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Ziegander
2011-06-03, 08:27 AM
Meteoric Charge
Prerequisite: Base Attack +5, Run, Powerful Charge
Benefit: If you aren't Fatigued or Exhausted, you may move up to five times your normal speed when you make a charge attack. If you do and your attack hits all creatures other than you within a 20ft radius of the struck creature (including the struck creature) are dealt 1d6 bludgeoning, piercing, and slashing damage per point of your base attack bonus (maximum 10d6). A successful Reflex save (DC 10+1/2 your base attack bonus + your Strength modifier) halves this damage. After you use this feat you are Fatigued.

A Wizard could do worse, right? Can anyone else think of examples like this?

Kyrinthic
2011-06-03, 08:52 AM
Meteoric Charge
Prerequisite: Base Attack +5, Run, Powerful Charge
Benefit: If you aren't Fatigued or Exhausted, you may move up to five times your normal speed when you make a charge attack. If you do and your attack hits all creatures other than you within a 20ft radius of the struck creature (including the struck creature) are dealt 1d6 damage per point of your base attack bonus, half slashing and half bludgeoning (maximum 10d6). A successful Reflex save (DC 10+1/2 your base attack bonus + your Strength modifier) halves this damage. After you use this feat you are Fatigued.

A Wizard could do worse, right? Can anyone else think of examples like this?

Thats ... not even in the ballpark? I mean its decent, but it doesnt really look much better than some of the ToB maneuvers. Its basically once a fight for a long range aoe hit with level/D6 damage. And it costs a feat. Not to say it isnt very strong, but its not city nuke / gatecheese kinda strong.

Hell, the wizard would still just celerity a forcecage around you and call it a day. Or fly up in the air and shoot you. And thats the non-cheesy stuff they can do.

NeoSeraphi
2011-06-03, 10:56 AM
Exactly! You guys need to think BIGGER!

Bear Warrior
Prerequisite: Must have killed a bear with your own two hands, or have animals as a Favored Enemy
Benefit: This weird brown bear starts following you around. It listens to whatever you say, will fight and die for you, and even lets you ride it! You also gain the ability to turn into a brown bear, and then you and your bear take turns grappling and killing monsters. You gain the ability to summon other bears, as many as four big brown bears will come and fight until they lose interest, then leave. But you can do it 1/day per character level, so you can always summon more bears.

This is more along the lines of "the druid can do worse" but I think it fits with the thread.

jmelesky
2011-06-03, 11:05 AM
Planar Smack

Prerequisite: Base attack bonus +15, must have visited another plane of existence

Benefit: Your attacks hit so hard the target planeshifts to a random nearby plane. You must declare this effect before your attack role; the use is expended whether or not the attack hits. A successful Fort save (DC 10 + damage done) allows the target to choose which plane he gets knocked into. Otherwise, roll randomly. You may use this ability a number of times equal to your Strength bonus, per day.

How's that?

I've got ones for "knock you into next week" and "hit you so hard your kids will feel it", too...

NeoSeraphi
2011-06-03, 12:12 PM
I like Planar Smack. This is what we need! Come on people, think like a wizard!

Me and THIS Army!
Prerequisites: Nongood alignment, BAB +10, must have died and been subject to a resurrection from a divine spell caster (any spell other than reincarnate will do. Being resurrected is not the same as having your corpse animated)
Benefits: You were dead. DEAD! That was cool. You made friends, while you were dead. Tons of them in fact. And now they fight for you. Once per day, you may activate this feat's effect as a full round action. You must be able to speak, though it doesn't matter what you say as long as it's energetic, loud and directed at no one in particular. ("Come, my servants!" "Tonight we dine in Hell! Or...well...you guys do. I'll still be alive, as long as you all do your job right!") From the ground erupt many undead, alll ready to serve you. You gain the service of a number of skeletons and zombies. They all use your race as a base race and apply the skeleton/zombie template to them. You may choose the amount of each, but there must be at least one skeleton and at least one zombie, and you must choose a combination which does not exceed 4HD per character level you possess.

The skeletons and zombies fight for you. They are all armed with any natural weapons the template allows, plus one martial weapon of your choice. This ability lasts for 1 min/level. At the end, all the bodies disappear, leaving no trace behind (no bones, no weapons)

jmelesky
2011-06-03, 12:58 PM
Pound Him Stupid

Prerequisite: BAB +5, 3 ranks of Intimidate

Benefit: When you hit your opponent, they just get dumber. When you make an attack roll with a weapon which delivers blunt damage, you may choose to target your opponent's Intelligence, Wisdom, or Charisma scores instead of their hit points. You deal 1d4 points of ability score damage, plus half your Strength bonus. This damage is multiplied on a critical, per your weapon. A Fort save (DC your attack roll) halves this damage. Any creature whose Int, Wis, or Cha are reduced to 0 falls immediately unconscious.

Hm. Actually, that's probably too balanced for this thread. How about this one:

Drop Him Like a Stone

Prerequisite: Power Attack, Precise Shot, BAB +11

Benefit: You may, as a full-round action, throw your melee weapon at a flying opponent. Range increment for this attack is 100' (modified by any feats or abilities that modify your range increment). If you hit, the target gains the grappled condition, and drops immediately from the sky (straight down, or wherever predominant gravitational effects would suggest, per DM judgment). A successful Reflex Save (DC 10 + damage done) allows the flier to adjust the point of impact by up to half their movement rate. They take any applicable fall damage. They continue to be grappled until they spend a full-round action to disentangle themselves from the weapon.

NeoSeraphi
2011-06-03, 01:12 PM
Pound Him Stupid

Prerequisite: BAB +5, 3 ranks of Intimidate

Benefit: When you hit your opponent, they just get dumber. When you make an attack roll with a weapon which delivers blunt damage, you may choose to target your opponent's Intelligence, Wisdom, or Charisma scores instead of their hit points. You deal 1d4 points of ability score damage, plus half your Strength bonus. This damage is multiplied on a critical, per your weapon. A Fort save (DC your attack roll) halves this damage. Any creature whose Int, Wis, or Cha are reduced to 0 falls immediately unconscious.

Hm. Actually, that's probably too balanced for this thread. How about this one:

Drop Him Like a Stone

Prerequisite: Power Attack, Precise Shot, BAB +11

Benefit: You may, as a full-round action, throw your melee weapon at a flying opponent. Range increment for this attack is 100' (modified by any feats or abilities that modify your range increment). If you hit, the target gains the grappled condition, and drops immediately from the sky (straight down, or wherever predominant gravitational effects would suggest, per DM judgment). A successful Reflex Save (DC 10 + damage done) allows the flier to adjust the point of impact by up to half their movement rate. They take any applicable fall damage. They continue to be grappled until they spend a full-round action to disentangle themselves from the weapon.

I approve! But can't we get even CRAZIER?

Where is your Magic Missile Now?
Prerequisites: Mage Slayer, Must not be able to cast arcane spells
Benefit: You gain a pool of force points, equal to 3+your Strength modifier. By expending one of these points, you may throw your weapon. Your weapon automatically hits, and is treated as being made of force for the purposes of curb-stomping incorporeal creatures. It ignores all concealment. The range of this ability is Medium, so 100 feet plus 10 feet per character level. Your weapon deals its normal damage, plus its enhancements and your appropriate Strength modifier, as well as any Power Attack bonuses (This feat allows you to Power Attack up to your BAB without making an attack roll). All of this damage is treated as Force damage that overcomes all DR. Eight hours of rest replenishes your force points.
Special: You may expend your pool of force points to power Divine Feats as if they were Turn or Rebuke Undead uses.

Seerow
2011-06-03, 01:31 PM
Sunder the Earth
Prerequisites: Power Attack, Improved Sunder, BAB+17
Benefit: You can attack the ground so hard that you literally rip it in half. Make a damage roll against the ground (treat it as no hardness, and a full power attack) you create a fissure in the earth that is 1 cubic mile for every point of damage done, you may direct the area that this affects, choosing to go down or outwards. All affected area except the square you are standing on becomes a gaping hole, any creatures standing on the area fall into the hole and take 20d6 falling damage, plus an additional 20d6 in damage taken from spikes at the bottom of the hole. Any creature flying above the affected area must make a reflex save DC 10+damage dealt to the earth, or be knocked off balance by the force of the blow, and fall to the bottom of the hole taking damage as normal.



Y'know, it's kinda nice to make something just silly overpowered that makes absolutely no sense.


Knock you into last week
Prerequisites: Power Attack, BAB+15
Benefit: When you attack an enemy with a power attack penalty of at least -5, they must make a fortitude save DC10+damage dealt, or be knocked one week in the past. If they interract with their past self at all before catching up to the current timeline, the universe instantly implodes.

Bear Shooter
Prerequisites: BAB+12, proficiency in a ranged weapon, must owned a bear at some point.
Benefit: You've heard that Druids are people who turn into bears to ride a bear, while shooting bears. They're pretty pimpin' dudes. You decide you want to be like them, and have figured out how to shoot bears. Any time you make an attack with a ranged weapon, you may choose as a free action to have it turn into a bear. This does impose a -2 penalty on the attack roll, but the damage for your shot is treated as though your bow were Colossal, regardless of your actual size, and after the attack resolves, the bear makes a full attack as a free action (use a dire bear's stats to determine damage from the dire bear). The bear continues to act on its own for your BAB in rounds, attacking whatever it was shot at, before vanishing.
Advancement: For every point of BAB above 12, bears that you shoot gain an additional 1 hit die, increasing all stats appropriately.

Daremonai
2011-06-03, 01:40 PM
I like Planar Smack. This is what we need! Come on people, think like a wizard!

Me and THIS Army!
<snip>
The skeletons and zombies fight for you. They are all armed with any natural weapons the template allows, plus one martial weapon of your choice.<snip>

Awesome - a horde of undead wielding +10 Vampiric Keen Wounding Vorpal Scythes, then. It's still a martial weapon, after all.

jmelesky
2011-06-03, 01:41 PM
Secure Shield Barrier

Prerequisites: Shield Proficiency, Fort save +7

Benefit: As an immediate action, you may use your shield to protect yourself and any adjacent creatures you choose from magical attacks. All those affected gain a deflection bonus (equal to 2 + your shield bonus to AC, including any magical or expertise bonuses) to their next Save against a spell, spell-like ability, or supernatural ability. Nonmagical shields used in this way may be subject to damage or effects from the attack, per DM judgment. You may use this ability a number of times per day equal to 3 + your Constitution modifier.


Secure Shield Reflection

Prerequisites: Secure Shield Barrier, Fort save +10

Benefit: When wielding a shield, you are under the effect of Spell Turning (per the spell), as an Extraordinary ability. You may turn, per day, spell levels up to 3 + your Con modifier + any enhancement bonus on your shield. Since this is an Extraordinary ability, it does not interact with other Spell Turning effects to create a resonating field.


edit:

Y'know, it's kinda nice to make something just silly overpowered that makes absolutely no sense.

I think that's part of the thing, here, though -- we're making stuff that wouldn't necessarily be considered overpowered if Wizards could do it.

NeoSeraphi
2011-06-03, 01:58 PM
Awesome - a horde of undead wielding +10 Vampiric Keen Wounding Vorpal Scythes, then. It's still a martial weapon, after all.

See? Now you're thinking like a wizard!

And a wizard could do even worse, so it's perfectly within the premise of the thread!

Heart of the Elemental
Prerequisites: Ability to rage or frenzy, must be a big enough jerk to actually take this feat
Benefits: While you are raging, you gain a +10 enhancement bonus to your land speed that stacks with your Fast Movement class feature. You gain a flight speed and a swim speed equal to this new land speed. You gain a +8 Racial bonus to Swim checks, a +10 bonus to Jump checks, a +5 bonus to Escape Artist checks, and you can always take 10 on Swim checks. You gain a +8 bonus on trip, grapple, etc checks. You gain resistance to fire 20. Furthermore, you are treated as being under the effects of fire shield, stoneskin, freedom of movement, and feather fall (caster level is your character level) for the duration of your rage. While you rage you are completely immune to the extra damage from sneak attacks and critical hits.

jmelesky
2011-06-03, 02:16 PM
Time for some non-combat feats.

Planar Gash

Prerequisites: Improved Sunder, Planar Smack, BAB +16

Benefits: Once a day, you can cut a hole in reality. This hole connects the plane you are on to another plane. It lasts for 1 round per point of Strength bonus. The destination is determined by the makeup of your weapon, as follows:

Metal - the opening leads to the Ethereal Plane or a Material Plane (your choice).
Silver - the opening leads to the Astral Plane.
Adamantine - the opening leads to one of the Elemental or Paraelemental planes. A successful Knowledge (Planes) check (DC 20) allows your choice. Otherwise, determine randomly.
Mithral - the opening leads to an outer plane. A successful Knowledge (Planes) check (DC 20) allows your choice. Otherwise, determine randomly (yes, that means somewhere in the Abyss is terribly likely).


You do not control the destination location within the plane. However, it will be on solid ground if possible.

Misery Esquire
2011-06-03, 02:19 PM
Tele-leap
Prereq's : Jump (10+)
Benefit : As a DC20 Skill check against your Jump skill, you may jump up to three miles in a single round.

Planebuster
Prereq's : STR 20+, Improved Sunder
Benefit : You may make Sunder Checks against any object, including an entire elemental Plane. You get +5 per point of STR over 20, and +20 if you run at the object you plan on breaking. You gain a +20 bonus against nonmundane objects.

Relative Blade Mastery
Prereq's : Great Cleave, Power Attack, Leap Attack
Benefit : Within the duration of this ability, Constitution/4 rounds per day, broken up as you see fit, the warrior ignores DR and may move anywhere within Line of Sight as a free action. When making a Full Attack, he may apply it to all targets within line of sight.

Might Is Right
Prereq's : INT 16+, STR 20+
Benefit : You may attempt to avert reality and insert your own belief of how things should work by making an opposed STR check against your target. For example, if you don't think Wizards can actually fly, you may tell him so, and as long as you win the STR check, he can no longer fly for the rest of the day, or until you tell him otherwise.

Seerow
2011-06-03, 02:26 PM
Inspired by Might Is Right

Might Makes Right
Prerequisite: Str 13, 5 ranks of intimidate
Benefit: You may use your strength modifier in place of your charisma modifier for any intimidate check. Additionally, you may substitute a intimidate check for any diplomacy or bluff check.



Example: Ruthgar the Barbarian dons a pretty cloak and decides to tell everyone he's the King of Edgevale. He encounters a couple of guards, who notice his disguise isn't quite up to par, and accuse him of impersonating the king. Thinking quickly, he glowers at the guards and growls "I am your liege, and if you disagree I may have to chop off your heads as proof", both guards instantly back down, bowing and scraping, apologizing for disrupting his grace's business.


I think that's part of the thing, here, though -- we're making stuff that wouldn't necessarily be considered overpowered if Wizards could do it.


I interpreted it as "Wizards can do worse" not "Wizards can do it".

NeoSeraphi
2011-06-03, 02:30 PM
Did someone say "A Wizard Could Do Worse" non-combat feats?

Charm Person
Prerequisites: Female, Cha 12+, Must not be jailbait or 10 years over your race's middle age.
Benefits: You know how to get guys to do what you want. This feat may only target adult male humanoids. You must expend 5 gp/HD or class level of the humanoid in alcoholic beverages. As you get him drunk, you flirt and show some thigh, smile a lot and giggle at his jokes, no matter how stupid they are. Then you take him back to your place and make a "Diplomacy check" (DC is whatever the check as the Giant has set it would require, but his attitude is always 'helpful'). You get a +2 bonus on this check for every 5 years you are younger than him. If you succeed, he will do whatever you want for the next three hours or until he passes out, whichever comes first.

Morph Bark
2011-06-03, 02:41 PM
Knock you into last week
Prerequisites: Power Attack, BAB+15
Benefit: When you attack an enemy with a power attack penalty of at least -5, they must make a fortitude save DC10+damage dealt, or be knocked one week in the past. If they interract with their past self at all before catching up to the current timeline, the universe instantly implodes.

