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rferries
2017-09-26, 04:17 PM
Howdy y'all. Here's revisions to the core feats; I've injected scaling aspects and added ability score prerequisites for most of them. Feats are precious resources (much rarer than spells) so they should provide powerful benefits.

General Skill Feats
(replacing Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Stealthy)


Feat
Prerequisites
Skills


Adroit
Dex 12
Disable Device, Open Lock, Sleight of Hand, Use Rope


Deceptive
Cha 12
Bluff, Disguise, Forgery, Intimidate


Gymnast
Str 12
Climb, Jump, Ride, Swim


Hedge-Witch
Wis 12
Heal, Perform (any one), Spellcraft, Use Magic Device


Hunter
Wis 12
Handle Animal, Hide, Move Silently, Survival


Investigator
Wis 12
Listen, Search, Sense Motive, Spot


Merchant
Wis 12
Appraise, Diplomacy, Profession (any one), Speak Language


Nimble
Dex 12
Balance, Concentration, Escape Artist, Tumble


Sage
Int 12
Craft (any one), Decipher Script, Gather Information, Knowledge (any one)



[FEAT NAME] [GENERAL]
You are particularly adept at certain skills.

Prerequisites
[Ability] 12.

Benefits
The associated skills are always considered class skills for you (regain 1 skill point for each cross-class rank you invested in those skills when you take this feat).

You gain +2 skill points per Hit Die (with quadruple skill points for the first Hit Die). You may only spend these skill points in the associated skills.
General Boost Feats [General]
(Revamping Dodge, Great Fortitude, Iron Will, and Lightning Reflexes)


Feat
Prerequisites
Skills


Dodge
Dex 12
You gain +2 Dexterity


Great Fortitude
Con 12
Your base Fortitude save increases to 1/2 your character level +4


Iron Will
Wis 12
Your base Will save increases to 1/2 your character level +4


Lightning Reflexes
Dex 12
Your base Reflex save increases to 1/2 your character level +4



Item Creation Feats
Crafting a magic item requires a skill check (Decipher Script for scrolls, Craft (alchemy) for potions, elixirs, etc., Craft (armoursmithing) for armour, Craft (jewellry) for amulets, etc.) as though crafting a masterwork item. Potions can duplicate spells of any level. Ranks in Heal, Knowledge (religion), or Knowledge (nature) allow arcane spellcasters to make conjuration (healing) potions.
Metamagic Feats
(revamping Eschew Materials, Natural Spell, Quicken Spell, Silent Spell, and Still Spell)



Feat
Prerequisites
Skills


Eschew Materials
Wis 12
GP cost of M/F components reduced by 2% per level.


Silent Spell
Cha 12
Ignore verbal components of spells. Metamagic +0.


Still Spell
Dex 12
Ignore somatic components of spells. Metamagic +0.


Quicken Spell
Int 12, Eschew Materials, Silent Spell, Still Spell
Cast a spell as an immediate action. Metamagic +4.



Natural Spell - REMOVED. Casting a silent, stilled spell is possible regardless of your form (wild shape, polymorph, etc.)
The Spellcraft DC to identify a silent or stilled spell is increased by +2 (or +5 if it has neither verbal nor somatic components).
Armour Proficiency (Light/Medium/Heavy)
(merging with Shield Proficiency)
You are proficient with light/medium/heavy armour.

Prerequisites
Str 12/14/16, Armour Proficiency (none/light/medium)

Benefits
You gain proficiency in the selected armor type. Ignore the arcane spell failure of any armour and shield with which you are proficient.

Special
You are proficient with shields (except tower shields) if you are proficient with any type of armour.
Shield Training
(merging Improved Shield Bash and Tower Shield Proficiency)
You are trained to use shields to deflect attacks, and furthermore have learned to use tower shields.

Prerequisites
Armour Proficiency (heavy)

Benefits
You gain proficiency with tower shields. You may make shield bashes with a tower shield (1d6 damage; 1d8 for spiked tower shields).

When you make a shield bash attack, you don't take any penalties for fighting with two weapons and your shield's enhancement bonus to AC applies to your attack and damage rolls for the bash.

Your shield's shield bonus applies to your touch AC and to your Reflex saves. When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

When you make a full attack, you may make an extra shield bash at your full base attack bonus. If you possess Multi-Weapon fighting, you may instead make shield bashes as though your shield were an off-hand weapon.

Special
A fighter receives Shield Training as a bonus feat at first level.

Blind-Fight [General]
Should this scale?
Your nonvisual senses are razor-sharp.

Prerequisite
Wis 12.

Benefit
You gain blindsight out to 5 feet and blindsense out to 30 feet.

In melee or for ranged attacks within 30 feet, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

The range of your blindsight increases by 5 feet at 4th level and every four character levels thereafter (e.g. to blindsight 30 feet at 20th level). The range of your blindsense always extends 30 feet beyond the range of your blindsight.

Special
A fighter may select Blind-Fight as one of his fighter bonus feats.
Combat Casting [General]
You are trained as a battle-mage.

Prerequisite
Con 12.

Benefit
You gain a bonus on Concentration checks equal to your character level, but only when casting defensively or while you are grappling or pinned. You may always take 20 on Concentration checks in these circumstances.

Special
A fighter may select Combat Casting as one of his fighter bonus feats.
Combat Expertise [General]
You know precisely how to parry an enemy's blows.

Prerequisite
Dex 12, Int 12.

Benefit
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. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

The bonus to your AC is multiplied by the number of attacks you can make due to your base attack bonus (e.g. a 11th-level fighter gets 3 attacks at +11/+6/+1, so if he takes a -2 penalty on attacks he gets a +6 dodge bonus).

Special
A fighter may select Combat Expertise as one of his fighter bonus feats.
Expert Maneuvers
(merging Improved Disarm, Improved Feint, and Improved Trip)
You are a master tactician.

Prerequisite
Dex 14, Int 12, Combat Expertise.

Benefit
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.

You can make a Bluff check to feint in combat as a free action once per round, and you gain a bonus on the check equal to one-half your character level. On a successful feint, the opponent is confused for 1 round and you may make an attack of opportunity against them on their turn (regardless of what they do, and in addition to any other AoOs they provoke). Finally, you may make feint attempts against any creature (even nonintelligent ones) without penalty.

You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

When you make a disarm or trip attempt you are treated as being one size category larger (stacking with the Powerful Build special quality and any similar effects).

Special
A fighter may select Expert Maneuvers as one of his fighter bonus feats.
Endurance [General]
You are remarkably durable.

Prerequisites
Con 12.

Benefit
You are immune to fatigue and exhaustion.

You gain resistance to nonlethal damage equal to one-half your character level (minimum 1).

You heal hit points and ability damage every hour as well as each day.

Special
A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
Diehard [General]
You are a tenacious opponent, even whilst on the brink of death.

Prerequisite
Endurance, Con 14.

Benefit
You gain regeneration 0. This functions as normal regeneration, save that you do not heal any nonlethal damage each round. The resistance to nonlethal damage from Endurance applies against nonlethal damage inflicted by this regeneration, but no other ability or effect can reduce or negate the nonlethal damage inflicted.

No form of attack overcomes your regeneration while you are conscious. All forms of attack overcome your regeneration while you are unconscious.

You do not lose consciousness from nonlethal damage until you suffer nonlethal damage equal to your current hit point total +10.
Run [General]
You are fleet of foot.

Prerequisites
Con 14, Endurance, character level 3rd.

Benefit
Your movement speed (all modes) increases by +10 feet. This increases improves by +10 feet every three levels (e.g to +60 at 18th level).

Special
A monk gains Run as a bonus feat at 3rd level, even if she doesn't meet the prerequisites.She need not select it.

A fighter may select Run as one of his fighter bonus feats.
Toughness [General]
You are tough as nails.

Prerequisites
Con 14, Endurance.

Benefit
You gain hardness 1, stacking with all other hardness, damage reduction, and energy resistance. This hardness increases by +1 at 5th level, and every five levels thereafter (eg. to hardness 5 at 20th level).

Damage from ranged weapons and energy attacks is not halved/quartered before applying this hardness.

Special
A fighter may select Toughness as one of his fighter bonus feats.

Extra Turning [General]
Your faith is inexhaustible

Prerequisites
Cha 12, Wis 12, ability to turn or rebuke creatures.

Benefit
After you have used up all your turn attempts for the day, you may continue to turn creatures indefinitely but only once every 1d4 rounds. These extra turn attempts do not count as actual turn attempts for the purposes of [Divine] feats and the like.
Improved Turning [General]
You are able to exorcise and command all manner of spirits.

Prerequisites
Extra Turning, Wis 14, Cha 14, ability to turn or rebuke creatures.

Benefits
You ignore the turn resistance of creatures you turn and rebuke. Your effective cleric level for turn attempts is equal to your character level.

If you turn undead, you may turn nongood elementals, fey, and outsiders and rebuke good elementals, fey, and outsiders.

If you rebuke undead, you may turn nonevil elementals, fey, and outsiders and rebuke evil elementals, fey, and outsiders.
Improved Counterspell [Metamagic]
You are adept at countering enemy magic.

Prerequisites
Caster level 1st, Int 12.

Benefits
You may make counterspell attempts as an immediate action.

When counterspelling, you may use a spell of the same school that is of equal or higher level than the target spell.

You may counterspell spell-like abilities and supernatural abilities.


