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  1. - Top - End - #1
    Pixie in the Playground
     
    ClericGuy

    Join Date
    Oct 2011

    Default [3.5] Power Up Feats by Level (PEACH)

    I’m working on a system for having feats scale with level. This is part of a larger homebrew project which is a bit amorphous but may end up as a classless variant of d20. This work is very much in progress although I’m hoping to use it in a game this spring.

    My current thought – inspired in particular by Fax’s d20r and this thread by Quellian-dyrae is based on the idea of a set number of upgrades for each feat. Upgrades would be acquired in one of two ways:
    1. A trigger – typically a level, BAB, or number of ranks in a skill. Any character that reaches the trigger and has the feat, or buys the feat after reaching the trigger, gains the upgrade for free.
    2. Buying a feat upgrade. This would be in the form of a +N. For example, a character might buy Blind Fight +1, which would mean that if they would get one upgrade above the one they currently triggered to (or the 1st upgrade, if they had not triggered to any upgrade yet).


    I would expect most feats to have either 3 upgrades (with the 1st one having a trigger) or 4 upgrades (with the first two having a trigger). This would mean that generally any feat would at most be bought to +2. Some more powerful feats would potentially have no triggerable upgrades.

    I’m still brainstorming how to cost feat upgrades, but right now I'm thinking a mechanism where at every 3rd level starting and 2nd level you gain a feat upgrade for free, or a regular feat can be exchanged for 2 feat upgrades.

    I'm looking in particular for ideas on refining the basic concept, although criticisms/opinions/improvements to these three sample feats are also welcome. Once I have the concept a bit more refined, I'll clean up the mess of ideas I have on the rest of the feats.

    One minor flaw I see with the current system is that it tends to concentrate additional abilities on a few trigger levels (typically 5/10 or 6/12).

    Here are three example feats that hopefully outline the idea.

    Blind-Fight
    Spoiler
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    Blind-Fight
    Prerequisites: None
    Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time 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. The invisible attacker's bonuses do still apply for ranged attacks, however.

    You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

    {table=head]Upgrade| Trigger | Prerequisite|Benefit
    1st | 6th Level |
    --
    | You take no penalties to movement for darkness or poor visibility. Additionally, choose one:
    1. Ignore miss chance of 20% or less from concealment
    2. Re-roll miss chances from any source


    2nd |12th Level|6th Level|Blindsense 40’
    3rd |
    --
    |12th Level|Blindsight 40’, Blindsense 60’
    4th |
    --
    |17th level|Blindsight 60’, Blindsense 100’ – no line of effect needed for either
    [/table]


    Weapon Finesse
    Spoiler
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    Weapon Finesse
    Prerequisites: None
    Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, 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.

    {table=head]Upgrade| Trigger | Prerequisite|Benefit
    1st|Dex Mod +4|BAB +3|You may use Dexterity instead of Strength for your attack bonus on all to-hit rolls. If you carry a buckler, its armor check penalty does not apply to your attack rolls.

    2nd|
    --
    |BAB +6|Choose one: For a light weapon, rapier, whip, or spiked chain.
    1. Apply your Dex bonus to damage rolls.
    2. Apply your Int bonus to damage rolls.


    3rd |
    --
    |BAB +10| For all weapons, apply the stat you selected for upgrade 2. You may carry any shield (except a tower shield) with no penalty[/table]


    Whirlwind Attack
    Spoiler
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    Whirlwind Attack
    Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4
    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 each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

    {table=head]Upgrade| Trigger | Prerequisite|Benefit
    1st |BAB +10 |BAB +5 |You may take a 5’ step during your Whirlwind attack
    2nd |BAB +15 |BAB +10 |Choose one:
    1. If you drop a foe during a Whirlwind attack you may add +2 to your attack rolls for the rest of your attack. This stacks with itself, so if you drop two foes your attack on the third foe gains a +4
    2. If you drop a foe during a Whirlwind attack you may roll your weapon damage twice on the remainder of your attacks. Do not apply any bonuses to the second damage roll. This stacks with itself, using the normal multiplication rules. For example, if you normally wield a greatsword doing 1d12+5 damage, and you drop a foe, all your remainining attacks do 2d12+5 damage. If you drop another foe, all your remaining attacks do 3d12+5 damage.