Instead, look up the guy who knocked you into last week and have him do it again! Repeat until that guy no longer has the feat, then search out who he learned it from. Rinse repeat until you are so far back that aging to your maximum age would still not have you meet yourself. :smalltongue:


Did someone say "A Wizard Could Do Worse" non-combat feats?

Charm Person
Prerequisites: Female, Cha 12+, Must not be jailbait or 10 years over your race's middle age.
Benefits: You know how to get guys to do what you want. This feat may only target adult male humanoids. You must expend 5 gp/HD or class level of the humanoid in alcoholic beverages. As you get him drunk, you flirt and show some thigh, smile a lot and giggle at his jokes, no matter how stupid they are. Then you take him back to your place and make a "Diplomacy check" (DC is whatever the check as the Giant has set it would require, but his attitude is always 'helpful'). You get a +2 bonus on this check for every 5 years you are younger than him. If you succeed, he will do whatever you want for the next three hours or until he passes out, whichever comes first.

Male Elans, beware!

Razgriez
2011-06-03, 02:50 PM
I'm going for broke here with the sheer outlandishness of this idea....

RPG Syndrome effect

PREREQs: Must have one of the following Physical character descriptions and/or backgrounds: Spiky Hair, Wields Gigantic swords, former soldier in an electric companies private military, has scar on face because of rival, wields blades that uses an attached gun firing blanks to increase cutting power due to resonating effects, went to a school that trains teenagers into Elite Mercenaries, has pink hair, is female, fighting monsters and own former military forces, to save sister from crystal stasis, while wearing a tiny miniskirt and wielding a transforming gunblade, flies inside of an airship, created by an owl familiar of a machine like demi-diety, is a gender alterable "main character" whose family is on the run from the branch of a holy knight order, led by a commander whose off her rocker, wields a variety of weapons, travels with a group of misfits and psychotic killers and can only ever be referred to by your last name. (Note DMs may freely alter this, to more suit a character)

Benefit Gain Exotic Weapon Proficiency: "Weapon that defy laws of reality", as well as the effects all feats that are applicable to the weapon, from the "Weapon Focus" tree, as well as all Fighter only feats. (this includes extra source books, outside of the PHB, inculding PHB 2, the Complete series of books, and so on and so forth.

The character gets one Ultimate attack, to be designed by the player, and their DM. It's strength shall be on the equal of a 9th level Wizard spell

The Character gets +5 Special bonus to all saves

The player's chosen Weapon, shall receive Legacy Item, benefits, without any cost to the player.

As a "Drawback" (and I use that term, quite loosely) your character will be contractually obligated, to have one major scene that builds your character to a major, moment of understanding. Further more, upon game completion, they will have to be a character in a 1 hour and 30 minute long CGI fan service movie, as well as displayed in various fan art, ranging from the good, bad, and ugly, and even pictures that may or may not compromise the characters dignity.

NeoSeraphi
2011-06-03, 02:59 PM
Male Elans beware!

I shall take that as a compliment.


You know what this thread needs? Moar homebrew!

It's Like I'm a Raptoran But Simultaneously a Race That Doesn't Suck!
Prerequisites: Must not have a natural flight speed, Must not be able to cast spells
Benefits: You were born with vestigal wings. They're pretty gross-looking, actually. The doctor poked you with a stick and when you started crying he yelled "It's alive!" and fainted. And your father vomited. But they filled out well enough.

You gain a +10 racial bonus on Jump checks that stacks with any other racial bonus you have on Jump checks. (This is an exception to the normal rule forbidding stacking)

You may glide while aloft, allowing you to travel forward 20 feet for every 5 feet you descend. Your gliding "speed" (the amount of time you are allowed to glide within a single move action) is 40 feet, with average maneuverability. You can't glide while carrying a medium or heavy load.

When you reach 5 HD, you become able to fly with average maneuverability (speed 40 ft) for a number of rounds per day equal to your Constitution modifier (minimum 1 round). You can't fly while carrying a medium or heavy load.

When you reach 10 HD, you gain a natural flight speed of 40 feet with average maneuverability.

Special: You must take this feat at 1st level. If you take this feat as a warforged, you receive props for being awesome.

NeoSeraphi
2011-06-03, 03:03 PM
I'm going for broke here with the sheer outlandishness of this idea....

RPG Syndrome effect

PREREQs: Must have one of the following Physical character descriptions and/or backgrounds: Spiky Hair, Wields Gigantic swords, former soldier in an electric companies private military, has scar on face because of rival, wields blades that uses an attached gun firing blanks to increase cutting power due to resonating effects, went to a school that trains teenagers into Elite Mercenaries, has pink hair, is female, fighting monsters and own former military forces, to save sister from crystal stasis, while wearing a tiny miniskirt and wielding a transforming gunblade, flies inside of an airship, created by an owl familiar of a machine like demi-diety, is a gender alterable "main character" whose family is on the run from the branch of a holy knight order, led by a commander whose off her rocker, wields a variety of weapons, travels with a group of misfits and psychotic killers and can only ever be referred to by your last name. (Note DMs may freely alter this, to more suit a character)


You forgot "being stalked by a creepy African-Japanese man who is at least 10 years older than you with a strange bird that has apparently made a nest inside his afro"

jmelesky
2011-06-03, 03:05 PM
Uncanny Hustle

Prerequisites: Dex 13, Mobility, Combat Reflexes, BAB +15

Benefits: On your turn, you can take a second round's worth of actions. During this "extra round", you cannot cast spells, activate any innate supernatural or spell-like abilities, or activate any magic items that require a command word. After finishing your turn, you are staggered for 3 rounds. This ability can be used once per day.

For every +5 of BAB you have above +15, this ability may be used to provide an additional round's worth of actions per day. These rounds may be taken consecutively (i.e. in a single turn), or as separate uses of this ability throughout the day. The staggered effect happens each time you use this ability.

NeoSeraphi
2011-06-03, 03:18 PM
My Fists, They Are Made of Steel!
Prerequisites: Monk Level 1st, Human who is descended from either Bruce Lee or Jackie Chan
Benefits: You gain the ability to enter a crazy Chinese kung-fu berserker state 1/day. As a swift action, you may assume a kung fu stance that is slightly more threatening than the one you normally use, and taunt your opponent with Jackie Chan's "bring it" hand motion. For a number of rounds equal to 5+your Constitution modifier, your AC and your Touch AC become equal to your opponent's attack roll +1. (For example, if Chuck Norris rolled an 18 on his roundhouse kick attempt against you, and he had 30 Str, 20 BAB and a +5 Greater Magic Fang on his foot, and there were no other factors that affected his attack roll, your AC would become 54 for that one attack. On his next iterative attack in that round (in which he used his +15 BAB), if he rolled a 3, your AC would be 34). Additionally, all your attacks use your highest Base Attack Bonus, though you do not gain any additional attacks. (If your BAB is +16, you may make four attacks as a full round action at +16 each, instead of +16, +11, +6, +1).

At the end of this berserker state you are exhausted until you remember how thoroughly awesome you are (1 hour, give or take) at which point you are fatigued until you get the appropriate amount of rest.

Cipher Stars
2011-06-03, 04:55 PM
Spellwack
Prerequisite: Knowledge Arcana 10 ranks
Benefits: You can make an attack of opportunity against a caster within range of current weapon, but no more then half movement speed away (for ranged weapons)
If the attack hits, the caster must make a fortitude save (DC= Feat owners character level + 10) or have their spell discharge against herself (if offensive) Or you (if meant for herself or an ally).

NeoSeraphi
2011-06-03, 05:10 PM
Waiter, There's a Falcon in My Punch
Prerequisites: Improved Unarmed Strike, Fist of Energy Class Feature or Draconic Fist (Fire) Alternate Class Feature
Benefits: You may put all of your energy into one devastating attack. As a full round action you may expend every Stunning Fist attempt you have remaining (if you have the Fist of Energy class feature) or every Draconic Fist attempt you have remaining (if you have the Draconic Fist Alternate class feature) to imbue your fist with an immeasurable burst of fiery goodness. You make a single unarmed attack that deals damage equal to its normal bonus damage x the number of daily uses you had left of the ability. (For example, if you were a 20th level monk with the Draconic Fist ability, you could expend all 20 uses of your Draconic Fist ability to make a single unarmed attack that dealt an additional 100d6 points of fire damage).

If you hit, after the damage is dealt you may initiate a Bull Rush attempt as an immediate action without provoking an attack of opportunity. You add a +1 bonus to this roll for every d6 of extra damage you dealt with your punch. If you win the Bull Rush attempt, your opponent is sent flying back 5 feet, plus an additional 5 feet for every 5 points you beat his Bull Rush check by. He falls prone in whatever square he would land in (if the square is occupied, the creature he fell on may step away as an immediate action). If he hits something on the way there, such as a brick wall or a tree, you may laugh as a free action.

Tvtyrant
2011-06-03, 05:21 PM
Sword of the Fanboy
Prerequisites:Weapon Specialization, Monkey Grip
Benefits:A character with Sword of the Fanboy can sacrifice their weapon and 100 XP at will to create a colossal +5 ghost touch, flaming burst, icy burst, shocking burst, acid burst, thundering, keen, holy, unholy, axiomatic, anarchic, dancing, binding, collision, dispelling, doom burst, impaling, great sword that can be used as a light, normal or two handed weapon as the wielder desires. This weapon has the ability to Sunder other weapons in order to create more Swords of the Fanboy.

NeoSeraphi
2011-06-03, 05:23 PM
Sword of the Fanboy
Prerequisites:Weapon Specialization, Monkey Grip
Benefits:A character with Sword of the Fanboy can sacrifice their weapon at will to create a colossal +5 ghost touch, flaming burst, icy burst, shocking burst, thundering, keen, holy, unholy, axiomatic, anarchic, dancing, great sword that can be used as a light, normal or two handed weapon as the wielder desires.

Geez, then you better hope he's completely neutral or else he'll be getting two negative levels from those alignment requirements.

Tvtyrant
2011-06-03, 05:24 PM
Geez, then you better hope he's completely neutral or else he'll be getting two negative levels from those alignment requirements.

That is what the dancing quality is for :P Your not wielding it when its flying around chopping things! Also, the silent protagonist is always neutral, with a heart of gold and a soul full of darkness.

NeoSeraphi
2011-06-03, 05:26 PM
And a pocket full of gold, of course. But what does it mean by "sacrificing" the weapon?

Tvtyrant
2011-06-03, 05:27 PM
And a pocket full of gold, of course. But what does it mean by "sacrificing" the weapon?

You break your weapon to get a permanent sword of ridiculous proportions. I suppose I should give it a slight XP cost to pretend its "balanced" like Gate. :P

NeoSeraphi
2011-06-03, 05:28 PM
You break your weapon to get a permanent sword of ridiculous proportions. I suppose I should give it a slight XP cost to pretend its "balanced" like Gate. :P

Nice. But why no acidic burst?

Tvtyrant
2011-06-03, 05:30 PM
Nice. But why no acidic burst?

Because I forgot about that one :P I will look for some more to add!

Solaris
2011-06-03, 05:35 PM
There's probably something wrong with me, 'cause I'm looking at some of these and thinking that they could be added to a really, really fun - and completely insane - game.

NeoSeraphi
2011-06-03, 05:37 PM
There's probably something wrong with me, 'cause I'm looking at some of these and thinking that they could be added to a really, really fun - and completely insane - game.

There is nothing wrong with you sir! You are just thinking like a wizard! Please contribute to the thread with your own feats!

Cipher Stars
2011-06-03, 05:39 PM
Sword of the Fanboy
Prerequisites:Weapon Specialization, Monkey Grip
Benefits:A character with Sword of the Fanboy can sacrifice their weapon at will to create a colossal +5 ghost touch, flaming burst, icy burst, shocking burst, thundering, keen, holy, unholy, axiomatic, anarchic, dancing, great sword that can be used as a light, normal or two handed weapon as the wielder desires.


Time to stock up up on Tiny sized Daggers.

Parry:
Benefit: You can use an attack of opportunity to make an attack against an attack. If your attack roll is superior, The attack is negated.

Magiparry:
Prerequisites: Knowledge Arcana 10 ranks. Parry
Benefits: You can make an attack of opportunity against Spells that require an attack roll. If your attack roll is superior, spell is negated.

Magebane
Prerequisites: Knowledge Arcana 15 ranks, Spellwack, Magiparry
Benefits: You can make an attack of opportunity against the DC+5 of a spell targeting you. If you succeed, the spell is negated.
Magiparry's can now reflect the spell back at the caster.

Solaris
2011-06-03, 05:48 PM
There is nothing wrong with you sir! You are just thinking like a wizard! Please contribute to the thread with your own feats!

I'll be useful in a bit. Just got off work, and my brain hasn't reported for duty yet. So far, consider me as encouragement.

jmelesky
2011-06-03, 05:54 PM
There's probably something wrong with me, 'cause I'm looking at some of these and thinking that they could be added to a really, really fun - and completely insane - game.

In my opinion, the best feats so far are the ones where you think: "Wow, that's way overpowered", then "Wait, a Sorcerer could do that, and a couple levels earlier", then "Huh, maybe that would work".

It's been a fascinating tour of my own "fighters can't have nice things" biases. Well, and that bias inherent in 3.x core, since even Epic Feats for melee are generally not as powerful as things in this thread that seem increasingly reasonable.

Tvtyrant
2011-06-03, 05:56 PM
In my opinion, the best feats so far are the ones where you think: "Wow, that's way overpowered", then "Wait, a Sorcerer could do that, and a couple levels earlier", then "Huh, maybe that would work".

It's been a fascinating tour of my own "fighters can't have nice things" biases. Well, and that bias inherent in 3.x core, since even Epic Feats for melee are generally not as powerful as things in this thread that seem increasingly reasonable.

Like my completely reasonable 14d6 great sword? :D

Cipher Stars
2011-06-03, 05:59 PM
This is why we can't have nice things...
Prerequisites: Improved Sunder
Benefits: You can break magical items without having a higher enhancement bonus on your own weapon, and gain a bonus to all sunder attempts of Twice your strength score, rather then once.

NeoSeraphi
2011-06-03, 05:59 PM
Like my completely reasonable 14d6 great sword? :D

14d6? Sorcerers laugh at that with their Black Blades of Disaster, which also happens to be my personal favorite ninth level spell. (Time Stop can suck it)

jmelesky
2011-06-03, 06:02 PM
Like my completely reasonable 14d6 great sword? :D

Um, suuuure...

Well, not really. I'm thinking more of Spellwhack, Tele-Leap, Magiparry, Might is Right, that sort of thing. But also some of the more powerful ones like Me and THIS Army!

They would all need some tweaks -- we're brainstorming as much as anything -- but there are some legit ideas here.

Cipher Stars
2011-06-03, 06:05 PM
Um, suuuure...

Well, not really. I'm thinking more of Spellwhack, Tele-Leap, Magiparry, Might is Right, that sort of thing. But also some of the more powerful ones like Me and THIS Army!

They would all need some tweaks -- we're brainstorming as much as anything -- but there are some legit ideas here.


Well, the feats I made are intended to be usable in serious games.... Not just "HA oh yea look at this feat!"

So I don't think any tweaks need be made...

d13
2011-06-03, 06:06 PM
Pump life into it!
Prerrequisites: Weapon Focus (any bludgeoning weapon), Heal 5 ranks, BAB +6
Benefit: Choose a weapon (not a type of weapon. A weapon). Half your level plus your weapon of choice's enhancement bonus times a day, you can spend a full round action to make a Heal check (check with the DM for the appropriate DC) to pump life into an object you desire, creating an appropriate creature.
You can change your weapon of choice by meditating for 24 hours, while in contact with the new one.
For example, if you pump life into a tree, you might create an ent. Smacking the ground would net you an Earth Elemental, and so forth.
Special: If your chosen weapon has either the Shocking or Shocking Burst special qualities, and is at least +3, once a day, you can revive a recently deceased being (less than 5 rounds) as per the True Resurrection spell. You must touch the corpse with your weapon for this ability to work.