To counterspell a spell-like ability (including the summon abilities of demons/devils), you must identify it via Spellcraft check (DC 20 plus spell level, as for a spell with no components) and sacrifice a spell slot of the appropriate level and school.
To counterspell a supernatural ability, you must identify it via a Knowledge check (DC 15 plus CR of creature) appropriate to the creature type if it is a racial ability, or a Spellcraft check (DC 15 plus CR of enemy) if it is a class ability. In either case you must sacrifice a spell of the most appropriate school (e.g. evocation for an energy breath weapon, enchantment for a harpy's song), of a level equal to the highest spell level a sorcerer of the enemy's CR could cast (e.g. a 2nd-level spell slot for a CR 4 enemy). If the ability is use-activated (e.g. a breath weapon) it is countered, if it is continuous (e.g. a gaze attack) it is suppressed for 1d4 rounds. The DM decides if you can suppress damage reduction, regeneration, flight and similar abilities in this way.


Finally, your counterspell and dispel attempts with dispel magic and greater dispel magic automatically succeed against any spell, spell-like ability, or supernatural ability of equal or lower level.
Improved Familiar [General]
(http://www.d20srd.org/srd/feats.htm#improvedFamiliar)(merging with Leadership, sort of)
Your familiar is also your apprentice.

Prerequisites
Caster level 6th.

Benefits
As the base feat, with the following additions:

You have a Familiar Score (like a Leadership Score (http://www.d20srd.org/srd/feats.htm#leadership)) equal to your character level plus your relevant spellcasting ability modifier plus any cohort modifiers (as the original Leadership feat). Your familiar has its HD advanced as a cohort, to a maximum of your character level -5. It casts spells as a spellcaster of your class, using its HD as its spellcaster level. Its relevant ability score is increased to the minimum needed to cast its highest level spells.

A prepared caster's familiar prepares spells just as its master does (a wizard's familiar prepares spells from its masters spellbooks simultaneously with the wizard). A spontaneous caster's familiar draws its spells known from its master's list of spells known (and must immediately replace any spells its master replaces).

For example, a 8th-level wizard with a maximised Familiar Score can have a stirge familiar with 3HD (gaining skill points, feats, etc. as normal), that casts spells as a 3rd-level wizard. The stirge's Intelligence score is 13 (minimum needed to cast 3rd-level wizard spells), though the wizard can provide it with a headband of intellect or similar effect to increase its Intelligence.
Spellcasters without standard familiars may take this feat. Divine casters may only select appropriate familiars (celestial/fiendish creatures and outsiders for clerics/paladins, dragons/fey/elementals/magical beasts for druids/rangers, etc.). Bards may select this feat as well, ignoring all prerequisites (e.g. alignment) other than caster level when selecting an improved familiar.
Improved Initiative [General]
(merging Improved Initiative, Quick-Draw, and Rapid Reload)
You are quick to take action.

Prerequisites
Dex 12.

Benefits
You get a bonus on initiative checks equal to one-third your character level (minimum +1).

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons and fire crossbows at his full normal rate of attacks (much like a character with a bow). Reloading a crossbow does not provoke an attack of opportunity.

Special
A fighter may select Improved Initiative as one of his fighter bonus feats.
Combat Reflexes [General]
You are quick-striking and elusive in battle.

Prerequisite
Dex 14, Improved Initiative.

Benefit
You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.

Whenever you are hit by an opponent in combat (even by a ranged touch attack), you gain a +5 dodge bonus to your AC against that opponent for the rest of his turn.

Special
The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

A fighter may select Combat Reflexes as one of his fighter bonus feats.

A monk may select Combat Reflexes as a bonus feat at 2nd level.
Improved Unarmed Strike
Your fists and feet are deadly weapons.

Prerequisites
Dex 12, Str 12.

Benefits
Your unarmed strikes are now slam attacks (allowing you to take Improved Natural Attack (http://www.d20srd.org/srd/monsterFeats.htm#improvedNaturalAttack) and similar feats to enhance them). They deal damage as a slam for a creature of your size (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size), and you may make a slam attack in place of any other attack you would be permitted.

Whenever you make a full attack, you may make an extra slam attack at your full base attack bonus.

You can make these slam attacks using a kick or even a headbutt, so you need not have a hand free to benefit from this feat (you can even make the slams if you are restrained and have your head or at least one limb free).

If you wear gauntlets, metal boots, or a helm, increase the damage die of your slam attacks with the appropriate body part by one step (or by two steps if they are spiked gauntlets, spiked boots, or a spiked helm). These items may be enchanted as magic weapons or forged from special materials (e.g. adamantine) to improve your attacks as normal.

Special
A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it. A monk may not wear gauntlets, metal boots, or helms without interfering with her class abilities as though they were armour.

A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.
Deflect Arrows
(merging and revamping Deflect Arrows and Snatch Arrows)
You can catch an arrow mid-flight, and return it to your foe.

Prerequisites
Dex 14, Str 12, Improved Unarmed Strike.

Benefits
You must have at least one hand free (holding nothing) to use this feat. When you would normally be hit with a ranged weapon, you may catch it as an immediate action. You may immediately hurl it back at the enemy who fired it (using your own base attack bonus and attack modifiers), but this uses up your attack or opportunity for the round (or one of your attacks of opportunity, if you are entitled to more than one). You may simply choose to keep the weapon for later use.

You may catch one ranged weapon for each attack you can make (including iterative attacks, attacks from haste, etc.). You may fire back one ranged weapon per attack of opportunity you can make (e.g. through Combat Reflexes). Catching and returning ranged weapons counts as using only one immediate action and one attack of opportunity, even if mutliple ranged weapons are involved.

You may use this feat even if you are not aware of the attack or if you are flat-footed.

Most spell effects can't be affected by this feat, with exceptions (e.g. acid arrow) at the DM's discretion. You gain the rock-catching ability (http://www.d20srd.org/srd/monsters/giant.htm) as a giant of your effective size. Unusually massive ranged weapons can be deflected/sundered (https://youtu.be/aHTx92-_m64?t=40s) but not returned.

Special
A monk (http://www.d20srd.org/srd/classes/monk.htm) may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.

A fighter may select Deflect Arrows as one of his fighter bonus feats.

Improved Grapple
You are an expert wrestler.

Prerequisites
Dex 12, Str 14, Improved Unarmed Strike.

Benefits
For the purposes of grapple checks, you are treated a being one size category larger than your actual size. This benefit stacks with the Powerful Build special quality and all similar effects.

You gain the Improved Grab special attack. You may use this attack against creatures at least one size category smaller than your effective size.

You gain the Constrict special attack. Your constriction deals damage as the slam attacks for a creature of your effective size.

Special
A fighter may select Improved Grapple as one of his fighter bonus feats.

A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.


Stunning Fist
You know exactly where to strike to incapacitate your foes.

Prerequisites
Dex 12, Str 14, Wis 12, Improved Unarmed Strike.

Benefits
Your slam attacks (and any other natural attacks you possess) gain the merciful (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#merciful) special ability. You may suppress or reactivate this ability as a free action, even between attacks in a full attack. It is nonmagical (so it is not suppressed by an antimagic field or the like).

Special
A fighter may select Stunning Fist as one of his fighter bonus feats.

A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites.
Leadership
Your troops are inspired by your presence.

Prerequisites
Cha 12.

Benefits
Your troops gain a +1 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. For this purpose, your troops are any creatures within 300 feet who can see or hear you and who acknowledge you as their commander in combat. You do not gain the benefits of this morale bonus.

The morale bonus increases by +1 at 5th level and every five levels thereafter (e.g. to +5 at 20th level).

If you are at least 10th level, one-half the morale bonus applies to all troops under your command regardless of distance (e.g. during battles or wars).

Special
A fighter may select Leadership as one of his fighter bonus feats. He need not meet its prerequisites.

The morale bonus from this feat stacks with morale bonuses from bard songs.
Multi-Weapon Fighting [General]
(merging with and revamping Multiweapon Fighting, n.b. no penalties for dual-wielding, enhancement bonus of a double weapon applies to both ends automatically)
You can wield a weapon in each hand.

Prerequisites
Dex 12, Int 12.

Benefit
You can fight with a weapon in each hand (or claw, or tentacle...). You can make one extra attack each round with each additional weapon at your full base attack bonus.

If you are wielding a double weapon, you may attack with the other end as though it were a separate weapon in your off hand.

If you hit the same creature with both (or at least two) of your weapons you rend it, dealing double damage with each weapon.

Special
A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Multi-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.

A fighter may select Multi-Weapon Fighting as one of his fighter bonus feats.
Improved Multi-Weapon Fighting [General]
You have grown more skilled at fighting with multiple weapons.

Prerequisites
Dex 14, Int 12, Multi-Weapon Fighting, base attack bonus +6.

Benefit
In addition to the standard single extra attack you get with each off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

Special
A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.

A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Greater Multi-Weapon Fighting [General]
You have mastered multi-weapon combat.

Prerequisites
Dex 16, Int 12, Improved Multi-Weapon Fighting, Multi-Weapon Fighting, base attack bonus +11.

Benefit
You get a third attack with each off-hand weapon, albeit at a -10 penalty.

Special
A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.

An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Multi-Weapon Defense [General]
Your blades weave around you in a defensive pattern.

Prerequisites
Dex 14, Int 12, Multi-Weapon Fighting.

Benefit
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. This shield bonus applies to your touch AC and Reflex saves and increases by +1 every five character levels (e.g. to +5 at 20th level).

