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Grod_The_Giant
2012-04-30, 01:46 PM
The more I homebrew, the more I start to see certain philosophies emerge. One of them-- which, unless I'm greatly mistaken, is commonly agreed with-- is that feats should be visible. Skill Focus, for example, is an invisible feat-- you write a +3 bonus on your character sheet, and you're done. Power Attack, by contrast, is visible-- it grants you a new thing you can do in combat. Improved Trip is a visible feat-- you might have been capable of tripping before, but the feat makes it practical. And so on.

So why this thread? I'd like to recruit the Playground's help in 'brewing up a nice large selection of visible feats. Feats that are worth taking. Feats that give characters new options. Feats that make characters unique. Let's go!

{table=head]Feat|Prerequisite|Benefit|Creator
Accurate Shot*|Dex 13|Take a penalty to ranged attacks to gain a bonus to damage.|Grod_the_giant
Barrage*|Dex 17, Precise Shot, Rapid Shot, BAB +9|Fill an area with arrows|Grod_the_giant
Improved Barrage*|Dexterity 19, Precise Shot, Rapid Shot, Barrage, BAB +12|Fill a larger area with arrows|Grod_the_giant
Break on Through*|Str 17, Improved Sunder|Sunder a foe’s weapon or armor after missing him in melee|Grod_the_giant
Brutal Disarm*|Improved Disarm|Snatch a foe’s weapon and attack him with it.|Grod_the_giant
Brutal Overrun*|Improved Overrun|Make attacks of opportunity against overran foes|Grod_the_giant
Chokehold*|Improved Grapple|Deal extra lethal damage to grappled foes.|Grod_the_giant
Crippling Shot*|Dex 15, Precise Shot, BAB +6|Attempt to slow a foe with a ranged attack|Grod_the_giant
Crushing Tackle*|Str 15, Improved Bull Rush|Bull Rush a foe into a solid object to deal damage|Grod_the_giant
Cunning Feint*|Int 15, Improved Feint|Add you Intelligence modifier to feint checks, and feint as a swift action.|Grod_the_giant
Doomhammer*|Str 15, Improved Bull Rush, Weapon Focus (Any Bludgeoning)|Attack a foe and knock him back.|Grod_the_giant
Frogmarch*|Str 15, Improved Grapple|Move up to your full speed in a grapple|Grod_the_giant
Giant Rush*|Str 15, Improved Bull Rush|Bull Rush a foe without moving with him.|Grod_the_giant
Lightning Disarm*|Improved Disarm|Free melee attack after a successful disarm attempt.|Grod_the_giant
Shield Cover*|Shield Specialization|Grant an adjacent ally your shield bonus.|Grod_the_giant
Shield Pull*|Improved Disarm|Disarm a foe’s shield|Grod_the_giant
Side Throw*|Str 15, Improved Grapple, Improved Bull Rush|Attempt to throw a foe|Grod_the_giant
Staredown*|Intimidate 9 ranks|Demoralize an opponent as a move action.|Grod_the_giant
Mass Staredown*|Intimidate 12 ranks, Staredown|Demoralize multiple foes with a single action|Grod_the_giant
Swift Staredown*|Intimidate 15 ranks, Staredown|Demoralize as a swift action.|Grod_the_giant
Perfect Terror*|Intimidate 19 ranks, Staredown, Mass Staredown|Terrify all foes after a successful attack.|Grod_the_giant
Punch Them in the Face*|Str 13, Improved Unarmed Strike|Add a random extra effect to your unarmed strikes.|NeoSeraphi
Watch my Back*|Combat Expertise|Transfer defense bonuses to adjacent ally.|Grod_the_giant [/table]
* Feat can be selected as a Fighter bonus feat.

Feats by Grod_The_Giant
Crushing Tackle
Prerequisite: Strength 15, Improved Bull Rush
Benefit: If you successfully Bull Rush a foe into a solid object, deal 1d6 bludgeoning damage per 5 feet he would have been pushed normally, plus twice your Strength modifier.
Special: A fighter may select this feat as a fighter bonus feat.

