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Westhart
2018-01-05, 08:25 PM
So, here are my feats, enjoy, PEACH, comment, and all that :smalltongue:.



Feat
Type
Prerequisites


Adreniln Rush
Fighter
Toughness


Animal Affinity
General
None


Back to the Wall
Fighter
BAB +2


Born Leader
Background
Cha 14


Cleave
Fighter
Power Attack


Coordinated Shot
Fighter
Point Blank Shot


Dishonest
Background
None


Dodge
Fighter
Dex 13


Dragon Bane
Fighter
Knowledge (Arcana) 2 ranks, Dragon Foe, BAB +6


Dragon Doom
FIghter
Dragon Foe, Dragon Bane, BAB +10


Dragon Foe
Fighter
Int 13, BAB +2


Dragon Hunter
Fighter
Wis 13, BAB +2


Dragon Hunter Bravery
Fighter
Dragon Hunter, BAB +6


Dragon Hunter Defense
Fighter
Dragon Hunter, BAB +6


Elemental Ties
Background
None


Efficient Defender
Fighter
Heavy Armor Proficiency, BAB +4


Enduring Body
Fighter
Toughness, Great Fortitude, Con 15


Expert Siege Engineer
Fighter
BAB +2, Profession (Siege Engineer) 8 ranks or Siege Crew Feat


Eyes of the Seeker
Spellcaster
Touch of Knowledge


Fast Healer
Background
Con 14


Feeding Spell
Spellcaster, Metamagic
Con 13, Fort Save +4, Ability to cast 2nd level spells


Fleet of Foot
Background
Dex 14


Great Cleave
Fighter
Power Attack, Cleave


Great Fortitude
Fighter
Toughness



Guerilla Warrior
Fighter
None

Hoarder
Background
None


Improved Initiative
Fighter
None


Improved Natural Armor
Background
Racial Natural Armor Bonus


Iron Gut
Background
None


Iron will
Fighter, Spellcaster
Wis 13


Legendary Dreadnought
Fighter
Power Attack, Cleave, Great Cleave


Lightning Reflexes
Fighter
Dex 13, Improved Initiative


Lord of the Hedges
Spellcaster
Minor Hedge Mage, Hedge Mage, Major hedge Mage, Primary Casting Stat 18*


Magic Sensitive
Background
None


Major Hedge Mage
Spellcaster
Minor Hedge Mage, Hedge Mage, Primary Casting Stat 16*


Minor Hedge Mage
Spellcaster
Ability to cast at least 1st level spells


Mobility
Fighter
Dodge


Natural Leader
Fighter
Cha 13


Night Owl
Background
Racial Darkvision


Oh, What a gusher...
Fighter, Vile
Improved Critical, Sadistic Bastard, Int 13


Once More…
Fighter
Toughness, Great Fortitude, Enduring Body, Fort +10, BAB +18


Open Minded
General
None


Paranoia’s Best Friend
Background
Int 14


Part Time Scholar
Fighter
Knowlege (Any 3) 5 ranks, BAB +12*


Plunging Shot
Fighter
None


Precision
Fighter
Weapon Finesse


Ready Shot
Fighter
Point Blank Shot


Sadistic Bastard
Fighter, Vile
BAB +6


Seige Crew
Fighter
None


Sense Weakness
Fighter
Int 13, Weapon Focus


Shield Wall
Fighter
Shield Proficiency


Skilled Performer
Background
None


Skilled Professional
Background
None


Somethin’s Up…
Fighter
Spot 8 ranks, Listen 8 Ranks, Improved Initiative


Spring Attack
Fighter
Dodge, Mobility


Stealthy Spell
Spellcaster, Metamagic
Spellcraft 9 ranks


Steel Dervish
Fighter
Dodge, Mobility, Spring Attack


Touch of Knowledge
Spellcaster
See Feat


Toughness
Fighter
Con 13


Trench Fighter
Fighter
BAB +4


Tricks of the Road
General
Cha, Wis, or Int 12


Uneasy Sleeper
Background
None


Veteran Knowledge
Fighter
BAB +2, Knowledge (History) 2 ranks


War Mage, Novice
Spellcaster
Proficiency with light armor


War Mage
Spellcaster
Proficiency with medium armor and shields (excluding tower), Novice War Mage or able to cast normally in light armor.


War Mage, Master
Spellcaster
Proficiency with heavy armor and tower shields, War Mage or able to cast normally in medium and light armors.


