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Celestia
2019-08-08, 08:00 PM
General Feats

Armor Proficiency [Fighter Bonus Feat]

Light Armor

Prerequisites: None
Benefit: You are proficient with all light armor.
Medium Armor

Prerequisites: None
Benefit: You are proficient with all medium armor.
Heavy Armor

Prerequisites: None
Benefit: You are proficient with all heavy armor.

Shield Proficiency [Fighter Bonus Feat]

Prerequisites: None
Benefit: You are proficient with all shields.

Improved Shield Bash [Fighter Bonus Feat]

Prerequisites: Proficiency with at least one shield
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Weapon Proficiency [Fighter Bonus Feat]

Simple Weapons

Prerequisites: None
Benefit: You are proficient with all simple weapons.
Martial Weapons

Prerequisites: None
Benefit: You are proficient with all martial weapons.
Exotic Weapons

Prerequisites: None
Benefit: You are proficient with all exotic weapons.

Armor Focus [Fighter Bonus Feat]

Prerequisites: Proficiency with the selected armor
Benefit: Your Armor Check Penalty when wearing the selected armor is 1 point lower. This feat improves with your Base Attack Bonus. When you reach +5 BAB, your ACP is 2 points lower. At +10 BAB, it's 3 points lower. At +15 BAB, it's 4 points lower. Finally, at +20 BAB, it's 5 points lower.

Armor Specialization [Fighter Bonus Feat]

Prerequisites: Armor Focus for the selected armor, Fighter level 4
Benefit: Your armor bonus to AC when wearing the selected armor is 1 point higher per two points of Base Attack Bonus.
Greater Armor Focus [Fighter Bonus Feat]

Prerequisites: Armor Focus and Armor Specialization for the selected armor, Fighter level 8
Benefit: Your Maximum Dexterity Bonus when wearing the selected armor is 1 point higher. This feat improves with your Base Attack Bonus. When you reach +5 BAB, your MDB is 2 points higher. At +10 BAB, it's 3 points higher. At 15 +BAB, it's 4 points higher. Finally, at 20 +BAB, it's 5 points higher.
Greater Armor Specialization [Fighter Bonus Feat]

Prerequisites: Armor Focus, Armor Specialization, and Greater Armor Focus with the selected armor; Fighter level 12
Benefit: When wearing the selected armor, you gain DR/- equal to half your Base Attack Bonus (rounded down).

Shield Focus [Fighter Bonus Feat]

Prerequisites: Proficiency with the selected shield
Benefit: Your Armor Check Penalty when using the selected shield is 1 point lower. This feat improves with your Base Attack Bonus. When you reach +5 BAB, your ACP is 2 points lower. At 10 +BAB, it's 3 points lower. At 15 +BAB, it's 4 points lower. Finally, at 2+0 BAB, it's 5 points lower.

Shield Specialization [Fighter Bonus Feat]

Prerequisites: Shield Focus for the selected shield, Fighter level 4
Benefit: Your shield bonus to AC when using the selected shield is 1 point higher per two points of Base Attack Bonus.
Greater Shield Focus [Fighter Bonus Feat]

Prerequisites: Shield Focus and Shield Specialization for the selected shield, Fighter level 8
Benefit: Your Maximum Dexterity Bonus when using the selected shield is 1 point higher. This feat improves with your Base Attack Bonus. When you reach +5 BAB, your MDB is 2 points higher. At +10 BAB, it's 3 points higher. At +15 BAB, it's 4 points higher. Finally, at +20 BAB, it's 5 points higher.
Greater Shield Specialization [Fighter Bonus Feat]

Prerequisites: Shield Focus, Shield Specialization, and Greater Shield Focus with the selected shield; Fighter level 12
Benefit: When using the selected shield, you gain resistance to Acid, Cold, Electricity, Fire and Sonic equal to your Base Attack Bonus.

Weapon Focus [Fighter Bonus Feat]

Prerequisites: Proficiency with the selected weapon
Benefit: Your attack bonus when using the selected weapon is 1 point higher. This feat improves with your Base Attack Bonus. When you reach +5 BAB, your attack bonus is 2 points higher. At +10 BAB, it's 3 points higher. At +15 BAB, it's 4 points higher. Finally, at +20 BAB, it's 5 points higher.

