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Adamantrue
2011-08-26, 02:05 PM
I'm putting together a compiled list of feats I've put made, from various sources & threads (along with one or two new ones I've been putting together recently), mostly because I want to see how they all look side-by-side with each other.

There was a new Feat type, the Valor Feat, that was meant for the Knight class, and could be taken as one of their bonus feats. It interacts with their Knight's Challenge ability, increasing & expanding their options.

Another "theme" that was involved was the Practiced "X" feats, which combined two less popular feats into one, while offering additional options to those that already have (or later gain) their component feats. They have increased prerequisites, including Weapon Focus or Weapon Specialization (the feat would only work when wielding a specific weapon), as I have a slight issue concerning balancing them to the original feats.

I still would enjoy comments and critiques on these, as I wouldn't be surprised if they still require tweaking. I should make it clear that I prefer Tier 4 play, so I'm not trying to make any powerhouses with these.

{table=head]New Feats|Prerequisites|Benefit
{colsp=3}Additional Rules
{colsp=3}Ancestral Relic
{colsp=3}Diehard
{colsp=3}General Feats
Additional Weapon Training|Monk 1st|Use flurry of blows with more weapons
All is Illusion|Wis 17, Abundant Step, Diamond Soul|Additional options with monk abilities
{colsp=3}Combat Expertise
-Clever Brute|BAB +4, Str 13, Int 13, Combat Expertise, Power Attack|Gain dodge bonus with Power Attack
-Expert Strike|BAB +1, Dex 13, Int 13, Combat Expertise|Bonuses to damage with light weapons when using Combat Expertise
--Expert Maneuvers|BAB +8, Combat Expertise, Expert Strike, Improved Feint, Improved Trip|Bonuses during feint & trip maneuvers when using Combat Expertise
-Fanning the Flame|BAB +5, Combat Expertise|Gain temporary hit points when using Combat Expertise
Empty the Mind|Fast Movement 30 ft, Flurry of Blows|Reset daily uses of monk abilities
Improved Agile Shield Fighter|BAB +6, Agile Shield Fighter|Make a 2nd shield bash during full attack
Marksmanship|BAB +1, Dex 13, Point Blank Shot, Precise Shot|Take attack penalty for precision damage
Rallying Champion|Knight's Challenge, Grant Move Action|Knight & Marshal levels stack for certain benefits, plus added options
Rallying Veteran|Grant Move Action, Fighter 2nd|Fighter & Marshal levels stack for certain benefits, plus added options
Second Skin|BAB+2, Armor Proficiency (any)|Keep fast movement & evasion in armor heavier than allowed
{colsp=3}Stunning Fist
-Sanctified Strike|Stunning Fist, Ki Strike (lawful), good alignment|Deal 2d6 damage against evil opponents
-Vile Strike|Stunning Fist, Ki Strike (lawful), evil alignment|Deal 2d6 damage against good opponents
Tenacity|BAB +8, Con 15, Improved Toughness|When injured, heal 10 hit points each round
-Greater Tenacity|BAB +15, Con 17, Improved Toughness, Tenacity|Heal 25 hit points with Tenacity, or remove conditions
{colsp=3}Weapon Focus
-Practiced Evasion|BAB +6, Dex 13, Dodge, Weapon Focus|As Mobility & Sidestep Charge feats, with additional options
-Practiced Parry|BAB +6, Dex 13, Weapon Focus|As Combat Expertise & Dodge feats, with additional options
{colsp=3}-Weapon Specialization
--Improved Weapon Proficiency|BAB +9, Weapon Specialization|Gain size bonuses to damage & certain combat maneuvers
--Powerful Blow|BAB +6, Power Attack, Weapon Specialization|Make a special attack against opponent's touch AC
--Practiced Mobcrusher|BAB +9, Str 13, Dex 13, Int 13, Cleave, Combat Expertise, Dodge, Mobility, Spring Attack, Power Attack, Weapon Specialization, Fighter 4th|As Great Cleave & Whirlwind Attack feats, with additional options
--Practiced Precision|BAB +13, Weapon Specialization, Fighter 8th|As Greater Weapon Focus & Improved Critical feats, with additional options
--Spell Strike|BAB +5, Spellcraft 4 ranks, Weapon Specialization|Use melee attack to counter spell targeting you
Weapon Form|BAB +1, Flurry of Blows|Flurry with any weapon with which you have Weapon Focus
{colsp=3}Racial Feats
Centaur Charge|Centaur, Dodge, Mobility|Make powerful & mobile charges
{colsp=3}Valor Feats
Defensive Challenge|Knight's Challenge|Defensive benefits during a Fighting Challenge
Facing the Many|Knight's Challenge|Fighting Challenge & Call to Battle affect multiple targets
Opposing Challenge|Fighting Challenge +2|Bonuses to opposed rolls during Fighting Challenge
Radiance of Valor|Daunting Challenge|Increases effect of Call to Battle & Daunting Challenge[/table]

