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View Full Version : [3.5] Yet another attempt to improve feats and divide them by level.



Agrippa
2010-11-29, 02:54 PM
One of the innovations that 3rd edition brought to Dungeons and Dragons were feats. These were meant to be used to diversify and individualize cjaracters. Unfortunately most feats fail to do just that. Now currently these are almost all fighter bonus feats. Please note that I'm not working spellcasting related feats yet, except for eliminating Natural Spell. That said I would like some help making new feats and improving and categorizing old ones.

Agrippa
2010-11-29, 02:55 PM
Gritty Tier (1st-5th level) feats

A-B
Active Shield Defense [Fighter Bonus][Gritty]

See PHB II.

Adaptable Flanker [Fighter Bonus][Gritty]

See PHB II.

Agile Shield Fighter [Fighter Bonus][Gritty]

See PHB II.

Aid Giver [Fighter Bonus][Gritty]

See Dragon #343.

Armor Dance [Fighter Bonus][Gritty]

See Dragon #315.

Armor Specialization [Fighter Bonus][Gritty]

As PHB II but it can stack with its self.

Axeshield [Fighter Bonus][Gritty]

See Underdark.

Backstab [Fighter Bonus][Gritty]

See Dragon #340.

Ballista Proficiency [Fighter Bonus][Gritty]

See Heroes of Battle.

Battle Dancer [Fighter Bonus][Gritty]

See PHB II.

Block Arrow [Fighter Bonus][Gritty]

As Heroes of Battle but you can block a number of arrows equal to your Dexterity modifier.

Battle Hardened [Fighter Bonus][Gritty]

As in Dragon #343 but rises by 1 point every five levels.

Beast Strike [Fighter Bonus][Gritty]

See Dragon #355.

Blade Meditation [Fighter Bonus][Gritty]

As Tome of Battle but rises by 1 point every five levels.

Bonded [Fighter Bonus][Gritty]

As Dragon #357 but rises by 1 point every five levels.

Bow/(Gun) Feint [Fighter Bonus][Gritty]

See Dragon #350.

Bowslinger [Fighter Bonus][Gritty]

As in Underdark but rises by 2 points every five levels.
C-D
Canny Opportunist [Fighter Bonus][Gritty]

See Dragon #340.

Cleave [Fighter Bonus][Gritty]

See PHB or SRD.

Close-Quarter Defense [Fighter Bonus][Gritty]

As Dragon #309 but rises by 1 point every five levels.

Close-Quarters Fighting [Fighter Bonus][Gritty]

See Complete Warrior, Draconomicon, Races of Faerûn and Sword and Fist.

Combat Acrobat [Fighter Bonus][Gritty]

See PHB II.

Combat Engineer [Fighter Bonus][Gritty]

As Dragon #334 but attack and damage rises by 2 points every five levels and and you overcome an additional point of damage reduction per every level.

Combat Expertise [Fighter Bonus][Gritty]

See PHB or SRD.

Combat Intuition [Fighter Bonus][Gritty]

As Complete Adventurer but use the diference of your Sense Motive check and the enemy's Bluff for the Insight to all attacks against them.

Cometary Collision [Fighter Bonus][Gritty]

See PHB II.

Coordinated Shot [Fighter Bonus][Gritty]

See Heroes of Battle.

Crossbow Sniper [Fighter Bonus][Gritty]

See PHB II.
Dancing Blade [Fighter Bonus][Gritty]

As Ghostwalk but rises by 1 point every five levels.

Deadeye Shot [Fighter Bonus][Gritty]

See PHB II.

Deadly Defense [Fighter Bonus][Gritty]

See Complete Scoundrel.

Defensive Archery [Fighter Bonus][Gritty]

See Races of the Wild.

Defensive Expert [Fighter Bonus][Gritty]

See Dragon #315.

Defensive Opportunist [Fighter Bonus][Gritty]

See Dragon #340.

Defensive Strike [Fighter Bonus][Gritty]

See Complete Warrior and Oriental Adventures.

Deflect Arrows [Fighter][Gritty]

See PHB or SRD.

Dire Flail Smash [Fighter Bonus][Gritty]

See Champions of Ruin.

Disrupting Strike [Fighter Bonus][Gritty]

See Dragon #355.