Weapon Specialization [Fighter Bonus Feat]

Prerequisites: Weapon Focus for the selected weapon, Fighter level 4
Benefit: When using the selected weapon, you gain a damage bonus equal to your Base Attack Bonus.
Greater Weapon Focus [Fighter Bonus Feat]

Prerequisites: Weapon Focus and Weapon Specialization for the selected weapon, Fighter level 8
Benefit: Your Critical Threat Range when using the selected shield is 1 point higher. This feat improves with your Base Attack Bonus. When you reach +5 BAB, your CTR is 2 points higher. At +10 BAB, it's 3 points higher. At +15 BAB, it's 4 points higher. Finally, at 20 +BAB, it's 5 points higher.
Greater Weapon Specialization [Fighter Bonus Feat]

Prerequisites: Weapon Focus, Weapon Specialization, and Greater Weapon Focus with the selected weapon; Fighter level 12
Benefit: Your Critical Damage Multiplier when using the selected shield is 1 point higher. This feat improves with your Base Attack Bonus. When you reach +5 BAB, your CDM is 2 points higher. At +10 BAB, it's 3 points higher. At +15 BAB, it's 4 points higher. Finally, at +20 BAB, it's 5 points higher.
Improved Critical [Fighter Bonus Feat]

Prerequisites: Weapon Focus with the selected weapon
Benefit: When using the selected weapon, you gain a bonus to confirm critical hits equal to half your Base Attack Bonus (rounded down).

Skill Focus

Prerequisites: None
Benefit: You gain a +3 bonus on checks with the selected skill. This bonus improves by 1 every third level after first (4, 7, 10, etc.).

Skill Affinity Feats

Prerequisites: None
Benefit: You gain a +2 bonus on checks involving two skills. This bonus improves by 1 every four levels after first (5, 9, 13, etc.)

Acrobatic: Jump and Tumble
Agile: Balance and Escape Artist
Alertness: Listen and Spot
Animal Affinity: Handle Animal and Ride
Athletic: Climb and Swim
Autonomous: Autohypnosis and Concentration
Creative: Craft and Perform
Deceitful: Disguise and Forgery
Deft Hands: Sleight of Hand and Use Rope
Diligent: Appraise and Decipher Script
Intellectual: Knowledge and Profession
Investigator: Gather Information and Search
Magical Aptitude: Spellcraft and Use Magic Device
Negotiator: Diplomacy and Sense Motive
Nimble Fingers: Disable Device and Open Lock
Persuasive: Bluff and Intimidate
Psionic Affinity: Psicraft and Use Psionic Device
Self-Sufficient: Heal and Survival
Stealthy: Hide and Move Silently

Save Bonus Feats

Prerequisites: None
Benefit: You gain a +2 bonus on all saves of the appropriate type. This feat improves with level. At level 5, the bonus increases to +4. At level 10, You no longer automatically fail a save on a roll of 1. At level 15, the bonus increases to +8. Finally, at level 20, when you roll a saving throw, you can roll twice and take the better result.

Great Fortitude: Fortitude
Iron Will: Will
Lightning Reflexes: Reflex

Spell Focus

Prerequisites: Ability to cast spells from the selected school
Benefit: When you cast spells from the selected school, your saving throw DC is increased by 1. This feat improves with your caster level. At CL 10, your DC is increased by 2, and at CL 20, your DC is increased by 3.

Augment Animating

Prerequisites: Spell Focus (Necromancy)
Benefit: Each creature you animate with with any animation spell gains +2 hit points per HD. This feat increases with caster level. At CL 10, your undead gain +4 hit points per HD, and at CL 20, they gain +6 hit points per HD.
Augment Blasting

Prerequisites: Spell Focus (Evocation)
Benefit: Each damage dealing evocation spell you cast has its damage dice increased by one step (d6 to d8). This feat increases with caster level. At CL 10, your evocation spells advance two steps (d6 to d10), and at CL 20, they advance three steps (d6 to d12).
Augment Buffing

Prerequisites: Spell Focus (Transmutation)
Benefit: Each transmutation spell you cast that grants a creature a bonus increases that bonus by +2. This feat increases with caster level. At CL 10, your bonuses are increased by +4, and at CL 20, they're increased by +6.
Augment Charming

Prerequisites: Spell Focus (Enchantment)
Benefit: When you make an opposed charisma check against a creature that you have charmed, you receive a +1 bonus on that check. This spell increases with caster level. At CL 5, you receive a +2 bonus on opposed charisma checks. At CL 10, you receive a +3 bonus. At CL 15, you receive a +4 bonus. Finally, at CL 20, you receive a +5 bonus.
Augment Detecting

Prerequisites: Spell Focus (Divination)
Benefit: Each detection spell you cast has a 20 foot longer range. This feat increases with caster level. At CL 5, you your detection spells have an extra 40 foot range. At CL 10, they have an extra 60 foot range. At CL 15, they have an extra 80 foot range. Finally, at CL 20, they have an extra 100 foot range.
Augment Dispelling