Special
A fighter may select Multi-Weapon Defense as one of his fighter bonus feats.

Simple Weapon Proficiency [General]
(revamping weapon proficiencies into a chain... give +1 bonuses on attacks/damage too?)
You understand how to use the most basic weapons, and acquire a masterwork version of one.

Prerequisites
None.

Benefit
You are proficient with all simple weapons.

When you select this feat, choose a simple weapon. You acquire a masterwork weapon of the selected type. This weapon is made from a special material (adamantine, alchemical silver, cold iron, darkwood, or mithral) of your choice. It is assumed that you looted, crafted, inherited, or otherwise acquired the weapon in the course of your adventures. The weapon is nonmagical and may be sold, destroyed, or lost just like any other item.
Martial Weapon Proficiency [General]
You understand how to use traditional weapons, and acquire a masterwork version of one.

Prerequisites
Base attack bonus +1.

Benefit
You are proficient with all martial weapons.

When you select this feat, choose a martial weapon. You acquire a masterwork weapon of the selected type. This weapon is made from a special material (adamantine, alchemical silver, cold iron, darkwood, or mithral) of your choice. It is assumed that you looted, crafted, inherited, or otherwise acquired the weapon in the course of your adventures. The weapon is nonmagical and may be sold, destroyed, or lost just like any other item.
Exotic Weapon Proficiency [General]
You understand how to use the rarest and most unique weapons, and acquire a masterwork version of one.

Prerequisites
Base attack bonus +1, Martial Weapon Proficiency, Simple Weapon Proficiency.

Benefit
You are proficient with all exotic weapons.

When you select this feat, choose an exotic weapon. You acquire a masterwork weapon of the selected type. This weapon is made from a special material (adamantine, alchemical silver, cold iron, darkwood, or mithral) of your choice. It is assumed that you looted, crafted, inherited, or otherwise acquired the weapon in the course of your adventures. The weapon is nonmagical and may be sold, destroyed, or lost just like any other item.

Special
A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

Mobility [General]
(revamping to match the new Combat Casting, note Dodge isn't a prerequisite and all feats here have streamlined prerequisites)
You are adept at moving through a battlefield.

Prerequisites
Dexterity 12.

Benefit
Tumble is always a class skill for you and you may use it untrained. You gain a bonus on Tumble checks equal to your character level, but only when attempting to avoid provoking attacks of opportunity while moving through combat. You may always take 20 on Tumble checks in these circumstances.

Special
A fighter may select Mobility as one of his fighter bonus feats.
Shot On The Run[General]
You can unleash a volley of arrows and run at the same time.

Prerequisites
Dexterity 14, Mobility.

Benefit
You may make a full attack with a ranged weapon as a standard action. While making an attack or full attack with a ranged weapon, you may take your move action at the same time (moving before and after each attack as you choose, up to your full movement speed).

Special
A fighter may select Shot On The Run as one of his fighter bonus feats.
Spring Attack [General]
You hurl yourself into the fray.

Prerequisites
Dexterity 12, Str 12, Mobility.

Benefit
You gain the Pounce special attack. Whenever you charge a foe, you can make a full attack, plus an extra attack at your full attack bonus.

Special
A fighter may select Spring Attack as one of his fighter bonus feats.
Whirlwind Attack [General]
You are a dancing dervish of destruction.

Prerequisites
Dexterity 14, Str 12, Mobility, Spring Attack.

Benefit
You may make a full attack with a melee weapon as a standard action. While making an attack or full attack with a melee weapon, you may take your move action at the same time (moving before and after each attack as you choose, up to your full movement speed), and you may make an additional attack at your full base attack bonus.

When making a full attack with a melee weapon, the first attack you make each round against a creature is made at your full base attack bonus.

Special
A fighter may select Whirlwind Attack as one of his fighter bonus feats.


Mounted Combat [General]
(merged with Ride-By Attack, so streamlines prerequisites)
You are adept at battle from astride a mount.

Prerequisites
Dexterity 12.

Benefit
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)

Ride is always a class skill for you and you gain a bonus on Ride checks in combat equal to one-half your class level.

Special
A fighter may select Mounted Combat as one of his fighter bonus feats.
Mounted Archery [General]
You can unleash a volley of arrows from astride your mount.

Prerequisites
Dexterity 14, Mounted Combat.

Benefit
You ignore the penalties for using a ranged weapon while mounted.

Special
A fighter may select Mounted Archery as one of his fighter bonus feats.
Spirited Charge [General]
You can ride your mount into the fray with abandon.

Prerequisites
Dexterity 12, Str 12, Mounted Combat.

Benefit
When mounted and using the charge action, you deal double damage with melee weapons (or triple damage with a lance) and may make a full attack.

Special
A fighter may select Spirited Charge as one of his fighter bonus feats.
Trample [General]
You and your mount are an engine of destruction.

Prerequisites
Dexterity 12, Str 14, Mounted Combat, Spirited Charge.

Benefit
When mounted and using the charge action, you may also choose to make a bull rush attempt and/or an overrun attempt against all creatures in your path. Your targets cannot avoid these attempts. You are considered to be a creature one size larger than your mount's size (stacking with any Powerful Build special quality of your mount and all similar effects) for these attempts. Furthermore, your mount may make a full attack, dividing its attacks as you choose between the creatures in your path.

Special
A fighter may select Trample as one of his fighter bonus feats.


Point-Blank Shot [General]
You are deadly with a ranged weapon in close quarters.

Prerequisites
Dexterity 12.

Benefit
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. This bonus increases by +1 every five character levels (e.g. to +5 at 20th level).

Special
A fighter may select Point-Blank Shot as one of his fighter bonus feats.
Far Shot [General]
You can fire arrows at even the most distant targets.

Prerequisites
Dexterity 14, Point-Blank Shot.

Benefit
The range increments of ranged weapons you wield are doubled, and you ignore range penalties to your attacks with those weapons.
Special
A fighter may select Far Shot as one of his fighter bonus feats.
Precise Shot [General]
You can target a foe even as he grapples a friend.

Prerequisites
Dexterity 14, Point-Blank Shot.

Benefit
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

While attacking with a ranged weapon, you gain sneak attack +1d6 (stacking with all other sources of sneak attack). You have a 50% chance to be able to score critical hits against creatures immune to critical hits by nature of their type (e.g. undead), but not creatures immune by virtue of other abilities (e.g. fortification armour).

Special
A fighter may select Precise Shot as one of his fighter bonus feats.
Improved Precise Shot [General]
You can pin-point even an ooze's vulnerabilities.

Prerequisites
Dexterity 16, Point-Blank Shot, Precise Shot.

Benefit
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

When attacking with a ranged weapon, you gain sneak attack +1d6 (stacking with all other sources of sneak attack). You ignore the immunity to critical hits granted by creature types (e.g. undead).

Special
A fighter may select Improved Precise Shot as one of his fighter bonus feats.

An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Rapid-Shot [General]
You can fire your bow with alacrity.

Prerequisites
Dexterity 14, Point-Blank Shot.

Benefit
While making an attack or a full attack with a ranged weapon, you gain an additional attack at your full base attack bonus.

Special
A fighter may select Rapid Shot as one of his fighter bonus feats.

A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Many-Shot [General]
You can loose volleys of arrows with ease.

Prerequisites
Dexterity 16, Point-Blank Shot, Rapid Shot.

Benefit
While making an attack or a full attack with a ranged weapon, you gain an additional attack at your full base attack bonus.

Special
A fighter may select Manyshot as one of his fighter bonus feats.

A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Power Attack [General]
(note applies to light weapons)
You can strike brutal blows.

Prerequisites
Str 12.

Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

You may apply the benefits of this feat to your attacks with thrown weapons.

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls.

Special
A fighter may select Power Attack as one of his fighter bonus feats.
Cleave [General]
(merging with Great Cleave)
You smite your enemies left and right.

Prerequisites
Str 14, Power Attack.

Benefit
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You may take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability any number of times per round.

Special
A fighter may select Cleave as one of his fighter bonus feats.
Brutal Maneuvers [General]
(merging Improved Bull-Rush, Improved Overrun, and Improved Sunder)
You are the unstoppable force, and everyone else is a movable object.

Prerequisites
Str 14, Power Attack.

Benefit
When you perform a bull rush you do not provoke an attack of opportunity from the defender.

When you attempt to overrun an opponent, the target may not choose to avoid you.

When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

When you make a bull rush, overrun, or sunder attempt you are treated as being one size category larger (stacking with the Powerful Build special quality and any similar effects).

Special
A fighter may select Brutal Maneuvers as one of his fighter bonus feats.

Skill Focus [General]
You are a master of a particular skill.

Prerequisites
None.

Benefit
Choose a skill. That skill is always considered a class skill for you, and you always have maximum ranks in it (regain any skill points you invested in the skill when you select this feat). You gain a bonus on the skill equal to one-half your character level, and may always take 10 with it (even when rushed or threatened).
Spell Mastery [General]
(n.b. can't take more than once)
You have completely memorised your favourite spells.

Prerequisite
Wizard level 1st.

Benefit
Choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook and may spontaneously cast those spells by expending a spell slot of equal or greater level.

Whenever you gain a new caster level, you may reselect the chosen spells (and choose additional spells if your Intelligence modifier has increased).
Track
(n.b. not necessary to have this feat to track via Survival, but can't follow tracks with a DC greater than 20 without it)
You are an expert tracker.

