] feats you get two attacks.
If you have five or more [Finesse] feats and fail the touch attack to initiate trip attempt, you are immediatly entitled to a second try.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Whirlwind Attack [General] [Fighter] [Finesse]

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: As a full-round action, you may make a single melee attack at your highest base attack bonus against every foe you threaten. For each six [Fighter] Feats you have or gain, including this one, you can make one additional attack against each foe.
For each [Finesse] feats you have or gain, including this one, you may move 5 ft. during this action. You are not limited by your normal movement speed(s) when moving this way. If this brings new foes within your reach, you can attack them as well. You may not turn more than 90 degrees in any single square. This movement never provokes attacks of opportunity.

Dodge [General] [Fighter] [Finesse]
Prerequisite: Dex 13.
Benefit: You gain +1 dodge bonus to your AC. Once per round, you can declare a dodge to avoid all damage from a single attack as a free action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses, and makes you unable to avoid damage via this feat. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Each two [Finesse] feats you have or gain increases the dodge bonus by 1.
Each five [Fighter] feats you have or gain allow you to completely avoid damage from one additional attack per round.

Mobility [General] [Fighter] [Finesse]
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Once per round, you can automatically move through a square occupied by any opponent, or a square covered in difficult terrain.
For each two [Finesse] feats you have or gain the dodge bonus you gain increases by 1.
For each three [Finesse] feats you have or gain you gain a 5' untyped bonus to your speed.
For each three [Fighter] feats you have or gain you can bypass one more square per round.
Normal: You can't move through squares occupied by hostile opponents, unless they're helpless or radically different size.

[B]Spring Attack [General] [Fighter] [Finesse]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon or unarmed strike, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

For each 5' you move before your attack, you gain +1 circumstance bonus to your attack rolls and damage, up to the number of [Finesse] feats you have, including this one. If you have eight or more [Fighter] feats, including this one, you can move before and after a Full Attack.

Initially, you must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. If you have five or more [Finesse] feats, including this one, you don't have to move before an attack, only after it.

Combat Reflexes [General] [Fighter] [Finesse]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
For each [Fighter] feat you have or gain, excluding this one, all Tumble DCs to get past you without provoking attacks or opportunity rise by 3.
For each two [Finesse] feats you have or gain, including this one, you can make on additional attack of opportunity.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat only allows a rogue to use her opportunist ability more than once per round if said rogue has six or more [Finesse] feats.

Improved Initiative [General] [Fighter] [Guile]
Benefit:You get a +4 bonus on initiative checks. For each two [Fighter] feats you have or gain, this bonus increases by 1.
If you have three or more [Guile] feats, including this one, you can at the start of combat swap initiative check results with any friendly character within 30' who scored lower than you. If you have six or more [Guile] feats, including this one, you can reroll your initiative check after taking this action.

Blind-Fight [General] [Fighter] [Monastic]
Benefit: In melee, all miss chances your opponents have are halved against your attacks. If you have six or more [Fighter] feats, including this one, you can make attacks of opportunity against targets with total concealment as long as you know which square they're in.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half. If you have eight or more [Fighter] feats, including this one, you take no penalty to speed at all.

If you have six or more [Monastic] feats, you gain Lowlight vision up to three times the range of your normal vision. If you already have Lowlight Vision from some source, you get Scent ability up to 60' instead.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. You can't make attacks of opportunity against targets with total concealment.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Improved Shield Bash [General] [Fighter] [Brawn]
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. For each [Fighter] feat you have or gain, including this one, the penalties to your attack rolls reduce by 1, to the minimum of 0.
For each three feats you have or gain, including this one, the damage your shield does increases by one step, as if it'd grown one size category larger: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. .
If you have more than five [Brawn] feats, including this one, and hit with a shield bash, you may follow it up with a bull rush attempt as free action.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.
Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats.

Improved Unarmed Strike [General] [Fighter] [Monastic]
Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
For each five [Fighter] feats you have or gain, including this one, the damage of your unarmed strikes rise by one step, as if you'd grown one size larger: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
For each ten [Fighter] feats you have or gain, including this one, your reach with unarmed strikes increases by 5'. You can still attack adjacent squares.
If you have four or more [Monastic] feats, you get to add your Wisdom modifier (if positive) to your attack rolls as an Insight bonus.

[B]Deflect Arrows [General] [Fighter] [Monastic]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. For each three [Fighter] feats after this one, you may deflect one additional attack.

Initially, you must have at least one hand free (holding nothing) to use this feat and be aware of the attack and not flat-footed. If you have at least two [Monastic] feats, including this one, you no longer need free hands. If you have at least four [Monastic] feats, you can use this feat even when flat-footed and unaware of an attack.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons can’t be deflected. Ranged attacks generated by spell effects can only be deflected if you have ten or more [Fighter] feats, including this one.

Improved Grapple [General] [Fighter] [Brawn] [Finesse]
Prerequisites: Improved Unarmed Strike and either Str or Dex 13
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
For each two [Fighter] feats you have or gain the bonus to your grapple checks increaes by 1.
For each five [Brawn] feats you have or gain, you can grab and hold an opponent one size category larger than normal. So, with five feats you can hold an enemy 2 categories larger, and with ten, an enemy 3 size categories larger.
If you have at least three [Finesse] feats, you retain your Dex modifier to AC against opponents you aren't grappling.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple. You can't hold an enemy 2 or more size categories larger than you.
Special: A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk may substitute his number of [Monastic] feats for feats.

[B]Snatch Arrows [General] [Fighter] [Monastic]
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.
If you have at least four [Monastic] feats, including this one, when throwing a snatched thrown weapon back at the original attacker, he doesn't gain his Dex modifier to AC against the attack. If you have six or more [Monastic] feats, you can instead throw the snatched weapon towards any foe within its range.
If you have ten or more [Fighter] feats, including this one, you can spend additional use of Deflect Arrows and throw back a ranged attack generated by a spell.

Stunning Fist [General] [Fighter] [Guile] [Monastic]
Prerequisites: Wis 13, Improved Unarmed Strike, base attack bonus +5.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier + the amount of [Guile] feats you have), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack (1 + the amount of [Fighter] feats you have + 1/4 your character level) times per day (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk who selects this feat may attempt a stunning attack extra number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. Finally, a Monk with at least three [Monastic] feats can opt to make his targed Nauseated for 1d3 rounds instead of stunning them.

bloodtide
2010-06-03, 04:16 PM
Hummmm....would a +1 curimstance bonus per fighter feat be too much?

Maybe make fighter trees. So noly some feats help each other.

Frozen_Feet
2010-06-03, 04:54 PM
I'm not thinking just the flat +x bonuses to stuff. Some feats could conceivably be given completely new functions if enough other feats are gained; kinda like some psionic powers work when augmented.

Besides, the worth of +x depends on what it is given to. I doubt a Fighter having +16 circumstance to hit at CL 20 would be all that broken, or even meaningful. In any case, just giving bigger numbers is not the main goal of the renovation.

The idea of trees is a decent one, and one I've thought about quite a bit. I think I'll eventually give some [Fighter] feats an additionals tag, from [Brawn], [Finesse], [Tenacity] and [Guile].


[Brawn] will be given to feats that support Strenght. (Power Attack, Imp. Bullrush)
[Finesse] will be given to feats that support Dexterity. (Weapon Finesse, Dodge)
[Tenacity] will be given to feats that support Constitution. (Toughness, Endurance)
[Guile] will be given to feats that support mental stats. (Combat Expertise)


So not only will all [Fighter] feats support each other, some feats get additional mileage from being used together. My only concern is that at high levels, this might get complicated and a level up might mean recounting many abilities of a character, but I'm not convinced it would be worse than, say, book-keeping for a Wizard or Psion is now.

DragoonWraith
2010-06-03, 05:13 PM
Well, (Greater) Weapon Focus/Specialization are four awful feats...

Frozen_Feet
2010-06-03, 06:54 PM
As an example on how this might work, I present remodeled W. Foc., W. Spec. and Ex. Wep. Proficiency. I would've added G. Foc. anf G. Spec., but didn't have any great ideas for them yet. Scaling the base feats makes them sort of redundant.

Exotic Weapon Proficiency [General] [Fighter]

When you take this feat, you gain proficiency with new exotic weapon type for each two [Fighter] feats you have, including this one. For each two new [Fighter] feats you gain, you get a new proficiency.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Special: A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

Weapon Focus [General] [Fighter] [Finesse]

Choose one type of weapon for each two [Fighter] feats you have, including this one. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. For each two new [Fighter] feats you gain, you can apply this feat to a new weapon.
Prerequisites: Proficiency with selected weapons, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. For each two [Finesse] feats you have or gain, including this one, the bonus rises by +1.
Special: A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

Weapon Specialization [General] [Fighter]

You deal extra damage when using weapons you have applied Weapon Focus to.
Prerequisites: Proficiency with selected weapons, Weapon Focus with selected weapons, fighter level 4th.
Benefit: For each two [Fighter] feats you have or gain, including this one, tou gain a +2 bonus on all damage rolls you make using the selected weapons.
Special: A fighter may select Weapon Specialization as one of his fighter bonus feats.

Jota
2010-06-03, 07:16 PM
Well, (Greater) Weapon Focus/Specialization are four awful feats...

Specialization no one would disagree with. Some would argue that Weapon Focus is a good feat, just bland.

DragoonWraith
2010-06-03, 07:20 PM
They would be wrong, though. +1 to attack rolls is not worth a feat, not ever. The only time anyone should ever take that feat is if it opens up a PrC.

Frozen_Feet
2010-06-03, 07:35 PM
Well, does the proposed fix make it any better or more interesting? :smalltongue:

Okay, I got it: weapon mastery tree needs souping up. Lets not get too hung up on that. What other lackluster feats there are? Toughness, Dodge, Mobility, Spring Attack and Whirlwind Attack come to mind.

Djinn_in_Tonic
2010-06-03, 07:46 PM
Approximately 90% of non-metamagic feats are exceedingly lackluster. Good feats are ones that open up new opportunities, not ones that merely provide bonuses.

For example, your improvements on Weapon Focus make it numerically stronger, but it's still boring and still fairly ineffective. The Fighter is GOOD at hitting things...it's just that hitting things is a terrible way to fight in standard 3.5.

Good feats, in my opinion, are things like the Tactical feats (in theory, at least). They provide a number of new and interesting options, rather than small improvements to existing abilities. To make a valid Fighter, feats have to be able to replace or really complement class abilities, something that a +1 bonus to something can never do. A Wizard taking Forcecage suddenly has a completely new tactic to use in battle. Ideally, a Fighter taking Greater Weapon Focus (to pick a feat at random) should gain a completely new capability as well. He should look forward to new feats just like a Wizard looks forward to new spells: it's a chance to improve what he does, uncover new possibilities, and open up the possibility for more strategies.

Frozen_Feet
2010-06-03, 08:18 PM
I agree with you Djinn, but what ways are there for feats to increase tactical versatility? Standstill, I reckon, is a good example because it allows you to do something you couldn't before with AoOs, and it controls placing and action ecnomy of the opponent.

Cadian 9th
2010-06-04, 03:56 AM
I agree with the above: A +1 or even a +2 bonus is not something I spend a feat on.

In terms of useful feats, Two-Weapon Fighting, Deadly defence, and Combat expertise spring to mind. Ditto on the best feats giving you something new to play with. At high levels, I tend to lean away from actual bonuses and more towards "Tricks".

The non spell focus spellcasting feats are generally awsome.

Dante

Eldan
2010-06-04, 04:02 AM
Well, in core, Combat Expertise and Power Attack at least open up some options, namely hitting harder and defendind better. Combat Reflexes does too, in a way. Theoretically, Whirlwind Attack as well, but that on just sucks.

Let's just go through the list, in fact:
Combat Expertise, Whirlwind Attack, Combat Reflexes, Spring Attack, Deflect Arrows, Stunning Fist, Ride-by attack, Rapid Shot, Manyshot, Power Attack, Cleave, Quick Draw, Two-weapon fighting and Weapon Finesse all give new things for martial characters, and they are all at least a little interesting.

Frozen_Feet
2010-06-04, 08:28 AM
They would be wrong, though. +1 to attack rolls is not worth a feat, not ever. The only time anyone should ever take that feat is if it opens up a PrC.

To add insult to injury, Epic Prowess, an Epic feat, does nothing but give a paltry +1 to attack rolls.

This feat sits next to Epic Spellcasting.

Really, after taking my sweet time to read trough Epic feats again, I've realized damn near all of them offer only minor, static bonuses, or replicate effects that were available 10 levels ago in form of spells or magic items. Most of them will be made redundant or incorporated into earlier feats as I start working.

Lateral
2010-06-04, 03:09 PM
Well, some epic feats are only epic because you can get them more than once and they stack. They still suck.

I always thought tactical feats were awesome.

DragoonWraith
2010-06-04, 03:23 PM
The idea of Tactical Feats is awesome. The execution is awful.

Cadian 9th
2010-06-05, 02:57 AM
I agree with the above posts, Tactical feats are cool, but Have to high Pre-reqs and so damm many pre-reqs that it makes it quite hard to get them, and you're better off with something else. Perhaps something needs to be done about the availability of feats, for if we got a feat every level, maybe we'd look kindly on taking that +1 or +2 or think about getting a bunch of mediocre feats to get a tactical or other nice feat. :smallsmile:

Dante

Roc Ness
2010-06-05, 02:59 AM
I agree with the above: A +1 or even a +2 bonus is not something I spend a feat on.

What if those bonuses were doubled (tripled?) and applied to a weapon group instead?

Cadian 9th
2010-06-05, 04:05 AM
I still don't think that's enough. A +numeric bonus, excepting +4 and higher, is just not something that compares well to a whole new "Trick" such as Improved Diversion or Quick Recontier.

Dante

Eldan
2010-06-05, 09:01 AM
It's an old problem: basically, on high levels, the fighter can hit whatever he meets in close combat, even with some of his iteratives. If he is a charger or otherwise damage focused, he can usually also dish out enough damage to kill whatever it is in close combat.
The problem is that there are many, many ways to make a fighter unable to find, reach or hit his enemy which don't rely on attack rolls, several ways to make yourself unkillable which more or less ignore damage (though those tend to be very cheesy), and ways to kill the fighter which neither allow saving throws nor use attack rolls.

Therefore, even if you gave the fighter another +500 damage and +800 attack a turn, he won't kill any more creatures with it in an encounter his level: either they die to his normal damage output, or he can't really kill them anyway.

Frozen_Feet
2010-06-05, 09:21 AM
Added a slew of tinkered feats to the first post. Because I'm feeling horribly uninspired for the moment, most had their prerequisites and basic functions left unchanged - however, now all of them get new or improved functionalities depending on other feats. Some of the more notable changes:


Dodge is basically Epic Dodge on steroids now. Yes, you read right; I came to the conclusion that fully dodging one attack in a round was not overpowered even for first level. Differing opinions are of course welcome. :smallwink:
Mobility allows movement through occupied squares.
Spring Attack increases damage and, with enough feats, allows movement with full attack.
Improved Feint eventually allows feinting as Swift action.
Improved Disarm and Trip eventually give second tries if the first attempt fails.
Whirlwind Attack allows movement between attacks, and thus attacking more foes than you could initially reach. Oh, and you eventually get more than one attack against each foe.

Melayl
2010-06-05, 09:38 AM
I agree with the above posts, Tactical feats are cool, but Have to high Pre-reqs and so damm many pre-reqs that it makes it quite hard to get them, and you're better off with something else. Perhaps something needs to be done about the availability of feats, for if we got a feat every level, maybe we'd look kindly on taking that +1 or +2 or think about getting a bunch of mediocre feats to get a tactical or other nice feat. :smallsmile:

Dante

Could that problem be fixed by the OP's original suggestion? Instead of the normal pre-reqs, just give each one a base ability, and gain the other abilities as you gain more fighter feats.

Frozen_Feet
2010-06-05, 09:51 AM
Could that problem be fixed by the OP's original suggestion? Instead of the normal pre-reqs, just give each one a base ability, and gain the other abilities as you gain more fighter feats.

This is exactly what I'm doing, and one of the reasons many feats will become redundant and have to be reinvented from scratch.

I'll eventually make a slew of Tactical feats that will use the new functions of the remade feats to do something nifty, such as a feat allowing instant disarm action when you use the negate damage function of the dodge feat, etc. Of coure, since Tactical feats will also have appropriate tags, not only will they allow new functions, they improve the former ones, making the prerequisites more meaningful at the same time.

deuxhero
2010-06-05, 10:06 AM
Whirlwind attack is still awful. Too many requirements and if you are facing more foes than you have extra attacks, they are either no threat or you are screwed anyways.

Mobility is still a iffy (A tumble check does the same stuff, but better)

Weapon Finesse needs to add dex to attack at some point.

Eldan
2010-06-05, 10:30 AM
I congratulate you on this. My own feat remake went in a similar direction (i.e. I gave scaling bonuses), but I didn't completely remake any feats. Still, good for you.

DragoonWraith
2010-06-05, 10:37 AM
For Whirlwind Attack, maybe this:

Whirlwind Attack [Fighter] [Finesse] [Guile]
Prerequisites:
Dex 13, Int 13
BAB +4
Combat Expertise
Dodge
Mobility
Spring Attack
Benefit:

As a full-round action, you may make a single melee attack at your highest base attack bonus against every foe you threaten. For every iterative attack to which you are entitled, you may move 5 ft. and do so again. For every feat you have with either the [Finesse] or the [Guile] descriptor (with the exception of this one), you may move 5 ft. and attack around you once again. You may not turn more than 90 degrees in any single square. This movement never provokes attacks of opportunity.
When you get it, you're guaranteed to move at least 20 ft. and attack 5 times. Since getting this with only +4 BAB is unlikely, that'll go up. It's still situational so I'm not overly worried about the sheer number of attacks that get made, though I'm somewhat tempted to increase the BAB requirement to make sure we're talking about a point in the game where multiple attacks per round are expected.

Corporate M
2010-06-05, 11:18 AM
[QUOTE=Frozen_Feet;8621673]
will be given to feats that support Strenght. (Power Attack, Imp. Bullrush)
[Finesse] will be given to feats that support Dexterity. (Weapon Finesse, Dodge)
[Tenacity] will be given to feats that support Constitution. (Toughness, Endurance)
[Guile] will be given to feats that support mental stats. (Combat Expertise)

I like this idea, but I think the fighter is a bit stretched as it is.

A fighter needs a high physical score more then others, because he fights. Casters can buff themselves to compensate, fighters can't. Or atleast not well. This means they have to be more frontloaded with higher stats, and their their feat trees should stick to physical scores to cut them a break. It may not make good fluff, but fluff can work with anything, crunch can't...

The feats need to be revamped, thats no doubt. And just increasing their power won't do anything unless it actually accomplishes giving the fighter some kind of niche.

As in 4th edition, classes should aim for "controller, leader, striker, or defender".

Fighters should have feats that revolve around making them inpenetrable. (Toughness, fast healing, damage reduction) Or actually hitting the oppoent. (Complete buffs to weapon focus/weapon specialization to apply to entire weapon groups)


Some ideas...
[b]Toughness [Defender, Fighter]
Prequisite: Constitution 13 or higher
Effect: You gain an additional 3HP. You may take this feat any amount of times, each time increasing the HP amount by 2. (So 3>5>7>etc)

Improved Toughness [Defender, Fighter]
Prequisite: Constitution 14 or higher, Toughness
Effect: Whenever you are dealt damage, you may make a fortitude saving throw equal to damage dealt. If you succeed, you halve that damage.


Finnese Attacker [Controller, Fighter]
Prequisite: Dexterity 13 or higher
Effect: All your attacks with a light weapon are treated as touch attacks.

Improved Finnease: [Controller, Fighter]
Prequisite: Dexterity 14 or higher, Finnease Attacker
Effect: Whenever you succesfuly deal damage to a target with a light weapon, as an extraordinary ability, they take a -2 AC penalty for the remainder of the encounter. This effect can be used multiple times, but only once per target.


Weapon Focus: [Striker, Fighter]
Prequisite: Strength 13 or higher
Effect: Gain +3 on all attack rolls with specified weapon group. You may take this feat multiple times, each time applying to a different weapon group.

Improved Weapon Focus: [Striker, Fighter]
Prequisite: Strength 14 or higher, weapon focus
Effect: 1/day, as an extraordinary ability, you can increase the damage of your weapon attack by +2d8. You may take this feat multiple times, but only may apply a number of extra d8 in damage equal to your fighter level at one time.

Frozen_Feet
2010-06-05, 12:59 PM
Added Improved Initiative, Combat Reflexes and Blind Fight to the first post.


For Whirlwind Attack, maybe this:

When you get it, you're guaranteed to move at least 20 ft. and attack 5 times. Since getting this with only +4 BAB is unlikely, that'll go up. It's still situational so I'm not overly worried about the sheer number of attacks that get made, though I'm somewhat tempted to increase the BAB requirement to make sure we're talking about a point in the game where multiple attacks per round are expected.

As much as I like your version, there's one problem with allowing to Whirlwind to hit same enemy every time you move: it's strictly better than full attacking. Always. With enough feats, you can dance circles around a single enemy and hit him a dozen times, each hit with your full BAB. I think the two - three hits a high level fighter will get per enemy in my version is sufficient. However, there was certain elegance in your writing, which I will be borrowing.


Whirlwind attack is still awful. Too many requirements and if you are facing more foes than you have extra attacks, they are either no threat or you are screwed anyways.

Mobility is still a iffy (A tumble check does the same stuff, but better)

Weapon Finesse needs to add dex to attack at some point.
I'm not sure I get your point about Whirlwind; what exactly are you referring to with 'extra attacks'? Iteratives? And what correlation does that have with number or toughness of foes?

Consider, for a moment, that getting Whirlwind is possible at level 4. A human fighter with my version of Whirlwind can have the 6 requisite fighter feats to get a second attack, at his highest BAB. Even against a single enemy, for such a character using Whirlwind would be better than full attacking. Against multiple enemies, it would be significantly better.

The amount of requirements was a problem because the requirements sucked, something I'm trying to fix here. Also, part of the idea with Synergy is that picking just the right feat this level is not as important, because just picking any feat with right tags will improve all your previous feats.

I think Mobility has it's place, as it's ability to bypass occupied squares does not rely on a skill check. See my remake of Combat Reflexes for why this could be significant.

I'll consider about allowing Wep. Finesse to add to damage.



I like this idea, but I think the fighter is a bit stretched as it is.

A fighter needs a high physical score more then others, because he fights. Casters can buff themselves to compensate, fighters can't. Or atleast not well. This means they have to be more frontloaded with higher stats, and their their feat trees should stick to physical scores to cut them a break. It may not make good fluff, but fluff can work with anything, crunch can't...

The feats need to be revamped, thats no doubt. And just increasing their power won't do anything unless it actually accomplishes giving the fighter some kind of niche.

As in 4th edition, classes should aim for "controller, leader, striker, or defender".

Fighters should have feats that revolve around making them inpenetrable. (Toughness, fast healing, damage reduction) Or actually hitting the oppoent. (Complete buffs to weapon focus/weapon specialization to apply to entire weapon groups)

The goal is that eventually, you can build a viable fighter based solely on either strenght, dexterity, constitution or mental stats. Similarly, I believe that with right feats, a fighter should be able to work as any of the four archetypes you listed; their overlap with the four categories I chose is not co-incidental. :smallwink:

As stated, I'll rework all SRD fighter feats, which will eventually include Toughness, Fast Healing and Damage Reduction. Most of your ideas will be incorporated to different feats as synergy bonuses.

Currently, my rework of Weapon Focus tree already allows it to apply to multiple weapons. As many weapon groups only have few or even no good weapons, I'm not convinced applying Wep. Foc. to a group is better than applying it to multiple singular weapons of your choice.

brujon
2010-06-05, 01:09 PM
Some ideas...
Toughness [Defender, Fighter]
Prequisite: Constitution 13 or higher
Effect: You gain an additional 3HP. You may take this feat any amount of times, each time increasing the HP amount by 2. (So 3>5>7>etc)

Improved Toughness [Defender, Fighter]
Prequisite: Constitution 14 or higher, Toughness
Effect: Whenever you are dealt damage, you may make a fortitude saving throw equal to damage dealt. If you succeed, you halve that damage.


I wouldn't use Improved Thoughness in any of my games... That kind of ability may be great, but lags the game too much. Roll for attack, then fortitude save... every single time it hits. There's going to be too many dice rolling.

Maybe give DR/- equal to half your CON mod? It scales, but not enough to turn the fighter into an unstoppable machine, but makes for a very fun ability, specially when you run into a fight with a bunch of lvl1 kobolds and just flat-out ignore all damage dealt by them. Which you should, by a certain point in the game.

DragoonWraith
2010-06-05, 01:11 PM
As much as I like your version, there's one problem with allowing to Whirlwind to hit same enemy every time you move: it's strictly better than full attacking. Always.
You've burned five feats on this - shouldn't it be?


With enough feats, you can dance circles around a single enemy and hit him a dozen times, each hit with your full BAB.
That was pretty much the intention, yes. If you like, you could have your Iteratives be a limit, gaining you 5 ft movement + attack for every [Finesse] and/or [Guile] feat, but only up to the number of attacks to which you would be entitled in a full-attack. Also, a stacking BAB penalty for each move would not be unreasonable, now that I think about it, that should have been in there from the beginning.

I'd also probably have special rules for dual-wielding - if you have TWF and are wielding two weapons, you may make an attack with each at a -2 penalty in the your original position. If you have ITWF, you may do so again after moving one. If you have GTWF, once again you can move and attack with both. After that, you must use only one weapon, I'd think.


I think the two - three hits a high level fighter will get per enemy in my version is sufficient.
There seems to be disagreement on that. Honestly, yeah, I'm not convinced it is sufficient. That is so many feats you need to put into this.


However, there was certain elegance in your writing, which I will be borrowing.
Heh, well I'm glad I could contribute something.

Temotei
2010-06-05, 01:45 PM
Epic feats remade A-V (http://www.giantitp.com/forums/showpost.php?p=7764632&postcount=1) and epic feats remade W-Z (http://www.giantitp.com/forums/showpost.php?p=7865285&postcount=33).

Those might give you a few ideas, though that project was more about making epic..."epic," not the fighter more fun.

Anyway, I thought that might help.

By the way, this reminds me of Fax's d20r (http://www.giantitp.com/forums/showpost.php?p=7372161&postcount=1) feat (http://www.giantitp.com/forums/showthread.php?t=99519) system (http://www.giantitp.com/forums/showthread.php?t=122120).

I always thought Fax made pretty cool feats with this (http://www.giantitp.com/forums/showthread.php?t=120849), this (http://www.giantitp.com/forums/showthread.php?t=120658), and this (http://www.giantitp.com/forums/showthread.php?t=127879). They have a lot in them, however. The 1/encounter thing balances that a little.

I support this project, in other words. :smalltongue: Don't let it die.

Frozen_Feet
2010-06-05, 01:48 PM
You've burned five feats on this - shouldn't it be?


Not always. More specifically, not against a single opponent, because that would obsolete one of the prerequisites (Spring Attack), and the whole idea is that feats become stronger together, not replace each other.

Besides, even my version of Whirlwind would be better than a normal full attack for a considerable period of its "lifespan": a human could get it at Fighter 4, effectively getting +4/+4 attack routine which also allows him to move around 10' around his enemy; a human at fighter 12 could have the requisite 12 [Fighter] for the third iterative, giving him attack routine of +12/+12/+12 which also allows him to move around 25'.

Your version would, for the same character at same levels, allow a routine of 6 attacks and 30' movement or 14 attacks and 60' movement, respectively. Remember, these would be against a single opponent; with reach weapon and boosters, a fighter could potentially make those fourteen attacks against every opponent on the battle field. :smalleek:

In any case, this discussion has been helpful, and I'll likely fiddle around with the numbers to find a middle ground between the two versions. Thanks. :smallsmile:

Cadian 9th
2010-06-05, 09:43 PM
I gotta say, I kinda like the whole "If you've got so many fighter feats, the bonus increases, or you get a cool trick" thing: It reminds me off some of the psionic feats, which, I notice, are all very cool, mostly. :smallbiggrin:

I personally would like to see more tricks. Feats that "fix" broken class features like Lay on Hands (Yes, admit it, its a gimmick) are cool, but I think class fixes should be in class not in feats.