Prerequisites: Spell Focus (Abjuration)
Benefit: When you cast Dispel Magic and similar spells, you gain a +1 bonus on your dispel check. This feat increases with caster level. At CL 5, you gain a +2 bonus on dispel check. At CL 10, you gain a +3 bonus. At CL 15, you gain a +4 bonus. Finally, at CL 20, you gain a +5 bonus.
Augment Summoning

Prerequisites: Spell Focus (Conjuration)
Benefit: Each creature you conjure with any summon spell gains a +4 bonus to Strength and Constitution for the duration of the spell that summoned it. This feat increases with caster level. At CL 10, your summons gain +6 str and con, and at CL 20, they gain +8 str and con.
Augment Trickery

Prerequisites: Spell Focus (Illusion)
Benefit: Your illusion spells are immune to detection from the scent ability. This feat increases with caster level. At CL 10, your illusion spells are also immune to tremorsense and blindsense, and at CL 20, they are also immune to blindsight.

Blind-Fight [Fighter Bonus Feat]

Prerequisites: None
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. An invisible attacker still gets these bonuses for ranged attacks, however.

You only take half the usual penalty to speed for being unable to see. Darkness and poor visibility reduces your speed to three quarters instead of one half.
Special: This feat is of no use against a character who is the subject of a blink spell.

Combat Casting

Prerequisites: None
Benefit: You get a +2 bonus on concentration checks made to cast a spell or use a spell-like ability defensively or while grappled or pinned. This bonus increases by +1 every two levels after first (3, 5, 7, etc.)

Combat Expertise [Fighter Bonus Feat]

Prerequisites: Int 13 or BAB +3
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty on your attack rolls and add the same number as a dodge bonus to your Armor Class. These changes can be any number up to your Base Attack Bonus and last until the start of your next turn.

Improved Disarm [Fighter Bonus Feat]

Prerequisites: Combat Expertise
Benefit: You do not provoke attacks of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

If you successfully disarm an opponent in melee combat, you can immediately make a free melee attack against that opponent as if you hadn't used your attack for the disarm attempt.
Improved Feint [Fighter Bonus Feat]

Prerequisites: Combat Expertise
Benefit: You can make a bluff check to feint in combat as an attack action. You also gain a +4 bonus on that bluff check.

if you successfully feint against an opponent in melee combat, you can immediately make a free melee attack against that opponent as if you hadn't used your attack for the feint attempt.
Improved Trip [Fighter Bonus Feat]

Prerequisites: Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your check to trip your opponent.

If you successfully trip an opponent in melee combat, you can immediately make a free melee attack against that opponent as if you hadn't used your attack for the trip attempt.

Combat Reflexes [Fighter Bonus Feat]

Prerequisites: None
Benefit: You may make a number of additional attacks of opportunity equal to your dexterity bonus. As well, you also gain additional attacks of opportunity whenever you gain an extra attack from high Base Attack Bonus.

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

Dodge [Fighter Bonus Feat]

Prerequisites: Dex 13 or BAB +3
Benefit: You gain a +1 dodge bonus to Armor Class. This feat improves with your Base Attack Bonus. At +5 BAB, this bonus increases to +2. At +10 BAB, it increases to +3. At +15 BAB, it increases to +4. Finally, at +20 BAB, it increases to +5.

Mobility [Fighter Bonus Feat]

Prerequisites: Dodge
Benefit: You do not provoke attacks of opportunity when you move out of or within a threatened area.
Spring Attack [Fighter Bonus Feat]

Prerequisites: Dodge, Mobility
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that the total distance moved is not greater than your speed. You can't use this feat if you are wearing heavy armor.
Special: Dwarves can use Spring Attack in heavy armor.
Whirlwind Attack [Fighter Bonus Feat]

Prerequisites: Dodge, Mobility, Spring Attack
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full Base Attack Bonus against every opponent within reach. This feat improves with your Base Attack Bonus. At +10 BAB, you can make a Whirlwind Attack as a standard action, and at +20 BAB, you can make a Whirlwind Attack as a regular attack.
Shot on the Run[Fighter Bonus Feat]

Prerequisites: Dodge, Mobility
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that the total distance moved is not greater than your speed. You can't use this feat if you are wearing heavy armor.
Special: Dwarves can use Spring Attack in heavy armor.
Manyshot Attack [Fighter Bonus Feat]

Prerequisites: Dodge, Mobility, Shot on the Run
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one ranged attack at your full Base Attack Bonus against every opponent within 30 feet. This feat improves with your Base Attack Bonus. At +5 BAB, you can attack every opponent within 40 feet. At +10 BAB, you can make a Manyshot Attack as a standard action. At +15 BAB, you can attack every opponent within 50 feet. Finally, at +20 BAB, you can make a Manyshot Attack as a regular attack.