    3rd |
    --
    | BAB +15| You may make a Whirlwind attack as part of a charge.
    4th|
    --
    |BAB +20 |When you complete your whirlwind attack, you may choose to end up in any square that threatens any of the targets of your attack. This is an extraordinary teleportation ability.[/table]


    Oh, by the way, hi. I’m new here although I’ve been lurking for a few months. Oh, and one question... What does PEACH mean?
    Last edited by deciusmus; 2011-10-11 at 10:19 PM. Reason: Added notes on flaws.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Daemon

    Join Date
    Dec 2010

    Default Re: [3.5] Power Up Feats by Level

    PEACH - Please Evaluate And Critique Honestly.

    Looks good, although the trigger/prerequisite table looks a little awkward to me.
    Prestige Bard, updated for Pathfinder.

    Revamped Spell Resistance system, for use with Spell Points/Psionics.

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Sep 2009

    Default Re: [3.5] Power Up Feats by Level (PEACH)

    The basic thing about having feats scale with level is that then feat-based classes become quadratic rather than linear (or cubic rather than quadratic). This can be useful (e.g. make only bonus fighter feats scale with level, to make warrior-types be quadratic just like casters are), but can also be dangerous (if the monsters don't also scale quadratically, the game becomes either too hard at early levels or too easy at late levels). So make sure you know what you're getting into.

  4. - Top - End - #4
    Ettin in the Playground
     
    Eldest's Avatar

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    Default Re: [3.5] Power Up Feats by Level (PEACH)

    If you carry a buckler, its armor check penalty does not apply to your attack rolls.
    I don't think that the armor check penalty affects your attack rolls. Ever.
    Could be wrong, though, I can't check the SRD right now.
    LGBTA+itP

  5. - Top - End - #5
    Pixie in the Playground
     
    ClericGuy

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    Oct 2011

    Default Re: [3.5] Power Up Feats by Level (PEACH)

    Quote Originally Posted by Eldest View Post
    I don't think that the armor check penalty affects your attack rolls. Ever.
    The SRD's description of Weapon Finesse is:
    With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, 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.
    (from http://www.d20srd.org/srd/feats.htm#weaponFinesse)

    I've never played this way, but I was basing this homebrew on SRD.

    Quote Originally Posted by Curious View Post
    Looks good, although the trigger/prerequisite table looks a little awkward to me.
    Can you elaborate?
    Last edited by deciusmus; 2011-10-12 at 04:42 PM.

  6. - Top - End - #6
    Bugbear in the Playground
     
    Dr.Orpheus's Avatar

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    Default Re: [3.5] Power Up Feats by Level (PEACH)

    That is very cool i have been working on somthing quite close to that for about a month. the only difference is that you take a feat only once and then it will increase on its own unless you retrain for another feat witch can only be done on a level witch the bonus from the feat increases. i have left a small list of feats from my curently 60 page book of leveling feats. it is still a work in progress and i have not punctuated it very well but what can i say i am just a lazy writer. feel free to use any of my feats
    Spoiler
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    General feats Anybody can take a general feat as long as they meet the prerequisites

    Great fortitude
    You have better fortitude than most
    Benefits
    You gain a +1 bonus to fortitude and this bonus increases by 1 every 7 levels

    Lightning reflexes
    You have better reflexes than most
    Benefits
    You gain a +1 bonus to reflexes and this bonus increases by 1 every 7 levels

    Iron will
    You have better will than most
    Benefits
    You gain a +1 bonus to will and this bonus increases by 1 every 7 levels

    Leadership
    You are a natural leader
    Prerequisites
    12 cha, must have done something to earn popularity among a group of people or 5 ranks in bluff
    Benefits
    You gain a +1 bonus on cha checks to attract followers this bonus increases by 1 every 6 levels unlike before there is no limit to the number or level of followers but you must convince each one to come with you for a commoner this is a cha check is DC 21 and is 3 higher for each additional level the NPC has and 4 higher if the NPC is asked to fight or perform dangerous tasks but the DC is reduced by 2 if you buy them food and lodging 1 more if you pay them or 2 if there pay is appropriate for there level and 3 if it is higher then appropriate fore there level

    Cross culture
    You grew up in a setting filled with another type of race
    Prerequisites
    1st level, human
    Benefits
    You may take racial feats as if you were another race after you may not retrain this feat

    Huge stride
    You’re lanky like the slenderman
    Prerequisites
    12 run, fleat of foot
    Benefits
    You may make a 10ft step as a 5ft if you have not yet moved and will not move later in your turn after 6 levels you may take a 10 ft step any time you could take a

