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View Full Version : [3.5] 60+ MOAR Feats & Counting! (Warrior-Type feats mostly)



Ziegander
2011-08-01, 02:05 AM
So, before we get started, let's get into the design philosophy behind these quite powerful feats. At the very basic, the idea here is to create feats that, often with just a single feat investment, provide entirely NEW and entirely viable actions or tactical rewards to players. Players should be able to pick whatever feats they think seem cool and fit their character flavorfully without worrying about sacrificing power.

These feats are meant to be really powerful, that's a large part of the point. They are aimed more toward balancing lower Tier classes up toward Tier 3, and are not made in consideration with existing Tier 3 classes. A Warblade or Crusader with these feats can become considerably more powerful with little effort on the part of the player. In some games that may be fine, but in others it could be difficult for a DM to handle. The good thing is that a lot of these feats don't stack that well with maneuvers and stances and can become redundant, so a fair portion of the potential power grabs are curbed. Of course, there are a few that become quite powerful in the hands of a martial initiator.

In particular some of the "tanking" feats I designed offer leaps in power that are virtually unprecedented allowing a defender character to make sure that when his allies stick close they are well-protected. "Tanking" in 3.5 has been largely impossible, or at least unadvisable, even using Tome of Battle and homebrew. These feats attempt to move it to the next level.

I also believe strongly in giving warrior types thematic and powerful abilities at the levels it makes sense for them to have them. As it stands, it takes several levels for any Fighter to learn how to do anything effective let alone anything indicative of his supposed skill level. A first level Fighter is supposed to be a highly-trained warrior with years of combat experience and he's only supposed to get more impressive as he gains levels, instead for many levels he's spending his feats to display how he's apparently been trained to hit stuff really hard. I want to deliver feats, at early levels, that indicate an appropriate level of skill for such as supposedly seasoned warrior.

The thing I urge any readers to do is to take a second thought after you look at the feat and think, "holy crap, that's way too powerful," and go back and look at what can already be done with existing feats, and then compare and contrast.

Now, without further ado, the feats!

Elbow Grease1
Prerequisites: Con 13, Base Attack +1
Benefit: With a two-handed weapon made for a creature of your size category, or any weapon made for a creature of a size category larger than you, you may use your Constitution modifier instead of your Strength modifier on attack rolls.
Normal: When making a melee attack, add your Strength modifier to your attack and damage rolls, and 1 and 1/2 your Strength modifier to damage rolls made when attacking with a non-light weapon in two-hands.

Adrenaline
Prerequisites: Con 15
Benefit: As long as a creature threatens you and you have at least 3/4 (or 75%) of your maximum hit points you gain a +1 morale bonus to attack rolls, to damage rolls, and to the saving throw DCs of spells and abilities you control. This bonus increases by +1 at your 5th character level and once every four levels thereafter.

Blindside
Prerequisites: Dex 13, Bluff 1 rank, Sleight of Hand 1 rank
Benefit: If you attack a creature that neither threatened you nor was threatened by you at the beginning of your turn, your attack gains a +2 bonus and deals additional damage equal to your base attack bonus.
Special: You may Blindside foes on your attacks of opportunity, but not those provoked by enemies moving out of your threatened squares.

Whirlwind Blitz1
(Replaces Whirlwind Attack)
Prerequisites: Dex 13, Combat Reflexes, Base Attack +1
Benefit: You may make an attack against any number of creatures you threaten as a full-round action, making each attack at your highest attack bonus. When you do your attack rolls suffer a -2 penalty for 1 round.
Special: When you have Base Attack +4 you do not suffer a penalty to attack rolls from using this feat. For every four points of base attack bonus you have beyond +4 you gain a +1 bonus to attack rolls for 1 round when using this feat.

Seize Victory1
Prerequisites: Cha 13, Cleave, Base Attack +8
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), instead of using your Cleave feat you may immediately take an extra standard action. This extra action is lost if you do not take it immediately.
Normal: Cleave grants a single, immediate, extra attack against another creature within reach.
Normal: Cleave may only be used once per round, thus Seize Victory may only be used once per round.

Total Victory1
Prerequisites: Cha 15, Great Cleave, Seize Victory, Base Attack +15
Benefit: Once per round, when you use your Seize Victory feat you may immediately take your choice of an extra full-round action or an extra standard action and an extra move action. Any extra actions not taken immediately are lost.
Normal: Great Cleave operates separately from the Cleave feat, and thus doesn't actually grant additional uses of Seize Victory per round.

Vigor
Prerequisites: Con 15
Benefit: As long as you have at least 3/4 (or 75%) of your maximum hit points you gain a +10ft bonus to your speed and a +2 enhancement bonus to Strength and Dexterity checks as well as Strength and Dexterity based skill checks. These bonuses increase by +10ft and +2 respectively at your 5th character level and once every four levels thereafter.

Elemental Strike
Prerequisites: Int 13, Magical Aptitude, Knowledge (Arcane) 1 rank, Spellcraft 1 rank
Benefit: As a swift action you may make a Spellcraft check against DC 15. If you succeed choose either Cold, Electricity, or Fire. For 1 round your attacks deal damage of the chosen type instead of their regular damage and deal 1d6 extra damage. For every 5 points by which you beat the check DC you may choose to deal +1d6 extra damage of the chosen type.
Special: Each use of Elemental Strike requires a material component, like many arcane spells, in the form of a specific gemstone. To choose cold an indigo quartz must be used. To choose electricity a yellow quartz must be used. To choose fire a red quartz must be used. The gemstone is destroyed when used. The required value of the gemstone depends on exactly how much damage you wish to deal (in a pinch you may use an expensive gemstone on a low Spellcraft check).

+1d6 additional damage ---- 10gp gemstone
+2d6 additional damage ---- 25gp gemstone
+3d6 additional damage ---- 50gp gemstone
+4d6 additional damage ---- 100gp gemstone
+5d6 additional damage ---- 150gp gemstone
+6d6 additional damage ---- 200gp gemstone
+7d6 additional damage ---- 250gp gemstone
+8d6 additional damage ---- 300gp gemstone
+9d6 additional damage ---- 400gp gemstone
For every +1d6 beyond 9d6 the gemstone must cost 100 more gold pieces.


Overwhelming Assault1
(Replaces the feat of the same name from PHB2)
Prerequisites: Base Attack +6
Benefit: Whenever you attack a creature, for each attack that has successfully hit that creature this turn, your attack gains a +1 bonus to hit and deals +1d6 additional damage. An attack that hits doesn't count itself for the purposes of determining whether it deals extra damage (but it is counted by later attacks).

Goad1
(Replaces the feat of the same name from Complete Warrior)
Prerequisites: Cha 13
Benefit: As a swift action designate a hostile creature within line of sight as the target of this feat. That creature must succeed on a will save (DC 10 + 1/2 your character level + your Charisma modifier) or else be forced to include you as a target or within the area of any attack, spell, or ability it uses until the end of the encounter. If a creature other than you attacks the target of Goad or includes it as a target or within the area of a harmful spell or ability the effect of Goad ends. Likewise, if you become helpless, unconscious, or dead the effect of Goad ends. A creature that successfully saves against Goad, or for whom Goad has ended, is immune to Goad for 24 hours.
Special: Goad is a Mind-Affecting, Compulsion effect.

Improved Goad1
Prerequisites: Cha 15, Goad, Base Attack +6, Diplomacy 4 ranks or Intimidate 4 ranks
Benefit: When you use your Goad feat you may designate any number of hostile creatures within a 100ft radius centered on you as the targets of the feat. The saving throw DC of your Goad feat increases by +1 for every 4 ranks you have in either Diplomacy or Intimidate (but not for both).

Counterattack1
Prerequisites: Con 15, Base Attack +1
Benefit: Whenever a creature attacks you, after the attack is completed you may make an attack of opportunity against that creature. If the creature's attack hits, your attack of opportunity suffers a -4 penalty to the attack roll.
Special: When you have Base Attack +5 and for every four points of Base Attack you have beyond +4 reduce the penalty to your counterattack by 1 (to a minimum of -0 at Base Attack Bonus +17).

Defy Death
Prerequisites: Con 17, Diehard
Benefit: When you have 1/2 (or 50%) your maximum hit points or fewer you gain Hardness (http://www.d20srd.org/srd/exploration.htm#hardness) like an object equal to your base attack bonus and Spell Resistance equal to 15 + your base attack bonus. You may allow any spells and effects you choose to automatically penetrate your SR to without spending actions to do so.

Entrenchment1
Prerequisites: Base Attack +6
Benefit: Your attacks of opportunity deal double damage for 1 round after you fight defensively, use total defense, or take a penalty of at least -2 with Combat Expertise.

Fringeward1
Prerequisites: Dex 13, Combat Reflexes
Benefit: Whenever you're dealt damage by an attack, spell, or ability you may give up an attack of opportunity to reduce by 1/2 any damage dealt by that attack, spell, or ability to another creature within your reach. If you are fighting defensively, using total defense, or taking a penalty of at least -2 from Combat Expertise, the damage dealt to that creature is reduced to 0.

Breathing Room1
Prerequisites: Con 15
Benefit: Whenever you successfully hit a creature with an attack and are fighting defensively, using total defense, or taking a penalty of at least -2 from Combat Expertise you regain 2 hit points. At your 5th character level you regain 4 hit points and for every four levels thereafter you regain 2 more hit points.

Refuse Death
Prerequisites: Con 19, Diehard, Defy Death, Base Attack +15
Benefit: Even after being reduced to -10 or fewer hit points you have a chance to come back from the brink. For a number of rounds equal to your Constitution modifier, regardless of any damage done to your during that time, you are still alive and may stabilize (http://www.d20srd.org/srd/combat/injuryandDeath.htm#stableCharactersandRecovery) or receive healing. You have a 50% chance to stabilize without help, but for every 10 hit points you have fewer than -10 this chance is reduced by 10% (and it can fall to 0% if you have -60 or fewer hit points). Anytime you successfully stabilize you automatically regain consciousness and recover to 1 hit point.

Vigilance1
Prerequisites: Wis 13, Alertness, Base Attack +6, Listen 3 ranks, Spot 3 ranks
Benefit: You cannot be flanked or surprised and retain your Dexterity modifier to AC even when flat-footed. When you hit a creature with an attack you pinpoint its location for 1 round, even if it moves.