Endurance [Fighter Bonus Feat]

Prerequisites: None
Benefit: You gain a +4 bonus on the following checks and saves: swim checks made to resist non-lethal damage, constitution checks made to continue running, constitution checks made to avoid non-lethal damage from a forced march, constitution checks made to hold your breath, constitution checks made to avoid non-lethal damage from starvation or thirst, fortitude saves made to avoid non-lethal damage from hot or cold environments, fortitude saves made to resist damage from suffocation, fortitude saves made to resist death from massive damage, fortitude saves versus disease, and fortitude saves versus poison.

You may also sleep in armor without becoming fatigued. In addition, non-lethal damage heals at a rate of 2 per character level every hour.

Diehard [Fighter Bonus Feat]

Prerequisites: Endurance
Benefit: When you would be killed due to hit point damage, you may make a fortitude save against a DC equal to the amount of damage exceeding 0 hit points. For example, if you have 12 hit points remaining and an attack deals 37 damage, the save DC is 25. If you succeed on the save, you remain at 0 hit points, and the rest of the damage is ignored.

In addition, when reduced to 0 hit points or below, you may act as normal and suffer no penalty on your actions. When reduced to -1 hit points or below, you automatically become stable and do not continue bleeding.

Eschew Materials

Prerequisites: None
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. This feat improves with caster level. At CL 5, you can ignore material components costing 10 gp or less. At CL 10, you can ignore material components costing 25 gp or less. At CL 15, you can ignore material components costing 50 gp or less. Finally, at CL 20, you can ignore material components costing 100 gp or less.

Extra Turning

Prerequisites: Ability to turn or rebuke
Benefit: Each time you take this feat, you can use your ability to turn or rebuke four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature, each of your turning or rebuking abilities gains four additional daily uses.

Improved Counterspell

Prerequisites: Ability to counterspell
Benefit: When counterspelling, you may use a spell of the same school that is one or more levels higher than the target spell. This feat improves with caster level. At CL 5, you can use a spell of the same school that is the same level or higher. At CL 10, you can use any spell that is one level or higher. At CL 15, you can use a spell of the same school that is one level lower or higher. At CL 20, you can use any spell that is the same level or higher.

Quick Counterspelling:

Prerequisites: Improved Counterspell
Benefit: You can counterspell as an immediate action.

Improved Familiar

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level
Benefit: Unchanged (http://www.d20srd.org/srd/feats.htm#improvedFamiliar)

Improved Initiative [Fighter Bonus Feat]

Prerequisites: None
Benefit: You gain a +4 bonus on initiative checks.

Improved Turning

Prerequisites: Ability to turn or rebuke
Benefit: You turn or rebuke as if you were one level higher in the class that grants you the ability. This feat improves with level. At level 10, you turn or rebuke as if you were 2 levels higher, and at level 20, you turn or rebuke as if you were 3 levels higher.

Improved Unarmed Strike [Fighter Bonus Feat]

Prerequisites: None
Benefit: You are considered armed even when unarmed, that is, you do not provoke attacks of opportunity from attacking armed opponents. In addition, your unarmed strikes can deal lethal or non-lethal damage. Lastly, your unarmed strike damage die is increased by one step. Your unarmed strike increases by an additional die step every fifth level.

Deflect Arrows [Fighter Bonus Feat]

Prerequisites: Dex 13, Improved Unarmed Strike
Benefit: You must have at least one hand free to use this feat. When you would normally be hit with a ranged weapon, you may deflect it so that you take no damage. You must be aware of the attack and not flat-footed. You can use this feat once per round per point of dexterity bonus.

Deflecting a ranged attack doesn't count as an action. Massive ranged weapons and ranged attacks generated by spells can't be deflected.
Snatch Arrows [Fighter Bonus Feat]

Prerequisites: Dex 15, Improved Unarmed Strike, Deflect Arrows
Benefit: When you would deflect a ranged attack, you may, instead, catch the projectile. You may then attempt a reflex save versus a DC equal to the attack roll. If you succeed, you may immediately throw the weapon back to the opponent who attacked you as a free attack. You can throw missile weapon ammunition, but it counts as an improvised weapon. If your attack is successful, it deals the same amount of damage to the opponent that it would have done to you. This free attack counts as an attack of opportunity.
Improved Grapple [Fighter Bonus Feat]

Prerequisites: Dex 13 or BAB +3, Improved Unarmed Strike
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of who initiated the grapple.

