DaTedinator
2010-07-22, 11:05 AM
So, I was thinking about feats like Shadow Blade recently, and how that's actually a really fun idea, that allows for a lot more variation in what would otherwise be similar builds! So I made these.
{table="head"] General Feats | Prerequisites | Benefit
Battlefield Agility | Dex 13, Dodge, Mobility, Tumble 8 ranks | Take a standard action the middle of a move action
Battle Casting | -- | Cast spells while holding the charge of other spells
Careful Retreat | Dex 13, Dodge | Take the withdraw action as a move action
Channel Ki | Wis 13, Concentration 10 ranks | Make a concentration check instead of a saving throw
Combat Flair | Cha 13 | Add your Charisma bonus to combat maneuvers
Combat Instincts | Wis 13 | Take a penalty on Will saves to gain a bonus to AC
Crack Shot | Dex 13, BAB +1 | Ignore soft cover
Expert Throw | Dex 13 | Add your dexterity modifier to damage with ranged weapons
Martial Artist | Combat Expertise | Your unarmed strikes are considered one-handed or two-handed weapons
Mounted Defense | Ride 1 rank | Take hits for your mount
Reckless Attack | Str 13 | Take a penalty to AC to gain a bonus to damage with two-handed weapons
[/table]
Battlefield Agility [Fighter]
You can act while on the move.
Prerequisites: Dex 13, Dodge, Mobility, Tumble 8 ranks
Benefit: When walking on the ground, you can take a move action, and take a standard action at any point during the move.
Special: Battlefield Agility can be used in place of the Spring Attack feat to qualify for a feat, prestige class, or other special ability.
Battle Casting
You can charge your hand with magical energy that’s as dangerous as any weapon.
Benefit: When holding the charge of a touch attack spell, you can attempt a concentration check (DC 15 + held spell level, or increase the Casting Defensively DC by the level of the held spell) to cast another spell and not lose the held spell. If you fail the concentration check, you lose the held charge. Even if successful, you may not use both spells with a single touch, and you may not hold the charge of more than one spell.
Special: Battle Casting can be used in place of the Combat Casting feat to qualify for a feat, prestige class, or other special ability.
Careful Retreat [Fighter]
You can cross the battlefield without letting your guard down.
Prerequisites: Dex 13, Dodge
Benefit: You can take the withdraw (”http://www.d20srd.org/srd/combat/actionsInCombat.htm#withdraw”) action as a move action; in this case, you move up to your speed (rather than up to double your speed). If you take the withdraw action as a full-round action, you gain a +4 dodge bonus to AC against attacks of opportunity provoked by moving out of a threatened area during that movement.
Special: Careful Retreat can be used in place of the Mobility feat to qualify for a feat, prestige class, or other special ability.
Channel Ki [Fighter]
You can withstand attacks by harnessing your inner ki flow.
Prerequisites: Wis 13, Concentration 10 ranks
Benefit: Whenever you need to make a saving throw, you can instead make a Concentration check. Unlike a normal skill check, but like a normal saving throw, a natural 1 is an automatic failure, while a natural 20 is an automatic success. You may channel your ki once per day for every four levels you have attained, but no more than once per round.
Special: A monk may select Channel Ki as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may channel her ki a 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.
Channel Ki can be used in place of the Stunning Fist feat to qualify for a feat, prestige class, or other special ability. You may spend Channel Ki uses the same way you can spend Stunning Fist uses, and any feat that grants you additional Stunning Fist uses instead grants you additional Channel Ki uses.
Combat Flair [Fighter]
You love showing off in combat.
Prerequisite: Cha 13
Benefit: You may add your Charisma bonus to any attack or ability roll related to combat maneuvers (disarm, trip, and the like). Note that while this would apply to the touch attack required to start a grapple, it wouldn’t apply to subsequent grapple checks.
Special: Combat Flair can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 13” prerequisite with “Cha 13.”
Combat Instincts [Fighter]
You’re capable of giving into your instincts in combat, granting yourself better defense at the cost of self-control.
Prerequisite: Wis 13
Benefit: You may take a penalty of up to -5 to your Will saves and add the same number (+5 or less) your AC as a dodge bonus. This number may not exceed your base attack bonus or your base Will save.
Special: Combat Instincts can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 13” prerequisite with “Wis 13.”