Additional Weapon Training [General]
Practice has taught you how to use a wider variety of weapons more effectively.
Prerequisites: Monk level 1st.
Benefit: You may treat the club, dagger, handaxe, and javelin as special monk weapons. This means you can use them to make a Flurry of Blows.

All is Illusion [General]
Through meditation and enlightenment, you perceive reality in new ways.
Prerequisites: Wisdom 17, Abundant Step, Diamond Soul.
Benefit: The All is Illusion feat enables the use of the following three abilities.
No Distance: What once seemed to be a great effort is now a simple matter. You may use Abundant Step as a move action. It becomes an extraordinary ability.
No Mind: The ability to resist magic rests deep in your mind. You may voluntarily raise or lower your spell resistance as an immediate action. You may do so even when unconscious.
No Body: The walls of reality are a simple illusion. If you become ethereal, as with the etherealness spell or the monk’s Empty Body class feature, you gain the Manifestation ability (as the Ghost ability). Manifesting is a swift action.

Ancestral Relic (Book of Exalted Deeds p39)
Special: Venerating the tradition of martial arts taught to him by his mentor, a good monk may select his unarmed strikes for use with this feat.
A character with Ancestral Relic that sunders his opponent’s equipment may use the pieces for sacrifice, provided he has more than half of the material. However, such damage items are only worth one-half of the original market value.

Centaur Charge [Racial]
You're combination of power and mobility makes your charge attacks devastating.
Prerequisites: Centaur, Dodge, Mobility.
Benefit: When using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
When using Spring Attack, Bounding Assault, or Rapid Blitz, you may also make any or all of the attacks count as a charge. If you do, you can only make a single attack roll against any one opponent, and you must move a minimum of 10 ft in a straight line before each strike.
Special: A centaur fighter may select Centaur Charge as a bonus feat.

Clever Brute [General]
You can combine brute force with expert skill.
Prerequisites: Base attack bonus +4, Strength 13, Intelligence 13, Combat Expertise, Power Attack.
Benefit: When using Power Attack, you may apply one-half of the penalty you take to attacks (rounding down) as a dodge bonus to AC. For the purposes of other feats or abilities, this is considered a use of Combat Expertise equal to the bonus gained.
Special: A fighter may select Clever Brute as one of his bonus feats.

Defensive Challenge [Valor]
You steel yourself against a specific enemy.
Prerequisite: Knight's Challenge.
Benefit: Gain 2 additional daily uses of Knight's Challenge.
When making a Fighting Challenge, you may spend an additional 2 Knight's Challenges to have it also affect your defenses.
For the duration of your Fighting Challenge, your bonus applies as a dodge bonus to AC in addition to its normal effects against that specific foe. You also gain damage reduction equal to your bonus against that specific foe. This stacks with any existing damage reduction you already possess.
Special: A knight may choose Defensive Challenge as one of his bonus feats.

Diehard (Player’s Handbook p93)
Special: When dealing with nonlethal damage, you become staggered if your nonlethal damage exceeds your hit point total by less than 10. You become unconscious if your nonlethal damage exceeds your hit point total by 10 or more.
The staggered condition is superseded by the disabled condition if your hit point total is already below 0.

Empty the Mind [General]
You can take a moment to focus you mind, and renew your energies.
Prerequisites: Fast Movement 30 ft, Flurry of Blows.
Benefit: As a full-round action, you may meditate to attempt to renew the daily uses of a single monk ability (such as Wholeness of Body or Abundant Step). This provokes an attack of opportunity, and if you take damage, are affected by a spell, moved from your current position, or take any other action before your next turn, the attempt does not succeed.
You may also regain the use of Quivering Palm with this ability, but you must meditate for 10 uninterrupted minutes.
Special: For the purposes of this feat, your daily uses of Stunning Fist is considered a monk ability.

Expert Maneuvers [General]
Proper defensive postures can lure opponents into more vulnerable positions.
Prerequisites: Base attack bonus +8, Combat Expertise, Expert Strike, Improved Feint, Improved Trip.
Benefit: When using Combat Expertise, you may apply a bonus to Bluff checks when performing a feint, Sense Motive checks to oppose a feint, and Strength checks when performing or resisting a trip attack, equal to the bonus you gain to AC.
Special: A fighter may select Expert Maneuvers as one of his bonus feats.