Distracting Attack [Fighter Bonus][Gritty]

See Miniatures Handbook.

Dodge [Fighter Bonus][Gritty]

As PHB or SRD but the bonus from dodge rises 1 point every five levels and applies to one target per point of Dexterity modifier every round.
E-F
Efficient Pull [Fighter Bonus][Gritty]

See Dragon #350.

Elusive Dance [Fighter Bonus][Gritty]

See Dragon #333.

Endurance [Gritty]

As PHB or SRD but rises to +8 at 10th level and +12 at 15th level.

Exotic Shield Proficiency [Fighter Bonus][Gritty]

See Races of Stone.

Exotic Weapon Proficiency [Fighter Bonus][Gritty]

See PHB or SRD.

Exploit Adjustment [Fighter Bonus][Gritty]

See Dragon #340.

Far Shot [Fighter Bonus][Gritty]

See PHB or SRD.

Fear No Binds [Fighter Bonus][Gritty]

See Dragon #355.

Fierce Mind [Fighter Bonus][Gritty]

See Dragon #355.
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Improved Disarm [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Initiative [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Feint [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Grapple [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Trip [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Unarmed Strike [Fighter Bonus][Gritty]

See PHB or SRD.
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Martial Stance [Fighter Bonus][Gritty]

See Tome of Battle.

Martial Study [Fighter Bonus][Gritty]

See Tome of Battle.

Mobility [Fighter Bonus][Gritty]

See PHB or SRD.
O-P
Precise Shot [Fighter Bonus][Gritty]

See PHB or SRD.

Point Blank Shot [Fighter Bonus][Gritty]

As PHB or SRD but rises by 1 point every five levels.

Power Attack [Fighter Bonus][Gritty]

See PHB or SRD
Q-R
Quick Draw [Fighter Bonus][Gritty]

See PHB or SRD.

Rage [Fighter Bonus][Gritty]

Your sheer disciplined and focused fury can be unleashed, turning you into a brutal kiling machine. In this state you become stroner and more resilient at loss of caution and partial self-control

Prerequisites: Con and Strength 13, +1 base attack, fighter, paladin, ranger, rogue or bard.

You can fly into a rage a certain number of times per day. In a rage, you temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution and a +2 morale bonus on Will saves, but you take a -2 penalty to Armor Class. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end this rage. At the end of the rage, you lose the rage modifiers and restrictions and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless you have a class level of 17, at which point this limitation no longer applies).

You can fly into a rage only once per encounter. At 1st level you can use your rage ability once per day. At 4th level and every four levels thereafter, you can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but you can do it only during your action, not in response to someone else’s action.

Rapid Reload [Fighter Bonus][Gritty]

See PHB or SRD.
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Spring Attack [Fighter Bonus][Gritty]

See PHB or SRD.

Snatch Arrows [Fighter Bonus][Gritty]

See PHB or SRD.

Throw Anything [Fighter Bonus][Gritty]

See Complete Warrior.

Two-Weapon Defense [Fighter Bonus][Gritty]

See PHB or SRD.

Two-Weapon Fighting [Fighter Bonus][Gritty]

See PHB or SRD.
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Warlike Cunning [Gritty][Fighter Bonus]

You keen intellect is truly among one of your greatest assets in battle.

Prerequisites: Int 13 at least one level in fighter or other warrior class.

Benefit
You gain a good number of battle related special abilities based on your intelligence.

Battle Clarity: You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not surprised, you gain an insight bonus equal to your Intelligence bonus (maximum equals your class level) on your Reflex saving throws.

Battle Ardor: The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Battle Cunning: Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Battle Skill: You anticipate your enemies' ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.

Battle Mastery: You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make whenever you get an attack of oppertunity.
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Agrippa
2010-11-29, 02:56 PM
Pulp Hero Tier (6th-10th level) feats

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Acrobatic Strike [Fighter Bonus][Pulp]

See PHB II.

Blood-Spiked Charger [Fighter Bonus][Pulp]

As PHB II but replace Weapon Focus (spiked sheild) with Expert Weapon Specialization (spiked sheild).

Blood Wind Ricochet [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Strength 17, Dexterity 15, Throw Anything, Point Blank Shot, Returning Throw, Lighting Ricochet, BAB +10, 5th level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 10.