SPoD
2011-06-03, 06:07 PM
Win Button
You can win.
Prerequisites: No levels in Samurai or Truenamer.
Benefit: Once per day, you win. Tell the DM that the encounter is over and that you won.
Special: He might make you roll a die or something, but screw it. You won.

See, it's balanced because of its limited usage. :smallwink:

NeoSeraphi
2011-06-03, 06:10 PM
Win Button
You can win.
Prerequisites: No levels in Samurai or Truenamer.
Benefit: Once per day, you win. Tell the DM that the encounter is over and that you won.

See, it's balanced because of its limited usage. :smallwink:

See this feat is actually what a majority of the Wizard's 7th level + spells actually do. Just with an extended and flavorful spell description.

d13
2011-06-03, 06:20 PM
Oh, no you didn't!
Prerrequisite: 16+ Cha, must not be able to cast spells, must have broken the fourth wall at least once.
Benefit: A number of times equal to your Charisma modifier per day, as an immediate action, if you don't like the outcome of an opponent's round; you can tell the timeline to shut up and sit down.
Time goes back to the beginning of that opponent's turn, and he/she skips his/her actions.
Yes, you are that charismatic.

SPoD
2011-06-03, 06:29 PM
Bear Shooter
Prerequisites: BAB+12, proficiency in a ranged weapon, must owned a bear at some point.
Benefit: You've heard that Druids are people who turn into bears to ride a bear, while shooting bears. They're pretty pimpin' dudes. You decide you want to be like them, and have figured out how to shoot bears. Any time you make an attack with a ranged weapon, you may choose as a free action to have it turn into a bear. This does impose a -2 penalty on the attack roll, but the damage for your shot is treated as though your bow were Colossal, regardless of your actual size, and after the attack resolves, the bear makes a full attack as a free action (use a dire bear's stats to determine damage from the dire bear). The bear continues to act on its own for your BAB in rounds, attacking whatever it was shot at, before vanishing.
Advancement: For every point of BAB above 12, bears that you shoot gain an additional 1 hit die, increasing all stats appropriately.

Aura of Bears
Bears. In an aura.
Prerequisites: 13th level+, Not some punk druid.
Benefit: You are surrounded at all times by an aura of dire bears with a radius of 30 feet. No, you know what? Screw it, 60 feet. Yeah. 60 feet of bears. The bears provide cover and concealment for any attack made against you, but they don't hamper you at all because they move out of the way when it's your turn. They're polite like that. Anyway, yeah, bears. They totally take attacks of opportunity on anyone who tries to enter the area of effect, and some of them are always readying actions just in case anyone starts with them, so they can be like, "Yeah, sorry, you are NOT casting a spell in here!" and smack your pansy wizard ass down. What are you going to do about it? It's a bear. You're gonna do nothing and like it. And on your turn, you can direct the bears in the aura to mess anyone up who's standing next to them. The bears are immune to everything except other bears, and even then, it could go either way.
Special: You may take this feat more than once. Every time you take this feat, the radius of your aura of bears extends by another 60 feet.

wiimanclassic
2011-06-03, 06:40 PM
Aura of Bears
Bears. In an aura.
Prerequisites: 13th level+, Not some punk druid.
Benefit: You are surrounded at all times by an aura of dire bears with a radius of 30 feet. No, you know what? Screw it, 60 feet. Yeah. 60 feet of bears. The bears provide cover and concealment for any attack made against you, but they don't hamper you at all because they move out of the way when it's your turn. They're polite like that. Anyway, yeah, bears. They totally take attacks of opportunity on anyone who tries to enter the area of effect, and some of them are always readying actions just in case anyone starts with them, so they can be like, "Yeah, sorry, you are NOT casting a spell in here!" and smack your pansy wizard ass down. What are you going to do about it? It's a bear. You're gonna do nothing and like it. And on your turn, you can direct the bears in the aura to mess anyone up who's standing next to them. The bears are immune to everything except other bears, and even then, it could go either way.
Special: You may take this feat more than once. Every time you take this feat, the radius of your aura of bears extends by another 60 feet.

"Sir. You might want to see this." "What is it boy." "Bears, sir. A small army of them." "What? Boy, what have I told you about being the lookout while high?" "I'm not sure. Look." "Fine.......*looks at bottle in hand* Who spiked my booze?"



I imagine it would go like that if someone with this went to weird fort.

Cipher Stars
2011-06-03, 06:42 PM
I can do worse
Requirements: Wizard, Psion.
Benefits: double all your effects this round when ever you were attacked by a Maneuver or basic attack since you last went. You can do this a number of times equal to what ever modifier you use for spells or powers.

NeoSeraphi
2011-06-03, 06:43 PM
Aura of Bears
Bears. In an aura.
Prerequisites: 13th level+, Not some punk druid.
Benefit: You are surrounded at all times by an aura of dire bears with a radius of 30 feet. No, you know what? Screw it, 60 feet. Yeah. 60 feet of bears. The bears provide cover and concealment for any attack made against you, but they don't hamper you at all because they move out of the way when it's your turn. They're polite like that. Anyway, yeah, bears. They totally take attacks of opportunity on anyone who tries to enter the area of effect, and some of them are always readying actions just in case anyone starts with them, so they can be like, "Yeah, sorry, you are NOT casting a spell in here!" and smack your pansy wizard ass down. What are you going to do about it? It's a bear. You're gonna do nothing and like it. And on your turn, you can direct the bears in the aura to mess anyone up who's standing next to them. The bears are immune to everything except other bears, and even then, it could go either way.
Special: You may take this feat more than once. Every time you take this feat, the radius of your aura of bears extends by another 60 feet.

I love everything about this thread. Okay, let's get to work then! Can't just be a lurker, gotta post another feat. Hmmm...

Wild Shape? I'll Show You Wild Shape!
Prerequisites: Must despise Druidzillas with every fiber of your being.
Benefits: You gain the supernatural ability to change your shape at will. As a full-round action, you may activate this ability. When you use this ability, roll 1d6. (If it's a six, roll again). When you roll a 1-5, choose that Monster Manual (if you rolled a 2, you would pick up the MM II for instance).

Roll 1 d% and then a d4 for the hundreds place. Then turn to the page you rolled. (For instance, if you rolled 35 in the percentiles and a 2 on the d4, you turn to page 235). If the page you rolled does not have a Monster entry on it, or does not exist, roll again. When you get to a Monster Entry, your character shifts into that Monster. (If there are multiple entries on the same page, such as the elf section of the MM, roll an appropriate numerical dice, assigning each one to a number.

You assume this form, losing all of your extraordinary, supernatural and spell-like abilities, but gaining the extraordinary abilities, spell-like abilities and supernatural abilities of the form you assume. You also lose all your original form's extraordinary qualities and gain the qualities of the new form. Your Str, Dex and Con are replaced by the example monster's. (Your HP does not change). You remain in this form for 5 rounds. (You may not shift back prematurely, nor may you activate this ability in any form but your original one). If you shapeshift into a creature with less than 3 Intelligence, you must make a Will save, even though you retained your Intelligence from your old form. The save DC is 10+1/2 the new form's HD+its Cha modifier. If you fail this save, the DM controls your actions for the duration of your shifting.

Ziegander
2011-06-03, 07:09 PM
Thats ... not even in the ballpark? I mean its decent, but it doesnt really look much better than some of the ToB maneuvers. Its basically once a fight for a long range aoe hit with level/D6 damage. And it costs a feat. Not to say it isnt very strong, but its not city nuke / gatecheese kinda strong.

That's exactly the point. We shouldn't be rivaling the highest of Tier 1 abuse with feats in this thread. Just normal stuff that is still leagues away more powerful than anything any warrior-type could hope to do.


Hell, the wizard would still just celerity a forcecage around you and call it a day. Or fly up in the air and shoot you. And thats the non-cheesy stuff they can do.

Again, this thread isn't, "let's build feats that make Fighters able to beat Wizards!lol" That would be missing the point. My example was a feat replicating Fireball, considered to be one of the more useless Wizard spells out there, to get the ball rolling and start things off on a tame note. The idea would be to use feats to replicate things a Wizard can do (spells for the most part) so long as a Wizard could still do worse. Comprende?

My favorites so far:

1) Waiter, There's a Falcon in My Punch
2) Sunder the Earth
and
3) Heart of the Elemental (very flavorful)

Disgusting Disembowelment
Prerequisites: Base Attack +3, Heal 6 ranks, Intimidate 6 ranks
Benefit: Once per encounter, per creature, as a standard action you may make a melee attack against the creature and if the attack hits you may make a Heal skill check (DC 10 + the creature's CR). If the check is successful the struck foe must succeed at a Fortitude save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being Paralyzed for 1d6+2 rounds. For the duration, other creatures (except you) within 10ft of the foe must succeed at Fortitude saves at the same DC to avoid being Sickened for 1d6+2 rounds.

Superior Reflexes
Prerequisites: Base Attack +3, Combat Reflexes
Benefit: As long as you are not Fatigued or Exhausted, as an immediate action you may take a move action. If you do, make a Fortitude save (DC 12 + your Dexterity modifier). If your save fails, you are unable to take actions for 1 round. Regardless you are Fatigued.

Impossible Reflexes
Prerequisites: Base Attack +7, Combat Reflexes, Superior Reflexes
Benefit: As long as you are not Fatigued or Exhausted, as an immediate action you may take a standard action. If you do, make a Fortitude save (DC 14 + your Dexterity modifier). If your save fails, you are unable to take actions for 1 round. Regardless you are Fatigued.

Cracktime Reflexes
Prerequisites: Base Attack +15, Combat Reflexes, Superior Reflexes, Impossible Reflexes
Benefit: As long as you are not Fatigued or Exhausted, as an immediate action you may take a full round action. If you do, make a Fortitude save (DC 18 + your Dexterity modifier). If your save fails, you are unable to take actions for 1 round. Regardless you are Fatigued.

NeoSeraphi
2011-06-03, 07:11 PM
My favorites so far:

1) Waiter, There's a Falcon in My Punch
2) Sunder the Earth
and
3) Heart of the Elemental (very flavorful)



Ah, thank you very much. But I can't really take credit for Heart of the Elemental. After all, it's ripped directly from Complete Mage (The Heart spell series) I just gave them to barbarians.

Edit: Wow, I just realized you're copying the Celerity series from the PHB II, aren't you? Nice

Ziegander
2011-06-03, 07:18 PM
Ah, thank you very much. But I can't really take credit for Heart of the Elemental. After all, it's ripped directly from Complete Mage (The Heart spell series) I just gave them to barbarians.

Oh, I know. I just thought it was a very inspired choice to give them to Barbarians.


Edit: Wow, I just realized you're copying the Celerity series from the PHB II, aren't you? Nice

Yuuuup. :smallamused:

Amechra
2011-06-03, 07:49 PM
Stop, it's HAMMERTIME
Prerequisite: Must not be able to cast spells; Weapon Proficiency (Greatmaul), Perform (Dance) 6, BAB 3
Benefit: 3+Str modifier times per day, whenever you drop someone with an attack from your Greatmaul, everyone within Close range (i.e. 25'+5'/BAB) must skip their next initiative count. Make a will save, with a DC of 15+Str Mod; if you fail, this feat affects you as well.

Very Good Eyes
Prerequisite: Point Blank Shot, Sneak Attack 2d6
Benefit: Your range for Point Blank Shot becomes Close range (i.e. 25'+5'/ECL). In addition, you may make sneak attacks out to that range as well.

Realms of Chaos
2011-06-03, 08:00 PM
And Suddenly, Sharks
You are so tough, you practically bleed shark teeth. In actuality, you bleed far more than just the teeth.
Prerequisites: Str 17, Con 17, Improved Toughness, Character Level 12
Benefits: Whenever you take at least 1 damage/HD from a single source, your body litterally bleeds forth a living, breathing shark. This shark is mundane and friendly towards you, though it possesses no special ability to breathe air. If you suffer damage from a critical hit, a Dire Shark is summoned instead.

Associates With Death
The beings that oversee life and death are all close acquaintances of yours, buddies more than willing to give you a helping hand when things get tough.
Prerequisites: Must have been risen from the dead on at least seven separate occasions.
Benefits: Whenever you are slain, you are resurrected (as true resurrection) 1d6+1 days later if you have not been returned to life thus far.

Blade of Oblivion
You have gone to hell and back, living through experiences that none should ever have to repeat, let alone imagine. At long last, you have overcome your weaknesses and achieved a sliver of strength. THIS. IS. YOUR. STRENGTH
Prerequisites: Fighter level 20
Benefits: As a full-round action, you may make a single attack roll against any or all creatures within a 1 mile/class level radius. All creatures hit by this attack roll are treated as though you have made a coup de grace against them and any damage reduction or regeneration they may possess is ignored.

Friends in High Places
Even if you aren't the law, you certainly know the people that are.
Prerequisites: Diplomacy 6 ranks, Character level 3rd
Benefits: You are at no risk of legal consequences for any action that you undertake. For every 3 levels you possess, you may extend this protection to an additional creature of your choice.

Improved Paranoia
You are ready for anything. ANYTHING!!!!
Benefits: Whenever you possess the chance to buy items, you may spend any amount of money and not declare what it is being spent on. At any time, you may decide what you have spent some or all of that money on.
Furthermore, once per encounter, you may ready an action as a swift action, declaring two possible triggers for this action and not declaring what this action is until you take it.

Legacies in Motion
Even if you lack magical powers, your tools of choice do not suffer from such an imparment. Quite to the contrary, actually.
Prerequisites: No ability to cast spells, manifest powers, use spell-like abilities, or use similar abilities.
Benefits: If your class level if 6th or less, you gain magic items of your choice whose total value adds up to your Expected Wealth by Level. If your class level is between 7th and 14th, you may instead select a minor artifact of your choice to acquire. If your class level is 15 or higher, you may instead select a major artifact of your choice to acquire.
Special: This feat may be selected multiple times. Its effects stack.

Master Salesman
You have your fingers on the pulse of the marketplace, partially because your predictions control said market.
Prerequisites: Bluff 9 ranks, Diplomacy 9 ranks.
Benefits: Once per day, you may declare either a specific material or a specific item to be worth a certain amount. If you can succeed on a Diplomacy check as a standard action (DC 10 + 1 per 5 gp difference from true value), all creatures who can hear and understand you believe this pronouncement despite any evidence to the contrary for 24 hours.

Temporal Wanderer
Time doesn't affect a perfect being like you as it affects those around you.
Prerequisites: Tongue of the Sun and Moon
Benefits: You can't be damaged or affected by any ability that a caster couldn't use of others while under the effects of a timestop spell. Furthermore, you gain a second round of actions each turn, comming immediately after your first.

Uncanny Certainty
When you put your mind to it, there is nothing that you can't accomplish. Literally.
Prerequisites: Concentration 18 ranks
Benefits: Once per encounter, you may declare a single attack roll, saving throw, skill check, or spell penetration roll to be a success.

SPoD
2011-06-03, 08:04 PM
Anti-Weapon Field
You can nullify the effects of most weapons.
Prerequisites: Craft (weaponsmith) 14 ranks.
Benefit: Once per day, you can create an invisible barrier that surrounds you and moves with you. The space within this barrier is impervious to most weapons, including swords, axes, and halberds. Likewise, it prevents the functioning of any daggers or ranseurs within its confines.

An anti-weapon field suppresses any weapon or pointy object used within, brought into, or chucked into the area, but does not dull it. Time spent within an anti-weapon field counts against the suppressed sword's sharpness duration.

A normal object can enter the area, as can normal food (even if previously used during a food fight). Furthermore, while a magic sword does not function swordally within the area, it is still magic (and a masterwork magic at that). The feat has no effect on golems and other constructs that are imbued with swords during their creation process and are thereafter self-wielding (unless they have been summoned, in which case they are treated like any other summoned weapon). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ swords or daggers, however, may be temporarily nullified by the field. Dispel swords does not remove the field, though Smithy's Disjunction might.

Two or more anti-weapon fields sharing any of the same space have no effect on each other. Certain swords, such as sabers of light, automatic pistol, and automatic rifle, remain unaffected by anti-weapon field (see the individual weapon descriptions). Artifacts and deities are unaffected by mortal feats such as this.