Expert Strike [General]
Honing your skill has improved your offense as well as your defense.
Prerequisites: Base attack bonus +1, Dexterity 13, Intelligence 13, Combat Expertise.
Benefit: When using a light melee weapon, or one with which Weapon Finesse would apply, you gain a bonus to damage equal to the bonus to AC you gain from the Combat Expertise feat.
Special: A fighter may select Expert Strike as one of his bonus feats.

Facing the Many [Valor]
Your presence influences groups as easily as individuals.
Prerequisite: Knight's Challenge.
Benefit: Gain 2 additional daily uses of Knight's Challenge.
When making a Fighting Challenge, you may have your bonuses apply to more than one foe with the same action. For each additional opponent, you must spend 2 additional Knight's Challenges. These additional targets must also meet the requirements of Fighting Challenge.
When making a Call to Battle, you may grant a new save to more than one ally with the same action. For each additional ally, you must spend 2 additional Knight's Challenges.
Special: A knight may choose Facing the Many as one of his bonus feats.

Fanning the Flame [General]
The thrill of combat, tempered by skill, fuels your actions.
Prerequisites: Base attack bonus +5, Combat Expertise.
Benefit: Whenever you successfully deal damage to an opponent while using Combat Expertise, you gain temporary hit points equal to the bonus you gain to AC. Cumulative hits add to your temporary hit point total, up to but not exceeding your normal (uninjured) maximum.
Temporary hit points gained in this way last for 3 minutes.
Special: A fighter may select Fanning the Flame as one of his bonus feats.

Greater Tenacity [General]
Your withstand inhuman levels of punishment without falling.
Prerequisites: Base attack bonus +15, Constitution 17, Improved Toughness (Complete Warrior p101, Monster Manual III p207, Monster Manual IV p203, Monster Manual V p205, Libris Mortis p27), Tenacity.
Benefit: When using the Tenacity feat, you instead heal yourself up to 25 hit points with each use.
At the beginning of your turn, you may spend two daily uses of the Tenacity feat to remove one of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
You can only remove one condition each round. No action is required to use this ability, and you may use this ability even if you cannot act normally during your turn.
Special: A fighter may select Greater Tenacity as one of his bonus feats.

Improved Agile Shield Fighter [General]
You have improved your technique when using your shield bash with an unarmed strike.
Prerequisites: Base attack bonus +6, Agile Shield Fighter (Player’s Handbook II p74).
Benefit: In addition to the standard single extra attack you get with your shield bash attack, you get a second attack with it, albeit at a -5 penalty.
Special: A fighter may select Improved Shield Fighter as one of his bonus feats.

Improved Weapon Proficiency [General]
You have an impressive aptitude with your chosen weapon.
Prerequisites: Base Attack Bonus +9, Weapon Specialization with the selected weapon.
Benefit: If you are wielding a version of the chosen weapon of at least masterwork quality, you are treated as being one size category larger for the purposes of damage dice and special combat maneuvers involving the chosen weapon (for example, disarm attempts with or against it).
This does not change your reach with the weapon, or the manner with which it is wielded (a light weapon still cannot be used with Power Attack, and still can be used with Weapon Finesse). However, if you have or later gain Greater Weapon Focus with the chosen weapon, your reach with the weapon increases by 5 ft.
Special: A fighter may select Improved Weapon Proficiency as one of his bonus feats.

Marksmanship [General]
As your targets become clearer, you can land more precise shots.
Prerequisites: Base attack bonus +1, Dexterity 13, Point Blank Shot, Precise Shot.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
This is considered precision damage, so creatures immune to critical hits or sneak attacks are immune to this extra damage, as well as creatures that have some form of concealment.
Special: A fighter may select Marksmanship as one of his bonus feats.

Opposing Challenge [Valor]
Inspired by a worthy foe, you act beyond your normal limits.
Prerequisites: Fighting Challenge +2.
Benefit: Gain 2 additional daily uses of Knight's Challenge.
When in a Fighting Challenge, you may spend 1 Knight's Challenge to gain a bonus on any opposed rolls (such as bull rush, disarm, grapple, overrun, sunder, and trip attempts) equal to your Fighting Challenge bonus as an immediate action. This bonus lasts until the end of the turn.
Special: A knight may choose Opposing Challenge as one of his bonus feats.