Dante

BLiZme.2
2010-06-05, 11:46 PM
@ Cadian 9th but the thing about fighters is ALL they have (except full BAB) is the feats really fighter feats are essentially what makes the class.

Cadian 9th
2010-06-06, 12:22 AM
@ Cadian 9th but the thing about fighters is ALL they have (except full BAB) is the feats really fighter feats are essentially what makes the class.

Yeah, I agree. What I'm saying is Feats which fix a class feature I look down on in favour of class fixes. I think Fighter Bonus feats are a good class feature.

My Fighter fix was to give him +1.5 Base attack and A bonus feat for dead levels (i.e. level 5, 7 , 11, 13)

Dante

Godskook
2010-06-06, 12:53 AM
@Frozen Feet, check out the [Ascendant] feats in my signature. Similar road for a lot of it. Anything that doesn't force a prowess-roll seems to be ok, while I need to re-tool the ones that do a little. Here's what I've learned so far:

1.In order to buff Fighters and similarly shafted classes, you need to close the doors that make wizards better fighters no matter what you do. This boils down to requiring actual levels in Fighter, or at least a similar class(I went the similar class route). THis negates Heroics from allowing your average wizard from picking up the entire class in a few castings.

2.Reach is a powerful ability that fighters don't get enough of in non-brew D&D, especially non-evil and normal-looking fighters.

3.Conan is a 5th level D&D character, Superman is a 20th. In the middle, there's almost zero American examples. Take your ideas from Japan, which has a more seamless transition between high-mundane to superhero. One Piece, particularly Straw Hats v. CP9 was a large part of my inspiration.

4.If you're planning on using it in an environment where all official 3.5 is fair game if it isn't re-brewed, its better to not re-brew at all. Start fresh, and then you won't have to worry about unexpected 'ugly' interactions, such as making Daggerspell Mage impossible to qualify for as intended by making Weapon Focus require fighter levels.

--------------------------

Improved Disarm has a wonky thing going on: Does your second disarm attempt come before or after your opponent's responding disarm attempt, assuming he has the feats to still disarm you despite you have improved disarm? There's no description of order in the text, and there needs to be.

I'll comment more tomorrow.

Cadian 9th
2010-06-06, 01:16 AM
Hey, It comes down to this, right?

A paladin is, actually, a Knight with divine powers. She is everything a knight is and more.
A knight is actually a fighter with better contacts, regimented skill. He is everything a fighter is, and a bit more.
A fighter is just a warrior with better combat ability. He is everything a warrior is, and more.

In terms of fluff, of COURSE the Magic users are better than the martial guys! It'd be strange if they weren't. I mean, really? Wizards are not actually weaker than normal humans, just not super athletic. That said, athletic wizards exist, like Nerdy Jocks. The point is, any "Balance" is wierd enough. I'm all for it, ignore me, I'm rambling.

I do not believe that in order to make things better you make everything worse.

Dante

Melayl
2010-06-06, 09:34 AM
Hey, It comes down to this, right?

A paladin is, actually, a Knight with divine powers. She is everything a knight is and more.
A knight is actually a fighter with better contacts, regimented skill. He is everything a fighter is, and a bit more.
A fighter is just a warrior with better combat ability. He is everything a warrior is, and more.

In terms of fluff, of COURSE the Magic users are better than the martial guys! It'd be strange if they weren't. I mean, really? Wizards are not actually weaker than normal humans, just not super athletic. That said, athletic wizards exist, like Nerdy Jocks. The point is, any "Balance" is wierd enough. I'm all for it, ignore me, I'm rambling.

I do not believe that in order to make things better you make everything worse.

Dante

:smallconfused: ????! How is the OP making everything (or even anything) worse? Unless I'm misreading things, these are Fighter only feats. Even if they're not, most other classes won't be able to get nearly as much out of them as the fighter, simply because they don't get access to as many as the fighter does.

You'll have to clarify what you meant.

Frozen_Feet
2010-06-06, 10:36 AM
I gotta say, I kinda like the whole "If you've got so many fighter feats, the bonus increases, or you get a cool trick" thing: It reminds me off some of the psionic feats, which, I notice, are all very cool, mostly. :smallbiggrin:

I personally would like to see more tricks. Feats that "fix" broken class features like Lay on Hands (Yes, admit it, its a gimmick) are cool, but I think class fixes should be in class not in feats.

Dante

Once I'm done with [Fighter] feats, I might expand my scope to feats that benefit other classes. But there's one thing I have to make clear: fixing the fighter is not the priority, fixing the feats is. This will obviously make fighter more powerful and interesting to play and build, but it will change the play all around, for all classes.


@Frozen Feet, check out the [Ascendant] feats in my signature. Similar road for a lot of it. Anything that doesn't force a prowess-roll seems to be ok, while I need to re-tool the ones that do a little. Here's what I've learned so far:
I've checked out your feats multiple times, and I liked them very much. :smallsmile: However, at the time you had only four or five, and no prowess. Although they weren't topmost in my mind when I started this project, I guess they might have inspired me somewhat.

1.In order to buff Fighters and similarly shafted classes, you need to close the doors that make wizards better fighters no matter what you do. This boils down to requiring actual levels in Fighter, or at least a similar class(I went the similar class route). THis negates Heroics from allowing your average wizard from picking up the entire class in a few castings.
I will undoubtedly restrict some feats by class, to lessen this problem.
However, I feel the problems caused by Heroics, Mirror Move and their ilk would better be solved by changing or banning the spells rather than making feats more restrictive.


2.Reach is a powerful ability that fighters don't get enough of in non-brew D&D, especially non-evil and normal-looking fighters.
I know this, and will incorporate Reach boosters to some feats, possibly Weapon Focus tree. :smallsmile: I have some ideas about tying special effects to reach as well.

3.Conan is a 5th level D&D character, Superman is a 20th. In the middle, there's almost zero American examples. Take your ideas from Japan, which has a more seamless transition between high-mundane to superhero. One Piece, particularly Straw Hats v. CP9 was a large part of my inspiration.
Don't worry, I read a lot of manga. :smallwink: Some forthcoming effects will be inspired by various wacky character from pop culture, though I'll generally keep it low-key.

4.If you're planning on using it in an environment where all official 3.5 is fair game if it isn't re-brewed, its better to not re-brew at all. Start fresh, and then you won't have to worry about unexpected 'ugly' interactions, such as making Daggerspell Mage impossible to qualify for as intended by making Weapon Focus require fighter levels.
I actually feel pretty much the opposite. With a fix this large, keeping the names of feats will help retain compatibility with non-SRD material. I feel this will make my homebrew more widely usable.

Improved Disarm has a wonky thing going on: Does your second disarm attempt come before or after your opponent's responding disarm attempt, assuming he has the feats to still disarm you despite you have improved disarm? There's no description of order in the text, and there needs to be.

I'll comment more tomorrow.
Good point. I'll clarify that.


Hey, It comes down to this, right?

A paladin is, actually, a Knight with divine powers. She is everything a knight is and more.
A knight is actually a fighter with better contacts, regimented skill. He is everything a fighter is, and a bit more.
A fighter is just a warrior with better combat ability. He is everything a warrior is, and more.

In terms of fluff, of COURSE the Magic users are better than the martial guys! It'd be strange if they weren't. I mean, really? Wizards are not actually weaker than normal humans, just not super athletic. That said, athletic wizards exist, like Nerdy Jocks. The point is, any "Balance" is wierd enough. I'm all for it, ignore me, I'm rambling.

I do not believe that in order to make things better you make everything worse.

Dante
My own opinion is that mechanical abilities of Barbarian, Monk and Knight should always have been part of the base Fighter class, and that likes of Ranger and Paladin should've always been prestige classes. If I ever revisit my Fighter variant, I might expand more on that idea.


:smallconfused: ????! How is the OP making everything (or even anything) worse? Unless I'm misreading things, these are Fighter only feats. Even if they're not, most other classes won't be able to get nearly as much out of them as the fighter, simply because they don't get access to as many as the fighter does.

You'll have to clarify what you meant.
Correction: these feats aren't Fighter only. As you can see most of them also have [General] tag, meaning any character can take them as level-up feats, as in core. Fighters obviously get the biggest boost, but this re-brew should help all characters who rely on these feats.

Godskook
2010-06-06, 04:00 PM
I've checked out your feats multiple times, and I liked them very much. :smallsmile: However, at the time you had only four or five, and no prowess. Although they weren't topmost in my mind when I started this project, I guess they might have inspired me somewhat.

Awesome! Yeah, prowess is giving me quite a bit of trouble, so we'll see.


I will undoubtedly restrict some feats by class, to lessen this problem.
However, I feel the problems caused by Heroics, Mirror Move and their ilk would better be solved by changing or banning the spells rather than making feats more restrictive.

Yeah, but unless you incorporate that into your 'brew somehow, it won't be obvious to the casual DM trying to figure out how balanced your work is. It was a major reason why I invented my own feat-tag, and then effectively made it still count as [Fighter] for Fighters.


I know this, and will incorporate Reach boosters to some feats, possibly Weapon Focus tree. :smallsmile: I have some ideas about tying special effects to reach as well.

I look forward to seeing what that is.


Don't worry, I read a lot of manga. :smallwink: Some forthcoming effects will be inspired by various wacky character from pop culture, though I'll generally keep it low-key.

See above.


I actually feel pretty much the opposite. With a fix this large, keeping the names of feats will help retain compatibility with non-SRD material. I feel this will make my homebrew more widely usable.

Just...be mindful that there's a lot of unexpected pre-requisites and ACFs out there.

Also consider using a design scheme like Dodge's fixes. None of the Dodge-fix feats 'break' anything cause the SRD's Dodge is never 'deleted'. Its just now vestigle.

Frozen_Feet
2010-06-06, 04:00 PM
Imp. Shield Bash, Imp. Unarmed Strike, Imp. Grapple, Deflect Arrows, Snatch Arrows and Stunning fist have been added to first post.
Stunning Fist has lessened requirements, and thus can be acquired earlier.
You can acquire Imp. Grapple with either high Str or Dex.
Deflect Arrows eventually allows deflection of spells, and deflection while flat-footed.
Snatch Arrows eventually allows catching and throwing back spell effects.
Imp. Unarmed strike increases reach and damage of unarmed strikes.
Imp. Grapple eventually allows grappling enemies more than 2 categories larger, and keeping Dex to AC while grappling.
Imp. Shield Bash increases damage of the shield, and eventually allows free bull rush attempts.
Mobility now allows bypassing squares of difficult terrain.
Weapon Finesse now eventually allows Dex to damage, in place of Str.
Whirlwind Attack and Imp. Disarm revised slightly according to DragoonWraith's and Godskook's suggestions, respectively.

Eldan
2010-06-06, 04:24 PM
Okay. FInally got some time now, let's go over the list.

Exotic Weapon Proficiency: is there actually any change?

Weapon Focus/Specialization: have you thought about extending these to weapon groups? I always thought they were a little narrowly focused like this. I must say that they still seem comparably weak, giving only a numerical bonus, but no new abilities.

Weapon Finesse: why the penalty for using shields? Rapier/buckler, as an example, is a very useful tradition, and I can see a lot of others working.

Combat Expertise: the way it is worded, when you have several fighter feats, you can just take a -0 penalty for a +X dodge bonus, the way it is currently worded. Is that the intention? I'm not sure I like it, on the one hand, it's finally useful, on the other, it seems very good. Perhaps make it that you have a minimum penalty for the extra points to apply?

Improved Disarm: how about changing "if you have four or more guile feats" to "if you have more guile feats than your opponent" for the "disarm him anyway if he fails" part? That way, the superior guile fighter is the one doing the disarming, not just the one with four feats.

Improved Feint: honestly, I'd make swift feinting available a lot earlier. Move action feinting is still a lot of action investment for an uncertain benefit. Perhaps also make it a free action later, so you can make several feint attempts per turn?

Improved Trip: already one of the strongest fighter styles, are you sure about giving two attacks for it? Even with one, tripping is usually strictly better than attacking. With this, the fighter can effectively double his attacks.

Dodge: I'm not sure about this one. If you take this before level 6, you become effectively immune to one enemy in a duel, unless they have abilities to hit you more than once. I would involve some kind of limitation, or an opposed check.

Mobility: just a suggestion, but I also made Mobility give a small speed bonus dependent on level, which makes it generally a little bit more useful.

Spring Attack: why the attack bonus? I don't really see the connection, I must admit. What I did was let you attack several opponents along the way, à la Bounding Assault/Rapid Blitz. But then, that niche already seems covered by Whirlwind attack.

Improved Unarmed Attack: Reach with unarmed attacks... strange, I must admit, but a good idea, perhaps.

Frozen_Feet
2010-06-06, 05:52 PM
Exotic Weapon Proficiency: is there actually any change?
You get more proficiencies as you gain more feats, which is useful. Or would be, if there was more than one Exotic weapon worth a damn.


Weapon Focus/Specialization: have you thought about extending these to weapon groups? I always thought they were a little narrowly focused like this. I must say that they still seem comparably weak, giving only a numerical bonus, but no new abilities.
I personally think being able to freely pick of all weapons is more useful, as most weapon groups don't have that many useful weapons. I'd personally rather apply the whole tree to, say, a reach weapon and a bow, than dozen different swords.


Weapon Finesse: why the penalty for using shields? Rapier/buckler, as an example, is a very useful tradition, and I can see a lot of others working.
It was part of the original text, and something I didn't feel need to change. Shields are bulky, and would easily get in the way of many finesseable weapons.

Besides, penalty for using a buckler or light shield is only -1. Hardly significant.


Combat Expertise: the way it is worded, when you have several fighter feats, you can just take a -0 penalty for a +X dodge bonus, the way it is currently worded. Is that the intention? I'm not sure I like it, on the one hand, it's finally useful, on the other, it seems very good. Perhaps make it that you have a minimum penalty for the extra points to apply?
It didn't work as intended, but for different reasons. The feat has been revised again now, take a look and tell what you think.

Improved Disarm: how about changing "if you have four or more guile feats" to "if you have more guile feats than your opponent" for the "disarm him anyway if he fails" part? That way, the superior guile fighter is the one doing the disarming, not just the one with four feats.
Good idea. I'll make it so.


Improved Feint: honestly, I'd make swift feinting available a lot earlier. Move action feinting is still a lot of action investment for an uncertain benefit. Perhaps also make it a free action later, so you can make several feint attempts per turn?
Swift feinting is now available with three feats. However, I feel free action feinting is powerful enough to warrant its own feat.


Improved Trip: already one of the strongest fighter styles, are you sure about giving two attacks for it? Even with one, tripping is usually strictly better than attacking. With this, the fighter can effectively double his attacks.
Yes, I'm sure. However, after a while of thinking, I changed the requirement for the second attack so it's available later.

Tripping might be one of the strongest fighter styles, but I feel that's less because tripping is OMG amazing and more because most alternatives suck big time. As I get further with the fix, one of my goals is to uplift other tactics to same level of usefulness.


Dodge: I'm not sure about this one. If you take this before level 6, you become effectively immune to one enemy in a duel, unless they have abilities to hit you more than once. I would involve some kind of limitation, or an opposed check.
I felt multiple attacks are prevalent enough even before level 6 that it isn't an issue. I added a clause that losing Dex to AC makes you unable to use the feat, though, and after a while of thinking made it so you need five feats for each additional use.


Mobility: just a suggestion, but I also made Mobility give a small speed bonus dependent on level, which makes it generally a little bit more useful.
Added.


Spring Attack: why the attack bonus? I don't really see the connection, I must admit. What I did was let you attack several opponents along the way, à la Bounding Assault/Rapid Blitz. But then, that niche already seems covered by Whirlwind attack.
It's blinding speed of the user allowing him to strike harder and before the enemy can effectively defend himself. :smallwink:

Improved Unarmed Attack: Reach with unarmed attacks... strange, I must admit, but a good idea, perhaps.
Visualize it as the martial artist being able to move faster and using more of his body to strike than others. Though really, this is just me taking one step away from realism and towards abstraction, to give melee some new shiny things.

Eldan
2010-06-06, 06:13 PM
Hmm. I must admit, I just never saw that part of Weapon Finesse.

Combat Expertise works much better now, I think.

Frozen_Feet
2013-02-03, 03:51 AM
Hello. It has been a while, hasn't it?

Didn't mean to let this project lie for so long, but I accidentally deleted the text file on my hard drive. That demotivated me enough to forget about this for a long while.

I had Toughness, Endurance, Natural Armor and quite few [Tenacity] feats worked out, but sadly, they're all gone. With the search function down, it was a miracle I found this thread so easily.

But, without further ado, I'll continue from where I left: Mounted Combat and down.


Mounted Combat [General] [Fighter] [Guile]
Prerequisite: Ride 1 rank
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
For every five [Fighter] feats you have, you can use this ability one additional time per round.
For every two [Guile] feats you have, You also get +2 bonus to Handle Animal and Ride checks with one type of mount. For every four [Guile] feats, you can pick another type of mount to apply these bonuses to.

Mounted Archery [General] [Fighter] [Finesse]
Prerequisite: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. At four [Fighter] feats, these penalties are again halved, to -1 and -2 respectively. At eight [Fighter] feats all penalties are nulled.
At four or more [Finesse] feats, if you miss a shot while mounted, you can reroll one attack per round.

Ride-by Attack [General] [Fighter]
Prerequisite: Ride 1 rank, Mounted Combat
Benefit: When mounted and using the charge action, you can opt to speed past your opponent, continuing your straight line of charge after making your attack. You can make a free overrun attempt after concluding your attack. Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent(s) that you attack.
For every five [Fighter] feats, you can attack one additional foe along the line of your charge, gaining all normal benefits of charging.

Spirited Charge [General] [Fighter]
Prerequisite: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). For every three [Fighter] feats you have, you can ignore one square of difficult terrain or overrun one additional foe on your path you do not wish to attack as part of a charge action by succeeding in a DC 20 Ride check.


Trample [General] [Fighter]
Prerequisite: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
If you have four or more [Fighter] feats, you can substitute your Ride skill for your mount's strenght for the check to see if you knock your opponent prone.
If you have eight or more [Fighter] feats, your mount gets two hoof attacks, and you may reroll once if either misses.

Point-blank Shot[General] [Fighter] [Finesse]
Benefit: If you fail a ranged attack roll against a target within 30 feet of range, you get to reroll. You can use this ability once per round for each two [Finesse] feats you have, but only once per attack.
You may also reroll a ranged damage roll once per round for each four [Fighter] feats you have, but only once per attack.
If you have eight or more [Fighter] feats, you threaten all squares from 20 to 30 feet from you.


Far Shot [General] [Fighter] [Finesse]
Prerequisite: Point-Blank shot
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.
At five [Finesse] feats, projectile weapons instead have their range increment doubled and thrown weapons have theirs tripled. At ten or more [Finesse] feats, both sorts of weapons have their range increment quadrupled.
For each two [Fighter] feats you have, you also get +2 bonus to Spot.

Precise Shot [General] [Fighter] [Finesse]
Prerequisite: Point-Blank Shot, Dex 13
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
At four or more [Finesse] feats, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
At six or more [Fighter] feats, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
At ten or more [Fighter] feats, if you succeed in a Spot check to detect an invisible opponent, an opponent with total concealment only has 20% miss chance against you. (see: Epic usages of Spot).
Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Rapid Shot [General] [Fighter] [Finesse]
Prerequisite: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
For every four [Fighter] feats, you may opt to make one more ranged attack, again at your highest BAB, but the penalty is increased by 2 for each attack.
For every three [Finesse] feats you have, your total penalty is reduced by 1, to minimum of 0.

Manyshot [General] [Fighter] [Finesse]
Prerequisite: Point-blank Shot, Rapid Shot, Dex 15
Benefit: As a standard action, you may throw or shoot a ranged weapon twice at a single opponent within 30 feet. Both attacks use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see special).
For every three [Finesse] you have, your range increases by 30 feet.
For every four [Fighter] feats you have, you can shoot or throw one additional time. Additional attacks after the third can be assigned to other targets.
Damage reduction and other resistances apply separately against each attack made.
Special: Regardless of the number of weapons you shoot or fire, you apply precision-based damage only twice per target. If you score a critical hit, only the first two attacks deal critical damage; all others deal regular damage.


Shot on the Run [General] [Fighter] [Finesse]
Prerequisite: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
When sniping, you reduce the penalty for hiding yourself at the end of your attack by 4 for each 10 feet you move after your attack.
For each two [Finesse] feats, you get +1 bonus to Hide and Move Silently.
At six or more [Fighter] feats, if you can start and end your movement in total concealment or cover, you are considered to be invisible during your move.

Improved Precise Shot [General] [Fighter] [Finesse] [Tactical]
Prerequisite: Dex 17, Point Blank Shot, Precise Shot
Benefit:This feat gives you the following benefits:
Rebound - As long as you can pin-point a target's location by a Listen check or other means, you can as a standard action attempt a trick shot or throw against a target with total cover. This ability can be used in combination with Manyshot. Your missile(s) can make one 45 degree turn for each [Finesse] feat you have (including this one), there must be an obstacle for it to bounce from each time and its flight can't exceed your weapon's maximum range. If your missile can make it to your opponent, you suffer a miss chance as if your opponent had total concealment.
Arching shot / throw - if your target's cover is open from the top, you can make arching shots or throws to hit them from above. Cover becomes concealment and total cover becomes total concealment for purposes of your attacks.
Shoot / throw through cover - if you have ten or more [Fighter], you can shoot or throw through weak points in structure: as long as you can detect your target, you can ignore all structures between you and it that are less than 1" thick and have hardness lower than your missile's for purposes of determining whether your opponent has cover. Non-magical shields do not provide cover or their Shield AC bonus against your ranged attacks.
Normal: You can't attack enemies with total cover.

Power Attack [General] [Fighter] [Brawn]
Prerequisite: Str 13
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty at most equal to your BAB on all your melee attack rolls and add the same number (+BAB or less) to all your melee damage rolls. The changes to attack rolls and dama gelast until your next turn.
For each [Brawn] feat you have or gain excluding this one, you gain +1 to all opposed rolls and skill checks against tripping or being knocked prone in any manner.
If you have five or more [Fighter] feats, including this one, you get +2 Damage bonus for each -1 to attack rolls you take. If you have ten or more [Fighter] feats, the exchange rate becomes +4 Damage bonus for each -1 to attack rolls. Your bonus to damage still can't exceed your BAB, however.
If you have five or more [Brawn] feats, you can instead opt to roll triple the number of dice for your weapon and add the results. This option nets no penalty to attack rolls.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add half again your number of bonus damage. You only add half the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks). (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Cleave [General] [Fighter] [Brawn]
Prerequisite: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop, either due to dropping it to below 0 hit points, killing it, knocking it prone or similar, you get an immediate, extra melee attack against another creature within reach. You can't take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round for each two [Fighter] feats you have.
For every feat you have, there's a cumulative 5% chance that any attack you make strikes two adjacent enemies. Use the same attack and damage rolls for both enemies.

[B]Great Cleave [General] [Fighter] [Brawn]
Prerequisite: Str 15, Power Attack, Cleave
Benefit: Each time you get an extra attack from Cleave, you can opt to first change your position by using a free action overrun or bullrush against another creature within reach, then make your attack. Your total move can't exceed more than half your speed, extra 5' per feat.
For each [Brawn] feat you have, you get +1 to Str and Dex checks for or against any Bullrush and Overrun attempts.
If you have six or more [Fighter] feats and would be entitled to extra attack due to cleave, but all suitable opponents are already down, you can charge nearest enemy still standing as a free action, as long as that enemy is within your remaining movement (as defined by this feat) and at least 10 feet away. You get all your normal benefits for charging.
Alternatively, you can attack any prone enemy and roll triple the number of dice for your weapon, adding up the results. If you are using Power Attack's alternate option, you roll six times and keep the best three results.

[B]Improved Bullrush [General] [Fighter] [Brawn]
Prerequisite: Str 13, Power Attack
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. This bonus increases by 1 for each two [Brawn] feats you have.
If you bullrush your opponent into a solid object, he suffers 1d6 points of damage for each 5 feet you've pushed him. However, this damage is also done to the object - if the object breaks, the target only suffers damage equal to the object's hardness + hitpoints. If you have high enough movement and enough suitable objects, you can rush your opponent into (or through) multiple objects in succession.
Starting from 6 [Fighter] feats, you can pick one opponent who is threatening you for each two [Fighter] feats you have - those opponents do not get attacks of opportunity against you when you initiate bullrush.
Normal: Bullrush provokes attacks of opportunity from the defender and all opponents who threaten you.


Improved Overrun [General] [Fighter] [Brawn]
Prerequisite: Str 13, Power Attack
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. This bonus increases by 1 for each two [Brawn] feats you have.
If you have four or more [Fighter] feats, you no longer provoke attacks of opportunity from the defender. This benefit also applies to your mount when mounted.
For each five [Brawn] feats you have or gain, including this one, you can make a special Jump check to overrun an opponent one size category larger than normal. So, with five feats you can overrun an enemy 2 categories larger, and with ten, an enemy 3 size categories larger. The DC is (20 + 10 for each two size categories your opponent is larger than you). If you have eight or more [Fighter] feats as well, you can transfer this benefit to a mount, but can substitute your Ride skill for the mount's Jump check.
Normal: You provoke attack of opportunity from the defender. You can not overrun opponents who are two size categories larger or more.

Improved Sunder [General] [Fighter] [Brawn]
Prerequisite: Str 13, Power Attack
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character. This bonus increases by 1 for every two [Brawn] feats you have.
If you have five or more [Fighter] feats, you can sunder ("maim") natural weapons or limbs. If you succeed, your opponent suffers a -4 penalty to all further attacks with that natural weapon or his unarmed strike. You will also deal your normal damage's worth of non-lethal damage when doing so. You can maim the same weapon/limb multiple times, with the penalties stacking. If you succesfully maim the same weapon/limb four times, it becomes permanently useless. (Special considerations in a monster entry may overrule this.)
You can also maim wings of any flying creature. Provided it relies on its wings to fly, each succesful maiming drops it maneuverability rating into one category lower. If its rating would drop lower than Clumsy, it can no longer fly.
For each five [Brawn] feats you have, halve the hardness of objects for purposes of sundering.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Special: Penalties from maiming reduce by 1 point for 8 hours of rest, or they can be reduced by 4 points by making a special Heal check. If the total penalty is -4 or less, this check takes 15 minutes and has a DC of 15. From there, the DC rises by 2 points, and the check takes 5 more minutes to complete, per additional point of penalty. Destroyed limbs and wings can not be healed, except with the regenerate spell.

Quick Draw [General] [Fighter] [Guile] [Finesse]
Prerequisite: Base Attack Bonus +1, Sleight of Hand 1 rank
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
If you have four or more [Finesse] feats, drawing a hidden weapon is a free action as well, provided you succeed in a DC 15 Sleight of Hand check.
For each [Guile] feat you have, you get a cumulative +1 bonus to Sleight of Hand and Bluff.
If you have five [Fighter] feats or more, you can feint or disarm as a free action immediatly after drawing your weapon. This ability can only be used once per round for each five [Fighter] feats you have.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Rapid Reload [General] [Fighter] [Finesse]
Prerequisite: Weapon Proficiency and Weapon Focus in the chosen crossbow type(s).
Benefit: This feat automatically benefits all crossbows your Weapon Focus applies to. The time required for you to reload your chosen type of crossbow is reduced to a free action for a hand or light crossbow, or a move action for a heavy crossbow. Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

For each two [Finesse] feats you have, you gain a +1 dodge bonus against any attacks of opportunity made towards you while you are reloading. Dodge bonuses always stack.
If you have six or more [Fighter] feats and are wielding a heavy crossbow, you may use up one of your attacks of opportunity to reload it as an immediate action between your turns. You still can't fire it like a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Two-Weapon Fighting [General] [Fighter] [Finesse]
You can fight effectively with weapons in two hands. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
If you have four [Finesse] feats or more, you get no penalties whatsoever when using two light weapons at once.
For each five [Fighter] feats, you get one additional attack with your off-hand weapon, each at -5 penalty.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.) Without this Feat, you can only get a single extra attack with an off-hand weapon.

