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View Full Version : Some 20+ Homebrew Feats (PEACH, please)



Ziegander
2011-06-04, 05:10 AM
These feats are straight up cross-posted from another of my threads in an attempt to get feedback on just the feats separate from the other material. Since I got absolutely no feedback on the feats the first time around, I'm hoping to change that with this thread. Thanks in advance?

Area Attack1
Prerequisites: Str 15, Power Attack, Cleave
Benefit: As a standard action, you may swing your weapon wildly, attempting to damage all creatures in a semi-circle arc with a radius equal to your reach. Creatures in the area suffer damage as if struck by your weapon unless the succeed on a Reflex save (DC 10 + 1/2 Base Attack Bonus + Strength modifier).
Special: For each creature that failed it's saving throw this feat triggers any other effects dependent on hitting a creature with your weapon.
Synergy: If you possess the Combat Expertise feat creatures in the area suffer half damage even on a successful saving throw.

Tackle1
Prerequisites: Str 15, Power Attack, Improved Bull Rush
Benefit: This feat is treated as, and provides all the benefits of, the Improved Grapple feat, for all purposes.

In addition, as a standard action that doesn't provoke attacks of opportunity, you may leap or fall onto opponents using your weight and strength to take them to the ground. Tackle deals bludgeoning damage dependent on your size (2d6 for a medium sized character) and adds 1.5 times your Strength bonus to the damage roll. Tackle effects an area equivalent to your space within a range equivalent to your reach. Creatures in the area are entitled to a Reflex save or an Escape Artist check, but not both, against DC 10 + 1/2 your Base Attack Bonus + your modifiers to grapple checks. Creatures whose saving throw or skill check failed are dealt damage by the tackle, knocked prone, and pinned. Creatures whose saving throw or skill check succeeded avoid you entirely. Regardless, you fall prone.
Synergy: If you possess the Mobility feat you may stand from prone after your Tackle as a free action.

Dust Up1
Prerequisites: Dex 13, Int 13, Combat Expertise, Combat Reflexes
Benefit: As a standard action you can sweep a limb or weapon across the ground and create a dust cloud. This hemispherical cloud has a radius equal to your reach. Creating the cloud has a 50% chance to snuff out unprotected, nonmagical flames in the area.

The cloud obscures vision as Obscuring Mist and creatures within the cloud when it is created must succeed on a Reflex save (DC 10 + 1/2 your Hit Dice + Dexterity modifier) to avoid being Blinded while they remain in the cloud or for 1 round after they emerge.

Creatures in the cloud must succeed on a Concentration check against the same DC in order to cast a spell or complete any other task that requires one's full attention (see the Concentration skill).

Invisible creatures are visibly, if vaguely, outlined by the dust while they remain in the cloud and for 5 rounds after they emerge (an invisible creature thus outlined that has emerged from the cloud may use a standard action to shake the dust from themselves).

The cloud lasts for a number of rounds equal to 1 + your Dexterity modifier.
Synergy: If you have the Power Attack feat you may reduce the Reflex save DC and the Concentration check DC against Dust Up by a number no higher than your base attack bonus to increase the radius of the cloud by a distance equal to 5ft times that same number.

Fling Ally1
Prerequisites: Str 17, Dex 13, Proficiency with a thrown weapon
Benefit: You may pick up any ally you are strong enough to lift over your head as a move action and throw them as a standard action. The range increment of a thrown ally is a default of 5ft and you may throw them up to five range increments. If you are strong enough to carry your ally as a medium load the range increment increases to 10ft. If you are strong enough to carry your ally as a light load the range increment increases to 20ft.

A thrown ally lands in an empty space without consequence, however you must succeed on a ranged touch attack to target an occupied space against AC 5 + the highest touch AC among creatures in the space. A character without proficiency with a martial thrown weapon takes a -4 penalty to this attack roll. If the touch attack succeeds the thrown ally may make an attack of opportunity against a single creature whose space it enters, but does not provoke attacks of opportunity for movement. If the touch attack fails, the ally does provoke attacks of opportunity for movement and falls prone in the occupied space.
Synergy: A thrown ally with the Tackle feat may treat its being throw at an occupied space as a Tackle, effecting all creatures in the space.
Synergy: A thrown ally with the Combat Reflexes feat or similar ability to make additional attacks of opportunity per round may make attacks of opportunity against any or all creatures whose spaces it enters.
Synergy: If you have the Combat Expertise feat a thrown ally doesn't provoke attacks of opportunity if your ranged touch attack fails.

Fling Enemy1
Prerequisites: Str 17, Improved Grapple, Proficiency with a thrown weapon
Benefit: The turn after you have successfully established a hold on an opponent to start a grapple, rather than maintain the grapple you may, as a standard action, hurl your foe through the air with a successful grapple check either vertically or horizontally. You must be strong enough to lift the foe over your head.

The range increment of a hurled foe is a default of 10ft, however, for every 4 points you beat your opponent's grapple check you may hurl it an additional 10ft up to a maximum distance equal to 10ft per point of your Strength modifier.

A creature hurled vertically takes fall damage as normal, while a creature hurled horizontally takes damage as if it had fallen half that distance. If a hurled creature enters another creature's square the other creature must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Strength modifier) to avoid taking damage equal to the amount the hurled creature is dealt.

Unless you have proficiency with a martial thrown weapon, hurled enemies do not provoke attacks of opportunity for movement.

Mighty Roar1
Prerequisites: Str 13, Con 13, Cha 13, Intimidate 4 ranks
Benefit: Once per day, you may let loose a Mighty Roar as a standard action. Your Mighty Roar effects every opponent within 30ft +5ft per point of your Constitution modifier that is able to hear it and has a number of hit dice less than or equal to 5 + your number of hit dice. Each effected opponent must succeed on a Will save (DC 10 + 1/2 your Hit Dice + the highest of your Strength, Constitution, or Charisma modifiers) to avoid becoming Frightened for 5 rounds. A creature whose saving throw was successful is still Shaken for those rounds.
Special: For every 4 ranks in Intimidate you possess you may use Mighty Roar once more per day.

The Biosthete
A Steampunk/Magiktech Monk...

Go look at the Artificer class to shamelessly appropriate mechanics for the Biosthete's tech salvaging abilities.

Alignment: Any
Hit Die: 1d8

{table="head"]Level|BAB|Fort|Ref|Will|Special |
Serviceable Parts

1st|+0|+1|+1|+1|Techfinding, Serviceable Parts, Bioware Infusion|
1d6/+2

2nd|+1|+1|+1|+1|Hardware Retrofit|
1d6/+3

3rd|+2|+2|+2|+2|Software Upgrade|
2d6/+3

4th|+3|+2|+2|+2|Bioware Infusion|
2d6/+4

5th|+3|+3|+3|+3|Hardware Retrofit|
3d6/+4

6th|+4|+3|+3|+3|Software Upgrade|
3d6/+5

7th|+5|+3|+3|+3|Bioware Infusion|
4d6/+5

8th|+6/+1|+4|+4|+4|Hardware Retrofit|
4d6/+6

9th|+6/+1|+4|+4|+4|Software Upgrade|
5d6/+6

10th|+7/+2|+5|+5|+5|Bioware Infusion|
5d6/+7

11th|+8/+3|+5|+5|+5|Hardware Retrofit|
6d6/+7

12th|+9/+4|+6|+6|+6|Software Upgrade|
6d6/+8

13th|+9/+4|+6|+6|+6|Bioware Infusion|
7d6/+8

14th|+10/+5|+6|+6|+6|Hardware Retrofit|
7d6/+9

15th|+11/+6/+1|+7|+7|+7|Software Upgrade|
8d6/+9

16th|+12/+7/+2|+7|+7|+7|Bioware Infusion|
8d6/+10

17th|+12/+7/+2|+8|+8|+8|Hardware Retrofit|
9d6/+10

18th|+13/+8/+3|+8|+8|+8|Software Upgrade|
9d6/+11

19th|+14/+9/+4|+8|+8|+8|Bioware Infusion|
10d6/+11

20th|+15/+10/+5|+9|+9|+9|Ghost in the Machine, Hardware Retrofit|
10d6/+12[/table]

Class Skills (6 + Int modifier): Appraise, Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (History), Knowledge (Local), Knowledge (Tech), Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, and Use Device*.

Weapons and Armor Proficiency: A Biosthete is proficient with all simple weapons and all personal firearms. A Biosthete is proficient with light armor but not with shields.

NOTE: Many of the Biosthete's abilities are Technological in nature and marked (Tc). These abilities, different from Extraordinary, Spell-like, or Supernatural abilities, are granted through mechanical and scientific means and maybe enhanced or disrupted by effects that interact with Technological Abilities.

*Use Device encompasses magical, psionic, and technological devices.

Serviceable Parts (Ex): A Biosthete trains in grueling physical conditioning and masters intricate bio-engineering skills in order to sculpt her body into a harmonious instrument equal parts offense and defense. Her unarmed strikes deal 1d6 damage and are considered simple, masterwork weapons. When wearing no armor, her unarmored form is likewise considered light, masterwork armor and grants a +2 armor bonus with no maximum Dex bonus, no armor check penalty, no arcane spell failure, and no weight. Her unarmed strike and unarmored form may be treated as manufactured equipment for all purposes except disarming and sundering, which, among other things, allows them to gain magical or technological enhancements. Her Unarmed Strikes increase in damage by 1d6 once at 3rd level and every odd level thereafter. Her Unarmored Form's armor bonus to AC increases by +1 once at 2nd level and every even level thereafter.