Powerful Blow [General]
Armor merely slows the momentum of your strikes.
Prerequisites: Base attack bonus +6, Power Attack, Weapon Specialization with the selected melee weapon.
Benefit: When making a melee attack with the chosen weapon and using Power Attack with at least a -2 penalty, you may choose to make the attack a Powerful Blow. This decision must be made before the attack roll.
A Powerful Blow is made against a targets touch AC, but only deals half damage (rounding down).
You can normally use this feat once per round during your attack action. However, if you have or later gain Greater Weapon Focus for the chosen weapon, you may choose to make all of your attacks Powerful Blows.
Special: A fighter may select Powerful Blow as one of his bonus feats.

Practiced Evasion [General]
Experience has taught you how to ward off attacks while staying mobile.
Prerequisites: Base Attack Bonus +6, Dexterity 13, Dodge, Weapon Focus with the selected melee weapon.
Benefit: When wielding the chosen weapon, this feat grants two abilities that mirror or enhance feats.
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area, as with the Mobility feat. If you have, or later gain the Mobility feat, the combined bonus to AC is +6.
Sidestep Charge: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity with the chosen weapon, as with the Sidestep Charge feat (Expanded Psionics Handbook p51). If you have, or later gain the Sidestep Charge feat, the combined bonus to AC is +6, and you may take a free 5-ft step after your attack.
Special: For the purposes of qualifying for feats or prestige classes, Practiced Evasion counts as both Mobility and Sidestep Charge.
A fighter may select Practiced Evasion as one of his bonus feats.

Practiced Mobcrusher [General]
Experience has made you adept at fighting many opponents at once.
Prerequisites: Base attack bonus +9, Strength 13, Dexterity 13, Intelligence 13, Cleave, Combat Expertise, Dodge, Mobility, Spring Attack, Power Attack, Weapon Specialization with the selected melee weapon, fighter level 4th.
Benefit: When wielding the chosen weapon, this feat grants two abilities that mirror or enhance feats.
Great Cleave: This functions like Cleave, except that there is no limit to the number of times you can use it per round. If you have, or later gain the Great Cleave feat, you may take a 5 ft step between attacks when using Cleave or Great Cleave. You are still limited to one such adjustment per round.
Whirlwind Attack: With a full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against all opponents within reach, as the Whirlwind Attack feat. If you have, or later gain the Whirlwind Attack feat, you can make an additional attack against each opponent at a -5 penalty.
Special: For the purposes of qualifying for feats or prestige classes, Practiced Mobcrusher counts as both Great Cleave and Whirlwind Attack.
A fighter may select Practiced Mobcrusher as one of his bonus feats.

Practiced Parry [General]
Experience has taught you how to avoid and parry blows.
Prerequisites: Base Attack Bonus +6, Dexterity 13, Intelligence 13, Weapon Focus with the selected melee weapon.
Benefit: When wielding the chosen weapon, this feat grants two abilities that mirror or enhance feats.
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to armor class against attacks from that opponent, as with the Dodge feat. If you have, or later gain the Dodge feat, you may freely choose to apply these bonuses to either the same opponent or a different one.
Combat Expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your armor class, as with the Combat Expertise feat. If you have, or later gain the Combat Expertise feat, you may combine these effects, with a new maximum of -10 to your attack roll and +10 to your Armor Class. You still may not exceed your base attack bonus.
Special: For the purposes of qualifying for feats or prestige classes, Practiced Parry counts as both Combat Expertise and Dodge.
A fighter may select Practiced Parry as one of his bonus feats.

Practiced Precision [General]
Experience has increased the accuracy of your strikes.
Prerequisites: Base Attack Bonus +13, Weapon Specialization with the selected weapon, fighter level 8th.
Benefit: When wielding the chosen weapon, this feat grants two abilities that mirror or enhance feats.
Greater Weapon Focus: You gain a +1 to all attack rolls with the selected weapon. This stacks with all other bonuses to attack rolls, including the one from the Greater Weapon Focus feat.
Improved Critical: When using the weapon you selected, the threat range is doubled. If you have, or later gain the Improved Critical feat, you may combine these effects, which now triples the threat range of the selected weapon.
Special: For the purposes of qualifying for feats or prestige classes, Practiced Precision counts as both Greater Weapon Focus and Improved Critical.
Keen and impact (Magic Item Compendium p37) weapons are treated as though granting the Improved Critical feat, allowing this feat to triple their critical range.
A fighter may select Practiced Precision as one of his bonus feats.

