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  1. - Top - End - #91
    Orc in the Playground
     
    Darthteej's Avatar

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

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

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

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

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

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

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

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

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

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

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

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

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

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    Quote Originally Posted by Prime32 View Post
    Really, getting mad at a story for using tropes is about as sane as getting mad at the book it's printed in for using atoms.

  2. - Top - End - #92
    Dwarf in the Playground
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Am I doing this right?

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

  3. - Top - End - #93
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by Centric View Post
    Am I doing this right?

    Heart Beating out of Your Chest
    Prerequisites: Vascular system.
    Benefits: Your heart/ooze pump/oil filter/whatever reacts freakishly to danger. It automatically deals bludgeoning damage on your turn to unfriendly entities, regardless of concealment, your awareness, or the direction you are facing. Damage done starts at 0d6 and increases by 1d6 per successful attack made against you, and per 5% you are below maximum HP. Damage also increases by 2d6 for each status affect you are under, each point of ability damage you have taken, each point of penalty inflicted on you, and 5d6 per level lost to level drain. Your vascular nexus is treated as adamantine with Ghost Touch, with a bonus to attack and damage rolls equal to the d6 of damage, a range in 5-foot squares of the number of d6, and with a number of attacks equal to the number of d6 divided by 4, rounded down.
    So a 1st-level Commoner with 6 hp at -9 would deal 50d6 damage to anyone within an unspecified range? Oh my.
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  4. - Top - End - #94
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by Centric View Post
    Am I doing this right?

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

    @above: well, a Wizard could do worse

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

    Justification: greater teleport is better, as it's not inhibited by difficult terrain.
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    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Quote Originally Posted by Flickerdart View Post
    If Orcus was a nesting doll, that would certainly make the whole thing work smoother. When you cast a level 1 summoning spell, you summon the little Orcus from the middle, but when you cast Gate, you get the really big Orcus that holds all the small Orcuses.

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  5. - Top - End - #95
    Dwarf in the Playground
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by Morph Bark View Post
    So a 1st-level Commoner with 6 hp at -9 would deal 50d6 damage to anyone within an unspecified range? Oh my.
    Close. it's (15/6)/.05=50 plus 1 for the attack likely made on him to get him there and another 2 for being dying (being dying? wut?).That's 53d6+53 within 5x53=265 feet at a +53 to hit, and 53/4 rounded down=13 attacks per round.

  6. - Top - End - #96
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Something I came up with:

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

    Not very powerful, I realize. It just seems appropriate for an over-the-top fighter who can murder you effectively with a chamber pot.
    Last edited by Morty; 2011-06-05 at 05:16 PM.
    My FFRP characters. Avatar by Kid Kris. Sigatars by Gulaghar, Kid Kris, Zefir and billtodamax, respectively.

  7. - Top - End - #97
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    NeoSeraphi's Avatar

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by 137ben View Post
    Honestly, that isn't all that powerful, especially compared to other epic powers, and the fact that you don't have any other useful power.
    Yes. And it's still more useful and powerful than every other ability of 21 levels of monk combined. (though the improved evasion and spell resistance are admittedly pretty nice)
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  8. - Top - End - #98
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

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





    Sorry, had to continue the bears... I have another one as well...
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?

  9. - Top - End - #99
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    RogueGuy

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Let me take a stab.

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

    Doing it right?

  10. - Top - End - #100
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

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

    For a 20th level commoner, the Awesome Commoner bonus becomes a
    +104857600000000000000000000 bonus
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    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Quote Originally Posted by Flickerdart View Post
    If Orcus was a nesting doll, that would certainly make the whole thing work smoother. When you cast a level 1 summoning spell, you summon the little Orcus from the middle, but when you cast Gate, you get the really big Orcus that holds all the small Orcuses.

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  11. - Top - End - #101
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    SwashbucklerGuy

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Well, I haven't read all 4 pages yet, but I am inspired.

    I'm AWWWEEESSSOOOMMMEEE!
    Prerequisites: Charisma 14+
    Benefit: As a standard action, you can make an attack in a 40 ft radius, centered on yourself. By proclaiming your innate awesomeness ("You're going to die because I'M...AWWWEEESSSOOOMMMEEE), you force all enemies affected to make a fortitude save equal to 10+1/2 Character Level+Charisma Modifer. Those who fail are disintegrated by the sheer force of how awesome you are. Those who succeed are blinded by your bodacity. You can use this ability a number of times per day equal to your Awesome Multiplyer X Your charisma modifier. This is an extraordinary ability.
    Last edited by ZiggZagg; 2011-06-05 at 11:16 PM.
    I triggered it 350 rounds ago.