Staggering Assault1
Prerequisites: Base Attack +9
Benefit: Whenever you successfully hit a creature with an attack, that creature must succeed on a Fort save (DC 10 + 1/2 your base attack bonus + the higher of your Strength, Dexterity, or Constitution modifiers + 1 per attack that has hit that creature this round) or become Staggered (http://"http://www.d20srd.org/srd/conditionSummary.htm#staggered") for 1 round.
Special: When you Stagger a creature with this feat, if that creature was already Staggered it becomes Dazed for 1 round. If that creature was already Dazed it becomes Stunned for 1 round. If that creature was already Stunned it becomes Stunned for 1 additional round per three points of your base attack bonus.

Trollslayer1
Prerequisites: Base Attack +6
Benefit: As a standard action you may make a special Trollslayer attack. Trollslayer overcomes all Damage Reduction, Energy Resistance, and Regeneration. When you deal damage to a creature with Trollslayer it cannot regain hit points for 1 round.

Magebreaker1
Prerequisites: Base Attack +6
Benefit: As a standard action you may make a special Magebreaker attack. Whenever you successfully hit a creature with Magebreaker, for 1 round all magical equipment possessed by the creature and all ongoing magical spells or abilities affecting the creature are suppressed.

Mortal Wound1
Prerequisites: Trollslayer, Base Attack +12
Benefit: With the Mortal Wound feat, Trollslayer bypasses all immunities. Furthermore, when you deal damage to a creature with Trollslayer, for 1 round that creature gains Vulnerability to all types of damage and suffers a -2 penalty to saving throws.

Grievous Silencer1
Prerequisites: Magebreaker, Base Attack +12
Benefit: Whenever you successfully hit a creature with Magebreaker all ongoing magical spells or abilities effecting the creature are dispelled, and for 1 round, that creature is unable to cast spells or use spell-like abilities.

Transfixing Glare1
Prerequisites: Intimidating Strike, Base Attack +1
Benefit: As a standard action you harass your foes, causing creatures you threaten to make a Will saving throw (DC 10 + 1/2 your base attack bonus + the higher of your Strength or Charisma modifiers). For as long as you continue to threaten it, any creature that fails takes a -2 penalty to attack rolls and AC against creatures other than you, and a -4 penalty to Concentration, Listen, and Spot checks. These penalties increase to -4 and -8 respectively when you have Base Attack +5 and by -2 and -4 respectively for every four points of base attack bonus you gain thereafter.
Special: Transfixing Glare is a Mind-Affecting, Fear and Compulsion effect.

Stopping Power1
Prerequisites: Cha 13, Intimidating Strike, Transfixing Glare, Base Attack +4
Benefit: When you use your Transfixing Glare feat creatures who fail their saves are Immobilized for 1 round. If you have Base Attack +9 or higher those creatures are Dazed for 1 round, then Immobilized for 1d4 rounds. If you have Base Attack +13 or higher those creatures are Paralyzed for 1 round, then Dazed for 1 round, then Immobilized for 1d4+2 rounds. Conditions bestowed on creatures because of this feat are automatically removed when you no longer threaten the effected creatures.

Strike Fear1
Prerequisites: Cha 13, Intimidating Strike, Base Attack +8
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), all hostile creatures within a 100ft radius centered on you must succeed on a Will save (DC 10 + 1/2 your base attack bonus + your Cha modifier) or be unable to take full-round actions for 1 round and lose either their next move or standard action (your choice).
Special: Strike Fear is a Mind-Affecting, Fear effect.

Incite Panic1
Prerequisites: Cha 15, Intimidating Strike, Strike Fear, Base Attack +15
Benefit: When you use your Strike Fear feat you may choose for creatures that failed their saves to become Panicked (http://"http://www.d20srd.org/srd/conditionSummary.htm#panicked") or Paralyzed (http://"http://www.d20srd.org/srd/conditionSummary.htm#paralyzed") for 1 round (your choice) instead of suffering the normal effect. This is still a Mind-Affecting, Fear effect.

Delaying Strike1
Prerequisites: Int 15, Combat Expertise, Base Attack +3
Benefit: Whenever you ready an action to make an attack, any creatures hit by that attack delay their action until the end of the round, even if you interrupted their action. If you hit more than one creature with this action those creatures delay until after all other creatures, but act on initiative counts that are 1 point more or less than each other as determined by you.

Improved Delaying Strike1
Prerequisites: Int 19, Combat Expertise, Delaying Strike, Base Attack +12
Benefit: When you use your Delaying Strike feat any creatures hit delay their action until the end of the next round (effectively they are Dazed for 1 round but complete their action on the round after).

Rallying Cheer
Prerequisites: Str 13, Con 13, Cha 13, Perform 1 rank
Benefit: You may issue a Rallying Cheer once per encounter as a standard action affecting yourself and allies within 60ft. For 1 round after using Rallying Cheer whenever you or an ally deals damage or is dealt damage roll 1d6. Add the result to damage dealt by you or an ally, but subtract the result from damage that is dealt to you or an ally.
Special: For every 4 ranks of Perform you have roll an extra 1d6.
Special: For every 8 ranks of Perform you have your Rallying Cheer lasts 1 additional round.

Dodge
(Replacing the PHB feat of the same name)
Prerequisites: Dex 13
Benefit: You may take a 5ft step in addition to your normal movement in a round. You may take 5ft steps even if it isn't your turn. If you take a 5ft step while being attacked you don't automatically avoid the attack, but you do gain a +4 bonus to AC against it.
Special: You gain 1 additional 5ft step per round at your 5th character level and once every five levels thereafter.

Mobility
(Replaces the PHB feat of the same name)
Prerequisites: Base Attack +1, Balance 1 rank, Tumble 1 rank
Benefit: Your speed increases by 10ft and you never provoke attacks of opportunity for moving out of threatened squares.

Action Before Thought1
Prerequisites: Dex 15, Base Attack +9
Benefit: You may use immediate actions even when you are surprised or flat-footed. As an immediate action you may attack the creature closest to you.

Lightning Warrior1
Prerequisites: Dex 15, Improved Initiative, Lightning Reflexes, Mobility, Base Attack +2
Benefit: Double your movement speeds. You gain a +1 bonus to attack rolls, AC, and Reflex saves, increasing by +1 when you have base attack bonus +5 and at every four points of base attack thereafter. When you make a full attack you may make one extra attack at your highest attack bonus, or up to two extra when you have base attack bonus +9, or up to three extra when you have base attack bonus +17.
Special: Extra attacks granted by this feat do not stack with the Haste spell, the Speed enhancement, or similar effects.

Guard Ally
Prerequisites: Base Attack +1, Listen 1 rank, Spot 1 rank
Benefit: As an attack of opportunity, you may oppose the attack roll of any attack targeting an ally within your reach with an attack roll of your own. If your attack roll meets or exceeds the opposed attack you become the target of that attack instead.

Interposing Guardian
Prerequisites: Guard Ally, Base Attack +5, Listen 3 ranks, Spot 3 ranks
Benefit: You may use your Guard Ally feat to oppose attacks targeting any allies within your reach + 5ft for every four points higher than +1 you have of your Base Attack Bonus (so +5ft at Base Attack +5, +10ft at Base Attack +9, and so on). When you use your Guard Ally feat you may exchange places with the ally if both you and the ally are willing.

Implacable Sentinel
Prerequisites: Mobility, Base Attack +5, Balance 3 ranks, Tumble 3 ranks
Benefit: Your threatened area increases to your reach + 5ft for every four points higher than +1 you have of your Base Attack Bonus (so +5ft at Base Attack +5, +10ft at Base Attack +9, and so on). You may move up to your speed to attack an enemy that provokes an attack of opportunity from beyond your reach. This movement is in addition to your normal movement per round.

Expert's Aid1
Prerequisites: Int 13, Combat Expertise, Base Attack +6
Benefit: When you use the Aid Another action you may choose to grant one of the following options:

Guided Strike - Your ally gains a bonus to their next attack roll equal to 1/2 your base attack bonus.
Guarded Heart - Your ally gains a bonus to their AC against a foe's next attack equal to 1/2 your base attack bonus.
Advised Resistance - Your ally gains a bonus to their next saving throw equal to 1/3 your base attack bonus.
Tactical References - Your ally gains a bonus to the saving throw DC of their next attack, spell, or ability equal to 1/4 your base attack bonus.


Veteran's Insight1
Prerequisites: Int 15, Wis 15, Combat Expertise, Combat Focus, Expert's Aid, Middle-Aged
Benefit: As a full-round action you may use the Aid Another action on all allies who can hear you within 5ft per point of your base attack bonus. For each ally in the area you may choose a different option from those granted to you by your Expert's Aid feat.

1 - A Fighter can select this feat as one of his bonus feats.

(More to come...)

Ziegander
2011-08-01, 02:07 AM
Area Attack1
Prerequisites: Str 15, Power Attack, Cleave
Benefit: As a standard action, you may swing your weapon wildly, accepting a -2 penalty to AC and Reflex saves for 1 round, attempting to damage all creatures in a semi-circle arc with a radius equal to your reach. Creatures in the area suffer damage as if struck by your weapon unless the succeed on a Reflex save (DC 10 + 1/2 Base Attack Bonus + Strength modifier).
Special: For each creature that failed it's saving throw this feat triggers any other effects dependent on hitting a creature with your weapon.
Synergy: If you possess the Combat Expertise feat creatures in the area suffer half damage even on a successful saving throw.

Tackle1
Prerequisites: Str 15, Power Attack, Improved Bull Rush
Benefit: This feat is treated as, and provides all the benefits of, the Improved Grapple feat, for all purposes.

In addition, as a standard action that doesn't provoke attacks of opportunity, you may leap or fall onto opponents using your weight and strength to take them to the ground. Tackle deals bludgeoning damage dependent on your size (2d6 for a medium sized character) and adds 1.5 times your Strength bonus to the damage roll. Tackle effects an area equivalent to your space within a range equivalent to your reach. Creatures in the area are entitled to a Reflex save or an Escape Artist check, but not both, against DC 10 + 1/2 your Base Attack Bonus + your modifiers to grapple checks. Creatures whose saving throw or skill check failed are dealt damage by the tackle, knocked prone, and pinned. Creatures whose saving throw or skill check succeeded avoid you entirely. Regardless, you fall prone.
Synergy: If you possess the Mobility feat you may stand from prone after your Tackle as a free action.