Two-weapon Defense [General] [Fighter] [Finesse] [Guile]
Prerequisites: Dex 15, Two-weapon Fighting
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack. This bonus increases by 1 for each three [Finesse] feats you have. When you are fighting defensively or using the total defense action, this shield bonus is then doubled.
If you have five or more [Fighter] feats, during your turn, you can leave your off-hand attack unused. If your enemy attacks you in melee later in the same round, you can then use your off-hand weapon to make opposed attack roll against your enemy - if you win, that attack is deflected and misses completely. You can use this ability once per round for each off-hand attack you decide not to use for attack during your turn.
If you have four or more [Guile] feats, you can use an attack of opportunity to immediatly follow a succesful deflection with a disarm, trip or feint attempt.

Improved Two-weapon Fighting [General] [Fighter] [Finesse] [Guile]
Prerequisites: Dex 17, Two-Weapon Fighting, Two-weapon Defense.
Benefit: Any Feint and Disarm attempts you make with your off-hand get +1 bonus for each two [Guile] feats you have. Once per round for each six [Finesse] feats you have, if you miss with a main hand attack, you get to reroll that attack as an attack with your off-hand weapon. Your main hand gets +1 bonus to all sunder attempts for each two [Fighter] feats you have, and whenever you make a succesful attack with it, you roll twice for your weapon dice and add the results. Once per round, you can use up an attack of opportunity to perform a special parrying move to stop any melee attack from hurting you.

Multi-weapon Fighting [General] [Fighter] [Guile] [Finesse]
Somehow, you've managed to wield a third weapon simultaneously. Maybe you hold it in your teeth or juggle it with your feet. Or maybe you just have enough hands. I wouldn't know.
Prerequisite: Dex 13, Two-weapon fighting and 3+ hands, OR Dex 19, Quick Draw, Combat Expertise and Improved Two Weapon Fighting
Benefit: You get another functional off-hand, which attacks with a -6 penalty.
If you have four [Finesse] feats or more, you get no penalties whatsoever when using three light weapons at once.
For each five [Fighter] feats, you get one additional attack with your second off-hand weapon, each at -5 penalty.
Your second off-hand benefits from all effects of Two-weapon Defense and Improved Two-Weapon Fighting
Special: This feat can be taken more than once. It grants a new functional off-hand attack every time. Each time, the Dexterity requirement for taking the feat again rises by 2 points.

Greater Weapon Focus [General] [Fighter] [Finesse] [Guile]
The world wets its pants when you draw your chosen weapon(s).
Prerequisite: Weapon Specialization, Fighter level 8th
Benefits: When you wield any sort of weapon you have applied your Weapon Focus to, you get +1 bonus to all Charisma based checks for each two [Guile] feats you have, and double that to Intimidate checks. When you draw your chosen weapon(s), you can make an Intimidate check to demoralize your opponents with the same action.
Once per round for each three [Finesse] feats you have, you may reroll a critical confirmation roll that fails to confirm.
Once per round for each four [Fighter] feats you have, you may reroll a damage roll and keep the result you like better. Alternatively, you can spend uses of this ability to roll a respective number of d6 and add that number to any applicable check to prevent your weapon from being disarmed, sundered or damaged by a spell.

Greater Weapon Specialization [General] [Fighter] [Finesse] [Guile]
"You did what with that sword?"
Prerequisites: Greater Weapon Focus, Fighter level 12th
Benefits: With those weapons you've applied your Weapon Focus to, you can take 10 for any attack or opposed roll as many times in an encounter as you have [Fighter] feats.
For each three [Finesse] feats you have, any hardness or damage reduction that gets in the way of your chosen weapons is reduced by 5 points.
Once per encounter, you can prevent any Fast Healing or Regeneration from working for any opponent you score a critical hit on for a number of rounds equal to your number of [Guile] feats.

Melee Weapon Mastery [General] [Fighter] [Brawn]
Prerequisites: Greater Weapon Specialization, Weapon Focus with at least one melee weapon.
Benefit: This feat benefits all melee weapons you've applied your Weapon Focus to. For each three feats you have, you roll your weapon's damage die one additional time and add it to your damage total.
For each five [Fighter] feats you have, your weapon's effective reach increases by 5 feet, but you can still attack adjacent squares if your weapon doesn't otherwise preclude that.
If your chosen weapon(s) give(s) any bonuses to combat maneuvers, you get to double those. Additionally, when wielding this (these) weapon(s), any 5 foot step you take becomes a 10 foot step instead at your option.

[B]
Ranged Weapon Mastery [General] [Fighter] [Finesse] [Guile]
Prerequisites: Improved Precise Shot, Weapon Focus with at least one ranged weapon
Benefit: This feat grants the following benefits:
Feint at range - If you have four [Guile] feats or more, you can feint with a ranged attack. Feinting is a standard action without Improved Feint. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next ranged attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
Disarm at range - If you have four [Finesse] feats or more, you can disarm with a ranged attack. You never provoke attacks of opportunity when out of reach, but you also can't get your enemy's weapon into your hand. Make an opposed attack roll as normal (see: disarm). If you win, your enemy is disarmed, and their weapon is now on the ground in the same square as them. If you were instead "grabbing an item", that item is now pinned in the nearest solid object in your line of fire, or lying on the ground at the maximum distance your projectile could fly. No consequences befall you if you fail. Other rules for disarming and Improved Disarm are used where applicable.
If you have four [Fighter] feats or more, you can attempt to sunder, trip or pin with a ranged attack.
Sunder at Range - When sundering, you never provoke attacks of opportunity when out of reach. Damage type of your ranged weapon is also of no consequence. Otherwise, follow normal routine (see: sunder). Benefits from Improved Sunder are used when applicable. No consequences befall you if you fail.
Trip at range - When tripping, make a ranged touch attack with your weapon. You never provoke attacks of opportunity when out of reach. If you succeed, instead of Strenght, use your Dexterity for the following opposed check. If you win, your enemy is knocked prone. If you fail, there are no consequences for you. Other than this, normal rules for tripping and Improved Trip are used where applicable. (See: trip.)
Pin at range - You need a piercing weapon to use this maneuver. You can use ranged pin in only the following circumstances: first, your target must either be prone with you above them, or interposed between you and a solid surface, being no more than 10 feet away from the said surface. Second, your target must have something to pin them from, such as loose clothes or armor, flabby skin, fins or wings that won't rip immediatly. When these conditions are met, make a ranged touch attack as an attack action. If you succeed, make an attack roll opposed by their grapple or escape artist check (target's choice). If this attack roll is succesful as well, your opponent is now pinned and held immobile untill they succeed in a grapple or escape artist check against a DC equal to your roll. This DC decreases by cumulative -2 each round afterwards. Other grapple actions are inapplicable, though you can always just shoot them. You never provoke attacks of opportunity when out of reach, and failing the touch attack or opposed check means no bad consequences to you - your opponent simply escapes or refuses to stay pinned. Otherwise, normal rules for pinning an opponent and Improved Grapple are used when applicable (see: grappling).

Master of Thousand Weapons [General] [Monastic] [Fighter]
Prerequisities: Weapon Specialization or Weapon Focus and Monk level 6th
Benefits: As long as you have proper weapons at hand for practice, you can reselect all your weapon proficiencies as well as the weapons you've applied your Weapon Focus to with 24 hours of training. Each [Fighter] and/or [Monastic] feat decreases this time by 1 hour, to a minimum of 1 hour. (Feats that are both [Fighter] and [Monastic] get counted twice) You must rest for 8 hours at least once between uses of this feat.

You can only trade proficiencies like-for-like: simple weapons for other simple weapons, martial weapons for other martial weapons, and exotic weapons for other exotic weapons.
Special:For a Monk, no matter which weapons he chooses via using this feat, the selected weapons will count as monk special weapons for him for purposes of any effects that would requite it.

Frozen_Feet
2013-02-03, 10:22 AM
Ability Focus [General] [Monastic] [Wild]
Choose one of the creature’s special attacks.
Prerequisite: Special attack.
Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses. The bonus increases by 1 for each four [Wild] feats you have.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.

A monk who takes this feat can apply it simultenously to all applicable monk special abilities, whether those granted by class levels (f. ex. Quivering Palm) or [Monastic] feats (f. ex. Stunning Fist). For each four [Monastic] feats, the bonuses increase by 1.

Awesome Blow [General] [Fighter]
Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger OR Str 18, Power Attack, Improved Bullrush, Fighter level 8th.
Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
At four feats, you can use this feat against creatures of your own size, but the DC for the reflex save is halved. At eight feats, you can use this feat against creatures who are one size larger than you, but the DC for the reflex save is reduce to one quarter. At twelve [Brawn] feats, you can use this feat against creatures two sizes larger than you, but the DC is reduced to one-eighth.
A Fighter with four [Fighter] feats or more can apply all benefits of Improved Bullrush to moving his opponents.

[B]Craft Construct [Item Creation]
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Craft (Sculpture) +8.
Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item’s price in XP and use up raw materials costing half of this price (see individual construct monster entries for details).

A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired.

A newly created construct has average hit points for its Hit Dice.

Special: A non-casting character who takes this feat obviously can't know any spells. For the purposes of this feat, he gains the knowledge of how to build one Construct per each two [Item Creation] feats he has, without use of any magic. When necessary to know, such character's "caster level" for purposes of replicating charms is equal to half of his Craft (Sculpture) skill rank (max 20). Otherwise, such characters follow normal rules for crafting magic items.

[B]Flyby Attack [General] [Finesse] [Wild]
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. For each 15 feet it moves during its move, it gets +1 to any attack or damage rolls made as part of this action. At five [Wild] feats or more, the damage bonus is doubled.
For every [Finesse] feat it has, it can once per encounter increase its Fly speed by 30 feet.
Normal:Without this feat, the creature takes a standard action either before or after its move.

Improved Flyby Attack [General] [Finesse] [Wild]
Prerequisite: Fly speed, Dodge, Flyby Attack, Mobility.
Benefit: Once per round for each [Finesse] feat it has, when making an attack as part of a Flyby Attack, a creature moving out of a threatened square can automatically avoid an attack of opportunity.
A creature with five [Wild] feats can instead use attack of opportunity of its own to dazzle a creature threatening it. The target must succeed at Reflex save against (DC 10 + ½ user's HD + number of its [Wild] feats]) to avoid this.
Normal: Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.

Hover [General] [Finesse] [Wild]
Prerequisite: Fly speed.
Benefit: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.

If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.

If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Those caught in the cloud must succeed on a Concentration check (DC 10 + ½ creature’s HD + number of its [Finesse] and [Wild] feats) to cast a spell. A creature with 6 or more [Wild] feats can blow away creatures smaller than it (see: Conditions summary - blown away). The victims must save against (DC 10 + ½ creature's HD + number of its [Wild] feats) to avoid this fate.
Normal:Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.

[B]Improved Natural Armor [General] [Wild] [Tenacity]
Prerequisites: Natural armor, Con 13
Benefit: The creature’s natural armor bonus increases by 1. This bonus increases for every three [Tenacity] feats it has.
At four [Tenacity] feats, the creature gains 2 points of resistance to Electricity, Acid and Sonic energies, and these resistances increase by 1 point for each [Tenacity] feat thereafter.
For every two [Wild] feats the creature's natural weapons also do 1 point more damage.

Improved Natural Attack [General] [Wild] [Brawn]
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

For each five feats, the chosen weapon's damage die increases one more step. For each five [Wild] feats, the creature can apply this feat to another natural weapon. For each ten [Wild] feats, reach of all applied natural weapons increases by 5 feet. Adjacent squares can still be attacked.

Special: A monk may apply this feat to his unarmed strikes and count his [Monastic] feats as [Wild] feats for purposes of this feat. Size and damage increases stack with Improved Unarmed Strike.

[B]Multiattack [General] [Wild] [Brawn]
Prerequisite: Three or more natural attacks.
Benefit: Penalties for the creatures secondary attacks with natural weapons are reduced by 1 point for each two [Wild] feats it has.
If the creature has six or more feats, it gets to apply its full Strenght bonus to all secondary attacks.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a -5 penalty. Secondary attacks only add ½ of creature's strenght modifier to damage.

[B]Snatch [General] [Brawn] [Wild]
Prerequisite: Size Huge or larger or BAB +15 and Improved grapple.
Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack or an unarmed strike, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

A humanoid character with eight feats or more can use this ability on opponents up to one size category smaller than he is. Same goes for smaller than huge sized non-humanoid who have eight [Wild] feats or more.

Wingover [General] [Finesse] [Wild]
Prerequisite: Fly speed.
Benefits: A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive. Every four [Wild] feats allow one additional usage of this ability per round.

The change of direction consumes 10 feet of flying movement. With five or more [Finesse] feats, this is reduced to only 5 feet.

Armor Skin [General] [Tenacity] [Fighter]
Prerequisites: Toughness, Endurance, Con 15.
Benefit: You gain a +1 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 1. For every four [Fighter] feats you get, this bonus increases by 1.
For every two [Tenacity] feats, you also gain stacking Damage Reduction 1/adamantine. When ever an attack hits you but the weapon's hardness is less than your DR, you are entitled to make a sunder attempt as a free action against the striking weapon. You provoke no attacks of opportunity for this special action. If the attack is made with a natural weapon or unarmed strike, the attacker instead automatically takes hitpoint damage equal to your DR.
At twelve [Tenacity] feats, natural armor bonus from this feat become a deflection bonus instead, and your DR becomes DR/-.

Damage Reduction [General] [Tenacity] [Fighter]
Prerequisite: Con 18.
Benefit: All your existing forms of Damage Reduction, even those gained from items and spells, increase by 1 point for each two [Tenacity] feats you have.
For every two [Tenacity] feats you have, you also gain 1 point of Fire, Cold, Acid, Sonic and Electricity Resistance.
Once per encounter for every five [Fighter] feats you have, you can declare yourself an implacable barrier for one character. For the rest of the round, you will remain within 5 feet of that character and instinctively interpose yourself between them and any harm, meaning any and all attacks aimed at your protegé instead hit you, and only hit your protegé if you die first.

Augmented Alchemy [Item Creation]
Prerequisites: Int 16, Craft (alchemy) 12 ranks.
Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +15 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

[B]Blinding Speed [General] [Fighter]
Prerequisite: Run, Dex 18
Benefit: You can act as if hasted (as per the spell) for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action. Each additional [Fighter] feat gives you 2 more rounds of haste each day.

Skill Focus [General] [Finesse OR Guile]
Benefit: Choose a skill. Any skill. It is now a class skill for you forever and ever. You also get to decide whether this feat counts as [Guile] or [Finesse] feat for synergy purposes. You get +1 bonus to all checks with that skill for each two [Finesse] or [Guile] feats you have. Finally, if you get eight or more [Guile] or [Finesse] feats (depending on your pick), you can always take 10 with that skill even if threatened or pressured. If another ability would already allow you to take 10 in such conditions, you get to "take 15" instead.
Special: You can gain this feat multiple times. Each time you take the feat, it must apply to a new skill.

Stealthy [General] [Guile] [Finesse]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks. For each two [Guile] feats you have, the bonus increases by 1. At six or more [Finesse] feats, you gain the ability to Hide in Plain Sight. If you already have that ability or get it again from another source, you also get ability to take 10 on all Hide and Move Silently checks, even if threatened or pressured.

Toughness [General] [Tenacity] [Fighter]
Benefit: For each [Tenacity] feat you have, you can add again your Constitution modifier (if positive) to your Hitpoints. If your constitution increases afterwards, this benefit retroactively increases.
At four or more [Tenacity] feats, you get the ability to once per encounter, when rolling iniative, get twice the number of your [Tenacity] feats as Temporary hitpoints. This takes no action.
At eight or more [Fighter] feats, you learn to delay onset of inimical conditions. Every time you fail a saving throw against any effect that specifically affects your body or mind (such as poison, disease, petrification, charming, polymorph or death effect) rather than the environment (grease, wall of fire), the effects of that failed saving throw will not manifest until a number of rounds equal to your number of [Fighter] feats have passed. You will also know that something is wrong and can inform those around you, even if the exact cause and nature of the threat elude you.

Track [General] [Guile]
Benefit:To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC. The penalties are reduced by 1 point for each [Guile] feat you have, to a minimum of 0.

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on Table: Track DC Modifiers.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

Special: This feat does not allow a non-ranger to find or follow the tracks made by a subject of a pass without trace spell. A Ranger with four or more [Guile] feats can achieve this with a -15 penalty to his check.

Important note: for Track DCs and modifiers, see the tables in d20 System Reference Document. (http://www.d20srd.org/srd/feats.htm#track)

Autonomous [General] [Tenacity]
Benefit: You have a knack for psionic self-sufficiency. You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks. This bonus increases by 1 for each two [Tenacity] feats you have. You can also use your Con modifier instead of Wis when using Autohypnosis.
If you have four or more [Tenacity] feats, all epic uses of Autohypnosis have their checks DCs lowered by 20.
If you have six or more [Tenacity] feats, you double the number of temporary hitpoints you can gain via Autohypnosis, and can add your Con modifier to damage reduction you get from the skill.

Chaotic Mind [General] [Guile]
Prerequisite: Chaotic alignment, Cha 15.
Benefit: The turbulence of your thoughts prevents others from gaining insight into your actions. Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks, have all such bonuses reduced by 1 point for each [Guile] feat you have. Alternatively, as a swift action you can make a Bluff check against their Sense Motive to turn any one of their Insight bonuses into a corresponding penalty. This use requires you to know beforehand the source of such bonuses.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Cloak Dance [General] [Finesse] [Guile]
Prerequisites: Hide 10 ranks, Perform (dance) 2 ranks.
Benefit: You are skilled at using optical tricks to make yourself seem to be where you are not. Using this ability requires you have a billowing cloak or other suitable expendable piece of textile at hand. You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment. At five or more [Guile] feats, the first trick takes only a swift action, and the second only a standard action. At eight or more [Finesse] feats, you will also leave behind an after-image that remains in your old position either for full next round, or up to the point when someone attacks it, no matter where you might actually be. It's a Spot DC 30 to realize it's not actually you. You also (somehow) manage to always retain the piece of cloth.

Closed Mind [General] [Tenacity]
Benefit: Your mind is better able to resist psionics and other supernatural mental influence than normal. You get a +2 bonus on all saving throws to resist powers and spells of Enchantment school. This bonus increases by 1 point for each two [Tenacity] feats you have.
In addition, once per encounter for each five [Tenacity] feats you have, you gain the ability to manifest an extraordinary reddopsi (http://www.d20srd.org/srd/psionic/powers/reddopsi.htm)-like ability as an immediate action, that will reflect any psionic power or enchantments back at the original user. This effect will last until the start of your next turn.
Special: You cannot take or use this feat if you have the ability to use powers or spells. You also can not take this feat if you have the Open Minded feat.

Deadly Precision [General] [Finesse]
Prerequisite: Dex 15, base attack bonus +5.
Benefit: You empty your mind of all distracting emotion, becoming an instrument of deadly precision. You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack’s extra damage dice. For each two [Finesse] feats you have, you can again reroll any ones, but you must always keep all twos and higher.
Alternatively, if you roll 1s, you can instead forgo you rerolls to inflict a status condition. For each 1 you rolled on the dice, move one step right on this list: dazzled, deafened, dazed, sickened, blinded, stunned, nauseated or paralyzed. Any condition last for 1d4 rounds. If your target is somehow immune, you instead knock him prone. If he can't be knocked prone, well, you're out of luck.

Greater Manyshot [General] [Fighter] [Finesse]
Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: As a swift action, you may fire two projectiles at any targets within 30 feet. If firing multiple projectiles at one target, all projectiles sharing a target use the same attack roll to determine success and deal damage normally (but see special). All arrows are shot at -6 penalty.
For every three [Finesse] you have, your range increases by 30 feet.
For every four [Fighter] feats you have, you can shoot one additional arrow.
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of projectiles you fire, you apply precision-based damage only twice per target. If you score a critical hit, only the first two projectiles fired deal critical damage; all others deal regular damage.

Hostile Mind [General] [Brawn]
Prerequisite: Cha 15.
Benefit: Your mind recoils violently against those who use mental powers against you. Whenever you are subject to any power from the telepathy discipline or spell from the Enchantment school, you will know it. At your option, the manifester must make a Will saving throw against a (DC of 10 + ½ your character level + your Charisma bonus + your number of feats) or take 2d6 points of ability damage to his casting stat.

Alternatively, you can opt to Rage like a Barbarian of your character level for a number of rounds equal to your number of [Brawn] feats. Even if you failed your saving throw against the power/spell, you will not suffer ill effects until your Rage is over. However, during this period, all your actions must be towards grievously harming the original caster/manifester. If you manage to kill him, your rage ends immediately with usual after-effects, but you will not suffer the original effect of the spell or power.
Special: You cannot take or use this feat if you have the ability to use powers or spells. If you have the Rage class feature, you will receive one extra use of Rage daily.

Mental Resistance [General] [Brawn] [Tenacity]
Prerequisite: Base Will save bonus +2.
Benefit: You shrug off all psionic powers, spells as well as supernatural, spell-like or psi-like abilities that would hinder your natural ability. For each round, you have a buffer against ability burn, drain and damage equal to your amount of [Tenacity] feats. Any ability burn, drain or damage caught in the buffer will not affect you. On the other hand, if you succeed in a melee touch attack on your next turn against the creature attacking, you can cause equal amount of ability burn, drain or damage you've buffered this round, up to a maximum of your number of [Brawn] feats. The type and amount of ability lowering is the same as it would've been on you were it not for this feat. The touch attack used for offensive side of this feat can also double as start of a grapple or tripping.
Special: You cannot take or use this feat if you have the ability to use powers or spells.

[B]Mind Over Body [General] [Tenacity]
Prerequisite: Con 13.
Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus. Once per day for each [Tenacity] feat you have, you can also share this ability with any willing, living being if you succeed in a DC 20 Heal check.
Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.

Open Minded [General] [Guile OR Finesse]
Benefit: You are naturally able to reroute your memory, mind, and skill expertise. When you take this feat, you decide whether it counts as [Guile] or [Finesse] for synergy purposes. You then immediately gain a number of skill points equal to your [Finesse] or [Guile] feats, depending on your pick. You spend these skill points as normal. If you spend them on a cross-class skills they count as ½ ranks. You cannot exceed the normal maximum ranks for your level in any skill.
Special: You can gain this feat multiple times. Each time, you again immediately gain extra skillpoints equal to your number of [Finesse] or [Guile] feats.

You can not take this feat if you have the Closed Mind feat.

Psionic Affinity [General] [Guile] [Monastic]
Benefit: You get a +2 bonus on all Psicraft checks and Use Psionic Device checks. For each two [Guile] feats you have, the bonus to UPD increases by one. For each two [Monastic] feats you have, the bonus to Psicraft increases by 1.
If you have four or more [Guile] feats, you can take 10 with all Psicraft checks even if stressed or under attack.
If you have four or more [Monastic] feats, whenever using UPD to activate a powerstone or a dorje you have 10 % chance plus additional 1% chance per monk level to not flush a powerstone or expend a charge from dorje.
Special: Monks taking this feat get UPD as a class skill.

Psionic Hole [General] [Brawn]
Prerequisite: Cha 15.
Benefit: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your (Charisma bonus x ½ your number of feats), or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Rapid Metabolism [General][Tenacity]
Prerequisite: Con 13.
Benefit: Your wounds heal rapidly.You naturally heal a number of hit points per day equal to the standard healing rate + your Constitution bonus, multiplied by your half your number of feats. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain the usual amount of hit points + your Constitution bonus multiplied by your whole number of [Brawn] feats.
You may share this trait of your with another willing living creature, as long as you succeed in a DC 20 Heal check. This check can only be attempted once per week per target creature. If succesful, the effect lasts for as many days as you have [Tenacity] feats.
[B]
Reckless Offense [General][Brawn]
Prerequisite: Base attack bonus +1.
Benefit: you have mastered the art of throwing yourself to the fray with wild abandon. When you use the attack action or full attack action in melee, you can reroll failed attack rolls once per each two feats you have. However, each time you reroll, you get a cumulative -2 penalty to AC. This penalty lasts until the start of your next turn.
Alternatively, you may take a flat bonus to all attack rolls equalling your number of [Brawn] feats, but at the cost of -4 penalty to your AC. Both the bonus and the penalty last until the start of your next turn.

[B]Sidestep Charge [General] [Fighter] [Finesse]
Prerequisite: Dex 13, Dodge.
Benefit: You are skilled at dodging past charging opponents and taking advantage when they miss. You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, either because he failed an attack roll or because you declared Dodge on him, or for any other reason, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.
At six [Fighter] feats or more, if the reason your opponent missed was because you declared dodge, you can make a "counter-charge": as a part of your Attack of Opportunity, you take a 10 foot step right past your opponent, gaining +2 bonus on the attack roll and take a -2 penalty to your AC until the start of your next turn, just as if it was you who charged. Alternatively, if you are wielding a piercing weapon that could've been readied to block a charge, you deal double damage just as if you'd readied your weapon before hand.
At six [Finesse] feats or more, when fighting a mounted charger, you can perform a special trip action as your attack of opportunity. Follow the normal rules for tripping. If you succeed at pulling the rider from his mount and also succeed in a DC30 Ride check, not only will you have knocked your enemy off his steed, you are now riding it. However, if you fail the Ride check, you will end up prone in the ground as well.


[B]Stand Still [General] [Fighter] [Brawn] [Finesse]
Prerequisite: Str 13.
Benefit: You can prevent foes from fleeing or closing. When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
If you have ten or more [Fighter] feats, you can also use an attack of opportunity to force a similar reflex save on any enemy coming within your threatened area.
If you have six or more feats, you can forcibly move any foe you stopped in either way 5 foot to any adjacent square within the limits of your reach. If you can move them into a solid surface or another creature, both suffer 1d6 points of damage.
If you have six or more [Finesse] feats, foes with less [Finesse] feats than you don't get benefits of Mobility or Improved Overrun against you.[B]
Normal: Attacks of opportunity cannot halt your foes in their tracks.

---

Am I halfway done yet? I think I maybe halfway done. I'll save rest of Epic, Psionic and what-have-you for later.

I can't be arsed to summary what all has changed. Instead, I suggest you look at your favorite feats, see what they do, and then tell me how do you like their new functions.

Frozen_Feet
2013-02-03, 10:34 AM
*mumble* Access forbidden to my behind *grumble*


Acrobatic [General] [Finesse]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks. This bonus increases by 1 for every two [Finesse] feats you have.
If you have four or more [Finesse] feats, you get the Slow fall class feature like a Monk of your character level. If you already have the Slow fall class feature, you gain the extraordinary ability to fly through air as per the fly (http://www.d20srd.org/srd/spells/fly.htm) spell for 5 rounds each day, plus additional 2 rounds for each [Finesse] feat you have or gain besides this one. These rounds need not be consecutive.

Agile [General] [Finesse]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks. This bonus increases by 1 for every two [Finesse] feats you have. If you have five or more [Finesse] feats, all check DCs for epic uses of Escape Artist (http://www.d20srd.org/srd/epic/skills.htm#escapeArtist) and Balance (http://www.d20srd.org/srd/epic/skills.htm#balance)are halved.


Alertness [General] [Guile]
Benefit: You get a +2 bonus on all Listen checks and Spot checks. This bonus increases by 1 for every two [Guile] feats you have. If you have six or more [Guile] feats, you gain the extraordinary ability to see things for what they really are, as per the true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) spell, for five rounds each day, plus additional two rounds for each [Guile] feat you have or gain besides this one. These rounds need not be consecutive. While using true seeing from this feat, you also automatically disbelieve all auditory illusions.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

Animal Affinity [General] [Guile]
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks. This bonus increases by 1 for every two [Guile] feats you have. If you have four or more [Guile] feats, you gain the extraordinary ability to speak with animals (http://www.d20srd.org/srd/spells/speakWithAnimals.htm) at will.

Athletic [General] [Brawn] [Tenacity]
Benefit: You get a +2 bonus on all Climb checks and Swim checks. For every two feats you have, the bonus to Climb increases by one, and for every two [Tenacity] feats you have, the bonus to Swim increases by one.
If you have five or more feats, you can always take 10 when climbing, even if stressed or under attack.
If you have five or more [Tenacity] feats, you can always take 10 when swimming, even if stressed or under attack.
[B]
Diligent [General] [Guile] [Monastic]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks. For every two [Guile] feats you have, the bonus to Appraise increases by one, and for every two [Monastic] feats you have, the bonus to Decipher Script increases by one.
If you have five or more [Guile] feats and succeed in an Appraise check to detect magic (see: epic uses of Appraise), you will learn all magical properties of that item as if you'd cast an identify spell on it.
If you have levels in the Monk class, the check DC to identify a scroll via Decipher Script is reduced to 10 + 3 times the spell level. You can also attempt to decipher a scroll a number of times per day equal to your number of [Monastic] feats. You never suffer hazardous consequences for using Decipher Script to browse a scroll.

