ktccd
2014-10-15, 05:57 AM
I am working on some feats for my campaign, and one of my players wanted to use Haki from the series (Link) (http://onepiece.wikia.com/wiki/Haki), so I wrote these feats for the 3 types of Haki. This is however, one of my first attempts at making homebrew feats, so I'm unsure if I might be missing something, or if there's some other things to consider :S.
Last note before I post these feats, is that I chose Dreadful Wrath as a pre-requisite, because the Haoshoku Haki is supposed to be an innate ability that is sometimes expressed in a lesser form before someone learns how to master it, and Dreadful Wrath reflected that very well, in it's lvl 1 requirement and the fear aura it gave. For my campaign, that feat has no race restriction, but must still be taken at level 1.
Busoshoku Haki (Color of armaments)
Keywords: [Haki], [Fighter Bonus Feat]
Prerequisite:
Character level 8
Benefit:
As a swift action, you may activate your Busoshoku Haki in an offensive mode, adding half your level to the damage of your attacks as well as allowing your attacks to bypass the defensive powers of Devil Fruit users.
Any creature with the [Devil Fruit User] subtype can not use it's Paramecia Body, Zoan Body or Logia Body abilities to defend against your attacks. They may still use other skills, abilities and items to defend against it, such as counter manouvers, armor or other items that might help, as normal.
As an immediate action, you may activate your Busoshoku Haki in a defensive mode, adding half your level as an enhancement bonus to your natural armor. Though this is an immediate action, it has to be done before your opponent makes it's attack roll against you.
Special:
A fighter may select Busoshoku Haki as one of his fighter bonus feats.
Kenbunshoku Haki (Color of Observation)
Keywords: [Haki], [Fighter Bonus Feat], [Tactical]
Prerequisite:
Character level 8
Spot, Listen OR sense motive 12 ranks.
Benefit:
The Kenbunshoku Haki feat enables the use of 3 tactical manouvers. The range of this feat is (10 * Your character level) feet.
Predict Movement: To use this manouver, you must make a sense motive check against an opponent attacking you, the DC of this check is (10 + Hit dice of the opponent). You can use this manouver whenever an opponent within your range makes an attack against you. An opponent can try and mask their killing intent by replacing the DC for this manouver with their own Bluff check, though doing so gives them a -5 penalty on the check. If you succeed with your check, you may add your Hit dice to your Armor Class as an insight bonus. This effect does not work against attacks that are inherently random. Any of the following conditions disables the use of this manouver: Confused, Dazed, Fascinated, Nauseated, Stunned or Unconscious. Any of the following conditions require a concentration check in addition to the normal sense motive check, though the DC is a flat 20: Dazzled, Disabled, Exhausted, Fatigued, Sickened or Staggered. If you are blinded or deafened, you require the same concentration check only if this condition was inflicted on you in the current encounter or the last hour, whichever is longest, people who have these conditions for a while become adapted to using this feat even without their usual senses.
Sense Presence: To use this manouver, you must make a make a sense motive check against any creature within your range, the DC of this check is (10 + Hit dice of the target). You can use this manouver as a move action, but you may target as many creatures as possible within your range with the same move action. An opponent can try and hide their presence by replacing the DC of this manouver with their own Bluff check, though doing so gives them a -5 penalty on the check, though they have to decide to do so before you try and sense them (Hiding your presence takes no action, but requires you to be conscious). If you succeed with your check, you know the Hit dice, Creature type of the target, the direction and distance to the target. If you fail the check by less than 5, you only know the direction and distance to the target.
A creatures presence is unique to that creature, making it easily discernible to anyone who has succeeded on this check against them. Mundane disguises are ineffective against this manouver.
Empathic Link: To use this manouver, you must make a sense motive check against any creature within your range, the DC of this check is (10 + Hit dice of the target). You can use this manouver as a move action, but you may target as many creatures as possible within your range with the same move action. An opponent can try and hide their emotions by replacing the DC of this manouver with their own Bluff check, though doing so gives them a -5 penalty on the check. If you succeed with your check, you know the emotional state of that creature.