Weapon Focus
Fighter
BAB +4


Weapon Specialization
Fighter
Weapon Focus, BAB +6



[Background] Feats: Every character gains a bonus background feat at first level, and these feats can only be taken at first. They should have some impact on the character, such as small boosts to damage etc, but should be low in power, such as the bonus damage being an energy type (thus encountering resitances, and immunities) or apply in certain situations.
[Spellcaster] Feats: These are feats that a spellcaster (such as a wizard) could take with their bonus feats. Do note that metamagic, item creation feats and so forth are also spellcaster feats, they are just subcategories. If a noncaster meets the requirements of the feat they may take it, although the usefulness of such a feat may be limited (similar to fighter bonus feats).

Westhart
2018-01-05, 08:26 PM
Toughness [Fighter]
Prerequisites: Con 13
Benefits: You gain bonus hit points per level equal to your number of fighter bonus feats. In addition you gain in combat fast healing 1.

No, the feat can no longer be taken more then once, but the power boost and the feat chain should make it where one would not want to.


Arenelin Rush [Fighter]
Prerequisites: Toughness
Benefits: At the start of an encounter you gain a number of temporary hit points equal to Xd4. X is the number of feats you possess in the toughness line. Your in combat fast healing increases by 1.

Great Fortitude [Fighter]
Prerequisites: Toughness
Benefits: You add ½ your level to fortitude saves, and you gain the mettle ability, applying only to fortitude saving throws. In addition your in combat fast healing increases by 1.

Enduring Body[Fighter]
Prerequisites: Toughness, Great Fortitude, Con 15
Benefits: You decrease any ability damage or drain against your physical scores (Con, Dex, Str) by your in combat fast healing. In addition your incombat fast healing increases by 1.

Once More… [Fighter]
Prerequisites: Toughness, Great Fortitude, Enduring Body, Fort +10, BAB +18
Benefits: Once per day when you would be killed you are restored per true resurrection. To anyone present it appears as if you did not die at all, although you seem rather... angry? For 1 hour after this effect you add +4 to your strength score.

Improved Initiative [Fighter]
Benefits: You add 2+1/4 your BAB to initiative. In addition if your BAB is at least +12 when you would act during a surprise round you may take a full rounds worth of actions.

Somethin's Up… [Fighter]
Prerequisites: Spot 8 ranks, Listen 8 Ranks, Improved Initiative.
Benefits: You always act during a surprise round if there is one.

Lightning Reflexes [Fighter]
Prerequisites: Dex 13, Improved Initiative
Benefits: You add ½ your level to reflex saves, and you gain the evasion ability, although it is usable in medium and heavy armors.

Iron Will [Fighter]
Prerequisites: Wis 13
Benefits: You add ½ your level to will saves and you gain the mettle ability, apply to will saves only.

Cleave [Fighter]
Prerequisites: Power Attack
Benefits: Whenever you attack and deal enough damage to reduce the foe to 0 HP or below you get an immediate extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.

Great Cleave [Fighter]
Prerequisites: Power Attack, Cleave
Benefits: Whenever you use you cleave attack you may take a move action as well before or after the attack granted by the cleave feat.

Legendary Dreadnought [Fighter]
"We call him... the mook-slayer!"
Prerequisites: Power Attack, Cleave, Great Cleave
Benefits: Instead of an attack and an additional move action (cleave and great cleave) you may make an additional full attack, and they may take a 5' step before or after full attacking.

Dodge [Fighter]
Prerequisites: Dexterity 13
Benefits: You add ¼ your BAB as a dodge bonus to AC.

Mobility [Fighter]
Prerequisites: Dodge
Benefits: You do not provoke attacks of opportunity for movement, and you may move 10' with a 5' step.

Spring Attack [Fighter]
Prerequisites: Dodge, Mobility
Benefits: When you take the charge action you may make a full melee attack at the end of said charge, and when you use the withdrawal action you may make a full ranged attack. The benefits of a charge only apply to your first attack.

Steel Dervish [Fighter]
Prerequisites: Dodge, Mobility, Spring Attack
Benefits: You gain an extra move action each round. Whenever you move more then 20' in a round you add 1/4 your BAB to AC and may take one additional attack with an attack action (standard or full attack) at your highest BAB. This stacks with similar effects (such as a scout's skirmish AC bonus).