Deceitful [General] [Guile]
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks. This bonus increases by 1 for every two [Guile] feats you have. If you have four or more [Guile] feats, you always take the minimum time required to craft a disguise or forge a document.

Deft Hands [General] [Finesse]
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks. This bonus increases by 1 for every two [Finesse] feats you have. If you have five or more [Finesse] feats, all epic usages of Sleight of Hand and Use Rope have their check DCs reduced by 20.

Endurance [General] [Fighter] [Tenacity]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
For each two [Tenacity] feats you have, your bonuses increase by 1.
If you have four [Fighter] feats or more, you can sleep in heavy armor without penalty for six days straight, after which you need to take one day of rest in no armor.
If you have six or more [Tenacity], all penalties from Fatigue and Exhaustion are halved.
If you have twelve or more [Tenacity] feats, you are immune to Fatigue, Exhaustion and non-lethal damage. You also never need to eat or sleep for natural reasons, and you can subsist on one glass of water for each week.
At four [Fighter] feats, you get Fire and Cold resistance 1, and it increases by 1 with each [Fighter] Feat there after.
Normal:A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Diehard [General] [Fighter] [Tenacity]
Prerequisite: Endurance.
Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. At six or more [Fighter] feats, you can instead opt to act as if you were healthy. If you don't do this, you will act as if disabled.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. This restriction goes away once you have at least six [Fighter] feats and opt to act healthy. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die. For each three [Tenacity] feats, you can take your Constitution modifier's (if positive) worth of extra damage below -9 before dying.

At twelve or more [Tenacity] feats, you become immune to death effects and death from massive damage. You always succeed in your Fortitude save against Coup de Grace. 25% of critical hits against you are negated and do normal damage.
Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.

Negotiator [General] [Guile]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks. This bonus increases by 1 every two [Guile] feats you have. If you have six or more [Guile] feats, all creatures within one step of your alignment will be at worst unfriendly towards you by default, even if they normally would have incentive to be hostile.

Nimble Fingers [General] [Finesse]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks. This bonus increases by 1 every two [Finesse] feats you have.
If you have five or more [Finesse] feats, you always take minimum time to disable a device. In addition, you will always now how to reassemble a device you have previously disabled, or close a lock you have opened.

Persuasive [General] [Guile]
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks. This bonus increases by 1 every two [Guile] feats you have. If you have four or more [Guile] feats, any opponent you intimidate will remain intimidated for 2 hours, and any suggestion you manage to plant through the Bluff skill will last for 20 minutes.

Great Fortitude [General] [Tenacity]
Benefit: You get a +2 bonus on all Fortitude saving throws. This bonus increases by 1 every two [Tenacity] feats you have. At six [Tenacity] feats, you gain Mettle. If you have Mettle from any other source, they stack into Improved Mettle.

Investigator [General] [Guile]
Benefit:You get a +2 bonus on all Gather Information checks and Search checks. This bonus increases by 1 every two [Guile] feats you have. If you have five or more [Guile] feats, you never rouse suspicion while using Gather Information. Also, if succesfully using Search to sense magic, you will know the number and rough location (within 5' radius of point of origin) of magical effects in the searched area.

Iron Will [General] [Guile] [Tenacity]
Benefit: You get a +2 bonus on all Will saving throws. This bonus increases by 1 every two [Guile] feats you have. If you have either six [Guile] or six [Tenacity] feats, you gain Mettle. If you have Mettle from any other source, they stack into Improved Mettle.

Leadership [General] [Fighter] [Guile]
Prerequisite: Character level 10th or Fighter level 6th.
Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.

Leadership Score: A character’s base Leadership score equals half his level plus any Charisma modifier plus number of [Guile] feats the character has. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be at least 6th level Fighter or 10th character of other class in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above.

Cohort Level: The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. Cohorts always use the non-elite array for abilities. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own. The GM has final say in which sorts of cohorts are available for hire.

Cohorts earn XP as follows: The cohort does not count as a party member when determining the party’s XP.

Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).

Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total.

If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat.

Followers don’t earn experience and thus don’t gain levels. They always use the average array for abilities. Followers are always of the character's own basic race, or a mix of the original PHB races (human, halfling, elf, half-elf, half-orc, dwarf). However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score, see Table: Reputation.

Other modifiers may apply when the character tries to attract a cohort, see Table: Attracting Cohorts.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the modifiers that apply on Table: Attracting Followers.

Special: A Fighter taking this feat can substitute half his number of [Fighter] feats for his Charisma modifier for purposes of counting Leadership score. This means feats with both [Fighter] and [Guile] tags will be counted twice.

Important note: for actual Leadership tables, see d20 SRD here. (http://www.d20srd.org/srd/feats.htm#leadership)

Lightning Reflexes [General] [Finesse]
Benefit: You get a +2 bonus on all Reflex saving throws. This bonus increases by 1 for every two [Finesse] feats you have. At six or more [Finesse] feats, you get Evasion. If you already have Evasion from another source, they stack into Improved Evasion.

Magical Aptitude [General] [Guile] [Monastic]
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. For each two [Guile] feats you have, the bonus to UMD increases by 1, and for each [Monastic] feat you have, the bonus to spellcraft increases by 1.
If you have four or more [Guile] feats, check DCs for all epic uses of Spellcraft are halved.
If you have four or more [Monastic] feats, whenever using UMD to activate scroll, wand or staff you have 10 % chance plus additional 1% chance per monk level to not expend the scroll or a charge of wand or staff.
Special: Monks who take this feat gain Use Magic Device as a class skill.

Self-Sufficient [General] [Guile] [Tenacity]
Benefit: You get a +2 bonus on all Heal checks and Survival checks. For each two [Guile] feats, bonus to Heal increases by 1, and for every two [Tenacity] feats, the bonus to Survival increases by one.
If you have four or more [Guile] feats, all epic usages of Heal have their check DCs halved.
If you have four or more [Tenacity] feats, all check DCs to know direction of a place in the same plane are halved. (See: epic uses of Survival). If underground or submerged, you will also always know how deep you are in relation to the surface directly above you, as well as which direction the surface is. A survival check with DC 30 will also allow you to know if a tunnel or any contained space will have breathable air before you enter it.

[B]Run [General] [Fighter] [Tenacity]
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
At 6 or more [Tenacity] feats, you can run six times your normal speed or five times your speed in heavy load.
At 6 or more [Fighter] feats, you no longer take any penalties for heavy load or heavy armor.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Scribe Scroll [Item Creation] [Monastic]
Prerequisite: Caster level 1st OR Monk level 1st, Magical Aptitude and Diligent or Rogue 8th level, Magical Aptitude and Diligent.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Special: Monks who pick this feat naturally don't have any spells known. Instead, when they pick this feat, they get to pick a list: Paladin, Ranger or Bard. They can then pick as many 1st level spells from that list as they have [Monastic] feats. They count as knowing these spells for purposes of scribing scrolls only. Once picked, a list can't be changed. Monks still need to use Use Magic Device to properly recite these scrolls.

A Rogue of 8th level or up can take this feat with similar cave-ats, but they can only pick Wizard/Sorcerer list.

For each two [Monastic] feats a rogue or monk gets, he may pick one 2nd level spell for scribing scrolls. For each four [Monastic] feats, he may pick one third level spell. For each six [Monastic] feats, he may pick one fourth level spell, and for each eight, one fifth level spell. A rogue's or monk's caster level for purposes of scribing scrolls is (Character level - 3), minimum 1.

Brew Potion [Item Creation] [Monastic]
Prerequisite: Caster level 3rd OR Monk level 3rd and Magical Aptitude OR Rogue level 6th and Magical aptitude.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion can also be made into an oil that works by being smeared on an object.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Special: Monks who pick this feat naturally don't have any spells known. Instead, when they pick this feat, they get to pick a list: Paladin, Ranger or Bard. They can then pick as many 1st level spells from that list as they have [Monastic] feats. They count as knowing these spells for purposes of brewing potions only. Once picked, a list can't be changed.

A Rogue of 6th level or up can take this feat with similar cave-ats, but can only pick Wizard/Sorcerer list.

For each two [Monastic] feats a rogue or monk gets, he may pick one 2nd level spell for brewing potions. For each six [Monastic] feats, he may pick one third level spell. A rogue's or monk's caster level for purposes of scribing scrolls is (Character level - 3), minimum 1.

All monks and rogues taking this feat also receive Craft (Alchemy) as a class skill and can make alchemical items in absence of all magic.

Craft Magic Arms And Armor [Item Creation] [Fighter]
Prerequisite: Caster level 5th OR Fighter level 12th and Magical Aptitude
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Special: A Fighter picking this feat usually has no spells. Instead, for every two [Fighter] feats he has, he can pick one weapon or armor enhancement that he becomes able to replicate without knowing any magic. When necessary to know, Fighter's "caster level" for purposes of replicating charms is equal to his Base Attack Bonus. Otherwise, Fighters follow normal rules for crafting magic items.

Craft Wondrous Item [Item Creation]
Prerequisite: Caster level 3rd OR Magical Aptitude and Craft (any) 12 ranks.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Special: A non-caster character taking this feat obviously can't know any spells. For the purposes of this feat, he knows the secret of making two wondrous items chosen from amongst items relating to his Craft skill for each [Item Creation] feat he has, without needing magic. When necessary to know, such character's "caster level" for purposes of replicating charms is equal to his proper Craft skill rank. Otherwise, such characters follow normal rules for crafting magic items.

Forge Ring [Item Creation]
Prerequisite: Caster level 12th OR Magical Aptitude, Profession (Jeweler) +8 and Craft (Jewelry) +16
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

A non-caster character taking this feat obviously can't know any spells. For the purposes of this feat, he knows the secret of making two different rings for each [Item Creation] feat he has, without needing magic. When necessary to know, such character's "caster level" for purposes of replicating charms is equal to his Craft (Jewelry) skill rank. Otherwise, such characters follow normal rules for crafting magic items.

Frozen_Feet
2013-02-04, 12:22 PM
An example of what Feat Synergy does:

I'll make a character. Human Fighter. Let's call him Rolf MacStabbity.
We'll call his vanilla counterpart Joe Control. He uses the core feats. I'll be picking their feats pretty much at random.

At level 1, I have three feats to pick from. Both characters have Dex 15. Oh, gee, I dunno, let's pick Skill Focus (Spot), Weapon Focus and Weapon Finesse.

Because for Rolf, Skill Focus counts as a Finesse feat, I start of with synergy count of 3 Finesse, 2 Fighter. This means I get:

- +2 to hit with two weapons of my choice - I pick Sais and Shuriken
- I can use Dex for my to hit, but because I gots 3 Finesse feats, I also get to ignore penalty for using light weapons to disarm - meaning the Disarm bonus on my sais is actually usefull!
- Spot is now a class skill for Rolf! Ya! Though I only get paltry +1 to checks.

Joe:
- gets +1 to hit with one weapon of my choice - let's pick sai.
- I can use Dex to hit, but because sai is a light weapon, that tasty +4 just nullifies my penalty. Sadness.
- I get +3 to Spot, but on another hand, it is not a class skill for me.

Fast forward to level 5. Both character have Dex 16 now. I get three more feats to play with. Let's pick Skill Focus (Listen), Two-weapon Fighting and Combat Expertise. Skill Focus again counts as Finesse, so Rolf now has 4 Fighter, 5 Finesse and 1 Guile.

- +3 to hit with three weapons. Lets pick long spear to accompany us.
- I can use Dex for attack, trip and grapple, and get to ignore disarming penalty with sais.
- Spot and Listen are now class skill, and I get +2 to both.
- I can reduce my BAB by 1 to 3 points to gain 2 to 5 point dodge bonus to AC
- Sais being light weapons, I get no penalty for using two of them. Neener!
- My whole attack routine looks like +11 mainhand and +11 offhand.

Joe:

- gets +1 to hit with sai
- can use Dex to hit, but because sai is a light weapon, that tasty +4 just nullifies my penalty. Sadness.
- gets +3 to Spot and Listen
- can take 1 to 5 point penalty to hit to gain 1 to 5 point bonus to AC.
- attack routine is looking like +6 mainhand, +4 offhand.

Fast forward to level 10. Both character have Dex 17 now. I get feats from level 6, another from level 6, one from 8, one from 9 and from 10... whoa, five new feats! Gee... let's put them to Skill Focus (Autohypnosis), Weapon Specialization, Two-weapon Defense, Greater Weapon Focus and Improved Two-weapon Fighting.

Rolf's synergy count is now 8 Fighter, 8 Finesse and 4 Guile.

- +5 to hit with five weapons. I pick Longbow and Rapier
- I can use Dex for attack, trip and grapple, and get to ignore disarming penalty with sais.
- Spot, Listen and Autohypnosis are now class skill, and I get +4 to all. I also have Skill Mastery on them and can take 10 when I feel like it.
- I can reduce my BAB by 1 to 5 points to gain 2 to 10 point dodge bonus to AC
- I get +8 to damage from Weapon Specialization and can use my Dex for damage for another +3
- Sais being light weapons, I get no penalty for using two of them.
- Wielding two sais nets +5 Shield AC, +10 if using Combat Expertise (Fighting Defensively) or Total Defense
- I can drop one or both off-hand attacks in favor of using them to deflect incoming melee attacks. I can make immediate feint, trip or disarm action as an attack of opportunity after a succesful deflection.
- Once per round, if I miss with my main hand, I can reroll that attack with my off-hand weapon
- I get +2 to all feint and disarm attempts with my off-hand
- My main hand gets +4 to sunder checks
- Whenever I hit with my main hand weapon, I can roll my weapon's damage dice twice and add the results.
- Once per round, I can use an attack of opportunity to parry any incoming melee attack and take no damage.
- I get +2 to all Charisma checks and +4 to intimidate when wielding Sai, Shuriken, Longspear, Longbow or rapier. When I draw any of them, I can make Intimidate check to demoralize as part of the action.
- twice per round, I can reroll failed critical confirmation roll
- twice per round, I can reroll damage and take the result I like more. Alternatively, I can add up to 2d6 to any check to prevent my weapons from being sundered, disarmed or affected by spells.
- My whole attack routine looks like +18/+13 mainhand and +18/+13 offhand.

Joe:

- gets +2 to hit and dam with sai
- can use Dex to hit, but because sai is a light weapon, that tasty +4 just nullifies my penalty. Sadness.
- gets +3 to Spot, Autohpynosis and Listen
- can take 1 to 5 point penalty to hit to gain 1 to 5 point bonus to AC.
- gets +1 to shield AC when using two weapons, +2 if using Combat Expertise (Fighting Defensively) or using Total Defense
- gets third off-hand attack at -10 penalty.
- attack routine is +13/+8 mainhand, +13/+8 off-hand

Fast forward to level 15. Both character have Dex 18 now. I get four feats in the interim. I pick Skill Focus (Use Psionic Device), Improved Feint, Improved Disarm and Greater Weapon Specialization.

Rolf's synergy count is now 11 Fighter, 11 Finesse and 7 Guile.

- +6 to hit with six weapons. I pick nunchaku into my bag.
- I can use Dex for attack, trip and grapple, and get to ignore disarming penalty with sais.
- Spot, Listen, Autohypnosis and Use Psionic Device are now class skill, and I get +5 to all. I also have Skill Mastery on them and can take 10 when I feel like it.
- I can reduce my BAB by 1 to 4 points to gain 4 to 15 point dodge bonus to AC
- I get +10 to damage from Weapon Specialization and can use my Dex for damage for another +4
- Sais being light weapons, I get no penalty for using two of them.
- Wielding two sais nets +6 Shield AC, +12 if using Combat Expertise (Fighting Defensively) or Total Defense
- I can drop one, two or all off-hand attacks in favor of using them to deflect incoming melee attacks. I can make immediate feint, trip or disarm action as an attack of opportunity after a succesful deflection.
- Once per round, if I miss with my main hand, I can reroll that attack with my off-hand weapon
- I get +3 to all feint and disarm attempts with my off-hand
- My main hand gets +5 to sunder checks
- Whenever I hit with my main hand weapon, I can roll my weapon's damage dice twice and add the results.
- Once per round, I can use an attack of opportunity to parry any incoming melee attack and take no damage.
- I get +3 to all Charisma checks and +6 to intimidate when wielding Sai, Shuriken, Longspear, Longbow, Nunchaku or Rapier. When I draw any of them, I can make Intimidate check to demoralize as part of the action.
- thrice per round, I can reroll failed critical confirmation roll
- twice per round, I can reroll damage and take the result I like more. Alternatively, I can add up to 2d6 to any check to prevent my weapons from being sundered, disarmed or affected by spells.
- I provoke no AoO when I disarm, and my opponent doesn't get to disarm me if I fail. I get to counter-disarm even if my foe has Imp. Disarm, as long as I have more [Guile] feats. I get +9 to disarm checks. Whenever I fail a disarm check, I get to reroll.
- I can feint as a swift action. Penalties for feinting non-humanoids and animals are reduced by 2.
- My whole attack routine looks like +24/+19/+14 mainhand and +24/+19/+14 offhand.
- When wielding Sai, Shuriken, Longspear, Longbow, Nunchaku or Rapier, I can take 10 on attack rolls or opposed checks 11 times per encounter. Against these weapons, all Hardness and DR is reduced by 15 points.
- Once per encounter, I can disable any Fast Healing or Regeneration from working for 7 rounds.

Joe:

- gets +2 to hit and +4 dam with sai
- can use Dex to hit, but because sai is a light weapon, that tasty +4 just nullifies my penalty. Sadness.
- gets +3 to Spot, Autohpynosis, UPD and Listen
- can take 1 to 5 point penalty to hit to gain 1 to 5 point bonus to AC.
- gets +1 to shield AC when using two weapons, +2 if using Combat Expertise (Fighting Defensively) or using Total Defense
- gets second off-hand attack at -5 penalty.
- attack routine is +19/+14/+9 mainhand, +19/+14 off-hand
- doesn't provoke AoO when disarming and can't be counter-disarmed
- can feint as a move action.

Fast forward to level 20. Both have Dex 20. I get four new feats. I'll use them on Open Minded, Quick Draw, Multi-weapon Fighting and Melee Weapon Mastery

Rolf's synergy count is now 13 Fighter, 13 Finesse, 9 Guile and 1 Brawn.

- +7 to hit with seven weapons. I pick kama into my bag.
- I can use Dex for attack, trip and grapple, and get to ignore disarming penalty with sais.
- Spot, Listen, Autohypnosis and Use Psionic Device are now class skill, and I get +6 to all. I also have Skill Mastery on them and can take 10 when I feel like it.
- I can reduce my BAB by 1 to 5 points to gain 4 to 20 point dodge bonus to AC
- I get +12 to damage from Weapon Specialization and can use my Dex for damage for another +5
- Sais being light weapons, I get no penalty for using two of them.
- Wielding two sais nets +7 Shield AC, +14 if using Combat Expertise (Fighting Defensively) or Total Defense
- I can drop one, two, three, four, five or all off-hand attacks in favor of using them to deflect incoming melee attacks. I can make immediate feint, trip or disarm action as an attack of opportunity after a succesful deflection.
- Twice per round, if I miss with my main hand, I can reroll that attack with my off-hand weapon
- I get +4 to all feint and disarm attempts with my off-hands
- My main hand gets +6 to sunder checks
- Whenever I hit with my main hand weapon, I can roll my weapon's damage dice twice and add the results.
- Once per round, I can use an attack of opportunity to parry any incoming melee attack and take no damage.
- I get +4 to all Charisma checks and +8 to intimidate when wielding Sai, Shuriken, Longspear, Longbow, Nunchaku, Kama or Rapier. When I draw any of them, I can make Intimidate check to demoralize as part of the action.
- four times per round, I can reroll failed critical confirmation roll
- three per round, I can reroll damage and take the result I like more. Alternatively, I can add up to 3d6 to any check to prevent my weapons from being sundered, disarmed or affected by spells.
- I provoke no AoO when I disarm, and my opponent doesn't get to disarm me if I fail. I get to counter-disarm even if my foe has Imp. Disarm, as long as I have more [Guile] feats. I get +10 to disarm checks. Whenever I fail a disarm check, I get to reroll.
- I can feint as a swift action. Penalties for feinting non-humanoids and animals are reduced by 4.
- My whole attack routine looks like +29/+24/+19/+14 mainhand and +24/+19/+14 offhand and +24/+19/+14 offhand .
- When wielding Sai, Shuriken, Longspear, Longbow, Nunchaku, Kama or Rapier, I can take 10 on attack rolls or opposed checks 12 times per encounter. Against these weapons, all Hardness and DR is reduced by 20 points.
- Once per encounter, I can disable any Fast Healing or Regeneration from working for 9 rounds.
- I can draw weapons as a free action, and hidden weapons as a free action with DC Sleight of Hand check. I get +9 bonus to Bluff and Sleight of Hand. Twice per round I can feint or disarm as part of drawing my weapons. I can throw as many damn weapons in a round as I feel like.
- my reach increases by 10' and when using Sai, Longspear, Nunchaku, Kama or Rapier, I can take 10' steps in place of 5'
- I get 13 more skillpoints to spend

Joe can't get multi-weapon, so he gets Greater Two-weapon Fighting. I won't bother to search for his equivalent to Melee Weapon mastery, because I think I made the point already.

- gets +2 to hit and +4 dam with sai
- can use Dex to hit, but because sai is a light weapon, that tasty +4 just nullifies my penalty. Sadness.
- gets +3 to Spot, Autohpynosis, UPD and Listen
- can take 1 to 5 point penalty to hit to gain 1 to 5 point bonus to AC.
- gets +1 to shield AC when using two weapons, +2 if using Combat Expertise (Fighting Defensively) or using Total Defense
- gets third off-hand attack at -10 penalty.
- attack routine is +19/+14/+9 mainhand, +19/+14 off-hand
- doesn't provoke AoO when disarming and can't be counter-disarmed
- can feint as a move action.
- can draw weapon as a free action, hidden weapon as move action, throw as many weapons as he likes
- gets third off-hand attack at -10 penalty
- gets 5 more skillpoints

... and I wrote that before I remember sai, kama and nunchaku are exotic for a Fighter. Not that it particularly matters.

Djinn_in_Tonic
2013-02-04, 01:27 PM
Fast forward to level 20. Both have Dex 20. I get four new feats. I'll use them on Open Minded, Quick Draw, Multi-weapon Fighting and Melee Weapon Mastery

Rolf's synergy count is now 13 Fighter, 13 Finesse, 9 Guile and 1 Brawn.

- +7 to hit with seven weapons. I pick kama into my bag.
- I can use Dex for attack, trip and grapple, and get to ignore disarming penalty with sais.
- Spot, Listen, Autohypnosis and Use Psionic Device are now class skill, and I get +6 to all. I also have Skill Mastery on them and can take 10 when I feel like it.
- I can reduce my BAB by 1 to 5 points to gain 4 to 20 point dodge bonus to AC
- I get +12 to damage from Weapon Specialization and can use my Dex for damage for another +5
- Sais being light weapons, I get no penalty for using two of them.
- Wielding two sais nets +7 Shield AC, +14 if using Combat Expertise (Fighting Defensively) or Total Defense
- I can drop one, two, three, four, five or all off-hand attacks in favor of using them to deflect incoming melee attacks. I can make immediate feint, trip or disarm action as an attack of opportunity after a succesful deflection.
- Twice per round, if I miss with my main hand, I can reroll that attack with my off-hand weapon
- I get +4 to all feint and disarm attempts with my off-hands
- My main hand gets +6 to sunder checks
- Whenever I hit with my main hand weapon, I can roll my weapon's damage dice twice and add the results.
- Once per round, I can use an attack of opportunity to parry any incoming melee attack and take no damage.
- I get +4 to all Charisma checks and +8 to intimidate when wielding Sai, Shuriken, Longspear, Longbow, Nunchaku, Kama or Rapier. When I draw any of them, I can make Intimidate check to demoralize as part of the action.
- four times per round, I can reroll failed critical confirmation roll
- three per round, I can reroll damage and take the result I like more. Alternatively, I can add up to 3d6 to any check to prevent my weapons from being sundered, disarmed or affected by spells.
- I provoke no AoO when I disarm, and my opponent doesn't get to disarm me if I fail. I get to counter-disarm even if my foe has Imp. Disarm, as long as I have more [Guile] feats. I get +10 to disarm checks. Whenever I fail a disarm check, I get to reroll.
- I can feint as a swift action. Penalties for feinting non-humanoids and animals are reduced by 4.
- My whole attack routine looks like +29/+24/+19/+14 mainhand and +24/+19/+14 offhand and +24/+19/+14 offhand .
- When wielding Sai, Shuriken, Longspear, Longbow, Nunchaku, Kama or Rapier, I can take 10 on attack rolls or opposed checks 12 times per encounter. Against these weapons, all Hardness and DR is reduced by 20 points.
- Once per encounter, I can disable any Fast Healing or Regeneration from working for 9 rounds.
- I can draw weapons as a free action, and hidden weapons as a free action with DC Sleight of Hand check. I get +9 bonus to Bluff and Sleight of Hand. Twice per round I can feint or disarm as part of drawing my weapons. I can throw as many damn weapons in a round as I feel like.
- my reach increases by 10' and when using Sai, Longspear, Nunchaku, Kama or Rapier, I can take 10' steps in place of 5'
- I get 13 more skillpoints to spend

Joe can't get multi-weapon, so he gets Greater Two-weapon Fighting. I won't bother to search for his equivalent to Melee Weapon mastery, because I think I made the point already.

- gets +2 to hit and +4 dam with sai
- can use Dex to hit, but because sai is a light weapon, that tasty +4 just nullifies my penalty. Sadness.
- gets +3 to Spot, Autohpynosis, UPD and Listen
- can take 1 to 5 point penalty to hit to gain 1 to 5 point bonus to AC.
- gets +1 to shield AC when using two weapons, +2 if using Combat Expertise (Fighting Defensively) or using Total Defense
- gets third off-hand attack at -10 penalty.
- attack routine is +19/+14/+9 mainhand, +19/+14 off-hand
- doesn't provoke AoO when disarming and can't be counter-disarmed
- can feint as a move action.
- can draw weapon as a free action, hidden weapon as move action, throw as many weapons as he likes
- gets third off-hand attack at -10 penalty
- gets 5 more skillpoints

... and I wrote that before I remember sai, kama and nunchaku are exotic for a Fighter. Not that it particularly matters.

I'll be perfectly frank with you here: this is a truckload of additional abilities, and some of them are pretty cool. That said, the majority of them are flat bonuses or circumstantial bonuses or, like the ability to deflect melee attacks, probably make this guy invincible in combat.

Which is an issue, as, while the Fighter wasn't the strongest in combat, he was really only weak when compared to what Tome of Battle and spellcasters could do in the same combat. He didn't need such a huge boost to his "standing toe-to-toe and fighting with someone" capabilities, because that was the one place where he was at least passably decent.

He needed a boost in his options both in and out of combat, and this doesn't really serve to give him the needed options. It also drastically increases both bookkeeping and ability bloat, which I can't see as a good design. You have 13 more bullet points on the Fighter with these feats, meaning that the feats alone effectively doubled the list of abilities...and most of those abilities are conditional bonuses that must be remembered, tracked, and have their uses recorded. Urgh. :smalleek:

It's a decent idea, but it needs some SERIOUS tweaking. I'd focus more on opening up some "class feature" replacement abilities rather than using scaling numbers: that may help the Fighter more than +4 to disarm checks, and will also be more fun for the player to "unlock."

Frozen_Feet
2013-02-04, 02:09 PM
It's a decent idea, but it needs some SERIOUS tweaking. I'd focus more on opening up some "class feature" replacement abilities rather than using scaling numbers: that may help the Fighter more than +4 to disarm checks, and will also be more fun for the player to "unlock."

McStabbity in the example got skill mastery for four skills that weren't on his class skill list when he started. He could afford to spend his non-bonus feats for things like Skill Focus and Open Minded, because those scaling flat numerical bonuses on his other feats mean he doesn't need to devote more feat slots just to getting higher bonuses, like he would have to do in core.