Special:
A fighter may select Kenbunshoku Haki as one of his fighter bonus feats.
Haoshoku Haki (Colour of the Supreme King)
Keywords: [Haki], [Fighter Bonus Feat], [Tactical]
Prerequisite:
Dreadful Wrath
Character level 8
Intimidate 12 ranks
Benefit:
The Haoshoku Haki feat enables the use of 1 tactical manouver. The range of this feat is (5 * Your character level) feet.
Overpowering Will: To use this manouver, you must make an intimidation check against all creatures within your range, this is opposed by your opponents modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). You must take a full-round to do this, but it affects all creatures within range with the same, single intimidation check. If you succeed this check, your opponent has the following effect depending on it's hit dice:
* If their hit dice is at least 5 lower than yours, they become Unconscious.
* If their hit dice is lower than yours, but not at least 5 lower, they are Frightened for (3 + Your charisma modififer) rounds, minimum 1 round. After this, they are Shakened for 1 round.
* If their hit dice is equal to or higher than yours, but not more than 5 higher than you, they are Shakened for (3 + Your charisma modififer) rounds, minimum 1 round.
* If their hit dice is more than 5 higher than yours, they are Shakened for 1 round.
Special:
A fighter may select Haoshoku Haki as one of his fighter bonus feats.
Extraordinary Aim, Haoshoku Haki
Keywords: [Haki], [Fighter Bonus Feat]
Prerequisite:
Haoshoku Haki
Kenbunshoku Haki
Benefit:
You may choose to not affect specific creatures with your Haoshoku Haki. You must be able to recognise these creatures Presence with your Kenbunshoku Haki feat.
Special:
A fighter may select Extraordinary aim, Haoshoku Haki as one of his fighter bonus feats.
Extraordinary range, Haki
Keywords: [Haki], [Fighter Bonus Feat]
Prerequisite:
Any Haki feat
Benefit:
The range of any Haki feat you have that has a range expressed in feet is increased by 10 times.
Special:
You can gain this feat multiple times, it's effects stack. Each time you take the feat, the range increases by another times 10.
A fighter may select Extraordinary range, Haki as one of his fighter bonus feats.
Last note before I post these feats, is that I chose Dreadful Wrath as a pre-requisite, because the Haoshoku Haki is supposed to be an innate ability that is sometimes expressed in a lesser form before someone learns how to master it, and Dreadful Wrath reflected that very well, in it's lvl 1 requirement and the fear aura it gave. For my campaign, that feat has no race restriction, but must still be taken at level 1.
Busoshoku Haki (Color of armaments)
Keywords: [Haki], [Fighter Bonus Feat]
Prerequisite:
Character level 8
Benefit:
As a swift action, you may activate your Busoshoku Haki in an offensive mode, adding half your level to the damage of your attacks as well as allowing your attacks to bypass the defensive powers of Devil Fruit users.
Any creature with the [Devil Fruit User] subtype can not use it's Paramecia Body, Zoan Body or Logia Body abilities to defend against your attacks. They may still use other skills, abilities and items to defend against it, such as counter manouvers, armor or other items that might help, as normal.
As an immediate action, you may activate your Busoshoku Haki in a defensive mode, adding half your level as an enhancement bonus to your natural armor. Though this is an immediate action, it has to be done before your opponent makes it's attack roll against you.
Special:
A fighter may select Busoshoku Haki as one of his fighter bonus feats.
Kenbunshoku Haki (Color of Observation)
Keywords: [Haki], [Fighter Bonus Feat], [Tactical]
Prerequisite:
Character level 8
Spot, Listen OR sense motive 12 ranks.
Benefit:
The Kenbunshoku Haki feat enables the use of 3 tactical manouvers. The range of this feat is (10 * Your character level) feet.