Techfinding (Tc): A Biosthete's built in sensors may be used, at-will, to find Technological creatures and devices as Locate Tech, which functions like Detect Evil.

Bioware Infusion (Ex): [...]

Hardware Retrofit (Tc): [...]

Software Upgrade (Tc): [...]

Ghost in the Machine (Su): At 20th level, a Biosthete's biotech physiology transcends mortal flesh, binary circuitry, and digital code; it becomes something greater than the sum of its parts. She becomes an Outsider (Native) and gains the supernatural ability to project herself into the Ethereal Plane at will. She may remain in the Ethereal Plane for as long as she likes, but while she is there any time she enters the space of a Technological creature on the Material Plane, as a standard action, she may produce a Dominate Monster effect as the spell, though the duration of the effect is dependent on Concentration and while the effect is maintained she may not move out of the creature's space but instead moves with it as it moves. She may produce this effect any number of times per day but only once per creature per day.

Greater Toughness1
Prerequisites: Con 17, Improved Toughness
Benefit: You gain Damage Reduction X/-- where X is equal to your Constitution modifier. This DR applies in addition to any other DR you have from other sources and stacks with other sources of DR/-- you have.

Thick-Skinned1
Prerequisites: Con 17, Damage Reduction
Benefit: Your existing DR improves by 2 or by your Constitution modifier, whichever is higher.
Special: You may take this feat multiple times, each time you do your DR improves up to a maximum of twice your number of Hit Dice.

Scramble1
Prerequisites: Dex 15, Tumble 4 ranks
Benefit: Whenever you succeed on a Reflex saving throw you may use an immediate action to move up to half your speed. This movement does not provoke attacks of opportunity.

Slam Through1
Prerequisites: Str 17, Con 15, Power Attack, Improved Overrun
Benefit: You gain a natural Slam attack dealing damage appropriate to your size (2d6 for a medium creature) + 1.5 times your strength modifier. You also gain the Trample special attack. Creatures you successfully Overrun automatically take damage equal to your Slam attack.

Mighty Stomp1
Prerequisites: Str 21, Con 17, Power Attack, Improved Overrun, Slam Through
Benefit: As a full round action you may strike a solid surface with one of your limbs or with a weapon to create a shockwave radiating out from your space a distance equal to your space times your Constitution modifier. Creatures, structures, and unattended objects in the area are dealt damage as if struck by your Slam attack and creatures must succeed on a Balance check (DC 10 + 1.5 times your Strength modifier + your Constitution modifier) to avoid being knocked prone. A creature that fails this Balance check by 5 points or more must succeed on a Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier) to avoid being Dazed for 1 round. A creature that fails this saving throw by 5 or more points is Dazed for 1 additional round for every 5 points his saving throw failed.

Knockback1
Prerequisites: Str 17, Power Attack, Improved Bull Rush, Base Attack +3
Benefit: If you score a hit while you are using the Power Attack feat the struck foe is knocked back a distance equal to 5ft times the extra damage Power Attack added to your attack. For the purpose of this calculation (but not in determining damage dealt), subtract from that extra damage your foe's size modifier to AC, your foe's bonuses to resist Bull Rush, and 1/5 your foe's ranks in Balance. If a foe is knocked back 10ft or more in this way it must succeed on a Reflex save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being knocked prone. The foe takes 1d6 damage for every 20ft traveled this way.

Blowback1
Prerequisites: Str 21, Con 17, Power Attack, Improved Bull Rush, Knockback, Base Attack +6
Benefit: If you miss while using the Knockback feat the target of your attack must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier) to avoid being blown away (http://www.d20srd.org/srd/conditionSummary.htm) 1d4 times 5ft per point subtracted from your attack roll from the Power Attack feat, or 2d6 times that amount if it was airborne.
Synergy: If you possess both Dust Up and Blowback, when you use the Dust Up feat, creatures in the area must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier + your Dexterity modifier) to avoid being blown away 1d4x10ft or 2d6x10ft if they are airborne.

Vicious Wound1
Prerequisites: Int 13, Combat Expertise, Base Attack +6
Benefit: Against any creature you have observed for 3 or more rounds, as a standard action, you may make an especially deadly attack that deals +1 damage per HD of the struck creature. A creature dealt damage this way must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus + your Intelligence modifier) to avoid taking bleed damage at the start of each its rounds equal to the extra damage your attack dealt. A creature that fails its saving throw against this effect multiple times sustains additive bleed damage each round. The bleeding can be stopped with a Heal check (DC 10 + your Base Attack Bonus + your Intelligence modifier) or by any effect that restores at least 1 hit point per point of your Intelligence modifier.

Sniper Shot1
Prerequisites: Dex 15, Hide 9 ranks, Base Attack +6 or Sneak Attack +3d6
Benefit: As a full round action, if you've successfully hidden at least 30ft away from your target, you can make one ranged attack, then immediately hide again at no penalty to your new Hide check.
Special: If you have Base Attack +11 or more the attack deals double damage. If you have Base Attack +16 or more the attack deals triple damage.

Coordinated Strike1
Prerequisites: Animal Companion or Special Mount, Dex 15, Handle Animal 5 ranks, Base Attack +6
Benefit: As a full round action, you and your animal companion/special mount make a single attack each against a creature you both threaten. If both attacks hit the target is dealt additional damage equal your ranks in Handle Animal and must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus + your Dexterity modifier) to avoid being Dazed for 1 round per point of your animal companion's/special mount's Constitution modifier. A Creature that successfully saves against the effect is Staggered for 1 round.
Special: If you have Base Attack +11 or more your attack deals double damage (but not your companion's/mount's) and the save DC increases by 1. If you have Base Attack +16 or more your attack deals triple damage and the save DC increases by 2.

Archery Expertise1
Prerequisites: Int 13, Point Blank Shot, Base Attack +1
Benefit: You do not provoke attacks of opportunity for firing a ranged weapon in melee. Furthermore, When you use the attack action or the full attack action when wielding a ranged weapon, you can take a penalty to your Armor Class and add the same number as a bonus to your damage rolls. This number may not exceed your base attack bonus. The changes to Armor Class and damage rolls last until your next turn.

Giantkiller1
Prerequisites: Clever Wrestling
Benefit: You may establish a hold against any creature, regardless of size. This does not allow you to move, restrain, or pin an opponent two or more size categories larger than you (though see below). Furthermore, creatures do not add size bonuses to their grapple checks when they make grapple checks against you. Finally, you may add your Dexterity modifier to your grapple checks instead of your Strength modifier if it is higher.

Whenever you establish a hold against a creature that is at least one size category larger than you if, if you succeeded your grapple check by 5 or more you are considered grappling the creature but it is not considered grappling you. In addition it provides soft cover for its own attacks against you, and thus risks attacking itself. You may make Ride checks in place of bull rush attempts to move the creature (limited by its speed rather than yours), and can make Climb or Ride checks in place of grapple checks in order to remain grabbing on. You are effectively using the creature as a mount, though with less control.
Synergy: If you have the Mounted Combat feat, against any creature you are making Ride checks to grapple with, you may redirect attacks made against you to it, instead of vice versa.
Synergy: If you have the Improved Trip feat you may make a Dexterity check instead of a Strength check in order to trip an opponent and your opponent doesn't add size bonuses to their opposed checks.

Cometfall1
Prerequisites: Int 15, Dex 15, Far Shot, Base Attack +6
Benefit: When you use the Far Shot feat you may arc your shot, causing a projectile weapon's range to be doubled or a thrown weapon's range to be tripled. Additionally, when you use this feat your ranged attacks deal +1d6 damage per 30ft of your weapon's range divided in half (to a maximum of +1d6 per two points of your Base Attack Bonus), +1d6 additional damage per 30ft you are above your target (to a total maximum of +20d6).

Shrewd Perception
Prerequisites: Dex 10 or less, Wis 13
Benefit: You may add your Wisdom modifier to Reflex saves and Initiative checks instead of your Dexterity modifier. In addition, you may make Listen, Search, and Spot checks as swift actions.

Intuitive Knowledge
Prerequisites: Wis 15
Benefit: You may make any Knowledge check untrained, even if the DC is higher than 10. In addition, you may use your Wisdom modifier for and Knowledge check in place of your Intelligence modifier.
Normal: A character can only make untrained Knowledge checks if the DC is 10 or lower, and Knowledge skills are Intelligence-based.

Stone-Faced Soldier1
Prerequisites: Base Attack +4
Benefit: You gain a +4 bonus to resist charm, compulsion, and fear effects as well as a +2 bonus on initiative checks.

Armored Deflection1
Prerequisites: Base Attack +4.
Benefit: Add your armor bonus to AC to your Touch AC as well.
Synergy: If you have Spell Resistance you add your armor bonus to your SR as well.

Earth Sense
Prerequisites: Dwarf or Con 15, Wis 15
Benefit: As long as you are touching the ground, you notice the presence of and the direction to each creature within 30ft that is also touching the ground. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the [Air] subtype cannot select this feat.

