Cespenar
2010-09-07, 06:02 AM
I've found an old notepad file in which I had scribbled down a variant feat system, and decided to post it to see what everyone else thinks. The idea is incredibly simple, it's to get existing feats together or add a couple things more to have what I would call a super-feat. The reason is to increase the worth of feats in general and make use of the really crappy ones. The feats I had edited are all non-caster feats and consist mainly of core feats with a side dish of Complete Warrior. Without further ado, here they are:
Disclaimer: The explanations are far from being well-written, because as usual, I probably had done it in some streak of boredom. But I hope they're at least capable of conveying the ideas behind them.
Skill focus: Skill Focus + Skill Mastery
Blind-fight: Original + Treats concealment bonuses as one level lower(e.g. %50 becomes %20, %20 gets ignored). Also included: Eyes in the Back of Your Head (CWar).
Power Attack: When you hit an opponent, all excess attack bonuses are treated as if being used by this feat.
Cleave: Cleave + Great Cleave
Combat Expertise: Combat Expertise + Karmic Strike. Also, you may decide to use this feat after making your attack instead of before. Furthermore, a character with an equipped shield may add double the penalty he's taking on his attack roll to his AC.
Combat Reflexes: Combat Reflexes + Evasive Reflexes
Endurance: Original + immunity to fatigue effects, and exhaustion makes fatigue instead.
Diehard: Your negative hp allowance is equal to your Con score. +4 on saves vs. any death or negative energy effects.
Run: Run + Dash + Fleet of Foot. Also, the total speed bonus increases to +15 feet when taking a double move (instead of +10 with Dash).
Dodge: It's either your Dex modifier against one opponent or +1 against everyone.
Mobility: Mobility + Spring Attack
Spring Attack: Full attack as standard action, but only with unmounted melee attacks.
Point Blank Shot: If any ranged attack your character makes is in your weapon's first range increment or 30' (whichever lower), each hit you successfully make threatens as well.
Rapid Shot: Usable in standard action attacks as well.
Precise Shot: Precise Shot + Sharp-Shooting. Also, your ranged attacks do +1d6 precision damage.
Far Shot: Increases the range of all precision-based attacks by x1.5 as well.
Manyshot: Manyshot + Greater Manyshot + Improved Rapid Shot (CWar)
Imp. Precise Shot: Original + a further +2d6 precision damage.
Shot on the Run: Original + full attack as standard action, with only unmounted ranged attacks.
Great Fortitude: Original + the Fortitude part of Mettle. Moreover, the ability to take 10 on Fort saves at all times.
Lightning Reflexes: Lightning Reflexes + Improved Initiative + Quick Draw
Iron Will: Original + a second save is allowed in the next round, and, the Will part of Mettle.
Combat Technique - Power: Imp. Bull Rush + Imp Sunder + Combat Brute (CWar)
Combat Technique - Finesse: Imp. Disarm + Imp. Feint + Imp. Trip
Weapon Focus: Comes with the Warblade ability Weapon Aptitude. Also, the bonus is +2.
Weapon Specialization: Instead of +2, the weapon inflicts one extra die of damage. Oh, and also, Improved Critical is included.
Greater Weapon Focus: A further +2. Also, Power Critical.
Greater Weapon Spec.: Two more dice of damage.
Improved Unarmed Strike: IUS + Stunning Fist + Imp. Grapple
Mounted Combat: Mounted Combat + Ride-by Attack
Ride-by Attack: Full attack as standard action, only mounted, melee attacks.
Mounted Archery: In addition, full attack as standard action, only mounted, ranged attacks.
Combat Technique - Heavy Cavalry: Trample + Imp. Overrun + Spirited Charge
TWF: TWF + TW Defense + Dual Strike (CWar)
Improved TWF: The remaining -2 penalties vanish. Also, Improved TW Defense. Moreover, your off-hand attacks are at the same rate as your main hand forever.
Toughness: Maximize your hit point rolls.
Combat Technique - Ranged Finesse: Ranged Disarm + Ranged Pin + Ranged Sunder
Improved Shield Bash: Imp. Shield Bash + Shield Charge + Shield Slam
Hold the Line: Hold the Line + Stand Still. In addition, deal double damage against charging foe, triple with a readied polearm.
Combat Technique - Close Combat: Close-Quarters Fighting + Clever Wrestling + Defensive Throw + Earth's Embrace
Persistent Rage: Extend Rage + Instantaneous Rage, +1 rage/day.