You can toss you our weapon and have it ricochet from one foe to the other and finally back to you. Just like Captain America does it.

Benefit: As a full-round action you can hurl a weapon at a foe and compel it ricochet to other enemies before
hurtling back to your waiting hand. The weapon you throw behaves as though it has the returning special ability (DMG 225), except that you determine the point during your turn when the weapon returns to you.
When using this ability, you make a full attack with a thrown weapon, but each ranged attack must be resolved against a seperate target. You can choose the order in which you attack your foes. Range and cover penalties are resolved for each attack after the first as though that attack originated from the space of the creature you last attacked. If a creature has total cover relative to you, you cannot attack it.
When you use blood wind ricochet, you lose the use of one Iron Heart, Stone Dragon or Tiger Claw strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.

Brutal Strike [Fighter Bonus][Pulp]

See PHB II.
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Combat Acrobat [Fighter Bonus][Pulp]

See PHB II.

Deadly Concussion [Fighter Bonus][Pulp]

See Dragon #333.

Defensive Sweep[Fighter Bonus][Pulp]

As Player's Handbook II but with a prerequisite Base Attack of +7.

Double Hit [Fighter Bonus][Pulp]

See Miniatures Handbook.

Double Team [Fighter][Pulp]

See Dragon #303.

Dual Strike [Fighter Bonus][Pulp]

See Complete Adventurer and Sword and Fist.
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Improved Critical [Fighter][Pulp]

See PHB or SRD

Improved Two-Weapon Fighting [Fighter][Pulp]

See PHB or SRD
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Leadership [Fighter][Pulp]

See PHB or SRD

Lighting Ricochet [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Strength 15, Dexterity 15, Throw Anything, Point Blank Shot, Returning Throw, BAB +9, 5th level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 10.

Swords, hammers and spears and other weapons you toss always bounce back to you, ready to be thrown again.

Benefit: You can throw your weapon at a nearby foe and command it to immediately bounce back to your grasp. Any time you make a ranged attack with an approved thrown weapon on your turn, the weapon immediatley returns to you and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.
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Manyshot [Fighter][Pulp]

See PHB or SRD

Martial Throw [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Strength 15, Dexterity 13, Throw Anything, Point Blank Shot, BAB +7, 3rd level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 10.

With your advanced martial knowledge you can now applie your sublime fighting techniques with thrown weaponry.

Benefit: You can initate a strike form either the Iron Heart, Stone Dragon or Tiger Claw discipline with an appropriate thrown weapon. The strike must be one that has a target of one creature. A strike that target's multiple creatures or objects cannot be used with martial throw.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.
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Returning Throw [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Strength 15, Dexterity 13, Throw Anything, Point Blank Shot, BAB +7, 3rd level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 10.

Any weapon you can throw returns to your hands.

Benefit: You can hurl your weapon at a foe and command it to ricochet back to you. Any suitible weapon you throw behaves as though it has the returning special ability.
When you use returning attacks, you lose the use of one Iron Heart, Stone Dragon or Tiger Claw strike you have currently readied for the encounter, just as if you had initiated the strike (except you do not gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*
S-T
Stunning Fist [Fighter Bonus][Pulp]

See PHB or SRD.

Superior Unarmed Strike [Fighter Bonus][Pulp]

See Tome of Battle.

Thunderous Blow [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Dexterity 15, Strength 17, Throw Anything, Point Blank Shot, BAB +7, 3rd level Iron

Heart or Stone Dragon maneuvers and Balance 10.

You can strike from a distance with truly frightening force.

Benefit: You build up incredible tension as you ready yourself to throw your weapon, which becomes visible around you like heat waves. When you release your weapon, that power rushes out with your weapon.
As a swift action, you can choose to treat your ranged attack rolls with thrown weapons as melee attacks for the rest of your turn. You use your melee attack bonus, including Strength bonus, feats and so forth, to determine your attack bonus for each attack as normal, but you apply the standard modifiers for range penalties. Attacking into melee, through cover and so forth incurs the standard penalties.
In addition, you can apply 1 1/2 times your Strength bonus to damage if you weild the thrown weapon with two hands and you can use Power Attack with your thrown weapon attacks (adding two times the number subtracted from attack rolls as a bonus on damage rolls when throwing a two-handed weapon).