That reason why many early feats have scaling +x to this or that, is to a)retain the basic funtionality of the original feats and b) it frees up later feats and synergy effects to do something entirely different. I've yet to get to many of those later feats, though. Those boring flat numerical bonuses are, however, required to make some combat styles viable.

As for "invincibility" in combat it is something that only happens at late levels, and only happens for a character with lots of Feats, namely, the Fighter. Which I find perfectly fair, considering its the Fighter. :smalltongue:

As for tracking more and more different and circumstancial special abilities, it is a bother. On the other hand, it needs more player involvement than flat-out immunities and is an inevitable side-effect of trying to give Fighter more things to do both in and out of combat. I'm not convinced the end-result, as it is, is more bothersome than tracking maneuvers or spells.

Frozen_Feet
2013-02-04, 07:11 PM
Armor Proficiency (Light) [General]
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Special: Character classes that have light armor proficiency listed in their class features automatically have this feat. They need not select it.

If after taking this feat you ever take a level in class that automatically gets it, you get to swap it for Armor Proficiency (Medium).

Armor Proficiency (Medium) [General]
Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Character classes that have medium armor proficiency listed in their class features automatically have this feat. They need not select it.

If after taking this feat you ever take a level in class that automatically gets it, you get to swap it for Armor Proficiency (Heavy).

Armor Proficiency (Heavy) [General]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Character classes that have heavy armor proficiency listed in their class features automatically have this feat. They need not select it.

If after taking this feat you ever take a level in class that automatically gets it, you get to swap it for Armor Focus.

Armor Focus [General] [Fighter]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (Heavy).
Benefit: Armor is like a second skin to you. For each two [Fighter] you have or gain, you reduce all armor check penalties by 1 (to a minimum of 0) and get +2 point of armor bonus to AC from wearing armor. For each [Fighter] feat you have or gain, you also get +1 to Craft (Armorsmithing) and all Appraise checks relating to armor and shields.

Shield Proficiency [General]
Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.
Special: Character classes that have shield proficiency listed in their class features automatically have this feat. They need not select it.

If after taking this feat you ever take a level in class that automatically gets it, you get to swap it for Tower Shield Proficiency.

Tower Shield Proficiency [General]
Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Character classes that have tower shield proficiency listed in their class features automatically have this feat. They need not select it.

If after taking this feat you ever take a level in a class that automatically gets it, you get to swap it for Weapon Focus feat.

Improved Shield Focus [General] [Fighter]
Prerequisite: Shield Proficiency, Weapon Focus with at least one type of shield.
Benefit: When Fighting Defensively, using the Combat Expertise feat or using Total Defense action, you get to double your Shield bonus to AC. If you have six [Fighter] feats or more, you always double your Shield bonus to AC from your shield, and quadruple it when using the aforementiond actions.

Shield Stun [General] [Fighter] [Brawn]
Prerequisite: Improved Shield Bash, BAB +4
Benefit: You can use this feat when making a Shield Bash. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Shield Stun forces a foe damaged by your shield bash to make a Fortitude saving throw (DC 10 + ½ your character level + your Str modifier + the amount of [Brawn] feats you have), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a Shield Stun (1 + the amount of [Fighter] feats you have + 1/4 your character level) times per day (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A fighter who selects this feat may attempt a stunning attack extra number of times per day equal to his levels in fighter, plus one more time per day for every four levels she has in other classes. Finally, a fighter with at least five feats can opt to make his targed Nauseated for 1d3 rounds instead of stunning them.

[B]Martial Weapon Proficiency [General]
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. For each two [Fighter] feats you have or gain, you get proficiency with one more martial weapon.
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: Character classes that have martial weapon proficiency listed in their class features automatically have this feat. They need not select this feat.

If after taking this feat you ever take a level in a class that automatically gets it, you get to swap it for Exotic Weapon Proficiency.

A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.

Extra Music [General] [Bardic]
Prerequisite: Bardic music.
Benefit: You can use your bardic music four extra times per day. For each [Bardic] feat you gain after this one, you get yet another extra use.
Normal: Bards without the Extra Music feat can use bardic music once per day per level.

Eyes In The Back Of Your Head [General] [Fighter]
Prerequisites: Base attack bonus +3, Wis 19.
Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. If you have six or more [Fighter] feats, you gain Uncanny dodge like a 4th level rogue. If you have Uncanny dodge from any other source, they stack into Improved Uncanny Dodge, and you can use your whole character level to determine the minimum rogue level required to flank you.

Fleet Of Foot [General] [Finesse] [Fighter]
Prerequisites: Dex 15, Run.
Benefit: When running or charging, you can make a single direction change of 90 degrees or less for each [Finesse] feat you have. You can’t use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load, unless you have six [Fighter] feats or more. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.
Normal: Without this feat, you can run or charge only in a straight line.

Jack Of All Trades [General] [Guile]
Prerequisite: You must be at least 6th level.
Benefit: You can use any skill untrained, even those that normally require training. If you have six or more [Guile] feats, you can "Take 7" for any skill check in any situation, meaning you act if you had rolled a 7 on d20.

Knock-Down [General] [Brawn] [Fighter]
Prerequisites: Base attack bonus +2, Improved Trip, Str 15.
Benefit: Whenever you deal 20 or more points of damage to an opponent of the same size as or smaller than you, you make a trip attack as a free action against the same target. If you have six or more feats, you can move any foe you succesfully trip this way 5 feet to any adjacent square. If you have eight or more [Fighter] feats, you can use this ability to trip foe of any size category. However, the damage you need to score on larger opponents is doubled for every size category they are larger than you.

[B]Plant Defiance [General] [Divine]
Prerequisite: Ability to cast detect animals or plants OR Tongue of the sun and moon.
Benefit: You can turn (but not destroy) plant creatures as a good cleric turns undead. When determining the result of a turning attempt, treat all destruction results as normal turning. Treat immobile plant creatures as creatures unable to flee. This ability is usable a total number of times per day equal to 3 + your Charisma modifier + your number of [Divine] feats. You use your highest caster level to determine the level at which you turns plants.
Special: Monks taking this feat can substitude their [Monastic] feats for [Divine] feats in regards to this feat. Monks use their character level in place of caster level.

Plant Control [General] [Divine]
Prerequisites: Plant Defiance, ability to cast speak with plants. OR Tongue of the sun and moon.
Benefit: You can rebuke or command plant creatures as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though it may do so mentally if desired. This ability is usable a total number of times per day equal to 3 + your Charisma modifier + your number of [Divine] feats. You use your highest caster level to determine the level at which you rebuke plants.
Special: Monks taking this feat can substitude their [Monastic] feats for [Divine] feats in regards to this feat. Monks use their character level in place of caster level.

Superior Expertise [General][Fighter][Guile]
Prerequisites: Int 13, Combat Expertise, base attack bonus +6.
Benefit: Sense Motive skill check DCs to discern alignment, partial alignment or detecting surface thoughts are halved for you as long as you use them against someone withas many or less [Guile] feats than you. (see: epic usages of Sense Motive). In combat, it's a free action for you to use Sense Motive to sense enhancement. (See: Sense Motive)
Likewise, Bluff skill check DCs to display false alignment, disguise surface thoughts or instill suggestion are halved for you as long as you use them against someone with as many or less [Guile] feats than you. In combat, you can use Feint to instill suggestion instead of the normal effect. (See: epic uses of Bluff)
If you have six or more [Fighter] feats, you gain Uncanny dodge like a 4th level rogue. If you have Uncanny dodge from any other source, they stack into Improved Uncanny Dodge, and you can use your whole character level to determine the minimum rogue level required to flank you. If you already have Improved Uncanny Dodge, you add 4 to your character level for these purposes.


Blindsight [General] [Monastic] [Fighter]
Prerequisites: Base attack bonus +4, Blind-Fight, Wisdom 19.
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you can detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern incorporeal beings. (Except for range, this feat is identical to the blindsight special ability.)
Range of this ability increases by 5 foot for each five [Fighter] feats you have.
If you have six or more [Monastic] feats, you can make a special Listen DC 30 check to discern presence of incorporeal beings. This effects last for a number of rounds equal to you Monk level + your Wisdom Modifier.

Hold The Line [General] [Fighter] [Brawn]
Prerequisites: Combat Reflexes, Stand Still, base attack bonus +2.
Benefit: You may make an attack of opportunity against a opponent who enters an area you threaten. If they are charging, your attack of opportunity happens immediately before the charge attack is resolved. If you have ten or more [Fighter] feats, this you may use this feat before or after you've used Stand Still to stop them.
If you have six or more [Brawn] feats, you can forcibly move any foe you hit using this feat 5 foot to any adjacent square within the limits of your reach. If you can move them into a solid surface or another creature, both suffer 1d6 points of damage.
Normal: You only get an attack of opportunity against a character that exits a square you threaten.

Divine Might [Divine] [Brawn]
Prerequisites: Str 13, turn or rebuke undead ability, Power Attack.
Benefit: As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round per each [Divine] feat you have. If you have five or more feats, you can also use Intimidate to demoralize as part of the same action.

[B]Divine Vengeance [Divine]
Prerequisites: Ability to turn undead, Extra Turning.
Benefit: You can spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead for as many rounds as you have [Divine] feats. If you have four or more [Divine] feats, all Undead and Mindless creatures are consider to lose their immunity to fear against you, meaning all fear effects originating from you affect them as well. This is a supernatural ability.

Power Critical [General] [Fighter]
Prerequisites: Weapon focus, base attack bonus +4
Benefit: Whenever you confirm a critical hit, you can forgo any extra damage and instead deal 1 point of Constitution damage to your opponent. If you have six [Fighter] feats or more, you can instead cause Strenght or Dexterity damage.
If you have eight or more [Fighter] feats, you get a special threat range of 20 and hit multiplier of x2 against all creatures normally immune to critical hits. This means you can score critical hits against them.

Sharp-Shooting [General] [Finesse] [Fighter]
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +3.
Benefit: This feat can only be used with piercing ranged weapons. You are precise enough to hit acupuncture points or eyes of your enemy. If you score a critical hit with your ranged weapon, you can forgo any bonus damage to instead deal 1 point of Wisdom damage to your opponent. If your opponent has eyes, it also becomes blinded for rest of the day.
Alternatively, you can declare to use this ability before an attack roll - failed attack thus wastes an attempt. Hitting an acupuncture point forces a foe damaged by your attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Dex modifier + the amount of [Finesse] feats you have), in addition to dealing damage normally. A foe who succeeds at a save becomes sickened for 1d4 hours, and can't be targeted again by this ability during that period. A foe who fails the saving throw becomes Nauseated for 1d3 rounds. You can use this alternative ability as many times per day as you have [Fighter] feats, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected.
If you have five or more [Fighter] feats, you can instead opt to make a foe who has failed his saving throw suffer effect similar to the Hideous Laughter spell.

Frozen_Feet
2013-02-07, 12:45 AM
Scribe's Familiar [General] [Monastic] [Supernatural]
Prerequisite: Tongue of the Sun and Moon, Scribe Scroll
Benefit: A monk who takes this feat gains a familiar, akin to a wizard or sorcerer. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master, see the table in wizard's class description. These special abilities apply only when the master and familiar are within 1 mile of each other.

The monk chooses the kind of familiar he gets. As the monk advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the monk, the monk must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per monk level; success reduces the loss to one-half that amount. However, a monk’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A monk with this feat always uses his whole character level for the purpose of determining any familiar abilities that depend on the master’s level. If he ever takes levels in a class that would also allow a familiar, he automatically gets Improved Familiar feat. For details on other familiar abilities and progression, see the wizard's class description. (http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars)

Improved Familiar [General] [Monastic] [Supernatural]
This feat allows spellcasters or monks to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also available for the prospecting master. The master-to-be may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

The list in Table: Improved Familiar by Alignment presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown in Table: Improved Familiar by Type/Subtype.

Important note: for the proper tables, see the d20 System Reference Document. (http://www.d20srd.org/srd/feats.htm#improvedFamiliar)

Special: Monks gaining this feat use their character level in place of arcane caster level for determining which familiars are available.

Improved Counterspell [General] [Supernatural]
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. If you have four or more [Supernatural] feats, you may use spell of the same school of equal level.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Extra Turning [General][Divine]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: When you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. For each [Divine] feat you get after this, you get one more additional use.

If you have the ability to turn or rebuke more than one kind of creature, each of your turning or rebuking abilities gains these additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.

Improved Turning [General][Divine]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. For each three [Divine] feats you have or gain, your effective level increases by 1 more.

Simple Weapon Proficiency [General]
Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.

If after taking this feat you ever take a level in a class other than druid, monk or wizard, you get to swap this feat for Martial Weapon Proficiency.

Augment Summoning [General] [Supernatural]
Prerequisite: Spell Focus (at least two conjuration spells).
Benefit: Each creature you conjure with any summon spell gains an enhancement bonus to Strength and Constitution equal to half your number of [Supernatural] feats for the duration of the spell that summoned it.

Combat Casting [General] [Supernatural]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. For each three [Supernatural] feats you have or gain, this bonus increases by 1.

Eschew Materials [General] [Supernatural]
Benefit: You can cast any spell that has a material component costing 1 cp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 cp, you must have the material component at hand to cast the spell, just as normal. For each three [Supernatural] feats you have or gain, the cost of components you can ignore increases tenfold, first to 1 sp, then to 1 gp, then to 1 pp etc.

Creature bodyparts with no listed cost face a special restriction. You can not eschew such component if it comes from a creature with HD higher than (1+ ½ your number of [Supernatural] feats). Bodyparts from extraplanar creatures, such as gods, elementals or outsiders not native to your current plane, can never be eschewed.

Spell Focus [General] [Supernatural]
Benefit: Choose two spells you know. You add +1 to the Difficulty Class for all saving throws made against those spells. For each five [Supernatural] feats you have, this bonus increases by 1.

Greater Spell Focus [General] [Supernatural]
Prerequisite: Spell Focus
Benefit: This feat applies to all spells your Spell Focus applies to. You get a number of rerolls per day equal to your number of [Supernatural] feats. When your target succeeds in a save against one of your chosen spells, you can force them to reroll that save and keep whichever result you like better.

Spell Penetration [General] [Supernatural]
Benefit: You get a +1 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. For each three [Supernatural] feats you have or gain, this bonus increases by 1.

Greater Spell Penetration [General] [Supernatural]
Prerequisite: Spell Penetration, Spell Focus.
Benefit: Once per day for each [Supernatural] feat you have, when you fail your caster level check to overcome a creature's spell resistance when using your chosen spells, you can reroll that caster level check and keep the better result.

Spell Mastery [General] [Supernatural]
Prerequisite: Spell Focus, requirement to prepare arcane spells from a spellbook
Benefit: When you take this feat, choose a number of spells equal to your Intelligence modifier that you have written in your spellbook. You apply benefits from Spell Focus feat to these spells. Furthermore, you can prepare all spells your Spell Focus applies to without referring to a spellbook.
Each time you gain a level or gain a new [Supernatural] feat, you can choose one new spell to apply these benefits to.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

Greater Two-Weapon Fighting [General] [Fighter] [Tactical]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get four benefits for taking this feat.
Share Enhancement - to use this ability, you need a magic weapon and a non-magical masterwork weapon. The non-magical weapon must be of the same material, and be able to inflict same type of damage as the magical weapon. When wielding the magic weapon in your main hand and the masterwork weapon in your off-hand, your off-hand weapon is considered to have all the same enhancements as your main hand weapon. You can use this ability for five rounds each day, and additional two rounds for each [Fighter] feat you have. These rounds need not be consecutive. If you have more than one functional off-hand through the use of Multi-weapon Fighting feat(s), you can share enhancements between all your off-hand weapons, provided they are similarly made. However, each additional weapon consumes one more use per round. (For example, if you are sharing enhancement with two off-hand weapons, each round you use this takes two rounds' worth of uses.) If you lose grip of your off-hand weapon, it immediately becomes unenhanced and you stop using this ability for it, though youruse for this round is still expended. This tactical ability is a supernatural ability.
Piercing Strike - to use this ability, you need to be wielding a piercing or slashing weapon and have proper Favored Enemy class feature against your foe. When-ever you score a successful attack against your opponent, you can opt to ram your weapon deep into him and leave it there. The hit is an automatic critical hit, even if your foe would normally be immune to them. For your foe, removing the weapon takes a full-round action DC 35 Strenght or Heal Check, and provokes attacks of opportunity. You, on the other hand, can remove your weapon as a swift action DC 15 Sleight of Hand check, as long as your foe is within reach of your unarmed strike, provoking no attacks of opportunity. Each round your weapon is stuck in your foe, he automatically takes your weapon's base damage as hit-point damage, and his movement speeds are reduced by 5 feet. Effects from multiple stuck weapons stack. Special: when grappling and choosing to hold an opponent, anyone can choose to hold an opponent by a stuck weapon. If appliccable, this makes your foe sickened for as long as you maintain the hold, but you lose all attacks on one of your off-hands when doing so.
Multiweapon Rend - If you hit an opponent with two or more weapons (wielded in different hands) in the same round, you may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 ½ times your Strength modifier. You can only rend once per round per each functional off-hand you have, regardless of how many successful attacks you make.
Circus tricks - watching you juggle your weapons is just breath-taking. You add your Base Attack Bonus to all Sleight of Hand checks made to entertain an audience. (See: Sleight of Hand, Perform and Epic Uses of Perform)

---

Would really like some feedback on my work so far. Comments on specific feats are especially welcome. Pick your favorite feat or feat tree from core, compare it to the reworked equivalent, and then tell what you like or don't like about it.

Also, criticism regarding my formatting is welcome. It's on my to-do list to eventually sort all reworked feats alphabetically and by type. Would you like me to add more hyperlinks to the SRD where things not expounded upon in this thread are mentioned, for example?

Comments regarding the synergy system's basic workings are also welcome. Do you think there are too many different tags? Or is there some tag that I should absolutely include? Are some tags redundant and should be folded together? (I'm particularly thinking of [Guile] and [Tactical].) Does some feat have too many tags in your opinion, or is it missing one it ought to have?

Frozen_Feet
2013-02-08, 07:08 AM
Wild Talent [General] [Psionic]
Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You also gain one 1st level Power to manifest from the Psychic Warrior list. Your manifester level for using his purpose is always 1 unless you have levels in a proper psionic class. For each six [Psionic] feats you have or gain, you get 1 more power point, and can choose 1 additional power.
Special: If you have levels in a proper manifesting class, extra powers from this feat can be from any power list you have access to, not just Psychic Warrior list.


Antipsionic Magic [General] [Supernatural]
Your spells are more potent when used against psionic characters and creatures.
Prerequisite: Spellcraft 5 ranks, Knowledge (Psionics) 5 ranks.
Benefit: You get a get a +1 bonus on caster level checks made to overcome a psionic creature’s power resistance. This bonuses increases by 1 for each three [Supernatural] feats you have or gian.

This bonus stacks with the bonus conferred by Spell Penetration. Moreover, whenever a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level + your number of [Supernatural] feats.

The benefits of this feat apply only to power resistance.The bonus does not apply to spell resistance. This is an exception to the psionics-magic transparency rule.

Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Great Charisma [General] [Guile]
Benefit: You get +1 inherent bonus to Charisma. For each four [Guile] feats you have or gain, this bonus increases by 1. You may subtitute your Charisma modifier for your Wisdom modifier when making Profession or Sense Motive checks.

Great Constitution [General] [Tenacity]
Benefit: You get +1 inherent bonus to Constitution. For each four [Tenacity] feats you have or gain, this bonus increases by 1. You may subtitute your Constitution modifier for your Wisdom modifier when making Climb or Swim checks.

Great Dexterity [General] [Finesse]
Benefit: You get +1 inherent bonus to Dexterity. For each four [Finesse] feats you have or gain, this bonus increases by 1. You may subtitute your Dexterity modifier for your Intelligence modifier when making Craft or Disable Device checks.

Great Intelligence [General] [Guile]
Benefit: You get +1 inherent bonus to Intelligence. For each four [Guile] feats you have or gain, this bonus increases by 1. You may subtitute your Intelligence modifier for your Wisdom modifier when making Spot or Listen checks.

Great Strength [General] [Brawn]
Benefit: You get +1 inherent bonus to Strenght. For each four feats you have or gain, this bonus increases by 1. You may subtitute your Strenght modifier for your Dexterity modifier when making Escape Artist checks, or for your Charisma when making Intimidate checks.

[B]Great Wisdom [General] [Guile]
Benefit: You get +1 inherent bonus to Wisdom. For each four [Guile] feats you have or gain, this bonus increases by 1. You may subtitute your Wisdom modifier for your Charisma modifier when making Diplomacy or Handle Animal checks.

Great Smiting [General] [Brawn] [Divine]
Prerequisites: Cha 14, smite ability (from class feature or domain granted power).
Benefit: Whenever you make a successful smite attack, add again your Charisma modifier to both your attack and damage roll. You also get 1 more use of your smite per day, and 1 one more use for each [Divine] feat you gain after this. If you have five or more [Brawn] feats, you immediately get a free action trip or bullrush attempt after a successful smite.

Frozen_Feet
2013-02-11, 07:25 AM
Legendary Tracker [General][Guile]
Prerequisites: Self-sufficient, Track, Knowledge (Nature) 5 ranks
Benefit: You can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat. The base DCs for these surfaces are 30, 40 and 60, respectively.

If you have four [Guile] feats or more, all DCs for tracking are halved for you.

Legendary Climber [General] [Brawn]
Prerequisites: Athletic, Climb 5 ranks
Benefit: You don't lose your Dexterity bonus to AC while climbing. You can ignore any check penalties applied for accelerated climbing or rapid climbing. You can also climb on surfaces normally impossible to climb (See: epic usages of Climb). If you have five or more feats, all Climb check DCs are halved for you
[B]Normal: Without this feat, you take a -5 penalty on Climb checks when attempting to cover your full speed in climbing distance in a round, or a -20 penalty when attempting to cover twice your speed in climbing distance in a round.

Legendary Rider [General] [Fighter]
Prerequisite: Mounted Combat, ride 5 ranks
Benefit: You don’t take a penalty on Ride checks when riding a mount without a saddle (bareback). If you have five or more [Fighter] feats, You never need to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action).
Normal: Without this feat, you take a -5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).
Special: A Fighter may take this feat as one of his special fighter bonus feats.

Legendary Leaper [General] [Brawn]
Prerequisite: Athletic, Jump 5 ranks.
Benefit: You will always conclude a jump in one move action, even if a jump carries you further than your usual movement. You need only move 5 feet in a straight line to make a running jump. If you have five [Brawn] feats or more, you don't need to move at all to make a running jump.
Normal: Without this feat, you must move at least 20 feet in a straight line before attempting a running jump.

Legendary Wrestler [General][Fighter][Brawn][Finesse]
Prerequisite: Athletic, Improved Grapple, Improved Unarmed Strike, Strenght 15 OR Agile, Improved Grapple, Improved Unarmed Strike
Benefit: You gain a +10 bonus on all grapple checks. In addition, this feat grants you the following benefits:
Arms of steel: If you have five or more [Brawn] feats, any opponent you hold or pin in a grapple is considered to be under the effects of Dimensional Anchor spell.
Inescapable grasp: Opponents with less [Fighter] feats than you gains no benefit from Freedom of Movement when grappling you.
Slippery like an Eel: you can gain the benefits of Freedom of Movement spell for 5 rounds per day. These rounds need not be consecutive. Each [Finesse] feat you have or gain besides this one adds 2 more rounds to your allowance.
Conqueror's Choke-hold: you can double all non-lethal damage you deal in a grapple.

Holy Strike [General][Divine]
Prerequisites: Smite evil class feature, any good alignment.
Benefit: Any weapon you wield is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment).If the weapon already is good, the damage increases to 4d6 points. If the weapon already has alignment other than good, this feat does nothing.
Alternatively, if you have four or more [Divine] feats, you can spend a smite attempt to strike any non-evil creature. Instead of doing damage, your weapon heals them for 4d6 hitpoints of damage. Alternatively, you can spend one of your smite attempts to strike any non-evil creature to heal them of any non-magical disease or poison, or to remove any of the following conditions: shaken, panicked, sickened, nauseated, dazed, dazzled, blinded, deafened.

Frozen_Feet
2013-02-15, 04:04 AM
Aligned Attack [Psionic]
Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage.
Prerequisite: Base attack bonus +6.
Benefit: When you take this feat, choose either chaos, good, evil or law. Your choice must match one of your alignment components. Once you’ve made this alignment choice, it cannot be changed.

To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage to those of opposing alignment, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction. For each three [Psionic] feats you have or gain, your bonus damage increases by further 1d6.

You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. If you have six or more [Psionic] feats, you can grant benefits of this feat to all attacks in a full attack with one use of psionic focus.

Boost Construct [Psionic]
Your astral constructs have more abilities.
Benefit: When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from. For every five [Psionic] feats you have or gain, you can give it one more special ability.

Expanded Knowledge [Psionic]
You learn another power.
Prerequisites: Manifester level 3rd.
Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list. For every six [Psionic] feats you have or gain, you get another additional power.

Focused Sunder [Psionic] [Brawn]
You can sense the stress points in objects.
Prerequisite: Str 13, Power Attack, Improved Sunder.
Benefit: To use this feat, you must expend your psionic focus. When you do, you get one sunder attempt as a free acton. You can add your number of feats to the damage you do. If you have five or more [Psionic] feats, you get two free action sunder attempts.
Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls. You add twice your number of [Psionic] feats as bonus damage when sundering them.

[B]Mental Leap [Psionic] [Brawn]
You can make amazing jumps.
Prerequisite: Str 13, Jump 5 ranks.
Benefit: To use this feat, you must expend your psionic focus. You +10 to a Jump check, and further +1 for each feat you have or gain besides this one. For each four [Psionic] feats you have or gain you get one extra jump for one psionic focus, provided these jumps take place within (Str modifier) rounds of each other.

[B]Inquisitor [Psionic] [Guile]
You know when others lie.
Prerequisite: Wis 13.
Benefit: To use this feat, you must expend your psionic focus.

You gain a +10 bonus on a Sense Motive check to oppose a Bluff check. For each [Guile] feat you have or gain besides this one, the bonus increases by 1.

You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your psionic focus. If you have five or more [Psionic] feats, benefit from this feat lasts for (your Wis modifier) rounds after expending your psionic focus.

Ghost Attack [Psionic]
Your deadly strikes against incorporeal foes always find their mark.
Prerequisite: Base attack bonus +3.
Benefit: As long as you remain psionically focused, all your weapons and natural weapons are treated as having the ghost touch property. Your weapon or natural weapon actually appears to become briefly incorporeal as you fight incorporeal enemies. If you have five or more [Psionic] feats, you can become incorporeal for 1 round by expending your psionic focus.

Metamorphic Transfer [Psionic]
You can gain a supernatural ability of a metamorphed form.
Prerequisite: Wis 13, manifester level 5th.
Benefit: Each time you change your form, such as through the metamorphosis power, you gain one of the new form’s supernatural abilities, if it has any.

You gain only 1 use of the metamorphic ability per day per every four [Psionic] feats you have or gain, even if the creature into which you metamorph has a higher limit on uses (you are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Metamorphic Transfer (if it is an attack) is 10 + your Cha modifier + ½ your Hit Dice. Initially, no matter how many times you manifest the metamorphosis power on a given day, you can gain only a total of 2 supernatural ability transfers per day. For every five [Psionic] feats you have or gain, you gain 1 additional supernatural ability transfer per day.
Normal: You cannot use the supernatural abilities of creatures whose form you assume.

Narrow Mind [Psionic]
Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations.
Prerequisite: Wis 13.
Benefit: You gain a +1 bonus on Concentration checks you make to become psionically focused for each [Psionic] feat you have or gain. Additionally, when psionically focused, you get +1 insight bonus to Concentration, Sense motive and Balance checks for each [Psionic] feat you have or gain.

Overchannel [Psionic]
You burn your life force to strengthen your powers.
Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At three [Psionic] feats, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At six [Psionic] feats, you can increase your effective manifester level by three, but you take 5d8 points of damage. At ten [Psionic] feats, you can increase your effective manifester level by four, but take 7d8 points of damage.

The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.
Normal: Your manifester level is equal to your total levels in classes that manifest powers.