War Mage, Novice [Spellcaster]
Prerequisites: Proficiency with light armor.
Benefits: You can cast in light armor and with bucklers without any ASF chance.

War Mage [Spellcaster]
Prerequisites: Proficiency with medium armor and shields (excluding tower), Novice War Mage or able to cast normally in light armor.
Benefits: You can cast in medium armor and while using shields (excluding tower) without any ASF chance.

War Mage, Master [Spellcaster]
Prerequisites: Proficiency with heavy armor and tower shields, War Mage or able to cast normally in medium armor.
Benefits: You can cast in all armor and with any shield (including tower) without any ASF chance.

Part Time Scholar [Fighter]
Prerequisites: Knowledge (Any 3) 5 ranks, BAB +12*
Benefits: You use your intelligence modifier (in place of strength) for attack and damage rolls. In addition you alwats treat all knowledge skills as class skills and for fighter levels you gain 4 skill points per level that can only be spent on knowledge skills.
*A first level fighter may replace their proficiency with heavy armor, tower shields, and his first bonus feat to gain this in its place, at the DM’s call.

Weapon Focus [Fighter]
Prerequisites: BAB +4
Benefits: You add ¼ your BAB to all attack rolls with your chosen weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Specialization [Fighter]
Prerequisites: Weapon Focus, BAB +6
Benefits: You add ¼ your BAB to all damage rolls with your chosen weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Touch of Knowledge [Spellcaster]
Prerequisites: Able to cast any detect spell (detect evil/law/chaos/good/undead) that detects a creature (so not things like detect pits and snares) or use one of the previous as a spell like abilities.
Benefits: You know the type and subtype(s) of a creature that you touch, along with one aspect of its alignment (Determined Randomly). Spells that change the creature such as polymorph and all do not foil this, although mindblank and higher level non-detection spells block it. A creature may make a will save to resist (DC: 10+1/2 character level+Cha mod), that if successful gives immunity to this effect for 24 hours. You can use this ability every 1d4 minutes.

Eyes of the Seeker [Spellcaster]
Prerequisites: Touch of Knowledge
Benefits: When you touch a creature you instantly know whether or not it has the ability to cast spells; you also learn the highest level spell they can cast, along with the caster level within 3 levels (Roll 1d6; 1-3 subtract the number, 4-6 add the number as if it were the opposite, thus a 4 would count as +1, 5: +2, and 6: +3) a successful will save (DC: 10+1/2 level+Cha mod) negates this effect and gives immunity to this effect for 24 hours. You can use this ability once a round.

Tricks of the Road [Spellcaster]
Constantly traveling in a land where it seems everyone can weave at least the basics of magic has its benefits.
Prerequisites: Cha, Wis, or Int 12
Benefits: You can cast a 0th level spell 3 times per day, and a 1st level spell once per day. Choose one of the following classes: Favored Soul, Bard or Sorcerer. You know 3 cantrips from your chosen spell list and 1 first level from your chosen spell list. You cast as the class you chose (but I made them all spontaneous on purpose... so yeah :P). Your caster level for your 0 and 1st level spells equals you CL
Special: When you take this feat you must choose Intelligence, Wisdom, or Charisma. this is your casting stat you use for DC's.

Minor Hedge Mage [Spellcaster]
There are those who always hunger for more power, then there is you. Guess who's getting slain by the next goody two shoes adventuring party?
Prerequisites: Ability to cast at least 1st level spells.
Benefits: You add all cantrips (or orisons) on your spell list to your spells known and you gain bonus cantrips per day equal to double the first level bonus spells you would get from having a high ability score.

[Hedge Mage [Spellcaster]
You have refined your smaller spells, an you are now capable of mighty small magics that most would find surprising.
Prerequisites: Minor Hedge Mage, Primary Casting Stat 14*
Benefits: You can cast your cantrips at will, however you do not learn the secrets of bending reality, and remove wish (along with limited wish, ad miracle if applicable) from your spell list and may never cast it from a spellcasting class. (Items still work etc).
*Charisma for bards/sor, Int for wizards, Wisdom for clerics/druids etc.

Major Hedge Mage [Spellcaster]
You have mastered Ultimate POWER! the tiny things.
Prerequisites: Minor Hedge Mage, Hedge Mage, Primary Casting Stat 16*
Benefits: You now add all orisons/cantrips to your spells known, regardless of what spell list they appear on, and you can use your first level spells at will. However the more advanced art of changing your shape is lost to you, and you lose the ability to cast polymorph effects above 3rd level.
*Charisma for bards/sor, Int for wizards, Wisdom for clerics/druids etc.