Should a weapon be larger than the area enclosed by the barrier, it is probably being wielded by an anime character.

NeoSeraphi
2011-06-03, 08:24 PM
Slightly on and slightly off topic, this is for Seerow and SPoD

http://www.giantitp.com/forums/showthread.php?p=11133388#post11133388

jmelesky
2011-06-03, 08:26 PM
Bear Shooter
Aura of Bears

Flurry of Bears? I'll leave the description to y'all's imaginations.

Seerow
2011-06-03, 08:35 PM
Flurry of Bears? I'll leave the description to y'all's imaginations.

Bearstorm
Prerequisite: Aura of Bears
Benefit: As a full round action, you make a whirlwind attack, against every square within your threatened area, whether there is an enemy there or not. Every successful hit summons a bear. If there is an enemy present in the square, the bear instantly makes a full attack as a free action, if there is nothing in the square, the bear takes an action immediately after your initiative phase.

wiimanclassic
2011-06-03, 08:38 PM
Hm.....wielding a bear like a sword or something? Blunt damage and the bear using its claws on someone?

NeoSeraphi
2011-06-03, 08:48 PM
Bear Meteor Swarm (Because We All Know If Druids Could, They Would)
Prerequisites: Character level 17th, Aura of Bears
Benefits: You gain the ability to call forth a deadly storm of bears. You may launch four 2' diameter spheres at any targets within 400 feet plus 25 feet per character level. On a successful range touch attack, the sphere explodes and deals 2d6 bludgeoning damage (no save). On a miss, the sphere instead explodes somewhere within the target's hex and deals no damage.

From each explosion, 6d6 dire bears emerge. They are all pissed off and will attack the nearest non-bear immediately, though they never attack you. The bears stick around for 1 minute per character level, or until you dismiss them as a free action. This ability is usable 1/day as a full round action.

Cipher Stars
2011-06-03, 09:38 PM
All fear the wrath of the Bear god (http://www.freakingnews.com/pictures/29500/Monster-Bear-29541.jpg)
Perquisites: 5 other bear based feats, Character level 21
Benefits: Once per week you can summon the Bear God, Bearzilla (http://www.monsteradvancer.com/generate.maurl?monster=Dire%20Bear&hd=70&size=C&str=11&dex=11&con=11&int=10&wis=10&cha=10&templates=Celestial,Dire,Zombie&feats=Toughness).
Bearzilla sticks around as long as it pleases (Usually for 2d4 hours) After Bearzilla crushes your enemies, it continues to rampage for alloted time, at the end of which its calmed down back to rational thought and leaves.

In addition to stats in the link, Bearzilla can breath fire in a 300 ft cone dealing 20d10 fire damage with no save.
Bearzilla has a fly speed of 400ft (perfect), leaving behind a trail of rainbow fire.

peacenlove
2011-06-03, 09:45 PM
Win Button
You can win.
Prerequisites: No levels in Samurai or Truenamer.
Benefit: Once per day, you win. Tell the DM that the encounter is over and that you won.
Special: He might make you roll a die or something, but screw it. You won.

See, it's balanced because of its limited usage. :smallwink:

This has inspired me to do this silly feat :smalltongue:

Still not enough...
You still don't get it... Magic wins everything!
Prerequisites: No levels in a spellcasting class, level 7th.
Benefit: Choose 2 classes other than your own. None of the chosen class must have any form of spellcasting (variants of spellcasting such as binding or soul melding are excluded, however set spell like abilities granted by the class itself are not). You gain the benefits of those 2 classes as if you had as many levels on those classes as you have now.
Special: If you ever gain a level in a spellcasting class (or any form of variant spellcasting), you lose the benefits of this feat.

NeoSeraphi
2011-06-03, 09:52 PM
I'm gonna post something non-bear related now so the OP doesn't get mad at us. (And also because Cipher totally one-upped all of us and I can't think of a good bear-related comeback)

How Many Swords Am I Holding Up?
Prerequisites: Deadly Concussion (DR 333), Str 15
Benefits: When you strike a foe with a bludgeoning weapon (even if you're dealing damage from the Deadly Concussion feat) your opponent must make a Fortitude Save. The DC is equal to 10 + 1/2 your Character Level +your Str modifier + the penalty you took for Power Attack this round, if any. The DC is also increased by 4 if this damage was dealt after you successfully Sundered a piece of armor or a weapon via the Deadly Concussion feat.

If your foe fails their Fortitude save, they suffer a dazing condition. Unlike the normal Daze condition, this condition instead provides a concealment chance to all of the dazed character's attack targets. Roll 1d8 every time he attacks a new character. (If he doesn't change targets, keep the result of the last roll you made for that target). That character is treated as being under the Mirror Image spell, with a number of doubles equal to the result of the d8 dice. This is not an illusion effect, nor a magical effect, nor a mind-affecting effect. You just hit the guy so hard he's seeing double. Or triple. An additional failed save resets the duration, which happens to be 1 minute.

Cipher Stars
2011-06-03, 10:03 PM
Norris Transformation
Prerequisites: Ability to summon Bearzilla, Character level 30
Benefits: Once per month, You turn into an avatar of the mighty being... Chuck Norris.
Transformation lasts ten seconds. But to Norris, that might as well be eternity.
During this time, You can do 5 things, any 5 things. Before the real Norris stops finding your play act amusing and decides to kill you for your impudence. There are some restrictions however, for one, the real Chuck Norris might not like what you did with the place. Second, theres always the chance you reawaken Raptor Jesus and we all know that if you do that Cyborg Pirate Ninja Zombie Jesus will pick up its life signals again... calling him to your universe.

Ziegander
2011-06-03, 10:06 PM
Bearth Weapon
Prerequisites: Con 17, Large Size, 4 or more HD
Benefit: As a standard action you let loose a devastating breath weapon in a 5ft per HD times your Constitution modifier cone-shaped area. Every 5ft square in the area is immediately filled with a Black Bear (http://www.d20srd.org/srd/monsters/bearBlack.htm). Creatures already in the area are dealt 2d6+6 bludgeoning damage and may be knocked prone. After you use this Breath Weapon you cannot use it again for 1d4 rounds. Creatures smaller than Medium size within the area cannot avoid being knocked prone. Medium-sized creatures within the area must succeed on a Reflex saving throw (DC 10 + 1/2 your number of HD + your Constitution modifier) to avoid being knocked prone. If a medium-sized creature's saving throw succeeds the Black Bear in their space is knocked prone. Creatures larger than Medium size within the area are not knocked prone, the Black Bear in their space is knocked prone.
Special: If you are Huge size or larger and have 7 or more HD you may fill every 10ft x 10ft portion of the area with a Brown Bear (http://www.d20srd.org/srd/monsters/bearBrown.htm) or a Polar Bear (http://www.d20srd.org/srd/monsters/bearPolar.htm). Creatures in any such portion of the area are dealt 3d6+12 bludgeoning damage and may be knocked prone. Creatures smaller than Large size cannot avoid being knocked prone, Large-sized creatures may make a Reflex save to avoid it (as above), and creatures larger than Large size aren't knocked prone (as above).
Special: If you are Huge size or larger and have 13 or more HD you may fill every 10ft x 10ft portion of the area with a Dire Bear (http://www.d20srd.org/srd/monsters/direBear.htm) dealing creatures in those portions 4d6+24 bludgeoning damage and may be knocked prone as with for Brown or Polar Bears.
Special: Bears produced by this feat are not summoned creatures and do not last for any specific duration. The effect of this feat is instantaneous and all bears linger for as long as they wish. These bears are under no specific control, though they are indifferent toward you and up to 5 other creatures of your choice. Just... don't piss them off.

EDIT:
I'm gonna post something non-bear related now so the OP doesn't get mad at us.

:smallredface:

NeoSeraphi
2011-06-03, 10:20 PM
Bearth Weapon
Prerequisites: Con 17, Large Size, 4 or more HD
Benefit: As a standard action you let loose a devastating breath weapon in a 5ft per HD times your Constitution modifier cone-shaped area. Every 5ft square in the area is immediately filled with a Black Bear (http://www.d20srd.org/srd/monsters/bearBlack.htm). Creatures already in the area are dealt 2d6+6 bludgeoning damage and may be knocked prone. After you use this Breath Weapon you cannot use it again for 1d4 rounds. Creatures smaller than Medium size within the area cannot avoid being knocked prone. Medium-sized creatures within the area must succeed on a Reflex saving throw (DC 10 + 1/2 your number of HD + your Constitution modifier) to avoid being knocked prone. If a medium-sized creature's saving throw succeeds the Black Bear in their space is knocked prone. Creatures larger than Medium size within the area are not knocked prone, the Black Bear in their space is knocked prone.
Special: If you are Huge size or larger and have 7 or more HD you may fill every 10ft x 10ft portion of the area with a Brown Bear (http://www.d20srd.org/srd/monsters/bearBrown.htm) or a Polar Bear (http://www.d20srd.org/srd/monsters/bearPolar.htm). Creatures in any such portion of the area are dealt 3d6+12 bludgeoning damage and may be knocked prone. Creatures smaller than Large size cannot avoid being knocked prone, Large-sized creatures may make a Reflex save to avoid it (as above), and creatures larger than Large size aren't knocked prone (as above).
Special: If you are Huge size or larger and have 13 or more HD you may fill every 10ft x 10ft portion of the area with a Dire Bear (http://www.d20srd.org/srd/monsters/direBear.htm) dealing creatures in those portions 4d6+24 bludgeoning damage and may be knocked prone as with for Brown or Polar Bears.
Special: Bears produced by this feat are not summoned creatures and do not last for any specific duration. The effect of this feat is instantaneous and all bears linger for as long as they wish. These bears are under no specific control, though they are indifferent toward you and up to 5 other creatures of your choice. Just... don't piss them off.

EDIT:

:smallredface:

Wow. It's nice to see we're among friends. :smallsmile:

I would love to see a Bear Master (the base class I just made and linked to earlier in the thread) with all these bear feats, especially Aura of Bears, Bearstorm, Bearth Weapon, Bear Meter Storm, and All Fear The Wrath of the Bear God. This is all too funny

wiimanclassic
2011-06-04, 12:19 AM
SONIC BOOM
You swing so hard you break the sound barrier.
Prerequisites: 18 STR, Level 14, No spell casting.
Benefit: Once per day, you deal (class level)d6 sonic damage to everything in a 50 foot cone. No save.

NineThePuma
2011-06-04, 12:56 AM
Cipher, could you spoiler your pic on the last page? It stretches the page horribly.

Cipher Stars
2011-06-04, 01:11 AM
Didn't stretch my page.... *spoiler'd*

NineThePuma
2011-06-04, 02:07 AM
I use a 1076x800 monitor, or some such. I might be unique, but... meh. Off topic convo will go into private messages.

Andre
2011-06-04, 02:43 AM
Not In My House

Prerequisites: WIS 13, Knowledge (architecture and engineering) 15 ranks.
Benefit: Is it Magic, or simple Mimetism? Perhaps it's just simpler self-awareness. Once per encounter, you can activate the command word yelling "Not In my House!".
This ability functions then as casting Mage's Private Sanctum as a spell-like ability that does not provoke attacks of opportunity and cannot be dispelled or subject to Antimagic Field. In addition, while in the Sanctum area you are immune to all spells of 9th level or lower. For the purpose of using this ability, treat your character as immune to the Silence spell.
Normal: Get a degree in Engineering unless you want to be blasted by the first drunk sorcerer that passes by casting Meteor Swarm.

Doorhandle
2011-06-04, 02:48 AM
G.T.F.O

No, seriously, GET OUT.

Prerequisites:Strength bonus of 10+, (not including temporary bonus, but including that from magic items.) Vocal cords, a limb to point with, no levels in a spell-casting class.

Benefits: Once per day, you can demand one creature you can point at to GET THE **** OUT. The creature has one minute to get out of a radius 100ft wide/character class level. If it is fails to escape the radius before one minute passes, they must make a fortitude save or die, at 10+difficulty/level. Even if they succeed this save, they take 400 damage, with no save and which is not affected by Damage resistance, Spell Resistance, or Fast-healing/regeneration.

If the creature survives ether of these effects, it is immediately pushed to the edge of your G.T.F.O radius.

Special: A creature without the prerequisites can take this feat, but cannot utilize it. it still counts for acquiring the improved, greater, ands supreme G.T.F.O feats.

The creature using this feat must be able to move and speak clearly, as if the feat required a verbal and somatic component.

I'll get around to posting THOSE feats later.

edit: New one:

Stab the soul

Prerequisites: 5+ sneak attack damage die, weapon focus and a profound and unending hatred for all those who would defy sneak attack damage.

Benifit: Your sneak attack damage die can affect even those normally immune to sneak attack and critical damage, provided they have a soul(or an elemental spirit bonded into them as a vessel, as with golems). This also affects outsiders, as they ARE a soul, and undead, as they ether have a vague proto-soul, their original soul, or are a soul, as per outsiders.

If the target dies from your sneak attack damage, or within 2 rounds of receiving your sneak attack damage, they can only be raised by True Resurrection.

If the target is under the effect of Magic Jar, the effect is ended immediately upon being hit with this feat, and the possessor who cats the spell is immediately shunted back into their original body, which suffers twice your sneak attack damage. If their original body is already destroyed, they die, and can only be resurrected as above.

If you use this feat on a Lich, their soul is immediately forced back into their phylactery, with no save. their current body crumbles to dust, and they have to regenerate it as normal.

Razgriez
2011-06-04, 08:48 AM
Win Button
You can win.
Prerequisites: No levels in Samurai or Truenamer.
Benefit: Once per day, you win. Tell the DM that the encounter is over and that you won.
Special: He might make you roll a die or something, but screw it. You won.

See, it's balanced because of its limited usage. :smallwink:

Heh, reminds me of an interesting card game I picked up at Otakon last year, aptly named "We Didn't Playtest This at All" :smallamused:

TheLonelyScribe
2011-06-04, 09:10 AM
Aura of Bears
Bears. In an aura.

Just... just the best thing ever.

Misery Esquire
2011-06-04, 09:18 AM
Bearocolaypse
Prereq's : BELIEVE IN THE HEART OF THE BEARS
Benefit : The world is now bears. No saving throw. This includes all objects.

I couldn't resist.

Morty
2011-06-04, 01:28 PM
This thread is several kinds of awesome. So awesome I just have to contribute, albeit with something not bear-related.

Cut Your Heart Out With a Spoon
Prerequisites: BaB +12, Weapon Focus (Spoon), Greater Weapon Focus (Spoon), Weapon Specialization (Spoon), Improved Critical (Spoon)
Benefits: Three times per day when you successfully hit an opponent with a spoon, they have to make a Fortitude save with the DC equal to your attack roll or die instantly, their hearts having been cut out with the spoon. This feat does not work on enemies immune to critical hits.

Seerow
2011-06-04, 01:31 PM
This thread is several kinds of awesome. So awesome I just have to contribute, albeit with something not bear-related.

Cut Your Heart Out With a Spoon
Prerequisites: BaB +12, Weapon Focus (Spoon), Greater Weapon Focus (Spoon), Weapon Specialization (Spoon), Improved Critical (Spoon)
Benefits: Three times per day when you successfully hit an opponent with a spoon, they have to make a Fortitude save with the DC equal to your attack roll or die instantly, their hearts having been cut out with the spoon. This feat does not work on enemies immune to critical hits.

Only 3 times per day, requiring a minimum 8 levels in fighter and 4 terrible feats? That's something I'd legitimately let in my game and laugh at the guy stupid enough to take it.

Morty
2011-06-04, 01:36 PM
That's what I figured. Would making each spoon attack a save-or-die and/or dropping the requirements make it appropriately over-the-top?

Seerow
2011-06-04, 01:40 PM
That's what I figured. Would making each spoon attack a save-or-die and/or dropping the requirements make it appropriately over-the-top?

Yeah, dropping it to weapon focus (spoon) and maybe improved crit (spoon), and making it at will would make it suitably over the top power wise.


To make it REALLY over the top, give bonuses for using a rusty wooden spoon, and add in something about eating the hearts that the spoon carves out.