    Fleet of foot
    You are a fast mother ****er
    Prerequisites
    Run
    Benefits
    Your movement increases by 5ft and will increase 5 more ft after 8 levels and if you are wearing medium, light or no armor and carrying a medium or lighter load you gain 5 more ft after 11 levels and if you are wearing light or no armor and carrying a light load you gain 5 more ft after 14 levels and if you carry nothing you gain 5 more ft after 17 levels and then 5 more ft after 19 levels

    Run
    You can sprint like a mother ****er
    Prerequisites
    Not a dwarf, 10 dex
    Benefits
    You can run at 5 X your movement speed 2 levels later doing so provides a +2 on jump checks

    Endurance
    You can sprint like a mother ****er
    Prerequisites
    Dwarf or 10 con
    Benefits
    You can make con checks to continue tiresome activity with a +1 bonus this bonus increases by 1 every 3 levels

    Chatty bugger
    You just never stop talking
    Prerequisites
    7 ranks in languistics
    Benefit
    You gain the ability to acquire a new language after only a few days of exposure after 4 levels you may converse freely with any animals, humanoids, and most magical creatures this does not extend to constructs, oozes, and similarly mindless or deeply alien creatures

    Exit stage Left
    A swift flanking maneuver or escape is a powerful asset in combat
    Prerequisites
    Fleet of foot, 1 rank in perform
    Benefit
    Once per day you may trade a swift action for a move action every 9 levels you may use this one additional time per day

    Feign Death
    You learn to “play dead” but with such precision and skill that you can fool even the keenest eye
    Prerequisites
    6 ranks in perform, 12 con
    Benefit
    As an immediate action you may attempt to feint instead of simply denying a target their Dex Bonus on your next attack you fall prone and attempt to convince all observers that you are dead you enter a state where it is very difficult to establish your life-signs a heal check vs. your perform check can beet it after 6 levels you remain conscious using this ability this effect has a duration of 1 minute per character level and after 12 levels you also fool divination effects of 4th level or lower when this state is ended you cannot attempt it again for 5 minutes

    Slow and Steady
    Walk slower don’t trip its that simple
    Prerequisites
    Endurance, 2 ranks in acrobatics
    Benefit
    If you would suffer being tripped you instead halve your move speed for 2 rounds after 1 level it is just 1 round

    Raging justice
    You rage for what’s right
    Prerequisites
    Lawful alignment
    Benefits
    You may take rage feats every 2 levels you get a adrenalin point

    Intense training
    You have learned to compensate for a lack a talent with harsh training
    Prerequisites
    Endurance
    Benefits
    Pick an ability score you may qualify for a feat as if that ability score was 2 higher

    Poison immunity
    You have developed a massive tolerance
    Prerequisites
    Must have a lethal dosage of a poison and use it up in taking this feat
    Benefit
    When taking this feat you become sickened for 1d2 days after witch you become immune to the chosen poison every 3 levels you may become sickened again and become immune to another poison

    Ferocity
    You can keep going when near death
    Prerequisites
    Endurance, 12 con
    Benefit
    When at negative Hp you may take a partial action each round for one round each per level you possess

    Troubleshooter
    You find trouble and shoot it
    Prerequisites
    1 rank in intimidate, some guild affiliation, proficient with a gun or crossbow
    Benefit
    When holding a gun or crossbow you gain a +1 bonus on intimidate checks and the DC of bluff, diplomacy, and intimidate checks made against you increases by 1 all of this increases by 1 every 7 levels

    Race feats These feats all involve a particular race and are thus very restricted but have easy to meet prerequisites

    Arcane gift
    You were born with great magic potential
    Prerequisites
    Elf
    Benefits
    You learn a 1st level spell as a spell like ability every 9 levels you gain a 2nd level spell

    Animal bond
    You do weird things to your pets
    Prerequisites
    Elf
    Benefits
    You can spend 200 Gp to create an empathic link with an animal once per day you may make a DC 20 sense motive check to determine exactly what this animal is thinking this does not work on animals with intelligence scores of 3 or more you may have a number of links equal to your level

    Joy of life
    You have a life use it well
    Prerequisites
    Elf
    Benefits
    You don’t die until at -1.5 X your con score this decreases to -2 X your con score after 4 levels