Earth Adept
Prerequisites: Blind-Fight, Earth Sense, and either Dwarf or Con 15, Wis 15
Benefit: You gain Tremorsense out to 30ft.
Synergy: If you are not a Dwarf, as long as you are touching the ground you gain a +4 bonus to resist being Bull Rushed, Grappled, Overrun, or Tripped, a +4 bonus on Balance checks, and a +4 bonus on any saving throw against an effect that would move you from your space or knock you prone.
Synergy: If you are a Dwarf, as long as you are touching the ground you automatically resist grapple checks and overrun attempts made against you and you cannot be moved unwillingly from your space or unwillingly knocked prone.

Item Channeling
Prerequisites: Use Magic Device 5 ranks, Base Attack +3
Benefit: You may activate any item you hold or wear, making any Use Magic Device checks as necessary, and make a melee attack at the same time channeling the magic of the item into the target of your attack. The item must have an activation time of 1 standard action or less, and regardless of the number of targets that could normally be assigned you must be able to target only one creature. Personal effects and area effects may not be channeled.

As a standard action, activate the item and make a melee attack roll at your highest attack bonus. If the attack misses the use of the item fizzles and is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the activated item as if you had succeeded on any attack rolls or spell penetration checks as the item would normally require. The target of your attack is permitted any saving throws the item would ordinarily allow.

Items that generate multiple touch or ray attacks charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way, if you choose to use Item Channeling to channel another item, any charges currently held in your weapon are lost.

Uncanny Scent
Prerequisites: Scent, Wis 13 or Blind-Fight
Benefit: You can pinpoint the location of a scent when within 10ft per point of your Constitution or Wisdom bonus, whichever is higher.
Normal: You can pinpoint the location of a scent when within 5ft.

1 - These feats are added to the Fighter's list of bonus feats.

Seharvepernfan
2011-06-04, 06:39 AM
I think you should break this post up into several smaller posts and clump the feats together by chain or prereqs.

Its a bit of an ordeal to EACH each feat from such a big list in one go.

Ill make you a deal, you break them up and I will evaluate and critique every single one. out of spite for all the threads I've started that never got much of a response

Solaris
2011-06-04, 07:20 AM
I think you should break this post up into several smaller posts and clump the feats together by chain or prereqs.

Its a bit of an ordeal to EACH each feat from such a big list in one go.

Ill make you a deal, you break them up and I will evaluate and critique every single one. out of spite for all the threads I've started that never got much of a response

Compared to a base class? Are you kidding? I think we're good with just one post rather than twenty.

How many of these are rewrites of existing WotC feats? Can you post a source to make it easier for us casual-types to compare them?

Armored Deflection seems a must-have for NPC drow.

These feats make it pretty easy to get damage reduction. I actually approve - fighters should have nice things.

SPoD
2011-06-04, 02:30 PM
Rather than go quote-crazy, my thoughts are below in green. Spoilered for length.

Area Attack1
Prerequisites: Str 15, Power Attack, Cleave
Benefit: As a standard action, you may swing your weapon wildly, attempting to damage all creatures in a semi-circle arc with a radius equal to your reach. Creatures in the area suffer damage as if struck by your weapon unless the succeed on a Reflex save (DC 10 + 1/2 Base Attack Bonus + Strength modifier).
Special: For each creature that failed it's saving throw this feat triggers any other effects dependent on hitting a creature with your weapon.
Synergy: If you possess the Combat Expertise feat creatures in the area suffer half damage even on a successful saving throw.

The biggest weirdness here is that this feat actually gets worse against some opponents if you have Combat Expertise. Why? Improved Evasion. Once you add in Combat Expertise, then this saving throw becomes eligible for Evasion (and thus Improved Evasion), and suddenly rogues and familiars and high-level animal companions are all taking half damage on a failed save and no damage on a successful save. Without Combat Expertise, those foes can't use Improved Evasion, and they take full damage on a failed save along with everyone else.

All you need to do is fix it to say, "If you possess the Combat Expertise feat, you may choose to cause creatures in the area suffer half damage even on a successful saving throw." Now, if you know you're fighting a foe with Improved Evasion, you can turn the synergy off.

Tackle1
Prerequisites: Str 15, Power Attack, Improved Bull Rush
Benefit: This feat is treated as, and provides all the benefits of, the Improved Grapple feat, for all purposes.

In addition, as a standard action that doesn't provoke attacks of opportunity, you may leap or fall onto opponents using your weight and strength to take them to the ground. Tackle deals bludgeoning damage dependent on your size (2d6 for a medium sized character) and adds 1.5 times your Strength bonus to the damage roll. Tackle effects an area equivalent to your space within a range equivalent to your reach. Creatures in the area are entitled to a Reflex save or an Escape Artist check, but not both, against DC 10 + 1/2 your Base Attack Bonus + your modifiers to grapple checks. Creatures whose saving throw or skill check failed are dealt damage by the tackle, knocked prone, and pinned. Creatures whose saving throw or skill check succeeded avoid you entirely. Regardless, you fall prone.
Synergy: If you possess the Mobility feat you may stand from prone after your Tackle as a free action.

Going from not grappled and standing to prone and pinned seems like it will make traditional grappling obsolete overnight. If that's the goal, then I guess it's working as intended.

Also, right now you can tackle a Colossal creature with the same ease as a Small one, since there are no size modifiers to Reflex saves or Escape Artist checks. So an ogre can tackle the Tarrasque and still get a +4 to the DC...that doesn't make sense. If one combatant gets to use their size modifier, the other should, too, unless you're brining additional feats like Clever Wrestling into it.

Dust Up1
Prerequisites: Dex 13, Int 13, Combat Expertise, Combat Reflexes
Benefit: As a standard action you can sweep a limb or weapon across the ground and create a dust cloud. This hemispherical cloud has a radius equal to your reach. Creating the cloud has a 50% chance to snuff out unprotected, nonmagical flames in the area.

The cloud obscures vision as Obscuring Mist and creatures within the cloud when it is created must succeed on a Reflex save (DC 10 + 1/2 your Hit Dice + Dexterity modifier) to avoid being Blinded while they remain in the cloud or for 1 round after they emerge.

Creatures in the cloud must succeed on a Concentration check against the same DC in order to cast a spell or complete any other task that requires one's full attention (see the Concentration skill).

Invisible creatures are visibly, if vaguely, outlined by the dust while they remain in the cloud and for 5 rounds after they emerge (an invisible creature thus outlined that has emerged from the cloud may use a standard action to shake the dust from themselves).

The cloud lasts for a number of rounds equal to 1 + your Dexterity modifier.
Synergy: If you have the Power Attack feat you may reduce the Reflex save DC and the Concentration check DC against Dust Up by a number no higher than your base attack bonus to increase the radius of the cloud by a distance equal to 5ft times that same number.

Creatures that don't need to breathe shouldn't really be affected by the Concentration aspect. They'll still be affected by the concealment. Also, I would explicitly state that you need to be standing in an area with dirt, dust, cobwebs, snow, blah blah blah or else people will want to use this in situations where it makes no sense, like floating in the Astral Plane.

Fling Ally1
Prerequisites: Str 17, Dex 13, Proficiency with a thrown weapon
Benefit: You may pick up any ally you are strong enough to lift over your head as a move action and throw them as a standard action. The range increment of a thrown ally is a default of 5ft and you may throw them up to five range increments. If you are strong enough to carry your ally as a medium load the range increment increases to 10ft. If you are strong enough to carry your ally as a light load the range increment increases to 20ft.

A thrown ally lands in an empty space without consequence, however you must succeed on a ranged touch attack to target an occupied space against AC 5 + the highest touch AC among creatures in the space. A character without proficiency with a martial thrown weapon takes a -4 penalty to this attack roll. If the touch attack succeeds the thrown ally may make an attack of opportunity against a single creature whose space it enters, but does not provoke attacks of opportunity for movement. If the touch attack fails, the ally does provoke attacks of opportunity for movement and falls prone in the occupied space.
Synergy: A thrown ally with the Tackle feat may treat its being throw at an occupied space as a Tackle, effecting all creatures in the space.
Synergy: A thrown ally with the Combat Reflexes feat or similar ability to make additional attacks of opportunity per round may make attacks of opportunity against any or all creatures whose spaces it enters.
Synergy: If you have the Combat Expertise feat a thrown ally doesn't provoke attacks of opportunity if your ranged touch attack fails.

Let the thrown ally make a Tumble check to avoid being prone; no need to punish your ally for your botched attack roll. Plus, you should explicitly allow the thrown ally to ready an action to use on a successful throw instead of a plain AOO. Let the throwee have nice stuff, too. :smallsmile:

Fling Enemy1
Prerequisites: Str 17, Improved Grapple, Proficiency with a thrown weapon
Benefit: The turn after you have successfully established a hold on an opponent to start a grapple, rather than maintain the grapple you may, as a standard action, hurl your foe through the air with a successful grapple check either vertically or horizontally. You must be strong enough to lift the foe over your head.

The range increment of a hurled foe is a default of 10ft, however, for every 4 points you beat your opponent's grapple check you may hurl it an additional 10ft up to a maximum distance equal to 10ft per point of your Strength modifier.