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  12. - Top - End - #102
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Juggle enemy

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

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

    Normal: Fighters can't have nice things.

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


    Red Mage's Skill List

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

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


    True Str... wait what?

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

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

    Special: A fighter may select True Str... wait what? as one of his fighter bonus feats.
    Last edited by PoorHobo; 2011-06-06 at 07:17 AM.

  13. - Top - End - #103
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    WolfInSheepsClothing

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Natural 20!

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

    Benefit: You decide the results of every dice rolls.


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

    Special: You're DM might not like you.


    Heh I think that's being ridiculous
    Last edited by snowboule; 2011-06-06 at 08:00 AM.

  14. - Top - End - #104
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    RogueGuy

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    I fear this is BETTER than a wizard, but...

    Vengeful Madness
    Prereqs: Rage, Favored Enemy

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

  15. - Top - End - #105
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

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

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

  16. - Top - End - #106
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by Phosphate View Post
    I fear this is BETTER than a wizard, but...

    Vengeful Madness
    Prereqs: Rage, Favored Enemy

    Benefit: Once per encounter, if a teammate is killed by your favored enemy, replace your 1 standard action per turn with a number of standard actions equal to the killer's HD (this lasts for the entire encounter).
    The entire point is for it to be better than a wizard can do, or at least for people to call it OP if a warrior can do it but balanced if a wizard can. You feat allows you to do tons of damage, but a metamagiked up wizard can do the same thing, or just flat out kill enemies with no save.
    Sup ho.

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    Quote Originally Posted by Prime32 View Post
    Really, getting mad at a story for using tropes is about as sane as getting mad at the book it's printed in for using atoms.

  17. - Top - End - #107
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Beardritch Blast
    Prerequisites: Eldritch Blast class feature, Access to greater invocations
    Benefit: You gain access to the Beardritch Blast blast shape invocation. (You may immediately swap one of your other invocations known for Beardritch Blast when you take this feat) When you fire a Beardritch Blast you deal no damage. Instead you spawn a number of dire bears equal to your normal eldritch blast damage. They each fill the nearest 10x10 empty square until each bear has its own space, then they all immediately take a full round action. You may direct their actions telepathically as a free action. After every bear takes its action, they all disappear.
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  18. - Top - End - #108
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    DwarfBarbarianGuy

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Whats next? A feat making it so you can make the bears summoned by these other types of bears and apply templates? Like taking a brown bear and making it an undead fiendish bear.

  19. - Top - End - #109
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by wiimanclassic View Post
    Whats next? A feat making it so you can make the bears summoned by these other types of bears and apply templates? Like taking a brown bear and making it an undead fiendish bear.
    Yeah, we need a [Bear] feat type, so there can be [Bear] feats that boost other [Bear] feats.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?

  20. - Top - End - #110
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by Jjeinn-tae View Post
    Yeah, we need a [Bear] feat type, so there can be [Bear] feats that boost other [Bear] feats.
    Bearmaggedon [Bear]
    Prerequisites:Any 3 [Bear] feats
    Benefit: Once per day per [Bear] feat you possess, you may call a Beardra as a full round action. A Beardra is a hydra with dire bear heads and the body of a Huge sized dire bear. It has 1 head per [Bear] feat you possess, The Beardra has the Bearth Weapon feat as a bonus feat and projects an Aura of Bears out to 120'. It may cast Bear Meteor Storm 1/day as a spell-like ability, and stays for 3+ # of [Bear] feats you possess rounds.
    As a secondary benefit, once per day per [Bear] feat you possess you may treat all die rolls you make while using a bear feat as Maximized
    Last edited by NeoSeraphi; 2011-06-06 at 10:12 PM.
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  21. - Top - End - #111
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    DwarfBarbarianGuy

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by NeoSeraphi View Post
    Bearmaggedon [Bear]
    Prerequisites:Any 3 [Bear] feats
    Benefit: Once per day per [Bear] feat you possess, you may call a Beardra as a full round action. A Beardra is a hydra with dire bear heads and the body of a Huge sized dire bear. It has 1 head per [Bear] feat you possess, The Beardra has the Bearth Weapon feat as a bonus feat and projects an Aura of Bears out to 120'. It may cast Bear Meteor Storm 1/day as a spell-like ability, and stays for 3+ # of [Bear] feats you possess rounds.
    As a secondary benefit, once per day per [Bear] feat you possess you may treat all die rolls you make while using a bear feat as Maximized
    Hm, maybe something so you can make it so any bears made by a bear feat can have templates with a total CR(or LA, new at this) up to half your number of bear feats?


    Undead Beardra.
    Last edited by wiimanclassic; 2011-06-06 at 10:48 PM.