Radiance of Valor [Valor]
A fearless demeanor strengthens the resolve in your allies, and the fear in your enemies.
Prerequisites: Daunting Challenge.
Benefit: Gain 2 additional daily uses of Knight's Challenge.
Your Daunting Challenge affects foes once per encounter, instead of once per day.
When making a Daunting Challenge, you may spend 2 additional Knight's Challenges to make your opponents frightened, instead of shaken.
When making a Call to Battle, you may spend 2 additional Knight's Challenges to grant your allies a new save against any failed Will save, instead of a failed save against fear.
Special: A knight may choose Radiance of Valor as one of his bonus feats.

Rallying Champion [General]
Your prowess inspires those following your direction, and they in turn motivate your efforts.
Prerequisites: Knight's Challenge, Grant Move Action.
Benefit: If you have levels in Knight and Marshal (Miniatures Handbook p11), those levels stack for the purposes of determining the bonuses you gain when using Fighting Challenge, and the bonus you grant with your Major Aura.
In addition, you may spend 2 Knight's Challenges to gain an additional use of Grant Move Action.
Special: A knight may choose Rallying Champion as one of his bonus feats.

Rallying Veteran [General]
Your skill and experience work towards guiding your allies’ actions.
Prerequisites: Grant Move Action, Fighter level 2nd.
Benefit: If you have levels in fighter and marshal (Miniatures Handbook p11), those levels stack for the purposes of determining your daily uses of Grant Move Action, and for qualifying for feats that require a minimum fighter level.
In addition, you may use your Major Aura to grant allies within 30 ft any feat you possess that is on the fighter bonus feat list (in effect, using the feat as an additional Major Aura known). An ally must meet the prerequisites of the feat to gain its benefits, and any specific choice that is required (such as selecting a specific weapon) matches the choice you already made. An ally’s usage of a feat that has a daily limit (such as Stunning Fist) counts against your own total uses.
Special: A fighter may select Rallying Veteran as one of his bonus feats.

Sanctified Strike [General]
You can turn your fist into an instrument of good.
Prerequisites: Stunning Fist, Ki Strike (lawful), good alignment.
Benefit: Against an evil opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage.

Second Skin [General]
You are adept at moving while wearing armor.
Prerequisites: Base attack bonus +2, armor proficiency (any).
Benefit: If you have, or later gain, Evasion or Improved Evasion, the ability is not negated while wearing armor heavier than normally allowed.
If you have, or later gain a Fast Movement class feature that is negated by armor of any type, you may now apply up to one-half of it (round down to the nearest 5 ft) while wearing armor that would normally negate the ability. Apply the bonus before modifying your speed because of any armor worn.
This feat does not prevent you from losing Evasion, Improved Evasion, or Fast Movement when exceeding any listed load limits. You must be proficient with the armor to benefit from this feat.

Spell Strike [General]
Experience and study has taught you special techniques to interrupt spells.
Prerequisites: Base attack bonus +5, Spellcraft 4 ranks, Weapon Specialization with the selected melee weapon.
Benefit: You may use a magic version of the selected melee weapon to counter the portion of a spell that would affect you, by utilizing or disrupting the energies that make it manifest with your weapon’s innate power. You must be able to make an attack of opportunity this round to use this feat, and doing so counts as one attempt.
You must identify the spell being cast with a successful Spellcraft check. If the spell is susceptible to spell resistance, you may make a melee attack roll with a magic weapon. The result of this roll is treated as your spell resistance against the target spell only.
If you can make more than one attack of opportunity each round (such as with Combat Reflexes), you may still only make one Spell Strike attempt per spell.
Making a Spell Strike prevents any existing spell resistance you may possess from another source from affecting the targeted spell.
Special: A fighter may select Spell Strike as one of his bonus feats.

Tenacity [General]
While others may fall, you endure.
Prerequisites: Base attack bonus +8, Constitution 15, Improved Toughness (Complete Warrior p101, Monster Manual III p207, Monster Manual IV p203, Monster Manual V p205, Libris Mortis p27).
Benefit: If your total hit points are reduced to one-half or lower, you may use a swift action to heal yourself up to 10 hit points.
You may use this ability a number of times per day equal to your base attack bonus. For example, a 15th level rogue could use this ability 11 times each day.
Special: A fighter may select Tenacity as one of his bonus feats.

Vile Strike [General]
You can turn your fist into an instrument of evil.
Prerequisites: Stunning Fist, Ki Strike (lawful), evil alignment.
Benefit: Against a good opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage.