Cipher Stars
2011-06-04, 01:46 PM
Yeah, dropping it to weapon focus (spoon) and maybe improved crit (spoon), and making it at will would make it suitably over the top power wise.


To make it REALLY over the top, give bonuses for using a rusty wooden spoon, and add in something about eating the hearts that the spoon carves out.


Don't forget to check out the Maid for you flaming spoon(Frying pan, or otherwise) wielding butlers or uniform wearing girls. (on topic)



Bearocolaypse
Prereq's : BELIEVE IN THE HEART OF THE BEARS, Wrath of the Bear God, character level 40
Benefit : all creatures are now bears, big or small size same as it was previously. Food chain now consists of meat, meat and meat. Though retaining intelligence, Chances are they're to fuzzy and shaped different to use many of their current civilizations creations such as spoons, or door knobs. But hey, give it time.

I couldn't resist.

Me neither .

Morty
2011-06-04, 02:01 PM
Yeah, dropping it to weapon focus (spoon) and maybe improved crit (spoon), and making it at will would make it suitably over the top power wise.


To make it REALLY over the top, give bonuses for using a rusty wooden spoon, and add in something about eating the hearts that the spoon carves out.

Right. I was far too cautions, given the purpose of this thread. :smalltongue:
The final version:

Cut Your Heart Out With a Spoon
Prerequisites: BaB +12, Weapon Focus (Spoon), Improved Critical (Spoon)
Benefits: Every time you successfully hit an opponent with a spoon, they have to make a Fortitude save with the DC equal to your attack roll or die instantly, their hearts having been cut out with the spoon. This feat does not work on enemies lacking a heart or similar organ that they require to live. A rusty or wooden spoon increases the DC by 2. Eating the heart of the enemy killed in such a fashion grants you the benefits of a Cure Critical Wounds spell.

Cipher Stars
2011-06-04, 02:19 PM
Right. I was far too cautions, given the purpose of this thread. :smalltongue:
The final version:

Cut Your Heart Out With a Spoon
Prerequisites: BaB +12, Weapon Focus (Spoon), Improved Critical (Spoon)
Benefits: Every time you successfully hit an opponent with a spoon, they have to make a Fortitude save with the DC equal to your attack roll or die instantly, their hearts having been cut out with the spoon. This feat does not work on enemies lacking a needed anatomy containing a heart or similar organ in the first place. A rusty or wooden spoon increases the DC by 2. Eating the heart of the enemy killed in such a fashion grants you the benefits of a Cure Critical Wounds spell.

That seems to make more sense, since some creatures can be immune to critical hits or still require a heart to live..

Morty
2011-06-04, 02:27 PM
Yes, I suppose it makes sense.

Also:

Time to stock up up on Tiny sized Daggers.

Parry:
Benefit: You can use an attack of opportunity to make an attack against an attack. If your attack roll is superior, The attack is negated.

Magiparry:
Prerequisites: Knowledge Arcana 10 ranks. Parry
Benefits: You can make an attack roll against Spells that require an attack roll. If your attack roll is superior, spell is negated.

Magebane
Prerequisites: Knowledge Arcana 15 ranks, Spellwack, Magiparry
Benefits: You can make an attack roll against the DC+5 of a spell targeting you. If you succeed, the spell is negated.
Magiparry's can now reflect the spell back at the caster.

I was thinking about a final feat in this line that lets you parry literally everything, including spell-like abilities, supernatural abilities, avalanches and falling damage. Unless there is one and I missed it.

Cipher Stars
2011-06-04, 02:40 PM
yep .



Freakward
Prerequisites: Knowledge Arcana; 20 ranks, Magebane
Benefits: You can make an attack of opportunity against the DC+10 of a supernatural, spell like, psi like or similar ability targeting you or the attack roll +5 (if ability uses an attack roll instead of DC save) If you succeed, the effect(s) is/are negated.
Magiparry's can now reflect the spell back at the caster.

wiimanclassic
2011-06-04, 02:44 PM
Yes, I suppose it makes sense.

Also:


I was thinking about a final feat in this line that lets you parry literally everything, including spell-like abilities, supernatural abilities, avalanches and falling damage. Unless there is one and I missed it.

But can you DODGE anything? Like the ground while falling.

137ben
2011-06-04, 02:50 PM
MetaKnowledge
Prerequisite: Must have visited a gaming forums, Knowledge (any)
Effect: Once per turn, you may hand the DM any object (including dice, blank paper, dust, something you just grabbed from them, ect.). You can then ask the DM any question, and they must answer.

The ultimate divination technique!

Cipher Stars
2011-06-04, 02:52 PM
But can you DODGE anything? Like the ground while falling.

Observe :


Realityshun:
Prerequisites: Freakward, Knowledge (planes) 10, Dodge, Mobility
Benefits: You can make dodge attempts at anything. Dodge in your hands is now considered an ability. Dexterity modifier + dodge bonuses + 3/4ths character level + 1d20. If you succeed against a DC set by the DM chosen for the situation, effect is negated.
Example situations: dodge the meteorite aiming to destroy the planet, Dodge the tornado, Dodge the brick wall your about to walk into, Dodge you chores for today.

137ben
2011-06-04, 03:07 PM
True Chain Reaction
Prerequisites: 1st level Fighter
Effect: Upon hitting any creature with a physical attack (melee or ranged), the target is hit so hard that they make a single standard action of your choice (that they could normally make). If their action targets any creature (regardless of what type of action they made), then all of their targets make a standard action (chosen by you), ect.

So, you can poke your party's cleric, who can use a mass buff/heal on your group, at which point ALL of your party gets an action. If any of them hit an enemy, that enemy is effectively killed (make it attack itself, which gives it another action, with which you make it attack itself, ect.). Any if any of your team's casters manage to land a hit on another caster, then you get free access to that caster's spells (until the chain reaction ends, of course).

And since you can make more than one poke per round...

NeoSeraphi
2011-06-04, 05:55 PM
HAH! I waited TWENTY damn levels for this, but HAH!
Prerequisites: Must be taken as your feat granted at 21st level. Must be a 21st level PHB monk with no gestalt levels, no homebrew and no LA or racial hit dice, Stunning Fist
Benefits: From your 21 levels of suck emerges a power like no other! You gain the ability to deliver a smack attack. This consumes one of your daily uses of Stunning Fist. You make a full attack action with an unarmed strike or a special monk weapon, and every time you successfully hit your target they must make a Will Saving Throw (DC 20 + your Charisma Modifier) or die from humiliation at the fact that they got hit by a 21st level monk AND failed a CHARISMA based saving throw from a monk.

If a creature rolls a natural one on their saving throw, they instead commit seppuku as a free action.

137ben
2011-06-04, 06:03 PM
HAH! I waited TWENTY damn levels for this, but HAH!
Prerequisites: Must be taken as your feat granted at 21st level. Must be a 21st level PHB monk with no gestalt levels, no homebrew and no LA or racial hit dice, Stunning Fist
Benefits: From your 21 levels of suck emerges a power like no other! You gain the ability to deliver a smack attack. This consumes one of your daily uses of Stunning Fist. You make a full attack action with an unarmed strike or a special monk weapon, and every time you successfully hit your target they must make a Will Saving Throw (DC 20 + your Charisma Modifier) or die from humiliation at the fact that they got hit by a 21st level monk AND failed a CHARISMA based saving throw from a monk.

If a creature rolls a natural one on their saving throw, they instead commit seppuku as a free action.

Honestly, that isn't all that powerful, especially compared to other epic powers, and the fact that you don't have any other useful power.

Seerow
2011-06-04, 06:06 PM
Honestly, that isn't all that powerful, especially compared to other epic powers, and the fact that you don't have any other useful power.

I think that's part of the joke. He even comments that they die out of shame from failing a charisma based saving throw against a monk.

Darthteej
2011-06-05, 02:01 AM
Loud Enough to Dead the Wake
Pre-Requisite: 9th level, Full BAB, No spellcasting
Effects: Starting at 9th level, you gain the ability to unleash a terrifying scream that can help take low level characters out of the equation once per day. You gain 2/day at 10th, 3/day at 13th, and 4/day at 17th.

This shout generates a wave of sound, similar to a cloud of fog, but composed of sonic energy. These soundwaves automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the waves).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Covering ones ears doesen't help, but those immune to death are immune to this spell.

Unlike a fog cloud, the soundwave moves away from you at 10 feet per round, rolling along the surface of the ground.

Save or Die
Pre-Requisite: 9th level, Full BAB, No spellcasting,
Effects:Starting with one use per day at 9th level, you gain the ability to declare one attack a Save or Die on a standard action, per day. The target must make a fortitude save of 15+your STR modifier or die. This does not apply to constructs or undead. You gain 2/day at 10th, 3/day at 11th, and 4/day t17th.
Special:Versions that target will saves get one less use per day. If you beg your DM hard enough, you can target REF save instead.

Stunning Blow
Pre-Requisites:15th level, Full BAB, No Spellcasting
Effects:Once per day you can deliver a single blow of power that instantly causes one creature of your choice to become stunned, The duration of the effect depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by stunning blow.

At 16th level you gain 2/day, at 18th 3/day, and at 20th 4/day.

Final Blow
Pre-Requisites:17th Level, Full BAB, no spellcasting
Effect:Once per day you can deliver a single blow of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by Final Blow.

For each level gained, you gain another use, capping a 4/day at level 20.

Somehow This is Balanced
Pre-Requisites:17th Level, Full BAB, no spellcasting

Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level within a 40-ft.-radius spread
You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.

Once per day, another use at each level. The attack is defeated by Armor Class(Not even touch!), but you've taken so many bonuses against it that it's trivial at this point.

Centric
2011-06-05, 02:02 AM
Am I doing this right?

Heart Beating out of Your Chest
Prerequisites: Vascular system.
Benefits: Your heart/ooze pump/oil filter/whatever reacts freakishly to danger. It automatically deals bludgeoning damage on your turn to unfriendly entities, regardless of concealment, your awareness, or the direction you are facing. Damage done starts at 0d6 and increases by 1d6 per successful attack made against you, and per 5% you are below maximum HP. Damage also increases by 2d6 for each status affect you are under, each point of ability damage you have taken, each point of penalty inflicted on you, and 5d6 per level lost to level drain. Your vascular nexus is treated as adamantine with Ghost Touch, with a bonus to attack and damage rolls equal to the d6 of damage, a range in 5-foot squares of the number of d6, and with a number of attacks equal to the number of d6 divided by 4, rounded down.

Morph Bark
2011-06-05, 06:08 AM
Am I doing this right?

Heart Beating out of Your Chest
Prerequisites: Vascular system.
Benefits: Your heart/ooze pump/oil filter/whatever reacts freakishly to danger. It automatically deals bludgeoning damage on your turn to unfriendly entities, regardless of concealment, your awareness, or the direction you are facing. Damage done starts at 0d6 and increases by 1d6 per successful attack made against you, and per 5% you are below maximum HP. Damage also increases by 2d6 for each status affect you are under, each point of ability damage you have taken, each point of penalty inflicted on you, and 5d6 per level lost to level drain. Your vascular nexus is treated as adamantine with Ghost Touch, with a bonus to attack and damage rolls equal to the d6 of damage, a range in 5-foot squares of the number of d6, and with a number of attacks equal to the number of d6 divided by 4, rounded down.

So a 1st-level Commoner with 6 hp at -9 would deal 50d6 damage to anyone within an unspecified range? Oh my.

137ben
2011-06-05, 07:49 AM
Am I doing this right?

Heart Beating out of Your Chest
Prerequisites: Vascular system.
Benefits: Your heart/ooze pump/oil filter/whatever reacts freakishly to danger. It automatically deals bludgeoning damage on your turn to unfriendly entities, regardless of concealment, your awareness, or the direction you are facing. Damage done starts at 0d6 and increases by 1d6 per successful attack made against you, and per 5% you are below maximum HP. Damage also increases by 2d6 for each status affect you are under, each point of ability damage you have taken, each point of penalty inflicted on you, and 5d6 per level lost to level drain. Your vascular nexus is treated as adamantine with Ghost Touch, with a bonus to attack and damage rolls equal to the d6 of damage, a range in 5-foot squares of the number of d6, and with a number of attacks equal to the number of d6 divided by 4, rounded down.

Insanely powerful--yes, you ARE doing this right.

@above: well, a Wizard could do worse:smallsmile:

Perfect Running
Prerequisites: Base run speed 35 ft. or higher, 6th level, Run feat, Endurance
As a full round action, you can run as far as you want, even around an entire planet, provided there is nothing blocking your path. You can even do this with heavy armor. You do not need to run in a straight line, nor do you need to make Con checks the way you normally do when running (because you are running all in one turn). When performing a "super run", you still cannot pass through difficult terrain.
Additionally, you can perform a "normal" run action on difficult terrain, as if someone without this feat were running on normal ground.
Finally, if you use this to run in a straight line, then you get a +1bonus to Jump checks made at the end for every 20 ft. you ran (so if you can fight a 5 mile runway, you can move along it in one full round action, and then jump at the end with a +1320 bonus to your jump check).

Justification: greater teleport is better, as it's not inhibited by difficult terrain.

Centric
2011-06-05, 01:35 PM
So a 1st-level Commoner with 6 hp at -9 would deal 50d6 damage to anyone within an unspecified range? Oh my.

Close. it's (15/6)/.05=50 plus 1 for the attack likely made on him to get him there and another 2 for being dying (being dying? wut?).That's 53d6+53 within 5x53=265 feet at a +53 to hit, and 53/4 rounded down=13 attacks per round.

Morty
2011-06-05, 01:49 PM
Something I came up with:

Whatever I Can Get My Hands On
Prerequisites: BAB +6, Weapon Focus(Any)
Benefit: Any improvised weapon you wield is treated as the weapon you have Weapon Focus in for as long as you wield it.

Not very powerful, I realize. It just seems appropriate for an over-the-top fighter who can murder you effectively with a chamber pot.

NeoSeraphi
2011-06-05, 02:14 PM
Honestly, that isn't all that powerful, especially compared to other epic powers, and the fact that you don't have any other useful power.

Yes. And it's still more useful and powerful than every other ability of 21 levels of monk combined. (though the improved evasion and spell resistance are admittedly pretty nice)

Jjeinn-tae
2011-06-05, 02:23 PM
Bearclone
Prerequisites: Whirlwind Attack, Bearstorm
Benefit: Whenever you make a whirlwind attack, you spin the bears about you at high speeds. Anything within your aura of bears (that is not in your square, eye of the storm and all) gets buffeted by 3d6 bears. These bears hit the creature as if they had fallen your HDx5 feet. On contact, these bears each initiate a full round attack. The final bear (per character) may use its improved grab ability and displace the creature 90 degrees in your aura in either direction.





Sorry, had to continue the bears... I have another one as well...

Phosphate
2011-06-05, 04:54 PM
Let me take a stab.

Phasing Dash
Prereqs: Land speed 40 feet minimum, Medium, Sword Focus, Charge
Benefits: At will but not consecutively, you may dash out in any straight horizontal direction exactly 50 feet as a standard action. Any enemy on the line will take damage as if you made a touch attack against them, and they were helpless. Dashing can phase through solid walls and skip holes/traps, but is nonmagical and ignores teleporting/astral restrictions.

Doing it right?

137ben
2011-06-05, 05:13 PM
Commoner's Surprise
Prerequisites: Commoner, no racial hit dice
Your opponents are bored from fighting a commoner. Whenever you make an attack of any kind, you gain a "Boredom Bonus" equal to your commoner level+ the targets total hit dice - the targets commoner level (if they are a commoner). This applies as a bonus to your attack rolls, your enemies' saving throws, and any damage rolls. Additionally, when you are attacked, you gain an equal bonus to your saving throws, and the attacker takes a penalty to their attack rolls and damage rolls. If this boredom penalty would reduce the damage you take below 0, then their attack heals you.
Additionally, when making an opposed skill check/ability check, you gain a Boredom Bonus and your opponent takes a Boredom penalty (equal to your commoner level+ the targets total hit dice - the targets commoner level).
Finally, whenever you roll any d20 that is NOT part of an attack roll/saving throw/opposed skill check, you can choose to apply an Awesome Commoner bonus to the roll, giving an extra L^L (where L is your commoner level). You can swap this for an Awesome Commoner penalty (if you want to roll low), or negate the effect entirely, which you can decide for each roll individually.
Both Awesome Commoner bonuses and Boredom bonuses stack with every other kind of bonus.