If you successfully grapple an opponent in melee combat, you can immediately make a free melee attack against that opponent as if you hadn't used your attack for the grapple attempt.
Stunning Fist [Fighter Bonus Feat]

Prerequisites: Wis 13, Improved Unarmed Strike
Benefit: Unchanged (http://www.d20srd.org/srd/feats.htm#stunningFist)

Leadership

Prerequisites: Character level 10th
Benefit: Unchanged (http://www.d20srd.org/srd/feats.htm#leadership)

Mounted Combat [Fighter Bonus Feat]

Prerequisites: Ride 1 rank
Benefit: Once per round when your mount is hit in combat, you may attempt a ride check (as a reaction) to negate the hit. The hit is negated if your ride check result is greater than the opponent's attack roll. This feat can be used one additional time per round every for every 5 points of Base Attack Bonus you have.

Mounted Archery [Fighter Bonus Feat]

Prerequisites: Ride 3 ranks, Mounted Combat
Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 when your mount is taking a double move, and -4 when your mount is running. When your Base Attack Bonus reaches 10, you no longer suffer any penalties when using ranged weapons while mounted.
Ride-By-Attack [Fighter Bonus Feat]

Prerequisites: Ride 6 ranks, Mounted Combat
Benefit: When you are mounted and use the charge action, you may move and attack as 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.
Spirited Charge [Fighter Bonus Feat]

Prerequisites: Ride 9 ranks, Mounted Combat, Ride-By-Attack
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (and triple damage with a lance).
Trample [Fighter Bonus Feat]

Prerequisites: Ride 3 ranks, Mounted Combat
Benefit: When you attempt to overrun your opponent while mounted, your target cannot choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. This feat improves with higher ride ranks. At 7 ranks, your mount may make two hoof attacks. At 14 ranks, your mount may make three hoof attacks. Finally, at 21 ranks, your mount may make four hoof attacks.

Natural Spell

Prerequisites: Wis 13, wild shape ability
Benefit: Unchanged (http://www.d20srd.org/srd/feats.htm#naturalSpell)

Point Blank Shot [Fighter Bonus Feat]

Prerequisites: Dex 13 or BAB +1
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. This feat improves with your Base Attack Bonus. The attack bonus increases by +1 at every 5 points of BAB. The damage bonus increases by +1 at every 2 points of BAB. Finally, the range limit increases by 5 feet at every 4 points of BAB.

Far Shot [Fighter Bonus Feat]

Prerequisites: Point Blank Shot
Benefit: When you use a ranged weapon, its range increment increases by one half. This feat improves with your Base Attack Bonus. At +5 BAB, your range increment is doubled. At +10 BAB, your range increment is multiplied by two and a half. At +15 BAB, your range increment is tripled. Finally, at +20 BAB, your range increment is quadrupled.
Precise Shot [Fighter Bonus Feat]

Prerequisites: Point Blank Shot
Benefit: You can shoot into melee without taking the standard -4 penalty on your attack roll.
Improved Precise Shot [Fighter Bonus Feat]

Prerequisites: Dex 15 or BAB +5, Point Blank Shot, Precise Shot
Benefit: Your ranged attacks ignore the AC bonus granted by anything less than total cover and the miss chance granted by anything less than total concealment. Total cover and total concealment still provide their normal benefits. In addition, when you make a ranged attack against an opponent engaged in a grapple, you always hit your intended target.
Rapid Shot [Fighter Bonus Feat]

Prerequisites: Dex 13, Point Blank Shot
Benefit: You can make one extra ranged attack per round at your highest Base Attack Bonus. However, each attack you make that round take a -2 penalty. You must use the full attack action to use this feat. This feat improves with your Base Attack Bonus. At +5 BAB, the penalty drops to -1. At +10 BAB, you can use this feat as a standard action. At +15 BAB, you no longer take a penalty. Finally, at +20 BAB, you can make another extra attack.

Power Attack [Fighter Bonus Feat]

Prerequisites: Str 13 or BAB +1
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty on your attack rolls and add the same number as a bonus on your damage rolls. These changes can be any number up to your Base Attack Bonus and last until the start of your next turn.
Special: If you wield a two-handed weapon or a one-handed weapon in two hands, you, instead, add double the subtracted number to your damage rolls.