Talented [Psionic]
You can overchannel powers with less cost to yourself.
Prerequisite: Overchannel.
Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 2nd level or lower, you do not take damage from overchanneling. At six [Psionic] feats, you no longer take damage manifesting powers of 3rd level or lower. At twelve or more [Psionic] feats, you no longer take damage manifesting powers of 4th level or lower.

Body Fuel [Psionic]
You can expand your power point total at the expense of your health.
Benefit: You can recover 1 power point by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution. You suffer this damage regardless of any resistance or immunities you might have.

You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight. At four [Psionic] feats, the rate of exchange becomes 2 powerpoints for 1 point of burn to each stat. At eight [Psionic] feats, 3 powerpoints per 1 point of burn to each stat, and at twelve [Psionic] feats, 4 powerpoints per 1 point of burn to each stat.
Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.

Power Penetration [Psionic]
Your powers are especially potent, breaking through power resistance more readily than normal.
Benefit: To use this feat, you must be psionically focused. You get a +1 bonus on manifester level checks made to overcome a creature’s power resistance. For each three [Psionic] feats you have or gain, this bonus increases by 1.

Greater Power Penetration [Psionic]
Your powers are especially potent at breaking through power resistance.
Prerequisite: Power Penetration.
Benefit: When you fail a manifester level check to overcome a creature's power resistance, you can expend your psionic focus to reroll the check and keep the better result. You also get a bonus to your rerolled check equal to your number of [Psionic] feats.

Power Specialization [Psionic]
You deal more damage with your powers.
Prerequisites: Weapon Focus (ray), manifester level 4th.
Benefit: With rays and ranged touch attack powers that deal damage, you deal an extra 1 point of damage, and 1 point more per each three [Psionic] feats you have or gain. If you expend your psionic focus when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage on top of it.

Greater Power Specialization [Psionic]
You deal more damage with your powers.
Prerequisites: Power Specialization, Weapon Focus (ray), manifester level 12th.
Benefit: Whenever your ray or touch attack would kill your target, you can instead opt to leave them unconscious at -9 and stable. For each three [Psionic] feats you have or gain, you get one reroll per day that you can use to reroll any failed touch attack or damage roll on a ray.

Psicrystal Affinity [Psionic]
You have created a psicrystal.
Prerequisites: Manifester level 1st.
Benefit: This feat allows you to gain a psicrystal.

Psicrystal Containment [Psionic]
Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Prerequisites: Psicrystal Affinity, manifester level 3rd.
Benefit: You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself—only the owner can spend the time to focus the crystal. If you have six or more [Psionic] feats, you can psionically focus your psicrystal as a standard action.

Improved Psicrystal [Psionic]
You can upgrade your psicrystal.
Prerequisites: Psicrystal Affinity.
Benefit: You can implant another personality fragment in your psicrystal. You gain the benefits of both psicrystal personalities. Your psicrystal’s personality adjusts and becomes a blend between all implanted personality fragments. From now on, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level.

For every four [Psionic] feats you have or gain, you can implant a new personality fragment in your psicrystal, from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your psicrystal’s abilities.

Psionic Body [Psionic] [Tenacity]
Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have, including this one. Whenever you take a new psionic feat, you gain 2 more hit points. If you have six or more [Psionic] feats, you get Fast Healing equal to your number of [Tenacity] feats whenever you are psionically focused.

If you have eight or more [Psionic] feats, you can use regenerate (http://www.d20srd.org/srd/spells/regenerate.htm) spell on yourself as a psi-like ability once per day per [Tenacity] feat you have. By expending your psionic focus, you can also use it on any other living, psionic creature.

Psionic Dodge [Psionic] [Finesse]
You are proficient at dodging blows.
Prerequisite: Dex 13, Dodge.
Benefit: Once per round as an immediate action, you can expend your psionic focus to instantly move 10 feet to any direction. If you are psionically focused, feats like Power Attack and Reckless offense that sacrifice accuracy for damage do not grant any bonus damage against you if your number of [Finesse] feats exceeds their number of feats. Finally, for each three [Psionic] feats you have or gain, you get +1 to AC and Reflex saves against psionic powers.

[B]Psionic Endowment [Psionic]
You can endow your manifestations with more concentrated focus.
Benefit: To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest. For each four [Psionic] feats you have or gain, this bonus increases by 1.

Greater Psionic Endowment [Psionic]
You can use meditation to focus your powers.
Prerequisite: Psionic Endowment.
Benefit: You must expend your psionic focus to use this feat. If your target would suffer no effect instead of a partial effect due to a succesful save (such as Rogue using Evasion), they still suffer a partial effect. If you have eight [Psionic] feats or more, if your target would suffer a partial effect despite a failed save (such as Rogue using Improved Evasion), they suffer the full effect instead.

Psionic Fist [Psionic] [Monastic]
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisite: Str 13, Improved Unarmed Strike OR Str 13, Improved Natural Attack
Benefit: As a move action or part of a move action, you can imbue your unarmed strike or natural attack with a psychic strike, akin to a Soulknife using his mindblade. This effect deals an extra 1d8 points of damage to the next living, nonmindless target you successfully hit with an unarmed strike or natural attack. (Creatures immune to mind-affecting effects are immune to psychic strike damage. Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

Your unarmed strike or natural attack deals this extra damage only once when this ability is called upon, but you can imbue your attack with psychic energy again by taking another move action.

For each three [Psionic] feats you have or gain, your damage increases by further +1d8. Benefits from this feat stack with the psychic strike class feature from any other source.

If you have four or more [Monastic] feats, you can spend a Stunning Fist attempt to make your opponent confused instead of stunned.

Greater Psionic Fist [Psionic] [Monastic]
Your fists befuddle your enemies.
Prerequisite: Str 13, Psionic Fist, base attack bonus +7
Benefit: When making a psychic strike with unarmed strikes or natural weapons, you can forgo dice of bonus damage to instead cause any of the following effects (you can forgo more than one die to cause multiple effects at once):

Bonus equal to your number of [Psionic] feats to all Bluff, Diplomacy and Sense Motive checks made against your target for a number of rounds equal to your Wisdom modifier.
Manifest, as a free action against your target, any psionic charm or compulsion you know with standard action or less casting time (you still spend the normal amount of power points).
Make your target permanently confused as per the insanity spell. (Will save with DC (10 + ½ your HD + your Wisdom modifier) to avoid) Unlike normal, this effect can be removed with a DC 50 Heal check.
Stop your target from raging for a number of rounds equal to your number of [Monastic] feats. Any on-going rage is instantly ended.(Will save with DC (10 + ½ your HD + your Wisdom modifier) to avoid)

Unavoidable Strike [Psionic][Monastic]
You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.
Prerequisite: Str 13, Psionic Fist, base attack bonus +5.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack.

You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. If you have ten or more [Psionic] feats, you can make all attacks in a full attack as touch attacks with one use of psionic focus.

When psionically focused, you also reduce your number of [Monastic] feats from any dodge bonuses your target might have.

Psionic Meditation [Psionic]
You can focus your mind faster than normal, even under duress.
Prerequisite: Wis 13, Concentration 7 ranks.
Benefit: You can take a move action to become psionically focused. At six [Psionic] feats, you can become psionically focused as a part of another move action. If you have twelve or more [Psionic] feats, you can become psionically focused as a swift action.
Normal: A character without this feat must take a full-round action to become psionically focused.

Psionic Shot [Psionic] [Finesse]
You can charge your ranged attacks with additional damage potential.
Prerequisite: Point Blank Shot, Dex 13.
Benefit: As a move action or part of a move action, you can imbue a ranged weapon with a psychic strike, akin to a Soulknife using his mindblade. This effect deals an extra 1d8 points of damage to the next living, nonmindless target you successfully hit with an unarmed strike or natural attack. (Creatures immune to mind-affecting effects are immune to psychic strike damage. Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

Your ranged weapon deals this extra damage only once when this ability is called upon, but you can imbue your attack with psychic energy again by taking another move action.

For each three [Psionic] feats you have or gain, your damage increases by further +1d8. Benefits from this feat stack with the psychic strike class feature from any other source.

You can also expend your psionic focus to make your shot curve around obstacles. All AC bonuses from cover to your target are halved for that one shot. For each three [Finesse] feats you have or gain, one use of psionic focus allows you to fire one additional arrow with the same benefits.

Greater Psionic Shot [Psionic] [Finesse]
Your projectiles pierce the minds of your enemies.
Prerequisite: Point Blank Shot, Psionic Shot, base attack bonus +7
Benefit: When making a psychic strike with a ranged weapon, you can forgo dice of bonus damage to instead cause any of the following effects (you can forgo more than one die to cause multiple effects at once):

Inflict a penalty equal to your number of [Psionic] feats to all Listen, Spot and Sense motive check to your target for a number of rounds equal to your Dexterity modifier.
Make your target confused for 1d3 rounds. (Will save with DC (10 + ½ your HD + your Wisdom modifier) to avoid)
Make your target lose 3d6 power points. (Will save against DC (10 + ½ your HD + your Wisdom modifier) for half)
Inflict 1 point of ability burn to either Intelligence, Wisdom or Charisma per each three [Finesse] feats you have. (Will save against DC (10 + ½ your HD + your Wisdom modifier) for half)


Fell Shot [Psionic] [Finesse]
You can strike your foe with a ranged weapon as if making a touch attack.
Prerequisite: Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a ranged weapon as a touch attack.

You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. If you have ten or more [Psionic] feats, you can make all attacks in a full attack as touch attacks with one use of psionic focus.

When psionically focused, you also reduce your number of [Finesse] feats from any dodge bonuses your target might have.

Return Shot [Psionic] [Finesse]
You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
Prerequisite: Psionic Shot, base attack bonus +3.
Benefit: This feat grants two benefits. First, you can expend your psionic focus to get back all thrown weapons and ammunition you expended during this round, undamaged.

Second, you can deflect incoming projectiles. You must expend your psionic focus and have at least one hand free. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is deflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action.

For each three [Finesse] feats you have or gain, you can deflect one more missile during the round you expend your psionic focus on.

If you have ten or more [Psionic] feats, you can also deflect psionic rays and touch attacks.

Special: If you also have the Deflect Arrows feat, the deflected attack is made with the original attack bonus plus your Dexterity bonus. You can also deflect missiles one size larger than normal.

Psionic Talent [Psionic]
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat, you gain 2 power points. For each [Psionic] feat you gain after it, you get one more power point.
Special: If you have Wild Talent feat when you take this one, you get 4 initial power points instead of 2.

Psionic Weapon [Psionic] [Guile]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13.
Benefit: As a move action or part of a move action, you can imbue a melee weapon with a psychic strike, akin to a Soulknife using his mindblade. This effect deals an extra 1d8 points of damage to the next living, nonmindless target you successfully hit with an unarmed strike or natural attack. (Creatures immune to mind-affecting effects are immune to psychic strike damage. Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

Your melee weapon deals this extra damage only once when this ability is called upon, but you can imbue your attack with psychic energy again by taking another move action.

For each three [Psionic] feats you have or gain, your damage increases by further +1d8. Benefits from this feat stack with the psychic strike class feature from any other source.

If you have four or more [Guile] feats and the Improved Feint feat, a succesful hit with psychic strike gives you a free action feint attempt.

Greater Psionic Weapon [Psionic] [Brawn]
Strikes from your weapon lobotomize your opponents.
Prerequisite: Str 13, Psionic Weapon, base attack bonus +7.
Benefit: When making a psychic strike with a melee weapon, you can forgo dice of bonus damage to instead cause any of the following effects (you can forgo more than one die to cause multiple effects at once):

Make your target feebleminded (Int and Cha reduced to 1) for a number of rounds equal your number of [Psionic] feats.
Make your target confused for 1d3 rounds. (Will save with DC (10 + ½ your HD + your Strenght modifier) to avoid)
Make your target lose 3d6 power points. (Will save against DC (10 + ½ your HD + your Wisdom modifier) for half)
Make your opponent unable to use any one skill for a number of rounds equal to your [Guile] feats. (Will save with DC (10 + ½ your HD + your Streght modifier) to avoid)

Deep Impact [Psionic]
You can strike your foe with a melee weapon as if making a touch attack.
Prerequisite: Str 13, Psionic Weapon, base attack bonus +5.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. If you have ten or more [Psionic] feats, you can make all attacks in a full attack as touch attacks with one use of psionic focus.

If you have five or more feats, you can expend your psionic focus to get your psychic strike bonus damage against creatures immune to mind-affecting effects.
[B]
Speed Of Thought [Psionic] [Tenacity]
The energy of your mind energizes the alacrity of your body.
Prerequisite: Wis 13.
Benefit: As long as you are psionically focused and not carrying more than a light load, you gain an insight bonus to your speed of 10 feet. You can also expend your psionic focus to increase your speed bonus to (20 + 10 x ½ your number of [Tenacity] feats) feet for one round. At four [Psionic] feats, you can use this feat while carrying a medium load. At eight [Psionic] feats, you can use this feat while carrying a heavy load.

Psionic Charge [Psionic]
You can charge in a crooked line.
Prerequisite: Dex 13, Speed of Thought.
Benefit: To use this feat, you must expend your psionic focus. When you charge, you can make one turn of up to 90 degrees during your movement per each [Psionic] feat you have. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn. Alternatively, you can expend your psionic focus at the end of a charge, after concluding your attack, to abruptly teleport into any unoccupied square within 10 feet.

Up The Walls [Psionic][Monastic]
You can run on walls for brief distances.
Prerequisite: Wis 13.
Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.
If you are a Monk, you can expend your psionic focus to end your movement on a vertical surface - you will stay affixed to it without falling for a number of rounds equal to your Wisdom Modifier + your number of [Monastic] feats.
Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

Wounding Attack [Psionic][Brawn]
Your vicious attacks wound your foe.
Prerequisite: Base attack bonus +8.
Benefit: To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution burn damage to your foe per each three [Psionic] feats you have or gain, in addition to the usual damage dealt.

You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Frozen_Feet
2013-02-22, 08:39 PM
Heeding the advice that more feats should give "class features", I went back to give most skill increasing feats (Alertness etc.) improved synergy effects. They should've had them from the start, it just took a while to come up with anything remotely appropriate. I'm still looking on updated feats so far.

Now comes a bunch of former epic feats. I will next update remaining Item Creation feats, as well as Metamagic and Metapsionic feats.

---

Legendary Swimmer [General] [Tenacity]
Prerequisite: Athletic, 5 ranks in swim
Benefit: You get swim speed equal to half your land speed. This feat does not give you the ability to breathe underwater. However, you add thrice your number of [Tenacity] feats to your Constitution score for purposes of determining how long you can hold your breath.

Bulwark of Defense [General] [Fighter] [Tenacity]
Prerequisite: Fighter level 5th, Dodge, Endurance
Benefit: You gain the Defensive Stance feature, usable once per day, plus one additional time for each three [Fighter] feats you have or gain. Using the defensive stance takes no time itself, but you can only do so during your turn.

When you adopt a defensive stance, you gain phenomenal strength and durability, but cannot move from the spot you are defending. You gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the your hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, you cannot use skills or abilities that would require you to shift your position. A defensive stance lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier + your number of [Tenacity] feats. You may end your defensive stance voluntarily prior to this limit. At the end of the defensive stance, you are winded and takes a -2 penalty to Strength for the duration of that encounter.
For each four [Tenacity] feats you have or gain, bonuses granted by your Defensive Stance increase by 1.

Mobile Defense [General] [Fighter]
Prerequisite: Defensive stance 1/day
Benefit: You can take move 5', and additional 5' step each three [Fighter] feats you have or gain, without losing benefits of your defensive stance, provided your movement in a round doesn't exceed ½ your normal movement.
Normal: Without this feat, a character can’t move while in a defensive stance.

Mighty Rage [General] [Brawn]
Prerequisite: Rage 1/day
Benefit: You get additional +1 to Str and Con when you rage. For each two feats you have or gain, your Will save bonus while raging also increases by 1. For each three feats you have or gain, your bonuses to Str and Con increase by further 1 point.
Additionally, raging or not, your carrying capacity increases. For each [Brawn] feat you have or gain, you can carry additional 10 lbs. before moving from light load to medium load.

[B]Ruinous Rage [General] [Brawn]
Prerequisite: Improved Sunder, Rage 1/day, Str 15
Benefit: While in a rage, you ignore the hardness of any object you strike. Also, double your Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).
Once per day per feat, you can opt to double your carrying capacity for a number of rounds equal to your Str modifier. When under this effect, you add double your Str modifier to all grapple checks. If in a grapple, you can make a special grapple check as a full round action to pick up and throw any enemy who constitutes a light load or less to your (newly improved) carrying capacity. You can throw them up to 5' per point of Str modifier. They suffer 1d6 points of damage per each 10 feet they traverse, up to a maximum of 20d6. They also do this amount of damage to any object or creature they hit - hitting a specific target requires a ranged attack roll (a thrown opponent's range increment is 10'). You suffer standard -4 penalty to attack rolls for using an "improvized weapon".
Alternatively, you can as a full round action pick up and throw a massive inanimate object (at least 200 lbs.) while your carrying capacity is improved. You can only do this with objects you could lift over your head. In addition to 1d6 points of damage from each 10' it traverses, a massive object does additional 1d6 points of damage per each 200 lbs. it weighs, up to a maximum of 20d6. Otherwise, normal rules for improvized weapons are followed.

[B]Terrifying Rage [General] [Brawn]
Prerequisite: Rage 1/day, Intimidate 6 ranks
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it has HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for a number of rounds equal to 4d6 + your number of feats. An enemy with Hit Dice greater than twice your character level is not affected by this feat.
When not raging, you also get a bonus to Intimidate checks to influence attitude of creatures. This bonus equals your number of [Brawn] feats. Creatures you thusly intimidate stay intimidated for twice longer than normal.
[B]
Thundering Rage [General] [Brawn]
Prerequisite: Str 18, Rage 1/day
Benefit: While raging, any weapon you wield is treated as having the thundering special quality. The DC of the Fortitude save to resist deafness is equal to 10 + ½ your level + your number of feats. For each three [Brawn] feats you have or gain, your weapons do an extra +1d8 points of sonic damage on both normal attacks and critical hits.
When not raging, you can make peculiar sounds by swinging your weapon. You can use this sounds to use the Bluff skill to deliver a secret message to any ally within 50 feet.

[B]Music of the Gods [General] [Bardic]
Prerequisite: Perform 10 ranks, Bardic music class feature
Benefit: One per day per each feat you have or gain, your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

[B]Chaotic Rage [General] [Wild] [Brawn]
Prerequisite: Chaotic alignment, rage 1/day
Benefit: Any weapon you wield while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). If the weapon is already anarchic, you deal 3d6 points of damage. If the weapon is lawfully aligned, this ability does nothing.
If you have four or more [Wild] feats, while in chaotic rage, you also have the Slippery Mind special ability like a rogue of 10th level. If you fail a Will save against enchantment spell or effect, you can attempt the saving throw again 1 round later
Alternatively, while in chaotic rage, you can once per round attempt to smack a target so hard they become confused, or if already confused or insane, hard enough to restore them to normalcy. Your opponents get a Will save against DC (10 + your Charisma modifier + your number of feats) to resist. Confusion from this ability lasts for 1 round. These effects are in addition to normal damage dealt.

[B]Polyglot [General] [Guile]
Prerequisite: Int 13
Benefit: You immediately gain a number of bonus languages equal to your Int modifier plus your number of [Guile] feats, including this one. Each time you get a new [Guile] feat, you get additional bonus language.
Additionally, you get a bonus to Decipher Script checks made to decipher dead or archaic languages equal to your number of [Guile] feats.

Unholy Strike [Divine]
Prerequisite: Smite Good class feature, any evil alignment
Benefit: Any weapon you wield is treated as an unholy weapon (is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment).If the weapon already is evil, the damage increases to 4d6 points. If the weapon already has alignment other than evil, this feat does nothing.
Alternatively, if you have four or more [Divine] feats, you can spend a smite attempt to strike any non-good creature. Instead of doing damage, your weapon heals them for 4d6 hitpoints of damage. Alternatively, you can spend one of your smite attempts to strike any non-good creature to heal them of any non-magical disease or poison, or to remove any of the following conditions: shaken, panicked, sickened, nauseated, dazed, dazzled, blinded, deafened.

[B]Spellcasting Harrier [General] [Fighter]
Prerequisite: Combat Reflexes, Improved Grapple.
Benefit: Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll. If any spellcaster tries to take a 5 foot step away from you, you can spend an attack of opportunity to immediately follow.
For each two [Fighter] feats you have or gain, you get cumulative +1 bonus to Knowledge (Arcana), Knowlege (Religion) and Spellcraft.
If you have six or more [Fighter] feats, if any spellcaster within your reach attempts to use a transport spell such as teleport or dimension door, you can spend an attack of opportunity to make a special grapple attempt against them (you must have one limb free or drop an item you hold). If you succeed, you will be transported with them whether they want it or not, as long as weight limit (etc.) of the spell is not exceeded. If some weight limit (etc.) is exceeded, the spell simply fails, and both you and the spellcaster stay where you are. You will count as "inanimate object" of your weight for purposes of such spells.

Widen Aura of Courage [General] [Divine]
Prerequisite: Aura of Courage class feature
Benefit: Your aura of courage's radius expands by 10 feet per each [Divine] feat you have or gain, including this one. For each four [Divine] feats you have or gain, the bonus to Will saves against fear effects increases by 1.
Alternatively, you can elongate your aura to effect any single creature within 50' per each [Divine] feat you have or gain. You can also make any or all allies unaware that they're under the effects of your aura.

Widen Aura of Despair [General] [Divine]
Prerequisite: Aura of Despair class feature
Benefit: Your aura of despair's radius expands by 10 feet per each [Divine] feat you have or gain, including this one. For each four [Divine] feats you have or gain, the penalty to saves increases by 1.
Alternatively, you can elongate your aura to effect any single creature within 50' per each [Divine] feat you have or gain. You can also make any or all enemies unaware that they're under the effects of your aura.

Incite Rage [General] [Wild]
Prerequisites: Leadership, rage class feature.
Benefit: When you enter a rage, you can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as you remain raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier + your number of [Wild] feats, regardless of whether they remain within 60 feet of you. This is otherwise identical with normal barbarian rage (including the fatigue at its end).
Alternatively, you can make an Intimidate check opposed by an enemy's modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If the target fails, he starts raging, and will try to attack you first and foremost.
Special: This is a mind-affecting effect.

Frozen_Feet
2013-02-27, 09:59 AM
Legendary Craftsman [General] [Finesse OR Guile]
Prerequisite: 12 ranks in at least two Craft skills
Benefit: You become able to craft by the hour. You still use cost in copper pieces to determine progress. This means that cheap items can be crafted very fast indeed. See also Quick creation in Epic uses of craft. (http://www.d20srd.org/srd/epic/skills.htm#craft)

Any item you craft the ordinary way, without hurrying, will automatically be masterwork, but will use the item's base price for determining how much time and money it takes to craft.
Special: This feat counts as either [Finesse] or [Guile] feat depending on your choice. Once chosen, this can't be changed.

Legendary Performer [General] [Bardic]
Prerequisite: 16 ranks in at least two Perform skills
Benefit: If you are a non-bard, this feat allows you to use following pieces of bardic music as extraordinary abilities, once per day per each feat you have or gain: Inspire Courage, Inspire Competence, Fascinate, Countersong, Suggestion. You count as an 8th level bard for purposes of determining effects of these pieces.

If you are a bard, the following pieces of bardic music are extraordinary abilities for you, rather than supernatural or spell-like: Inspire Courage, Inspite Competence, Fascinate, Countersong, Suggestion, Inspire Greatness, Song of Freedom, Inspire Heroics, Mass Suggestion. You always use your whole character level in place of bard level when determining effects of bardic music. Finally, you get to add your number of feats to all saving throw DCs of your bardic music.

[B]Legendary Expert [Finesse OR Guile]
Prerequisite: 12 ranks in at least one Profession skill
Benefit: Your opinion is held in such high regard that you can make Profession checks daily, each time gaining ½ your check result in gold pieces as a wage. You can substitute your Profession skill modifier for any Knowledge skill when making Knowledge checks concerning any character who shares a profession with you. You are always consider trained when making such checks.
Before any Charisma check you make to convinve another character to buy your services, you can make a special Profession check. Divide your Profession check result by 10 (rounding down) and add the result to your Charisma check as a competence bonus.
If you have four or more [Finesse] or [Guile] feats (depending on your pick), all competence bonuses from masterwork tools are doubled for you.
If you have eight ot more [Finesse] or [Guile] feats (depending on your pick), the payment you can extort from your hapless victims ask for your expert consultation per day is multiplied by 10.
Special:This feat counts as either [Finesse] or [Guile] feat depending on your choice. Once chosen, this can't be changed.

[B]Frenzied Band of Misfits [General] [Wild]
Prerequisite: Leadership, Whirling Frenzy class feature.
When you enter a whirling frenzy, you can incite a frenzy in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The ally gains +2 to Strength, +4 to Dexterity, +2 to Cha and a +2 competence bonus on Reflex saves, but takes a -2 penalty to Will saves, for as long as they remain in a frenzy. The frenzy of affected allies lasts a number of rounds equal to 3 + their Dexterity modifier + your number of [Wild] feats, regardless of whether they remain within 60 feet of you. This is otherwise identical with normal whirling frenzy. (Including the fatigue at its end).
Alternatively, you can make an Perform (dance) check opposed by an enemy's modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against charms or compulsions). If the target fails, he starts frenzying, and will try to attack you first and foremost.

Hurricane Frenzy [General] [Finesse][Wild]
Prerequisite: Whirling Frenzy 1/day
Benefit: You get additional +1 to Dex and Reflex saves when you frenzy. For each three [Wild] feats you have or gain, your Str and Cha bonuses while frenzying also increases by 1. For each three [Finesse] feats you have or gain, your bonuses to Dex and Reflex saves increase by further 1 point.
Additionally, your speed increases. For each [Wild] feat you have or gain, you add additional +10 feet to all your movement modes while frenzying.

Beguiling Frenzy [General][Wild] [Guile]
Prerequisite: Whirling Frenzy 1/day
Benefit: Each time you enter a whirling frenzy, make a Perform (Dance) check to fascinate onlookers present. All creatures within 90 feet who can see you and are not distracted by combat or other dangerous endeavors must make a modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against charms or compulsions) against your check result. If a creature’s check exceeds your result, you cannot attempt to fascinate that creature again for 24 hours. If its check fails, the creature sits quietly and watches you dance, taking no other actions, for as long as your frenzy lasts. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires you to make another Perform check and allows the creature a new level check against a DC equal to the new Perform check result.
This feat also allows you to add your number of [Wild] feats as a competence bonus to Perform (dance) checks. Finally, if you can use Bluff while in a whirling frenzy, you add your number of [Guile] feats as a circumstance bonus to all Bluff checks made to feint while in a frenzy.

Frozen_Feet
2013-03-04, 04:17 PM
Went back to some of my earliest work and changed how Exotic Weapon Proficiency, Weapon Focus and Weapon Specialization work.

The reason I did this is because the further I've gotten in my work, the more painfully obvious it's become that actual selection of weapon is not as important as it ought to be. At first, I thought I'd make a slew of weaponry-specific feats, but then realized they would be largely ignored for the same reason the Weapon Focus line originally was.

So, instead, I will rework the weapon system itself to support my re-made feats. The Weapon Focus line will become the king of all sorts of weapon combat. Which it should've been from the start, really, because it was the sole, real class feature Fighters had in core.

Frozen_Feet
2013-03-06, 02:21 AM
Craft Cognizance Crystal [Item Creation]
You can create psionic cognizance crystals that store power points.
Prerequisite: Manifester level 3rd.
Benefit: You can create a cognizance crystal. Doing so takes one day for each 1,000 gp in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.

If you have three [Item Creation] feats, you can create more durable crystals than ordinary. AC and hardness of any crystal you make is doubled, and their break DC increases by 10.

Craft Dorje [Item Creation]
You can create slender crystal wands called dorjes than manifest powers when charges are expended.
Prerequisite: Manifester level 5th.
Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power’s description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level × the power level × 750 gp. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

A newly created dorje has 50 charges.

Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost.

If you have three or more [Item Creation] feats, you can create more durable dorjes than ordinary. AC and hardness of any dorje you make is doubled, and their break DC increases by 10.