Giant Rush
Prerequisite: Strength 15, Improved Bull Rush
Benefit: When you win a Bull Rush attempt, you may push your foe the full distance without having to move with him.
Special: A fighter may select this feat as a fighter bonus feat.

Doomhammer
Prerequisite:Strength 15, Improved Bull Rush, Weapon Focus (Any bludgeoning weapon)
Benefit: As a standard action, make a single melee attack with a blunt weapon, at a -2 penalty. If your attack hits, deal damage as normal and make a bull rush attempt as a free action, without provoking attacks of opportunity.
Special: You may combine this feat with the power attack feat. For every -1 penalty you take to attack, gain a +1 bonus on the Strength check for the Bull Rush attempt (+2 for two-handed weapons). This bonus replaces the bonus damage from using power attack. A fighter may select this feat as a fighter bonus feat.

Brutal Disarm
Prerequisite: Improved Disarm
Benefit: Make a disarm attempt as normal. If you have enough arms free to wield the target's weapon, you may grab it and make an immediate melee attack, taking the normal penalties for wielding a weapon in your off hand but catching your opponent flat-footed.
Special: A fighter may select this feat as a fighter bonus feat.

Shield Pull
Prerequisite: Improved Disarm
Benefit: You may remove a target's shield with a successful disarm attempt, instead of his weapon. The target gets a +4 bonus to resist being de-shielded.
Special: A fighter may select this feat as a fighter bonus feat.

Lightning Disarm
Prerequisite: Combat Reflexes, Improved Disarm
Benefit: After a successful disarm attempt, you may immediately make a melee attack.
Special: A fighter may select this feat as a fighter bonus feat.

Cunning Feint
Prerequisite: Improved Feint, Intelligence 15
Benefit: Add your Intelligence modifier to Bluff checks made to feint in combat. In addition, if wielding a weapon to which you could normally apply the benefits of the weapon finesse feat, you may feint as a swift action.
Special: A fighter may select this feat as a fighter bonus feat.

Brutal Overrun
Prerequisite: Improved Overrun
Benefit: You may make an attack of opportunity against any opponent knocked prone by an ovverrun attempt.
Special: A fighter may select this feat as a fighter bonus feat.

Chokehold
Prerequisite: Improved Grapple
Benefit: Once you have successfully initiated a grapple, you may deal 2d6+Strength modifier lethal damage every round with a successful grapple check.
Normal: Damaging an opponent in a grapple deals 1d3+Strength modifier nonlethal damage.
Special: A fighter may select this feat as a fighter bonus feat.

Frogmarch
Prerequisite: Improved Grapple, Strength 15
Benefit: When attempting to move during a grapple, you may move up to your full speed with a successful grapple check.
Normal: You may move up to half your speed with a successful grapple check.
Special: A fighter may select this feat as a fighter bonus feat.

Side Throw
Prerequisite: Strength 15, Improved Grapple
Benefit: As a standard action, make a grapple check against one foe within melee range. If you win the check, you may immediately make a bull rush attempt against that foe. You do not provoke any attacks of opportunity for the bull rush, and you do not need to move along with your foe to throw him the full distance. After being moved, your foe must make a Reflex save (DC=the difference between your Bull Rush checks) or be knocked prone.
Special: A fighter may select this feat as a fighter bonus feat.

Break on Through
Prerequisite: Improved Sunder, Strength 15
Benefit: If you miss an opponent in melee combat by an amount equal to or less than your Strength modifier, you may make a sunder attempt against their weapon or armor as a free action. If you destroy it, you deal them melee damage as though you had hit them with the initial attack.
Special: A fighter may select this feat as a fighter bonus feat.


Shield Cover
Prerequisite: Shield Specialization (Any)
Benefit: As a swift action, you may transfer the shield bonus from your shield to an adjacent ally until the beginning of your next turn. If either of you moves or is forced to move so that you are no longer adjacent, the benefit is lost.
Special: If your natural reach (ie, from size) is more than five feet, you may extend the benefit of this feat to any ally within your reach. A fighter may select this feat as a fighter bonus feat.