Cleave [Fighter Bonus Feat]

Prerequisites: Str 13, Power Attack
Benefit: If you deal a creature enough damage to make it drop, you get an immediate free attack against another creature within reach. This extra attack is made with the same weapon and the same attack bonus as the attack that dropped the previous creature. You cannot take a 5-foot step before making this extra attack. This feat can only be used once per round. This feat improves with your BAB. At +5 BAB, there is no limit to the number of times you can use this feat, and at +10 BAB, you gain a cumulative +2 attack bonus and +4 damage bonus on all consecutive extra attacks granted by this feat.
Improved Bull Rush [Fighter Bonus Feat]

Prerequisites: Power Attack
Benefit: When you perform a bull rush, you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed check you make to push back the defender.

If you successfully push an opponent in melee combat, you can immediately make a free melee attack against that opponent as if you hadn't used your attack for the bull rush attempt.
Improved Overrun [Fighter Bonus Feat]

Prerequisites: Power Attack
Benefit: When you attempt to overrun an opponent, the target cannot choose to avoid you. You also gain a +4 bonus on your check to knock down your opponent.

If you successfully knock down an opponent in melee combat, you can immediately make a free melee attack against that opponent as if you hadn't used your attack for the overrun attempt.
Improved Sunder [Fighter Bonus Feat]

Prerequisites: Power Attack
Benefit: When you attempt to sunder a held or carried object, you do not provoke an attack of opportunity. You also a +4 bonus on the attack roll made to sunder the object.

If you successfully sunder an object in melee combat, you can immediately make a free melee attack against the opponent that owned it as if you hadn't used your attack for the sunder attempt.

Quick Draw

Prerequisites: Dex 13 or BAB +1
Benefit: You can draw a weapon as a free action instead of a move action. You can draw a hidden weapon as a move action. This feat improves with your BAB. At +5 BAB, you can draw a hidden weapon as a free action, and at +10 BAB, if you draw a melee weapon within reach of an opponent, you can make a free extra attack against them at your full Base Attack Bonus with a +2 circumstance bonus on the attack roll.

A character who has selected this feat may throw weapons at the full normal rate of attacks.

Rapid Reload [Fighter Bonus Feat]

Prerequisites: None
Benefit: The time required to reload a crossbow is reduced to a free action (for hand and light crossbows) or a move action (for heavy crossbows). Reloading a crossbow still provokes an attack of opportunity. This feat improves with your Base Attack Bonus. At +5 BAB, reloading a crossbow no longer provokes attacks of opportunity, and at +10 BAB, a heavy crossbow can be reloaded as a free action.

A character who has selected this feat may fire a hand or light crossbow (or heavy crossbow at 10 BAB) at the full normal rate of attacks.

Run

Prerequisites: None
Benefit: When running, you can move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start, you gain a +4 bonus on your jump check. While running, you retain your dexterity bonus to Armor Class. You also gain a +1 dodge bonus to AC while running. This feat improves with your level. At level 5, the dodge bonus increases to +2. At level 10, the jump bonus increases to +8. At level 15, the dodge bonus increases to +3. Finally, at level 20, the dodge bonus increases to +4.

Spell Mastery

Prerequisites: Wizard level 1
Benefit: Each time you take this feat, choose a number of spells equal to your intelligence modifier from your spellbook that you already know. From that point on, you can prepare those spells without referring to the spellbook. If your intelligence modifier increases after taking this feat, you can pick additional spells to match your new modifier.

Spell Penetration

Prerequisites: None
Benefit: You gain a +2 bonus on caster level checks to overcome a creature's spell resistance. This feat improves with your caster level. At CL 10, the bonus increases to +6, and at CL 20, it increases to +8.

Toughness [Fighter Bonus Feat]

Prerequisites: None
Benefit: Double the number of hit points you gain from your first HD (not counting your constitution modifier). In addition, you gain one extra hit point for each HD after the first.

Track

Prerequisites: None
Benefit: Unchanged (http://www.d20srd.org/srd/feats.htm#track)

Weapon Finesse [Fighter Bonus Feat]

Prerequisites: Dex 13 or BAB +1
Benefit: When using a light weapon, rapier, whip, or spiked chain made for a creature of your size, you may use your dexterity modifier instead of your strength modifier on attack rolls. If you carry a shield, its Armor Check Penalty applies to your attack rolls. This feat improves with your Base Attack Bonus. At +5 BAB, shields no longer add their ACP to your attack rolls, and at +10 BAB, you may use your dexterity modifier instead of your strength modifier on damage rolls with finesse weapons.