Prerequisite
Wis 12.

Benefit
You gain a bonus on Search and Survival checks equal to your character level when tracking.

You gain the scent and low-light vision abilities (doubling any listed ranges for each ability you already possess).
Weapon Finesse [General]
You prefer skill to strength.

Prerequisite
Dex 12.

Benefit
You may use your Dexterity modifier instead of your Strength modifier on attack rolls with melee weapons.

Special
A fighter may select Weapon Finesse as one of his fighter bonus feats.

A rogue receives Weapon Finesse as a bonus feat at 1st level, even if she does not meet the prerequisites. She need not select it.
Weapon Focus [General]
You have trained with a particular weapon.

Prerequisites
Proficiency with the selected weapon, base attack bonus +1.

Benefits
You gain a +1 bonus on attacks with the selected weapon, stacking with all other effects.

Reduce the penalty on iterative attacks you make with the selected weapon to -2.

Special
A fighter may select Weapon Focus as one of his fighter bonus feats.
Improved Critical [General]
You can make keen strikes with your favoured weapon.

Prerequisites
Proficiency with the selected weapon, Weapon Focus with the selected weapon.

Benefits
When using the weapon you selected, your threat range is doubled (stacking with the keen property and all similar effects) and your critical multiplier is increased by one (e.g. from x2 to x3).

You ignore the immunity to critical hits possessed by creatures by virtue of their type (e.g. undead).

Special
A fighter may select Improved Critical as one of his fighter bonus feats.
Greater Weapon Focus [General]
You have trained extensively with a particular weapon.

Prerequisites
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.

Benefits
You gain a +1 bonus on attacks with the selected weapon, stacking with all other effects.

You make iterative attacks with the selected weapon at your full base attack bonus.

Special
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
Weapon Specialisation [General]
You are adept with a particular weapon.

Prerequisites
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefits
Increase the damage die of the selected weapon by one step when you wield it, stacking with all other effects.

Special
A fighter may select Weapon Specialisation as one of his fighter bonus feats.
Greater Weapon Specialisation [General]
You have mastered a particular weapon.

Prerequisites
Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th

Benefits
Increase the damage die of the selected weapon by one step when you wield it, stacking with all other effects.

Special
A fighter may select Greater Weapon Specialisation as one of his fighter bonus feats.



To Do
Augment Summoning: Increase duration of summoning spells? Summon 1 additional creature, or 2 additional creatures from next list, or 3 additional creatures from any lower list?

Combat Reflexes: Bonus AC the more times you're hit in a round?

Spell Focus/Greater Spell Focus: Gain a +2 bonus to DCs instead of +1 (a la Ability Focus)? +1 caster level with the school?

Spell Penetration/Greater Spell Penetration: You gain a +1 bonus to your caster level, but it applies for all purposes (instead of just SR)?

rferries
2017-09-27, 11:22 AM
Here's a detailed version of the revised Exotic Weapon Proficiency.

Exotic Weapon Proficiency [General]
You understand how to use a particular type of exotic weapon in combat, and acquire a masterwork weapon of that type.

Prerequisite
Base attack bonus +1.

Benefit
Choose a type of exotic weapon. You are proficient with that weapon.

When you select this feat, you acquire a masterwork weapon of the selected type. This weapon is made from a special material (adamantine, alchemical silver, cold iron, darkwood, or mithral) of your choice. It is assumed that you looted, crafted, inherited, or otherwise acquired the weapon in the course of your adventures. The weapon is nonmagical and may be sold, destroyed, or lost just like any other item.

Normal
A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Special
You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

rferries
2017-09-27, 11:44 AM
Endurance [General]
You are remarkably durable.

Benefit
You are immune to fatigue and exhaustion.

You gain resistance to nonlethal damage equal to one-half your character level (minimum 1).

You heal hit points and ability damage every hour as well as each day.

Special
A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

Diehard [General]
You are a tenacious opponent, even whilst on the brink of death.

Prerequisite
Endurance.

Benefit
You gain regeneration 0. This functions as normal regeneration, save that you do not heal any nonlethal damage each round. The resistance to nonlethal damage from Endurance applies against nonlethal damage inflicted by this regeneration.

No form of attack overcomes your regeneration while you are conscious. All forms of attack overcome your regeneration while you are unconscious.

You do not lose consciousness until you suffer nonlethal damage equal to your current hit point total +10.

rferries
2017-09-27, 11:48 AM
Dodge [General]
You are particularly agile.

Benefit
You gain a +2 bonus to your Dexterity.

Toughness [General]
You are particularly vigourous.

Benefit
You gain a +2 bonus to your Constitution.

Westhart
2017-09-28, 11:28 AM
Howdy y'all. Here's revisions to the core feats; I've injected scaling aspects into most of them. Feats are precious resources (much rarer than spells) so they should provide powerful benefits. These versions are aimed at fairly high-powered play,but even so I think I've gone overboard for some (most? all? :smalleek: ) of them.

General Skill Feats (Acrobatic, Agile, Alertness, Animal Affinity, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Stealthy): The two associated skills are always considered class skills for you, and you gain a bonus on them equal to one-half your character level.

Furthermore: Deft Hands merged with Quick Draw
Nimble Fingers merged with Rapid Reload (and in fact you can reload a crossbow between each attack in a full attack).

Seems fair to me.


Item Creation Feats: Require appropriate Craft checks (Craft (alchemy) for potions, Decipher Script for scrolls). Potions can duplicate spells of any level. Ranks in Heal, Knowledge (religion), or Knowledge (nature) allow arcane spellcasters to make conjuration (healing) potions.

Eschew Materials, Metamagic Feats, Natural Spell: See link. (http://www.giantitp.com/forums/showthread.php?530882-Revamped-metamagic-(Silent-Still-and-Quicken-Spell)) Basically Eschew reduces costs up to 100%, Natural allows spellcasting while polymorphed (not just wild shape), Silent & Still have no metamagic adjustment, Quicken has Eschew/Natural/Silent/Still as prerequisites and has no metamagic adjustment BUT you can't use your free standard action to cast another spell in a round. The Spellcraft DC to identify a silent or stilled spell is increased by +2 (or +5 if it has no verbal or somatic components).

Eschew materials, I would reduce to a max of 50% tops


Great Fortitude, Iron Will, Lightning Reflexes: (http://www.giantitp.com/forums/showthread.php?521627-Revamped-basic-feats)The relevant base save is increased to 1/2 your character level plus 4.

This just became mandatory for anyone with bad saves facing casters. Does this apply at epic levels because if so that would be a disadvantage as (I think?) you get +1 to all saves every level in epic.


Armour Proficiency Light/Medium/Heavy: Ignore the arcane spell failure of any armour/shield with which you are proficient. You are proficient with shields (except tower shields) if you are proficient with any type of armour.

Improved Shield Bash/Tower Shield Proficiency: Merged together. Your shield bonus applies to your touch AC and Reflex saves.
Blind-Fight: You gain blindsense out to 5 feet. You gain the scent quality and low-light vision (both of which stack with scent/low-light vision you have from other sources).

How would scent stack? Works out to 60' instead of 30'? Instead of low light I would give them a better blindsnes 1/4*5' maybe?


Combat Casting: You gain a bonus on Concentration checks equal to your character level, but only when casting defensively. You may always take 20 on Concentration checks when casting defensively.

How about always 10, the casters do not need to much as is...


Combat Expertise: Whenever you apply a penalty to your attacks, the bonus to your AC is multiplied by the number of attacks you can make (e.g. a 11th-level fighter gets 3 attacks at +11/+6/+1, so if he takes a -2 penalty on attacks he gets a +6 dodge bonus).

Improved Disarm/Improved Trip: Merged together. You gain a bonus on the disarm/trip attempt equal to one-half your character level
Improved Feint: You gain a bonus on the feint Bluff check equal to one-half your character level, and the opponent is confused for 1 round. You may make an attack of opportunity against them on their turn if they are confused (regardless of what they do, and in addition to any other AoOs they provoke).


An ability to feint as a swift/free (1/attack/round) would be nice... At 20th combat experties gives +20 AC for -5 to hit...


Dodge: The dodge bonus applies against all opponents and has a value of +1 per five character levels (e.g. +4 at 20th level). No longer a prerequisite of Mobility. You gain +2 Dexterity.

Why don't you just say they get a dodge bonus to ac? Not sure how to judge feats that give dex bonus as +1 is epic... Not to bad IMO.


Endurance: The bonus on checks from the feat is equal to your character level. You gain a permanent nonmagical endure elements effect. While you are exhausted, you may act as though you were only fatigued. While you are fatigued, you may act without penalty. You gain resistance to nonlethal damage equal to your character level (except against nonlethal damage inflicted by regeneration and the like).

Just copy the Horizon walker text:
"You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead."



Diehard: You gain a +2 bonus to your Constitution (stacking with Toughness). You heal hitpoints and ability damage every hour in addition to every day. Otherwise as base feat, save that you don't die until your negative hitpoints equal your Constitution score plus your character level (minimum -10).


Not sure how this works and if it works how I think this + fast healing can be deliciously good...


Exotic Weapon Proficiency: When you take the feat you acquire/inherit/find a masterwork weapon of the chosen type, made from a special material (adamantine, alchemical silver, cold iron, darkwood, mithral) of your choice.