Dust Up1
Prerequisites: Dex 13, Int 13, Combat Expertise, Combat Reflexes
Benefit: As a standard action you can sweep a limb or weapon across the ground and create a dust cloud. This hemispherical cloud has a radius equal to your reach. Creating the cloud has a 50% chance to snuff out unprotected, nonmagical flames in the area.

The cloud obscures vision as Obscuring Mist and creatures within the cloud when it is created must succeed on a Reflex save (DC 10 + 1/2 your Hit Dice + Dexterity modifier) to avoid being Blinded while they remain in the cloud or for 1 round after they emerge.

Creatures in the cloud must succeed on a Concentration check against the same DC in order to cast a spell or complete any other task that requires one's full attention (see the Concentration skill).

Invisible creatures are visibly, if vaguely, outlined by the dust while they remain in the cloud and for 5 rounds after they emerge (an invisible creature thus outlined that has emerged from the cloud may use a standard action to shake the dust from themselves).

The cloud persists for a number of rounds equal to 1 + your Dexterity modifier.
Synergy: If you have the Power Attack feat you may reduce the Reflex save DC and the Concentration check DC against Dust Up by a number no higher than your base attack bonus to increase the radius of the cloud by a distance equal to 5ft times that same number.

Fling Ally1
Prerequisites: Str 17, Dex 13, Proficiency with a thrown weapon
Benefit: You may pick up any ally you are strong enough to lift over your head as a move action and throw them as a standard action. The range increment of a thrown ally is a default of 5ft and you may throw them up to five range increments. If you are strong enough to carry your ally as a medium load the range increment increases to 10ft. If you are strong enough to carry your ally as a light load the range increment increases to 20ft.

A thrown ally lands in an empty space without consequence, however you must succeed on a ranged touch attack to target an occupied space against AC 5 + the highest touch AC among creatures in the space. A character without proficiency with a martial thrown weapon takes a -4 penalty to this attack roll. If the touch attack succeeds the thrown ally may make an attack of opportunity against a single creature whose space it enters, but does not provoke attacks of opportunity for movement. If the touch attack fails, the ally does provoke attacks of opportunity for movement and falls prone in the occupied space.
Synergy: A thrown ally with the Tackle feat may treat its being throw at an occupied space as a Tackle, effecting all creatures in the space.
Synergy: A thrown ally with the Combat Reflexes feat or similar ability to make additional attacks of opportunity per round may make attacks of opportunity against any or all creatures whose spaces it enters.
Synergy: If you have the Combat Expertise feat a thrown ally doesn't provoke attacks of opportunity if your ranged touch attack fails.

Fling Enemy1
Prerequisites: Str 17, Improved Grapple, Proficiency with a thrown weapon
Benefit: The turn after you have successfully established a hold on an opponent to start a grapple, rather than maintain the grapple you may, as a standard action, hurl your foe through the air with a successful grapple check either vertically or horizontally. You must be strong enough to lift the foe over your head.

The range increment of a hurled foe is a default of 10ft, however, for every 4 points you beat your opponent's grapple check you may hurl it an additional 10ft up to a maximum distance equal to 10ft per point of your Strength modifier.

A creature hurled vertically takes fall damage as normal, while a creature hurled horizontally takes damage as if it had fallen half that distance. If a hurled creature enters another creature's square the other creature must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Strength modifier) to avoid taking damage equal to the amount the hurled creature is dealt.

Unless you have proficiency with a martial thrown weapon, hurled enemies do not provoke attacks of opportunity for movement.

Mighty Roar1
Prerequisites: Str 13, Con 13, Cha 13, Intimidate 4 ranks
Benefit: Once per day, you may let loose a Mighty Roar as a standard action. Your Mighty Roar effects every opponent within 30ft +5ft per point of your Constitution modifier that is able to hear it and has a number of hit dice less than or equal to 5 + your number of hit dice. Each effected opponent must succeed on a Will save (DC 10 + 1/2 your Hit Dice + the highest of your Strength, Constitution, or Charisma modifiers) to avoid becoming Frightened for 5 rounds. A creature whose saving throw was successful is still Shaken for those rounds.
Special: For every 4 ranks in Intimidate you possess you may use Mighty Roar once more per day.

Greater Toughness1
Prerequisites: Con 17, Improved Toughness
Benefit: You gain Damage Reduction X/--, where X may be up to your Constitution modifier to a maximum of twice your HD. This DR applies in addition to any other DR you have from other sources and stacks with other sources of DR/-- you have.

Thick-Skinned1
Prerequisites: Damage Reduction
Benefit: Your existing DR improves by 2 or by your Constitution modifier, whichever is higher.
Special: You may take this feat multiple times, each time you do your DR improves unless it would exceed twice your HD.

Eldritch Toughness
Prerequisites: Con 15, Cha 13, Improved Toughness
Benefit: You gain Spell Resistance equal to 10 + your Hit Dice + your Charisma modifier.

Scramble1
Prerequisites: Dex 15, Tumble 4 ranks
Benefit: Whenever you succeed on a Reflex saving throw you may use an immediate action to move up to half your speed. This movement does not provoke attacks of opportunity.

Slam Through1
Prerequisites: Str 17, Con 15, Power Attack, Improved Overrun
Benefit: You gain a natural Slam attack dealing damage appropriate to your size (2d6 for a medium creature) + 1.5 times your strength modifier. You also gain the Trample special attack. Creatures you successfully Overrun automatically take damage equal to your Slam attack.

Mighty Stomp1
Prerequisites: Str 21, Con 17, Power Attack, Improved Overrun, Slam Through
Benefit: As a full round action you may strike a solid surface with one of your limbs or with a weapon to create a shockwave radiating out from your space a distance equal to your space times your Constitution modifier. Creatures, structures, and unattended objects in the area are dealt damage as if struck by your Slam attack and creatures must succeed on a Balance check (DC 10 + 1.5 times your Strength modifier + your Constitution modifier) to avoid being knocked prone. A creature that fails this Balance check by 5 points or more must succeed on a Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier) to avoid being Dazed for 1 round. A creature that fails this saving throw by 5 or more points is Dazed for 1 additional round for every 5 points his saving throw failed.

Knockback1
Prerequisites: Str 17, Power Attack, Improved Bull Rush, Base Attack +3
Benefit: If you score a hit while you are using the Power Attack feat the struck foe is knocked back a distance equal to 5ft times the extra damage Power Attack added to your attack. For the purpose of this calculation (but not in determining damage dealt), subtract from that extra damage your foe's size modifier to AC, your foe's bonuses to resist Bull Rush, and 1/5 your foe's ranks in Balance. If a foe is knocked back 10ft or more in this way it must succeed on a Reflex save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being knocked prone. The foe takes 1d6 damage for every 20ft traveled this way.

Blowback1
Prerequisites: Str 21, Con 17, Power Attack, Improved Bull Rush, Knockback, Base Attack +6
Benefit: If you miss while using the Knockback feat the target of your attack must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier) to avoid being blown away (http://"http://www.d20srd.org/srd/conditionSummary.htm") 1d4 times 5ft per point subtracted from your attack roll from the Power Attack feat, or 2d6 times that amount if it was airborne.
Synergy: If you possess both Dust Up and Blowback, when you use the Dust Up feat, creatures in the area must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier + your Dexterity modifier) to avoid being blown away 1d4x10ft or 2d6x10ft if they are airborne.

Vicious Wound1
Prerequisites: Int 13, Combat Expertise, Base Attack +6
Benefit: Against any creature you have observed for 3 or more rounds, as a standard action, you may make an especially deadly attack that deals +1 damage per HD of the struck creature. A creature dealt damage this way must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus + your Intelligence modifier) to avoid taking bleed damage at the start of each its rounds equal to the extra damage your attack dealt. A creature that fails its saving throw against this effect multiple times sustains additive bleed damage each round. The bleeding can be stopped with a Heal check (DC 10 + your Base Attack Bonus + your Intelligence modifier) or by any effect that restores at least 1 hit point per point of your Intelligence modifier.

Sniper Shot1
Prerequisites: Dex 15, Hide 9 ranks, Base Attack +6 or Sneak Attack +3d6
Benefit: As a full round action, if you've successfully hidden at least 30ft away from your target, you can make one ranged attack, then immediately hide again at no penalty to your new Hide check.
Special: If you have Base Attack +11 or more the attack deals double damage. If you have Base Attack +16 or more the attack deals triple damage.

Coordinated Strike1
Prerequisites: Animal Companion or Special Mount, Dex 15, Handle Animal 5 ranks, Base Attack +6
Benefit: As a full round action, you and your animal companion/special mount make a single attack each against a creature you both threaten. If both attacks hit the target is dealt additional damage equal your ranks in Handle Animal and must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus + your Dexterity modifier) to avoid being Dazed for 1 round per point of your animal companion's/special mount's Constitution modifier. A Creature that successfully saves against the effect is Staggered for 1 round.
Special: If you have Base Attack +11 or more your attack deals double damage (but not your companion's/mount's) and the save DC increases by 1. If you have Base Attack +16 or more your attack deals triple damage and the save DC increases by 2.

Archery Expertise1
Prerequisites: Int 13, Point Blank Shot, Base Attack +1
Benefit: You do not provoke attacks of opportunity for firing a ranged weapon in melee. Furthermore, When you use the attack action or the full attack action when wielding a ranged weapon, you can take a penalty to your Armor Class and add the same number as a bonus to your damage rolls. This number may not exceed your base attack bonus. The changes to Armor Class and damage rolls last until your next turn.

Giantkiller1
Prerequisites: Clever Wrestling
Benefit: You may establish a hold against any creature, regardless of size. This does not allow you to move, restrain, or pin an opponent two or more size categories larger than you (though see below). Furthermore, creatures do not add size bonuses to their grapple checks when they make grapple checks against you. Finally, you may add your Dexterity modifier to your grapple checks instead of your Strength modifier if it is higher.

Whenever you establish a hold against a creature that is at least one size category larger than you if, if you succeeded your grapple check by 5 or more you are considered grappling the creature but it is not considered grappling you. In addition it provides soft cover for its own attacks against you, and thus risks attacking itself. You may make Ride checks in place of bull rush attempts to move the creature (limited by its speed rather than yours), and can make Climb or Ride checks in place of grapple checks in order to remain grabbing on. You are effectively using the creature as a mount, though with less control.
Synergy: If you have the Mounted Combat feat, against any creature you are making Ride checks to grapple with, you may redirect attacks made against you to it, instead of vice versa.
Synergy: If you have the Improved Trip feat you may make a Dexterity check instead of a Strength check in order to trip an opponent and your opponent doesn't add size bonuses to their opposed checks.