Lord of the Hedges [Spellcaster]
Behold! I have gone where no mortal dared bothered going!
Prerequisites: Minor Hedge Mage, Hedge Mage, Major hedge Mage, Primary Casting Stat 18*
Benefits: Your 0th- and 1st-level spells are now treated as supernatural abilities (and therefore cannot be counterspelled or dispelled).

All 1st-level spells are considered spells known for you (and you can thereforeuse them at will as spell-like abilities).

You can cast your 2nd-level spells known at will as spell-like abilities.

Your caster level for spells of 4th-level or lower increases to equal your character level, however you caster level or spells of 5th level and above now have their caster level reduced by 4.

Special: Your focus has lost you some of your higher powers, reducing the number of higher-level spells that you can cast each day. You lose one 6th-level, one 7th-level, two 8th-level, and two 9th-level spell slots each day (assuming you had spell slots of those levels available).

Feeding Spell [Spellcaster, Metamagic]
Prerequisites: Con 13, Fort save +4, ability to cast 2nd level spells.
Benefits: You can alter a spell to absorb magic from those affected by it. Targets of a Feeding Spell are subjected to a Dispel Magic effect, with the caster gaining 1d6 HP for each spell level dispelled by it. If the spell successfully affects only one target, use the Targeted Dispel rules, as mentioned in the Dispel Magic spell discription. If it successfully affects several, use the Area Dispel rules. A feeding spell uses a spell slot one level higher than normal.

Precision [Fighter]
Prerequisites: Weapon Finesse, BAB +4
Benefits: You use your dexterity for damage rolls in place of strength, with weapons that the Weapon Finesse feat applies to.

Yes, I know that ToB has shadow blade but many people are not fans of ToB, and some straight out do not allow its content whatever. It also applies only to certain weapons, and while the table says it replaces the text simply says you add it. Thus this.


Stealthy Spell [Spellcaster, Metamagic]
Prerequisites: Spellcraft 9 ranks
Benefits: When you cast a spell with this metamagic feat applied it does not show up as magical to effects such as detect magic, and its effects are invisible. In addition true seeing doesn't see through it. A stealthy spell takes up a slot 1 level higher.

Trench Fighter [Fighter]
Prerequisites: BAB +4
Benefits: You are used to fighting from dugout positions, and those who have upper ground against you do not gain a bonus for being above you. In addition you add 1/4 your BAB to all attacks against creatures that have the higher ground against you. If you are benefiting from cover or concealment due to natural effects (such as hiding in bushes eta eta, not a blur spell) double the effects.

Animal Affinity [General]
Benefits: You add 1/2 your level on ride and handle animal checks. These skills are always class skills for you and you gain 2 skill points per level that can only be used for those skills. You can also influence animals and magical beasts with an intelligence of 1-2 by using the Handle Animal skill, which works as diplomacy.
Special: A class that grants wild empathy instead grants this as a bonus feat, and add 1 per level of a class that would grant this instead of ½. Otherclasses are calculated normally.

Sadistic Bastard [Fighter, Vile]
When you deal damage you twist and tear at your sword, causing massive pain to your targets.
Prerequisites: BAB +6
Benefits: When you attack a foe you deal additional 1d6 additional damage per 5 points of BAB. Anyone who suffers the extra damage must make a fortitude save or take a -2 penalty on all skill checks, saves, and attack rolls due to the massive pain you cause them. This penalty last 1d4+1/5 points of BAB rounds.

Oh, what a gusher [Fighter, Vile]
Prerequisites: Improved Critical, Sadistic Bastard, Int 13.
Benefits: Whenever you score a critical hit or use a death attack with a weapon you have improved critical for you deal 1d6/per point of critical (thus x2 does 2d6, x3 does 3d6 and so on) bleeding damage and 1 point of bleeding vile damage. The normal bleeding damage can be stopped with any cure spell or similar effect that restores hit points or a DC 15 heal check. The vile bleeding damage can only be cured in a consecrated area, and requires a heal check (DC 10 + your Base Attack Bonus + your Intelligence modifier), it is completely unaffected by magic. The bleeding lasts until afore mentioned healing check or until a number of rounds equal to your BAB/2, whichever comes first.