Not so much a fan of this... Ancestral Relic is nice because it is supposed (fluff wise) to be some inherited weapon. This just gives you a random weapon... Take this at 1st to break WBL... not that it mattered anyhow...


Extra Turning: After you have used up all your turn attempts for the day, you may continue to turn undead indefinitely but only once every 1d4 rounds.

Needs a line saying you can not use these for abilities that require turning... such as divine metamagic


Improved Counterspell: You may counterspell as an immediate action (no need to reserve an action). You may counterspell spell-like abilities and supernatural abilities. Dispel magic and greater dispel magic automatically counter spells/SLAs/supernatural abilities of equal or lower level.

Don't like the auto dispel, but love the immediate...




To counterspell a SLA (including the summon abilities of demons/devils), you must identify it via Spellcraft (DC 20 plus spell level, as a spell with no components) and sacrifice a spell slot of the appropriate level and school.
To counterspell a supernatural ability, you must identify it via a Knowledge check appropriate to the creature type (DC 15 plus CR of creature) if its a racial ability, or a Spellcraft check (DC 15 plus CR of enemy) if its a class ability. In either case you must sacrifice a spell of the most appropriate school (e.g. evocation for an energy breath weapon, enchantment for a harpy's song), of a level equal to the highest spell level a sorcerer of the enemy's CR could cast (e.g. a 2nd-level spell slot for a CR 4 enemy). If the ability is use-activated (e.g. a breath weapon) it is countered, if it is continuous (e.g. a gaze attack) it is suppressed for 1d4 rounds. DM decides if you can suppress damage reduction, regenration, flight etc in this way.


Improved Familiar: As the base feat, plus you have a Familiar Score (like a Leadership Score) equal to your character level plus your relevant spellcasting ability modifier plus any cohort modifiers (as the original Leadership feat). Your familiar has its HD advanced as a cohort, to a maximum of your character level -2. It casts spells as a spellcaster of your class, using its HD as its spellcaster level. Its relevant ability score is increased to the minimum needed to cast its highest level spells. Divine casters can take this feat, but may only select appropriate familiars (celestial/fiendish creatures and outsiders for clerics/paladins, dragons/fey/elementals/magical beasts for druids/rangers, etc.). Bards may select this feat as well.
A prepared caster's familiar prepares spells just as its master does (a wizard's familiar prepares spells from it's masters spellbooks simultaneously with the wizard). A spontaneous caster's familiar draws its spells known from its master's list of spells known (and must immediately replace any spells its master replaces).
For example, a 5th-level wizard with a maximised Familiar Score can have a stirge familiar with 3HD (gaining skill points, feats, etc. as normal), that casts spells as a 3rd-level wizard. The stirge's Intelligence score is 13 (minimum needed to cast 3rd-level wizard spells), though the wizard can provide it with a headband of intellect or similar effect to increase its Intelligence.

No... Just no.


Improved Initiative: Bonus is equal to one-half (one-third?) your character level (nerfed at low levels, buffed at high levels).

Love this... If you reduce it to 1/3 I would say 1/3+2. Needs a (Minimum +1) I think.


Improved Turning: As base feat, plus you can turn/rebuke creatures according to your domains (rebuke animals/turn plants for Animal, turn evil/rebuke good creatures for Good, etc.). You ignore the turn resistance of creatures you turn/rebuke.

Have not actually used turning so much, will leave this one for someone else to judge.


Improved Unarmed Strike: You may take Improved Natural Attack (http://www.d20srd.org/srd/monsterFeats.htm#improvedNaturalAttack) for your unarmed strikes, and may do so multiple times (and may select it as a fighter bonus feat). Your unarmed strikes are made as melee touch attacks.

Hmm, touch attacks may be pushing it, and you forgot the "don't provoke AoO" line.



Deflect Arrows: You may deflect and fire back (as the original Snatch Arrows) one arrow per turn, as your immediate action. You can't return boulders etc. (unless you're appropriately large), but you can sunder them with a fist (treat as deflected).

Snatch Arrows: You may deflect one arrow per attack you can make (i.e. including iterative attacks, haste attacks, etc.). You may fire back one arrow per attack of opportunity you can make. Deflecting and returning arrows counts as using one immediate action (even if you deflect/return multiple arrows).

Improved Grapple: You gain a bonus on grapple checks equal to one-half your character level, and gain the Improved Grab and Constrict special attacks for your unarmed strikes (the Constrict deals extra damage equal to your unarmed strikes).
Stunning Fist: Fighters treat their class levels as monk levels for the feat. You can activate/suppress a nonmagical merciful quality for your weapons/unarmed strikes as a free action.


sundering boulders while flying at you :smallconfused:... Alright I admit it, love that one :smallbiggrin:


Leadership: No cohort. Your allies and soldiers under your command gain the benefits of good hope while fighting alongside you (up to an entire army!), and your followers gain that benefit while serving you/working in your stronghold. You gain +2 Charisma.


Ehh, I have had less of a problem with cohorts from the feat then the shenanigans that playes will use the "army" for... Take out the charisma bonus.

Simple Weapon Proficiency: You gain proficiency with all simple weapons... and I'm at a loss for this one...

Martial Weapon Proficiency: You gain proficiency with ALL martial weapons.


Uhm, no idea how to buff these besides what you did either XD


Mobility: The dodge bonus is equal to your character level. Tumble is always a class skill for you and you gain a bonus on it equal to one-half your class level. No longer has Dodge as a prereq.

So you do not require dodge but you increase the bonus??
First +20 AC which explicitly stacks with itself is kinda big... I would then change the first line If you have dodge the dodge bonus...



Shot On The Run: If you make an attack or full attack with a ranged weapon, you may simultaneously take a move action to move. No longer has Point Blank Shot as a prerequisite.
Spring Attack: If you charge a foe, you make make a full attack (as Pounce special attack), including a two-weapon rend (see Two-Weapon fighting).

Whirlwind Attack: Making a full attack with melee weapons is a standard action for you, and you may take your move action to move at the same time you are making an attack or full attack with melee weapons. Your iterative melee attacks are made at your full base attack bonus (including those from Two-Weapon Fighting, see below). No longer has Combat Expertise as a prerequisite.



For sprig attack why not just give them pounce?
Whirlwind: I liked the older versions concept better honestly, maybe allow them to make an attack (or two?) against everyone?


Mounted Combat: Merged with Ride-By Attack (so serves as direct prereq for Mounted Archery, Spirited Charge, and Trample). You gain a bonus on Ride checks equal to one-half your character level.

Mounted Archery: Ignore ranged penalties while mounted.
Spirited Charge: As base feat, plus you may make a full attack while charging
Trample: When mounted and charging you may also make an overrun and/or a bullrush attempt on the target. You gain a bonus on these attempts equal to one-half your character level. Your mount may make a full attack as part of the charge.


MA: Need something to say that it does not negate any ranged penalty...
SC: Fair enough
Trample: Fair enough I think...


Point Blank Shot: The bonus on attacks/damage increases to +1 plus 1 per five character levels (e.g. +5 at 20th).

Far Shot: The maximum range of your thrown weapons increases to Close (25 feet plus 5 feet per two levels), with no range penalty. The maximum range of your other ranged weapons increases to Long (400 feet plus 40 feet/level), with no range penalty. Gain sneak attack +1d6 for ranged weapons (stacking).
Precise Shot: As base feat, plus you have a 50% chance to ignore crit immunity/fortification of a creature (allowing you to make critical hits, sneak attacks etc.), plus gain sneak attack +1d6 for ranged weapons (stacking).

Improved Precise Shot: As base feat, plus you have 100% chance to ignore crit immunity, plus you gain sneak attack +1d6 for ranged weapons (stacking).

Rapid Shot: Gain an extra ranged attack at no penalty (as part of either an attack or full attack).

Manyshot: Making a full attack with ranged weapons is a standard action for you. Gain an extra ranged attack at no penalty (as part of either an attack or full attack).



PBS: Fair enough
Far Shot: what if the base range had been over 25'? Seems like an awful boost for somethings... 1200' increment for a bow I believe... Also sneak attack is not very fitting fluff wise, sounds like something you would expect under precise strike and Co.
Precise Shot: Not sure on this one
Improved Precise Shot: Crit immunity is annoying, but not sure if this makes the feats too powerful... both this and PS need a note tagged on that says with ranged attacks unless you intended otherwise?


Power Attack: As base feat.

Cleave/Great Cleave: Merged together.
Improved Bull Rush/Improved Overrun: Merged together, and you may perform any combination of a charge, bull rush attempt, and overrun attempt simultaneously, with a bonus on the attempts equal to one-half your character level.
Improved Sunder: Bonus on sunder attempts equal to one-half your character level.


Meh, seems alright. Not sure how this changes a dungeoncrasher (?) build


Run: Gain +10 foot bonus to your movement speed. May take this feat multiple times.

Why the lack of scaling?


Skill Focus: The chosen skill is always a class skill for you, you always have maximum ranks in it (free skill points), you may always take 10 on it, and can take 20 whenever you would have originally been able to take 10.

Ehh, better not sure on the exact power level unless you are using UMD with this...


Spell Focus/Greater Spell Focus: Gain a +2 bonus to DCs instead of +1.

Spell Mastery: Whenever you gain a level, you may reselect the chosen spells (and choose additional spells if your Intelligence modifier has increased). You may spontaneously cast the chosen spells, using spell slots of equal or higher level.