Watch my Back
Prerequisite: Combat Expertise
Benefit: When you fight defensively, use the total defense option, the combat expertise feat, or any other ability where you sacrifice offensive accuracy for defense, you may transfer the defensive bonus to an ally within your reach. The bonus only lasts as long as you are using the ability, and your ally is within your reach.
Special: A fighter may select this feat as a fighter bonus feat.

Staredown
Prerequisite: Intimidate 9 ranks
Benefit: You may attempt to demoralize an opponent (see the Intimidate skill for details) in combat as a move action. In addition, you gain a +4 bonus on this check.
Special: A fighter may select this feat as a fighter bonus feat.

Mass Staredown
Prerequisite: Intimidate 12 ranks, Staredown
Benefit: As a standard action, you may attempt to demoralize all opponents within 30 feet with a single Intimidate check.
Special: A fighter may select this feat as a fighter bonus feat.

Swift Staredown
Prerequisite: Intimidate 15 ranks, Staredown
Benefit: You may attempt to demoralize an opponent (see the Intimidate skill for details) in combat as a swift action.
Special: A fighter may select this feat as a fighter bonus feat.

Perfect Terror
Prerequisite: Intimidate 19 ranks, Staredown, Mass Staredown
Benefit: After your first successful attack in combat, opponents within 30 feet must make a Will save (DC 10 + ˝ level + your Charisma modifier) or become shaken for 4d6 rounds. If they fail the save by five or more, they become frightened for 4d6 rounds instead, and if they fail their save by ten or more, they become panicked for 4d6 rounds instead.
Special: A fighter may select this feat as a fighter bonus feat.


Barrage
Prerequisite: Dex 17, Precise Shot, Rapid Shot, BAB +9
Benefit: As a full-round action, you may fire dozens of arrows into the air, peppering a single area with shafts. All targets within a 10ft radius must make Reflex saves with a DC equal to 10+1/2 your BAB+your Dexterity modifier or be stuck by one arrow per point of Dexterity modifier, with each arrow inflicting normal weapon damage. On a success, they are only struck by one arrow. You cannot apply precision-based damage, Power Shot damage, or any other ability that normally applies to a single shot to this ability. Damage reduction still applies to each individual arrow.
Special: A fighter may select Barrage as a bonus feat.

Improved Barrage
Prerequisite: Dexterity 19, Precise Shot, Rapid Shot, Barrage, BAB +12
Benefit: You may either use the Barrage feat as a standard action, or affect a 20ft radius. In addition, Targets who fail their saves are struck by 1d4 arrows per point of Dexterity modifier, and those who succeed on their saves are struck by 1d4 arrows.

Crippling Shot
Prerequisite: Dex 15, Precise Shot, BAB +6
Benefit: You may take a -2 penalty on a ranged attack roll to attempt to cripple an opponent by wounding their legs. Anyone struck by your attack must make a Fortitude save, with a DC equal to the damage dealt. If it fails its save, its speed is reduced by half. If it it affected by this ability a second time, it is immobilized. The condition lasts for 1 hour, or until the victim receives the benefit of a DC 15 Heal check.

Accurate Shot
Prerequisite: Dex 13
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.
Special: If your target is within one range increment, you may instead add twice the number subtracted from your attack rolls. A fighter may select Power Shot as one of his fighter bonus feats.

Feats by NeoSeraphi
Punch Them In the Face (Fighter)
Prerequisites: Improved Unarmed Strike, Str 13
Benefit: When you attack an enemy with your unarmed strike, you may declare you are punching them in the face. To do this, you must have at least one empty hand, and your opponent may not be more than one Size category larger than you, unless you have some other way of accessing his or her face (such as the Giantbane feat or being able to fly).

You make a single unarmed melee attack roll with a -4 penalty as a standard action. If you hit, your opponent suffers a random effect. Roll a six-sided die and apply the listed effect on the table below based on the result. If an effect would allow a saving throw, the DC is equal to 10+1/2 your Base Attack Bonus + your Strength modifier.

{table="head"]Result | Effect
1 | Enraged
2 | Dazed
3 | Stunned
4 | Critical
5 | Nauseated
6 | Knocked the Face Out
[/table]

Enraged: The creature must make a Will save or spend the next 1d4 rounds attacking you and only you. It may use any special attacks it possesses (including spells, spell-like abilities, and supernatural attacks), and may also use AOE effects, but only if you are inside the affected area.

Dazed: The creature must make a Will save or be dazed for 1 round.

Stunned: The creature must make a Fort save or be stunned for 1 round.

Critical: Your unarmed strike automatically threatens a critical hit.

Nauseated: The creature must make a Fort save or be nauseated for 1 round. A successful save still leaves the creature sickened for 1 round.

Knocked the Face Out: The creature must make a Reflex save or fall prone. If it falls prone, it must make a Will save or be dazed for 1 round. If it becomes dazed, it must make a Fort save or fall unconscious for 1 hour.

You may use this feat 1/day per point of BAB you have. Creatures without a face are immune to Punch Them in the Face.

Seharvepernfan
2012-04-30, 03:12 PM
0.o

....

*slow clap*

These are simply great.

Eloel
2012-04-30, 03:18 PM
Your table is screwed up, your feats are great :smallsmile:

NeoSeraphi
2012-04-30, 04:09 PM
Fast Grab already exists. It's called Scorpion Strike, and it's in Sandstorm. (It's also much better than what you have listed here.) At the very least, remove the -4 penalty, as otherwise you're just uploading a nerfed version of an existing feat.

Grod_The_Giant
2012-04-30, 04:15 PM
Fast Grab already exists. It's called Scorpion Strike, and it's in Sandstorm. (It's also much better than what you have listed here.) At the very least, remove the -4 penalty, as otherwise you're just uploading a nerfed version of an existing feat.
Wait, really? <flip flip flip> Huh.

Anyway, guys, glad you like the feats, but this isn't just a show-off-my-'brew thread. Let's all chip in, eh?

NeoSeraphi
2012-04-30, 04:31 PM
My bad. It's called Scorpion's Grasp (http://dndtools.eu/feats/sandstorm--85/scorpions-grasp--2524/). Anyway, if you want some nice feats, let's see what I can do...

Punch Them In the Face (Fighter)
Prerequisites: Improved Unarmed Strike, Str 13
Benefit: When you attack an enemy with your unarmed strike, you may declare you are punching them in the face. To do this, you must have at least one empty hand, and your opponent may not be more than one Size category larger than you, unless you have some other way of accessing his or her face (such as the Giantbane feat or being able to fly).

You make a single unarmed melee attack roll with a -4 penalty as a standard action. If you hit, your opponent suffers a random effect. Roll a six-sided die and apply the listed effect on the table below based on the result. If an effect would allow a saving throw, the DC is equal to 10+1/2 your Base Attack Bonus + your Strength modifier.

{table="head"]Result | Effect
1 | Enraged
2 | Dazed
3 | Stunned
4 | Critical
5 | Nauseated
6 | Knocked the Face Out
[/table]

Enraged: The creature must make a Will save or spend the next 1d4 rounds attacking you and only you. It may use any special attacks it possesses (including spells, spell-like abilities, and supernatural attacks), and may also use AOE effects, but only if you are inside the affected area.

Dazed: The creature must make a Will save or be dazed for 1 round.

Stunned: The creature must make a Fort save or be stunned for 1 round.

Critical: Your unarmed strike automatically threatens a critical hit.

Nauseated: The creature must make a Fort save or be nauseated for 1 round. A successful save still leaves the creature sickened for 1 round.

Knocked the Face Out: The creature must make a Reflex save or fall prone. If it falls prone, it must make a Will save or be dazed for 1 round. If it becomes dazed, it must make a Fort save or fall unconscious for 1 hour.

You may use this feat 1/day per point of BAB you have. Creatures without a face are immune to Punch Them in the Face.

Deepbluediver
2012-04-30, 04:40 PM
I particularly like feats that scale; either with stat-changes, or just straight up with level.

I'll see if I can dig up any that are worthy of submission.