Open Minded
Benefits: You now may take feats and levels in prestige classes that require you to be of a different alignment then you are. This can still conflict with your alignment (such as a CG creature taking levels in blackguard) if you perform deeds of the opposing alignment etc and you can change alignment overtime. This makes it so a monk could be nonlawful, and so on. In addition you no longer accrue XP penalties for multiclassing, and can multiclass between classes that you normally can't (Paladin, Monk, etc). In addition for affects dependent on alignment you are considered whatever alignment is best, and you have immunity to effects that would still affect you no matter what you alignment is (Dark speech). In addition all of your attacks are aligned for overcoming DR (aligned as whatever is required to overcome it).

Skilled Professional [Background]
Benefits: You add your character level to a single profession and craft check that corresponds with it (such as armorer and craft (armorsmithing) etc), along wth appraise. In addition you gains 3 bonus skill points each level that can only be added to the chosen skills and the chosen skills are always class skills for you. In addition when you create a masterwork weapon it applies a +¼ ranks circumstance bonus on attack rolls in place of the normal benefits of a masterwork weapon, and masterwork armor has an ACP 1 lower per 4 ranks and Maximum Dexterity modifier one higher per 5 ranks.

Dishonest [Background]
Benefits: You add 1/2 your level to bluff, sleight of hand, and forgery checks, and are immune to magical or supernatural effects that would detect whether you are telling the truth (zone of truth), and whether or not a forgery is real. In addition bluff, sleight of hand, and forgery are always bonus skills, and you gain 3 skill points per level which can only be used on these skills.

Skilled Performer [Background]
Benefits: You add 1/2 your character level to perform checks and you gain 2 skill points per level that can only be used on perform skills. In addition if you are a bard you gain 2 extra uses of bardic music a day, and increase all morale and circumstance bonses your songs grant by ⅕ your ranks in the specific perform skill you are using for that preference.

Hoarder [Background]
Benefits: You may always reach into you pocket and find one inexpensive item therein, as if you had previously purchased it, and that you could reasonably fit on your person.. You gain teo gold pieces per character level worth per day. You have this much money to “spend” on mundane gear, and each individual item can not cost more then ¼ your total gold pieces. So, a 4th level adventurer woul have 8 goldpieces to spend and so if caught in a situation where they may need ome trail rations they could easily produce them, deducting the “cost” from their balance. All items can not be resold for one reason or another, and are used up for their purpose *such as a shovel breaking after a hole is dug and so on.

Born Leader [Background]
Prerequisites: Cha 14
Benefits: You add 1/4 your character level to diplomacy checks (min +1) and to your leadership score (if you acquire the leadership feat). In addition you may attempt to rally your troops for one last great event. You may only use this ability ever 1d4 hours.
Roll a charisma check, adding ¼ your character level and compare on the table below:


Charisma Check
Result


0-5
-2 Morale Penalty to AC, saves, and attack rolls for rest of encounter.


6-10
-1 Morale Penalty to AC, Saves, and Attack Rolls for rest of encounter.


11-15
Nothing


16-20
+2 Moral Bonus to AC, Saves, and Attack rolls for rest of encounter


21-25
+4 Moral Bonus to AC, Saves, and Attack Rolls for rest of encounter.


26+
+6 Morale Bonus, Enemeies shaken for 1d4 rounds (Will negates, DC equals Charisma Check)



Paranoia's Best Friend [Background]
Prerequisites: Int 14
Benefits: You add 1/2 your level on all autohypnosis, and sense motive checks. In addition you gain 2 skill points per level that can only be used on these skills, and these skills are treated as always being class skills for you. You also add 1/2 your level to will saves against mind affecting effects, and if such an effect would not allow a save you get one, although you do not get your normal bonus on that save.

Fast Healer [Background]
Prerequisites: Con 14
Benefits: You heal twice as fast, and you reduce all ability damage, energy drain or ability drain you take from a non-class, non-feat source (ex: hellfire warlock does not work, a vampire's slams do) by 1/4 your HD (min 1). You may also make a save instantly against negative levels, and if you fail you still get the normal save 24 hours later.

Improved Natural Armor [Background]
Prerequisites: Racial Natural armor Bonus
Benefits: You add 1/3 your level to your natural armor bonus.

Night Owl [Background]
Prerequisites: Natural darkvision
Benefits: When in an area of shadowy illumination or darker area you add 1/4 your level (Min +1) as a racial bonus to AC, attack rolls, and all saving throws. Also you add 5*level to your darkvision and lose any vulnerabilities to light you may have had.