    Fey heritage
    You have a history connected to nature
    Prerequisites
    Elf, level 1
    Benefits
    You may gain a +3 bonus to cha checks once per day and once more per day every 5 levels this does not effect other elves

    Crouched combat
    You are a knee chopping beast
    Prerequisites
    Dwarf
    Benefits
    Foes who attack you while you’re kneeling gain no benefit 4 levels later you gain a +1 bonus to CMB for tripping when in this position

    Magical null
    You are a magic resistant beast
    Prerequisites
    Dwarf, level 1
    Benefits
    Saves vs. spells are made with a +1 bonus this increases by 1 every 4 levels but all beneficial spells have a 10% chance of failing

    Stone bones
    You are built more like a rock then most people said to be built like rocks
    Prerequisites
    Dwarf, level 1
    Benefits
    You gain 1 bludgeoning resistance this is increased by 1 every 4 levels

    Armored mage
    You got that affinity metal
    Prerequisites
    Dwarf
    Benefits
    You always have a arcane spell failure of 5% even if you don’t have armor but all heavy armors arcane spell failure is reduced by 5% and 10% after 8 levels

    Goblin slayer
    You short but use your weight to fight smaller opponents
    Prerequisites
    Dwarf
    Benefits
    Small sized creatures lose there bonus to AC against you after 4 level small creatures lose there bonus to attack as well after 8 levels any creature smaller than you loses there bonuses to AC and attack against you after 12 levels you deal 1 point of extra damage on melee attacks against creatures smaller then you for each size category smaller they are

    Ancestral enemy
    You are a orc chopping beast
    Prerequisites
    Dwarf
    Benefits
    You gain a + 1 bonus to attack rolls made on orcs or goblins this bonus increases by 1 every 8 levels

    Contact shot
    You are great at using crossbows in melee
    Prerequisites
    Dwarf
    Benefits
    Firing a crossbow does not provoke an AoO and every 5 levels you gain a +1 bonus to attacks made on adjacent foes with a crossbow

    Deepblood
    You have good darkvision
    Prerequisites
    Dwarf, level 1
    Benefits
    You get a + 1 to perception to see things with your darkvision this increases by 1 every 4 levels

    Deepsight
    You have reaching darkvision
    Prerequisites
    Dwarf, deepblood
    Benefits
    The range of your darkvision increases by 10 ft every 3 levels

    Giant wrangler
    The bigger they are the harder they fall
    Prerequisites
    Dwarf
    Benefits
    You gain a +1 dodge bonus vs. opponents larger than you per size category of difference this bonus increases by 1 every 4 levels

    Professional dwarf
    You are good at everything a dwarf is good at
    Prerequisites
    Dwarf
    Benefits
    You gain a +1 bonus to mining and any crafting involving metal this bonus increases by 1 every 9 levels

    Adroitly agile
    You have a knack for nimbleness
    Prerequisites
    Halfling
    Benefits
    You may take 20 on a reflex save once per day and take 1d6 subdual damage after and 1 more time per day after 7 levels

    Chef extraordinaire
    You have a knack for cooking
    Prerequisites
    Halfling
    Benefits
    You may use any thing edible to make a nutritious meal after 2 levels your cooking provides a +2 synergy bonus to heal checks

    Jaded tastes
    You have meals more fearsome then orcs
    Prerequisites
    Halfling
    Benefits
    You gain a +1 bonus vs. fear every 6 levels after you gain a +1 bonus vs. ingested poisons

    From fear to flight
    You can run from the cops, orcs, giants ect.
    Prerequisites
    Halfling
    Benefits
    Any fear effect that prohibits movement such as cowering lets you move as normal after 4 levels any fear effect that demands movement such as panicked allows you to run at your movement X5 or X6 if you have the run feat

    Natural thief
    You have a knack for taking things
    Prerequisites
    Halfling
    Benefits
    You may take 20 on a slight of hand check once per day and take to steal somthing damage after and 1 more time per day after 7 levels

    Perfidious storytelling
    You have a knack for stories
    Prerequisites
    Halfling
    Benefits
    After telling a story taking at least 5 min you give a listener a +1 synergy bonus to a skill check related to the story this bonus increases by 1 every 5 levels

    Uncommon sense
    Your mama didn’t raise no fools
    Prerequisites
    Halfling
    Benefits
    You may add your wis mod instead of another ability score mod on any roll once per day and 1 more time per day after 7 levels