Crack Shot [Fighter]
You can shoot through a melee and still hit your target
Prerequisites: Dex 13, BAB +1.
Benefit: You may ignore soft cover (”http://www.d20srd.org/srd/combat/combatModifiers.htm#cover”) granted by your allies when using ranged attacks. If your BAB is at least +6, you may ignore all soft cover when making ranged attacks.
Special: Crack Shot can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.
Expert Throw [Fighter]
You can throw weapons with surgical precision.
Prerequisite: Dex 13
Benefit: You may add your Dexterity modifier to damage with thrown weapons instead of your Strength modifier.
Special: Expert Throw can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.
Martial Artist [Fighter]
You’re good with your hands.
Prerequisite: Combat Expertise
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, if you have at least one hand free, your unarmed strike is counted as a one-handed weapon in situations where it would be advantageous to you. If you have at least two hands free, your unarmed strike is counted as a two-handed weapon in situations where it would be advantageous to you. If you’re two-weapon fighting with unarmed strikes, you are not considered to have two hands free.
Special: Martial Artist can be used in place of the Improved Unarmed Strike feat to qualify for a feat, prestige class, or other special ability.
Mounted Defense [Fighter]
You can deflect and absorb attacks that would otherwise damage your mount.
Prerequisite: Ride 1 rank
Benefit: Whenever your mount is hit by an attack, you may attempt a Ride check to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. If your Ride check result equals or is less than the attack roll, you are hit instead of your mount.
Special: Mounted Defense can be used in place of the Mounted Combat feat to qualify for a feat, prestige class, or other special ability.
Reckless Attack [Fighter]
You can sacrifice defense to put more power behind your blows.
Prerequisite: Str 13
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from your AC and add the same number to all melee damage rolls made with two-handed weapons, or one-handed weapons wielded in two hands. This number may not exceed your base attack bonus. The penalty to AC and bonus on damage apply until your next turn.
Special: This feat may not be used in conjunction with the Power Attack feat.
Reckless Attack can be used in place of the Power Attack feat to qualify for a feat, prestige class, or other special ability. Abilities that modify Power Attack (such as the Leap Attack feat, or a Frenzied Berserker’s Supreme Power Attack) modify Reckless Attack in a similar manner.
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Thoughts? Comments? Ideas for more?
{table="head"] General Feats | Prerequisites | Benefit
Battlefield Agility | Dex 13, Dodge, Mobility, Tumble 8 ranks | Take a standard action the middle of a move action
Battle Casting | -- | Cast spells while holding the charge of other spells
Careful Retreat | Dex 13, Dodge | Take the withdraw action as a move action
Channel Ki | Wis 13, Concentration 10 ranks | Make a concentration check instead of a saving throw
Combat Flair | Cha 13 | Add your Charisma bonus to combat maneuvers
Combat Instincts | Wis 13 | Take a penalty on Will saves to gain a bonus to AC
Crack Shot | Dex 13, BAB +1 | Ignore soft cover
Expert Throw | Dex 13 | Add your dexterity modifier to damage with ranged weapons
Martial Artist | Combat Expertise | Your unarmed strikes are considered one-handed or two-handed weapons
Mounted Defense | Ride 1 rank | Take hits for your mount
Reckless Attack | Str 13 | Take a penalty to AC to gain a bonus to damage with two-handed weapons
[/table]
Battlefield Agility [Fighter]
You can act while on the move.
Prerequisites: Dex 13, Dodge, Mobility, Tumble 8 ranks
Benefit: When walking on the ground, you can take a move action, and take a standard action at any point during the move.
Special: Battlefield Agility can be used in place of the Spring Attack feat to qualify for a feat, prestige class, or other special ability.
Battle Casting
You can charge your hand with magical energy that’s as dangerous as any weapon.
Benefit: When holding the charge of a touch attack spell, you can attempt a concentration check (DC 15 + held spell level, or increase the Casting Defensively DC by the level of the held spell) to cast another spell and not lose the held spell. If you fail the concentration check, you lose the held charge. Even if successful, you may not use both spells with a single touch, and you may not hold the charge of more than one spell.
Special: Battle Casting can be used in place of the Combat Casting feat to qualify for a feat, prestige class, or other special ability.
Careful Retreat [Fighter]
You can cross the battlefield without letting your guard down.