A creature hurled vertically takes fall damage as normal, while a creature hurled horizontally takes damage as if it had fallen half that distance. If a hurled creature enters another creature's square the other creature must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Strength modifier) to avoid taking damage equal to the amount the hurled creature is dealt.

Unless you have proficiency with a martial thrown weapon, hurled enemies do not provoke attacks of opportunity for movement.

I think you should need to be pinning, not grappling, the opponent. That's currently the standard for moving an opponent against their will, which this basically is. Plus, otherwise you could willingly allow monsters to grapple you so that you could then throw them. If you make the threshold a pin, then the grappler has to win at least one grapple check in order to do this.

Mighty Roar1
Prerequisites: Str 13, Con 13, Cha 13, Intimidate 4 ranks
Benefit: Once per day, you may let loose a Mighty Roar as a standard action. Your Mighty Roar effects every opponent within 30ft +5ft per point of your Constitution modifier that is able to hear it and has a number of hit dice less than or equal to 5 + your number of hit dice. Each effected opponent must succeed on a Will save (DC 10 + 1/2 your Hit Dice + the highest of your Strength, Constitution, or Charisma modifiers) to avoid becoming Frightened for 5 rounds. A creature whose saving throw was successful is still Shaken for those rounds.
Special: For every 4 ranks in Intimidate you possess you may use Mighty Roar once more per day.

Frightened is a very strong effect for a feat that can be taken at 1st level. This is categorically better in every way than the 1st-level cleric spell cause fear, which makes only one creature within 25 ft. frightened for 1d4 rounds. If you want this to be available at 1st level, make it so that you need to pick a primary target to be frightened (or shaken on a save), and everyone else in the area is shaken (or nothing on a save). Then, you may increase the number of primary targets by one for every 2 ranks in Intimidate.

Greater Toughness1
Prerequisites: Con 17, Improved Toughness
Benefit: You gain Damage Reduction X/-- where X is equal to your Constitution modifier. This DR applies in addition to any other DR you have from other sources and stacks with other sources of DR/-- you have.

Personally, I would make this "Constitution modifier or (character level + 1), whichever is less." A dwarf could easily start out with DR 5 / — at 1st level which is, frankly, virtually invulnerable compared to the challenged faced at that level.

Thick-Skinned1
Prerequisites: Con 17, Damage Reduction
Benefit: Your existing DR improves by 2 or by your Constitution modifier, whichever is higher.
Special: You may take this feat multiple times, each time you do your DR improves up to a maximum of twice your number of Hit Dice.

Again, a human with a Con of 18 to take Improved Toughness, Greater Toughness, and Thick-Skinned at 1st level for DR 8 / —. That's practical invulnerability when you're fighting kobolds. Your limit based on Hit Dice wouldn't apply because it only comes into play if taking Thick-Skinned twice.

Also, it's impossible for someone who meets the prerequisite of Con 17 to have a Constitution modifier less than 2.

Scramble1
Prerequisites: Dex 15, Tumble 4 ranks
Benefit: Whenever you succeed on a Reflex saving throw you may use an immediate action to move up to half your speed. This movement does not provoke attacks of opportunity.

Looks good.

Slam Through1
Prerequisites: Str 17, Con 15, Power Attack, Improved Overrun
Benefit: You gain a natural Slam attack dealing damage appropriate to your size (2d6 for a medium creature) + 1.5 times your strength modifier. You also gain the Trample special attack. Creatures you successfully Overrun automatically take damage equal to your Slam attack.

The slam attack should only grant 1.5 Strength is it's your ONLY natural attack, which it might not be if you're not a regular humanoid. It can still deal 1.5 Strength when Trampling, but that's a special feature of the Trample power. Other than that, seems OK. Trample isn't that powerful in the hands of a Medium creature anyway, and Large creatures should be able to use their largeness more.

Mighty Stomp1
Prerequisites: Str 21, Con 17, Power Attack, Improved Overrun, Slam Through
Benefit: As a full round action you may strike a solid surface with one of your limbs or with a weapon to create a shockwave radiating out from your space a distance equal to your space times your Constitution modifier. Creatures, structures, and unattended objects in the area are dealt damage as if struck by your Slam attack and creatures must succeed on a Balance check (DC 10 + 1.5 times your Strength modifier + your Constitution modifier) to avoid being knocked prone. A creature that fails this Balance check by 5 points or more must succeed on a Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier) to avoid being Dazed for 1 round. A creature that fails this saving throw by 5 or more points is Dazed for 1 additional round for every 5 points his saving throw failed.

Nice.

Knockback1
Prerequisites: Str 17, Power Attack, Improved Bull Rush, Base Attack +3
Benefit: If you score a hit while you are using the Power Attack feat the struck foe is knocked back a distance equal to 5ft times the extra damage Power Attack added to your attack. For the purpose of this calculation (but not in determining damage dealt), subtract from that extra damage your foe's size modifier to AC, your foe's bonuses to resist Bull Rush, and 1/5 your foe's ranks in Balance. If a foe is knocked back 10ft or more in this way it must succeed on a Reflex save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being knocked prone. The foe takes 1d6 damage for every 20ft traveled this way.

Should the foe take damage even if they don't crash into anything? Maybe they should take half damage if there's not a wall/tree/etc. Also, what happens if they land in a space with a creature?

Blowback1
Prerequisites: Str 21, Con 17, Power Attack, Improved Bull Rush, Knockback, Base Attack +6
Benefit: If you miss while using the Knockback feat the target of your attack must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier) to avoid being blown away (http://www.d20srd.org/srd/conditionSummary.htm) 1d4 times 5ft per point subtracted from your attack roll from the Power Attack feat, or 2d6 times that amount if it was airborne.
Synergy: If you possess both Dust Up and Blowback, when you use the Dust Up feat, creatures in the area must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier + your Dexterity modifier) to avoid being blown away 1d4x10ft or 2d6x10ft if they are airborne.

I like this one a lot. Maybe a bit too much multiplication needed to resolve it against airborne (1d4 x 2d6 x 5 = number of feet), but that's more of a speed of play issue than a balance issue.

Vicious Wound1
Prerequisites: Int 13, Combat Expertise, Base Attack +6
Benefit: Against any creature you have observed for 3 or more rounds, as a standard action, you may make an especially deadly attack that deals +1 damage per HD of the struck creature. A creature dealt damage this way must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus + your Intelligence modifier) to avoid taking bleed damage at the start of each its rounds equal to the extra damage your attack dealt. A creature that fails its saving throw against this effect multiple times sustains additive bleed damage each round. The bleeding can be stopped with a Heal check (DC 10 + your Base Attack Bonus + your Intelligence modifier) or by any effect that restores at least 1 hit point per point of your Intelligence modifier.

As someone once pointed out to me on a homebrew that involved bleed damage, it's too easy (and boring) to slash a nonintelligent monster once and then run away, letting it bleed out alone. I fixed it by giving anyone the chance to stop the bleeding by making a Fort save as a full-round action that provoked AOO's, with a DC higher than the Heal check. And that was only for 1 hp per round bleed; with bleed damage equal to Hit Dice, almost every creature will die in a number of rounds equal to 1/2 their Hit Die size + their Con modifier.

Sniper Shot1
Prerequisites: Dex 15, Hide 9 ranks, Base Attack +6 or Sneak Attack +3d6
Benefit: As a full round action, if you've successfully hidden at least 30ft away from your target, you can make one ranged attack, then immediately hide again at no penalty to your new Hide check.
Special: If you have Base Attack +11 or more the attack deals double damage. If you have Base Attack +16 or more the attack deals triple damage.

The only problem with this feat is that there are multiple options, particularly in homebrew works, to break the 30-foot precision damage cap. So this feat WILL be combined with Sneak Attack and such by the dedicated optimizer. Since it's clear that isn't the intent, maybe an additional rider that you can't combine it with precision damage even if you can precision damage at ranges over 30 ft. is required

Coordinated Strike1
Prerequisites: Animal Companion or Special Mount, Dex 15, Handle Animal 5 ranks, Base Attack +6
Benefit: As a full round action, you and your animal companion/special mount make a single attack each against a creature you both threaten. If both attacks hit the target is dealt additional damage equal your ranks in Handle Animal and must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus +1/2 your Dexterity modifier) to avoid being Dazed for 1 round per point of your animal companion's/special mount's Constitution modifier. A Creature that successfully saves against the effect is Staggered for 1 round.
Special: If you have Base Attack +11 or more your attack deals double damage (but not your companion's/mount's) and the save DC increases by 1. If you have Base Attack +16 or more your attack deals triple damage and the save DC increases by 2.

I love this one. Good work, no changes needed in my eyes.

Archery Expertise1
Prerequisites: Int 13, Point Blank Shot, Base Attack +1
Benefit: You do not provoke attacks of opportunity for firing a ranged weapon in melee. Furthermore, When you use the attack action or the full attack action when wielding a ranged weapon, you can take a penalty to your Armor Class and add the same number as a bonus to your damage rolls. This number may not exceed your base attack bonus. The changes to Armor Class and damage rolls last until your next turn.

A long-overdue necessity. Again, good job.