    Burrowmastery
    Digy digy hole
    Prerequisites
    Gnome
    Benefits
    You gain a burrow speed of 5ft this can only be done when equipped with a pick and may be used in any substance softer than average rock this speed becomes 10ft after level 6

    Earthen kinship
    You have a bond with moles
    Prerequisites
    Gnome
    Benefits
    You gain the ability to speak with burrowing animals after 3 levels you may talk to any land animal

    Houndblooded
    You have a good nose
    Prerequisites
    Gnome
    Benefits
    You gain a +1 on perception checks involving sent this bonus increases by 1 every 4 levels

    Innovator
    You are the tech guy
    Prerequisites
    Gnome
    Benefits
    Gain a +1 to knowledge checks this bonus increases by 1 every 7 levels

    Jewelhart gnome
    You’re going to be rich
    Prerequisites
    Gnome
    Benefits
    You gain a +2 bonus to craft when gem cutting after 9 levels the time involved is halved after 18 levels the product sells for 1.5 X more

    Olfactory alchemy
    I would not drink that if I were you
    Prerequisites
    Gnome, houndblooded
    Benefits
    You gain the ability to determine the effects of a potion by smell the price of this potion must be less then your level + ranks in perception the result is determined in one minute

    Scrutinizing
    You use logic to see trough illusions
    Prerequisites
    Gnome
    Benefits
    By taking a 5 penalty you may add your int mod to a will save to see trough an illusion the penalty deceases by 1 every level until it reaches a minimum of 1

    Elven hatred
    You hate elves it’s only natural
    Prerequisites
    Orc
    Benefits
    You gain a +1 on attacks made on elves after 4 levels you gain +1 damage on elves

    Grotesque
    Even you human parent was ugly
    Prerequisites
    Orc
    Benefits
    You have a -2 penalty to cha and apply your cha mod to intimidate as a positive number after 5 levels foes affected by intimidate are shaken after 10 levels foes affected by intimidate are cowering

    Almost tall enough to ride
    You are almost as tall enough to use giant weapons
    Prerequisites
    20 str, Orc or half giant
    Benefits
    You may wield weapons as if you were a size larger but you must were a shoulder, elbow, and back brace to avoid brakeage of your joints the price of such items are very little but you or the person putting the brace on you must have 1 rank in heal and it takes 1 minute to complete if the brace in not worn you only apply half your str mod to attack and damage

    Combat feats These feats relate mostly to combat but are available to anyone who meets the prerequisites

    Dodge
    You missed me
    Prerequisites
    12 dex
    Benefit
    You gain a +1 dodge bonus to AC or reflex saves from a single attack a round this bonus applies to an additional attack every 9 levels the dodge bonus will increase by 1 every 10 levels

    Mobility
    You can run circles around most foes
    Prerequisites
    14 dex, dodge
    Benefits
    You gain a +1 dodge bonus to AC when receiving attacks of opportunity this dodge bonus will increase by 1 every 4 levels

    Pointblank shot
    There right in front of you how can you not hit them
    Prerequisites
    Base attack bonus of 1
    Benefits
    You gain a +1 precision bonus to hit when making ranged attacks this bonus will increase by 1 every 4 levels and only applies within the first range increment

    Far shot
    There no longer right in front of you can still hit them
    Prerequisites
    Point blank shot, 2 ranks in perception
    Benefits
    Your range increment increases by 10ft when making ranged attacks this bonus will increase by 10ft every 4 levels

    Rapid shot
    Machine gun bow
    Prerequisites
    Point blank shot
    Benefits
    You gain a extra attack at your full base attack bonus and all attacks suffer a -2 penalty every 9 levels you gain another attack and the penalty to attack doubles

    Improved unarmed strike
    You can punch a tree in to nice neat cubes
    Prerequisites
    10 wis, 10 str, proficiency with fists
    Benefits
    Your fists deal lethal damage

    Improved critical
    Decapitation is the only word in your dictionary
    Prerequisites
    Base attack bonus of 7, weapon focus
    Benefits
    You add 1 to the treat range of all attacks with weapons that you have weapon focus with the threat range increases by 1 more after 11 levels this bonus does stack but not with any magic bonus