Cometfall1
Prerequisites: Int 15, Dex 15, Far Shot, Base Attack +6
Benefit: When you use the Far Shot feat you may arc your shot, causing a projectile weapon's range to be doubled or a thrown weapon's range to be tripled. Additionally, when you use this feat your ranged attacks deal +1d6 damage per 30ft of your weapon's range divided in half (to a maximum of +1d6 per two points of your Base Attack Bonus), +1d6 additional damage per 30ft you are above your target (to a total maximum of +20d6).

Shrewd Perception
Prerequisites: Dex 10 or less, Wis 13
Benefit: You may add your Wisdom modifier to Reflex saves and Initiative checks instead of your Dexterity modifier. In addition, you may make Listen, Search, and Spot checks as swift actions.

Intuitive Knowledge
Prerequisites: Wis 15
Benefit: You may make any Knowledge check untrained, even if the DC is higher than 10. In addition, you may use your Wisdom modifier for and Knowledge check in place of your Intelligence modifier.
Normal: A character can only make untrained Knowledge checks if the DC is 10 or lower, and Knowledge skills are Intelligence-based.

Stone-Faced Soldier1
Prerequisites: Base Attack +3
Benefit: You gain a +4 bonus to resist charm, compulsion, and fear effects as well as a +2 bonus on initiative checks.

Armored Deflection1
Prerequisites: Proficiency with armor, Base Attack +4.
Benefit: Whenever you wear armor for which you are proficient, add your armor bonus to AC to your Touch AC.
Synergy: If you have Spell Resistance you add your armor bonus to AC to your SR.

Earth Sense
Prerequisites: Dwarf or Con 15, Wis 15
Benefit: As long as you are touching the ground, you notice the presence of and the direction to each creature within 30ft that is also touching the ground. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the [Air] subtype cannot select this feat.

Earth Adept
Prerequisites: Blind-Fight, Earth Sense, and either Dwarf or Con 15, Wis 15
Benefit: You gain Tremorsense out to 30ft.
Synergy: If you are not a Dwarf, as long as you are touching the ground you gain a +4 bonus to resist being Bull Rushed, Grappled, Overrun, or Tripped, a +4 bonus on Balance checks, and a +4 bonus on any saving throw against an effect that would move you from your space or knock you prone.
Synergy: If you are a Dwarf, as long as you are touching the ground you automatically resist grapple checks and overrun attempts made against you and you cannot be moved unwillingly from your space or unwillingly knocked prone.

Item Channeling
Prerequisites: Weapon Focus, Base Attack +6, Use Magic Device 4 ranks
Benefit: You may activate any item you hold or wear, making any Use Magic Device checks as necessary, and make a melee attack at the same time with a weapon for which you have taken the Weapon Focus feat, channeling the magic of the item into the target of your attack. The item must have an activation time of 1 standard action or less, and regardless of the number of targets that could normally be assigned you must be able to target only one creature. Personal effects and area effects may not be channeled.

As a standard action, activate the item and make a melee attack roll at your highest attack bonus. If the attack misses the use of the item fizzles and is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the activated item as if you had succeeded on any attack rolls or spell penetration checks as the item would normally require. The target of your attack is permitted any saving throws the item would ordinarily allow.

Items that generate multiple touch or ray attacks charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way, if you choose to use Item Channeling to channel another item, any charges currently held in your weapon are lost.

Uncanny Scent
Prerequisites: Scent, Wis 13 or Blind-Fight
Benefit: You can pinpoint the location of a scent when within 10ft per point of your Constitution or Wisdom bonus, whichever is higher.
Normal: You can pinpoint the location of a scent when within 5ft.

1 - A Fighter can select this feat as one of his bonus feats.

Togath
2011-08-01, 02:11 AM
The feats look like they would do a good job of bringing martial characters closer to the power level of casters, though it may be easier to add able to cast 1st level spells to Elemental Strike rather then the spellcraft skill rank.

jiriku
2011-08-01, 02:22 AM
Whirlwind Blitz is inappropriately powerful for a 1st-level feat, I'd suggest a +4 or +6 base attack requirement.

Seize Victory is probably only intended to function when you drop a foe with a melee or ranged attack, but as written it would trigger if you kill a foe with a spell. Even a slightly more restrictive interpretation requiring you to kill the foe in a way that would trigger cleave is still a cause for concern. I 'm picky about the wording here because Seize Victory could be used for an endless nova if weaponlike spells can trigger it. Even if restricted only to weapon attacks, this feat is overly powerful for its level, since a gish-type character with this feat could easily full attack, cast a spell, and cast a quickened spell all in one round. A base attack requirement of +9 or even +11 would be more appropriate (and would ensure that this feat doesn't end up in the hands of full caster classes with a poor base attack progression).

Total Victory doesn't require Seize Victory as a prerequisite, but it should. This feat is also overly powerful for its level, since it opens the door to multiple full attacks per round. A +16 or even +18 base attack requirement would be more appropriate, to ensure that only classes with a full base attack progression (or very martially skilled gishes) can acquire this feat.

In general, I like that these feats scale in power with level (something all feats should do), and that they are GOOD options (something martial characters need more of). Keep 'em coming!

Arcran
2011-08-01, 02:30 AM
I like all of these. Scaling with level is always a +, especially for martial characters. The only qyestion I have is if the bonus damage from Blindside stacks with Sneak Attack. I'm guessing it does but you never stated if it did or not.

EdroGrimshell
2011-08-01, 02:58 AM
I'm going to see if i can get a DM to let me take Adrenaline and Vigor later, probably in a low magic campaign i'm cooking up for when my current array of games starts to cool down a bit. Also, these are now in my favourites

Ziegander
2011-08-01, 04:46 AM
it may be easier to add able to cast 1st level spells to Elemental Strike rather then the spellcraft skill rank.[/SIZE][/FONT]

The idea was to enable non-casters to deal elemental damage in way that seemed flavorful and uncontrived.


Whirlwind Blitz is inappropriately powerful for a 1st-level feat, I'd suggest a +4 or +6 base attack requirement.

Fixed.


Seize Victory is probably only intended to function when you drop a foe with a melee or ranged attack, but as written it would trigger if you kill a foe with a spell. Even a slightly more restrictive interpretation requiring you to kill the foe in a way that would trigger cleave is still a cause for concern. I 'm picky about the wording here because Seize Victory could be used for an endless nova if weaponlike spells can trigger it. Even if restricted only to weapon attacks, this feat is overly powerful for its level, since a gish-type character with this feat could easily full attack, cast a spell, and cast a quickened spell all in one round. A base attack requirement of +9 or even +11 would be more appropriate (and would ensure that this feat doesn't end up in the hands of full caster classes with a poor base attack progression).

I'm not sure I mind a gish character getting some nice mileage out of it. The requirements help curb the abuse requiring a feat any optimizing gish-builder would call a waste and throwing a few points at Charisma.


Total Victory doesn't require Seize Victory as a prerequisite, but it should.

Absolutely true. That was just an oversight on my part.


This feat is also overly powerful for its level, since it opens the door to multiple full attacks per round.

I don't see multiple full attacks per round as a cause for concern, not even at 12th level, but that's my personal opinion.


In general, I like that these feats scale in power with level (something all feats should do), and that they are GOOD options (something martial characters need more of). Keep 'em coming!

Thanks! I'll definitely keep them coming, and I'm pretty sure I put more up since you posted, so take a look at those as well!


The only qyestion I have is if the bonus damage from Blindside stacks with Sneak Attack. I'm guessing it does but you never stated if it did or not.

It stacks. There's no reason it wouldn't stack (I can't actually think of any feat that states that its damage bonus stacks with Sneak Attack). But yeah, that's why I based the extra damage on BAB, just to throw an extra bone to non-Rogues.

jiriku
2011-08-01, 06:51 AM
Entrenchment: should also offer the benefit when you declare full defense, as it is possible with certain obscure options to still make attacks of opportunity while in full defense.

Fringeward: I dislike that the effect is automatic. This can lead to relatively low-level defenders being able to entirely protect a party from extremely high-level threats. Some sort of contested roll would be nice. For example, perhaps for each AoO sacrificed, the character makes an attack roll, and the protected ally may substitute this attack roll for his saving throw result if the attack roll is better. If fighting defensively, etc., the ally might also benefit from Evasion/Mettle for the attack in question.

Refuse Death: Also somewhat too good for the level at which it's obtained. I'd suggest a +18 base attack requirement.

Counterattack: This is comparable to, but much better than, Karmic Strike, and should have a base attack requirement of +7 or +8.

Bloody Counterattack: Waaaay too good for a +3 bab requirement. More appropriate at +20, if it could ever work. This turns any decent martial character into a "trick" build that can't be beaten by melee combatants. For example, let's say your normal damage output is 15 per round, with one attack for avg. 15 dmg. You face a bear or troll or somesuch that's a difficult opponent, dealing 30 per round, with three attacks for avg. 10 dmg each. Assuming all attacks hit and you have sufficient AoO, your opponent takes 15 dmg from you on your turn, then an additional 15+10 plus 15+20 plus 15+30 = 105 on his own turn as a result of your counterattacks -- your damage output has increased by +700% for a 3-feat investment. Even a twinked-out mailman build would be jealous of those kinds of returns.

Vigilance: Combat Reflexes already allows you to make AoOs while flat-footed. This feat feels like it needs a little more juice. Perhaps you could just rename it to Blind-Fight and add the pin-point benefit to Blind-Fight. This would make Blind-Fight a more attractive feat choice.

Staggering Assault: Holy stun-lock, Batman! Provides strong incentives for a TWF build. Not so useful against all creature types though. My balance sense is tingling a bit, and says this belongs at +10 or +11 base attack.

Trollslayer: Very overpowered for the level because it's so broadly written. You're negating damage reduction, energy resistance, possibly energy immunity, fast healing, regeneration, the ability to benefit from cure spells or other healing effects regardless of source, and the debuff is applied for free to every opponent you ever hit. I'd spec this as +15 base attack at the very least, and it would need prerequisites too. For a lower-level version, narrow the effect, allow a save, and/or make it a tradeoff by allowing only a single attack as a full-round action.