For a 20th level commoner, the Awesome Commoner bonus becomes a
+104857600000000000000000000 bonus:smallsmile:

ZiggZagg
2011-06-05, 11:14 PM
Well, I haven't read all 4 pages yet, but I am inspired.

I'm AWWWEEESSSOOOMMMEEE!
Prerequisites: Charisma 14+
Benefit: As a standard action, you can make an attack in a 40 ft radius, centered on yourself. By proclaiming your innate awesomeness ("You're going to die because I'M...AWWWEEESSSOOOMMMEEE), you force all enemies affected to make a fortitude save equal to 10+1/2 Character Level+Charisma Modifer. Those who fail are disintegrated by the sheer force of how awesome you are. Those who succeed are blinded by your bodacity. You can use this ability a number of times per day equal to your Awesome Multiplyer X Your charisma modifier. This is an extraordinary ability.

PoorHobo
2011-06-06, 05:33 AM
Juggle enemy

Prerequisites: BAB 16+, Qucikdraw, unable to cast 1st level spells or higher.

Benefit: When making a full attack against an opponent no more than one size catagory larger, You may declare that you are going to air juggle the enemy. The first attack must be from a melee weapon. If you hit and the target, the target gets launched 30 feet into the air rendering it helpless. After the target is launched you may sheath your melee weapon and draw a ranged weapon as a free action, you may use any remaining attacks from a ranged weapon. To keep the target in the air you must succeed on at least one ranged attack after the initial hit and at least one ranged attacks per round each round there after. If you fail to hit the target with a ranged weapon, it is no longer helpless on its turn and may act appropriatly(usually fall.)

Normal: Fighters can't have nice things.

Special: A juggled target need not be hit by whoever launched the target in the air, but it must be hit by someone with the feat to maintain the juggle. If you do this 20 times to creatures with your HD or higher you will get an achievement. A fighter may select Juggle Enemy as one of his fighter bonus feats.


Red Mage's Skill List

Prerequisites: Must have a BAB equal to your character level, unable to cast 1st level spells or higher.

Benefit: You are considered having ranks in any skill that anything within 60 feet has. The total amount cannot exceed your character level +3. If you already have ranks in a skill that is inferior to something within 60 feet, you gain a circumstance bonus equal to the amount of ranks you have.


True Str... wait what?

Prerequisites: BAB 6+, Must have wittnessed a spell caster cast True Strike and be utterly demoralized that even at level 1, given a standard action, a wizard will always do your job better. Unable to cast 1st level spells or higher.

Benefit: The next strike made after a full defense action within 1 round, you may add a +19 insight bonus to the attack. When making the attack you may re-roll the miss chance due to concealment

Special: A fighter may select True Str... wait what? as one of his fighter bonus feats.

snowboule
2011-06-06, 07:59 AM
Natural 20!

Prerequisites: You must wear a cape and a magician hat while playing.

Benefit: You decide the results of every dice rolls.


Normal: You dont decide the result of every dice rolls.

Special: You're DM might not like you.


Heh I think that's being ridiculous :smallcool:

Phosphate
2011-06-06, 08:38 AM
I fear this is BETTER than a wizard, but...

Vengeful Madness
Prereqs: Rage, Favored Enemy

Benefit: Once per encounter, if a teammate is killed by your favored enemy, replace your 1 standard action per turn with a number of standard actions equal to the killer's HD (this lasts for the entire encounter).

Misery Esquire
2011-06-06, 10:14 AM
Bloodening
Prereq's : 50+ HP, Fighter level 5
Benefit : Any damage caused to you, is also caused to all of your enemies, in a untyped damage source. It also causes any Effects that were saved against your Fortitude to apply to all of your enemies. If you die, your enemies must make a Will Save (DC15 + Character Levels), or perish as well. This is an extranatural effect.

Heroic Presence
Prereq's : BAB 10+, Charisma 12+, Cannot cast spells
Benefits : All allies gain +2 to all rolls. Also, as a paragon of warriors, you may challenge any enemy (or multiple enemies) to engage you in combat rather than whatever else they would like to be doing. This acts as a Compulsion (Will DC15 + Character Levels). All enemies must make concentration checks (DC15 + Character levels), or be unable to use any special abilities and simply attack with whatever is at hand. Abilities that naturally apply via thier melee attacks still function even if the test is failed.

Darthteej
2011-06-06, 11:54 AM
I fear this is BETTER than a wizard, but...

Vengeful Madness
Prereqs: Rage, Favored Enemy

Benefit: Once per encounter, if a teammate is killed by your favored enemy, replace your 1 standard action per turn with a number of standard actions equal to the killer's HD (this lasts for the entire encounter).

The entire point is for it to be better than a wizard can do, or at least for people to call it OP if a warrior can do it but balanced if a wizard can. You feat allows you to do tons of damage, but a metamagiked up wizard can do the same thing, or just flat out kill enemies with no save.

NeoSeraphi
2011-06-06, 08:17 PM
Beardritch Blast
Prerequisites: Eldritch Blast class feature, Access to greater invocations
Benefit: You gain access to the Beardritch Blast blast shape invocation. (You may immediately swap one of your other invocations known for Beardritch Blast when you take this feat) When you fire a Beardritch Blast you deal no damage. Instead you spawn a number of dire bears equal to your normal eldritch blast damage. They each fill the nearest 10x10 empty square until each bear has its own space, then they all immediately take a full round action. You may direct their actions telepathically as a free action. After every bear takes its action, they all disappear.

wiimanclassic
2011-06-06, 09:39 PM
Whats next? A feat making it so you can make the bears summoned by these other types of bears and apply templates? Like taking a brown bear and making it an undead fiendish bear.

Jjeinn-tae
2011-06-06, 09:43 PM
Whats next? A feat making it so you can make the bears summoned by these other types of bears and apply templates? Like taking a brown bear and making it an undead fiendish bear.

Yeah, we need a [Bear] feat type, so there can be [Bear] feats that boost other [Bear] feats.

NeoSeraphi
2011-06-06, 10:10 PM
Yeah, we need a [Bear] feat type, so there can be [Bear] feats that boost other [Bear] feats.

Bearmaggedon [Bear]
Prerequisites:Any 3 feats
[B]Benefit: Once per day per [Bear] feat you possess, you may call a Beardra as a full round action. A Beardra is a hydra with dire bear heads and the body of a Huge sized dire bear. It has 1 head per [Bear] feat you possess, The Beardra has the Bearth Weapon feat as a bonus feat and projects an Aura of Bears out to 120'. It may cast Bear Meteor Storm 1/day as a spell-like ability, and stays for 3+ # of [Bear] feats you possess rounds.
As a secondary benefit, once per day per [Bear] feat you possess you may treat all die rolls you make while using a bear feat as Maximized

wiimanclassic
2011-06-06, 10:31 PM
Bearmaggedon [Bear]
Prerequisites:Any 3 feats
[B]Benefit: Once per day per [Bear] feat you possess, you may call a Beardra as a full round action. A Beardra is a hydra with dire bear heads and the body of a Huge sized dire bear. It has 1 head per [Bear] feat you possess, The Beardra has the Bearth Weapon feat as a bonus feat and projects an Aura of Bears out to 120'. It may cast Bear Meteor Storm 1/day as a spell-like ability, and stays for 3+ # of [Bear] feats you possess rounds.
As a secondary benefit, once per day per [Bear] feat you possess you may treat all die rolls you make while using a bear feat as Maximized

Hm, maybe something so you can make it so any bears made by a bear feat can have templates with a total CR(or LA, new at this) up to half your number of bear feats?


Undead Beardra.

Misery Esquire
2011-06-07, 12:25 AM
Because Every Bob And Jim Can Just Pick Up A Sword
Prereq's : Have an LA Of +1 or greater
Benefits : As long as you never gain the ability to cast an Arcane or Divine, or any other type of spell, you do not have to account for LA. If you gain the ability to cast any type of spell, you automatically have the LA applied, and cannot LA-buy off, instantly losing the benefits of all those levels including health. This can, and may, kill you if the lost health is greater than your current health.

Hmm. I think this is getting close.

Seerow
2011-06-07, 12:30 AM
Because Every Bob And Jim Can Just Pick Up A Sword
Prereq's : Have an LA Of +1 or greater
Benefits : As long as you never gain the ability to cast an Arcane or Divine, or any other type of spell, you do not have to account for LA. If you gain the ability to cast any type of spell, you automatically have the LA applied, and cannot LA-buy off, instantly losing the benefits of all those levels including health. This can, and may, kill you if the lost health is greater than your current health.

Hmm. I think this is getting close.

Hrm, I wonder how crazy of a character we could make to abuse the **** out of that feat.

Racial Hit Dice still apply, so you want to avoid those, and most creatures with racial hd have casting inherent anyway, which I imagine would automatically kick you out of the feat. So you need a high LA no RHD race, then pile a ton of templates on it....

Honestly this doesn't even seem too unbalanced. I wouldn't play with it cause I can't stand monstrous characters in general, but I could definitely see it working out such that the melee people are still behind.

Zaydos
2011-06-07, 12:31 AM
Dazing Blow
Prerequisites: Str 17+, no ability to cast spells or use martial maneuvers, BAB 8+.
Benefit: Whenever you hit an opponent in melee they must make a Fortitude save (DC 10 +1/2 your BAB + your Str) or be dazed for one round.
Special: You may take this feat as a fighter bonus feat. If you have at least 8 levels of fighter then the save DC is increased by 2.

Paralyzing Blow
Prerequisites: Str 19+, no ability to cast spells or use martial maneuvers, BAB 12+.
Benefit: Whenever you hit an opponent in melee they must make a Fortitude save (DC 10 +1/2 your BAB + your Str) or be paralyzed for one round.
Special: You may take this feat as a fighter bonus feat. If you have at least 12 levels of fighter then the save DC is increased by 2.

Misery Esquire
2011-06-07, 12:54 AM
Racial Hit Dice still apply, so you want to avoid those, and most creatures with racial hd have casting inherent anyway, which I imagine would automatically kick you out of the feat. So you need a high LA no RHD race, then pile a ton of templates on it...

Well, spell-like abilities wouldn't count, so if nothing else you could start stacking Half-half-half-half-dragon on it.

Zaydos
2011-06-07, 12:59 AM
If we're getting into template stacking.

Without SLAs and only the monster manual:
Fiendish Half-Dragon Vampire Insert Race
Level 5+ and you have +14 Strength, +4 Dex, a non stat for Con (which smarts), +4 Int, +2 Wis, +6 Cha. Dominate Person at will (Su ability), energy drain, summons, fast healing, DR (magic and Silver) and fast healing.

Lv 1 replace Vampire with Ghost and you have at will etherealness among other abilities.

Ziegander
2011-06-07, 01:00 AM
The entire point is for it to be better than a wizard can do, or at least for people to call it OP if a warrior can do it but balanced if a wizard can. You feat allows you to do tons of damage, but a metamagiked up wizard can do the same thing, or just flat out kill enemies with no save.

No, the point, the entire point, is to make a feat that does something that a Wizard spell normally could (or something that a Wizard spell + a handful of Wizard feats could), that wouldn't be called broken when a Wizard did it. The operative words here being "normally could" and "wouldn't be called broken."

Like this:

Kansas City Shuffle
You look right, I go left...
Prerequisites: Bluff 6 ranks, Hide 6 ranks
Benefit: Choose an empty space adjacent to yours and make a Bluff check opposed by the Sense Motive checks of any number of creatures within 30ft of you that can see and hear you. Creatures whose Sense Motive checks beat your Bluff check are unaffected. Creatures whose Sense Motive checks fail to beat your Bluff check believe that you occupy the chosen space rather than your true space.

For every 5 points you beat a creature's Sense Motive check you may choose an additional empty space adjacent to yours or to one you already chose. Creatures whose Sense Motive checks fails to beat your Bluff check by 5 or more believe that they see you in multiple spaces but never in your true space.

This effect lasts until you do something to give away your real position such as step in a puddle or attack any creature.

TSED
2011-06-07, 08:17 AM
Infinibear [Bear]
Prerequisites:Any feat
[B]Benefit: Any bear that appears because of a [Bear] feat that you possess also has every [Bear] feat that you possess. Aura of Bears is an exception, in that it only doubles your radius, rather than causing all of existence to be replaced with bears.

As a secondary benefit, bears.

DracoDei
2011-06-07, 09:08 AM
Time for some non-combat feats.

Planar Gash

Prerequisites: Improved Sunder, Planar Smack, BAB +16

Benefits: Once a day, you can cut a hole in reality. This hole connects the plane you are on to another plane. It lasts for 1 round per point of Strength bonus. The destination is determined by the makeup of your weapon, as follows:

Metal - the opening leads to the Ethereal Plane or a Material Plane (your choice).
Silver - the opening leads to the Astral Plane.
Adamantine - the opening leads to one of the Elemental or Paraelemental planes. A successful Knowledge (Planes) check (DC 20) allows your choice. Otherwise, determine randomly.
Mithral - the opening leads to an outer plane. A successful Knowledge (Planes) check (DC 20) allows your choice. Otherwise, determine randomly (yes, that means somewhere in the Abyss is terribly likely).


You do not control the destination location within the plane. However, it will be on solid ground if possible.
As those are all metals, I would change the first one to "iron/steel".

TheLonelyScribe
2011-06-07, 09:28 AM
Well, spell-like abilities wouldn't count, so if nothing else you could start stacking Half-half-half-half-dragon on it.

Actually, as far as I know, there's no actual rule against being a half-angel half-demon half-dragon dragon :smallbiggrin: There's even rules for playing dragons in the draconomicon.

Misery Esquire
2011-06-07, 09:50 AM
Actually, as far as I know, there's no actual rule against being a half-angel half-demon half-dragon dragon :smallbiggrin: There's even rules for playing dragons in the draconomicon.

Ah, but Dragons, eventually, gain actual casting, not just Spell Like Abilities. Meaning that it has a chance to kill itself as it ages to maturity. :smalltongue:

Phosphate
2011-06-07, 10:10 AM
Let's get dangerous! :D

**** you, Dad
Prereqs: Divine Rank 0, mother must be mortal
Benefits: All damage you deal to creatures with a Divine Rank of 10 or higher is squared. Additionally, you emit an antimagic field 150 feet in radius which works only on creatures with Divine Rank (except yourself).

Ever felt like killing Loki with a single hit? :D

Sypher667
2011-06-07, 02:25 PM
Ah, but Dragons, eventually, gain actual casting, not just Spell Like Abilities. Meaning that it has a chance to kill itself as it ages to maturity. :smalltongue:

Not if you play a.....X'entilar (or something like that) dragon (its a template). They gain a bunch of other stuff, but lose their spell casting in exchange. I dont know what MM it's in though.

EDIT: Its Xorvintaal, found in MM5

Gideon Falcon
2011-06-07, 02:55 PM
Older-than-the-universe Spice
Prerequisites: No spellcasting ability.
Benefit: You are immune to Wizards. You don't care about that silly magic stuff. You also gain Druid, Cleric, Sorcerer, etc. resistance 25,000,000,000.

Also, anything is possible for you, because you smell like Old Spice and not a pig.
Special: I'm on a horse.

John Cribati
2011-06-07, 03:00 PM
Pardon me, but can someone explain just how to apply a Wizard in such a way that the character becomes more broken than this stuff? For educational purposes, of course. *gets notebook and pencil*

Zaydos
2011-06-07, 03:04 PM
Well I know how to get a 17th level wizard casting 2 normal, and 2 quickened spells per round (18th level sorcerer can use Greater Arcane Fusion and Quickened Arcane Fusion to get 8 in a round if they really want).

But not anything nearly as bad as all this.