    Expert chicken
    People are afraid of when you are afraid
    Prerequisites
    12 dex, small size
    Benefits
    When shaken the penalty you receive to your reflex save is instead a +1 bonus after 1 level when frightened you may choose to fight defensively instead of flee after 2 levels when panicked your movement increases by 10 ft and you do not drop what your holding after 3 levels when cowering you may fight defensively with an extra +2 cover bonus to AC after 4 levels you may voluntarily enter (but not exit) any state of fear when fighting an opponent of equal or greater CR to your level without assistance

    Fencing stance
    You do just fine without your left arm
    Prerequisites
    Base attack bonus of 1, accurate attack
    Benefits
    When you have a free hand you may tuck it behind your back giving you a +1 cover bonus to AC this bonus increases by 1 every 9 levels

    Elusive offence
    You got technique to back you up in close range combat against a stronger foe
    Prerequisites
    Base attack bonus of 1, 12 dex, 14 str
    Benefits
    You may add your dex to CMB checks instead of str after 5 levels you add str and dex

    Weapon master
    Axe or sword what’s the difference
    Prerequisites
    Weapon focus, weapon specialization, improved critical
    Benefits
    All feats that increase your skill with a weapon also apply the same benefits to another weapon every 3 levels

    Back to the wall
    Due to your fear of death you bring death to all you fear
    Prerequisites
    Endurance or human
    Benefits
    You gain a +1 dodge bonus to AC when at less then half your total Hp 2 levels later you gain a +1 bonus to attacks and 3 levels later you gain a +1 bonus on spell checks

    Absorb blast
    You defend others from fireballs
    Prerequisites
    14 dex, Bodyguard
    Benefits
    You can take half the damage an adjacent ally would take from an area effects once a round and once more a level

    Accurate attack
    You are a dex fighter with a two handed weapon
    Prerequisites
    12 dex, base attack bonus of 5
    Benefits
    You may use your dex mod instead of str mod to attack rolls with a single melee attack each round you can make one more such attack each round every 3 levels

    All-out attack
    Your either all in or you fold
    Prerequisites
    12 str
    Benefits
    You may choose to gain a +1 to attack and-4 dodge penalty the attack bonus will increase by 1 every 5 levels

    Dual wield
    You got 2 at once
    Prerequisites
    16 dex
    Benefits
    You may use two weapons reducing there penalties by 1 and 1 more for every 2 levels to a minimum of 0

    Armor focus
    You defend yourself best in your favored armor
    Prerequisites
    12 dex
    Benefits
    Your max dex in your chosen armor this increases by 1 after 7 levels you gain 1 a +1 armor bonus

    Armor penetration
    Your strikes pierce deep
    Prerequisites
    12 str
    Benefits
    Your strikes deal 1 point of extra damage if you strike someone with an armor bonus or natural armor bonus if the creature is made of metal this bonus increases by one every 7 levels you get a +1 bonus to hit such creatures

    Favored enemy
    You hate them more than is necessary
    Prerequisites
    Blood oath, base attack bonus of 1
    Benefits
    The bonus you get from blood oath is applied to a race of creatures instead of a single one after 12 levels it is applied to a creature type

    Armor vigilance
    You suit up quick
    Prerequisites
    14 dex
    Benefits
    The time it takes you to don armor is 75% of the normal time after 6 levels it takes 50% the normal time

    Pommel pummeling
    You can use a big weapon in close quarters
    Prerequisites
    Weapon specialization
    Benefits
    Now you may use the chosen weapon while grappling or being swallowed after 3 levels you get a +1 to CMD in a grapple

    Grab twist and pull
    You add more diversity to your fighting style
    Prerequisites
    Accurate attack, weapon focus
    Benefits
    Your weapon of choice now counts as a trip or disarm weapon after 6 levels it counts as both

    Combo
    You may gain bonus on attacks for succeeding other attacks
    Prerequisites
    Base attack bonus of 6, attack focus
    Benefits
    You may make a signal attack that can not be benefiting from attack focus and half the number you exceed there AC by is added to your next attack roll if the attack is made on the same target this ability can be used a number of rounds in a row equal to 1 +1 per 4 levels

    C-C-C-Combo breaker
    If they keep spamming the same move over and over you will learn to avoid it
    Prerequisites
    Base attack bonus of 6, dodge
    Benefits
    For every time an opponent successfully hits you in a row you get a +1 AC after witch this bonus leaves but this bonus can not grow higher than 1 +1 per 3 levels

    Armor specialization
    You can maneuver well in your armor
    Prerequisites
    Armor focus
    Benefits
    Now and every 6 levels after your armor check penalty decreases by 1 in your chosen armor