Magebreaker: Even more over-the-top than Trollslayer. Add a free no-save anti-magic ray to every attack at 6th level? This feat bends campaigns over its knee and paddles them until they cry uncle. +18 bab minimum.

All the rest...oy.

I get that you're rectifying the "crappy feat syndrome" that infests WotC sourcebooks. It's good to see some homebrewers willing to boldly go and give melee some nice things. But these are clearly aimed at producing high Tier 1 melee characters, and I wonder if that's a good thing. What opponents is a DM going to use to challenge a party of characters using these feats? Not the stock monsters from the monster manual, that's for sure. Perhaps you should consider including a paragraph or two at the top of the post explaining your design intent and giving guidance to prospective users of these feats so they know what they're getting into.

Also, just as a general suggestion for future feat-brewing, your offensively-oriented feats are orders of magnitude more powerful than your defensive feats. I'd suggest bringing some balance to the force by 'brewing some good defensive feats, as mere mortals won't last long against 6th-level characters dealing hundreds of damage per round without some solid defenses.

Ziegander
2011-08-01, 07:38 AM
Entrenchment: should also offer the benefit when you declare full defense, as it is possible with certain obscure options to still make attacks of opportunity while in full defense.

Done.


Fringeward: I dislike that the effect is automatic. This can lead to relatively low-level defenders being able to entirely protect a party from extremely high-level threats. Some sort of contested roll would be nice. For example, perhaps for each AoO sacrificed, the character makes an attack roll, and the protected ally may substitute this attack roll for his saving throw result if the attack roll is better. If fighting defensively, etc., the ally might also benefit from Evasion/Mettle for the attack in question.

I prefer it to be automatic. I've done the "replace defense with defender's attack roll" type mechanics before and they always seem clunky and drawn out. I don't know that I see the problem of a defender being able to easily protect his whole party from high-level threats. Defenders have for far too long been irrelevant. If the party sticks close to the Defender and the enemy doesn't wise up and try to directly take the Defender out, then it should be perfectly reasonable for the Defender to keep his party extremely safe from harm.


Refuse Death: Also somewhat too good for the level at which it's obtained. I'd suggest a +18 base attack requirement.

I compare it to things like the Crusader's Immortal Fortitude stance which also comes online at 15th level.


Counterattack: This is comparable to, but much better than, Karmic Strike, and should have a base attack requirement of +7 or +8.

Counterattack is intentionally comparable to, but much better than, Karmic Strike. I see no reason to withhold such a basic fighting skill until mid levels.


Bloody Counterattack: Waaaay too good for a +3 bab requirement. More appropriate at +20, if it could ever work. This turns any decent martial character into a "trick" build that can't be beaten by melee combatants. For example, let's say your normal damage output is 15 per round, with one attack for avg. 15 dmg. You face a bear or troll or somesuch that's a difficult opponent, dealing 30 per round, with three attacks for avg. 10 dmg each. Assuming all attacks hit and you have sufficient AoO, your opponent takes 15 dmg from you on your turn, then an additional 15+10 plus 15+20 plus 15+30 = 105 on his own turn as a result of your counterattacks -- your damage output has increased by +700% for a 3-feat investment. Even a twinked-out mailman build would be jealous of those kinds of returns.

Really? BAB +20? In your example, given Con 16, the average Fighter 3 will have 29hp and not even survive 1 round of attacks from his foe. :smallconfused:

EDIT: I've decided to delete Bloody Counterattack. I still don't buy your argument against it, but I never liked the feat anyway. I acknowledge that it's really powerful, often to the point that one AoO can kill something (if you survive of course). I'll try and come up with a more viable alternative that plays better.


Vigilance: Combat Reflexes already allows you to make AoOs while flat-footed.

Holy ****. I've played this game for years and taken Combat Reflexes many times and I never knew this...


This feat feels like it needs a little more juice.

Added more juice.


Trollslayer: Very overpowered for the level because it's so broadly written. You're negating damage reduction, energy resistance, possibly energy immunity, fast healing, regeneration, the ability to benefit from cure spells or other healing effects regardless of source, and the debuff is applied for free to every opponent you ever hit. I'd spec this as +15 base attack at the very least, and it would need prerequisites too. For a lower-level version, narrow the effect, allow a save, and/or make it a tradeoff by allowing only a single attack as a full-round action.

Narrowed the focus and required a standard action special attack.


Magebreaker: Even more over-the-top than Trollslayer.

Edited in a manner similar to Trollslayer.


But these are clearly aimed at producing high Tier 1 melee characters, and I wonder if that's a good thing.

Someone has clearly forgotten what the definition of Tier 1 means. No character using any number of these feats will ever rise above Tier 3. Seriously NEVER.


What opponents is a DM going to use to challenge a party of characters using these feats?

Stock monsters from the monster manual. No, seriously. Even without tweaking them by giving the monsters relevant feats.


Perhaps you should consider including a paragraph or two at the top of the post explaining your design intent and giving guidance to prospective users of these feats so they know what they're getting into.

This is always a good idea though. I'll try and work on this after some sleep.


Also, just as a general suggestion for future feat-brewing, your offensively-oriented feats are orders of magnitude more powerful than your defensive feats. I'd suggest bringing some balance to the force by 'brewing some good defensive feats, as mere mortals won't survive last against 6th-level characters dealing hundreds of damage per round.

I'll try to come up with some better defensive feats. Defense has always seemed to get shafted in D&D... though, without Bloody Counterattack (since I'm removing it) I'm not seeing how these feats enable hundreds of damage per round (and Power Attack + Leap Attack + Shock Trooper already enables that at 6th level---not that I think that uber-charging is a balanced option at any level, I'm just saying).

jiriku
2011-08-01, 09:01 AM
Really? BAB +20? In your example, given Con 16, the average Fighter 3 will have 29hp and not even survive 1 round of attacks from his foe. :smallconfused:

Breathing Room and Defy Death say hi.


Someone has clearly forgotten what the definition of Tier 1 means. No character using any number of these feats will ever rise above Tier 3. Seriously NEVER.

We see things differently. With your first draft, I see a character who can stun-lock an opponent and suppress his spellcasting, magic items, and buffs with no save while negating all defenses, resistances, and allied healing, all while dealing outstanding damage. Most of the effects are available many levels before anything comparable that other classes do. Your second draft is looking better, but a fighter with these feats could easily trump a warblade without them, and the difference between T2 and T1 is merely breadth of choice.




Stock monsters from the monster manual. No, seriously. Even without tweaking them by giving the monsters relevant feats.

:smallconfused:Eyes you skeptically.:smallconfused: Challenge: try any CR 1 - 4 animal against an equal-CR human fighter. Try a leveled-down version of one of the two shown below, or build your own. Duel them a dozen times. I will be honestly surprised if the animal wins half the duels.



...though, without Bloody Counterattack (since I'm removing it) I'm not seeing how these feats enable hundreds of damage per round (and Power Attack + Leap Attack + Shock Trooper already enables that at 6th level---not that I think that uber-charging is a balanced option at any level, I'm just saying).

Please forgive my hyperbole. Not hundreds of damage, most likely, but certainly over a hundred damage. A couple of quick builds, lightly optimized, to show you what I was thinking of:

Basic offensive human fighter 6, elite array:
Str 15, Dex 14, Con 13, Int 13, Wis 10, Cha 8
greatsword+1, plus some armor and gear and stuff
Feats Blindside, Counterattack, Combat Expertise, Combat Reflexes, Entrenchment + Power Attack + Cleave + Deft Opportunist
Damage (base) 2d6+4 (avg 11)
Damage (defense AoO) 4d6+20 (avg 34)
Full Attack + 3 AoO + cleave (assume you are rushed by several opponents) = 11*2 + 34 * 3 + 17 = 135

Same idea, TWF build:
Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 8
2 mwk shortswords, gloves of dexterity +2, armor and stuff
Feats: TWF, Combat Reflexes, Deft Opportunist, Expert Tactician, Blindside, Counterattack, Improved TWF, Double Hit
Damage (base) 1d6+2 (avg 5.5)
Damage (dual defense AoO) 2d6+16 (avg 23)
Full Attack + 4 AoO (assume you are rushed by several opponents) = 5.5*4 + 2*4 +23*4 + 2*4 = 130

These are fairly casual builds, but given the chance to take AoOs, they can easily deal over 100 damage per round at 6th level. Now, if you were to drop Power Attack + Cleave and replace them with, say, Breathing Room and Vigor, you'd have much better defenses and only slighly less offensive potential, but they'd still be capable of dealing double or triple their own maximum hit points in damage per round.


Additional: The new Vigilance is... strong, but reasonable given the prerequisites. I find myself liking it.

Ziegander
2011-08-01, 09:41 AM
We see things differently. With your first draft, I see a character who can stun-lock an opponent and suppress his spellcasting, magic items, and buffs with no save while negating all defenses, resistances, and allied healing, all while dealing outstanding damage. Most of the effects are available many levels before anything that other classes do. Your second draft is looking better, but you're well beyond warblade with these feats, and the difference between T2 and T1 is merely breadth of choice.

Well beyond Warblade is very debatable, but more than that, you are really misunderstanding the Tier system. The difference between Tier 3 and Tier 2 is an almost irreconcilable gap that these feats do next to nothing to bridge. If I designed 200 feats of a power level comparable to these feats it still wouldn't come close to offering the type of power needed to move up to Tier 2, let alone the breadth of choice in that unattained campaign shattering power needed to move up to Tier 1.


Eyes you skeptically. try any CR 1 - 4 animal against an equal-CR human fighter. Duel them a dozen times. I will be honestly surprised if the animal wins half the duels.

So, wait, you first argue that a DM would have no way of challenging characters that used these feats, and then in order to test how "overpowered" these feats are you suggest, skeptically of my sanity, to pit a Fighter armed with these feats against SRD animals?


Please forgive my hyperbole. Not hundreds of damage, most likely, but certainly over a hundred damage. A couple of quick builds, lightly optimized, to show you what I was thinking of:

Unless I've drastically failed in writing the feats, your damage numbers for the AoOs are wildly off. Not only that, you're fretting over specialized builds dealing lots of damage in the most extreme corner cases. In order to deal that much damage you're relying on the Fighter, with a crappy attack bonus, hitting at least 6 times each round, and being rushed by tons of worthless mooks.

Conversely, I could build something much more simple that could deal more damage in more situations.