Giantkiller1
Prerequisites: Clever Wrestling
Benefit: You may establish a hold against any creature, regardless of size. This does not allow you to move, restrain, or pin an opponent two or more size categories larger than you (though see below). Furthermore, creatures do not add size bonuses to their grapple checks when they make grapple checks against you. Finally, you may add your Dexterity modifier to your grapple checks instead of your Strength modifier if it is higher.

Whenever you establish a hold against a creature that is at least one size category larger than you if, if you succeeded your grapple check by 5 or more you are considered grappling the creature but it is not considered grappling you. In addition it provides soft cover for its own attacks against you, and thus risks attacking itself. You may make Ride checks in place of bull rush attempts to move the creature (limited by its speed rather than yours), and can make Climb or Ride checks in place of grapple checks in order to remain grabbing on. You are effectively using the creature as a mount, though with less control.
Synergy: If you have the Mounted Combat feat, against any creature you are making Ride checks to grapple with, you may redirect attacks made against you to it, instead of vice versa.
Synergy: If you have the Improved Trip feat you may make a Dexterity check instead of a Strength check in order to trip an opponent and your opponent doesn't add size bonuses to their opposed checks.

May be a little too good, in that it adds too many bonuses to one thing. It's your one-stop grappling feat, really. I would split it into two feats: One allows you to ignore size bonuses and use your Dex, the second allows you to maintain a hold on any size and "ride" a large creature. The second one could be called something like Ride the Bronco. :smallwink:

Cometfall1
Prerequisites: Int 15, Dex 15, Far Shot, Base Attack +6
Benefit: When you use the Far Shot feat you may arc your shot, causing a projectile weapon's range to be doubled or a thrown weapon's range to be tripled. Additionally, when you use this feat your ranged attacks deal +1d6 damage per 30ft of your weapon's range divided in half (to a maximum of +1d6 per two points of your Base Attack Bonus), +1d6 additional damage per 30ft you are above your target (to a total maximum of +20d6).

Clarficiation needed: is that +1d6 per 30 ft. of the weapon's listed range value? The new doubled range value? Or the actual amount of distance the shot traveled?

Shrewd Perception
Prerequisites: Dex 10 or less, Wis 13
Benefit: You may add your Wisdom modifier to Reflex saves and Initiative checks instead of your Dexterity modifier. In addition, you may make Listen, Search, and Spot checks as swift actions.

I'm not really comfortable with feats that require low ability scores to take. People will already take it upon themselves to limit this to people who have higher Wis than Dex, there's no need to muddy the issue that way. Otherwise fine.

Intuitive Knowledge
Prerequisites: Wis 15
Benefit: You may make any Knowledge check untrained, even if the DC is higher than 10. In addition, you may use your Wisdom modifier for and Knowledge check in place of your Intelligence modifier.
Normal: A character can only make untrained Knowledge checks if the DC is 10 or lower, and Knowledge skills are Intelligence-based.

Cool. A little weak compared to the others, unless combined with Knowledge Devotion.

Stone-Faced Soldier1
Prerequisites: Base Attack +4
Benefit: You gain a +4 bonus to resist charm, compulsion, and fear effects as well as a +2 bonus on initiative checks.

Fine. A little bland.

Armored Deflection1
Prerequisites: Base Attack +4.
Benefit: Add your armor bonus to AC to your Touch AC as well.
Synergy: If you have Spell Resistance you add your armor bonus to your SR as well.

There's already a psionic feat that does the first part of this that requires you simply to be psionically focused, so that's fine in theory. But the SR part is too good. SR is a delicately balanced feature precisely because you will usually be facing foes of your own level. If you were to take this feat with one of the +11 armors from Races of Stone, then add on a feat or two that increases your armor bonus from heavy armor, you could easily make a character that will be functionally immune to 99% of the magic that he is likely to face with one or two feats. Plus, I *know* your Warlord class lets people increase the armor bonus of the armor they are wearing, so that would make it even worse.

At the very, very least, that's a good enough power that it needs to be its own feat. At the worst, it may be too good to allow to exist at all. Maybe one-half the armor bonus would be more reasonable, but it would still need its own feat.

Earth Sense
Prerequisites: Dwarf or Con 15, Wis 15
Benefit: As long as you are touching the ground, you notice the presence of and the direction to each creature within 30ft that is also touching the ground. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the [Air] subtype cannot select this feat.

Seems like it might break many low level encounters if they can't be surprised by ambushing kobolds. I would at least require something like 4 ranks in Knowledge (dungeoneering) or (architecture).

Earth Adept
Prerequisites: Blind-Fight, Earth Sense, and either Dwarf or Con 15, Wis 15
Benefit: You gain Tremorsense out to 30ft.
Synergy: If you are not a Dwarf, as long as you are touching the ground you gain a +4 bonus to resist being Bull Rushed, Grappled, Overrun, or Tripped, a +4 bonus on Balance checks, and a +4 bonus on any saving throw against an effect that would move you from your space or knock you prone.
Synergy: If you are a Dwarf, as long as you are touching the ground you automatically resist grapple checks and overrun attempts made against you and you cannot be moved unwillingly from your space or unwillingly knocked prone.

Logically, it doesn't make sense for a dwarf's stability to prevent it from being lifted off the ground by a Colossal creature biting his head. But balance-wise, it seems OK. I might want to split the Dwarf part away from the Tremorsense; Tremorsense is strong enough on its own to warrant a feat, and immunity to several combat techniques is likewise very powerful.

Item Channeling
Prerequisites: Use Magic Device 5 ranks, Base Attack +3
Benefit: You may activate any item you hold or wear, making any Use Magic Device checks as necessary, and make a melee attack at the same time channeling the magic of the item into the target of your attack. The item must have an activation time of 1 standard action or less, and regardless of the number of targets that could normally be assigned you must be able to target only one creature. Personal effects and area effects may not be channeled.

As a standard action, activate the item and make a melee attack roll at your highest attack bonus. If the attack misses the use of the item fizzles and is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the activated item as if you had succeeded on any attack rolls or spell penetration checks as the item would normally require. The target of your attack is permitted any saving throws the item would ordinarily allow.

Items that generate multiple touch or ray attacks charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way, if you choose to use Item Channeling to channel another item, any charges currently held in your weapon are lost.

Seems fine, but you should specify that effects that are Personal cannot be channeled, or else you're opening a can of worms.

Uncanny Scent
Prerequisites: Scent, Wis 13 or Blind-Fight
Benefit: You can pinpoint the location of a scent when within 10ft per point of your Constitution or Wisdom bonus, whichever is higher.
Normal: You can pinpoint the location of a scent when within 5ft.

Awesome as-is.

SPoD
2011-06-04, 02:42 PM
These feats make it pretty easy to get damage reduction. I actually approve - fighters should have nice things.

I agree, but as I say in my critique above, the numbers are a little off for 1st level. I think most of us forget exactly how fragile 1st level characters are, but a character with DR 8 / — could walk into many 1st level dungeons and never get a scratch on him. Kobolds do 1d6-1 damage, goblins do 1d6, even an orc only averages 9 damage (less with their javelin). There's a difference between "nice things" and "breaking encounters." So, it's fine for a feat to give that much DR price-wise, it just needs to be spread out so you can't get it all as a 1st-level character.

Solaris
2011-06-04, 05:06 PM
Earth Sense
Prerequisites: Dwarf or Con 15, Wis 15
Benefit: As long as you are touching the ground, you notice the presence of and the direction to each creature within 30ft that is also touching the ground. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the [Air] subtype cannot select this feat.

Seems like it might break many low level encounters if they can't be surprised by ambushing kobolds. I would at least require something like 4 ranks in Knowledge (dungeoneering) or (architecture).

I'unno, I've found from personal experience that it's really, really hard to ambush somebody from 30 ft away anyways. I've only pulled it off against rookie privates, and that was with me being pretty prepared with fortifications that an experienced type would've picked out real quick.
As I see it, if you're trying to ambush from 30 ft away, you're doing it wrong. Sure, you don't get sneak attack from farther away, but most regular critters don't have sneak attack anyways. If they are good enough to have sneak attack, then they probably are good enough to sneaky-sneak up on normal people.
I'd at least add in the caveat that it'd require them to be moving for this to pick them up, and change 'dwarf' to 'Stonecunning'. Ranks in Listen might not be a bad thing to add in requirements, too.


I agree, but as I say in my critique above, the numbers are a little off for 1st level. I think most of us forget exactly how fragile 1st level characters are, but a character with DR 8 / — could walk into many 1st level dungeons and never get a scratch on him. Kobolds do 1d6-1 damage, goblins do 1d6, even an orc only averages 9 damage (less with their javelin). There's a difference between "nice things" and "breaking encounters." So, it's fine for a feat to give that much DR price-wise, it just needs to be spread out so you can't get it all as a 1st-level character.

Pfft, you and your game balance. Silly nonsense, that!

SPoD
2011-06-04, 05:46 PM
I'unno, I've found from personal experience that it's really, really hard to ambush somebody from 30 ft away anyways. I've only pulled it off against rookie privates, and that was with me being pretty prepared with fortifications that an experienced type would've picked out real quick.

As I see it, if you're trying to ambush from 30 ft away, you're doing it wrong. Sure, you don't get sneak attack from farther away, but most regular critters don't have sneak attack anyways. If they are good enough to have sneak attack, then they probably are good enough to sneaky-sneak up on normal people.