Weapon Form [General]
Warrior and weapon are as one.
Prerequisites: Base attack bonus +1, Flurry of Blows.
Benefit: You may use Flurry of Blows with any weapon with which you have Weapon Focus, although all attacks suffer an additional -2 penalty. With any two-handed weapon, you apply 1 1/2 your Strength modifier, and use Power Attack as normal for a two-handed weapon.

Yitzi
2011-08-28, 08:43 AM
A lot of these look good. One minor note: Second Skin should probably be restricted to armor in which you have proficiency. Sort of silly for a barbarian's medium armor proficiency to help him use Fast Movement with heavy armor.

Adamantrue
2011-08-28, 02:03 PM
That is a very good (and embarrassingly obvious) point. Fixed, and thanks.

Which feats didn't you like, and why?

Partysan
2011-08-29, 09:30 AM
All is Illusion and possibly some of the other feats should probably be designated as [Tactical] instead of general.

Adamantrue
2011-08-29, 01:32 PM
Does All is Illusion really qualify as a Tactical Feat? Tactical Feats seem to require a more circumstantial set-up, whereas this just modifies existing Class Abilities.

Yitzi
2011-08-29, 03:05 PM
Which feats didn't you like, and why?

None that I really disliked, but the dual-feat ones and the monk-specific ones and the centaur one are not particularly good. The knight ones I don't really have much opinion on at all, due to not having the source for the class itself.

Adamantrue
2011-08-29, 04:32 PM
None that I really disliked, but the dual-feat ones and the monk-specific ones and the centaur one are not particularly good. The knight ones I don't really have much opinion on at all, due to not having the source for the class itself. Most would argue that the component Feats of the Practiced "X" Feats are...not good as-is, but there is enough things that require the components as Prerequisites that I figured a 2-for-1 deal would at least be helpful for Practiced Parry & Practiced Evasion (mostly just for Mobility with the latter).

Practiced Mobcrusher & Practiced Precision were just seeing where else the concept would go, though I rather like the "kicker" abilities of the two (and Greater Weapon Focus is a kicker to a few of the new Feats here).

The Monk specific ones & Centaur one...you didn't go into detail, so I'll just let leave any thoughts on those matters in the air.

The Knight can be found HERE (http://www.wizards.com/default.asp?x=dnd/ex/20060501a&page=2) (and the Marshal HERE (http://www.wizards.com/default.asp?x=dnd/ex/20030906b)) if you ever want to play around with them. I really enjoy them, as they have interesting but not overpowering flavors. I'll put the Tier stuff on them in Spoilers. Tier 5: Knight

Cons: Like the Healer, the Knight was designed to only fill a single role: tanking. Unlike the Healer, tanking is at least a solid and useful role for the party from levels 1-20. However, tanking is the only role that the Knight can fill well, as he has almost no damage-related abilities and no social skills except for Intimidate (like a fighter) and Knowledge (Nobility). If he had been given 4 skills/level and Bluff, Diplomacy, and Sense Motive, the Knight's natural Charisma synergy would have helped him to be on par in that role with a paladin or a crusader - but unfortunately he isn't. So he fits into T5 by virtue of lack of versatility - he does one thing quite well, but very little else.

Many of his feats and abilities are also slightly unfocused - he gets Mounted Combat and Ride, but no other mounted-related abilities; and he gets Shield Block but is unable to use tower shields. In any encounter that needs a solid tank, he'll shine - unless that party already has a crusader, warblade, druid, binder, etc. In encounters that don't require a tank (spell-casting opponents, archers, mass combat, traps, anything RP-related), the Knight will generally be of little help to the party as well. -Akalsaris

Pros: Bulwark of Defense is awesome. Too bad there's a maneuver that does basically the same thing, and most of the rest of their abilities are poor. But Bulwark is awesome, and don't forget Diplomacy as a class skill. -JaronK

Tier 4: Marshal

Marshal 1 is a classic dip for Diplomancers (combined with Binder 1 for Naberius and Warlock 1 for their charming invocation). Marshal is also incredible in low level army situations... a one or two Marshal 2s leading a group of Crusader 1s makes for a devastating low level unit. -JaronK

Cons: Outranked by Clerics (of course), but also by Bards (Basically auras with caster levels), Factotums (get int/level to certain skills per encounter), and most ToB classes (White Raven does it better). Has no way of swapping out useless auras. Very little support in outside books. Approximately 5 dead levels (including levels where only 1 aura is gained) (6, 10, 11, 13, and 18). Low number of Auras known if multiclassing. Auras are somewhat restricted (60', must hear/understand, int above 3 (problems occur with animals/mindless undead, etc.), and is canceled if she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.) Circumstance bonuses on skills are common, and much higher than what you can probably give. -Chaos Josh