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to two times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield

Toughness [Fighter][Pulp]
Due to intensive physical conditioning or sheer thoughness and good health you are more resilient and suffer less from injury.

Prerequisites: Con 15, Endurance and Diehard

Benefit
You gain a number of hit points equal to your Constitution score and you double your bonus hit points from Constitution.

Special
A character may gain this feat multiple times. Each additional rank in toughness grants you your Constitution score in hit points and adds one to the multiplier for your hit point bonus.

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Agrippa
2010-11-29, 02:57 PM
Wuxia Tier (11th-15th level) feats

A-B
Agile Leaper [Fighter Bonus][Wuxia]

Both your grace and physical power contribute to your skillful leaps.

Prerequisites: Strength and Dexterity 13, Combat Acrobatics, Mobility and Jump 14

Add both your Dexterity and Strength modifiers to all Jump checks.

Blood Rain [Fighter Bonus][Wuxia]
Prerequistes: Intelligence and Strength 15, Dexterity 15, Throw Anything, Point Blank Shot, Returning Throw, BAB +13, 6th level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 14.

Any sharp weapons you throw leave horrific, bleeding wounds on your enemies. Often times causing them to bleed to death.

Benefit: You can enter a state that enables you to inflict a terrible bleeding wound on any living creature you damage with an edged thrown weapon or melee attack. While you are in an Iron Heart or Tiger Claw stance, you can forgo its normal benefit as a swift action to gain the effect of blood rain. This ability lasts as long as you would maintain the Iron Heart or Tiger Claw stance or as described below. You can also stop using blood rain and resume gaining the normal benefit of the stance as a swift action.
The creature you hit with your attack takes 3 points of damage due to blood loss at the begining of your turn each round. This effect ends if you stop using this stance. An affected creature can end the effect by being the beneficiary of any healing (such as a cure spell) or a DC 15 Heal check. The bleeding effect of blood rain does not stack with itself or the use of this feat by another charcter.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to two times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.

Blade Storm (Crushing Storm) [Fighter Bonus][Wuxia]
Prerequistes: Intelligence and Strength 15, Dexterity 15, Throw Anything, Point Blank Shot, Returning Throw, Lighting Ricochet, BAB +15, 5th level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 16.

Your weapon or weapons seem fly from your hands as if posessed by some otherworldly force, back and forth, striking your enemies. The truth is far more impressive and unsettling, your just that good.

Benefit: You can hurl your weapon as a full-round action to make it seem as if you are attacking a dozen foes at once. You become the center of a storm of steel as your thrown weapon flies out to strike a foe, returns to ricochet harmlessly off you, then flies out to attack another foe.
You can make a renged attack with a thrown weapon at your highest attack bonus against as many targets as you wish. You can attack each target just once with this attack, calculating range and cover penalties from your position on the battlefield.
When you use blade storm, you lose the use of one Iron Heart, Stone Dragon or Tiger Claw strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.
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E-F
Eye of the Storm [Fighter Bonus][Wuxia]
Prerequistes: Intelligence and Strength 15, BAB +12, 4th level Iron Heart, Stone Dragon or Tiger Claw maneuvers.

You learn to center your being and adopt a mindset of calm readiness despite the furor of battle raging about you. While you are in Iron Heart, Stone Dragon or Tiger Claw stance, you can forgo its normal benefit as a swift action to gain the effect of eye of the storm. This ability lasts as long as you would maintain the Iron Heart, Stone Dragon or Tiger Claw stance, or as described below. You can also stop using eye of the storm and resume gaining the normal benefit of the stance as a swift action.
When you use this ability, you gain a +4 dodge bonus to Armor Class against ranged attacks and a +2 competence bonus on Reflex save. In addition, when a foe makes an attack of oppertunity against you when you make a ranged attack while threatened you can make a single melee attack against that foe as a swift action (assuming you're not unarmed and you threaten that foe). Such an attack does not count as an attack of oppertunity. To retain this defensive posture, you can move no more than 10 feet on your turn.
G-H
Greater Rage [Fighter Bonus][Wuxia]

Prerequisites: Con and Strength 15, +11 base attack and the rage feat.

