Shpadoinkle
2009-10-15, 10:38 AM
Let's face it, there are some feats that simply aren't worth of being feats. There are also some feats that allow you to do things that any person ought to reasonably be able to do. In general, lesser feats are simply weak feats that I think ought to be more accessable. Lesser feats also generally shouldn't have prerequisites, unless that prerequisite is another lesser feat. Lesser feat 'chains' shouldn't be more than two or three long, at most- these are more to add flavor and give a small advantage with clever uses.
There are some feats that are just bad. I'm looking most at the various "you gain +2 to checks with (random skill) and +2 to checks with (other random skill loosely related to the first)" feats here. I simply don't think that's worth sacrificing a feat for. In this system, they'd all be changed to lesser feats, but the bonus is instead +1 to both skills, and you can select the same one up to twice.
Also, I'm taking suggestions on the name of this feature. 'Talents' comes to mind, but I'll keep calling them lesser feats for now for clarity.
You'd get 1 lesser feat every level, regardless of class. Some lesser feats are very similar to normal feats, but have greater restrictions. Below are just a handful of ideas I've come up with.
Also, these are in addition to normal feats. You still get a regular feat whenever you normally would.
Wild Swing, (General)
Beneft: You can choose to subract your BAB from all attack rolls and instead gain it as a bonus to damage. A level 12 fighter, with a +12 BAB, could make a Wild Swing and gain +12 to damage with all attacks. Note that this must apply to ALL attacks you make this round, and you can not choose to subtract less than your full BAB from your total to-hit bonus. You do not gain the normal +2 to damage for every point taken from your BAB when using a weapon in two hands, as you do with Power Attack. Using this feat is a standard action.
Elemental Focus, (Reserve, Lesser)
Prerequisite: Ability to cast 1st level arcane spells
Benefit: While you have a spell of any level with the (fire), (cold), (electricity), or (acid) descriptor memorized, you can fire a ray that does damage of the same type, up to 30 feet away, once per round as a standard action. This ray only does a single point of damage, and is resolved as a ranged attack (not a ranged touch attack). The fire and electricity rays are neither hot nor large enough, nor do they last long enough, to ignite anything less flammable than napalm. They could, theoretically, ignite something highly flammable if used every round for no less than a full minute (ten rounds).
Lesser Toughness, (General, Lesser)
Benefit: Your maximum HP total is raised by 3.
Special: Unlike the Touhgness feat, Lesser Toughness can ONLY be taken once.
Nonstandard Training, (General, Lesser)
Benefit: Your teacher (this being yourself if you're self-taught) had some unusual thoughts on what it means to take up a certain profession. Choose a class, and a skill that is not on the class's skill list (for example, fighter and move silently). From then on, that skill is considered to be part of the skill list for that class for you.
Special: This feat can be taken multiple times.
Sturdy, (General, Lesser)
Benefit: You gain a +1 bonus to checks made to resist being moved when targetted by a Bull Rush.
Low Center of Gravity, (General, Lesser)
Benefit: You gain a +1 bonus to all checks made to avoid being tripped. This does not apply to trip checks you make against other creatures, or countertrip checks.
Adrenaline Surge (General, Lesser)
Benefit: Once per encounter, during a move action, you can move 50% further than you normally would be able to.
Create Lesser Wondrous Item, (Item Creation, Lesser)
Prerequisite: Ability to cast 1st level spells
Benefit: You can craft wondrous items costing no more than 100 GP per two caster levels. Otherwise, this feat is identical to Craft Wondrous Item.
There are some feats that are just bad. I'm looking most at the various "you gain +2 to checks with (random skill) and +2 to checks with (other random skill loosely related to the first)" feats here. I simply don't think that's worth sacrificing a feat for. In this system, they'd all be changed to lesser feats, but the bonus is instead +1 to both skills, and you can select the same one up to twice.
Also, I'm taking suggestions on the name of this feature. 'Talents' comes to mind, but I'll keep calling them lesser feats for now for clarity.
You'd get 1 lesser feat every level, regardless of class. Some lesser feats are very similar to normal feats, but have greater restrictions. Below are just a handful of ideas I've come up with.
Also, these are in addition to normal feats. You still get a regular feat whenever you normally would.
Wild Swing, (General)
Beneft: You can choose to subract your BAB from all attack rolls and instead gain it as a bonus to damage. A level 12 fighter, with a +12 BAB, could make a Wild Swing and gain +12 to damage with all attacks. Note that this must apply to ALL attacks you make this round, and you can not choose to subtract less than your full BAB from your total to-hit bonus. You do not gain the normal +2 to damage for every point taken from your BAB when using a weapon in two hands, as you do with Power Attack. Using this feat is a standard action.
Elemental Focus, (Reserve, Lesser)
Prerequisite: Ability to cast 1st level arcane spells
Benefit: While you have a spell of any level with the (fire), (cold), (electricity), or (acid) descriptor memorized, you can fire a ray that does damage of the same type, up to 30 feet away, once per round as a standard action. This ray only does a single point of damage, and is resolved as a ranged attack (not a ranged touch attack). The fire and electricity rays are neither hot nor large enough, nor do they last long enough, to ignite anything less flammable than napalm. They could, theoretically, ignite something highly flammable if used every round for no less than a full minute (ten rounds).
Lesser Toughness, (General, Lesser)
Benefit: Your maximum HP total is raised by 3.
Special: Unlike the Touhgness feat, Lesser Toughness can ONLY be taken once.
Nonstandard Training, (General, Lesser)
Benefit: Your teacher (this being yourself if you're self-taught) had some unusual thoughts on what it means to take up a certain profession. Choose a class, and a skill that is not on the class's skill list (for example, fighter and move silently). From then on, that skill is considered to be part of the skill list for that class for you.
Special: This feat can be taken multiple times.
Sturdy, (General, Lesser)
Benefit: You gain a +1 bonus to checks made to resist being moved when targetted by a Bull Rush.
Low Center of Gravity, (General, Lesser)
Benefit: You gain a +1 bonus to all checks made to avoid being tripped. This does not apply to trip checks you make against other creatures, or countertrip checks.
Adrenaline Surge (General, Lesser)
Benefit: Once per encounter, during a move action, you can move 50% further than you normally would be able to.
Create Lesser Wondrous Item, (Item Creation, Lesser)
Prerequisite: Ability to cast 1st level spells
Benefit: You can craft wondrous items costing no more than 100 GP per two caster levels. Otherwise, this feat is identical to Craft Wondrous Item.