Pros: Mid Bab, d8 HD, 2 good saves, and the ability to use any Martial weapon, shield (but tower), and armor make it an adequate front line fighter (not the best, mind, but adequate). Auras are activated by a swift action (handy). Diplomacy on a Cha-based class, including free Skill focus (Diplomacy) and an aura adding Cha twice to those checks is nifty. Can grant move actions (which is very useful on a group of Melee classes). Free Skill Focus also means that Exemplar builds are plausible, especially depending on the Auras chosen. Intimidate is a class skill and it's a Cha-based class, although not as good as being able to do it swiftly. Circumstance bonuses on things other than skills are handy. -Chaos Josh

Adamantrue
2011-09-13, 05:23 PM
A few more Feats that I'm about to add to this list. Feedback is always a help here.

Diehard (Player’s Handbook p93)
Special: When dealing with nonlethal damage, you become staggered if your nonlethal damage exceeds your hit point total by less than 10. You become unconscious if your nonlethal damage exceeds your hit point total by 10 or more.
The staggered condition is superseded by the disabled condition if your hit point total is already below 0.

Fanning the Flame [General]
The thrill of combat, tempered by skill, fuels your actions.
Prerequisites: Base attack bonus +5, Combat Expertise.
Benefit: Whenever you successfully deal damage to an opponent while using Combat Expertise, you gain temporary hit points equal to the bonus you gain to AC. Cumulative hits add to your temporary hit point total, up to but not exceeding your normal (uninjured) maximum.
Temporary hit points gained in this way last for 3 minutes.
Special: A fighter may select Fanning the Flame as one of his bonus feats.

Greater Tenacity [General]
Your withstand inhuman levels of punishment without falling.
Prerequisites: Base attack bonus +15, Constitution 17, Improved Toughness (Complete Warrior p101, Monster Manual III p207, Monster Manual IV p203, Monster Manual V p205, Libris Mortis p27), Tenacity.
Benefit: When using the Tenacity feat, you instead heal yourself up to 25 hit points with each use.
At the beginning of your turn, you may spend two daily uses of the Tenacity feat to remove one of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
You can only remove one condition each round. No action is required to use this ability, and you may use this ability even if you cannot act normally during your turn.
Special: A fighter may select Greater Tenacity as one of his bonus feats.

Rallying Veteran [General]
Your skill and experience work towards guiding your allies’ actions.
Prerequisites: Grant Move Action, Fighter level 2nd.
Benefit: If you have levels in fighter and marshal (Miniatures Handbook p11), those levels stack for the purposes of determining your daily uses of Grant Move Action, and for qualifying for feats that require a minimum fighter level.
In addition, you may use your Major Aura to grant allies within 30 ft any feat you possess that is on the fighter bonus feat list (in effect, using the feat as an additional Major Aura known). An ally must meet the prerequisites of the feat to gain its benefits, and any specific choice that is required (such as selecting a specific weapon) matches the choice you already made. An ally’s usage of a feat that has a daily limit (such as Stunning Fist) counts against your own total uses.
Special: A fighter may select Rallying Veteran as one of his bonus feats.

Tenacity [General]
While others may fall, you endure.
Prerequisites: Base attack bonus +8, Constitution 15, Improved Toughness (Complete Warrior p101, Monster Manual III p207, Monster Manual IV p203, Monster Manual V p205, Libris Mortis p27).
Benefit: If your total hit points are reduced to one-half or lower, you may use a swift action to heal yourself up to 10 hit points.
You may use this ability a number of times per day equal to your base attack bonus. For example, a 15th level rogue could use this ability 11 times each day.
Special: A fighter may select Tenacity as one of his bonus feats.

Cieyrin
2011-09-14, 10:37 AM
Greater Tenacity doesn't exactly work against some of the conditions, namely dazed and stunned, since you can't take any actions while you have them. Confused and Insane could suffer similar, though that's a matter of whether you actually get an 'acts normally' roll. It may take no action but you need to be able to act to use abilities, usually, which these conditions are designed to deny.

Adamantrue
2011-09-14, 11:35 AM
How would you phrase it so that it does work on those conditions? I really want this Feat to let you shrug them off our snap out of it.

Cieyrin
2011-09-14, 12:31 PM
How would you phrase it so that it does work on those conditions? I really want this Feat to let you shrug them off our snap out of it.