  22. - Top - End - #112
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

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

    Hmm. I think this is getting close.
    Rowe's Rule: the odds are five to six that the light at the end of the tunnel is the headlight of an oncoming train.

  23. - Top - End - #113
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

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

    Hmm. I think this is getting close.
    Hrm, I wonder how crazy of a character we could make to abuse the **** out of that feat.

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

    Honestly this doesn't even seem too unbalanced. I wouldn't play with it cause I can't stand monstrous characters in general, but I could definitely see it working out such that the melee people are still behind.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  24. - Top - End - #114
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    Dazing Blow
    Prerequisites: Str 17+, no ability to cast spells or use martial maneuvers, BAB 8+.
    Benefit: Whenever you hit an opponent in melee they must make a Fortitude save (DC 10 +1/2 your BAB + your Str) or be dazed for one round.
    Special: You may take this feat as a fighter bonus feat. If you have at least 8 levels of fighter then the save DC is increased by 2.

    Paralyzing Blow
    Prerequisites: Str 19+, no ability to cast spells or use martial maneuvers, BAB 12+.
    Benefit: Whenever you hit an opponent in melee they must make a Fortitude save (DC 10 +1/2 your BAB + your Str) or be paralyzed for one round.
    Special: You may take this feat as a fighter bonus feat. If you have at least 12 levels of fighter then the save DC is increased by 2.
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    If you ever want to try some of my homebrew and need a DM send me a PM, and if you are playing some, I'd love to know how it works out.

  25. - Top - End - #115
    Barbarian in the Playground
     
    Kinslayer's Avatar

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by Seerow View Post
    Racial Hit Dice still apply, so you want to avoid those, and most creatures with racial hd have casting inherent anyway, which I imagine would automatically kick you out of the feat. So you need a high LA no RHD race, then pile a ton of templates on it...
    Well, spell-like abilities wouldn't count, so if nothing else you could start stacking Half-half-half-half-dragon on it.
    Rowe's Rule: the odds are five to six that the light at the end of the tunnel is the headlight of an oncoming train.

  26. - Top - End - #116
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    If we're getting into template stacking.

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

    Lv 1 replace Vampire with Ghost and you have at will etherealness among other abilities.
    Blue Dragon DM by Emperor Ing.

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  27. - Top - End - #117
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by Darthteej View Post
    The entire point is for it to be better than a wizard can do, or at least for people to call it OP if a warrior can do it but balanced if a wizard can. You feat allows you to do tons of damage, but a metamagiked up wizard can do the same thing, or just flat out kill enemies with no save.
    No, the point, the entire point, is to make a feat that does something that a Wizard spell normally could (or something that a Wizard spell + a handful of Wizard feats could), that wouldn't be called broken when a Wizard did it. The operative words here being "normally could" and "wouldn't be called broken."

    Like this:

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

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

    This effect lasts until you do something to give away your real position such as step in a puddle or attack any creature.
    Last edited by Ziegander; 2011-06-07 at 01:04 AM.
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  28. - Top - End - #118
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    TSED's Avatar

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

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

    As a secondary benefit, bears.

  29. - Top - End - #119
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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by jmelesky View Post
    Time for some non-combat feats.

    Planar Gash

    Prerequisites: Improved Sunder, Planar Smack, BAB +16

    Benefits: Once a day, you can cut a hole in reality. This hole connects the plane you are on to another plane. It lasts for 1 round per point of Strength bonus. The destination is determined by the makeup of your weapon, as follows:
    • Metal - the opening leads to the Ethereal Plane or a Material Plane (your choice).
    • Silver - the opening leads to the Astral Plane.
    • Adamantine - the opening leads to one of the Elemental or Paraelemental planes. A successful Knowledge (Planes) check (DC 20) allows your choice. Otherwise, determine randomly.
    • Mithral - the opening leads to an outer plane. A successful Knowledge (Planes) check (DC 20) allows your choice. Otherwise, determine randomly (yes, that means somewhere in the Abyss is terribly likely).


    You do not control the destination location within the plane. However, it will be on solid ground if possible.
    As those are all metals, I would change the first one to "iron/steel".
    Running: Ruceeglaelsktinag IC OOC Active Map
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    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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  30. - Top - End - #120
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    TheLonelyScribe's Avatar

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    Default Re: Feats Inspired by "A Wizard Could Do Worse"

    Quote Originally Posted by Kinslayer View Post
    Well, spell-like abilities wouldn't count, so if nothing else you could start stacking Half-half-half-half-dragon on it.
    Actually, as far as I know, there's no actual rule against being a half-angel half-demon half-dragon dragon There's even rules for playing dragons in the draconomicon.

    Other stuff: Does this dress make me look like a DRAGON? Rules for Glamerweaving

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