Predict Movement: To use this manouver, you must make a sense motive check against an opponent attacking you, the DC of this check is (10 + Hit dice of the opponent). You can use this manouver whenever an opponent within your range makes an attack against you. An opponent can try and mask their killing intent by replacing the DC for this manouver with their own Bluff check, though doing so gives them a -5 penalty on the check. If you succeed with your check, you may add your Hit dice to your Armor Class as an insight bonus. This effect does not work against attacks that are inherently random. Any of the following conditions disables the use of this manouver: Confused, Dazed, Fascinated, Nauseated, Stunned or Unconscious. Any of the following conditions require a concentration check in addition to the normal sense motive check, though the DC is a flat 20: Dazzled, Disabled, Exhausted, Fatigued, Sickened or Staggered. If you are blinded or deafened, you require the same concentration check only if this condition was inflicted on you in the current encounter or the last hour, whichever is longest, people who have these conditions for a while become adapted to using this feat even without their usual senses.
Sense Presence: To use this manouver, you must make a make a sense motive check against any creature within your range, the DC of this check is (10 + Hit dice of the target). You can use this manouver as a move action, but you may target as many creatures as possible within your range with the same move action. An opponent can try and hide their presence by replacing the DC of this manouver with their own Bluff check, though doing so gives them a -5 penalty on the check, though they have to decide to do so before you try and sense them (Hiding your presence takes no action, but requires you to be conscious). If you succeed with your check, you know the Hit dice, Creature type of the target, the direction and distance to the target. If you fail the check by less than 5, you only know the direction and distance to the target.
A creatures presence is unique to that creature, making it easily discernible to anyone who has succeeded on this check against them. Mundane disguises are ineffective against this manouver.
Empathic Link: To use this manouver, you must make a sense motive check against any creature within your range, the DC of this check is (10 + Hit dice of the target). You can use this manouver as a move action, but you may target as many creatures as possible within your range with the same move action. An opponent can try and hide their emotions by replacing the DC of this manouver with their own Bluff check, though doing so gives them a -5 penalty on the check. If you succeed with your check, you know the emotional state of that creature.
Special:
A fighter may select Kenbunshoku Haki as one of his fighter bonus feats.
Haoshoku Haki (Colour of the Supreme King)
Keywords: [Haki], [Fighter Bonus Feat], [Tactical]
Prerequisite:
Dreadful Wrath
Character level 8
Intimidate 12 ranks
Benefit:
The Haoshoku Haki feat enables the use of 1 tactical manouver. The range of this feat is (5 * Your character level) feet.
Overpowering Will: To use this manouver, you must make an intimidation check against all creatures within your range, this is opposed by your opponents modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). You must take a full-round to do this, but it affects all creatures within range with the same, single intimidation check. If you succeed this check, your opponent has the following effect depending on it's hit dice:
* If their hit dice is at least 5 lower than yours, they become Unconscious.
* If their hit dice is lower than yours, but not at least 5 lower, they are Frightened for (3 + Your charisma modififer) rounds, minimum 1 round. After this, they are Shakened for 1 round.
* If their hit dice is equal to or higher than yours, but not more than 5 higher than you, they are Shakened for (3 + Your charisma modififer) rounds, minimum 1 round.
* If their hit dice is more than 5 higher than yours, they are Shakened for 1 round.
Special:
A fighter may select Haoshoku Haki as one of his fighter bonus feats.
Extraordinary Aim, Haoshoku Haki
Keywords: [Haki], [Fighter Bonus Feat]
Prerequisite:
Haoshoku Haki
Kenbunshoku Haki
Benefit:
You may choose to not affect specific creatures with your Haoshoku Haki. You must be able to recognise these creatures Presence with your Kenbunshoku Haki feat.
Special:
A fighter may select Extraordinary aim, Haoshoku Haki as one of his fighter bonus feats.
Extraordinary range, Haki
Keywords: [Haki], [Fighter Bonus Feat]
Prerequisite:
Any Haki feat
Benefit:
The range of any Haki feat you have that has a range expressed in feet is increased by 10 times.
Special:
You can gain this feat multiple times, it's effects stack. Each time you take the feat, the range increases by another times 10.
A fighter may select Extraordinary range, Haki as one of his fighter bonus feats.