Craft Psicrown [Item Creation]
You can create psicrowns, which have multiple psionic effects.
Prerequisite: Manifester level 12th.
Benefit: You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 gp in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some psicrowns incur extra costs in XP as noted in their descriptions. These costs are in addition to those derived from the psicrown’s base price.

If you have three or more [Item Creation] feats, you can create more durable crowns than ordinary. AC and hardness of any psicrown you make is doubled, and their break DC increases by 10.

Craft Psionic Arms And Armor [Item Creation] [Fighter]
You can create psionic weapons, armor, and shields.
Prerequisite: Manifester level 5th OR Fighter level 12th, Psionic Affinity
Benefit: You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its psionic features. To enhance a weapon, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken psionic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enhance.

Special: A Fighter picking this feat usually has no powers. Instead, for every two [Fighter] feats he has, he can pick one psionic weapon or armor that he becomes able to replicate without having any psionic powers. When necessary to know, Fighter's "manifester level" for purposes of replicating charms is equal to his Base Attack Bonus. Otherwise, Fighters follow normal rules for crafting magic items.

Craft Psionic Construct [Item Creation]
You can create golems and other psionic automatons that obey your orders.
Prerequisites: Craft Psionic Arms and Armor, Craft Universal Item.
Benefit: You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a construct, you must spend 1/25 of the construct’s base price in XP and use up raw materials costing one-half of this price. A newly created construct has average hit points for its Hit Dice.

Special: A non-psionic character who takes this feat obviously can't know any powers. For the purposes of this feat, he gains the knowledge of how to build one Construct per each two [Item Creation] feats he has, without use of any psionic powers. When necessary to know, such character's "manifester level" for purposes of replicating charms is equal to half of his Craft (Sculpture) skill rank. Otherwise, such characters follow normal rules for crafting magic items.

Craft Universal Item [Item Creation]
You can create universal psionic items.
Prerequisite: Manifester level 3rd OR Psionic Affinity, Craft (Any) 12 ranks
Benefit: You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 gp in its base price. To craft a universal psionic item, you must spend 1/25 of the item’s base price in XP and use up raw materials costing one-half of this price.

You can also mend a broken universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Special: A non-psionic character taking this feat obviously can't know any powers. For the purposes of this feat, he knows the secret of making two universal items chosen from amongst items relating to his Craft skill for each [Item Creation] feat he has, without needing magic. When necessary to know, such character's "manifester level" for purposes of replicating charms is equal to his proper Craft skill rank. Otherwise, such characters follow normal rules for crafting psionic items.

Imprint Stone [Item Creation]
You can create power stones to store psionic powers.
Prerequisite: Manifester level 1st.
Benefit: You can create a power stone of any power that you know. Encoding a power stone takes one day for each 1,000 gp in its base price. The base price of a power stone is the level of the stored power × its manifester level × 25 gp. To imprint a power stone, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any power stone that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when encoding the stone.

If you have three or more [Item Creation] feats, you automatically succeed in adressing all power stones.

Scribe Tattoo [Item Creation][Monastic]
You can create psionic tattoos, which store powers within their designs.
Prerequisite: Manifester level 3rd
Benefit: You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level × its manifester level × 50 gp. To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price.

When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power.

When its wearer physically activates the tattoo, the wearer is the target of the power.

Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo.

Special: A character with Monk levels taking this feat has 5% chance per [Monastic] feat to not expend a psionic tattoo upon use, meaning he might be able to use a tattoo more than once.

Craft Rod [Item Creation]
Prerequisite: Caster level 9th OR Craft Wondrous Item, Craft (Weaponsmithing) 14 ranks
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

Special: A non-caster character taking this feat obviously can't know any spells. For the purposes of this feat, he knows the secret of making two kinds of rods for each [Item Creation] feat he has, without needing magic. When necessary to know, such character's "caster level" for purposes of replicating charms is equal to his Craft (Weaponsmithing) skill rank. Otherwise, such characters follow normal rules for crafting magic items.

Craft Staff [Item Creation]
Prerequisite: Caster level 12th.
Benefit: You can create any staff whose prerequisites you meet.

Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.

Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.

If you have three or more [Item Creation] feats, you always automatically identify type of a staff. You can also create more durable staffs than usual - AC and hardness of any staff you make is doubled, and their break DCs increase by 10.

Craft Wand [Item Creation]
Prerequisite: Caster level 5th.
Benefit:You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

If you have three or more [Item Creation] feats, you always automatically identify which spells are stored in a wand. If you have five or more [Item Creation] feats, you become able to create wands storing spells up to 7th level.

Rizban
2013-03-06, 02:28 AM
Glad to see you reviving this. It's something I appreciate and even considered doing myself at one point.

Frozen_Feet
2013-03-06, 02:41 AM
*gasp* A commenter!

I had a sudden jolt of inspiration and decided to revive this project. It fell to the way side because my knowledge with the rules was not good enough to come up with new synergy effects. I've remedied that problem by reading the SRD over and over and over again.

The process left me with some serious questions about how the game is usually played. When was the last time anyone used the Overrun rules, for example?

unbeliever536
2013-03-15, 01:04 PM
If "Weapon Tricks" variant is in use, Weapon Focus allows you to use basic tricks with all your chosen weapons.

Are you refering to something someone else brewed (in which case, can you link it?), or is this something I should be watching for from you?

Frozen_Feet
2013-03-15, 01:45 PM
It is something I will make in, hopefully, near future. I have a lot on my to-do list. As far as this thread goes, I will likely rework Metamagic and Metapsionics first.

unbeliever536
2013-03-15, 04:37 PM
Thanks; I'll have to keep a watch on your stuff. This is good.

Frozen_Feet
2013-03-16, 06:50 PM
Empower Spell [Metamagic]
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. If you have five or more [Metamagic] feats, such numeric effects are doubled.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Enlarge Spell [Metamagic]
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

For each three [Metamagic] you have or gain, the range multiplier increases by 50%.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Extend Spell [Metamagic]
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

For each three [Metamagic] feats you have or gain, the duration multiplier increases by 1, so your spells will last thrice as long, then four times as long etc.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Heighten Spell [Metamagic]
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Maximize Spell [Metamagic]
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

An empowered, maximized spell achieves 1.5x (or 2x) its maximized result.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Quicken Spell [Metamagic]
Benefit: A quickened spell has reduced casting time: full round spells become standard actions, standard action spells become move actions and move action spells become swift actions. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot two levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

If you have four or more [Metamagic] feats, you can apply quicken spell twice to a single spell. This way, a standard action spell becomes a swift action, at the cost of using a spell slot up to four level higher than the spell's actual level.
Special: When applied to a spontaneous magic, a quickened spell becomes a standard action, as an exception to the rule that applying metamagic raises casting time to a full-round action. This holds even when additional metamagic is applied.

For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat. Rapid-use metamagic does not increase a spell's casting time.

Silent Spell [Metamagic]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level. If you have six or more [Metamagic] feats, all spells you cast become automatically silenced without making them cost a higher-level slot.
Special: Bard spells cannot be enhanced by this metamagic feat.

Still Spell [Metamagic]
Benefit: A stilled spell can be cast with no somatic components.

Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level. If you have six or more [Metamagic] feats, all spells you cast become automatically stilled without making them cost higher-level slots.

Widen Spell [Metamagic]
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.

For each three [Metamagic] feats you have or gain, the multiplier increases by 50%
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Enhance Spell [Metamagic]
Prerequisite: Maximize Spell.
Benefit: The damage cap for an enhanced spell increases by 2 dice per [Metamagic] feat you have(for spells that deal a number of dice of damage equal to caster level) or by 1 dice per [Metamagic] feat you have (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot three levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Normal: Without this feat, use the damage dice caps indicated in the spell’s description.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Intensify Spell [Metamagic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 15 ranks
Benefit: All variable, numeric effects of an intensified spell are increased by two per die for effects that deal damage, or just by two for other effects, where applicable. Spell resistance is halved against an Intensified spell. Intensified spell uses up a slot two level higher than the spell's level.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Disguise Spell [Metamagic] [Bardic]
Prerequisites: Bardic music, Perform 12 ranks.
Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can’t be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell’s actual level.

If you have six [Metamagic] feats, or six feats, all bardic spells you cast are automatically disguised without making them use up a higher level slot or increasing their casting time.

Energy Substitution [Metamagic]
Prerequisites:Any other metamagic feat, Knowledge (arcana) 5 ranks.
Benefit: You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell’s normal level.

The altered spell works normally in all respects except the type of damage dealt. For each three [Metamagic] feats you have or gain, you can pick one more energy type to use this ability with.
Special: For each [Metamagic] feat they have besides this one, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Persistent Spell [Metamagic]
Prerequisite: Extend Spell.
Benefit:: A persistent spell has a minimum duration of 12 hours, plus 6 hours for each three [Metamagic] feats you have or gain. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot six levels higher than the spell’s actual level.

[B]Reach Spell [Metamagic]
Benefit: You may cast a spell that normally has a range of touch at any distance up to 10 feet, plus additional 5 feet for each [Metamagic] feat you have besides this one. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Repeat Spell [Metamagic]
Prerequisites: Any other metamagic feat.
Benefit: A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell’s actual level. Repeat Spell cannot be used on spells with a range of touch.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Sacred Spell [Metamagic][Divine]
Benefit: Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell’s actual level. Only divine spells can be cast as sacred spells. For each [Divine] feat you have or gain, a sacred spell deals additional 2 points of divine damage. For each [Metamagic] feat you have or gain, a sacred spell deals additional 2 points of damage of its original type.
Special: For each two [Metamagic] feats they have, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Subdual Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.
Benefit: When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal nonlethal damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell’s normal level.

The altered spell works normally in all respects except the type of damage dealt.
Special: For each [Metamagic] feat they have besides this one, spontaneous casters get 1 rapid use of this feat per day. Rapid-use metamagic does not increase a spell's casting time.

Frozen_Feet
2013-03-19, 01:46 PM
Quicken Spell-Like Ability [General] [Supernatural]
Prerequisite: Spell-like ability at caster level 8th or higher.
Benefit: Choose one of the creature’s spell-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

Using a quickened spell-like ability is a move action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -4. For a summary, see the associated table.

In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

For each three [Supernatural] feats you have or gain, you can apply benefits of this feat to an additional spell-like ability. If you have six or more [Supernatural] feats, quickened abilities become swift actions instead of move actions.

{table=head]Spell Level | Caster Level
to Quicken
0 | 8th
1st | 10th
2nd | 12th
3rd | 14th
4th | 16th
5th | 18th
6th | 20th
7th | —
8th | —
9th | —
[/table]
Normal: Normally the use of a spell-like ability requires a standard action and provokes an attack of opportunity unless noted otherwise.

Empower Spell-Like Ability [General] [Supernatural]
Prerequisite: Spell-like ability at caster level 4th or higher.
Benefit: Choose one of the creature’s spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -2. For a summary, see the table below.

For each three [Supernatural] feats you have or gain, you can apply benefits of this feat to an additional spell-like ability. If you have six or more [Supernatural] feats, empowered abilities have their variable numeric effects multiplied by 2 instead of 1½.

{table=head]Spell Level | Caster Level
to Empower
0 | 4th
1st | 6th
2nd | 8th
3rd | 10th
4th | 12th
5th | 14th
6th | 16th
7th | 18th
8th | 20th
9th | -
[/table]

Burrowing Power [Metapsionic]
Your powers sometimes bypass barriers.
Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier.

The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise.

If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level. For each five [Metapsionic] feats you have, the powerpoint cost of this feat drops by 1, to a minimum of 0.

Chain Power [Metapsionic]
You can manifest powers that arc to hit other targets in addition to the primary target.
Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level. For each five [Metapsionic] feats you have, the powerpoint cost of this feat drops by 1, to a minimum of 2.

Delay Power [Metapsionic]
You can manifest powers that go off at a later period.
Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after up to X rounds pass, where X is 5 plus twice your number of [Metapsionic] feats. If you choose one of the first two triggers and the conditions are not met within X rounds, the power activates automatically on the Xth round.

Only area and personal powers can be delayed.

Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.

A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Empower Power [Metapsionic]
You can manifest powers to greater effect.
Benefit: To use this feat, you must expend your psionic focus.

You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1½ times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level. If you have five or more [Metapsionic] feats, the power increase becomes 2 instead of 1½.

Enlarge Power [Metapsionic]
You can manifest powers farther than normal.
Benefit: To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level.

Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected.

Using this feat does not normally increase the power point cost of the power. If you have four or more [Metapsionic] feats, you can opt to pay extra powerpoints to increase the range by further 50% per power point. In this case, power's total cost can't exceed your manifester level.

Extend Power [Metapsionic]
You can manifest powers that last longer than normal.
Benefit: To use this feat, you must expend your psionic focus.

You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level. For each three [Metapsionic] feats you have, the duration multiplier increases by 1, first to thrice, then to four times etc.

Maximize Power [Metapsionic]
You can manifest powers to maximum effect.
Benefit: To use this feat, you must expend your psionic focus.

You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables.

Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power.

An empowered, maximized spell achieves 1.5x (or 2x) its maximized result.

Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level. For each five [Metapsionic] feats you have, the power point cost of this feat drops by 1, to a minimum of 1.

Opportunity Power [Metapsionic]
You can make power-enhanced attacks of opportunity.
Benefit: To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.

Manifesting this power is an immediate action.

You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level. For each five [Metapsionic] feats you have, the power point cost of this feat drops by 1, to a minimum of 2.
Normal: Attacks of opportunity can be made only with melee weapons.

Quicken Power [Metapsionic]
You can manifest a power with a moment’s thought.
Benefit: To use this feat, you must expend your psionic focus. A quickened power has reduced manifesting time: full round powers become standard actions, standard action powers become move actions and move action powers become swift actions. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened.

Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level. You can apply Quicken power multiple times to a single power, with the costs stacking. For each five [Metapsionic] feats you have, the power point cost of this feat drops by 1, to a minimum of 1.

Manifesting a quickened power does not provoke attacks of opportunity.

Split Psionic Ray [Metapsionic]
You can affect two targets with a single ray.
Prerequisite: Any other metapsionic feat.
Benefit: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power’s range and within (20 feet + 5 feet per [Metapsionic] feat you have) of each other. If the ray deals damage, each target takes as much damage as a single target would take.

Using this feat increases the power point cost of the power by 2.

Twin Power [Metapsionic]
You can manifest a power simultaneously with another power just like it.
Benefit: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level. For each five [Metapsionic] feats you have, the power point cost of this feat drops by 1, to a minimum of 2.

Unconditional Power [Metapsionic]
Disabling conditions do not hold you back.
Benefit: To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, or stunned.

Only personal powers and powers that affect your person can be manifested as unconditional powers.

Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level. For each three [Metapsionic] feats you have, the power point cost of this feat drops by 1, to a minimum of 2.

Widen Power [Metapsionic]
You can increase the area of your powers.
Benefit: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power’s area increase by 100%.

Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level. For each five [Metapsionic] feats you have, the power point cost of this feat drops by 1, to a minimum of 1.

Frozen_Feet
2013-03-19, 01:55 PM
As far as this thread goes, I'm in a crossroads. I have three choices, all of which have allure to me. Which you, my readers, would like me to do next:


Rework remaining Epic feats?
Rework several SRD prestige classes into feats?
Introduce a slew of completely original "capstone" feats intended solely for Fighters?


For any of you awaiting those weapon tricks, they will be handled in a separate thread.

unbeliever536
2013-03-19, 08:48 PM
I think I'd most like the capstones, but I think they're probably best thought of as capstones to feat lines, rather than as feats specifically intended for fighters, since that seems to be something you're trying to get away from.

Frozen_Feet
2013-03-29, 04:10 PM
The weaponry variant is starting to form. You can find the link in my signature. I'm warning that weapons will likely consume my attention for a while now.

Frozen_Feet
2013-04-03, 07:33 AM
Tower Shield Focus feat has been removed, and its effects will be rolled into my weapon tricks variant. Shield Focus is now Improved Shield Focus, and contingent on you having Weapon Focus with a shield.

Shields of all sorts will receive more love in my weapon tricks variant.

unbeliever536
2013-04-03, 01:28 PM
What happens now if you take Tower Shield Prof, then a level of fighter? Are you just stuck?

Partysan
2013-04-03, 02:38 PM
This is basically the same approach Szatany used in his Fantastic Feat Fix several years ago. I'd link it but the thread was on the old WotC forums and I have no idea whether it still exists anywhere. If you can find it anywhere it might be of interest to you.

Rizban
2013-04-03, 02:46 PM
This is basically the same approach Szatany used in his Fantastic Feat Fix several years ago. I'd link it but the thread was on the old WotC forums and I have no idea whether it still exists anywhere. If you can find it anywhere it might be of interest to you.That thread is long gone.

Eldest
2013-04-03, 03:13 PM
So do you grant additional feats under this system? Or is this meant to be used with the 1/3/6/9/12/15/18 system?

Frozen_Feet
2013-04-04, 01:26 AM
What happens now if you take Tower Shield Prof, then a level of fighter? Are you just stuck?

You now switch it for Weapon Focus. (If you already have it, you're SOL.)


So do you grant additional feats under this system? Or is this meant to be used with the 1/3/6/9/12/15/18 system?

Depends. I'm on my way to redo Divinity rules and base classes to better benefit from this fix (link in my signature). It can be used with (otherwise) core game, in which case it is a moderate power and versatility boost for all martial classes, and a big one for Fighters. Casters and manifesters are less effected - some of their feats are nerfed, some are boosted, some work well only with a really focused caster.

A standard Fighter, using this fix, should be elevated to high tier 4 at least, and the Fighters in Temples and thieves are high tier 4 to mid tier 3 approximately.

Frozen_Feet
2013-07-18, 02:21 PM
Juggernaut [Fighter] [Tactical] [Brawn]
Prerequiste: Fighter 6, any three feats
[B]Benefit: This feat allows following special actions:
Feat of Strenght: As a swift action, you gain a bonus to your Strenght score equal to your Fighter level. This bonus lasts untill the start of your next turn. You can use it a number of times per day equal to [Brawn] feats you have. With this ability you can also try to break through near-impenetrable obstacles, suchs as walls of force and other force effects, by succeeding in a break check against DC 32.
Menacing Growth: As a swift action, you grow one size category larger. This stacks with all other size-increasing effects. This effect lasts for a number of rounds equal to your number of [Fighter] feats, and can be used once per encounter.
Break the Line: As a standard action, you slam the ground to create a shockwave. All enemies in adjacent squares are forced back by 5' and must succeed in a balance check against DC (10+your Str modifier+your number of [Brawn] feats) or be knocked prone. Any enemy forced against a wall will suffer damage equal to your Strenght modifier, and so will the wall. Such opponents will not fall prone, but must instead make Fortitude save against DC (10+your Str modifier+your number of [Brawn] feats) or be stunned untill the start of their next turn. This ability can be used once per day per [Tactical] feat you have.

Implacable man [Fighter] [Tactical] [Tenacity]
Prerequisite: Fighter 6, any three [Tenacity] feats
Benefit: This feat allows following special actions:
This is where I make my stand: You root yourself in place and refuse to move. While you in this stance, only a Strenght check against DC (10 + your Fighter level + your number of [Tenacity] feats) can make you budge. (Attempting such check is a standard action.) All other attempts to move you fail. Assuming this stance is a swift action, and you can remain it for a number of rounds equal to your number of [Tenacity] feats. You can use it once per day per [Tactical] feat you have.
Ironbane Skin: All weapons with Hardness of 15 or less automatically take damage equal to your number of [Fighter] feats (bypassing their hardness) whevenever they strike you.
Bestow Toughness: As a swift action, you can bestow a number of temporary hitpoints equal to (your Con modifier x your number of [Tenacity] feats) to any ally within your reach. If not used, these hitpoints go away at the end of the encounter. This ability can be used once per day per [Tactical] feat you have.

Death's Dervish [Fighter] [Tactical] [Finesse]
Prerequisite: Fighter 6, any three [Finesse] feats
Benefit: This feat allows following special actions:
Riposte: when wielding light or one-handed weapon, any attacks that miss against you provoke an AoO from you. If you hit with such AoO, you deal d6 points of extra damage per each [Finesse] feat you have. This extra damage is halved against incorporeal opponents and opponents immune to critical hits.
Graceful step: When fighting defensively or using Total Defense action or the Combat Expertise feat, an attack that misses against you allows you to take a free 5' step to any unoccupied square next to you. The amount of steps you can take in a round is equal to your number of [Fighter] feats, or limited by distance equal to your fastest applicable move speed, whichever is less.
Enable defense: You may share any dodge bonuses to AC you have, as well as benefits from Uncanny Dodge and Imp. Uncanny Dodge, with one ally within your reach, plus one additional ally per three [Tactical] feats you have.


General's Orders [Fighter] [Tactical] [Guile]
Prerequisite: Fighter 6, any three [Guile] feats
Benefit: This feat allows following special actions:
Improved Aid Another: when you take action to aid another, you add ½ your number of [Fighter] feats to the bonus conveyed.
Rapid execution: your next action, or the next action of an ally within 10 feet, becomes one step faster. A full-round action becomes a standard action, a standard action becomes a move action, a move action becomes a swift action and a swift action becomes a free action. An action can only be affected once. You may only use this ability once per round, and one additional time for every three [Tactical] feats you have or gain.
Forced dodge: Once per round for every three [Guile] feats you have or gain, you may move any ally coming under attack within your reach by 5 feet. You must declare use of this ability before his opponent's attack roll resolves. If this moves your ally out of his opponent's threatened area, your ally avoids all damage from the attack.


---

Phew. First update in a long time. I'm a bit rusty, so I'm not sure how these compare to feats I've remade before. Before you ask, I plan to do two other sets of "capstones", one for level 12, and second for level 18. Those sets will be more specific in their feat requirements.

AttilaTheGeek
2013-07-18, 03:20 PM
Dodge seems really strong. A low-level fighter with Dodge who is attacked by a level-appropriate enemy could be completely immune to damage. Maybe give it a percentage chance to dodge that also scales, like a (60% + 5% per Dodge feat) to dodge any given attack.

You have a typo in Mobility: the second line should read "For each two [Finesse] feats you have or gain, including this one, the dodge bonus you gain increases by 1." Also, how differently sized is "radically different"?

Spring Attack is really cool. It does have a typo, though, which I've corrected: "you gain +1 circumstance bonus to your attack rolls and damage, up to the amount number of [Finesse] feats you have..."

Improved Shield Bash could use a buff. One die size is only one or two points of damage. What about scaling with Strength instead? For example, "For every two [Brawn] feats you have, including this one, add half your Strength modifier as a bonus to damage with shield bash attacks."

Improved Unarmed Strike should get the same buff as Improved Shield Bash.

Detect Arrows mentions additional uses for monks - do they get that many additional uses every round?

Snatch Arrow's three-[Finesse] bonus doesn't make sense. Why would someone be flat-footed if you're particularly good at deflecting arrows?

Overall, I love the synergy you have going here. It gets away from the feat trees model where you need to master one thing before moving on to the next, and it finally gives Fighters quadratic scaling by level.

Frozen_Feet
2013-07-18, 06:37 PM
Nice to see someone is looking over the older feats too! Typo's have been fixed.


Dodge seems really strong. A low-level fighter with Dodge who is attacked by a level-appropriate enemy could be completely immune to damage. Maybe give it a percentage chance to dodge that also scales, like a (60% + 5% per Dodge feat) to dodge any given attack.

Not "could be". Is. This is perfectly intentional. Though there are many more ways to make an opponent flat-footed too. I've not been able to do enough playtesting and no-one has stepped in to report if it balances out, though.


Also, how differently sized is "radically different"?

I think it was more than two sized bigger. It's not specified in the feat description, because the default rule is spelled out in combat section of the SRD.


Improved Shield Bash could use a buff... Improved Unarmed Strike should get the same buff as Improved Shield Bash.

Ehhh. Damage is not something that really needs any more buffs in this system.


Detect Arrows mentions additional uses for monks - do they get that many additional uses every round?

Huh. I had forgotten that part completely. I don't even remember if it was my invention or grandfathered in from the SRD. Considering I've remade monks too in the interim, that part is now gone.


Snatch Arrow's three-[Finesse] bonus doesn't make sense. Why would someone be flat-footed if you're particularly good at deflecting arrows?

Because you throw it back that fast. Think of it. In six seconds, the other guy draws the arrow, aims, shoots - and in whatever little time you have left, you are going to catch that arrow and throw it back and it has to reach its target.

Also, a fair warning: some many bonus abilities go way past the believable, even past Wuxia and into One Piece levels of craziness. Some of things you will encounter will violate common sense much worse than that. :smallwink:


Overall, I love the synergy you have going here. It gets away from the feat trees model where you need to master one thing before moving on to the next, and it finally gives Fighters quadratic scaling by level.

Feat trees haven't really gone anywhere. I've just done by darnest to make the later feats actually give new functionality, rather than improving the old ones; scaling numbers means many later feats that just gave +1 to something had to be completely revised.

Though overall, the whole system is less feat trees, and more like one gigantic web of them.

Frozen_Feet
2013-08-03, 03:58 PM
More "capstones".

---

Supreme Cleave [Fighter] [Brawn]
Prerequisites: Fighter level 12th, Great Cleave, Awesome Blow
Benefit: As a full-round action, you make one, terrifying swing. Draw a straight line from yourself that is three times as long as your maximum reach, and make a single attack roll at your highest attack bonus. All enemies on the line who are hit take normal damage, as well as +1d8 for every feat you have. They are also subject to effects of your Awesome Blow feat.

As a free action, you may then make an Intimidate check to demoralize all opponents on the line who were not hit.

[B]Fingers of the Devil [Fighter] [Finesse]
Prerequisites: Fighter level 12th, Deft Hands, Quickdraw, Improved Feint
Benefit: You gain +1d6 Sneak Attack, as the Rogue class feature. This single die of extra damage will even affect creatures ordinarily immune to precision damage. This extra damage stacks with other sources of Sneak Attack when applicable. You always use your whole character level to determine if you can hit characters with Imp. Uncanny Dodge.
If you have at least six [Finesse] feats, each time you hit with a melee Sneak Attack you may as a free action use Sleight of Hand to pilfer an item from your target.
For each six [Fighter] feats you have, you gain additional +1d6 Sneak Attack, again effective against all foes.

Perfect Health [Fighter] [Tenacity]
Prerequisites: Fighter level 12th, Endurance, Diehard, Mind over Body
Benefit: You become immune to non-magical diseases and poisons. You receive a bonus equal to your number of [Tenacity] feats to saves made against all magical diseases and poisons.
If you have at least eight [Fighter] feats, you can bestow benefits of this feat to another creature by succeeding in a DC 30 Heal check. This check can only be attempted once per week per invidual creature. The effects last for 2d6 days.

Fearsome Warrior [Fighter] [Guile]
Prerequisites: Fighter level 12th, Leadership, Persuasive, Combat Expertise
Benefit: This feat effects foes and allies within 10' radius, plus additional 5' per each [Fighter] feat you have besides this one. It triggers on your first turn of combat if one of the following conditions is met:

You draw your weapon on an already armed opponent
You hit a flat-footed enemy
You succesfully lead a charge against an enemy (you are the first to charge and hit)
You succesfully demoralize an opponent

If the effect is triggered, all enemies within range must make a Will save against DC (10 + your Fighter level + your number of [Guile] feats). Enemies who succeed in their save are unaffected. Enemies who fail become one step more frightened than they were - unafraid characters become shaken, shaken characters become frightened and frightened characters panic. If you have more than ten [Fighter] feats, this affects even enemies who would ordinarily be immune to fear-effects. Such enemies simply get a +15 bonus on their save.

Furthermore, all allies within range get a +2 morale bonus to hit, damage and AC. If you also have ten or more [Guile] feats, they become immune to fear and receive +4 bonus against all other mind-affecting effects, and all existing fear-effects are also dispelled.

All effects last for a number of rounds equal to twice your number of [Guile] feats.

Move Mountains [Fighter] [Brawn]
Prerequisites: Fighter level 18th, Juggernaut, Great Strenght, Improved Bullrush
Benefit: This feat is usable once per month per feat you have, and never more than once per day. To use it, there must be a mountain, island, or a massive structure (castle, tower etc.) within your reach. You then move this obstacle 5' to any direction you wish. All corporeal characters who get left under the new base of the obstacle must make a save versus DC (10 + your Fighter level + your number of [Brawn] feats). Failed save means they die. A successfull save means they take 20d6 + your Str modifier points of damage. This is not a death effect.