Human Fighter 6
Str 18 Dex 16 Con 13 Int 10 Wis 10 Cha 8
+1 Greatsword
Power Attack, Combat Reflexes, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), + four other feats.
Attack bonus +12 (compared to your +9 or +7)
Damage 2d6+8 (avg 15)
Full Attack if two attacks + 4 AoOs all hit = 90 at a higher attack bonus or 126 at the same attack bonus as your first build. That's not even trying to optimize, not even using feats from this thread, and that's straight up more damage all the time than either of your builds (since I don't know how you're getting +16 or +14 damage mods on those AoOs).


Additional: The new Vigilance is... strong, but reasonable given the prerequisites. I find myself liking it.

That's kinda what I thought. Powerful, but seems reasonable. Glad you like it.

jiriku
2011-08-01, 10:11 AM
Comment: many of these feats should probably be designated as fighter bonus feats.


Well beyond Warblade is very debatable, but more than that, you are really misunderstanding the Tier system. The difference between Tier 3 and Tier 2 is an almost irreconcilable gap that these feats do next to nothing to bridge. If I designed 200 feats of a power level comparable to these feats it still wouldn't come close to offering the type of power needed to move up to Tier 2, let alone the breadth of choice in that unattained campaign shattering power needed to move up to Tier 1.

We do in fact have different impressions of the Tier system. Since that's not really germane to the discussion, I'll happily agree to disagree with you and use different labels for things. Talking about the feats is more productive anyhow.


So, wait, you first argue that a DM would have no way of challenging characters that used these feats, and then in order to test how "overpowered" these feats are you suggest, skeptically of my sanity, to pit a Fighter armed with these feats against SRD animals?

Regarding the challenge: You said that stock monsters from the Monster Manual would do fine as opponents. I invited you to test that theory. I'm betting your fighter chows through those opponents faster than a fat man at an all-u-can-eat buffet.


Unless I've drastically failed in writing the feats, your damage numbers for the AoOs are wildly off. Not only that, you're fretting over specialized builds dealing lots of damage in the most extreme corner cases. In order to deal that much damage you're relying on the Fighter, with a crappy attack bonus, hitting at least 6 times each round, and being rushed by tons of worthless mooks.

You haven't failed at anything; your feats are quite good. But I believe my numbers are defensible.

Looking at the first example, damage on AoO is 4d6+20. Breaking that down, we're looking at 2d6 (greatsword) + 1 (enhancement) + 3 (150% of Str bonus) + 6 (Blindside). The sum is then doubled by Entrenchment to 4d6 + 2 + 6 +12.

Looking at the second example, damage on AoO is a little more complex. We have 1d6 (short sword) + 2 (Str) + 6 (Blindside) + a possible 2 more if the target has already been struck by AoO this round (Expert Tactician). We have Double Hit, which entitles us to two attacks per AoO. Most likely we're looking at getting the Expert Tactician bonus only on the second swing of each AoO. Thus, each AoO is likely to produce 2d6+18.

Edit: Moreover, I wouldn't call this a corner case. Assuming the fighter is in front in most groups and gets more than his fair share of attackers (which is generally the fighter's goal), we're assuming 3-4 opponents, or 1-2 opponents that are able to move and full attack. Perhaps my gaming group is unusual, but at my table it's common to see enemy groupings of that type (or even larger/more capable!).


Conversely, I could build something much more simple that could deal more damage in more situations.

{build}

I won't deny that your build is representative of a typical fighter, but it differs from mine in two important ways. First, you used 32 point buy, while I used elite array. If I switch my builds to 32pb, their damage and accuracy improve considerably. Second, you credit your build with damage from AoOs, but you have no way of forcing the enemy to grant you those AoOs. The extra 75 points of damage are vapor damage, impressive on paper but not likely to happen in a game. My builds use your Counterattack feat to force AoOs when the enemy attacks. Without the ability to force AoOs through Counterattack, your build's expected damage drops about 85%, from 90 to 15.

So, assuming that you agree with what these builds seem to be telling us, which is that Blindside, Counterattack, and Entrenchment are a darn good way to deal over a hundred damage per round by 6th level, here's the next question: do we want to be dealing 100+ damage per round at that level? Assume a typical EL6 encounter is a group of 4 CR2 monsters. CR2 monsters have about 15 - 35 hp, depending on the critter, probably averaging 25. We're dealing enough damage to kill the entire encounter in round 1 even if one or two of our attacks miss, not even considering the contribution of the other three adventurers in the stereotypical party of four. Is that a good thing? What are your thoughts on this?

Edit: I really like Blindside. The more I sit and think on it, the more I'm thinking of ways it can combo. A lot of mobile striker builds find it very easy to end turn not threatened by any creature, meaning Blindside could trigger round after round. Lots of possibilities in that one.

Gideon Falcon
2011-08-01, 01:20 PM
Some of these feats are way too powerful. Vigilance, for example, completely invalidates both uncanny dodge and improved uncanny dodge, both of which are very solid class features.

Don't get me wrong, melee attackers need a power boost, but there's a fine line between making them viable and making them broken.

Ziegander
2011-08-01, 01:25 PM
Regarding the challenge: You said that stock monsters from the Monster Manual would do fine as opponents. I invited you to test that theory. I'm betting your fighter chows through those opponents faster than a fat man at an all-u-can-eat buffet.

For the record, I didn't ever mean using animals. There are plenty of monsters in the CR 1-4 range that have actually meaningful attacks, defenses, and special abilities that would be far more appropriate challenges to a Fighter using these feats.


You haven't failed at anything; your feats are quite good. But I believe my numbers are defensible.

(Reading)

Ah, okay, that isn't how I wanted Blindside to work, but I'm having a hard time envisioning a way to word it, without it becoming very convoluted. Your numbers are indeed correct.

However, while groupings like the one you suggested may be commonplace at many game tables, I question how commonplace it would be for opponents to all zerg rush the Fighter, and simply crash upon the Fighter's Greatsword like so much sea foam upon a glistening shoreline. I find it much more likely that the enemies will spread their attacks as best they can between members of the party, and if they can't, after seeing the Fighter return all attacks made against him they're going to stop before he kills them. That's just rudimentary survival instinct.

(I actually used 28pt buy, by the way. Start with Str 16 and Con 12, purchase Gauntlets of Ogre Power, and put your level point into Con. That conforms to 28pt buy.)


My builds use your Counterattack feat to force AoOs when the enemy attacks. Without the ability to force AoOs through Counterattack, your build's expected damage drops about 85%, from 90 to 15.

And again, my build has FOUR open feats. It could easily pick up Counterattack if I wanted, but really Counterattack doesn't force as many AoOs as you would think. Your build deals less damage less circumstantially than mine, sure, but your build still only deals that much damage in very precise circumstances that will not happen every fight, not even every day.


So, assuming that you agree with what these builds seem to be telling us, which is that Blindside, Counterattack, and Entrenchment are a darn good way to deal over a hundred damage per round by 6th level, here's the next question: do we want to be dealing 100+ damage per round at that level? Assume a typical EL6 encounter is a group of 4 CR2 monsters. CR2 monsters have about 15 - 35 hp, depending on the critter, probably averaging 25. We're dealing enough damage to kill the entire encounter in round 1 even if one or two of our attacks miss, not even considering the contribution of the other three adventurers in the stereotypical party of four. Is that a good thing? What are your thoughts on this?

I think some math needs to be done. I'll look into it. I don't think it's that big of an issue, because to get the damage numbers you're getting on AoOs you have to take penalties to hit of at least -2, and your stat requirements make you quite a glass cannon.


Edit: I really like Blindside. The more I sit and think on it, the more I'm thinking of ways it can combo. A lot of mobile striker builds find it very easy to end turn not threatened by any creature, meaning Blindside could trigger round after round. Lots of possibilities in that one.

It is very nice, I just have to come up with a way to make it work as I intended. Thematically, it makes no sense for you to Blindside someone who is charging directly at you. It's supposed to be about attacking foes when they don't expect it. Someone that moves straight for you expects you to attack them.

EDIT:
Some of these feats are way too powerful. Vigilance, for example, completely invalidates both uncanny dodge and improved uncanny dodge, both of which are very solid class features.

I increased the BAB requirement from +3 to +6. It isn't broken that a Fighter is able to, for a greater investment than the Barbarian, obtain a feat that is better than one of his class features.

Actually, increased the requirements on several of the feats to make them a bit harder to take. But, see, what you may see as way too powerful or broken, I see as a necessary evolution of feats. Feats almost universally suck and there are almost NO good feats that can't be taken before 8th level. The idea here is to provide feats that not only actually DO things and reward tactical play, but are also powerful choices throughout many levels. Instead of having to dumpster dive to synergize up chains of feats that can all be taken before 4th level, you can just look here and pick stuff that sounds cool, and you'll be powerful and exciting. That's how it should be.

jiriku
2011-08-01, 03:33 PM
For the record, I didn't ever mean using animals. There are plenty of monsters in the CR 1-4 range that have actually meaningful attacks, defenses, and special abilities that would be far more appropriate challenges to a Fighter using these feats.

Overlooking the special abilities possessed by some animals for a moment, I'd propose that with any critter of appropriate CR, and suggest that in blind trials of a stock fighter vs. the critter, and a Ziegander fighter vs. the critter, the Ziegander fighter would destroy his foes with contemptuous ease. But I'll concede the point, that we might move onto more featy stuff.



Ah, okay, that isn't how I wanted Blindside to work, but I'm having a hard time envisioning a way to word it, without it becoming very convoluted. Your numbers are indeed correct.

However, while groupings like the one you suggested may be commonplace at many game tables, I question how commonplace it would be for opponents to all zerg rush the Fighter, and simply crash upon the Fighter's Greatsword like so much sea foam upon a glistening shoreline. I find it much more likely that the enemies will spread their attacks as best they can between members of the party...

Goad and Fringeward say hi. So do "standing in front", "blocking the doorway", and "drawing aggro by killing half the bad guys".


...and if they can't, after seeing the Fighter return all attacks made against him they're going to stop before he kills them. That's just rudimentary survival instinct.

Learning from experience doesn't work if the fighter can one-shot you on an AoO. And refraining from attacking the fighter because you saw him kill your buddies doesn't work if he then proceeds to kill you too. Counterstrike is good for the same reason that Robilar's Gambit is good, but it's available 11 levels earlier. Don't sell yourself short; you've made a sweet combat feat.