Spell Penetration/Greater Spell Penetration: You gain a +1 bonus to your caster level, but it applies for all purposes (instead of just SR).

These are meh, boosting casters which hardly need it. I would suggest a new name for SP/GSP


Toughness: You gain a +2 bonus to your Constitution and hardness 1 (this hardness does not halve/quarter ranged weapon damage or energy damage before it is applied).

Hmm, I would make it DR/- equal to 1/4 your level (Min 1) that stacks. Change the Con bonus to +3 or 4 HP/level (+60/+80 HP @ 20th).


Track: You gain a bonus equal to your character level on Survival checks made to track creatures. You gain the scent quality and low-light vision (both of which stack with scent/low-light vision you have from other sources).

Simple, elegant and to the point, I'd use just for the scent honestly... Since it is so hard to get.



Two-Weapon Fighting: As an attack or full attack action, you gain an attack with an off-hand weapon at your full base attack bonus. If you hit the same creature with both your weapons you rend it (dealing damage equal to the more damaging weapon's damage, plus one-half your Strength modifier), though you may only rend a given creature once per turn.

Improved Two-Weapon Fighting: As a full attack, you gain an extra attack with your off-hand weapon at BAB -5.

Greater Two-Weapon Fighting: As a full attack, you gain an extra attack with your off-hand weapon at BAB -10.


Two-Weapon Defense: While wielding two weapons you gain a shield bonus of +1, plus one per five character levels (e.g. +5 at 20th level). This bonus applies to your touch AC and Reflex saves.


Like these


Weapon Finesse: You may use your Dex bonus instead of your Strength bonus on attack rolls with melee weapons.

What no feat chain where you can get it to damage and then ignore crits (you gave it to bows, why not the rest of the rogues too?)


Weapon Focus/Greater Weapon Focus: +1 bonus on attacks with the selected weapon per five character levels.

Weapon Specialisation/Greater Weapon Specialisation: Increase weapon's damage die by 1 step.
Improved Critical: Stacks with keen, and increases the critical multiplier by one (e.g. from x2 to x3).

WS and GWS probably need a statement saying they stack with other effects.

Westhart
2017-09-28, 11:35 AM
Endurance [General]
You are remarkably durable.

Benefit
You are immune to fatigue and exhaustion.

You gain resistance to nonlethal damage equal to one-half your character level (minimum 1).

You heal hit points and ability damage every hour as well as each day.
[quote]
Like this, resistance to nnolethal can be mean with regen... basically taking most the damage to convert into subdual then taking a chunk off that... Combine with fast healing and a bit of DR and things just got a lot harder...
[quote]
Special
A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

Diehard [General]
You are a tenacious opponent, even whilst on the brink of death.

Prerequisite
Endurance.

Benefit
You gain regeneration 0. This functions as normal regeneration, save that you do not heal any nonlethal damage each round. The resistance to nonlethal damage from Endurance applies against nonlethal damage inflicted by this regeneration.

No form of attack overcomes your regeneration while you are conscious. All forms of attack overcome your regeneration while you are unconscious.

You do not lose consciousness until you suffer nonlethal damage equal to your current hit point total +10.

So basically giving you double HP pool, and if you combine with immunity to subdual this makes you invincible (excluding save or dies and Co) since nothing overcomes the regen...

nonsi
2017-09-28, 01:22 PM
.
NothingAbnormal already covered most of the things I wanted to say, so I'll just add my "delta".






Furthermore: Deft Hands merged with Quick Draw

Deft Hands is one of the better skill feats. Adding that one to another feat while leaving the others isolated is quite a-symmetrical.





Nimble Fingers merged with Rapid Reload (and in fact you can reload a crossbow between each attack in a full attack).

Going cartoon are we?
For the sake of Verisimilitude, consider replacing #Att with enhanced damage.





Improved Counterspell: You may counterspell as an immediate action (no need to reserve an action). You may counterspell spell-like abilities and supernatural abilities.

1. How would you measure breath weapon?
2. Spellcasters are too powerful as it is. They really don't need this.
3. I wouldn't wanna have breath weapon prone to counterspelling – not as a DM and not as a player.





Improved Turning: As base feat, plus you can turn/rebuke creatures according to your domains (rebuke animals/turn plants for Animal, turn evil/rebuke good creatures for Good, etc.). You ignore the turn resistance of creatures you turn/rebuke.

Oh great… "My fire ignores fire resistance/immunity".
No!!





Improved Unarmed Strike: You may take Improved Natural Attack for your unarmed strikes, and may do so multiple times (and may select it as a fighter bonus feat). Your unarmed strikes are made as melee touch attacks.

1. I can see players taking INA 5 or 6 times to pump damage. So much for build versatility.
2. What the crap with the melee touch attack?!





Precise Shot: As base feat, plus you have a 50% chance to ignore crit immunity/fortification

Stop that. There's a reason why those exist, and it's not so that people can waste character build resources to cancel them out. Not so easily and categorically anyway.





Spell Penetration/Greater Spell Penetration: You gain a +1 bonus to your caster level, but it applies for all purposes (instead of just SR).

Another cheese for breaking Blasphemy.

Westhart
2017-09-28, 01:26 PM
have to agree with Nonsi on the whole supernatural and counterspell, missed that bit.

@ nonsi: (Imp turning) He said it ignores turn resistance such as how the vampire has +4 turn resistance. It does not apply to the vampire's cold resistance...

nonsi
2017-09-28, 03:41 PM
@ nonsi: (Imp turning) He said it ignores turn resistance such as how the vampire has +4 turn resistance. It does not apply to the vampire's cold resistance...


I know that, but it's the same thing.
Vampires' turn resistance is part of what makes their CR, and here we have a feat that deprives them of that innate trait. I don't like that one bit.

Westhart
2017-09-28, 04:21 PM
I know that, but it's the same thing.
Vampires' turn resistance is part of what makes their CR, and here we have a feat that deprives them of that innate trait. I don't like that one bit.

:smallredface:
My bad then.

rferries
2017-10-01, 01:43 PM
Right, I've finished another round of editing. I incorporated some of your ideas already, and to address particular issues:

Save feats: Yep, if you burn a feat you should get a Good save IMHO. It works out the same at epic level (+1 per two levels)...although technically my version would stack with the epic bonus.

Combat Casting: Again, I view a feat as something that should be powerful enough to grant a specific immunity - in this case, to AoOs from casting.

Combat Expertise: I need some help balancing this and various other numbers in the other feats. In this system characters get a lot more attacks at little penalty, so there has to be some way of boosting AC too.

Improved Familiar: Is it really so powerful? The advantage of the original Leadership cohort was that it could be of a class that complemented your own, whereas now your familiar has to share your spellcasting class. Would it be better if the familiar was even further behind, say at your spellcasting level -5, or level/2?

Counterspelling: Technically this is a buff to spellcasters, but in practice it will actually encourage them to play a support role rather than letting them take centre-stage once again. Instead of casting the Nth attack spell a wizard can shield his comrades from the dragon's breath weapon while they strike the killing blow.

Westhart
2017-10-02, 08:29 AM
Covering some things that I did not already or were edited
1) Item Creation Feats: Think this is kind of weird, like it but strange... after all you are not creating the armor nor thearms for craft arms and armor, decipher script works nicely as does alchemy...

2) Eschew Materials: still wish you put a max but to get 100% is CL 50 so should be good... of course all my casters will not need this materials now XD

3) Quicken: Fine, although depending on what you quicken this can be OP... say a TP/Dimensional door and make every charger/melee character cry... Caster supremacy as usual :smallsigh:

4) Armour Prof: Hmm, makes the gishes probabaly stop dipping abjurant champion nw that they can wear any armor safely. Not sure I like the Str requirements as it gimps dex based melee who need one of them...

5) Shield Training: shield bash should be allowed with any shield, no penalties for twf is nice and S&B could use a boost.

6) Blind fight: I believe most, if not all feats should scale. Thus that's a yes :smalltongue:

7) Combat Casting: I buffed the warmage in my games, and this was similar to something I gave him... but he was a warmage not a wizard... think this may be kind of OP maybe make it 10?

8) Combat expertise: The problem I can see is twofold: Oe take the feat allowing you to power attack and put the penalty to AC. Two use this to take a -5, at 4 attacks that is +20 AC... thus you have a -5 penalty for +20 to damage... Now power attack 2 handed and you get -5 for +40... This does not even go into any of the ways to increase power attack damage... or cover improved combat expertise, which allows you to take a -20 penalty... Giving you -20 attack for +80 (?) AC or so... take you -20 for power attacking and for a -20 to attack you gain +60 AC and +20 to damage...

9) Expert Maneuvers: Love these, and to avoid bias (love fencers too much :smallbiggrin:) I'll let someone else peach this one. Otherwise I'll say: "All good, in fact maybe buff it a little?" :smallbiggrin:

10) Endurance + Diehard: Powerful, you have regen, and then you have resistance to (basically) all damage since it becomes nonlethal... so this basically doubles the punishment you can take, and gives you DR 10/- (20th level)

11) Run & Toughness: Like this, I would give them the old multiplier to running as well. but why are they capped?

12) you have EWP twice...

13) Extra turning: I would say this is good, although I would make sure... from my experience turning is only good if you multiclass into things that actually advance it, otherwise it is weak...