Elemental Ties [Background]
Benefits: Choose an element (Fire/Electricity/Acid/Cold), all ranged and melee attacks (excluding spells) deal an extra 1d6 damage of the element +1d6/5 character levels. In addition you have resistance (1/2 level*5) to your chosen element, that becomes immunity at 20th.

Fleet of Foot [Background]
Benefits: At first level you gain a 10' bonus to your speed. This increases by 10' at 5th level and every 5 levels after. In addition you add 1/2 your level to all balance, perform (dance), and tumble checks, and you gain 3 skill points each level that can only be spent on these skills.

Uneasy Sleeper [Background]
Benefits: You add 1/2 your level to all saves against sleep effects or other effects that would make you drowsy. In addition you need only sleep 1/2 as much as a normal member of your race, and awaking you from sleep is a free action, and you take no penalties while sleeping (Such as if you use a houserule that sleeping gives a penalty on listen or spot checks). In addition if you are a sleeping and a foe gets the drop on you you may make an attack as an immediate action, which counts as a roll of 20. The foe is flatfooted against this attack, and if it is successful he can not act for 1 round (thus you can disable a coup-de-grace)

Iron Gut [Background]
Benefits: You add 1/2+1 your level (Min +2) on all saves against disease or poison and effect that would nauseate or sicken you. At 5th Level you gain immunity to disease, at 10th poison, sickened at 15th, and nauseated at 20th.

Magic Sensitive [Background]
Benefits: You gain a weak version of detect magic, and the ability to rapidly counterspell. You pinpoint the location of magic (as if using detect magic) within level*10'. In addition you may counterspell a spell as an immediate action (no need to ready an action). If you suceed on a spellcraft check (5+spell level) you can identify the spell in use.

Siege Crew [Fighter]
Benefits: You are considered proficient with all siege weapons, and you count as two crew members to determine the loading time of all siege weapons.

This replaces the Ballista Proficiency feat.


Coordinated Shot
Letting the enemy have one of your allies between him and you lulls them into thinking they’re safe… Until your arrow finds its mark…
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: When making a ranged attack against a foe who has cover due to the position of your ally or allies, instead of your enemy gaining the Armor Class bonus granted to the target because of that cover you instead add the bonus he would hav to your ranged attack rolls. Cover from other sources is unaffected.

Expert Siege Engineer [Fighter]
Prerequisites: BAB +2, Profession (Siege Engineer) 6 ranks or Siege Crew Feat
Benefits: You add ½ your BAB as a comptence bonus to attack and damage rolls with all siege weapons.

Guerilla Warrior [Fighter]
Benefits: You reduce the ACP of light and medium armos by ¼ your BAB. In addition you always treat hide and move silently as class skills, and gain 2 skill points per level that can only be used on these skills.

Natural Leader [Fighter]
Prerequisites: Cha 13
Benefits: You add ½ your BAB to all rally checks (Heroes of Battle)

Plunging Shot [Fighter]
Benefits: If your target is at least 30’ below your position you add 1d6 per four points of BAB to damage with a projectile or thrown weapon.

Ready Shot [Fighter]
Prerequisites: Point Blank Shot
Benefits: You can ready an action to fire a ranged weapon at a foe who charges you. You must wait until the target is withinrange of your point blank shot feat. If you score a hit with this readied attack, your attack deals an extra 2d6 points of damage per four points of BAB. In addition the enemy must make a fortitude save (DC: 10+½ your level+Dex mod) or be stinned for 1d4 rounds.

Shield Wall [Fighter]
Prerequisites: Shiel Proficiency
Benefits: When adjacent to an ally who also holds a shiled both of your shield bonuses increase by +2. This stacks so if your ally also had the feat you both would gain +4 to your shield’s AC. In addition when adjacent to an ally with a shield you gain evasion (as the rogue ability).

Veteran Knowledge [Fighter]
Prerequisites: BAB +2, Knowledge (History) 2 ranks.
Benefits: You add ½ your BAB to all knowledge checks made to gain strategic advantage (Heroes of Battle). In addition you count Knowledge (History) as a class skill and gain one skill point per level that can only be used on it.