If they don't make their Spot checks to notice the fortifications, then it doesn't matter how experienced the player is. Kobolds often use concealed murder holes, and that makes it very possible to be within 30 feet and not be noticed until it's too late.

I guess it's not the end of the world, power-wise, but it would take a lot of the fun out of 1st-level for me to always know that there were creatures behind the next door.

Ziegander
2011-06-04, 06:25 PM
My replies are listed in the spoilers below.

Area Attack


Area Attack1
Prerequisites: Str 15, Power Attack, Cleave
Benefit: As a standard action, you may swing your weapon wildly, attempting to damage all creatures in a semi-circle arc with a radius equal to your reach. Creatures in the area suffer damage as if struck by your weapon unless the succeed on a Reflex save (DC 10 + 1/2 Base Attack Bonus + Strength modifier).
Special: For each creature that failed it's saving throw this feat triggers any other effects dependent on hitting a creature with your weapon.
Synergy: If you possess the Combat Expertise feat creatures in the area suffer half damage even on a successful saving throw.

The biggest weirdness here is that this feat actually gets worse against some opponents if you have Combat Expertise. Why? Improved Evasion. Once you add in Combat Expertise, then this saving throw becomes eligible for Evasion (and thus Improved Evasion), and suddenly rogues and familiars and high-level animal companions are all taking half damage on a failed save and no damage on a successful save. Without Combat Expertise, those foes can't use Improved Evasion, and they take full damage on a failed save along with everyone else.

All you need to do is fix it to say, "If you possess the Combat Expertise feat, you may choose to cause creatures in the area suffer half damage even on a successful saving throw." Now, if you know you're fighting a foe with Improved Evasion, you can turn the synergy off.

Ah, okay, I see what you mean. I had forgotten that Improved Evasion reduced damage to half even on a failed save. Odd. I suppose I'll go with the "on/off" switch for the synergy.

By the way, for Solaris's benefit, this is something of a rewrite of a feat by the same name originally published in Savage Species.


Tackle


Tackle1
Prerequisites: Str 15, Power Attack, Improved Bull Rush
Benefit: This feat is treated as, and provides all the benefits of, the Improved Grapple feat, for all purposes.

In addition, as a standard action that doesn't provoke attacks of opportunity, you may leap or fall onto opponents using your weight and strength to take them to the ground. Tackle deals bludgeoning damage dependent on your size (2d6 for a medium sized character) and adds 1.5 times your Strength bonus to the damage roll. Tackle effects an area equivalent to your space within a range equivalent to your reach. Creatures in the area are entitled to a Reflex save or an Escape Artist check, but not both, against DC 10 + 1/2 your Base Attack Bonus + your modifiers to grapple checks. Creatures whose saving throw or skill check failed are dealt damage by the tackle, knocked prone, and pinned. Creatures whose saving throw or skill check succeeded avoid you entirely. Regardless, you fall prone.
Synergy: If you possess the Mobility feat you may stand from prone after your Tackle as a free action.

Going from not grappled and standing to prone and pinned seems like it will make traditional grappling obsolete overnight. If that's the goal, then I guess it's working as intended.

Also, right now you can tackle a Colossal creature with the same ease as a Small one, since there are no size modifiers to Reflex saves or Escape Artist checks. So an ogre can tackle the Tarrasque and still get a +4 to the DC...that doesn't make sense. If one combatant gets to use their size modifier, the other should, too, unless you're brining additional feats like Clever Wrestling into it.

Actually, an Ogre can't tackle a Terrasque, because the Terrasque doesn't fit within the area, but maybe I didn't word that correctly or thoroughly enough. Basically, you can knock yourself prone in order to get the chance to tackle a creature the same size as you or possibly multiple creatures smaller than you. You can't use Tackle to pin something bigger than you. I suppose I need to add a clause along the lines of, "creatures that don't fit entirely in the area automatically avoid you."

This is a rewrite of the Crush feat from Savage Species.


Dust Up


Dust Up1
Prerequisites: Dex 13, Int 13, Combat Expertise, Combat Reflexes
Benefit: As a standard action you can sweep a limb or weapon across the ground and create a dust cloud. This hemispherical cloud has a radius equal to your reach. Creating the cloud has a 50% chance to snuff out unprotected, nonmagical flames in the area.

The cloud obscures vision as Obscuring Mist and creatures within the cloud when it is created must succeed on a Reflex save (DC 10 + 1/2 your Hit Dice + Dexterity modifier) to avoid being Blinded while they remain in the cloud or for 1 round after they emerge.

Creatures in the cloud must succeed on a Concentration check against the same DC in order to cast a spell or complete any other task that requires one's full attention (see the Concentration skill).

Invisible creatures are visibly, if vaguely, outlined by the dust while they remain in the cloud and for 5 rounds after they emerge (an invisible creature thus outlined that has emerged from the cloud may use a standard action to shake the dust from themselves).

The cloud lasts for a number of rounds equal to 1 + your Dexterity modifier.
Synergy: If you have the Power Attack feat you may reduce the Reflex save DC and the Concentration check DC against Dust Up by a number no higher than your base attack bonus to increase the radius of the cloud by a distance equal to 5ft times that same number.

Creatures that don't need to breathe shouldn't really be affected by the Concentration aspect. They'll still be affected by the concealment. Also, I would explicitly state that you need to be standing in an area with dirt, dust, cobwebs, snow, blah blah blah or else people will want to use this in situations where it makes no sense, like floating in the Astral Plane.

This is a rewrite of the Dust Cloud feat from Savage Species, which effected all creatures with the Concentration check and did not explicitly state that you have to be standing in a area with dust. I would personally be comfortable allowing DMs using this feat to make those calls, but if enough people think I should explicitly spell it out I suppose I will.


Fling Ally


Fling Ally1
Prerequisites: Str 17, Dex 13, Proficiency with a thrown weapon
Benefit: You may pick up any ally you are strong enough to lift over your head as a move action and throw them as a standard action. The range increment of a thrown ally is a default of 5ft and you may throw them up to five range increments. If you are strong enough to carry your ally as a medium load the range increment increases to 10ft. If you are strong enough to carry your ally as a light load the range increment increases to 20ft.

A thrown ally lands in an empty space without consequence, however you must succeed on a ranged touch attack to target an occupied space against AC 5 + the highest touch AC among creatures in the space. A character without proficiency with a martial thrown weapon takes a -4 penalty to this attack roll. If the touch attack succeeds the thrown ally may make an attack of opportunity against a single creature whose space it enters, but does not provoke attacks of opportunity for movement. If the touch attack fails, the ally does provoke attacks of opportunity for movement and falls prone in the occupied space.
Synergy: A thrown ally with the Tackle feat may treat its being throw at an occupied space as a Tackle, effecting all creatures in the space.
Synergy: A thrown ally with the Combat Reflexes feat or similar ability to make additional attacks of opportunity per round may make attacks of opportunity against any or all creatures whose spaces it enters.
Synergy: If you have the Combat Expertise feat a thrown ally doesn't provoke attacks of opportunity if your ranged touch attack fails.

Let the thrown ally make a Tumble check to avoid being prone; no need to punish your ally for your botched attack roll. Plus, you should explicitly allow the thrown ally to ready an action to use on a successful throw instead of a plain AOO. Let the throwee have nice stuff, too. :smallsmile:

Both good calls. I'll add those in promptly.


Fling Enemy


Fling Enemy1
Prerequisites: Str 17, Improved Grapple, Proficiency with a thrown weapon
Benefit: The turn after you have successfully established a hold on an opponent to start a grapple, rather than maintain the grapple you may, as a standard action, hurl your foe through the air with a successful grapple check either vertically or horizontally. You must be strong enough to lift the foe over your head.

The range increment of a hurled foe is a default of 10ft, however, for every 4 points you beat your opponent's grapple check you may hurl it an additional 10ft up to a maximum distance equal to 10ft per point of your Strength modifier.

A creature hurled vertically takes fall damage as normal, while a creature hurled horizontally takes damage as if it had fallen half that distance. If a hurled creature enters another creature's square the other creature must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Strength modifier) to avoid taking damage equal to the amount the hurled creature is dealt.

Unless you have proficiency with a martial thrown weapon, hurled enemies do not provoke attacks of opportunity for movement.

I think you should need to be pinning, not grappling, the opponent. That's currently the standard for moving an opponent against their will, which this basically is. Plus, otherwise you could willingly allow monsters to grapple you so that you could then throw them. If you make the threshold a pin, then the grappler has to win at least one grapple check in order to do this.

Actually, if you read the rules on grappling, you have to succeed at the touch attack to grab a guy and then you have to succeed on a grapple check to establish a hold. You do not need to have pinned your opponent to move them, you simply need to succeed on an opposed grapple check. Yes, you could willingly allow monsters to grapple you so that you could throw them, but that also automatically deals you damage and may cause other undesirable things from really grapple-happy monsters. You still will have to win an opposed grapple check on your next turn in order to throw the grappling monster off of you.