And again, my build has FOUR open feats. It could easily pick up Counterattack if I wanted, but really Counterattack doesn't force as many AoOs as you would think. Your build deals less damage less circumstantially than mine, sure, but your build still only deals that much damage in very precise circumstances that will not happen every fight, not even every day.

I think some math needs to be done. I'll look into it. I don't think it's that big of an issue, because to get the damage numbers you're getting on AoOs you have to take penalties to hit of at least -2, and your stat requirements make you quite a glass cannon.

I happen to love statistical analysis even more than I love cute puppies and ice cream sundaes. Let me show you what your build can do:

Human Fighter 6
Str 18 Dex 16 Con 15 Int 13 Wis 8 Cha 8 (started with Str 15 and Con 13, added advancement point to Str, rolled extra point into Int)
+1 greatsword, gauntlets of ogre power+2, amulet of health+2, +1 breastplate
Combat Expertise (included, -2), Combat Reflexes, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Blindside, Counterattack, Entrenchment, Deft Opportunist
AC 21
Attack (normal) +10, 2d6+8 (avg 15)
Attack (AoO) +14, 4d6+28 (avg 42)
4 AoO + full attack = 42*4 + 15*2 = 198


Damage increase from base build 90 -> 198 is +120% (or +560% if you believe, like me, that there's no way the base build would ever claim an AoO on an average round)
Weighted average of accuracy increase from base build avg +12 -> avg 13.4 is +11%.

I think you'll agree that these are good numbers, especially considering that AC 21 is a very solid Armor Class for a 2-hander build at 6th level. Naturally, you could swap Deft Opportunist out and get Power Attack back if you were willing to sacrifice accuracy for damage.




I increased the BAB requirement from +3 to +6. It isn't broken that a Fighter is able to, for a greater investment than the Barbarian, obtain a feat that is better than one of his class features.

I'm inclined to agree with Ziegander here. My first reaction to it was also OMG TEH HAX!, because that's like Uncanny Dodge, Improved Uncanny Dodge, and an extra bennie in one feat. But then when I considered it, if this feat is taken by a fighter, that feat is his only class feature for two whole levels. It makes sense that it would encompass two class features. Moreover, IUD is the higher-level ability but is generally considered the weaker of the two, and classes that have the UD chain are typically T4 classes. To make the case even more solid, those T4 classes usually trade their UD and IUD for ACFs that are even better, and they're STILL subpar classes even with the better options. Thus, for one feat to be somewhat better than UD + IUD is actually just about right.


But, see, what you may see as way too powerful or broken, I see as a necessary evolution of feats. Feats almost universally suck and there are almost NO good feats that can't be taken before 8th level. The idea here is to provide feats that not only actually DO things and reward tactical play, but are also powerful choices throughout many levels. Instead of having to dumpster dive to synergize up chains of feats that can all be taken before 4th level, you can just look here and pick stuff that sounds cool, and you'll be powerful and exciting. That's how it should be.

Huh. My thinking is that there are plenty of strong feat options in the 6th - 9th level range, and many decent ones available at low level (although most are hidden in the slew of garbage feats fo sho). It's at levels 10 - 12 that good feats start to become rare gems, and at levels 13+ where they basically can't be had at any price. I laud your feats...it's just than many of them are strong enough to fill that void at 10+, but available at 1-6.

Meh. They're still good feats.

You've posted a heck of a lot more. I'll comment as I have time. I really like how you've integrated benefits into this new batch that breathe new life into weak feats that are commonly used as prerequisites.

Gideon Falcon
2011-08-01, 04:32 PM
As I said, I have no problem with powerful feats. However; you still need to make sure they are not too powerful. Also, the thing with granting fighters class features through feats is that, in my fighter thread, you claimed that feats were the enemy. As such, shouldn't you be trying to give the fighter actual class features, rather than taking his feat slots for them?

I have a big problem with feats that invalidate class features. Otherwise, why have the class feature at all? The feats need to grant benefits that are unique to that feat, rather than letting everyone get features that should be exclusive.

flabort
2011-08-01, 04:50 PM
I notice someone earlier said Seize victory is ambiguously worded, making it so that wizards could use it. I think that could be fixed by saying "...deal enough damage to make it drop With a melee or ranged weapon attack", which would prevent sorcerers from "unlimited fireballing".

Whirlwind Blitz still reads "Base attack +1", which seems odd. did you mean +2 or +3? for a first level ability it seems a bit strong.

However, other than that, that feat and it's sister are awesome.
I'd really like to make a Whirling Frenzy barbarian with Total Victory, Whirlwind Blitz, and Area Attack, even despite the massive amount of prereqs.
Lets see....
I'll need, At minimum: Str 15, Dex 13, & Cha 15
without taking a fighter dip or flaws, and taking whirlwind blitz after 10th (because I assume baB +1 is a typo, but don't know when it was supposed to read):
human: Combat Reflexes
1st: Power attack
3rd: cleave
6th: Area attack
9th: Seize victory
12th: Great Cleave
15th: total victory
18th: Whirlwind Blitz

Or with two flaws:
Human: Power attack
Flaw 1: Combat reflexes
Flaw 2: Cleave
1st: Area attack
3rd: <Extra feat: Adrenalin>
6th: Great Cleave
9th: Seize Victory
12th: Whirlwind Blitz
15th: Total Victory

Now, I get so many extra attacks, it's just plain high-Larry-ous.
I don't want to do the math as to how much damage I could do per round, though.
However, I start with a Whirlwind Blitz, which IS better to use than Area attack, but since I only get as many as I get full-round actions, whatever. Assuming I kill something, I get my once/round additional full-round action from Total Victory, and use Whirlwind Blitz again, or if there isn't anything in range, move and Area attack. since I'm going to kill something else when I do that, I get Great Cleave, and Seize victory lets me use a standard action, which I use Area attack with. That allows effects like cleave or great cleave, and so since I killed something again, I get to Area attack again, until everything around me is dead. And that's not including whatever I get from being a whirling frenzy barbarian!

Circle of Life
2011-08-01, 04:50 PM
As such, shouldn't you be trying to give the fighter actual class features, rather than taking his feat slots for them?

While I don't claim to know the details of your discussion... isn't that exactly what these are doing? Each of these feats gives a paradigm-changing ability to a Fighter that takes one, essentially turning each instance of "Bonus Fighter Feat" into "Class Feature X". These aren't Weapon Focus and Dodge, these are Make-Your-Own-Fighter.

My two cents, anyway.

Gideon Falcon
2011-08-01, 10:39 PM
The bonus feats are the only thing the fighter has. Forcing him to lose that one benefit in order to get class features does not fix anything. He needs to have a solid class who's main feature is to get bonus feats, but which still has several benefits before considering feats at all.

The main thing, however, is that his emphasis on feats to fix the fighter is in direct contradiction with his earlier views expressed in another thread.

Ziegander
2011-08-02, 04:01 AM
The main thing, however, is that his emphasis on feats to fix the fighter is in direct contradiction with his earlier views expressed in another thread.

I don't know if you've noticed or not, but over the years I've produced SEVERAL viable "Fighter fixes," all of which have their own class features, and one of which is in my signature. I literally have written probably a dozen different Fighter classes over the years that all have their own approaches to the "generic martial combatant" niche and provide class features in addition to bonus feats in order to make sure that a baseline of effectiveness is assured.

Why you assume that this is a "Fighter fix" thread rather than the collection of feats that it simply and clearly is escapes me. I don't NEED to craft any further Fighter fixes. Some people, most people it might be easier to argue (not myself included, but whatever), don't want a Fighter fix. Instead, they might want better feats. That's what this thread is about.

flabort
2011-08-02, 09:38 AM
Some people, most people it might be easier to argue (not myself included, but whatever), don't want a Fighter fix. Instead, they might want better feats. That's what this thread is about.

Bingo. Have a cookie.

Gideon Falcon
2011-08-02, 12:45 PM
Very well. I had forgotten. Thank you for pointing out my mistake.

jiriku
2011-08-02, 04:44 PM
Help me understand Item Channeling.

Say I have a staff of scorching ray in one hand and a sweet sword in the other. I could normally generate 3 rays if I used the staff to cast scorching ray. I move adjacent to a mind flayer and attack as a standard action with my sweet sword. If I hit, the mind flayer takes damage from my sword and is also hit with the scorching ray. I bypass his spell resistance automatically. On the following round (assuming my brains haven't been snacked upon), I can full attack the mind flayer, and the first two attacks with my sweet sword also deliver a scorching ray and continue to beat the mind flayer's spell resistance automatically. However, all three ray effects are expended when I attack, not when I hit, so if I miss on some of these attacks then the attached ray damage is lost.

Have I got all that correctly?

Ziegander
2011-08-02, 09:26 PM
Help me understand Item Channeling.

Say I have a staff of scorching ray in one hand and a sweet sword in the other. I could normally generate 3 rays if I used the staff to cast scorching ray. I move adjacent to a mind flayer and attack as a standard action with my sweet sword. If I hit, the mind flayer takes damage from my sword and is also hit with the scorching ray. I bypass his spell resistance automatically. On the following round (assuming my brains haven't been snacked upon), I can full attack the mind flayer, and the first two attacks with my sweet sword also deliver a scorching ray and continue to beat the mind flayer's spell resistance automatically. However, all three ray effects are expended when I attack, not when I hit, so if I miss on some of these attacks then the attached ray damage is lost.

Have I got all that correctly?

You have got all that perfectly.