Also spammable Dominate Monster is fairly easy (it's a pretty common Su ability on creatures with 17 or less HD, which means Shapechange is better than Dominate Monster in that it can copy the latter multiple times, with higher Save DCs [if you're a sorcerer], and be undispellable).

NineThePuma
2011-06-07, 03:05 PM
A lot of people here lost sight of the goal, which was emulating wizard type stuff with combat maneuvers. The various [Bear] feats should be considered to not be part of the idea.

NeoSeraphi
2011-06-07, 03:05 PM
Pardon me, but can someone explain just how to apply a Wizard in such a way that the character becomes more broken than this stuff? For educational purposes, of course. *gets notebook and pencil*

A bit off topic, but I doubt the OP will mind too much if I just spent one or two posts on it. What would you like explained, specifically? How to optimize damage? How to raise an army? How to rend the earth, skip your opponent's turns, gain immunity to critical hits and sneak attacks, how to interrupt an opponent who is about to hit you and respond by shooting them across the arena?

NineThePuma
2011-06-07, 03:07 PM
Here's a link to forestall the need for us to get off topic. (http://www.giantitp.com/forums/showthread.php?t=104002)

wiimanclassic
2011-06-07, 03:16 PM
Here's a link to forestall the need for us to get off topic. (http://www.giantitp.com/forums/showthread.php?t=104002)

The bear thing is a bit of a massive derail.

NeoSeraphi
2011-06-07, 03:24 PM
Ah, thanks Nine. Here, I'll get us back on topic with some feats.

Devastating Blow
Prerequisites: Power Attack, BAB +6
Benefits: When you successfully damage a creature with a Power Attack with at least a -5 penalty, all enemies within a 30' radius Emanation from the creature you struck must make a Will save (DC 10 +1/2 your level +Str mod + Penalty you took from Power Attack) or take a -2 morale penalty on all actions due to surprise. This is a mind-affecting compulsion ability.
Special: When using this feat, you may make an Intimidate check as a free action before the enemies make their saving throws. If you do, the DC of the Will save becomes equal to your Intimidate check, and the compulsion descriptor of the effect becomes replaced with the fear descriptor.

Visual Aid
Prerequisites: Unable to cast arcane spells
Benefits: When making a melee attack with a piercing or slashing weapon against a creature no larger than your Size category, you may take a -4 penalty to your attack roll in order to aim at the creature's eyes. If you hit and deal damage, you damage one of the creature's eyes (no save). The creature now has a -2 penalty on all attack rolls, and a -10 penalty on Spot checks, until a DC 20 Heal check has been made and the eye has been given time to heal, or until magical healing has been applied. The penalty does not apply against a creature who does not rely on sight, such as a creature with the scent ability or the tremorsense quality.
Special: You may use this feat against a creature one Size category larger than you if the following conditions are met: A) the creature is long and tall, so its face is within arm's reach, or B) you are using a reach weapon that allows you to attack the creature's face from your height. Using a weapon in this way to make a called shot is difficult, and you receive an additional -2 penalty on your attack roll.

Also, you may use this feat once per eye the creature has, and if you successfully put them all out, the creature is treated as if it has been magically blinded for combat purposes, though Remove Blindness will not affect it (as the feat causes actual physical damage instead of a magical disease).

A Regrowth spell will also remove the condition, if applied to the creature's eyes.

NineThePuma
2011-06-07, 03:41 PM
Mage Killer
Prerequisite: Base Attack +6, Spellcraft 4 Ranks, Mage Slayer, Pierce Magical Protection, Pierce Magical Concealment, Blind Fight
Benefit: You gain a +2 bonus on Will saving throws. Opponents you strike in combat are subject to a Targeted Dispel as though from a Greater Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm), using your base attack bonus as your caster level.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

Mage Bane
Prerequisite: Base Attack +11, Spellcraft 7 Ranks, Mage Slayer, Pierce Magical Protection, Pierce Magical Concealment, Blind Fight, Mage Killer
Benefit: You are protected against all mind-affecting spells and effects as well as information gathering by divination spells or effects. You cannot be detected or researched through magical means. You gain Spell Resistance 15+HD.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

Mage Death
Prerequisite: Base Attack +11, Spellcraft 7 Ranks, Mage Slayer, Pierce Magical Protection, Pierce Magical Concealment, Blind Fight, Mage Killer
Benefit: You can surround yourself with a 20 foot emanation that disrupts magic. Activating this ability is a swift action, and the effect lasts for a number of rounds equal to your hit dice.
While in effect, everyone within 20 feet of you is treated as though they are in an Antimagic Field (http://www.d20srd.org/srd/spells/antimagicField.htm). Only you and others with this feat are unaffected by this ability.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

Drynwyn
2011-06-07, 03:43 PM
Someone needs to make a [Bear] feats thread.

Seerow
2011-06-07, 03:49 PM
I am proud to have started this [bear] phenomenon.

NineThePuma
2011-06-07, 03:50 PM
Thread Made. (http://www.giantitp.com/forums/showthread.php?p=11159793#post11159793)

Jjeinn-tae
2011-06-07, 03:57 PM
Wish
Prerequisites: Ability to rage, must not be able to cast spells, manifest psionics, initiate maneuvers or any similar system.
BenefitGrant someone a wish. Their wish is stupid, so punch them in the face. As a free action, you may make anyone adjacent to you provoke an attack of opportunity, you deal damage as if you were in rage, and should you use your fist, you are counted as having Improved Unarmed strike and deal damage as a monk 4 levels higher than you, and a size larger than you.

Gideon Falcon
2011-06-07, 06:35 PM
Alright, a slightly more serious example:

Mega Sunder
Prerequisites: Improved Sunder, BAB 15+
Benefits: You can sunder Force effects. They are treated as having hardness 20 and 10 hit points per level of the spell that created it, or 50 if it is not a spell effect. You may break force effects with a DC 40 Strength Check.

And now for some silliness.

Anti-shenanigans field
Prerequisites: No spellcasting ability, BAB 5+
Benefit: You will have NONE OF THAT SPELLCASTING SHENANIGANS! You are always surrounded by a dead magic zone out to 20 feet. You may suppress or resume this at will as a free action.

Phosphate
2011-06-08, 05:26 AM
Genocide :D

Mana Clash
Prereqs: Spellcraft and Knowledge Arcana 10 ranks, 5 levels in knight or crusader
Benefits: As a full action, once per encounter you may release a wave of energy with a radius of 50 feet around you. All Arcane Casters within the area must make a Will save per spell slot level (a save for level 5, another one for 6 etc). If a save is failed, all spell slots of that level are lost. Deals 1d6 unspecified damage to the targets for every INDIVIDUAL slot lost.

Ziegander
2011-06-08, 06:19 AM
Genocide :D

Mana Clash
Prereqs: Spellcraft and Knowledge Arcana 10 ranks, 5 levels in knight or crusader
Benefits: As a full action, once per encounter you may release a wave of energy with a radius of 50 feet around you. All Arcane Casters within the area must make a Will save per spell slot level (a save for level 5, another one for 6 etc). If a save is failed, all spell slots of that level are lost. Deals 1d6 unspecified damage to the targets for every INDIVIDUAL slot lost.

With a little more sanity this could actually be totally awesome.

(Tangent, this is not a "Wizard Could Do Worse™" feat, but it is sweet)

Mana Clash
Prerequisites: Mage Slayer, Base Attack +6, Knight's Challenge feature
Benefit: When you use your Knight's Challenge on any creature capable of casting spells or using spell-like abilities that creature must succeed on a Will save (DC 10 +1/2 your character level + your Charisma modifier + the highest level spell/SLA the creature has available) to avoid losing all spell slots or spell-like ability uses (even at-will uses) of the highest level spell/SLA the creature has available. For every 5 points the creature failed this save they lose spell slots or spell-like ability uses of their next highest level and so on. A creature that failed its save is Dazed for 1 round and dealt 1d6 nonlethal damage per spell slot or spell-like ability use lost this way (maximum 20d6). A creature that succeeded its save is Staggered for 1 round and is immune to this effect for 24 hours.

Phosphate
2011-06-08, 07:09 AM
Well, I DID intend it to be insane. Hence the Area of Effect. And the targeting of ALL SL. And the uncapped damage (which is always instant kill for non-gestalts).

Phosphate
2011-06-08, 07:38 AM
I'm tired of feats that kill/debuff arcane casters. Let's upgrade :D.

Material Ward
Prereqs: evil, living mortal, Knowledge (planes) 8 ranks
Bonus: Once per turn, all Outsiders within 50 feet of you regardless of status (friendly, hostile etc) must make a Will save against a DC equal to your Character Level+10. If they fail they must Greater Teleport away from this feat's radius immediately or die. If they succeed the existence of this effect is not noticed.

137ben
2011-06-10, 05:15 PM
I'm tired of feats that kill/debuff arcane casters. Let's upgrade :D.

Material Ward
Prereqs: evil, living mortal, Knowledge (planes) 8 ranks
Bonus: Once per turn, all Outsiders within 50 feet of you regardless of status (friendly, hostile etc) must make a Will save against a DC equal to your Character Level+10. If they fail they must Greater Teleport away from this feat's radius immediately or die. If they succeed the existence of this effect is not noticed.

But what about the case of having outsider allies!? How about add a line saying
"each turn you may choose to suppress this effect, but if you do, hostile outsiders also do not need to save against it."

Phosphate
2011-06-11, 08:28 AM
Let me stress it.

Prereqs: EVIL

Jjeinn-tae
2011-06-11, 02:54 PM
...Derp, posted in the wrong thread. I'll get a feat up here as an offering of peace.

NeoSeraphi
2011-06-11, 02:57 PM
That was Unbearable
[B]Prerequisites: Bardic Music
Benefit: You may expend a use of your bardic music to create a truly unbearable performance. Your performance is so bad, that it requires all enemies who hear it to roll a will save at DC 13+your bard level. In addition, you may add or subtract from this DC an amount equal to the number of bear feats that you have taken.

Foes who fail the save must immediately on their turn move towards you and try to attack in melee, blinded by rage at your horrible performance. Those who succeed suffer no ill effects. A turn after your performance ends, an amount of bears are called to attack all enemies who were audacious enough to not be so moved by your performance. They appear next to all who made their save (due to apparently having sneaked up on the victim) and immediately full attack.

These bears last a number of turns equal to your bard level, attacking all your foes. You get a number of bears equal to the number of enemies that made their will save.

Hey! Hey! No more de-railing! Come on, we already made a new thread for this! Take this feat and your incredibly manly avatar and go to Nine's new thread!

Jjeinn-tae
2011-06-11, 02:58 PM
I noticed right when I saw a bunch of posts in the other thread. :smallamused: Sorry about that.

Phosphate
2011-06-11, 03:22 PM
Absorbant Soul
Prereqs: Int 15+, unable to cast spells normally
Benefits: If an offensive Evocation or similar SP ability has been used on you, you can cast a lesser version of it at will as a swift action for 24 hours. Resting removes it.

Now this becomes "a wizard can do the same".

137ben
2011-06-11, 04:25 PM
Let me stress it.

Prereqs: EVIL

Evil characters have allies too.

Solaris
2011-06-11, 07:26 PM
Evil characters have allies too.

Only so long as it suits them.

Phosphate
2011-06-12, 02:47 AM
Only so long as it suits them.

See, I always had this different vision of what is called an "Evil" aligned character:

Evil is not the guy on the wrong side of the fence from the heroes, simply an antagonist, regardless of how fanatically he believes in his or their cause. Evil is selfish, malignant, greedy, and overambitious. Having trusted allies sways from being truly evil in my book, that's why I never understood those evil organizations that DON'T break apart when their plans are complete (tbh, the sole exception I can think of from the strip is Tarquin and his party members, but they're smart guys)

Plus, taking that feat in itself makes you a self-proclaimed bigot.

But enough with going off-topic.

World of Reason
Prerequisites: Must not be able to use spells, Must have UMD untrained, Knowledge (Arcana) 8 ranks OR Knowledge (Religion) 8 ranks
Benefits: If you have Religion at 8 ranks or more, you are allowed a Will Save against ANY arcane spell, even those with no save, and an additional save against those that already have one. If you have Arcana at 8 ranks or more, you are allowed a Will Save against ANY divine spell, even those with no save, and an additional save against those that already have one. IF you have both, add +2 to your Will Saves.

Solaris
2011-06-12, 08:05 AM
World of Reason
Prerequisites: Must not be able to use spells, Must have UMD untrained, Knowledge (Arcana) 8 ranks OR Knowledge (Religion) 8 ranks
Benefits: If you have Religion at 8 ranks or more, you are allowed a Will Save against ANY arcane spell, even those with no save, and an additional save against those that already have one. If you have Arcana at 8 ranks or more, you are allowed a Will Save against ANY divine spell, even those with no save, and an additional save against those that already have one. IF you have both, add +2 to your Will Saves.

This one is kinda awesome. I think I'm gonna have to put it on a character.

Phosphate
2011-06-12, 08:18 AM
It's still utterly broken.

NineThePuma
2011-06-12, 08:20 AM
Eh. It actually looks reasonable to me.

137ben
2011-06-12, 08:48 AM
See, I always had this different vision of what is called an "Evil" aligned character:

Evil is not the guy on the wrong side of the fence from the heroes, simply an antagonist, regardless of how fanatically he believes in his or their cause. Evil is selfish, malignant, greedy, and overambitious. Having trusted allies sways from being truly evil in my book, that's why I never understood those evil organizations that DON'T break apart when their plans are complete (tbh, the sole exception I can think of from the strip is Tarquin and his party members, but they're smart guys)

Plus, taking that feat in itself makes you a self-proclaimed bigot.

But enough with going off-topic.



An evil character who takes the feat would still occasionally want to exempt "allies" if it suits their needs. This isn't because he cares about his allies, it is because he wants to win. The feat as written essentially says that you can NEVER summon demons/devils to aid you in combat.

Phosphate
2011-06-12, 11:06 AM
The point is the Feat is basically this:

"I declare myself to be a bigot."

Both Good and Evil characters may refuse the most optimal choice available to them due to petty principles and discrimination.

Plus, a dude whose life goal is to exterminate all devils in existence IS evil. Allow me to demonstrate:

Down the Slippery Slope
Prerequisites: Good Alignment, Neutral if you already took this once
Bonus: You may gain the Favored Enemy ability as per the Ranger class feature, but if your Favored Enemy has Intelligence your Alignment changes to Neutral. You may take this feat twice, the second time your alignment changes to Evil.

Yitzi
2011-06-12, 11:18 AM
Me and THIS Army!
Prerequisites: Nongood alignment, BAB +10, must have died and been subject to a resurrection from a divine spell caster (any spell other than reincarnate will do. Being resurrected is not the same as having your corpse animated)
Benefits: You were dead. DEAD! That was cool. You made friends, while you were dead. Tons of them in fact. And now they fight for you. Once per day, you may activate this feat's effect as a full round action. You must be able to speak, though it doesn't matter what you say as long as it's energetic, loud and directed at no one in particular. ("Come, my servants!" "Tonight we dine in Hell! Or...well...you guys do. I'll still be alive, as long as you all do your job right!") From the ground erupt many undead, alll ready to serve you. You gain the service of a number of skeletons and zombies. They all use your race as a base race and apply the skeleton/zombie template to them. You may choose the amount of each, but there must be at least one skeleton and at least one zombie, and you must choose a combination which does not exceed 4HD per character level you possess.

The skeletons and zombies fight for you. They are all armed with any natural weapons the template allows, plus one martial weapon of your choice. This ability lasts for 1 min/level. At the end, all the bodies disappear, leaving no trace behind (no bones, no weapons)

Considering how weak skeletons and zombies are (especially if you've taken no racial HD), doesn't seem so impressive.
Especially if there's an enemy wizard with Fireball prepared...:smallsmile:

(It's also weaker than Animate Dead in that there's no monetary cost.)

137ben
2011-06-12, 11:36 AM
The point is the Feat is basically this:

"I declare myself to be a bigot."

Both Good and Evil characters may refuse the most optimal choice available to them due to petty principles and discrimination.