    Swirling charge
    You can maneuver at high speeds
    Prerequisites
    Improved bull rush, 12 dex
    Benefits
    Now you can turn up to 5 degrees in a charge every 2 levels it increases by 5 degrees

    Improved bull rush
    You can push them back to the wall
    Prerequisites
    14 str, base attack bonus of 1
    Benefits
    You ignore the first AoO made against you during a bull rush and every 9 levels after you get a +1 bonus to CMB made to perform a bull rush

    Improved trip
    You can grab there legs and be off sooner then a thief would with there gold
    Prerequisites
    10 dex, 12 str, base attack bonus of 1
    Benefits
    You may ignore the first AoO made on you during a trip attack after 7 levels the target provokes the AoO instead

    Improved disarm
    You can send there sword flying
    Prerequisites
    12 str, 10 dex, base attack bonus of 1
    Benefits
    You may make a disarm attempt and ignore the first AoO you would suffer but after 10 levels you may hold the disarmed weapon in your off hand or choose witch space the weapon lands in

    Deflect arrows
    You defend yourself from arrows with your weapon
    Prerequisites
    Weapon focus, lightning reflexes, 12 dex
    Benefits
    You may use make a reflex save DC 20 + the enhancement bonus of the attack+4 per previous ranged attack this round and +4 if the projectile is from a firearm if you succeed you avoid all damage from that attack after 6 levels the DC only increases by 3 per previous ranged attack in a volley of arrows you take 1 less arrows worth of damage

    Mighty throw
    Your throw is brutal
    Prerequisites
    14 str, throwing weapon proficiency
    Benefits
    You may add your str to attack rolls with throwing weapons and after 6 levels you add dex too

    Cotton cage
    Your sleeves are a great asset in battle
    Prerequisites
    Cloak fighting, improved disarm
    Benefits
    You may disarm your opponent with your cloak if you have nothing in your off hand you count as if you have a light weapon in your hand after 6 levels you count as if you have a 1 handed weapon

    Assassin
    You walk up and kill the innocent unsuspecting man just to get it out of the way in case you need to later
    Prerequisites
    Attack focus, 5 ranks in stealth
    Benefits
    You may increase your threat range with a melee weapon by 1 on a flat footed target this increases to 2 after 8 levels this does not stack with improved critical or keen weapons you may only make one attack doing this but attack focus does not apply

    Arrow shield
    You can block arrows headed toward your allies
    Prerequisites
    14 dex, bodyguard, deflect arrows
    Benefit
    You may deflect an arrow from hitting an adjacent ally by increasing the DC by 4 you may decease the penalty by 1 every 2 levels to a minimum of 1

    Attack focus
    You defend yourself best in your favored armor
    Prerequisites
    Base attack bonus of 6
    Benefits
    You may make a single attack with a +1 bonus per attack given up this bonus increases to +2 per attack after 3 levels and +3 per attack after 6 levels

    Flurry of blows
    You swing a weapon like a machine gun
    Prerequisites
    14 dex, base attack bonus of 3
    Benefits
    You may attack an extra time and take a -4 penalty on all attacks every 3 levels the penalty decreases by 1 to a minimum of 1

    Blind-flight
    You can see with your ears
    Prerequisites
    4 ranks in perception
    Benefits
    You may roll twice to ignore concealment after 2 levels you suffer no penalty to AC when attacked by an invisible foe after 4 levels ground you can’t see is no longer difficult terrain

    Evasion
    You can escape the wizards flaming infernos with only 3 beard hairs singed
    Prerequisites
    12 dex, base reflex save of 2
    Benefits
    When targeted by a spell that allows a reflex save to take half or partial effect you instead ignore the effect entirely if this effect is an area effect you must be on the outer edge of the area to gain this benefit after 10 levels you take half damage from all non-area affecting damage effects if you fail

    Blood oath
    None **** with you and live
    Prerequisites
    Must have suffered a great injustice
    Benefits
    You may select a person you know the name of who has wronged you, your family, or your race you gain a +1 attack, damage, CMB, and CMD bonus fighting this opponent the damage bonuses increase by 1 every 4 levels you are unsuccessful at killing that opponent after he is dead you may select someone else

    Demolition
    Your strikes can destroy a lot of property
    Prerequisites
    Fracture, 16 str
    Benefits
    Against stationary unattended objects