Item Creation Feats

Unchanged (http://www.d20srd.org/indexes/feats.htm)

Metamagic Feats

Unchanged (http://www.d20srd.org/indexes/feats.htm)

Morphic tide
2019-08-09, 02:28 PM
A general alteration I'd make is standardizing the templating of scaling bonuses, as some are +x, +y at level n..., as you did with Weapon Focus, while others, like Skill Focus, are +x, increased by y per n levels.

I'd go with the latter, which would make Weapon Focus "You gain +1 to Attack rolls with the selected weapon. This improves by 1 per 5 BAB."

Could also make most of these bonuses typed as Competence, so that there's some constraint on stacking them, most relevantly preventing the stacking of Skill Focus and Skill Aptitude with the typical skill items. And each other.

I'd also invert the BAB +10 bonus on Cleave to a degrading bonus, or split it into a Vital Strike styled feat (named Great Cleave, obviously) that lets you make one large hit with bonuses that degrade with each time you cleave to another target.

As is, it's the Bag of Rats problem, where you can get large benefits from slaughtering trivial, easily-carried creatures to then take out a much bigger creature far more easily than you should, and in natural gameplay can generate such a problem when "chaff" enemies are present. If the BAB +5 upside were restricted to your iteratives, potentially doubling total attacks as the TWF chain (which you seem not to have covered) does, this also wouldn't be much of an issue.

Note about your Diehard addition: It doesn't trigger when you're being put into the negatives non-lethally, which means it needs some explanation about what happens when you take lethal damage while already under 0 HP.

Also, it causes problems with sufficiently inflated Fortitude saves, as you become immune to death from HP damage under 1+Fort bonus and it's easy enough to get a bonus that will make you nearly immune to death by a number of level-appropriate attacks.

A 2nd-level Paladin with 16 in Con and Cha has +9 on Fortitude saves, necessitating they take 10 damage for any chance at dying, which a number of CR 2 and 3 creatures need to have above-average rolls to get through and some literally can't get through. And there's still the d20, which makes it require a 20 damage hit for a 50/50 chance to kill and is about as much damage as they'll have maximum HP (21.5, on average).

Basically, that function's way too good for how early you get it, and demands "bursty" enemies because the trickle-damage of Natural Attacks and weapons can't get through even low-intensity Fortitude-pumping at a number of levels. Makes Paladins stupidly hard to kill.

Celestia
2019-08-09, 03:39 PM
A general alteration I'd make is standardizing the templating of scaling bonuses, as some are +x, +y at level n..., as you did with Weapon Focus, while others, like Skill Focus, are +x, increased by y per n levels.

I'd go with the latter, which would make Weapon Focus "You gain +1 to Attack rolls with the selected weapon. This improves by 1 per 5 BAB."
It could probably use an edit for more consistent wording, but I don't consider that a big deal. It already took me most of a day to write.


Could also make most of these bonuses typed as Competence, so that there's some constraint on stacking them, most relevantly preventing the stacking of Skill Focus and Skill Aptitude with the typical skill items. And each other.
Is it really that big of a deal, though? Even if you take both feats, that's a total bonus of +15 by level 20. That's not insignificant, but by level 20, there are plenty of other ways to get even higher bonuses for cheaper. Traditionally, a character only gets 7 feats, so if they want to spend 29% of them on skill bonuses, they should actually get something worthwhile, don't you think?


I'd also invert the BAB +10 bonus on Cleave to a degrading bonus, or split it into a Vital Strike styled feat (named Great Cleave, obviously) that lets you make one large hit with bonuses that degrade with each time you cleave to another target.

As is, it's the Bag of Rats problem, where you can get large benefits from slaughtering trivial, easily-carried creatures to then take out a much bigger creature far more easily than you should, and in natural gameplay can generate such a problem when "chaff" enemies are present. If the BAB +5 upside were restricted to your iteratives, potentially doubling total attacks as the TWF chain (which you seem not to have covered) does, this also wouldn't be much of an issue.
Well, when I wrote the feat, I was thinking about it more in terms of "regular" gameplay where chained cleaves aren't that common unless the DM is piling on cannon fodder enemies, so I was just trying to give it a decent bonus that would reward getting those rare chains. I hadn't actually considered the bag of rats issue, and while I think that's blatant cheese that most reasonable DMs would simply ban, maybe I should get rid of that, anyways. I don''t know what else to give it, though. I don't like the idea of an immediate bonus that degrades because that seems like it would be too mechanically similar to weapon focus/specialization.


the TWF chain (which you seem not to have covered)
Crap. I knew I forgot something.


Note about your Diehard addition: It doesn't trigger when you're being put into the negatives non-lethally, which means it needs some explanation about what happens when you take lethal damage while already under 0 HP.