14) Imp Turning: I would remove the fey and elementals... not sure on the ignore turn resistance (See nonsi's comment)

15) Imp counterspell: I do not like the auto succeed with dispel, I would suggest a bonus... of course I use spellcraft where spellcasters face of against each other... I found it is more fitting thematically... as long as I make sure the spellcaster is not boosting their skill check as high as they can that is...

16)Imp Fam: giving them spellcasting is rather powerful... basically giving a caster two (one quickened) extra spells a round...

17) Improved Initiative: I would say 2+1/3 character level... +9 at 21st is not that bad IMO

18) Imp Unar Strike: Can I use my bladed gauntlets ? :smallbiggrin:

19) Deflect arrows: Do not like the "even if you are unaware or flatfooted" part

20) Imp def arrows: this doesn't take your attack actions right :smallconfused:? Otherwise this is rubbish.

21) Imp grapple: Meh, FoM makes this still rubbish... In my campaigns I made FoM give a bonus on checks to escape grapples... Always fun when I introduce a new player and he didn;'t read the houserules
Me-"He goes for a grapple"
Player-"Freedom of movement"
Me-[chuckle]

22) Stunning Fist: think I liked the original better, and you can already deal subdual with an unarmed strike... so yeah, a feat for +1d6 damage...

23) Leadership: More balanced, and makes obtaining troops a RP thing

24) you say (or claw or tentacle) in there... so do these combine multiattack as well? The whole chain seems rather balanced, although the cap of +5 makes it less desirable (At higher levels) then say an animated (think that's the magic ability) buckler... then you can get enhancements on your shield... which may make it better at lower levels as well...

25) Weapon prof feats: I hate feats that give a plain item... excluding ancestral relic as there is a difference there. Also EWP should not give all exotic weapons IMO.

26) Mobility: maybe make it always take 10? otherwise fine... except for the crusader maneuver that basically llows an AoO regardless...

27)Spring Attack: Nice... but thinking that shot on the run is actually nicer... if you do not intend to charge all the time that is... depends on whether you want mobility or straight up charge-ability.

28)Mounted combat: you don't even need a single rank in ride :smallconfused:

29) Mounted archery: Once again, as is this ignores any penalty while shooting from horseback. I would suggest penalties from your mount's movement...

30) far shot: ignoring range penalties is rather nice... nice as in I am going to get a longbow with every range increasement and climb a tower... or mountain... then kill everything in sight without it even knowing where the hell I am... since they pretty much fail their spot checks because I have a) optimized my hide skill and b) they have a penalty to spot fro me being so far away...

31)"when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen." I would rephrase this because players like my brother "oh, I auto hit him!" "that's not what it means !!"
Basically I would say "When you shoot or throw ranged weapons into melee you do not have a chance of accidentally hitting who you aren't aiming at" or some such.

32) Out of idle curiosity what are an Ooze's weaknesses?

33) Rapid and many shot: Basically +2 attacks... I liked the concept behind manyshot (multiple arrows at a time) but the execution was sub par... alright as is I guess...

34) PA: Interesting that this applies to ligt weapons... so I can power thrust a dagger now... I suggest putting something so this can be used with thrown weapons (yes I am aware there is a feat that basically allows you to PA with ranged)

35)cleave: too bad no 5' step...

36) Brutal Maneuvers: a for counting as one size larger, I would say this stacks with any ability that modifies your size... covers magic eta eta

37) I would require at least 5 ranks in the skill... or something... after all it is hard to specialize in something you do not even ave a rank in... especially skills you ca't use untrained...

38) spell mastery: No, just no... the one advantage the sor has (besides a decent blasting ACF and some sor only spells) is spontaneous casting, with a wizard? I would not allow this in my games... unless the character in question was a god or something...

39) track: still think it should be required for survival tracking, but to each their own. Maybe follow tracks over a certain DC similar to the rogue's trapfinding ability?

40) Weapon Finesse: Kind of forcing this on the rogue... I don't see enough str based rogues as it is :smalltongue:

41) Imp Crit: ignoring crits is not that bad, at least in my games... for corporal creatures that is. I would make it so they don't apply against incorporal creatures though...

42) GWF is pretty powerful, but I like it...

43) WS & GWS basically improves your chosen weapon 2 steps... I love the falchion (more of a rp thing then stat wise) but the jovar (basically exotic greatsword with 18-20 crit range) rocks this one...

for the to do stuff:
Augment summoning: best leave that beast alone, a bonus to ability scores is better then more monsters... of course summoners are rather rare in my world (part of the unreliability of certain spells; or more likely the caster's lack of control over the spell :smallbiggrin:) so I don't have as much experience with them...

Combat Reflexes: Then how will I gt my bonus attacks :smalltongue:. Also if you are getting hit enough for that to kick in there's already a problem...

SF/GSF/SP/GSP: these would be fine in my campaign, where most are archmages (and heavily focused on their chosen discipline [read "school"]) and whatnot, having access to a few spells (wizards are rather rare, most are witches, sorc, warlocks, or other minor casters... along with cleric and druids...) Outside of my campaign? I would say those are too powerful seeing that spellcasters already rock hard...


Right, I've finished another round of editing. I incorporated some of your ideas already, and to address particular issues:

Save feats: Yep, if you burn a feat you should get a Good save IMHO. It works out the same at epic level (+1 per two levels)...although technically my version would stack with the epic bonus.

:smallredface: Thought it was +1 every level, don't use that stupid book XD


Combat Casting: Again, I view a feat as something that should be powerful enough to grant a specific immunity - in this case, to AoOs from casting.

B-b-but their casters :smallbiggrin:


Combat Expertise: I need some help balancing this and various other numbers in the other feats. In this system characters get a lot more attacks at little penalty, so there has to be some way of boosting AC too.

You thought that was crazy? Just wiat until improved combat expertise shows up...


Improved Familiar: Is it really so powerful? The advantage of the original Leadership cohort was that it could be of a class that complemented your own, whereas now your familiar has to share your spellcasting class. Would it be better if the familiar was even further behind, say at your spellcasting level -5, or level/2?

Well, this is better then having a cohort as you can apply all those feats/spells for familiars... I honestly don;t know what you can do to give them casting... although 1./2 level is better.


Counterspelling: Technically this is a buff to spellcasters, but in practice it will actually encourage them to play a support role rather than letting them take centre-stage once again. Instead of casting the Nth attack spell a wizard can shield his comrades from the dragon's breath weapon while they strike the killing blow.
oh, I have no problem with the counterspell, think Su is kinda weird though...

rferries
2017-10-03, 08:41 AM
1) Item Creation Feats - this is a minor debuff to the feats to make it so either the crafter has to invest more in their build or they have to get assistance. I reasoned it as "you need to know how to make an item to weave magic into it". Not really essential though, I was aiming to increase the power level of weaker feats but got obsessed with editing everything else :D

2) Eschew Materials: Most spell gp costs are relatively minor compared to WBL so I don't think it's a huge deal, though it does shine for [i]soul bind, simulacrum, [/]and other scaling-cost spells.

3) Quicken: Ha fair point! For flavour reasons I felt it should be an immediate action; if it helps you have to invest 3 other fears as prerequisites now.

4) Armour Prof: Dex-based characters will be sticking to light armour anyways for their full Dex bonus; similarly gishes are rewarded for investing in Strength.

5) Shield Training: Shield bash can be done with any shield, the feat just enhances it. I'm open to suggestions for enhancing shield-users though - additional attacks with a shield as for TWF?

6) Blind fight: Thy will be done!

7) Combat Casting: I'd really like to keep the Skill Focus feats as they are, so if I reduce Combat Casting to taking 10 there's no reason to take it over Skill Focus (Concentration), just like 3.5 already.

8) Combat expertise: Ah I see! I'm not familiar with the special Power Attack and Improved Combat Expertise feats you mention, the DM would have to ban either my feats or those feats in a given game. Maybe I'll just remove the multiplier, though I thought Combat Expertise was considered weak?

9) Expert Maneuvers: Ha not sure how to do additional buffs - probably should enhance disarm/trip the same way I did feint though.

10) Endurance + Diehard: Yeah, functionally it's a better Diehard (gain 10 hp), plus effective hardness via endurance. It's not "true" regeneration though since you don't get hp back... maybe I should just make it proper fast healing to simplify things, or allow energy damage to overcome it. Orrrr. ..make Endurance, Diehard, and Toughness a trifecta of feats that grant Hardness.

11) Run & Toughness: These and the other feats are capped out of spell-homebrewing habit :D The caps can be rephrased to examples rather than maximums.

12) EWPx2 Whoops!

13) Extra turning: You're right, I definitely need a feat that allows multiclass turning.

14) Imp Turning: Fey and elementals are "spirits", so they should fear your deity's power too. I've removed the +1 bonus to turning so this feat actually disadvantages you against most undead (though it's much stronger against liches, vampires, etc.).

15) Improved Counterspell: Dispel Magic & Greater Dispel Magic already allow counterspells for any spell, so I feel a feat that expands counterspelling should allow those spells to work automatically (and encourages spellcasters to memorize them instead of "flashy" spells that overshadow the fighters), or at least gain an additional bonus on caster level checks. I like your Spellcraft idea! I may expand this all into a separate post though.

16)Imp Fam: Yeah, like a weaker/less versatile cohort. I'll revisit the caster level penalty though.

17) Improved Initiative: Hah that's an even bigger buff! Wizards already use Improved Initiative to play rocket-tag, I'd rather expand it laterally.