Furious Rage: Intimidating Rage + Destructive Rage, +1 rage/day.
Fists of Iron: Double unarmed damage instead of +1d6, and for the whole round.
Disclaimer: The explanations are far from being well-written, because as usual, I probably had done it in some streak of boredom. But I hope they're at least capable of conveying the ideas behind them.
Skill focus: Skill Focus + Skill Mastery
Blind-fight: Original + Treats concealment bonuses as one level lower(e.g. %50 becomes %20, %20 gets ignored). Also included: Eyes in the Back of Your Head (CWar).
Power Attack: When you hit an opponent, all excess attack bonuses are treated as if being used by this feat.
Cleave: Cleave + Great Cleave
Combat Expertise: Combat Expertise + Karmic Strike. Also, you may decide to use this feat after making your attack instead of before. Furthermore, a character with an equipped shield may add double the penalty he's taking on his attack roll to his AC.
Combat Reflexes: Combat Reflexes + Evasive Reflexes
Endurance: Original + immunity to fatigue effects, and exhaustion makes fatigue instead.
Diehard: Your negative hp allowance is equal to your Con score. +4 on saves vs. any death or negative energy effects.
Run: Run + Dash + Fleet of Foot. Also, the total speed bonus increases to +15 feet when taking a double move (instead of +10 with Dash).
Dodge: It's either your Dex modifier against one opponent or +1 against everyone.
Mobility: Mobility + Spring Attack
Spring Attack: Full attack as standard action, but only with unmounted melee attacks.
Point Blank Shot: If any ranged attack your character makes is in your weapon's first range increment or 30' (whichever lower), each hit you successfully make threatens as well.
Rapid Shot: Usable in standard action attacks as well.
Precise Shot: Precise Shot + Sharp-Shooting. Also, your ranged attacks do +1d6 precision damage.
Far Shot: Increases the range of all precision-based attacks by x1.5 as well.
Manyshot: Manyshot + Greater Manyshot + Improved Rapid Shot (CWar)
Imp. Precise Shot: Original + a further +2d6 precision damage.
Shot on the Run: Original + full attack as standard action, with only unmounted ranged attacks.
Great Fortitude: Original + the Fortitude part of Mettle. Moreover, the ability to take 10 on Fort saves at all times.
Lightning Reflexes: Lightning Reflexes + Improved Initiative + Quick Draw
Iron Will: Original + a second save is allowed in the next round, and, the Will part of Mettle.
Combat Technique - Power: Imp. Bull Rush + Imp Sunder + Combat Brute (CWar)
Combat Technique - Finesse: Imp. Disarm + Imp. Feint + Imp. Trip
Weapon Focus: Comes with the Warblade ability Weapon Aptitude. Also, the bonus is +2.
Weapon Specialization: Instead of +2, the weapon inflicts one extra die of damage. Oh, and also, Improved Critical is included.
Greater Weapon Focus: A further +2. Also, Power Critical.
Greater Weapon Spec.: Two more dice of damage.
Improved Unarmed Strike: IUS + Stunning Fist + Imp. Grapple
Mounted Combat: Mounted Combat + Ride-by Attack
Ride-by Attack: Full attack as standard action, only mounted, melee attacks.
Mounted Archery: In addition, full attack as standard action, only mounted, ranged attacks.
Combat Technique - Heavy Cavalry: Trample + Imp. Overrun + Spirited Charge
TWF: TWF + TW Defense + Dual Strike (CWar)
Improved TWF: The remaining -2 penalties vanish. Also, Improved TW Defense. Moreover, your off-hand attacks are at the same rate as your main hand forever.
Toughness: Maximize your hit point rolls.
Combat Technique - Ranged Finesse: Ranged Disarm + Ranged Pin + Ranged Sunder
Improved Shield Bash: Imp. Shield Bash + Shield Charge + Shield Slam
Hold the Line: Hold the Line + Stand Still. In addition, deal double damage against charging foe, triple with a readied polearm.
Combat Technique - Close Combat: Close-Quarters Fighting + Clever Wrestling + Defensive Throw + Earth's Embrace
Persistent Rage: Extend Rage + Instantaneous Rage, +1 rage/day.
Furious Rage: Intimidating Rage + Destructive Rage, +1 rage/day.
Fists of Iron: Double unarmed damage instead of +1d6, and for the whole round.