Also, it causes problems with sufficiently inflated Fortitude saves, as you become immune to death from HP damage under 1+Fort bonus and it's easy enough to get a bonus that will make you nearly immune to death by a number of level-appropriate attacks.

A 2nd-level Paladin with 16 in Con and Cha has +9 on Fortitude saves, necessitating they take 10 damage for any chance at dying, which a number of CR 2 and 3 creatures need to have above-average rolls to get through and some literally can't get through. And there's still the d20, which makes it require a 20 damage hit for a 50/50 chance to kill and is about as much damage as they'll have maximum HP (21.5, on average).

Basically, that function's way too good for how early you get it, and demands "bursty" enemies because the trickle-damage of Natural Attacks and weapons can't get through even low-intensity Fortitude-pumping at a number of levels. Makes Paladins stupidly hard to kill.
I don't see the confusion. It triggers whenever you'd be killed by HP damage, regardless of what your current HP is. If you're at -1 HP and take 12 damage, you roll a save against a DC of 13. (Although, I now realize that the wording of this feat makes it fall into the dysfunctional drown healing problem of setting you to 0 even if you're under 0. That needs to be fixed.)

As for being too powerful, well the entire point was to make it hard to die, but your numbers are convincing. I may have swung too far on this one, and it could use a bit of a nerf.

Morphic tide
2019-08-09, 11:55 PM
Is it really that big of a deal, though? Even if you take both feats, that's a total bonus of +15 by level 20. That's not insignificant, but by level 20, there are plenty of other ways to get even higher bonuses for cheaper. Traditionally, a character only gets 7 feats, so if they want to spend 29% of them on skill bonuses, they should actually get something worthwhile, don't you think?
The thing with the stacking is that it allows for much higher extremes with the Perform-based DCs on the Bard's Fascinate, neutralizing multiple enemies so long as they a and Countersong, as an example. Feign is also based on the Bluff skill, similarly trivializing the infliction of Flatfooted and thus the removal of a considerable amount of enemy durability.


Well, when I wrote the feat, I was thinking about it more in terms of "regular" gameplay where chained cleaves aren't that common unless the DM is piling on cannon fodder enemies, so I was just trying to give it a decent bonus that would reward getting those rare chains. I hadn't actually considered the bag of rats issue, and while I think that's blatant cheese that most reasonable DMs would simply ban, maybe I should get rid of that, anyways. I don''t know what else to give it, though. I don't like the idea of an immediate bonus that degrades because that seems like it would be too mechanically similar to weapon focus/specialization.
I did mention Vital Strike as something to look at, where you make one attack with similar damage to the base damage of all your iteratives, then be degrading from this with each cleave. Makes it so that getting any cleave in the first place is more frequent, and chaff is very likely to receive a double-cleave right off the bat.


I don't see the confusion. It triggers whenever you'd be killed by HP damage, regardless of what your current HP is. If you're at -1 HP and take 12 damage, you roll a save against a DC of 13. (Although, I now realize that the wording of this feat makes it fall into the dysfunctional drown healing problem of setting you to 0 even if you're under 0. That needs to be fixed.)
The confusion with your added Diehard functionality is that the DC is how much the damage would drop you below 0 HP, but you can be down to -9 HP without dying. The calculation is, ultimately, DC=damage-HP, but the phrasing introduces confusion because it uses a really roundabout way of saying that, because it's setting the number based on a value above the actual cutoff. Unfortunately, it's rather counterintuitive to expect people to assume a variable will come to be negative.


As for being too powerful, well the entire point was to make it hard to die, but your numbers are convincing. I may have swung too far on this one, and it could use a bit of a nerf.
Mostly, it's how early it comes along to do this and how many factors to boost Fortitude saves there, even right from the start, but these are "chunky" increases leaving some gaps, and spells... Pretty much ignore it by tending to be 3.5 damage per caster level. A Solar, CR 23, is swinging for 32 maximum damage a Longsword hit, and there's only so many Cleric buffs that stack. A level 20 Paladin has +12 base Fort save, gets +8 if they grab your altered Great Fortitude, can have +6 from Con and Cha items, can have +8 from their pre-item Con and Cha, then can have a +5 Cloak of Resistance, for a very straightforward +39 Fortitude save, meaning that a Solar has to crit to kill them unless they're burning buff spells to have a tiny chance. It's basically Immunity To Weapons, Period in a lot of cases, simply because weapons are based on multi-hitting and spells are based on being a handful an encounter.

Also, you accidentally offset Point Blank Shot as if it had Natural Spell as a prerequisite and didn't upsize its name like everything else.