Yitzi
2011-08-02, 10:07 PM
I haven't read through the list, but I see the general idea, and here are some ideas I came up with for completely changing things around:

-Improved dodge (prerequisites Dex 13, dodge): When an enemy with higher strength than dexterity attacks you in melee, it must use its DEX bonus rather than its STR bonus for the attack roll. Your AC bonuses that apply when immobilized are multiplied by the attacker's dexterity score divided by its strength score. This feat only applies when it would be beneficial to you.
-Two-weapon pincer (prerequisites 2WF and its prerequisite): When attacking with two weapons, the enemy can apply its dexterity bonus, dodge bonuses, monk wisdom bonuses, etc. against only one of the two weapons (its choice.) This does not allow you to use sneak attacks. (Finally, a reason to use 2 weapons.)
-Improved defense (prerequisites 13 Dex, 5 ranks tumble (possibly available through another feat), Combat Expertise, Shield Proficiency): When using a shield, the effects of Combat Expertise, fighting defensively, and total defense are doubled. This stacks with the bonus for 5 ranks in tumble.
-Take the Blow (prerequisites medium armor proficiency, STR 13): You may convert dexterity and dodge bonuses to AC (and similar bonuses, such as a monk's bonuses to AC) to damage reduction, depending on your armor. Light armor allows you to convert 1 point per AC bonus granted by the armor (including enhancement bonuses), gaining DR 1/- for every 2 points converted. Medium armor, or mithral versions of medium armor, allows you to convert 1 point per AC bonus granted by the armor, gaining DR 1/- for every point of AC converted. Heavy armor, or mithral versions thereof, allows you to convert 1 point per AC bonus granted by the armor, gaining DR 2/- for every point of AC converted. A shield allows you to convert 3 points per AC bonus granted by the shield, gaining DR 3/- for every point converted (this stacks with points gained from converting with armor.) Conversion occurs before the maximum Dex bonus due to the armor is applied. You cannot convert more points of bonus than you have. (This is designed to counter builds which saw Improved Dodge and decided to go the Weapon Finesse route.)

Cipher Stars
2011-08-03, 01:36 PM
I think Lightning Warrior has too hefty requirements for the effect it gives. I'd say you could remove either Dash or Improved Initiative.

Elemental Strike would fit better if the gen was a Focus rather then a Component.

I do love these feats and *Bookmarks*, I'll be using Vigor asap

NeoSeraphi
2011-08-03, 01:49 PM
So with Trollslayer you could kill the tarrasque, but the only way to kill the tarrasque, RAW, is to deal nonlethal damage equal to its total HP +10 and then use wish or miracle

So what would happen if you did enough lethal damage to drop it to -10 hit points?

Ziegander
2011-08-03, 02:45 PM
So with Trollslayer you could kill the tarrasque, but the only way to kill the tarrasque, RAW, is to deal nonlethal damage equal to its total HP +10 and then use wish or miracle

So what would happen if you did enough lethal damage to drop it to -10 hit points?

You're right, good point. The Tarrasque is special and its Regeneration (Ex) entry is written differently than any other creature's. I would argue that the Terrasque's first line, "No form of attack deals lethal damage to the tarrasque," trumps Trollslayer (going along with the "specific trumps general" rule -- anyone got a page number for that, by the way?), but even if a GM doesn't think so, the line, "The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead," clearly allows to remain alive even at or beyond -10 hit points, lethal damage or not.


I think Lightning Warrior has too hefty requirements for the effect it gives. I'd say you could remove either Dash or Improved Initiative.

I was thinking the same thing earlier today. I think I'll be removing the Quick Draw requirement.


Elemental Strike would fit better if the gen was a Focus rather then a Component.

I labeled them as components to reinforce the idea that they are used up with each spellcraft check.

NeoSeraphi
2011-08-03, 03:43 PM
Well, alright. As long as we're not writing any 6th level feats that would let us slay one of the most powerful beings in the game, then it's all good. I certainly like Trollslayer though, the overcoming all forms of DR and regeneration is good. Melee needs nice things. (Though I think Stone Dragon fans will hate you)

jiriku
2011-08-03, 03:57 PM
Help me understand Item Channeling.

Say I have a staff of scorching ray in one hand and a sweet sword in the other. I could normally generate 3 rays if I used the staff to cast scorching ray. I move adjacent to a mind flayer and attack as a standard action with my sweet sword. If I hit, the mind flayer takes damage from my sword and is also hit with the scorching ray. I bypass his spell resistance automatically. On the following round (assuming my brains haven't been snacked upon), I can full attack the mind flayer, and the first two attacks with my sweet sword also deliver a scorching ray and continue to beat the mind flayer's spell resistance automatically. However, all three ray effects are expended when I attack, not when I hit, so if I miss on some of these attacks then the attached ray damage is lost.

Have I got all that correctly?


You have got all that perfectly.

Ok. In that case, I think bypassing spell resistance for free is a bit much. Melee may need nice things, but spell resistance serves to limit magic, and undermining the effectiveness of spell resistance ultimately helps those who need it least. Now, perhaps this feat could allow you to use your base attack bonus in place of your caster level when making a spell penetration roll. I could get behind that.

Cipher Stars
2011-08-03, 04:10 PM
I labeled them as components to reinforce the idea that they are used up with each spellcraft check.

The point being that they aren't used up as a Focus.
This would allow say some Monk character to have some nice gloves/fancypants inlaid with a nice expensive red quarts in order to charge her fists with the power of Fire. Not only looking totally bling' with her sexy gloves, but now having some nice extra kick to her kick.

Naturally the prices for the gem used would have to be boosted, probably costing the same as it would to enchant a sword with Flaming or the like for a first +1d6 and building from there.

jiriku
2011-08-03, 04:19 PM
Usual rule of thumb when going from single-use to unlimited is multiply by 50 and call it a day. That would be a do-able option, I'd think.

Ziegander
2011-08-03, 04:37 PM
Melee may need nice things, but spell resistance serves to limit magic, and undermining the effectiveness of spell resistance ultimately helps those who need it least.

Took me a while to realize how you are right. As it stands a gish build can mess people up with a powerful staff without needing UMD ranks beyond 4 or ever needing to make penetration checks. Hmm.

I suppose increasing the prerequisites would be in order. Also, how about if you only auto-beat SR up to 10 + your base attack bonus and add your BAB to spell penetration checks to beat other SR?


The point being that they aren't used up as a Focus.
This would allow say some Monk character to have some nice gloves/fancypants inlaid with a nice expensive red quarts in order to charge her fists with the power of Fire. Not only looking totally bling' with her sexy gloves, but now having some nice extra kick to her kick.

Naturally the prices for the gem used would have to be boosted, probably costing the same as it would to enchant a sword with Flaming or the like for a first +1d6 and building from there.

My fear would be archery builds. 20 attacks per round with +9d6 damage each would easily be possible and a little nuts.

NeoSeraphi
2011-08-03, 04:44 PM
My fear would be archery builds. 20 attacks per round with +9d6 damage each would easily be possible and a little nuts.

Ladies and gentlemen, your attention please! I do believe this marks the first time on a 3.5 forum that someone has said they were afraid of an archer being too powerful.

jiriku
2011-08-03, 04:51 PM
Well, it seems to me that what you're looking to do is allow someone who's not a spellcaster, but who's using UMD, to channel spells through a weapon effectively, right? So basically, you just want to get onto a level playing field with full casters. The right way to do that is to grant a benefit that's of tremendous use to someone using UMD, but little or no use to someone who's a legitimate spellcaster. Adding +bab to spell penetration would be an ENORMOUS boost to a gish (hell, it would be good even for a full caster with a poor bab), so that's no good.

Let's see, using UMD to use a scroll requires a check of DC 20 + the caster level of the scroll. You could piggyback off that mechanic -- what if the feat allows you to make a UMD check as you activate the item (or use your original check result if you needed UMD to activate the item), and when you make any spell penetration rolls with the item, you can replace its caster level with your UMD check result - 20 (to a maximum caster level equal to your character level) if that value is better.

This encourages people to put ranks in the skill, it provides minimal benefit to dippers and full casters, you can at best achieve parity with the spell penetration value appropriate to a caster of your level.

Ziegander
2011-08-03, 05:00 PM
Well, it seems to me that what you're looking to do is allow someone who's not a spellcaster, but who's using UMD, to channel spells through a weapon effectively, right? So basically, you just want to get onto a level playing field with full casters. The right way to do that is to grant a benefit that's of tremendous use to someone using UMD, but little or no use to someone who's a legitimate spellcaster. Adding +bab to spell penetration would be an ENORMOUS boost to a gish (hell, it would be good even for a full caster with a poor bab), so that's no good.

I'm not talking about adding BAB to spell penetration in general, only for the purposes of using your Item Channeling feat.

The two reasons I included the auto-beat SR clause in the first place were:

1) Because now instead of merely pointing and clicking you have to beat their AC with a melee attack roll.

and

2) In order to reduce dice rolls for a streamlined mechanic.

Replacing the penetration roll with a different roll is clunky and detracts from the point of removing it in the first place. I don't know that the potential gains in balance outweigh the potential inelegance and difficulty of use in play. If the feat is much better for gish builds than it is for Fighters, so be it really. I'd rather the feat be simpler and easier to use than to have players struggle through the mechanic just to make it better for Fighters than gishes.

jiriku
2011-08-03, 07:58 PM
Why sacrifice either?

Ziegander
2011-08-03, 09:53 PM
Why sacrifice either?

Because I can't think of a good way to word the feat such that it requires no more rolls or complexity than it already does while simultaneously ensuring that it's better for a straight Fighter than a gish build.

I honestly don't see much of an issue. Gishes tend to be about self-buffs and utility. It seems to me that a straight Fighter has much more to gain from the feat than a gish does, especially because Weapon Focus is a wasted feat for any gish but it might be something a Fighter picked up as a gateway for better feats.

But if you have any ideas to keep it simple, without adding more rolls to the feat, let's hear 'em!

jiriku
2011-08-03, 10:07 PM
Recycle the check result of the UMD check used to activate the item. Alternately, use a static value of UMD modifier -10. Neither method will require an additional roll.

Mulletmanalive
2011-08-04, 01:49 PM
Where can i find Constant Guardian and Dutiful Guardian? They're not in the text here and i'm not familiar with them...

jiriku
2011-08-04, 02:42 PM
Drow of the Underdark.

Ziegander
2011-08-11, 09:13 AM
Now, before I move on to designing any more feats, are there any in this collection that people look at and think, "I don't think I'd ever take that," or "Meh, that's kind of cool, but I'd only take that if I literally had nothing else to take?" If so, let me know which ones aren't quite up to snuff and I'll see about amping them up a bit.

Also, my next wave of feats will probably be inspired by the Kingdom Hearts games (I use action and/or RPG games as inspiration for designing warrior feats all the time).

Rogue Shadows
2011-08-11, 11:18 AM
Also, my next wave of feats will probably be inspired by the Kingdom Hearts games (I use action and/or RPG games as inspiration for designing warrior feats all the time).

There MUST be a feat that lets you interrupt someone else's spell or action and then do it yourself. It would be called "Quicktime."

Ziegander
2011-08-11, 03:32 PM
Made some edits to a few feats so that they are more useful, more easy to read and understand, and to Lightning Warrior specifically so it is less brokenly dippable (it now scales by base attack bonus).