    Deflect attack
    Instead of blocking you attack the opponents attack
    Prerequisites
    14 str, 16 dex, power attack, sunder
    Benefits
    When you are attacked you may sunder your attackers weapon do this before your opponent rolls for damage and the AC to hit the weapon is the attack roll of the opponent +6 per previous attack if your attack breaks your foes weapon then all of the attacks damage is ignored every 9 levels the increase in AC for every previous attack is lessened by 1

    Defensive roll
    You can avoid most of what would normally be unavoidable
    Prerequisites
    14 dex, base reflex save of 4, evasion
    Benefits
    When an attack would normally bring you to 0 Hp or less then you instead retain 1 Hp so long as you make a reflex save VS damage dealt after 6 levels you take half damage on a successful save if it would leave you with more Hp after 12 levels you take no damage on a successful save this is not effected by evasion and if it is used more than once per day you become fatigued

    Bodyguard
    Meat shield supreme
    Prerequisites
    12 dex, 14 con
    Benefits
    You may stand in the same space as a willing ally and you give that ally you share a space with your armor bonus and shield bonus and you lose these bonuses but after 6 levels you may retain your shield bonus while defending your ally with it

    Diving strike
    You are always the first in to battle
    Prerequisites
    12 dex, 14 str, 3 ranks in acrobatics
    Benefits
    When charging you may make an acrobatics check you move 5ft per 5 you beat the DC of 10 by after you move this distance you may attack if you reach your target if not you are prone and stop your charge but you may use your acrobatics check in place of AC VS AoO’s you provoke during the portion of your charge you are tumbling if your tumble check beats your targets AC you get a +3 to attack instead of a +2 but this bonus will increase by 1 every 5 levels

    Diving for cover
    Get out the way man
    Prerequisites
    12 dex, base reflex save
    Benefits
    You may stand in the same space as a willing ally and you give that ally you share a space with your armor bonus and shield bonus and you lose these bonuses but after 6 levels you may retain your shield bonus while defending your ally with it

    Cloak fighting
    The kids these days and there baggy cloaks
    Prerequisites
    16 dex, dodge
    Benefits
    You gain the benefits of one quarter cover when fighting with nothing in your off hand and a baggy cloak this increases to after 6 levels you take a +2 to hit

    Body combat
    Kick them while they are to busy looking at your weapon
    Prerequisites
    16 dex, improved unarmed strike
    Benefits
    You gain the benefits of dual wield with one weapon and a unarmed strike this strike may a kick, knee, or head butt allowing you to use a great sword and kick this does not stack with normal dual wield

    Bull strike
    You got knocked the **** back
    Prerequisites
    16 str, 12 dex, base attack bonus of 4, improved bull rush
    Benefits
    After dealing a number damage equal to one half a foes health you may make a free bull rush attempt after 4 levels you only need to take out a quarter of your opponents health to activate this affect

    The bigger they are
    An enemy taller than you has his weak spots at eye level
    Prerequisite
    Small or tiny size
    Benefit
    When attacking a creature one or more size category larger than you add +1 damage per size category of difference per 8 levels
    "If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.

  7. - Top - End - #7
    Bugbear in the Playground
     
    Daemon

    Join Date
    Dec 2010

    Default Re: [3.5] Power Up Feats by Level (PEACH)

    Quote Originally Posted by deciusmus View Post
    The SRD's description of Weapon Finesse is:

    (from http://www.d20srd.org/srd/feats.htm#weaponFinesse)

    I've never played this way, but I was basing this homebrew on SRD.



    Can you elaborate?
    Sure; it'd be easier to abolish the 'trigger' and 'upgrade' tables and just put down at what level they gain another upgrade.
    Prestige Bard, updated for Pathfinder.

    Revamped Spell Resistance system, for use with Spell Points/Psionics.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Dr.Orpheus's Avatar

    Join Date
    Sep 2011
    Location
    Deanimating the dead.
    Gender
    Male

    Default Re: [3.5] Power Up Feats by Level (PEACH)

    Quote Originally Posted by Curious View Post
    Sure; it'd be easier to abolish the 'trigger' and 'upgrade' tables and just put down at what level they gain another upgrade.
    i second this it will save a lot of time
    "If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.

  9. - Top - End - #9
    Banned
     
    YouLostMe's Avatar

    Join Date
    Mar 2011

    Default Re: [3.5] Power Up Feats by Level (PEACH)

    Did someone mention scaling feats?

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