Mighty Roar


Mighty Roar1
Prerequisites: Str 13, Con 13, Cha 13, Intimidate 4 ranks
Benefit: Once per day, you may let loose a Mighty Roar as a standard action. Your Mighty Roar effects every opponent within 30ft +5ft per point of your Constitution modifier that is able to hear it and has a number of hit dice less than or equal to 5 + your number of hit dice. Each effected opponent must succeed on a Will save (DC 10 + 1/2 your Hit Dice + the highest of your Strength, Constitution, or Charisma modifiers) to avoid becoming Frightened for 5 rounds. A creature whose saving throw was successful is still Shaken for those rounds.
Special: For every 4 ranks in Intimidate you possess you may use Mighty Roar once more per day.

Frightened is a very strong effect for a feat that can be taken at 1st level. This is categorically better in every way than the 1st-level cleric spell cause fear, which makes only one creature within 25 ft. frightened for 1d4 rounds. If you want this to be available at 1st level, make it so that you need to pick a primary target to be frightened (or shaken on a save), and everyone else in the area is shaken (or nothing on a save). Then, you may increase the number of primary targets by one for every 2 ranks in Intimidate.

Good points. I'll take them into consideration and attempt to revise this one.


Greater Toughness & Thick-Skinned


Greater Toughness1
Prerequisites: Con 17, Improved Toughness
Benefit: You gain Damage Reduction X/-- where X is equal to your Constitution modifier. This DR applies in addition to any other DR you have from other sources and stacks with other sources of DR/-- you have.

Personally, I would make this "Constitution modifier or (character level + 1), whichever is less." A dwarf could easily start out with DR 5 / — at 1st level which is, frankly, virtually invulnerable compared to the challenged faced at that level.

Thick-Skinned1
Prerequisites: Con 17, Damage Reduction
Benefit: Your existing DR improves by 2 or by your Constitution modifier, whichever is higher.
Special: You may take this feat multiple times, each time you do your DR improves up to a maximum of twice your number of Hit Dice.

Again, a human with a Con of 18 to take Improved Toughness, Greater Toughness, and Thick-Skinned at 1st level for DR 8 / —. That's practical invulnerability when you're fighting kobolds. Your limit based on Hit Dice wouldn't apply because it only comes into play if taking Thick-Skinned twice.

Also, it's impossible for someone who meets the prerequisite of Con 17 to have a Constitution modifier less than 2.

Ah, yes, the idea was poorly executed. The cap is supposed to be DR 2 at first level, with a maximum equal to twice your number of HD. I'll have to go through and make revisions along the lines of your suggestions.


Slam Through


Slam Through1
Prerequisites: Str 17, Con 15, Power Attack, Improved Overrun
Benefit: You gain a natural Slam attack dealing damage appropriate to your size (2d6 for a medium creature) + 1.5 times your strength modifier. You also gain the Trample special attack. Creatures you successfully Overrun automatically take damage equal to your Slam attack.

The slam attack should only grant 1.5 Strength is it's your ONLY natural attack, which it might not be if you're not a regular humanoid. It can still deal 1.5 Strength when Trampling, but that's a special feature of the Trample power. Other than that, seems OK. Trample isn't that powerful in the hands of a Medium creature anyway, and Large creatures should be able to use their largeness more.

Problem is, I can't find rules regulating when a creature adds 1.5 times their Strength mod to natural attacks and when they only add 1 times their Strength mod and when they only add half. I can make educated guesses based on other rules, but I can't find rules that spell it out concretely. Is there a better place than the SRD to look for this?


Knockback


Knockback1
Prerequisites: Str 17, Power Attack, Improved Bull Rush, Base Attack +3
Benefit: If you score a hit while you are using the Power Attack feat the struck foe is knocked back a distance equal to 5ft times the extra damage Power Attack added to your attack. For the purpose of this calculation (but not in determining damage dealt), subtract from that extra damage your foe's size modifier to AC, your foe's bonuses to resist Bull Rush, and 1/5 your foe's ranks in Balance. If a foe is knocked back 10ft or more in this way it must succeed on a Reflex save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being knocked prone. The foe takes 1d6 damage for every 20ft traveled this way.

Should the foe take damage even if they don't crash into anything? Maybe they should take half damage if there's not a wall/tree/etc. Also, what happens if they land in a space with a creature?

Since they take damage for every 20ft traveled they are already taking "half" falling damage. I'm not sure what should happen if they land in an occupied space. I could take a page from Dungeon Crasher and the Fling Enemy feat I already wrote if that seems appropriate to you.


Vicious Wound


Vicious Wound1
Prerequisites: Int 13, Combat Expertise, Base Attack +6
Benefit: Against any creature you have observed for 3 or more rounds, as a standard action, you may make an especially deadly attack that deals +1 damage per HD of the struck creature. A creature dealt damage this way must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus + your Intelligence modifier) to avoid taking bleed damage at the start of each its rounds equal to the extra damage your attack dealt. A creature that fails its saving throw against this effect multiple times sustains additive bleed damage each round. The bleeding can be stopped with a Heal check (DC 10 + your Base Attack Bonus + your Intelligence modifier) or by any effect that restores at least 1 hit point per point of your Intelligence modifier.

As someone once pointed out to me on a homebrew that involved bleed damage, it's too easy (and boring) to slash a nonintelligent monster once and then run away, letting it bleed out alone. I fixed it by giving anyone the chance to stop the bleeding by making a Fort save as a full-round action that provoked AOO's, with a DC higher than the Heal check. And that was only for 1 hp per round bleed; with bleed damage equal to Hit Dice, almost every creature will die in a number of rounds equal to 1/2 their Hit Die size + their Con modifier.

Since this requires 3 rounds of set up time, it's a weaker Death Attack available as a feat. I'm not sure, given that comparison, that worrying about the slash/bleed + run is very necessary at all. An Assassin attacking the same creature with the same set up would have killed it immediately rather than in a few rounds.


Sniper Shot


Sniper Shot1
Prerequisites: Dex 15, Hide 9 ranks, Base Attack +6 or Sneak Attack +3d6
Benefit: As a full round action, if you've successfully hidden at least 30ft away from your target, you can make one ranged attack, then immediately hide again at no penalty to your new Hide check.
Special: If you have Base Attack +11 or more the attack deals double damage. If you have Base Attack +16 or more the attack deals triple damage.

The only problem with this feat is that there are multiple options, particularly in homebrew works, to break the 30-foot precision damage cap. So this feat WILL be combined with Sneak Attack and such by the dedicated optimizer. Since it's clear that isn't the intent, maybe an additional rider that you can't combine it with precision damage even if you can precision damage at ranges over 30 ft. is required

Actually that sort of is the intent. If you have sneak attack you can add it to the attack as long as you stay at 30ft. If you have a way to sneak attack beyond 30ft I see no reason not to allow it to combine with this feat.


Giantkiller


Giantkiller1
Prerequisites: Clever Wrestling
Benefit: You may establish a hold against any creature, regardless of size. This does not allow you to move, restrain, or pin an opponent two or more size categories larger than you (though see below). Furthermore, creatures do not add size bonuses to their grapple checks when they make grapple checks against you. Finally, you may add your Dexterity modifier to your grapple checks instead of your Strength modifier if it is higher.

Whenever you establish a hold against a creature that is at least one size category larger than you if, if you succeeded your grapple check by 5 or more you are considered grappling the creature but it is not considered grappling you. In addition it provides soft cover for its own attacks against you, and thus risks attacking itself. You may make Ride checks in place of bull rush attempts to move the creature (limited by its speed rather than yours), and can make Climb or Ride checks in place of grapple checks in order to remain grabbing on. You are effectively using the creature as a mount, though with less control.
Synergy: If you have the Mounted Combat feat, against any creature you are making Ride checks to grapple with, you may redirect attacks made against you to it, instead of vice versa.
Synergy: If you have the Improved Trip feat you may make a Dexterity check instead of a Strength check in order to trip an opponent and your opponent doesn't add size bonuses to their opposed checks.

May be a little too good, in that it adds too many bonuses to one thing. It's your one-stop grappling feat, really. I would split it into two feats: One allows you to ignore size bonuses and use your Dex, the second allows you to maintain a hold on any size and "ride" a large creature. The second one could be called something like Ride the Bronco. :smallwink:

Probably a good point. I'll split this feat into two, the first one ignoring size bonuses and allowing Dex will be a rewrite of Clever Wrestling and the second feat requiring Clever Wrestling and maybe Ride ranks.


Cometfall


Cometfall1
Prerequisites: Int 15, Dex 15, Far Shot, Base Attack +6
Benefit: When you use the Far Shot feat you may arc your shot, causing a projectile weapon's range to be doubled or a thrown weapon's range to be tripled. Additionally, when you use this feat your ranged attacks deal +1d6 damage per 30ft of your weapon's range divided in half (to a maximum of +1d6 per two points of your Base Attack Bonus), +1d6 additional damage per 30ft you are above your target (to a total maximum of +20d6).

Clarficiation needed: is that +1d6 per 30 ft. of the weapon's listed range value? The new doubled range value? Or the actual amount of distance the shot traveled?

Good point. It should be based on distance traveled. I honestly don't know what I was smoking when I wrote this one. I think I'll change it to +1d6 damage per 30ft traveled horizontally and +1d6 damage per 30ft traveled vertically; both with a maximum of 1d6/two BAB and a total max of +20d6. Should the feat require a standard action?