Take a note from Quick Recovery (Lords of Madness) and put a note at the beginning that, if, at the beginning of your turn, you have one (or more) of these conditions, you may spend Tenacity uses to shrug them off. It's a slight difference but it's all in the wording so players and DMs don't have to argue wording and RAI. :smallwink:

Adamantrue
2011-09-14, 12:43 PM
"At the beginning of your turn, you may spend two daily uses of the Tenacity feat to remove one of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
You can only remove one condition each round. No action is required to use this ability, and you may use this ability even if you cannot act normally during your turn."

Would this work better?

Cieyrin
2011-09-14, 01:05 PM
"At the beginning of your turn, you may spend two daily uses of the Tenacity feat to remove one of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
You can only remove one condition each round. No action is required to use this ability, and you may use this ability even if you cannot act normally during your turn."

Would this work better?

Looks alright to me. Not sure how worthwhile the in-combat healing actually is when you get it but an Iron Heart Surge that's properly worded is nice enough, especially since you'll lose no more than 1 round to Dust of Coughing and Sneezing. :smallwink:

Adamantrue
2011-09-15, 09:41 AM
Well, comparing it to Strike of Righteous Vitality (about 150 hp every 6th round, assuming having it granted every 3rd round and a 50/50 chance of a successful attack...its an estimate), Rallying Strike (about 20-25 hp every 6th round), and Iron Heart Endurance (about 22-40 hp every other round), I'm thinking that the healing is in the right ballpark without stepping on the toes of those maneuvers.

Having a new pool of points adds additional options too, much like the various Stunning Fist feats. Down the line, I could see spending 1 or 2 daily uses to gain DR for the round, buffing Fort or Will saves, or healing a greater amount than normal.

Adamantrue
2011-09-16, 11:35 AM
Trying to play around with a table to summarize the new Feats. Also contemplating two more.

Simple Weapon Focus [General]
You are especially good at using simple weapons.
Prerequisites: Base attack bonus +1, proficiency with all simple weapons.
Benefit: You gain a +1 bonus on all attack rolls you make using any simple weapon. This bonus does not stack with the bonus from Weapon Focus, but it is the equivalent of Weapon Focus with each weapon for the purpose of qualifying for feats, prestige classes, and anything else that requires the feat.
Special: A fighter may select Simple Weapon Focus as one of his bonus feats.

Simple Weapon Specialization [General]
You deal extra damage when using simple weapons.
Prerequisites: Proficiency with all simple weapons, Simple Weapon Focus, Fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using any simple weapon. This bonus does not stack with the bonus from Weapon Specialization, but it is the equivalent of Weapon Specialization with each weapon for the purpose of qualifying for feats, prestige classes, and anything else that requires the feat.
Special: A fighter may select Simple Weapon Specialization as one of his bonus feats.

Cieyrin
2011-09-16, 12:23 PM
Hmm, while I'm intrigued by Melee Weapon Mastery appearing early, it still feels a tad weak, especially if you compare to Intuitive Attack, which seems a bit more oomph for simple weapons. They make good fluff sense, it just could use a bit more than flat bonuses to make it worthwhile. Sell me on that I can make an effective Folk Hero with these as opposed to going for a martial weapon, which are flat out better for for the same handedness. I'd love to make a character that uses a spear effectively but it's typically better if I pursue a halberd or other polearm, since more than likely I have proficiency with both.

Adamantrue
2011-09-17, 09:44 AM
Hmm, while I'm intrigued by Melee Weapon Mastery appearing early, it still feels a tad weak, especially if you compare to Intuitive Attack, which seems a bit more oomph for simple weapons. They make good fluff sense, it just could use a bit more than flat bonuses to make it worthwhile. Sell me on that I can make an effective Folk Hero with these as opposed to going for a martial weapon, which are flat out better for for the same handedness. I'd love to make a character that uses a spear effectively but it's typically better if I pursue a halberd or other polearm, since more than likely I have proficiency with both. Rogue with Crossbow Sniper, which would now work with Light & Heavy Crossbows? Someone that plays around with a Changeling Spear and would like the bonuses to apply to multiple forms? Anyone that's dumping Wis?

I actually have some favorites in the Simple Weapon Category, including the Dagger, Quarterstaff, Unarmed Strike or Spiked Gauntlet, and the various spears (when the flavor is right). I also have a few Feats that have Weapon Focus and Weapon Specialization as prerequisites, with which Simple Weapon Focus/Specialization would let a character qualify.

I just thought that, since Simple Weapon Proficiency covered all of them, a version of Weapon Focus/Specialization that does the same would go along with with the theme.