Prerequisites: Dex 13, Dodge
Benefit: You can take the withdraw (”http://www.d20srd.org/srd/combat/actionsInCombat.htm#withdraw”) action as a move action; in this case, you move up to your speed (rather than up to double your speed). If you take the withdraw action as a full-round action, you gain a +4 dodge bonus to AC against attacks of opportunity provoked by moving out of a threatened area during that movement.
Special: Careful Retreat can be used in place of the Mobility feat to qualify for a feat, prestige class, or other special ability.
Channel Ki [Fighter]
You can withstand attacks by harnessing your inner ki flow.
Prerequisites: Wis 13, Concentration 10 ranks
Benefit: Whenever you need to make a saving throw, you can instead make a Concentration check. Unlike a normal skill check, but like a normal saving throw, a natural 1 is an automatic failure, while a natural 20 is an automatic success. You may channel your ki once per day for every four levels you have attained, but no more than once per round.
Special: A monk may select Channel Ki as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may channel her ki a 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.
Channel Ki can be used in place of the Stunning Fist feat to qualify for a feat, prestige class, or other special ability. You may spend Channel Ki uses the same way you can spend Stunning Fist uses, and any feat that grants you additional Stunning Fist uses instead grants you additional Channel Ki uses.
Combat Flair [Fighter]
You love showing off in combat.
Prerequisite: Cha 13
Benefit: You may add your Charisma bonus to any attack or ability roll related to combat maneuvers (disarm, trip, and the like). Note that while this would apply to the touch attack required to start a grapple, it wouldn’t apply to subsequent grapple checks.
Special: Combat Flair can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 13” prerequisite with “Cha 13.”
Combat Instincts [Fighter]
You’re capable of giving into your instincts in combat, granting yourself better defense at the cost of self-control.
Prerequisite: Wis 13
Benefit: You may take a penalty of up to -5 to your Will saves and add the same number (+5 or less) your AC as a dodge bonus. This number may not exceed your base attack bonus or your base Will save.
Special: Combat Instincts can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 13” prerequisite with “Wis 13.”
Crack Shot [Fighter]
You can shoot through a melee and still hit your target
Prerequisites: Dex 13, BAB +1.
Benefit: You may ignore soft cover (”http://www.d20srd.org/srd/combat/combatModifiers.htm#cover”) granted by your allies when using ranged attacks. If your BAB is at least +6, you may ignore all soft cover when making ranged attacks.
Special: Crack Shot can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.
Expert Throw [Fighter]
You can throw weapons with surgical precision.
Prerequisite: Dex 13
Benefit: You may add your Dexterity modifier to damage with thrown weapons instead of your Strength modifier.
Special: Expert Throw can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.
Martial Artist [Fighter]
You’re good with your hands.
Prerequisite: Combat Expertise
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, if you have at least one hand free, your unarmed strike is counted as a one-handed weapon in situations where it would be advantageous to you. If you have at least two hands free, your unarmed strike is counted as a two-handed weapon in situations where it would be advantageous to you. If you’re two-weapon fighting with unarmed strikes, you are not considered to have two hands free.
Special: Martial Artist can be used in place of the Improved Unarmed Strike feat to qualify for a feat, prestige class, or other special ability.
Mounted Defense [Fighter]
You can deflect and absorb attacks that would otherwise damage your mount.
Prerequisite: Ride 1 rank
Benefit: Whenever your mount is hit by an attack, you may attempt a Ride check to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. If your Ride check result equals or is less than the attack roll, you are hit instead of your mount.
Special: Mounted Defense can be used in place of the Mounted Combat feat to qualify for a feat, prestige class, or other special ability.
Reckless Attack [Fighter]
You can sacrifice defense to put more power behind your blows.
Prerequisite: Str 13
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from your AC and add the same number to all melee damage rolls made with two-handed weapons, or one-handed weapons wielded in two hands. This number may not exceed your base attack bonus. The penalty to AC and bonus on damage apply until your next turn.
Special: This feat may not be used in conjunction with the Power Attack feat.
Reckless Attack can be used in place of the Power Attack feat to qualify for a feat, prestige class, or other special ability. Abilities that modify Power Attack (such as the Leap Attack feat, or a Frenzied Berserker’s Supreme Power Attack) modify Reckless Attack in a similar manner.
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Thoughts? Comments? Ideas for more?