Furthermore, the mountain and everything on it undergo effects of the earthquake (http://www.d20srd.org/srd/spells/earthquake.htm) spell.

[B]Heartstealer [Fighter] [Finesse]
Prerequisites: Fighter level 18th, Deadly Precision, Fingers of the Devil
Benefit: Whenever you would be entitled to make a Sneak Attack, you may instead forgo any extra damage to make a special Sleight of Hand check against DC (30 + HD of target creature). If the creature has a Constitution score and is not immune to critical hits, it must make a Fortitude saving throw against DC (10 + your Fighter level + your number of [Finesse] feats). Failure means it dies instantly. Success means it takes 3d6 points of Constitution damage. This is not a death-effect.

If the creature has no Constitution score or is immune to critical hits, it becomes infatuated with you and its attitude changes to friendly. It can't be affected again by this ability for 24 hours. The victim can attempt a Will save against DC (10 + your Fighter level + your number of [Fighter] feats) to resist. Creatures immune to mind-affecting effects are still affected, but receive +15 bonus on their save.

Cheat Death [Fighter] [Guile]
Prerequisites: Fighter level 18th, Superior Expertise, Deceitful, Persuasive
Benefit: If you are targeted by a death-effect while disguised as another person, and your Disguise check beats the Spot check of whoever created the death-effect, it is the person you're masquerading as who suffers the effect. Additionally, whenever you would move into an older age category, you can make a special Bluff check to avoid penalties from aging. The DC for this check is 25 for middle age, 35 for old and 50 for venerable. You still benefit from the bonuses as usual.

Finally, if your Forgery check can exceed your maximum age roll, you will honest-to-god live an extra year for every point your check exceeded your maximum age by. This check can only be attempted once per character level, and you must always keep the latest result. If you have already lived longer than your new Forgery check indicates, you, well, die.

Only Man shall slay a Monster [Fighter] [Tenacity]
Prerequisites: Fighter 18th, Armor Skin, Damage Reduction, Toughness
Benefit: As basic effect of this feat, magic weapons with enhancement bonus of +1 can only deal non-lethal damage to you. At six and twelve [Tenacity] feats, this treshold is raised to +3 and +5, respectively. Non-magical weapons deal damage to you as normal.

If you have at least twelve [Fighter] feats, spells and powers above 3rd level, as well as spell-like, psi-like and supernatural abilities mimicking them, can only deal non-lethal damage to you. Spells and powers of 3rd level or lower continue to affect you as normal.

unbeliever536
2013-08-04, 03:11 PM
281 feats and 68 pages of a word document later, I've looked over all of your feats. Before I say anything else, you are ridiculously awesome.

In general, many of your feats refer to classes as they exist in core, rather than your own. I'm not sure if that's what you want. You also seem have a lot of [Finesse] and [Guile] feats, and a lot of overlap between the two. I feel like [Tenacity] and [Brawn] (especially [Tenacity]) need some love. For [Tenacity], how about some ways to get spell or energy resistance, or an Endure Elements effect?

My notes that I made while reviewing are in the spoiler below.

I'll be look over the classes you made, post my notes about them, and then start working up sample characters.


1) Some feats aren't tagged as [General]. Can these feats only be taken under special circumstances? If so, what are those circumstances? Are there any classes that can treat feats with other tags as [General] feats? (ex [Metamagic] for spellcasters). If feats without the [General] tag can be taken at any time the prerequisites are met, the [General] tag should be eliminated.

2) Most of the weapon focus line is [Finesse], an already very common tag. Maybe should just be [fighter]? Weapon Specialization is only [General] and [Fighter], should it also be [Finesse]? Weapon Focus could stay [Finesse] and give its bonus based on the larger of [Finesse] or [Fighter] feets, so as not to punish fighters that do not focus on [Finesse], while still allowing non-Fighters to gain the full benifit.

3) Improved Crit should specify whether it applies before or after doubling effects like Keen (recommend after)

4) Improved Disarm, Improved Grapple, Stunning Fist, and Improved Trip mention monk bonus feats.

5) All feets should probably include their own tags when counting synergy so that it is less cumbersome.

6) Should Snatch Arrows be [Monastic]?

7) Does Mounted Combat treat heavy and light horses as the same type of mount?

8) Point Blank Shot should be limitted to once/attack.

9) Far Shot Spot bonus and Shot on the Run Hide & Move Silently bonus doesn't make a ton of sense keyed off of [Fighter] feats.

10) Rapid Shot: is penalty reduction is additive only? (a character with four fighter feats and six finesse feats could make one extra attack with no penalty or two extra attacks at a -2)

11) Rapid Shot refers to the Ranger's Archery combat style, rather than Skirmish Archery

12) Does Great Cleave trigger when Cleave causes you to strike two opponents with one blow?

13) Cleave should have a note that tripping an opponent does not trigger it.

14) There isn't really a "movement allotment", so the Great Cleave 6+ [Fighter] ability doesn't quite make sense. I suggest that it be a half-range charge (ie, within your speed) as long as you haven't moved more than half your speed in the round.

15) How long do Improved Sunder maiming penalties persist? Until associated nonlethal damage heals? Until a special Heal check is made?

16) Is the extra attack from Two Weapon Fighting part of a full attack or a regular attack? Also, Two-Weapon Fighting should limit the number of offhand attacks.

17) Improved two weapon fighting double dice: sunder only or all attacks?

18) Multiweapon Fighting: Does the -6 penalty on the new offhand attack replace the regular offhand penalty? Is it in addition to the regular penalty?

19) Keeping someone pinned with Ranged Weapon Mastery should probably depend on what they do- ie, they are pinned until they make an Escape Artist check with a DC = the result of the touch attack roll (or DC = 10 + Dex + [Fighter] feats). If they are pinned with multiple arrows (which would take multiple rounds), the DC would increase. For both usability and realism, I don't think it should not cost a move action to maintain the pin.

20) With Master of a Thousand Weapons, could someone swap a projectile weapon proficiency with a melee weapon proficiency (ie, could one of your Monks trade his shortbow proficiency for greatsword proficiency?)

21) Endurance says Rangers get it at 3rd level

22) Armor Skin and Improved Natural Armor have a lot of overlap. They should probalby be condensed into one feat.

23) Blinding Speed: do you mean "under the effect of the haste spell"?

24) Mental Resistance: Also, when does the touch attack happen?

25) Rapid metabolism mentions [Tenacity] manuvers, needs a duration for the share. I recommend one day or one week, or one day/creature/two feats, multiple uses at once. Also, it should probably key off of [Tenacity] feats, not [Brawn] feats. It needs a note about complete bed rest as well.

26) Armor proficiency feats mention class proficiencies that do not match your remade classes.

27) Shield Stun mentions barbarians and fighters seperately. It also talks about damaging a foe with your unarmed strike.

28) Plant Defiance & Plant Control: what does a monk use for caster level?

29) Caster level for Hideous Laughter effect on Sharp-Shooting?

30) Can spell mastery be taken more than once? The description implies it, but does not state it outright.

31) Can you use Greater Two-Weapon Fighting should let you share enhancement between any pair of weapons as long as the enhancements are compatible, otherwise fighting with two of the same weapon is favored unnecessarily. Also, why is piercing strike restricted to Favored Enemies?

33) There should be a way to use synergy to increase manifester level from Wild Talent.

34) With Legendary Rider, does controlling an untrained mount still require a check?

35) Legendary Leaper looks like a way to get Fast Movement without actually getting Fast Movement- a sufficiently good long jump could very easily allow characters to move crazy distances, eventually exceeding the benifits of running. I would strike the part that says you always complete your jumps in one move action.

36) Aligned attack should deal extra damage against foes of opposite alignment.

37) With Mental Leap, if I have Str 16 and eight psionic feats, can I expend my psionic focus, jump, wait two rounds, jump again, then wait another two rounds to jump a third time, or must I make all three jumps within three rounds of expending my focus?

38) Psionic Body: "if you have fix or more..." should be "six". Also, what is the caster level for the Regenerate effect?

39) Unavoidable Strike should be [Monastic]

40) Greater Psionic Fist: Insanity seems like a really powerful effect. It should just be temporary confusion as Greater Psionic Shot can cause.

41) Ruinous Rage needs a cap on the weight of the object that can be lifted. Should probably be some multiple of the new heavy load.

42) Legendary performer allows a non-bard as low as character level 9 to count as a level 8 bard, but an actual bard doesn't reach level 8 until at least character level 13.

43) Craft Psionic Arms & Armor should be [Fighter]

44) No rapid Still/Silent spells?

45) Intensify spell should probably be 2/level or 2/half level, depending on the effect of the spell.

46) [Metapsionic] feats should specify that their cost drops to a minimum of zero extra power points.

47) In Fearsome Warrior, what does it mean to "lead" a charge? Should this just be "hit with a charge attack"? Also, do you always dispel all existing fear effects, or is that only after you hit ten [Fighter] feats?

48) Move Mountains is awesome, but I can't see it getting any actual use. I would suggest adding a way to push buildings off of their foundations (thus exposing basements and dungeons)

49) Cheat Death is great, but doesn't feel like a Fighter feat. It's awesome enough that it should stay, though.

50) Only Man Shall Slay a Monster is great. That's all I have to say about it.

Frozen_Feet
2013-08-05, 10:58 AM
The reason why the remade feats often refer to core classes instead of mine, was because I didn't originally plan to redo the classes. You are right that these references create more confusion than they're worth, so I have now removed them. They were redundant in the first place.

I've tried to give [Brawn] and especially [Tenacity] more love as I have progressed. However, I felt I couldn't justify many of the core fighter feats as such, in contrast to [Finesse] and [Guile]. (This is probably linked to how very few core skills key off Str and Con, where as majority key off Dex and Int). If you look at remade psionic and epic feats, you'll notice [Brawn] and [Tenacity] feats are much better represented among them. I have not counted so I can't say how many feats there are under which labels, however.

Energy resistance is already supplied by at least Endurance and Improved Natural Armor. Spell Resistance, I don't remember adding. Yet. :smallwink:

In order:

1) The signifigance of [General] tag and requirements for taking feats without it are explained in the first post.
2) Enough things increase to-hit for me to change this, especially now that Weapon Tricks exist.
3) The increase now takes place after other effects.
4) These references are now removed as redundant.
5) Those feats that exclude themselves usually have a good reason for it. I may add general rules informing how this works to the first post, as to avoid useless clutter in feat descriptions in the future, but I probably won't go and change every description to be less clunky. Much work for little gain.
6) Don't know about should, but it is now.
7) Depends. How draconic is your GM feeling? My opinion would be that horse is a horse, but they are listed separately in the rules, and the feat does specify *one* type of mount.
8) Fixed.
9) They don't, but what else would I key them to? They represent the fighter becoming better at aiming or better at being a commando, respectively.
10) It affects your total penalty. So a fighter you supposed could indeed shoot twice at 0/0, or thrice at -2/-2/-2.
11) These references are now removed as redundant.
12) If either of the opponents hit by Cleave were dropped and you still have Cleave attempts remaining, then yes. Otherwise, no.
13) The touch attack to trip does not normally do damage, so it doesn't trigger Cleave. Cleave being triggered by effects like the Knockdown feat, on the other hand, is intentional.
14) "Movement allotment" refers to the maximum movement allowed by the feat. This has been clarified.
15) This has been clarified.
16) It is part of a full attack. This is spelled out in the main combat rules. There also a limit on off-hand attacks, what were you referring to?
17) All attacks.
18) It replaces the -10 penalty for fighting with a third hand. (This is spelled out in the main combat rules... somewhere.) This has been clarified.
19) Fixed.
20) Yes, as long as the proficiencies match. (Simple ranged for simple melee, martial ranged for martial melee etc.)
21) These references are now removed as redundant.
22) They are separate feats, because they serve to different crowds. Imp. Nat. armor is for monsters who already have natural armor. Armor Skin is for puny flesh sacks who have none. They also have considerable non-overlapping functions.
23) Yes. Clarified.
24) On your next turn. This has been clarified.
25) Fixed.
26) Fixed.
27) Fixed.
28) Character level. This has been clarified.
29) Character level, as per normal rules for spell-likes with unspecified caster level.
30) Not anymore. I changed the description to make more sense.
31) Share enhancement now only checks for material and damage type. Piercing strike works that way simply to give favored enemy some more love.
32) What happened to number 32?
33) There is. It is called the Overchannel feat.
34) No. Like the feat says, you never need to do that check in combat.
35) Allowing it to be used as fast movement is intentional. If you optimize for jumping and don't bounce everywhere like a kangaroo, I don't know why you live. There's still incentive to optimize for land speed, because it gives bonuses to jump check. (As a side note, it's been scientifically proven kangaroo jumping is more efficient than running.)
36) Fixed.
37) Within three rounds of expending your focus. Your second example is correct.
38) Typo fixed. Character level, as per normal rules for spell-likes with unspecified caster level.
39) Fixed.
40) I'm too attached to the idea of punching someone's sanity out to remove it, but it can now be healed with a special Heal check.
41) It is now limited by how much you can lift over your head, as per normal rules for carrying capacity.
42) Fixed.
43) Fixed.
44) No.
45) Clarified.
46) Fixed.
47) Clarified.
48) Islands and big buildings have been added to valid targets.
49) Thank you.
50) Also thank you.

Frozen_Feet
2013-08-25, 05:03 AM
Improved Spell Resistance [General] [Tenacity]
Prerequisites: Iron Will
Benefit: You gain spell resistance equal to your number of [Tenacity] feats, or your best existing spell resistance improves by such amount. At four [Tenacity] feats, lowering or keeping down your spell resistance only takes a swift action. At eight [Tenacity] feats, they become free actions. At twelve [Tenacity] feats, you gain spell immunity.

Supremely Corporeal [General] [Tenacity]
Prerequisites: Improved Spell Resistance
Benefit: You can substitute your spell resistance for armor class against any attacks made against you by incorporeal opponents.
For each [Tenacity] feat you have, you gain a cumulative 5% chance to hit incorporeal opponents with non-magical weapons, and your chance to hit them with magical weapons also increases by 5%, to a maximum of 100%.

Deafening Song [General] [Bardic]
Prerequisite: ability to Inspire Courage like a Bard, Perform 7 ranks
Benefit: When inspiring courage in your allies, you can also deafen all enemies within 30 feet radius of you. Range of this ability increases by 10 feet for every feat you have. A successful Fortitude save (DC 10 + ½ your character level + the your Charisma modifier) negates the effect. The deafening effect lasts for as long as you continue inspire courage. You can choose to exclude any characters from this effect.

[B]Hindering Song [General] [Bardic]
Prerequisite: Deafening Song, Perform 9 ranks
Benefit: When inspiring courage in your allies, you can also make spellcasting more difficult for enemy casters within 30 feet radius of you. Range of this ability increases by 10 feet for every feat you have. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to your ranks in Perform. You can choose to exclude any characters from this effect.

[B]Group Inspiration [General] [Bardic]
Prerequisite: ability to Inspire Competence, Perform 10 ranks
Benefit: Number of allies you can affect when using inspire competence, greatness or heroics doubles. At three feats, the number triples. At six [Bardic] feats, it quadruples. At nine [Bardic] feats, it quintuples.

In addition, the range at which you can use these abilities increases by 10 feet for every [Bardic] feat you have.

[B]Improved Ki Strike [General] [Monastic] [Tactical]
Prerequisites: Stunning Fist, Ki Strike (Adamantine)
Benefit: This feat gives +2 to save DCs of your stunning fist ability. It allows for the following options:

Transcendent Fist:When fighting an incorporeal opponent, you can spend a stunning fist attempt to make all your attacks count as ghost-touch for remainder of this turn.
Follow the Breath: By studying an opponent for 3 rounds, you can make special touch attack against them. You may take other actions during these rounds as long as you stay focused on the target and they do not recognize you as an enemy. If your attack is succesfull after this study, your opponent will not realize anything is amiss, you will intuitively know exact location of this opponent as long as he stays within 1 mile from you. If he strays further than this from you, you still know his general direction, and get a bonus equal to your number of [Tactical] feats to any Survival checks to find him, or can convey this bonus to any other character in your presence. This effect lasts for a number of days equal to your number of [Tactical] feats. If you fail the attack, nothing happens, and your opponent is alerted to your odd behaviour. If you don't make the attack within 3 rounds of finishing the study, you have to begin the process anew. This ability only works against creatures with a Con score.
Read the Breath: when within 50 feet of a character under effects of your Follow the Breath ability, you can make a Concentration check against DC equal to their HD to read their surface thoughts. This takes 1 round. The range of this ability increases by 10 feet per [Monastic] feat you have. A succesfull check reveals presence or absence of thoughts, the Wisdom and Constitution scores particular to that creature, as well as their general emotional state. A failed check means you can't try reading their thoughts for another hour.
Crushing Fist: when attacking a foe, you can spend 1 use of your stunning fist ability to cancel fast healing, regeneration, one type of energy resistance or one type of damage reduction for a number of rounds equal to your number of [Monastic] feats. You must declare using this ability before making an attack; a failed attack means you attempt is wasted.


Improved Death Attack [General] [Finesse] [Tactical]
Prerequisite: Assassin level 5th, +4d6 Sneak Attack
This feat gives +2 to save DCs of your death attack ability. It allows for the following options:

Rapid capture: if using your death attack to paralyze rather than kill, you only need two rounds of study before making your attack. If you have at least eight [Finesse] feats, you only need 1 round of study.
Rapid Execution: when performing coup de grace against a helpless opponent, you can lower the save DC vs. death to just (10 + ½ damage dealt) in order to perform it as a swift action. You also don't provoke attacks of opportunity when using this option.
Mercy kill: if you take 1 round to line up the shot, you can perform coup de grace against a helpless opponent with any sort of ranged weapon, as long as the target is within range of your Sneak Attack ability.
Identify target: you get a bonus equal to your number of [Tactical] feats to any skill checks made to identify dead bodies or their cause of death. For each such feat, you can also ignore one illusion or abjuration effect that might obscure such facts.

The Corinthian
2013-09-22, 06:14 AM
Have you played a campaign using this system?

Frozen_Feet
2013-09-22, 09:08 AM
Myself? Nope. I don't have an active group to test these rules with. Several people have commented to using my rules, but (so far) I have not received in-depth feedback from them.

Frozen_Feet
2013-12-01, 12:07 PM
Pyrokinesy [Psionic] [Tactical]
Prerequisites: Concentration 8 ranks, Craft (Alchemy) 8 rank, Knowledge (Psionics) 8 ranks, must have power point reserve of at least 1 power point.
Benefits: You gain +4 bonus to all saving throws made against fire or heat-based effects. You also gain fire resistance equal to your number of [Psionic] feats. This feat also allows following options:

Leash of Fire: you gain the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. You takes no damage from a fire lash you create, and if you release your hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack, plus 1 additional point of damage per each [Psionic] feat you have. The lash otherwise acts as a normal whip, and benefits from all same feats and effects as one (such as Weapon Focus). It lasts as long as you hold it.
Weapon afire: by spending one power point, one weapon you wield (including natural weapons, unarmed strikes, ammunition and projectiles) bursts into fire and deals +2d6 fire damage to next target it hits. This is a swift action, and the effect lasts untill expended.
Nimbus: by expending your psionic focus (free action), you are wreathed in flames. While aflame you gain +4 bonus to charisma, +2 deflection bonus to AC and anyone who hits you in melee suffers 2d6 points of fire damage. This effects lasts for as many rounds as you have [Tactical] feats.
Firewalk: by extending your psionic focus (free action), you can rocket through air. You can move your speed to any direction, even vertically, but can't move more than double your speed in a round. You leave behind a flaming trail that does 2 points of fire damage to all that cross it, this trail lasting for 2 rounds. You must bay 1 power point per every round you travel in this manner, and you can't travel for more rounds than you have [Tactical] feats.


Elocation [Psionic] [Finesse] [Tactical]
Prerequisites: Mobility, Spring Attack, power point reserve of at least 1 power point
Benefits: You gain +2 insight bonus to attack rolls and damage when you make an attack against opponents that have already been injured by someone else this turn. This feat also allows for the following options:

Scorn Earth: by expending your psionic focus (free action), you rise 1 foot above ground. As long as you stay within 1 foot above a solid or liquid, you can glide over terrain at your normal speed, disregarding difficult terrain. You can attack normally and even "run" at four times your speed. If you somehow end up more than 1 foot above such surfaces, your speed slows down to 10 feet per round and you incur penalties to attacks as if levitating (http://www.d20srd.org/srd/spells/levitate.htm). This effect lasts for as many rounds as you have [Psionic] feats.
Improbable flanking: you can designate any adjacent square as the square from which flanking against an ally is determined (including the square where you stands, as normal). You can designate the square at any time during your turn. The designated square remains your effective square for flanking until you are no longer adjacent to it or until you choose a different square (during your next turn). You can even choose a square that is impassable or occupied.
Dimensional spring attack: when using psionic Dimension Door or the Dimension Door spell, you can make a single attack against a single foe at your destination, then immediately steb back through the dimension door to return to your starting point. You must have line of sight to your target when using this ability. This ability can be used once per day per each [Tactical] feat you have. If you have eight or more [Finesse] feats, you can make a full attack before returning to your starting point.
Capricious step: In any round you have not moved save for one 5-foot step, you can take an extra 5-foot step. This extra step can be taken after the first step, or at any other point of your turn, and otherwise follows normal rules for 5-foot steps.


Psychic Slayer [Psionic] [Tactical] [Tenacity]
Prerequisites: Favored Enemy, BAB +6, Knowledge (Dungeoneering) 4 ranks, power point reserve of at least 1 power point.
Benefits: you apply your highest bonus from your Favored Enemy class feature against all Psionic creatures. This feat also allows for the following options:
Brain Nausea: By spending 3 power points, all creatures will become averse (http://www.d20srd.org/srd/psionic/powers/aversion.htm) to eating your brain and/or reading your thoughts. Any creature who tries to do so must succeed on a Will save against DC (15 + your number of [Psionic] feats + ½ your character level), or be disinclined for 24 hours afterwards. A creature that fails its save may take any other action it desires save for eating your brains or reading your thoughts (it does not realize it is so affected). This effect will last for as many hours as you have [Tenacity] feats, even if you become unconscious, stunned or otherwise helpless.
Cerebral Blind: As long as you are psionically focused, you are protected from all supernatural devices, powers and spells that would reveal your location. No divination or clairsentience effect can reveal such information of you. This foils even effects suchs as wish, miracle and reality revision, but does not protect against metafaculty. In case of remote viewing abilities or scrying, the area where you are is shown, but you remain undetected. Effects that target you specifically simply fail.
Enemy Sense: By spending 1 power point, you can detect presence of all your favored enemies within 60 feet, even if obscured by walls or darkness. This effect lasts for a number of rounds equal to your number of [Tactical] feats.
Breach Power Resistance: By spending 1 power point, you can make it so that all successfull melee or ranged attacks you make against a target lower its power resistance by 1, to a minimum of 0. If the creature is not slain, it can recover lost resistance after 12 hours. The effect on your weapons lasts for a number of rounds equal to your number of [Tactical] feats.


Cognizance Psicrystal [Psionic]
Prerequisites: Psicrystal Affinity, Knowledge (Psionics) 8 ranks, Psicraft 8 ranks, manifester level 4th.
Benefit: You gain the ability to store excess power points in your psicrystal, making it work like a cognizance crystal. Initially, your psicrystal can store 5 power points. When you have four, six or eight [Psionic] feats, this number rises to 7, 9 and 11, respectively.

Font of Power [Psionic]
Prerequisites: Cognizance Psicrystal, manifester level 15th.
Benefit: Once per day, you can act like a living cognizance crystal, producing seemingly endless powerpoints. This ability can be used once per day, and works up to a number of rounds equal to twice your number of [Psionic] feats. During this period, you can manifest and augment any power you know without using any points from your own power point reserve. If you enter a metaconcert while using this ability, your power points are accessed normally for purposes of contributing to the pool.

Trallherd [Psionic] [Guile]
Prerequisites: Inquisitor, manifester level 5th and ability to manifest mindlink, must not have the Leadership feat.
Benefit: The character with this feat psionically attracts people to follow him, much like the Leadership feat. The cohorts from this feats are called "thralls", and the followers are called "believers".

This feat uses the same table for numbers of thralls and believers as the Leadership feat uses for cohorts and followers. The leadership score for a character with this feat is equal to (their manifester level + charisma modifier + number of [Guile] feats). This score is not affected by the modifiers mentioned under Leadership.

As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 3 (not level minus 2, as is true for cohorts). The called thrall and believers are also always brainwashed to the same alignment as the character with this feat.

After taking this feat, the character's first thrall and believers appear from the woodworks within 24 hours (if possible). If any are lost, more appear to replace them, again within 24 hours. Other than this, thralls and believers follow the same rules as cohorts and believers, as detailed under Leadership feat.

If the character has more than 10 [Psionic] feats, he can attract a second thrall. This thrall's level is limited to always be one below the first thrall's.

A character with this feat can never gain the Leadership feat. Should he ever die, all his thralls and believers suffer the effects of the Feeblemind (http://www.d20srd.org/srd/spells/feeblemind.htm) spell. If any of his thralls or believers wander into a Null Psionics Field (http://www.d20srd.org/srd/psionic/powers/nullPsionicsField.htm), they become confused. (http://www.d20srd.org/srd/spells/confusion.htm)

Uncarnate [Psionic] [Tactical]
Prerequisite: Autohypnosis 10 ranks, Psicraft 10 ranks, Psionic Body, manifester level 8th.
Benefit: Once per day as a standard action, you can become incorporeal (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype). This lasts for a number of minutes equal to your number of [Psionic] feats. All your material equipment slips through you and falls to the ground. It also allows for the following options:
Assume equipment: By spending 1 power point per article of equipment, you can designate some items to become incorporeal with you so you can keep using them. You can't designate more items this way than you have [Psionic] feats. The items return to corporeal when you do.
Assume likeness: When incorporeal, you become able to alter your shape. As a standard action, you can make a special disguise check with +10 bonus to impersonate any creature within one size category of you. Any physical interaction requires a Bluff check to keep convincing onlookers of your new form. If you do anything to reveal your true, incorporeal nature, your Bluff attempts automatically fail.
Psionic bridge: when incorporeal, you can transfer yourself through the minds of sentient creatures. When adjacent to a creature, you can touch them to enter their mind and then move to another creature within their line of sight and appear adjacent to them. Both creatures must have an Intelligence score. Neither the entry or destination creatures need to be familiar, or willing. Usually, this transfer is painless, but at your choice you can choose to disrupt the mind of the destination creature. In such case, they must succeed in a Will save against DC (10 + ½ your character level + your number of [Psionic] feats) or take 10d6 points of damage. Using this ability is a standard action, and it can be used as many times per day as you have [Tactical] feats.


Warmind [Psionic] [Tactical]
Prerequisite: BAB+6, Knowledge (history) 6 ranks, Knowledge (Psionics) 8 ranks, power point reserve of at least 1 powerpoint.
Benefits: As long as you are psionically focused, you gain +2 insight bonus to AC, as well as DR 3/--. This feat also allows for the following options:

Chain of Personal Superiority: As a free action, you can gain +2 insight bonus to Strenght and Constitution for 1 minute. Activating this ability costs 1 power point. If you have eight or more [Psionic] feats, the bonuses increase to +4.
Chain of Defensive Posture: As a free a action, your bonus to AC inreases to +4, and your DR increases to 6/-- for one minute. Activating this ability costs 1 power point. If you have eight or more [Psionic] feats, the bonus increases to +6 and your DR to 9/--.
Sweeping Strike: when making a melee attack, you can as a free action choose two adjacent squares within your threatened area - your attacks then apply to all creatures in those squares equally. This ability can be used on any attack, even attack of opportunity or extra attack from Cleave. Using this ability costs 1 power point. You can't use this ability if you've moved more than 10 feet since beginning of your last turn.
Chain of Overwhelming Force: Once per day per [Tactical] feat you have, you can try for one perfectly executed attack. This is a free action. If you hit, roll 10dX, where X is your weapon's damage die (for example, d4 for daggers). That is your base damage before other additions or alterations. If you miss, the attempt is wasted.