Plus, a dude whose life goal is to exterminate all devils in existence IS evil. Allow me to demonstrate:

Down the Slippery Slope
Prerequisites: Good Alignment, Neutral if you already took this once
Bonus: You may gain the Favored Enemy ability as per the Ranger class feature, but if your Favored Enemy has Intelligence your Alignment changes to Neutral. You may take this feat twice, the second time your alignment changes to Evil.

Interesting idea. I'm not quite sure I like the idea of a feat automatically changing the character's alignment. But I suppose you could probably find a DM who would allow it.

Phosphate
2011-06-12, 02:09 PM
I was making a point about Evil characters not having to trust EVERYBODY with their plans. That is a weak feat, not intended for actual use.

This, on the other hand...

For What it's Worth
Prerequisites: Rage, Charge, BaB+13
Bonus: Once per encounter, if you are Raging and your hp is 20 or lower, you can use this ability as a standard melee attack. If it hits, MULTIPLY the damage roll by your hp. If the opponent is not killed by this, die.

NeoSeraphi
2011-06-12, 02:31 PM
I was making a point about Evil characters not having to trust EVERYBODY with their plans. That is a weak feat, not intended for actual use.

This, on the other hand...

For What it's Worth
Prerequisites: Rage, Charge, BaB+13
Bonus: Once per encounter, if you are Raging and your hp is 20 or lower, you can use this ability as a standard melee attack. If it hits, MULTIPLY the damage roll by your hp. If the opponent is not killed by this, die.

"Charge" as a prerequisite?

Phosphate
2011-06-12, 02:36 PM
I was out of ideas.

Lord_Gareth
2011-06-12, 02:40 PM
Ripper's Gift [General]
Prerequisites: Combat Reflexes, Improved Initiative, Quick Draw.
Effect: A number of times per day equal to your dexterity modifier, you may make a standard action as a free action, even if it's not your turn. Once you exhaust this pool of standard actions, you become fatigued until you gain at least six hours of rest.
Normal: You can never take standard actions as anything less than immediate actions.

Qwertystop
2011-06-12, 04:55 PM
I was out of ideas.

The only way not to be able to charge is if you can't move. Anything that can move, ever, can charge.

Also, why would Charge be required if the attack is a standard-action-one-hit-attack? Not a trip, not a charge, just an attack.

Phosphate
2011-06-12, 05:39 PM
Dunno.

Meh
Prereqs: none
Benefits: You can't miss with melee attacks. Taking this feat prevents you from charging.

Qwertystop
2011-06-12, 06:10 PM
Dunno.

Meh
Prereqs: none
Benefits: You can't miss with melee attacks. Taking this feat prevents you from charging.

That is actually pretty good. As long as you can stay near the enemy, you only lose out on a +2 to damage (the +2 to attack is overwritten by the "never miss"). You can make the +2 to damage irrelevant by Power Attacking for your full BAB, since you can't miss.

Dienekes
2011-06-12, 06:29 PM
Yes
Prerequisites: Base attack bonus +20, Str 19, Con 19
Benefit: Once a day when asking the GM if performing an action is successful he must respond with "Yes."

Reality Is My *****
Prerequisites: Str 25, 18th level
Benefit: Once per encounter as a standard action you may attack reality to get it to do what you want. Make an attack roll against reality (Reality has an AC of 30) if successful reality cast one eighth level or lower spell against the target of your choice. Reality takes it's turn immediately after yours.

ideasmith
2011-06-12, 08:15 PM
Yes
Prerequisites: Base attack bonus +20, Str 19, Con 19
Benefit: Once a day when asking the GM if performing an action is successful he must respond with "Yes."

Player: I am using my "Yes" feat. Did I succeed at hitting?
DM: Yes. Roll to see how well you succeeded.
Player: I rolled a '1'.
DM: You miss.
Player: But you said "Yes.".
DM: I lied.

Solaris
2011-06-13, 06:37 AM
It's still utterly broken.

In much the same way the Dwarves in Warhammer Fantasy are 'broken' because they're really good at shutting down magic but don't have any of their own.

Mulletmanalive
2011-06-13, 07:32 AM
Well, this is actually a 17th level class feature for one of my Mecha Victoriana base classes, but i thought I might throw it in here:


The Lazy Eye
You make eye contact with another being and they sense how far they are outclassed by your killing intent. They lose themselves in a desperate attempt to figure out a means of victory.
Prerequisites: Intimidate 20 ranks, BAB +17
Description: Once per round, as a Swift action, you may make eye contact with a target within 60ft. Doing so allows you to roll an Intimidate check against the target, rather than to inflict fear, to deliver a taste of what you are capable of. The target may resist either with a level check or with an Intimidate check of their own, but if they lose, they may take no actions on their next turn, aside from maintaining height with Flight abilities. This is NOT a fear effect, though once a character manages to shake it off, they cannot be affected by this ability for the rest of the encounter.

Phosphate
2011-06-13, 08:05 AM
Lol, my race could abuse that thing really hard.

Morph Bark
2011-06-13, 12:55 PM
Player: I am using my "Yes" feat. Did I succeed at hitting?
DM: Yes. Roll to see how well you succeeded.
Player: I rolled a '1'.
DM: You miss.
Player: But you said "Yes.".
DM: I lied.

Rather than lying, I'd rather go for something like this:

Player: I am using my "Yes" feat. Did I succeed at hitting?
DM: Yes. Roll for damage.
Player: 78. Did I kill it?
DM: *looks at creature who had 14 hp left* Nope.

Mulletmanalive
2011-06-13, 01:05 PM
Lol, my race could abuse that thing really hard.

Hardly, the race in your sig has the ability to add a +1 bonus to an Intimidate check "once per character level" which is either really poorly worded or you gain that bonus only once between level-ups...can"t really see how you could abuse that...

Dienekes
2011-06-13, 01:21 PM
Rather than lying, I'd rather go for something like this:

Player: I am using my "Yes" feat. Did I succeed at hitting?
DM: Yes. Roll for damage.
Player: 78. Did I kill it?
DM: *looks at creature who had 14 hp left* Nope.

I should add "Special: GM, don't be a prick."

Though I do feel that fighter types should have their own grand power that every GM tries to screw them up with, like Wish.

Phosphate
2011-06-13, 01:29 PM
Hardly, the race in your sig has the ability to add a +1 bonus to an Intimidate check "once per character level" which is either really poorly worded or you gain that bonus only once between level-ups...can"t really see how you could abuse that...

It's not a bonus. The Intimidate rank INCREASES by 1 per character level :D.

ideasmith
2011-06-13, 01:38 PM
Rather than lying, I'd rather go for something like this:

Player: I am using my "Yes" feat. Did I succeed at hitting?
DM: Yes. Roll for damage.
Player: 78. Did I kill it?
DM: *looks at creature who had 14 hp left* Nope.

I wouldn't lie either. I just couldn't resist the joke. I probably should have included some sort or smiley.

Mulletmanalive
2011-06-13, 01:51 PM
It's not a bonus. The Intimidate rank INCREASES by 1 per character level :D.

That's not what it says dude, and besides, if it were just ranks, then fair enough, you get free ranks, there's no ability that allows them to have more than level +3 ranks.

Phosphate
2011-06-13, 02:01 PM
That's not what it says dude, and besides, if it were just ranks, then fair enough, you get free ranks, there's no ability that allows them to have more than level +3 ranks.

It doesn't say bonus either *whatever, goes and rewrites for clarity*.

Point is, you don't have to waste skill points in Intimidate. So even a class with very poor skills per level is golden.

HalfDragonCube
2011-06-13, 02:04 PM
I should add "Special: GM, don't be a prick."

Though I do feel that fighter types should have their own grand power that every GM tries to screw them up with, like Wish.

Just out of interest, how many DMs roughly are there that screw with things like Wish wordings? Mine is pretty nice about them. I even once mis-phrased one that would give me 2,500gp instead of 25,000gp, but he let me have a Wisdom check 'cause my character would not have been that stupid.

Of course, the money all got stolen later... :smallfrown:

Seerow
2011-06-13, 02:12 PM
Just out of interest, how many DMs roughly are there that screw with things like Wish wordings? Mine is pretty nice about them. I even once mis-phrased one that would give me 2,500gp instead of 25,000gp, but he let me have a Wisdom check 'cause my character would not have been that stupid.

Of course, the money all got stolen later... :smallfrown:

I don't think I've ever played with a DM who didn't enjoy playing around with wish wordings. Most tend to think of that as the most fun part of their jobs. But then again, that sort of thing is kind of what my group expects at this point, and we just roll with it if we get something we didn't expect out of a wish. I would hardly expect it to be the norm.

HalfDragonCube
2011-06-13, 02:24 PM
I don't think I've ever played with a DM who didn't enjoy playing around with wish wordings. Most tend to think of that as the most fun part of their jobs. But then again, that sort of thing is kind of what my group expects at this point, and we just roll with it if we get something we didn't expect out of a wish. I would hardly expect it to be the norm.

What about the xp? Dumping that much is kind of annoying if all you get is some other sucky effect. (Unless you use sacrifice to get one at level three. *Whistles*)

Phosphate
2011-06-13, 02:29 PM
Genius

Stupidity is OOC
Prereqs: Wis 15, Int 15
Benefit: Once per day, if one of your allied spellcasters uses Wish and doesn't like the result, you can make a Will save and if it works, change the result to what you want, within limits.

Benly
2011-06-13, 02:35 PM
What about the xp? Dumping that much is kind of annoying if all you get is some other sucky effect. (Unless you use sacrifice to get one at level three. *Whistles*)

In my experience how much the DM screws with you depends on how much you're trying to screw with the DM. If you're using Planar Binding chains for a million free wishes, yeah, you're going to walk into the business end of a screwjob. If you're actually casting Wish, or if it's a Wish the DM gave you (via ring or reward or whatnot) you're much less likely to get screwed.

Caveat: Evil beings granting Wishes will frequently try to screw you unless you're wishing for something that serves their purpose, and sometimes even then just because it's hilarious. If a demon or efreet is offering you wishes, your screwjob sense should be tingling - but it's entirely in-character, so it doesn't bug me.

HalfDragonCube
2011-06-13, 02:53 PM
In my experience how much the DM screws with you depends on how much you're trying to screw with the DM. If you're using Planar Binding chains for a million free wishes, yeah, you're going to walk into the business end of a screwjob. If you're actually casting Wish, or if it's a Wish the DM gave you (via ring or reward or whatnot) you're much less likely to get screwed.

Caveat: Evil beings granting Wishes will frequently try to screw you unless you're wishing for something that serves their purpose, and sometimes even then just because it's hilarious. If a demon or efreet is offering you wishes, your screwjob sense should be tingling - but it's entirely in-character, so it doesn't bug me.

How much do you think it would cost to hire a lawyer to phrase wishes to be unscrewjobable for players on these boards?

'You're going to walk into the business end of a screwjob' sounds a tad iffy, by the way.

Seerow
2011-06-13, 02:59 PM
What about the xp? Dumping that much is kind of annoying if all you get is some other sucky effect. (Unless you use sacrifice to get one at level three. *Whistles*)


Most of my experience with it comes from things like NPC interactions (yay genies), and items. At this point I think everyone's too used to wishes getting screwed up to actually risk their own experience on it.

But like I said, I don't expect that to be the norm for most tables

Benly
2011-06-13, 03:58 PM
How much do you think it would cost to hire a lawyer to phrase wishes to be unscrewjobable for players on these boards?

Impossible. The more you try to lawyer it up, the more certain it is that you will eat a screwjob.

HalfDragonCube
2011-06-13, 04:14 PM
Impossible. The more you try to lawyer it up, the more certain it is that you will eat a screwjob.

Now you're just trying to make it sound dirty.

Jjeinn-tae
2011-06-13, 05:16 PM
Just out of interest, how many DMs roughly are there that screw with things like Wish wordings? Mine is pretty nice about them. I even once mis-phrased one that would give me 2,500gp instead of 25,000gp, but he let me have a Wisdom check 'cause my character would not have been that stupid.

Of course, the money all got stolen later... :smallfrown:

I mess with them occasionally, really it just depends on what they're wishing for. Generally I go with the variety of twist that has a fun effect that will probably come into play at some point, but doesn't really change much about the game. But wishing for money? You have unlimited wealth pretty much at that point anyways if you're really wanting it; go ahead I guess.



And peace offering:

Multiwield [Fighter]
Prerequisites: Two-Weapon Fighting, BAB 6+
Benefit: Provided you can convince your DM that you can indeed hold the weapons in such a way, you can hold as many weapons in either hand as you want. You count as wielding Two-Weapons for the purpose of feats, but may make an single attack with one additional weapon beyond the second per 3 BAB. If you have Two-Weapon Rend, you may rend for each pair of weapons you strike with, thus with 3 weapons successfully hitting, you have three pairs (first weapon and second, first and third, second and third).
Special: No, being able to fit 5 pencils in your hand and swing them around does not mean you can swing 5 swords around. You'll have to do better than that.

Morph Bark
2011-06-13, 05:28 PM
And peace offering:

Multiwield [Fighter]
Prerequisites: Two-Weapon Fighting, BAB 6+
Benefit: Provided you can convince your DM that you can indeed hold the weapons in such a way, you can hold as many weapons in either hand as you want. You count as wielding Two-Weapons for the purpose of feats, but may make an single attack with one additional weapon beyond the second per 3 BAB. If you have Two-Weapon Rend, you may rend for each pair of weapons you strike with, thus with 3 weapons successfully hitting, you have three pairs (first weapon and second, first and third, second and third).
Special: No, being able to fit 5 pencils in your hand and swing them around does not mean you can swing 5 swords around. You'll have to do better than that.

You just had to make it so that they had to fit in the hands, didn't ya? :smalltongue:

http://www.glogster.com/media/4/37/2/75/37027576.jpg

Seerow
2011-06-13, 05:30 PM
You just had to make it so that they had to fit in the hands, didn't ya? :smalltongue:

http://www.glogster.com/media/4/37/2/75/37027576.jpg

Hey, with his feat you can wield two separate swordchucks (or double bladed swords if you want to be -boring-)

Jjeinn-tae
2011-06-13, 05:33 PM
Hmm, maybe that would be a good next feat in the chain/patch to this one... I had thought of it, but the feat was inspired by essentially a fistfull of knives like has actually been used to good effect... Of course, in a more elegant fashion than "fistfull" suggests.

Morph Bark
2011-06-13, 05:34 PM
Hey, with his feat you can wield two separate swordchucks (or double bladed swords if you want to be -boring-)

Double-bladed swordchucks is where it is at, but you need to be a Lumi for that.

137ben
2011-06-13, 05:36 PM
How much do you think it would cost to hire a lawyer to phrase wishes to be unscrewjobable for players on these boards?

'You're going to walk into the business end of a screwjob' sounds a tad iffy, by the way.

The lawyer would just phrase it so that it helps him/her and not you.

dradio1
2011-06-18, 01:47 AM
Swords unto like chainsaws
Prerequisites:Int 15, Allied fighter with int of 2 or less, ability to write,Allied fighter with 4 single handed melee weapons

Effect: You slip the said fighter a note which reads: Make your swords like unto chainsaws the fighter then wields 2 swords in each hand, and destroys every creature in the next 2 encounters, or until any creature with an intelligence greater than 6 reads the note

Doorhandle
2011-06-18, 10:52 PM
hmmm... give a little more credit to fighter's intelligence. Make it 4-6 or less; he's still a sapient being capable of speech, after all.

Chess435
2011-06-18, 11:24 PM
"I've had enough of you!" [Monstrous]

Prerequisites: Outsider, 12 HD

Benefit: If you are ever called to serve a caster via a summoning spell or gate, you do not have to follow the caster's orders. Also, you are thereafter immune to all magic cast by the summoner and gain a +20 bonus on attack and damage rolls against them.

LibrarianHuntar
2012-01-19, 05:25 PM
Cheat Codes
Prerequisites: Intelligence 20
Benefit:You get the ancient artifact Ludus Caetus (that's Latin)
Special:You can do anything. Anything. However, you must state what you wish to do in binary.