Your bonuses to Strength and Constitution during your rages each increase to +6 and your morale bonus on Will saves increase to +3. The penalty to AC remains at -2.
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Mettle [Wuxia][Fighter Bonus]

Need help with flavor text.

Prerequisites: Con 15, Fort save +12 and Diehard

Benefit
You can resist magical attacks with greater effectiveness than other warriors. If you succeed on a Will or Fortitude saving throw against an attack that would normally produce a lesser effect on a successful save, you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
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Soaring Jump [Fighter Bonus][Wuxia]

With a sudden leap you fly farther than any member of your kind has any right to do. It truly is a remarable sight.

Prerequisites: Strength and Dexterity 15, Combat Acrobatics, Mobility, Agile Leaper and Jump 17

Whenever you make a successful Jump check multiply your the result by ten to determine distance traveled.

{table=head]Long Jump DC|Small|Medium|Large|Huge|Gargantuan|Colossal
5|25 feet|50 feet|100 feet|200 feet|400 feet|800 feet
10|50 feet|100 feet|200 feet|400 feet|800 feet|1,600 feet
15|75 feet|150 feet|300 feet|600 feet|1,200 feet|2,400 feet
20|100 feet|200 feet|400 feet|800 feet|1,600 feet|3,200 feet
25|125 feet|250 feet|500 feet|1,000 feet|2,000 feet|4,000 feet
30|150 feet|300 feet|600 feet|1,200 feet|2,400 feet|4,800 feet
35|175 feet|350 feet|700 feet|1,400 feet|2,800 feet|5,600 feet[/table]

{table=head]High Jump DC|Small|Medium|Large|Huge|Garganutan|Colossal
4|5 feet|10 feet|20 feet|40 feet|80 feet|160 feet|320 feet
8|10 feet|20 feet|40 feet|80 feet|160 feet|320 feet|640 feet
12|15 feet|30 feet|60 feet|120 feet|240 feet|480 feet|960 feet
16|20 feet|40 feet|80 feet|160 feet|320 feet|640 feet|1,280 feet
20|25 feet|50 feet|100 feet|200 feet|400 feet|800 feet|1,600 feet
24|30 feet|60 feet|120 feet|240 feet|480 feet|960 feet|1,920 feet
28|35 feet|70 feet|140 feet|280 feet|560 feet|1,120 feet|2,240 feet
32|40 feet|80 feet|160 feet|320 feet|640 feet|1,280 feet|2,560 feet[/table]
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Agrippa
2010-11-29, 03:02 PM
Superhero Tier (level 16th-20th) feats

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In A Single Bound [Fighter Bonus][Superhero]

Who the Hell are you, Superman?

Prerequisites: Strength and Dexterity 17, Combat Acrobatics, Mobility, Agile Leaper and Jump 20

As Soaring Jump but your jump distance is treated as flight speed for a number of rounds equal to half your Jump bonus rounded down and at clumsy maneuverabilty.
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Mighty Rage [Fighter Bonus][Superhero]

Prerequisites: Con and Strength 19, +20 base attack and the greater rage feat.

Your bonuses to Strength and Constitution during a rage each increase to +8 and your morale bonus on Will saves increase to +4. The penalty to AC remains at -2.
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Tireless Rage[Fighter Bonus][Superhero]

Prerequisites: Con 19 and greater rage feat.

You no longer become fatigued at the end of your rages.
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Vorpal Stirke [Fighter bonus][Superhero]
Prerequisites
Str 17, Wis or Int 13, Improved Critical (unarmed attack, slashing or bludgeoning weapon), Keen Strike, ki strike (adamantine).

Benefit
Your slashing, bludgeoning or unarmed strike is considered to be a vorpal weapon. If the weapon is aleardy vorpal the intended target is subjected to two saving throws and takes the worse of them.

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Agrippa
2010-11-29, 03:31 PM
Demigod (21st-35th level) feats.

Agrippa
2010-11-29, 03:33 PM
Godlike Tier (level 36+) feats.

Agrippa
2010-11-29, 04:36 PM
I finished posting all the categories and I'm going to take a break for a while. I know that other people here have been working on revising the core feats for some and I don't want to step on anyone's toes. You can even help and give suggestions on what modifications and additions I should make. I'd welcome the support of any onther homebrewers here and their contributions.