Back to the Wall [Fighter]
Prerequisites: BAB +2
Benefits: When below 75% of your max hit points you gain a bonus to AC equal to ¼ your BAB. If you are below 50% the bonus also applies to all saves, and if below 25% it also applies to attack rolls and weapon damage rolls.

Inspired by the feat of the same name in the ravenloft campaign setting.


Efficient Defender [Fighter]
Prerequisites: Heavy Armor Proficiency, BAB +4
Benefits: When you wear armor you can increase its AC by any whole number that does not exceed ¼ your BAB. This number is then adjusted depending on its type, light gaining the benefit of the number itself, medium twice that, and heavy three times. The armor modified also increases its ACP by the smae base number (unmodified by armor type).

Dragon Hunter [Fighter]
Prerequisites: Wis 13, BAB +2
Benefits: You add ½ your BAB as a dodge bonus to AC against the attacks of creatures with the dragon subtype. In addition once per round an attack that would normally hit you is counted as a miss, if the attacker is of the dragon type.

Dragon Hunter Bravery [Fighter]
Prerequisites: Dragon Hunter, BAB +6
Benefits: You become immune to fear, supernatural or otherwise. Anyone adjacent to you is immune to the frightful presence of dragons, and Allies within 60’ apply your ½ your BAB as a morale bonus on saves against any fear effect originating from a dragon.

Dragon Hunter Defense [Fighter]
Prerequisites: Dragon Hunter, BAB +6
Benefits: You gain DR/- equal to your BAB against the attacks of a dragon, and against breath weapons you gain the improved evasion ability (As a rogue) except that it works in any armors and you block line of effect for breath weapons (protrecting allies behind you). You add ½ your BAB to your saves against supernatural or spell like abilities of creatures with the dragon type.

Dragon Foe [Fighter]
Prerequisites: Int 13, BAB +2
Benefits: Your strikes ignore natural armor, up to your BAB worth of points. In addition you gain a competence bonus to damage rolls against dragons equal to ½ your BAB.

Dragon Bane [Fighter]
Prerequisites: Knowledge (Arcana) 2 ranks, Dragon Foe, BAB +6
Benefits: Any weapon you wield functions as a Bane (Dragons) weapon. In addition when you make a successful critical hit against a dragon it takes 1 point of damage to all its physical ability scores. All creatures struck by your weapon have their spell resistance reduced by 2 per hit (it stacks). Their spell resistance returns to normal 2d4 hours after the last time you struck them.

Dragon Doom [Fighter]
Prerequisites: Dragon Foe, Dragon Bane, BAB +10
Benefits: When you successfully attack a creature with the dragon type you ignore any damage reduction or regeneration it may have, and the damage can only be haeled from magical sources, natural healing does not work. In addition your attacks deal double damage (simply treat a critical hit as having a multiplier one higher) and the threat range is increased by ¼ your level when attacking a dragon. This effect stacks with, but is not multiplied by, effects such as keen or the improve critical feat.

Sense Weakness [Fighter]
Prerequisites: Int 13, Weapon Focus
Benefits: When you attack you ignore a number of points of hardness or damage reduction equal to 2+½ your BAB. This can not reduce the target’s damage reduction or hardness below 0.

nonsi
2018-01-06, 01:45 AM
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Regarding the Dragon Hunter feats (Bane/Doom/Foe/Hunter/Bravery/Defense): I'd nix them.
Reasons:
1. Dragon Foe is broken. The ability to ignore nat. armor altogether is more than a single feat (w/o other feats as prerequisite) should grant.
2. The toll payed for the other feats, just to be a badass vs. a narrow group of opponents would severely cripple the character vs. other opponents. This is very settings-specific and would usually not work in favor of the character (i.e the player).

Westhart
2018-01-06, 04:05 PM
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Regarding the Dragon Hunter feats (Bane/Doom/Foe/Hunter/Bravery/Defense): I'd nix them.
Reasons:
1. Dragon Foe is broken. The ability to ignore nat. armor altogether is more than a single feat (w/o other feats as prerequisite) should grant.
2. The toll payed for the other feats, just to be a badass vs. a narrow group of opponents would severely cripple the character vs. other opponents. This is very settings-specific and would usually not work in favor of the character (i.e the player).

Hmm, well for dragon foe I originally had creatures with the dragon type but was trying to open the feats to be useful otherwise... As far as nixing them they were simply attempts to make them worthwhile (they're reworks of those in Draconomicon). But yeah, I agree that they are too situational, guess it'd be more for DM's (shrug)