Armored Deflection


Armored Deflection1
Prerequisites: Base Attack +4.
Benefit: Add your armor bonus to AC to your Touch AC as well.
Synergy: If you have Spell Resistance you add your armor bonus to your SR as well.

There's already a psionic feat that does the first part of this that requires you simply to be psionically focused, so that's fine in theory. But the SR part is too good. SR is a delicately balanced feature precisely because you will usually be facing foes of your own level. If you were to take this feat with one of the +11 armors from Races of Stone, then add on a feat or two that increases your armor bonus from heavy armor, you could easily make a character that will be functionally immune to 99% of the magic that he is likely to face with one or two feats. Plus, I *know* your Warlord class lets people increase the armor bonus of the armor they are wearing, so that would make it even worse.

At the very, very least, that's a good enough power that it needs to be its own feat. At the worst, it may be too good to allow to exist at all. Maybe one-half the armor bonus would be more reasonable, but it would still need its own feat.

The original psionic feat was decidedly not good enough, so I got rid of the psionic requirement and made it apply all the time. To be honest, heavy armor pretty much entirely sucks. That's what the bonuses I gave the Warlord class were supposed to help mitigate. Spending multiple feats in order to become highly resilient to common magic while wearing heavy armor, well that sounds fair to me, if even a little underpowered.

1) You need to first have Spell Resistance at all. 2) You need to wear heavy armor, which carries plenty of its own drawbacks. 3) You need to spend multiple feats or invest heavily in armor-based classes to really get much juice out of it. 4) Assay Spell Resistance or any of the many spells like it will just about fully negate the advantage you gain from this feat as well as any spells that simply do not allow SR.


Earth Sense


Earth Sense
Prerequisites: Dwarf or Con 15, Wis 15
Benefit: As long as you are touching the ground, you notice the presence of and the direction to each creature within 30ft that is also touching the ground. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the [Air] subtype cannot select this feat.

Seems like it might break many low level encounters if they can't be surprised by ambushing kobolds. I would at least require something like 4 ranks in Knowledge (dungeoneering) or (architecture).

Paladins are already using Detect Evil at-will to foil Kobold ambushes. This simply requires a feat instead of a standard action every so often and lacks the range.

@Solaris: I will change the requirement from Dwarf to Stonecunning.


Earth Adept


Earth Adept
Prerequisites: Blind-Fight, Earth Sense, and either Dwarf or Con 15, Wis 15
Benefit: You gain Tremorsense out to 30ft.
Synergy: If you are not a Dwarf, as long as you are touching the ground you gain a +4 bonus to resist being Bull Rushed, Grappled, Overrun, or Tripped, a +4 bonus on Balance checks, and a +4 bonus on any saving throw against an effect that would move you from your space or knock you prone.
Synergy: If you are a Dwarf, as long as you are touching the ground you automatically resist grapple checks and overrun attempts made against you and you cannot be moved unwillingly from your space or unwillingly knocked prone.

Logically, it doesn't make sense for a dwarf's stability to prevent it from being lifted off the ground by a Colossal creature biting his head. But balance-wise, it seems OK. I might want to split the Dwarf part away from the Tremorsense; Tremorsense is strong enough on its own to warrant a feat, and immunity to several combat techniques is likewise very powerful.

I simply disagree with you. Tremorsense 30ft at the cost of three feats is nice, but nothing to shout about. And three feats to gain what amounts to a slightly-suped-up version of an admittedly lame Stone Dragon stance and only if you're a Dwarf is also nothing spectacular. Putting the two together seems to make it worth it to me.


Item Channeling


Item Channeling
Prerequisites: Use Magic Device 5 ranks, Base Attack +3
Benefit: You may activate any item you hold or wear, making any Use Magic Device checks as necessary, and make a melee attack at the same time channeling the magic of the item into the target of your attack. The item must have an activation time of 1 standard action or less, and regardless of the number of targets that could normally be assigned you must be able to target only one creature. Personal effects and area effects may not be channeled.

As a standard action, activate the item and make a melee attack roll at your highest attack bonus. If the attack misses the use of the item fizzles and is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the activated item as if you had succeeded on any attack rolls or spell penetration checks as the item would normally require. The target of your attack is permitted any saving throws the item would ordinarily allow.

Items that generate multiple touch or ray attacks charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way, if you choose to use Item Channeling to channel another item, any charges currently held in your weapon are lost.

Seems fine, but you should specify that effects that are Personal cannot be channeled, or else you're opening a can of worms.

Way ahead of you (in the sense that I had taken that into account before you even commented. Read the first paragraph again). :smallwink:

jiriku
2011-06-04, 07:11 PM
Area Attack1

Approve!


Tackle1

Do not like. This feat is easily accessible to characters of 1st-3rd level who wish to pursue the feat chain, and the ability to deal greatsword damage+grapple+pin without an opposed grapple check is overly strong for the level. At 4th or 5th level, I'd be ok with it, but starting characters will absolutely murder CR 1-3 monsters with this. I'd recommend a starting damage of 1d6+Str (which is already better than a punch), and the ability to automatically initiate a grapple, rather than automatically win two grapple checks and pin. This feat makes it too easy to tackle-lock an opponent, since it requires two rounds to fully escape a pin, but only one to re-pin someone by tackling them again.

Dust Up1

I like! But you should require that sand, soil, or some other light, loose material be present.

Greater Toughness1
Thick-Skinned1

Already mentioned, but much too strong for the level. I'd recommend [character level +1] as a hard cap for maximum damage reduction of any kind. [Character level x 2] gets much too strong, and creates a situation where mid- to high-level characters can completely ignore most opponents.

Scramble1

Approve!

Slam Through1

Normal slam damage for a Medium creature is typically 1d4 or 1d6. 2d6 seems excessive, as a slam is a one-handed attack and no one-handed Medium weapon deals more than 1d8.

Mighty Stomp1

Do not like. The DC of the Balance check is irregular and complicated. A triple-threat AoE damage+knockdown+daze attack with unlimited uses is much too powerful for a feat that can easily be acquired at extremely low levels.

Knockback1

Awkward. This is excessively complicated for an effect that can be expected to trigger multiple times per round. You need a smoother mechanic with fewer rolls and calculations involved.

Blowback1

This is an awesome idea! However, it should be sensitive to the size and stability of the foe.

Vicious Wound1

I'd like to see a definition of "observed".

Sniper Shot1

Approve.

Coordinated Strike1

A good idea, but messy execution. 1/2 your Dex modifier? Why? It's an odd formula for a saving throw DC. The duration of the daze effect is also excessive, especially considering how easy it is to get a high-Con companion or buff the animal's Con score. A flat 1-round daze is already very very good.

Armored Deflection1

Dislike. Too much defensive prowess with too few strings attached. I like the idea behind this, but it needs to be toned down.

SPoD
2011-06-04, 07:43 PM
Slam Through: Try this link: Attacks and Full Attacks (http://www.d20srd.org/srd/improvingMonsters.htm#attackandFullAttack) It's referencing adding a template to a monster, but the rule is still spelled out. It's one of those "hidden" rules of monster design.

Vicious Wound: An assassin needs to be targeting a creature vulnerable to critical hits; this feat doesn't require that. However, I get your point. I was so focused on the bleed aspect that I didn't consider the set-up time.

Cometfall: Yes, I think a standard action would be the most appropriate. It would take time for an archer to figure out the angle he would need to shoot, and it avoids messiness with full attack actions.

Armored Deflection: Well, that's your call. As I see it, there's too much incentive to play a drow psion, psychic warrior, or cleric with this feat and mithral full plate armor (that you were going to wear anyway) and hang out with SR 19 + class levels at all times, especially if LA buyoff is an option. You don't NEED to use extra feats to push the SR out of the realms of probability, it just makes it that much higher. And very few enemies will carry around wands of assay resistance.

Earth Sense: I suppose. I've never played in a 1st-level game where that would have worked more than one time before the DM decided they were all Chaotic Neutral kobolds, though. :smalltongue:

Earth Adept: Since I have no idea what a Stone Dragon stance is, I can't comment. I presume it's a ToB thing, but I don't play with ToB.

Solaris
2011-06-04, 07:51 PM
If they don't make their Spot checks to notice the fortifications, then it doesn't matter how experienced the player is. Kobolds often use concealed murder holes, and that makes it very possible to be within 30 feet and not be noticed until it's too late.

I guess it's not the end of the world, power-wise, but it would take a lot of the fun out of 1st-level for me to always know that there were creatures behind the next door.

A party moving along all stealthy-like would be at a disadvantage to the kobolds, but between a dwarf's stonecunning and an elf's keen senses (the bonuses, not the 5-ft ability) close-ranged ambushes just never seemed to work for me nearly so well as the kobolds would have liked. Might just be my experience, but the only time it seems to work reasonably well is when I'm basically running Tucker's kobolds.

SPoD
2011-06-04, 11:20 PM
A party moving along all stealthy-like would be at a disadvantage to the kobolds, but between a dwarf's stonecunning and an elf's keen senses (the bonuses, not the 5-ft ability) close-ranged ambushes just never seemed to work for me nearly so well as the kobolds would have liked. Might just be my experience, but the only time it seems to work reasonably well is when I'm basically running Tucker's kobolds.

Ah. That explains a lot. There are ONLY Tucker's kobolds in games I'm usually involved in. :smallwink: