Yakk
2013-07-07, 12:11 PM
Holy Weapon: Requires Holy symbol proficiency, Divine at-will weapon attack. You can use your Holy Symbol's enhancement bonuses and magical properties when making Divine weapon attacks and Basic Melee attacks.
Originally intended for Paladins, but why not let Clerics and Avengers in on the fun? I'm unsure if "Divine at-will weapon attack" restriction is justified.
Spinning Spear: Requires Wis 13, Dex 15. When wielding a Spear in both hands, you may treat it as if it was a Staff.
Actually the most ridiculously overpowered feat here...
Defender's Expertise: You gain a +1 feat bonus to attack rolls on targets you have Marked and on Opportunity Attacks. This bonus increases to +2 at level 11, and +3 at level 21. In addition, you may use your highest attribute when making basic melee attacks as opportunity actions, replacing Strength for both to-hit and damage purposes.
Unnerfed melee training for OAs, plus an accuracy rider.
Cunning Warlock: Each time you hit a target subject to your Warlock's Curse and do not deal Warlock's Curse damage dice to it, you gain an additional Warlock's Curse damage die the next time you use your Warlock's Curse damage dice before the end of the encounter.
Reworked. Now multi-cursing and multi-damaging gets a bit of support: by hitting multiple cursed targets, you gain dice to apply to the one you deal damage to.
Assassin's Shroud Expertise: Requires Assassin's Shroud power. You gain a +1 feat bonus to attack rolls against creatures under your Assassin's Shroud. This increases to +2 at level 11 and +3 at level 21. When making a weapon attack against a creature under your Assassin's Shroud, if you invoke your shrouds your [W] is increased to at least 1d6 if you invoke 1 shroud, 1d8 if you invoke 2, 1d10 if you invoke 3, and 1d12 if you invoke 4.
Note that it applies to both weapon and non-weapon attacks. The damage boost makes using non-fullblades slightly more viable.
Tempest Expertise: Requires Fighter, at-will power that requires the use of two weapons. If you have an off-hand weapon equipped, you gain a +1 feat bonus to all weapon attack rolls. This increases to +2 at level 11 and +3 at level 21. If you use a power that requires having weapons in both hands, you gain a +1 bonus to damage rolls with off-hand weapons, increasing to +2 at level 11 and +3 at level 21.
Tempest fighter needs some love. It also boosts the Scout. The Ranger has to use an off-hand weapon to benefit from the above, as does the Barbarian. It isn't bad for a Rogue MC Fighter who uses short swords or daggers either.
Protective Spirit: Requires Shaman, Summon Spirit Companion power, totem proficiency, 15 Constitution. When you summon your spirit companion, you can also conjure spirit armor. Your spirit armor is heavy armor with a base AC of 6, a masterwork AC bonus equal to your totem's enhancement bonus, and an enchancement bonus equal to your totem's enhancement bonus, no speed penalty, and no armor check penalty. The spirit armor remains so long as your companion remains within 20 squares of you, and you can dismiss it as a free action. Use the better of your normal armor and your spirit armor to determine your AC. While you are wearing your spirit armor, the damage required to disrupt your spirit companion is increased by your constitution bonus plus your totem's enhancement bonus.
The goal here is to provide con-based shamans some defence. This matches chainmail, and for the cost of a feat you gain a tougher spirit companion and you yourself become tougher.
Swordmage Mental Shield: Requires Swordmage Warding class feature. You gain a feat bonus to your Will defence equal to your Swordmage Warding class feature. In addition, as an immediate interrupt you can dismiss your Warding for the remainder of the encounter, and cause an attack targeting Will, that Stuns, Dazes or Dominates or with Psychic or Illusion keywords, to miss. You regain your Warding at the end of your next rest.
Swordmage Physical Shield: Requires Swordmage Warding class feature. You gain a feat bonus to your Fortitude defence equal to your Swordmage Warding class feature. In addition, as an immediate interrupt you can dismiss your Warding for the remainder of the encounter, and cause an attack targeting Fortitude or AC to miss. You regain your Warding at the end of your next rest.
Swordmage Deflecting Shield: Requires Swordmage Warding class feature. You gain a feat bonus to your Reflex defence equal to your Swordmage Warding class feature. In addition, as an immediate interrupt you can dismiss your Warding for the remainder of the encounter, and cause an attack targeting Reflex or AC to miss. You regain your Warding at the end of your next rest.
Above 3 reworked. The original idea was to duplicate the Fighter shield feats with Warding, but Warding it a tad larger than Shield feats are. By making it a Feat bonus, it doesn't stack as well. Added in the "nullify one attack" at a cost that is ridiculously high for the extra fun factor.
Claws of the Beast Expertise: Requires Druid, Wild Shape power. When in Beast Form, you are considered to be equipped with either a +2 proficiency 1d12 high crit damage pick/axe, or two off-hand +3 proficiency 1d6 damage unarmed/light blade, chosen when you enter beast form. Your implement enhancement bonuses apply to these weapons. You may make Weapon attacks while in Beast Form even if they lack the Beast Form keyword with these weapons. While in Beast Form, you gain a +1 feat bonus to weapon, melee and close attack rolls, increasing to +2 at level 11 and +3 at level 21, and may substitute Dexterity or Constitution for Strength on basic melee attacks while in beast form.
This is intended for Druids who Hybrid or Multiclass, or other classes who Hybrid or Multiclass into Druid, or Druids who want a general OA.
Originally intended for Paladins, but why not let Clerics and Avengers in on the fun? I'm unsure if "Divine at-will weapon attack" restriction is justified.
Spinning Spear: Requires Wis 13, Dex 15. When wielding a Spear in both hands, you may treat it as if it was a Staff.
Actually the most ridiculously overpowered feat here...
Defender's Expertise: You gain a +1 feat bonus to attack rolls on targets you have Marked and on Opportunity Attacks. This bonus increases to +2 at level 11, and +3 at level 21. In addition, you may use your highest attribute when making basic melee attacks as opportunity actions, replacing Strength for both to-hit and damage purposes.
Unnerfed melee training for OAs, plus an accuracy rider.
Cunning Warlock: Each time you hit a target subject to your Warlock's Curse and do not deal Warlock's Curse damage dice to it, you gain an additional Warlock's Curse damage die the next time you use your Warlock's Curse damage dice before the end of the encounter.
Reworked. Now multi-cursing and multi-damaging gets a bit of support: by hitting multiple cursed targets, you gain dice to apply to the one you deal damage to.
Assassin's Shroud Expertise: Requires Assassin's Shroud power. You gain a +1 feat bonus to attack rolls against creatures under your Assassin's Shroud. This increases to +2 at level 11 and +3 at level 21. When making a weapon attack against a creature under your Assassin's Shroud, if you invoke your shrouds your [W] is increased to at least 1d6 if you invoke 1 shroud, 1d8 if you invoke 2, 1d10 if you invoke 3, and 1d12 if you invoke 4.
Note that it applies to both weapon and non-weapon attacks. The damage boost makes using non-fullblades slightly more viable.
Tempest Expertise: Requires Fighter, at-will power that requires the use of two weapons. If you have an off-hand weapon equipped, you gain a +1 feat bonus to all weapon attack rolls. This increases to +2 at level 11 and +3 at level 21. If you use a power that requires having weapons in both hands, you gain a +1 bonus to damage rolls with off-hand weapons, increasing to +2 at level 11 and +3 at level 21.
Tempest fighter needs some love. It also boosts the Scout. The Ranger has to use an off-hand weapon to benefit from the above, as does the Barbarian. It isn't bad for a Rogue MC Fighter who uses short swords or daggers either.
Protective Spirit: Requires Shaman, Summon Spirit Companion power, totem proficiency, 15 Constitution. When you summon your spirit companion, you can also conjure spirit armor. Your spirit armor is heavy armor with a base AC of 6, a masterwork AC bonus equal to your totem's enhancement bonus, and an enchancement bonus equal to your totem's enhancement bonus, no speed penalty, and no armor check penalty. The spirit armor remains so long as your companion remains within 20 squares of you, and you can dismiss it as a free action. Use the better of your normal armor and your spirit armor to determine your AC. While you are wearing your spirit armor, the damage required to disrupt your spirit companion is increased by your constitution bonus plus your totem's enhancement bonus.
The goal here is to provide con-based shamans some defence. This matches chainmail, and for the cost of a feat you gain a tougher spirit companion and you yourself become tougher.
Swordmage Mental Shield: Requires Swordmage Warding class feature. You gain a feat bonus to your Will defence equal to your Swordmage Warding class feature. In addition, as an immediate interrupt you can dismiss your Warding for the remainder of the encounter, and cause an attack targeting Will, that Stuns, Dazes or Dominates or with Psychic or Illusion keywords, to miss. You regain your Warding at the end of your next rest.
Swordmage Physical Shield: Requires Swordmage Warding class feature. You gain a feat bonus to your Fortitude defence equal to your Swordmage Warding class feature. In addition, as an immediate interrupt you can dismiss your Warding for the remainder of the encounter, and cause an attack targeting Fortitude or AC to miss. You regain your Warding at the end of your next rest.
Swordmage Deflecting Shield: Requires Swordmage Warding class feature. You gain a feat bonus to your Reflex defence equal to your Swordmage Warding class feature. In addition, as an immediate interrupt you can dismiss your Warding for the remainder of the encounter, and cause an attack targeting Reflex or AC to miss. You regain your Warding at the end of your next rest.
Above 3 reworked. The original idea was to duplicate the Fighter shield feats with Warding, but Warding it a tad larger than Shield feats are. By making it a Feat bonus, it doesn't stack as well. Added in the "nullify one attack" at a cost that is ridiculously high for the extra fun factor.
Claws of the Beast Expertise: Requires Druid, Wild Shape power. When in Beast Form, you are considered to be equipped with either a +2 proficiency 1d12 high crit damage pick/axe, or two off-hand +3 proficiency 1d6 damage unarmed/light blade, chosen when you enter beast form. Your implement enhancement bonuses apply to these weapons. You may make Weapon attacks while in Beast Form even if they lack the Beast Form keyword with these weapons. While in Beast Form, you gain a +1 feat bonus to weapon, melee and close attack rolls, increasing to +2 at level 11 and +3 at level 21, and may substitute Dexterity or Constitution for Strength on basic melee attacks while in beast form.
This is intended for Druids who Hybrid or Multiclass, or other classes who Hybrid or Multiclass into Druid, or Druids who want a general OA.