18) Imp Unar Strike: Go wild! :D

19) Deflect arrows: The unaware/flatfooted part is a bit of flavour - your reflexes are so keen you catch the first arrow launched at you during an ambush etc.

20) Imp def arrows: It doesn't take your attack actions, nope! However I may just combine the two years into one.

21) Imp grapple: That's an excellent Freedom of Movement edit! I'll leave this year as it is now though, basically a feat to gain monster attacks (Improved Grab/Constrict), same as Spring Attack grants Pounce. Opens up monster gear options (Multigrab etc).

22) Stunning Fist: I didn't like how stunning fist has uses/day - it's a nonmagical effect, you shouldn't suddenly forget how to do it! :D However unlimited uses would be too powerful, hence this simple effect. Basically a free weapon enchantment.

23) Leadership: Thanks!

24) MWF: I hadn't considered Multiattack interactions... but yeah, it could apply as another feat.

The cap is to make shields still attractive (otherwise everyone would be MWFighting).

25) Weapon prof feats: I couldn't think of any other buff to give them! It can't be a static bonus, as fighters etc. get these feats automatically at first level. I'm open to suggestions though! )

EWP: A given character is highly unlikely to use more than one type of exotic weapon anyways, so this is a minor buff. Just flavour it as "you have practiced with a variety of weapons from distant lands".

26) Mobility: As with Combat Casting, taking 10 interferes with the new Skill Focus.

27)Spring Attack: Yeah, the benefits aren't as symmetrical as for Shot On The Run... will possibly revise.

28)Mounted combat: Haha yeah I felt feats should improve skills rather than vice versa (skill points are precious too, and feel even more "wasted" in minor skills IMHO).

29) Mounted archery: Hmmm I think the phrasing is ok (cribbed it from the original feat).

30) Far shot: Ha yeah that's the plan! Though you're still limited by your weapon's maximum range.

31) Precise Shot: I just cribbed the text from the SRD feats.

32) Improved Precise Shot: You have to be creative e.g. "you strike the ooze's nucleus" or "you aim for a portion of the ooze's cytoplasm that seems slightly more vulnerable".

33) Rapid and many shot: Yeah, just two extra attacks. Since they're at your full BAB you can aim them all at the same creature to duplicate the "feel" of the original Many-Shot.

34) PA: Good idea re: thrown weapons! Could be deadly using the new ranged feats.

35) Cleave: Nice, I'll add steps in. :)

36) Brutal Maneuvers: Yeah, I rephrase this, plus for Expert Maneuvers, Improved Grapple, and Trample.

37) The original Skill Focus has no prerequisites so I think I'll leave this as is.

38) spell mastery: I will leave it as is but I'll prevent it from being taken multiple times. Sorcerers will still have the advantage of more spell slots.

39) track: Good idea for tracks over certain DC!

40) Weapon Finesse: It's already a feat tax for most rogues, this way they can explore other options too.

41) Imp Crit: Incorporeal creatures still get 50% immunity to any physical attack.

42) GWF: Thanks!

43) WS & GWS: Yeap!

for the to do stuff:
Augment summoning: Yeah, I think I'm messing with things that are already ok.

Combat Reflexes: You'd still get extra AoOs! This is just an alternate way to deal with all the extra attacks the other feats grant.

SF/GSF/SP/GSP: Yeah, I'll leave these untouched then.

Improved Counterspell: Meh, magic is magic IMHO. A wizard should be able to counter a breath weapon just as she would a fireball - note how an Antimagic Field suppresses that breath weapon too.

Westhart
2017-10-03, 11:40 AM
1) fair enough then

2) eh, fair enough... I require them in most of my campaigns, "as a way to anchor the power eta eta" Got a magic rework I'm (slowly) working on...

3) Meh, those feats are not too bad, with la +0 you elimante ASF, silence or gagged as well for all spells... So, it migt not be too bad to take those compared to some other feats...

4) alright then.

5) Shield Training: ach, my bad must have misread... I would give them the ability to multiattack, but not as powerful as TWF... maybe capping out at 2/3 hits and you retain the shield bonus?

6):smallsmile:

7) Fair enough then, I find a slight nerf for casters is to rule out the ability to cast defensively... but they can still move out so [shrug]

8) The normal combat expertise was bad, as fighting defensively is usually bad, however with multipliers it may be better (such as -5 for +20 AC...) My fencer build had a multiplier, and used it in such a way as to get triple the benefit of combat expertise, then she power attacked which basically gave her -20 to attack rolls for +40 AC and +20 Dmg, throw in some other goodies and go to town... of course she still has to worry about casters since a lot of spells do not require attack rolls... sorry for the tangent :smallbiggrin:. Without the multiplier this is bad or just subpar (not sure how bad).

9) They don't need the buff... but if they did [delete] alright, they're fine :smallbiggrin:

10) You're forgetting (I think) that healing heals the same amount of subdual damage as well, thus say you have 250 HP, and you get knocked out then lose 150 HP. A heal spell hels you 150 points of lethal and subdual damage... Not sure if you forgot that or not, just noting it.

11) Fair enough :smallsmile:

14) Meh, alright then.

15) Glad you liked it! Feel free to use, change up, whatever. Always nice when someone wants to use something. I still feel they should give a chance to not be dispelled, even if the caster has a high bonus... maybe make them where they can dispel higher levels? Also Mord's (shortened because I will butcher the spelling) disjunction can be used to dispel so it should have a spot here as well.

16) Alright, (side note) Do you know if there is a feat that allows you to just have a cohort or just have the fellows following you? Seems splitting it would be more reasonable for a game... another tangent :smallbiggrin:

17) fair enough, must admit I had forgotten casters...
until I threw a shadow pouncing rogue/fencer at the party wizard... with a mod around +129, always acting in surprise rounds and getting a full round worth of actions... He wanted to fully optimize the wizard, and be the summoner in an attempt to show the party up... something about being slashed to ribbons while flatfooted before even acting made him realize that while I am fine with powerful characters stealing everyone else's role is something else... Sorry for all the tangents XD


18) :smallsmile:

19) hmm, I guess... No more using an uber sniper build on a flatfooted party... you know, a warlock sniper build :smallbiggrin:

20) Just making sure :smallsmile:

21) Fair enough, although I think it is pretty weak honestly

22) Ah, I made it similar to a concentration check sort of a "how well can you harness your ki" that got harder over the day... when I said original I had looked at mine :smallbiggrin:

24) Ah, alright then. Well, MWF just gets an animated buckler, as normally S&B is obsolete (without using certain builds or homebrew)

25) Hmm, I honestly don't know XD

26) Fair enough

28) Eh i feel it should require 1 rank... of course I am also doing a skill rework... thinking of merging handle animal and ride in it... (T4)

29) Fair enough, I ran a game for my brother last summer and now look at almost everything in ways to exploit it since... he literally tried to bring Pun-Pun to the game -.-'

30) Fair enough

32) :smalltongue:

33) fair enough

34) yeah, I hated that to PA with a ranged weapon required a feat tax.

38) Hmm, not taking it more then once should cut down on some things.

39) Cribbed off the trapfinding ability

40) Fair enough

41) True

THings to do:
Combat reflexes: Ah, I thought it was replacing... which was not good.

Improved Counterspell: Fair enough... of course the games I run I would exclude dragons, but then dragons are extremely rare but powerful creatures... as in demigod power level (using a god rework I'll post when I clean it up)

All in all, your work is nice as usual. A few sharp edges in there that'll be smoothed down I'm sure. Sorry for all the tangents :smallbiggrin:

InfiniteNothing
2017-10-03, 10:21 PM
Um... I'm not an experienced critique-er, but I'm pretty sure Far Shot and Mounted Archery aren't supposed to have the same flavor text...

rferries
2017-10-07, 06:08 PM
Shield Training now allows a free shield bash, and allows shield bashes through Multi-Weapon fighting.

I'll leave Combat Expertise as-is, then.

Diehard: Since you can't take lethal damage (while conscious), there's no lethal damage for the heal to restore. :)

Leadership: I'm not aware of a cohort-only feat... as it is, the cohort is usually the real reason to take the feat (the followers are just a flavour benefit, until you reach epic level and start involving them in spellcasting but given the power level of your campaigns I'm sure you knew that haha!).


Um... I'm not an experienced critique-er, but I'm pretty sure Far Shot and Mounted Archery aren't supposed to have the same flavor text...

Whoops thanks!

Westhart
2017-10-09, 06:56 AM
Leadership: I'm not aware of a cohort-only feat... as it is, the cohort is usually the real reason to take the feat (the followers are just a flavour benefit, until you reach epic level and start involving them in spellcasting but given the power level of your campaigns I'm sure you knew that haha!).

Yeah, throw in some circle magic, a little of this, a little of that and... "hey, what are you doing with an elemental evil?!?"

The feats look good.

rferries
2017-10-09, 02:56 PM
Yeah, throw in some circle magic, a little of this, a little of that and... "hey, what are you doing with an elemental evil?!?"

The feats look good.

Yeah I just did some math here (http://www.giantitp.com/forums/showthread.php?538661-Unoptimised-Apotheosis-via-Epic-RAW)haha.

Westhart
2017-10-09, 04:24 PM
Yeah I just did some math here (http://www.giantitp.com/forums/showthread.php?538661-Unoptimised-Apotheosis-via-Epic-RAW)haha.

You know home alone when harry is always muttering something under his breathe after getting his ass kicked by the kid? That's me when people use the ELH casting :smalltongue: