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    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Network's Feat Compendium [PEACH]

    For those of you who noticed my partial absence, I was working on making new feats for 3.5 since quite some time now. I will add more of them as new ideas come to me. If you want me to make a new one, I can do it too. I also decided to give my comments on some official feats in the fifth spoiler below.

    As you may see, all feats here give to their owner a new ability or more flexibility with a power they already have. But due to that, some of them may be unbalanced, so please criticize accordingly. I also have as a goal to make my feats part of larger feat chains, which I find easier to balance as the next feat may be more powerful than the one before. As an example, I made the Bloodletting feats, which are more powerful than usual, but require you to take Toughness beforehand. People may still laugh at you for your miserable +3 hit points, but at least, you don't fear instant death on a natural 1, can summon allies as an immediate action and... well, that kind of stuff.

    For clarity, I classified them by type :
    General feats :
    Spoiler
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    Blessing of the Grave [General]
    The negative energy that flows through your veins is so powerful that, would you pass away, you would instantly be raised as an undead.
    Prerequisites: Tomb-Born Fortitude, Tomb-Born Resilience, Tomb-Born Vitality, Tomb-Tainted Soul (LM)
    Benefit: Unless your body is destroyed, you are instantly raised as an undead when you die. You make choose to raise as any undead from the following table, assuming your class level is high enough (racial hit dices do not count). Except in the case of templates, your undead racial hit dices are equal to your class level (to a maximum of 20 HD), which may grant you additional feats and skill points (selected by the DM), and in some cases will increase your size category. You lose most of the abilities you had in life.
    {table=head] Class Level | Type of Undead
    0 | Skeleton (1), Zombie (1)
    4 | Ghast, Revived Fossil (LM) (1), Wight (2)
    8 | Entomber (LM), Mummy
    12 | Vilewight (BoVD) (2, 3)
    14 | Mohrg (2)
    [/table]
    1 These undead are templates applied to the character.
    2 The character does not gain the Create spawn ability of that type of undead.
    3 In order to transform into a vilewight, the character must be evil.
    If you transform into an undead with no intelligence score, you become a mindless monster commanded by the DM. Unlike most mindless creatures, you can make perfect distinction between allies and enemies. If you had undead under your command before dying, they will continue to obey the last order they received. If they are left without order, they will follow your now mindless body and act much like it does (by attacking your enemies and protecting your teamates).
    If you turn into a sentient undead, the DM does not command you (unless you were an NPC to begin with). If applicable, you keep control over the undead you commanded in life. Finally, your mental ability scores cannot increase beyond what they were before your death.
    At any time, you may end your undead state. It doesn't have to be your turn, but if you do, your undead servants are no longer bound to you and may act as they wish.
    Blessing of the Grave doesn't work if you die in an Antimagic field or any other area that would prevent reanimation.
    Special: If you have any of the corpsecrafter feats, your reanimated body benefits from the same bonuses as the undead you create.
    Depending on your own physical appearance and that of the undead you turn into, the transformation process may be subtle or violent, but it is always fast enough to allow you to act by your next turn.

    Improved Necrometallurgist [General]
    You are an expert at combining your talent for armor-crafting and necromancy.
    Prerequisites: Craft Magic Arms And Armor, Necrometallurgist, 6 ranks in Craft (Armorsmithing), Ability to cast Animate Dead
    Benefit: You gain a +2 bonus to Craft (Armorsmithing) for the purpose of making armors using the Necrometallurgist feat. In addition, the enhancement bonus of such armors increase by an additional +1. You may trade this enhancement bonus for a special property of the same cost.
    Normal: Armors created using the Necrometallurgist feat have an enhancement bonus of +1, and can be further magically enhanced.

    Necrometallurgist [General]
    Being both a skilled armor-crafter and necromancer, you know too well how to use your two talents together.
    Prerequisites: 6 ranks in Craft (Armorsmithing), Ability to cast Animate Dead
    Benefit: You can craft tailored metallic armors for a corpse or an undead you created and still control. The process is the same as that of any other armor, but it is build around the creature in such a way that it can't be removed.
    Due to the special bond between the undead and its armor, and because the latter is filled with negative energy as a final step of the crafting, the armor check penalty is reduced by 3, the maximum dexterity bonus increases by 1, and the armor has a free +1 enhancement bonus to it. The armor is weightless for the undead, and is considered to be a part of its body from now on. Damaging the armor will also damage the undead, and healing the undead will repair its armor.
    Normal: While any necromancer can equip his undead servants with armors, there is no special bond between them.
    Special: A bonded armor is always magical, but have the fabrication cost of a non-magical armor of the same type. It can be further magically enhanced normally.

    Sculpt Acid Armor [General]
    Having mastered the effective use of water armors, you learned how to infuse acid in them.
    Prerequisites: Sculpt Water Armor, ability to cast one or more spell or spell-like ability with the Acid descriptor.
    Benefit: Whenever you sculpt your water armor, you can choose to turn it into an acid armor instead. The properties of a standard water armor still applies. However, as long as it is sculpted, an acid armor is a major inconvenience to your melee enemies. If you are hit by a wooden weapon whose hardness is already reduced to 0, the acid inflicts 1 point of acid damage to it (if you are hit by bare hands or natural weapons, the attacker takes the damage directly). You also inflict an additional 1 point of acid damage when you use your bare hands or natural weapons. As with the water armor, your equipment is protected by the magical nature of your armor.
    This feat does not prevent you from sculpting a traditional water armor. If you decide to do so, you can change your water armor into an acid armor as a swift action.
    Special: Much like Sculpt Water Armor, this feat is supernatural in nature. The acidic properties of the acid armor still apply underwater.

    Sculpt Earth Armor [General]
    You can manipulate earth to an extend, allowing you to shape it into an armor.
    Prerequisites: Ability to rebuke earth creatures or ability to cast at least two spells or spell-like abilities with the Earth descriptor.
    Benefit: To use this feat, you must be on a surface made of earth, clay or an equivalent matter. Metal and stone are too solid to be used. Sculpting an earth armor is a move action. You can only sculpt it on yourself and it is destroyed if you try to remove it.
    The earth armor has an armor bonus of +5, an armor check penalty of -3 and an arcane spell failure chance of 25%. It has no maximum dexterity modifier, but impose a -6 penalty to dexterity (minimum 3). Finally, it weighs 15 lb and is treated as a medium armor for most purposes (speed reduction is an exception). While it is technically possible to wear both an earth armor and a regular armor, the benefit does not stack, the weight is cumulative, and the highest penalty is applied (with the exception of the maximum dexterity modifier and the penalty to dexterity, both of which still apply).
    As a swift action when you wear an earth armor, you may decide to let your armor absorb damage instead of you. An earth armor has 10 hit points and no hardness. It is instantly destroyed if its hit points are reduced to 0. Otherwise, it is destroyed at the beginning of your next turn (but the benefit and penalties of the armor still apply until then). You can sculpt a new earth armor as soon as you can spend a move action, assuming you are still on an appropriate surface.
    Special: Unlike most feats, Sculpt Earth Armor is supernatural in nature.

    Sculpt Metal Armor [General]
    By manipulating metal fragments in the earth instead of all of it, you learned how to sculpt an heavier and stronger armor.
    Prerequisites: Sculpt Earth Armor
    Benefit: You can sculpt a metal armor on any surface eligible for the Sculpt Earth Armor feat, but also on harder surface, such as metal or stone.
    A metal armor has an armor bonus of +6 (instead of +5), weighs 30 lb and is treated as an heavy armor for most purposes (except speed reduction) instead of a medium armor. It has 10 hit points and hardness 5. It has all the other properties of an earth armor, such as the armor check penalty, the arcane spell failure chance and the penalty to dexterity. Because it is made of metal, a druid cannot use that type of armor.
    This feat does not prevent you from sculpting an earth armor. If you decide to do so, you can change your earth armor into a metal armor as a move action.
    Special: Unlike most feats, Sculpt Metal Armor is supernatural in nature.

    Sculpt Water Armor [General]
    You can use surrounding water to sculpt a magic armor for yourself.
    Prerequisites: Ability to rebuke water creatures or ability to cast at least two spells or spell-like abilities with the Water descriptor.
    Benefit: To use this feat, you must touch a source of water. The exact amount of water required depends on your size (1 gallon for a medium-sized character, half of it for every size category below and two times more for every size category above). Sculpting your armor is a swift action. You can only sculpt it on yourself and it is destroyed if you try to remove it.
    The water armor does not impede movement and gives you a +2 armor bonus to your armor class (assuming you are not protected by another armor). If you are hit by a wooden weapon, that weapon soaks, thus reducing its hardness by 1 for 10 minutes (this effect is cumulative). The same goes if you attack a wooden item with your bare hands or natural weapons. Your own equipment is protected by the magical nature of your armor.
    If you are hit by a fire attack, the water armor can optionally absorb up to 5 points of fire damage, evaporing in the process. The water armor has to absorb dessication damage (SS) in a similar way, even if you would prefer to keep it. You can sculpt a new water armor on your next turn, assuming you still have enough water in your surrounding.
    Special: Unlike most feats, Sculpt Water Armor is supernatural in nature. Furthermore, your water armor is ineffective if both you and your attacker are underwater.

    Water Affinity [General]
    You possess a magical understanding of the manipulation of water.
    Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster : 1/day—Animate Water (CA), Create Water, Purify Food and Drink (drink only). Save DC 10 + spell level + your Cha. modifier.


    Bloodletting feats (new feat type) :
    Spoiler
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    New feat type : Bloodletting feats
    Blooodletting feats have toughness as a prerequisite. In order to use them, the character must spend hit points. The following applies to bloodletting feats, unless otherwise stated :
    * They require an immediate action to be used, and remain active until the beginning of your next turn. You must be aware that you're attacked, but doesn't have to move in any way.
    * By spending hit points, you automatically activate all feats you have which require an equal or lower spending to be used.
    * Damage reduction and similar effects cannot reduce the loss in hit points, neither can regeneration convert it into non-lethal damage.
    * As spent hit points do not match real wounds, an incorporeal or unliving character can take bloodletting feats.

    Bloodletting Fortitude [Bloodletting, General]
    By hurting yourself, you can protect your body from hazardous events.
    Prerequisites: Great Fortitude, Toughness
    Benefit: You must spend at least 5 hit points to activate this feat. If you fail on a fortitude save while it is active, you can reroll your save with a -2 penalty.

    Bloodletting Reflexes [Bloodletting, General]
    When you hurt yourself, you gain an adrenalin boost that improves your reflexes, albeit for a short time.
    Prerequisites: Lightning Reflexes, Toughness
    Benefit: You must spend at least 5 hit points to activate this feat. If you fail on a reflex save while it is active, you can reroll your save with a -2 penalty.

    Bloodletting Will [Bloodletting, General]
    When you hurt yourself, your pain increases your resolve.
    Prerequisites: Iron Will, Toughness
    Benefit: You must spend at least 5 hit points to activate this feat. If you fail on a will save while it is active, you can reroll your save with a -2 penalty.

    Blood Servants [Bloodletting, General]
    Your spilled blood is potent enough to carry mundane activities and fight on its own.
    Prerequisites: Toughness, must have blood or another body fluid
    Benefit: This feat can only be used once a day and you need to spend at least 10 hit points on bloodletting to do so. Unlike most bloodletting feats, it does not activate automatically. When you use it, a blood elemental (use water elemental stats) appears in a neighboring case. It will obey your commands to the best of its capacity for a number of turns equal to your character level, then melt in a pool of blood. The size of the blood elemental varies depending of your character level.
    Table :
    {table=head] Level | Size of the Blood Elemental
    1st-4th | Small (2 HD)
    5th-8th | Small (3 HD)
    9th-12th | Medium
    13th-16th | Large
    17th-20th | Huge
    [/table]
    Unlike most blood elementals, a blood servant is native from the plane where it is created. In addition, it has no intelligence score. Therefore, it can't talk and is immune to mind-affecting effects. However, it understands your commands perfectly.
    Special: If you don't have blood and rely on another body fluid, the composition of the blood elemental changes accordingly.

    Heal through Blood [Bloodletting, General]
    You can harness the power of your own life force to improve healing magic.
    Prerequisites: Toughness, ability to cast spells of the Conjuration (Healing) subschool, must be healed by positive energy.
    Benefit: You must spend at least 2 hit points to activate this feat. If you cast a Conjuration (Healing) spell when Heal through Blood is active, the spell cures an additional 1 point of damage for every two hit points spent on bloodletting (rounded down). This does not apply to healing spells cast on yourself. If the spell affects multiple people, only one of them benefits from this feat (it can't be you). This is a positive energy effect, inapplicable to artificial construct and harmful to affected undead.

    Improved Blood Servants [Bloodletting, General]
    Your spilled blood is not only able to fight ; it can also take many shapes.
    Prerequisites: Blood Servants, Toughness, must have blood or another body fluid
    Benefit: You can create a blood servant an additional time per day. In addition, you have a conscious control over the shape, and therefore abilities, of your blood servants. You chooses the shape of your blood servant during the creation process. Possible shapes are taken from the list of Summon Monster, the effective level of which relies on the size of the blood elemental you can create.
    Table :
    {table=head] Size of the Blood Elemental | Effective Level
    Small (2 HD) | 1
    Small (3 HD) | 3
    Medium | 5
    Large | 6
    Huge | 7
    [/table]
    Once created, a blood servant cannot shapeshift. Its shape does not grant it spells or spell-like abilities, but supernatural abilities are in effect. If its type should be animal or vermin, change it to magical beast instead. Otherwise, it has all the properties specific to blood servants, such as the lack of intelligence score and a body made of blood.
    Special: Despite the similarities with the Summon Monster spell, Improved Blood Servants cannot be counterspelled or dispelled, and can be used in an Antimagic field.

    Sculpt Blood Armor [Bloodletting, General]
    Having mastered the effective use of water armors, you learned how to use your own blood as a medium.
    Prerequisites: Sculpt Water Armor, Toughness, must have blood or another body fluid
    Benefit: Whenever you spend 10 or more hit points from bloodletting, you subconsciously reuse your own blood (or an equivalent body fluid) to sculpt a magical armor from it. This armor has all the properties of a water armor (and of the types of armor you can derive from it, if applicable), in addition to the following.
    Being more dense than water, a blood armor gives you a +4 bonus to your armor class (instead of the traditional +2). Furthermore, your blood armor can absorb 5 points of fire or dessication damage (SS) per round, and will not evaporate by doing so.
    Unlike most bloodletting feats, the benefit of Sculpt Blood Armor can be kept indefinitely until you try to remove your blood armor.
    Special: Much like Sculpt Water Armor, this feat is supernatural in nature. However, a blood armor is just as effective in and out of water.


    Other feats (except epic feats) :
    Spoiler
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    Combat Endurance [Combat Form, Fighter]
    When you maintain your combat focus, your body becomes much more durable, and you can put up with an increased amount of blows.
    Prerequisites: Wis 13, Combat Focus (PHB2), base attack bonus +9
    Benefit: While you maintain your combat focus, you gain damage reduction 2/-. It stacks with other sources of untyped damage reduction. The damage received is always at least equal to 0.
    If you have three or more combat form feats, the benefit of this feat improves to damage reduction 4/-.

    Covenant with the Eyes [Exalted]
    You have taken a sacred vow to keep your eyes where they should be. In exchange, they show you things you couldn't see otherwise.
    Prerequisites: Sacred Vow
    Benefit: When you attempt to avert your eyes to ignore a gaze attack, you have a 100% chance of not having to make a saving throw, even if the user of the gaze attack has the Pervasive Gaze feat or similar effects. You also gain a +2 perfection bonus on Spot checks and on saves against illusions.
    Special: To fulfill your vow, you must not willingly lay your eyes on a virgin of your favorite gender. Should you be forced into a fight, such person gains concealment relative to you. The favorite gender of a character is not necessarily the opposite gender (in the case of a dromite, for example), but it should be agreed upon before this feat is taken. The Covenant with the Eyes does not equate to abstinence, unless the character also has Vow of Chastity. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an Atonement spell.
    A character with no eyes cannot take this feat.

    Deformity (Grafted Snake) [Deformity, Vile]
    You grafted a living viper snake to your abdomen. As a result, it will attack your enemies in its reach.
    Prerequisites: Evil alignment, Willing Deformity (BoVD or HH)
    Benefit: You have a viper snake grafted to your abdomen. It does not impede you from wearing an armor, but if you don't wear one, or if you wear an armor crafted to account for your non-humanoid appendage, your grafted snake will attack for you. It can make perfect distinction between allies and enemies and will attack an enemy even if you don't direct it.
    The strength of the snake is equal to yours -4, while its dexterity is 17 or the same as yours, whichever is higher. It has a bite attack (1d2 + str. mod.), but it is not poisonous (except once a day, see below). It also has a reach of 5 feet and Weapon Finesse as a bonus feat. For all other intents and purposes (hit points, saves, etc.), the viper snake grafted to you is a part of yourself.
    Once per day, before making your attack roll, you can make the bite of your snake poisonous, with an initial and secondary damage of 1d6 Con. A fortitude save (DC 10 + ½ your HD + your Con. modifier) negates the damage. If you miss your attack roll, you waste your use for the day.

    Devil's Prosperity [Devil-Touched]
    You made a very special pact which allows you to accelerate the growth of plants and empowers you in their presence.
    Prerequisites: Wis 15, Devil's Favor (FCII)
    Benefit: You can cast Plant Growth as a spell-like ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one. For that purpose, your caster level is equal to 3 + the number of time per day you can use this ability.
    When you are in an area with dense vegetation (such as the one you can make with the former power), your divine spells and spell-like abilities become more effective, which translates to a +1 bonus to caster level (arcane spells are not improved).
    The side-effect of the first power is that affected areas become poisoned and unable to support plant life in the course of 1d4 weeks. This effect is reversible, but without further use of magic, recovery is a years-long process.

    Double Strike Technics [Fighter, Tactical]
    You use tactics of harassement as part of your fighting with two weapons.
    Prerequisites: Combat Reflexes, Double Hit (MH), Dual Strike (CAd), Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Pounce (PHBII), Dex 17, base attack bonus +6
    Benefit: The Double Strike Technics feat enables the use of three tactical maneuvers.

    Accurate Repetition: To use this maneuver, you must have used Dual Strike on your last turn. You get a +4 bonus to your attack roll if you use Dual Strike on your current turn.

    Fourfold Strike: To use this maneuver, you must have used Two-Weapon Pounce on your last turn. If you use Dual Strike during your current turn, you gain an additional attack with both weapons. This additional attack is done at a -5 penalty, which stacks with the penalty from Dual Strike.

    Opportunistic Wound: To use this maneuver, you must have successfully hit an opponent with Dual Strike or Two-Weapon Pounce on your last turn, and the same opponent must provoke an attack of opportunity against you. If you use Double Hit, you apply your full strength modifier to the damage roll of both weapons.
    Normal: Without the use of the Opportunistic Wound tactical maneuver, you only apply half your strength modifier to the damage roll of your weapons while fighting with two weapons, including when using the Double Hit feat.

    Dreadful Presence [Monstruous]
    Your simple presence is frightening, and you are skilled at showing it.
    Prerequisites: Daunting Presence (LM), Frightful Presence special attack
    Benefit: You may use Daunting Presence on an opponent under the effect of your Frightful Presence. If the opponent fails its save again, the duration of his fear increase by 10 minutes.
    Normal: Daunting Presence has no effect on a creature that is already shaken.

    Improved Elan Repletion [Racial]
    As an elan, you know how to sustain other people with your psionic abilities.
    Prerequisites: Elan, Elan Repletion (CP)
    Benefit: By touching someone, you can spend 1 power point to sustain her. She doesn't need to eat or drink for the next 24 hours.
    Normal: An elan can spend 1 power point to sustain himself without food or water for the next 24 hours. If he has Elan Repletion, he doesn't need to eat or drink at all.

    Improved Elan Resilience [Racial]
    As an elan, you know how to use your racial resilience to a broader effect.
    Prerequisites: Elan, Elan Resilience (CP)
    Benefit: Your resilience applies for the entire round. You still need an immediate action to use it, but power points you spend on it can cancel damage from more than one attack. If not all your power points spend on resilience are used by your next turn, they are lost.
    Normal: Resilience only applies for one attack. Power points spend in excess are lost.

    Midday's Blessing [Monstruous]
    Much like Dracula, you become stronger when the sun is at its highest.
    Prerequisites: Endure Sunlight (LM), must be a vampire
    Benefit: At twelve o'clock, and thirty minutes forward and backward, you are not disoriented by sunlight (altough it will still kill you if you stay in it for too long). In addition, you gain a +4 bonus to charisma during that time of the day, but only as long as there is sunlight in your line of sight (it doesn't have to be directly oriented toward you, but spells with the light descriptor do not count for the purpose of this feat).

    Poisonous Grafted Snake [Deformity, Vile]
    The snake grafted to your abdomen has a bigger poisonous gland. Therefore, you can use its poison more often and more effectively.
    Prerequisites: Evil alignment, Deformity (Grafted Snake), Willing Deformity (BoVD or HH)
    Benefit: You can use the poison of your grafted snake two additional times per day. In addition, you can poison a manufactured weapon with one of your uses (note, however, that this doesn't make you immune to accidental poisoning), and you do not waste an use if your bite attack misses.

    Sunlight Survival Mechanism [Monstruous]
    Exposure to sunlight empowers you. Until it kills you.
    Prerequisites: Cha 15, Endure Sunlight (LM)
    Benefit: When you are in direct sunlight, you gain a +2 bonus to strength (+4 if it is mortal to your kind), but only as long as the negative effects of doing so are delayed by your Endure Sunlight feat (1 + Cha. mod. Rounds).
    For the purpose of this feat, spells with the light descriptor do not count as direct sunlight.
    Special: Sunlight is considered mortal to your kind if it can inflict to you at least 15 damage points per round on average, or if it can actively kill you in a matter of rounds after the effects of Endure Sunlight wear off.


    Epic feats :
    Spoiler
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    Additional Tattoo [Epic]
    You have more magical tattoos than most tattooed monks.
    Prerequisites: Lawful alignment, Tattooed monk level 10
    Benefit: You gain an additional tattoo, or an additional use per day for a tattoo you possess. This tattoo is taken into account to determine the uses per day and benefits of your tattoos (including this one), if applicable.

    Eternal Lifespan [Epic]
    You are not only imbued with a longer than average lifespan, but can live indefinitely barring outside intervention.
    Prerequisites: Extended Lifespan (x3)
    Benefit: You cannot die of old age. This does not make you immune to magical aging, but it can no longer kill you. Unless you have Timeless Body or a similar ability, you still take the normal penalties for aging. The benefits, of course, continue to apply.
    Note: Eternal Lifespan should be added to the list of epic bonus feats of classes with Extended Lifespan in their list.

    Improved Whirlwind Assault [Epic]
    You are a living tornado of blades and punchs.
    Prerequisites: Dex 25, Lightning Charger (see below), Whirlwind Assault (see below), base attack bonus +26
    Benefit: You can move while using the Whirlwind Attack feat, provided that your total distance moved is not greater than your speed. In effect, you attack all opponents you threaten during your movement, none of them being allowed an attack of opportunity against you. You can only use one attack against any given opponent.
    If you use this power on the first round of combat (or the surprise round, if you are allowed to act in it), you can use Improved Whirlwind Assault as part of a charge, in which case you must move in a straight line to an opponent and receive a -2 penalty to AC, but can move at two times your regular speed and receive a +2 bonus to the attack roll against the opponent you are charging.
    Note: Improved Whirlwind Assault should be added to the list of Epic Fighter bonus feats.

    Lightning Charger [Epic]
    Your legendary agility allows you to attack many foes as you sprint into battle.
    Prerequisites: Dex 15, Bounding Assault (PHBII), Dire Charge or Pounce ability, Dodge, Improved Initiative, Mobility, Rapid Blitz (PHBII), Spring Attack, base attack bonus +22
    Benefit: As part of the Dire Charge feat, you can attack any opponent within reach at any time during your movement, as long as your last attack is directed at the opponent you are charging. The benefits of the charge only apply to attacks against your targeted opponent. Your movement does not provoke attacks of opportunity from the foes you attack, successfully or not.
    Special: Like Dire Charge, Lightning Charger can only be used on the first round of combat (or the surprise round, if you are allowed to act in it).
    Note: Lightning Charger should be added to the lists of Epic Barbarian and Epic Fighter bonus feats.

    Whirlwind Assault [Epic]
    As you move across the battlefield, you deliver blows to a countless amount of opponents.
    Prerequisites: Int 13, Dex 23, Bounding Assault (PHBII), Combat Expertise, Dodge, Improved Whirlwind Attack, Mobility, Rapid Blitz (PHBII), Spring Attack, Whirlwind Attack, base attack bonus +22
    Benefit: You can move while using the Improved Whirlwind Attack feat, provided that your total distance moved is not greater than your speed. Your movement does not provoke attacks of opportunity from any targeted foe. You can only use one attack against any opponent targeted with this feat, as normal for Improved Whirlwind Attack.
    Normal: You can't move between any two of the attacks granted by Improved Whirlwind Attack.
    Note: Whirlwind Assault should be added to the list of Epic Fighter bonus feats.


    My comments on official feats (I'll move the comments in the upper lists if I use these feats as requirements for my own) :
    Spoiler
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    Blazing Berserker (SS) and Frozen Berserker (Frost)
    Both of these feats have drawbacks and benefits which are actually the opposite of one another. This is a very good thing, as taking both makes the character immune to fire and cold while raging, with no drawback.

    Supernatural Instincts (FC2) and Supernatural Opportunist (ToM)
    As both feats have exactly the same benefits, I suggest you allow each one to count as the other for prerequisites.

    Vile Ki Strike, Vile Martial Strike, Vile Natural Attack (BoVD or Elder Evil)
    Okay, so they are cumulative all right, and Vile Martial Strike may be cool if you don't have 4 fighter levels, but really, taking more than one isn't worth it most of the time. While I agree that vile damage is effective against enemies with fast healing or with heavy use of healing magic, just compare to the Violate Spell metamagic feat. Its way worse. And if all you want is more vile damage, there are not so expensive magic items to do it instead.


    Change Log
    Spoiler
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    August 19th: Added Double Strike Techniques.
    July 31st: Added Dreadful Presence, tweaked Improved Whirlwind Assault so that it can be used as a charge.
    July 29th: Added four more epic feats (Eternal Lifespan, Improved Whirlwind Assault, Lightning Charge and Whirlwind Assault).
    July 23th: Added a mention so that you can only use earth and water armors for yourself and so that a blood armor can be kept indefinitely.
    July 20th: Added Heal through Blood.
    July 18th: Made minor changes to Covenant with the Eyes.
    July 17th: Added Covenant with the Eyes.
    July 11th: Corrected a few typos.
    July 10th: Changed the way Sculpt Earth Armor and Sculpt Metal Armor work, as I assumed it wasn't balanced enough.
    July 9th: Changed Sculpt Earth Armor so that the armor counts as a medium armor.
    July 8th: Added Sculpt Earth Armor and Sculpt Metal Armor.
    July 7th: Increased the versatility of Blessing of the Grave (now you can turn in more than just a skeleton or zombie), and changed Necrometallurgist so that it also grants a free +1 enhancement bonus to the armors.
    July 5th: Changed the required amount of water for Sculpt Water Armor from 4 liters to 1 gallon, increased the AC bonus by +1, and increased the AC bonus from Sculpt Blood Armor accordingly.
    July 4th: Modified Blood Servant to account for blood elementals, clarified Blessing of the Grave and removed the spaces before the colons.
    Last edited by Network; 2013-08-19 at 01:49 PM.
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    Default Re: Network's Feat Compendium [PEACH]

    It strikes me that a blood servant should be an actual blood elemental rather than a red-colored water elemental, though it could use the same stats as a water elemental.

    Benefit: This feat can only be used once a day and you need to spend at least 10 hit points on bloodletting to do so. Unlike most bloodletting feats, it does not activate automatically. When you use it, a blood elemental (use water elemental stats) appears in a neighboring case. It will obey your commands to the best of its capacity for a number of turns equal to your character level, then melt in a pool of blood. The size of the blood elemental varies depending of your character level.

    There shouldn't be a space before the colon in Benefit or Prerequisite.

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    Default Re: Network's Feat Compendium [PEACH]

    I don't really get the point of Blessing of the Grave, however what do you mean by "Put a term to you animation"?
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    Default Re: Network's Feat Compendium [PEACH]

    Blessing of the Grave: This seems very weak. It takes a bundle of feats, and it's benefit only applies after you're dead. I'd consider letting you reanimate as an intelligent undead, like a ghoul or something.

    Necrometallurgist/Improved Necrometallurgist: For most undead, I don't think AP and max. dex. bonuses will actually come up, so I don't think it's worth the feat investment. I'd suggest removing Improved Necrometallurgist and giving the +1 enhancement bonus as part of Necrometallurgist, and maybe eliminating the Craft Magic Arms and Armor prerequisite.

    Random thought: could you use necrometallurgist to replace a skeleton's bones with steel? That seems like a flavorful, cool thing to do.

    Sculpt Water Armor: I really like the idea, but I think this makes more sense as a spell than as a feat. I might also increase the AC bonus.

    Sculpt Acid Armor: Again, I like the idea, but I think it makes more sense as a spell. And I'd have it deal more acid damage to people. The soaking/acid damage to wooden weapons thing is cool but I think it would take too long to take effect; by the time it's working the fight's already over.

    Water Affinity: Can't comment on this as I'm AFB and I don't remember what Animate Water does.

    Bloodletting Fortitude/Reflexes/Will: I like the idea. I'm not sure if it's balanced or not; on the one hand it's a significant feat tax, especially if you take more than one of these, on the other it's a pretty significant benefit. I might increase the penalty on the reroll and the amount of damage taken - by the time you're using this regularly you probably have a lot of hit points.

    Blood Servant: Again, I like the idea, although it should maybe be a spell. IIRC WotC did publish a "blood elemental" on its website at some point, you might want to use that instead of water elementals. My concern with this is that, while I think it's balanced at low levels, at high levels it's basically a summon Monster High Number that costs 10 hp instead of a spell slot. That's very powerful, especially for somebody with a lot of hit points. I'd at least limit this to a fixed number of times per day.

    Improved Blood Servants: Other than my stated concerns with Blood Servant, I like this one.

    Sculpt Blood Armor: I like the idea, but I'd increase the armor bonus.

    Combat Focus: Can't comment on this as I don't have PHB2.

    Deformity (Grafted Snake): I don't see a problem with this.

    Devil's Prosperity: Can't comment on this as I don't have FC2.

    Improved Elan Repletion/Resilience: Can't comment on this as I don't have CP.

    Midday's Blessing: Seems reasonable.

    Poisonous Grafted Snake: Seems reasonable.

    Sunlight Survival Mechanism: Seems reasonable.
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    Default Re: Network's Feat Compendium [PEACH]

    Debihuman> Thank for the proposal, I didn't know about blood elementals. I also removed the spaces before the colons.

    Erik Vale> I clarified it now. As for the idea behind the feat, it seemed cool when I wrote it. But as Asnys mentionned, it may be too weak right now.

    Quote Originally Posted by asnys View Post
    Blessing of the Grave: This seems very weak. It takes a bundle of feats, and it's benefit only applies after you're dead. I'd consider letting you reanimate as an intelligent undead, like a ghoul or something.
    I'll check this. Maybe the kind of undead should rely on your character level.

    Quote Originally Posted by asnys View Post
    Necrometallurgist/Improved Necrometallurgist: For most undead, I don't think AP and max. dex. bonuses will actually come up, so I don't think it's worth the feat investment. I'd suggest removing Improved Necrometallurgist and giving the +1 enhancement bonus as part of Necrometallurgist, and maybe eliminating the Craft Magic Arms and Armor prerequisite.

    Random thought: could you use necrometallurgist to replace a skeleton's bones with steel? That seems like a flavorful, cool thing to do.
    All good points. I should correct this.

    Quote Originally Posted by asnys View Post
    Sculpt Water Armor: I really like the idea, but I think this makes more sense as a spell than as a feat. I might also increase the AC bonus.

    Sculpt Acid Armor: Again, I like the idea, but I think it makes more sense as a spell. And I'd have it deal more acid damage to people. The soaking/acid damage to wooden weapons thing is cool but I think it would take too long to take effect; by the time it's working the fight's already over.
    I admit magical feats are not something very usual, but considering who would benefit from it, and the fact its weak enough to be used all day long, I prefer not to make it a spell. I'll think about the AC bonus though.

    The primary benefit from Sculpt Acid Armor is that it is both offensive, defensive and utilitarian. It applies when you hit, when the enemy hit and when you try to destroy a wall. Of course, it doesn't work on metal, but there will be a feat for that, too.

    Quote Originally Posted by asnys View Post
    Bloodletting Fortitude/Reflexes/Will: I like the idea. I'm not sure if it's balanced or not; on the one hand it's a significant feat tax, especially if you take more than one of these, on the other it's a pretty significant benefit. I might increase the penalty on the reroll and the amount of damage taken - by the time you're using this regularly you probably have a lot of hit points.
    A reroll is approximately equivalent to a +5 bonus, so the feats roughly give you a +3 bonus for 5 hit points.

    Quote Originally Posted by asnys View Post
    Blood Servant: Again, I like the idea, although it should maybe be a spell. IIRC WotC did publish a "blood elemental" on its website at some point, you might want to use that instead of water elementals. My concern with this is that, while I think it's balanced at low levels, at high levels it's basically a summon Monster High Number that costs 10 hp instead of a spell slot. That's very powerful, especially for somebody with a lot of hit points. I'd at least limit this to a fixed number of times per day.

    Improved Blood Servants: Other than my stated concerns with Blood Servant, I like this one.
    I did already put a limit of one time per day for Blood Servant, and two times if you have Improved Blood Servant. Does that change your opinion?

    Quote Originally Posted by asnys View Post
    Sculpt Blood Armor: I like the idea, but I'd increase the armor bonus
    I'll increase the AC bonus when I'll be done thinking about Scupt Water Armor.
    Last edited by Network; 2013-07-04 at 03:12 PM.
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    Default Re: Network's Feat Compendium [PEACH]

    Here is the article from WotC regarding Blood Elementals (spell for summoning it and stats): http://www.wizards.com/dnd/article.a...sb/sb20030208a

    It is 3.0 but updating it to 3.5 should be a breeze.

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    Last edited by Debihuman; 2013-07-04 at 03:24 PM.
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Network's Feat Compendium [PEACH]

    Quote Originally Posted by Network View Post
    I did already put a limit of one time per day for Blood Servant, and two times if you have Improved Blood Servant. Does that change your opinion?
    Yes, it does.
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    Default Re: Network's Feat Compendium [PEACH]

    I slightly increased the AC bonus from Sculpt Water Armor and Sculpt Blood Armor. I couldn't find an elegant way to combine Necrometallurgist with Improved Necrometallurgist, but it shouldn't take long. I have the same problem for Blessing of the Grave, but this is my draft :
    {table=head] Class Level | Type of Undead
    4 | Ghast, Wight (1)
    8 | Entomber (LM), Mummy
    12 | Vilewight (BoVD) (1, 2)
    14 | Mohrg (1)
    [/table]
    1 The character does not gain the Create spawn ability of that type of undead.
    2 In order to transform into a vilewight, the character must be evil.

    Thoughts? Should I allow additional forms?
    Last edited by Network; 2013-07-05 at 10:59 AM.
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    Default Re: Network's Feat Compendium [PEACH]

    I updated Blessing of the Grave and Necrometallurgist at last. I'll be waiting for replies.

    I think I'll be working to expand the feat tree of Sculpt Water Armor. These are my current thoughts :
    -anything to give the water armor oxydative properties (I really need a name on this one though).
    -a feat that grants armor spikes made of water (I need a name for that too).
    -a parallele feat tree based on earth instead of water, which grants more protection but at the cost of mobility.
    -a feat that would give the character elemental wings.
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    Default Re: Network's Feat Compendium [PEACH]

    I rather like the Water Armor tree; mind if I write some feats enhancing it?
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    Default Re: Network's Feat Compendium [PEACH]

    Quote Originally Posted by Amechra View Post
    I rather like the Water Armor tree; mind if I write some feats enhancing it?
    It's a pretty good idea. If you like, I'll add them in my first post with a mention. Just make sure you don't make the same as the ones I'm working on.
    Last edited by Network; 2013-07-08 at 09:42 AM.
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    Default Re: Network's Feat Compendium [PEACH]

    As promised, I finally added Sculpt Earth Armor and Sculpt Metal Armor. For now, only clerics can benefit from them fully, so I'll have to make an earth-based equivalence to Water Affinity.

    Can people comment on the new feats please?
    Last edited by Network; 2013-07-10 at 11:07 AM.
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    Default Re: Network's Feat Compendium [PEACH]

    Aside from a few typos (loose for lose, weights for weighs), it looks okay. I'm not a good judge of feats so I'll defer to anyone else who cares to look at these.

    Debby
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    Default Re: Network's Feat Compendium [PEACH]

    I'll go down the list in order.

    Blessing of the Grave: I'm...not sure why anyone would take this, honestly. Being raised as an undead doesn't seem preferable to waiting on, say, your evil cleric pal. It's neat, but not necessarily viable, on the surface. An inability to be raised as an undead against your will, perhaps? Not sure here.

    Sculpt x Armor: Sculpting suits of armor is only a move or swift action?? I know this is magic, but...good lord. Also, as RAW, you can crank out an infinite amount of these for no cost and resell them. Something to think about.

    Water Affinity: As it stands, a barbarian Efreeti with an Intelligence of 3 can take this feat and conjure 2 gallons of water out of thin air. This could use some prerequisites.

    Bloodletting Feats: I like the flavor, but I'm concerned about Bloodletting Fortitude/Reflex/Will...once you activate them, they just last forever until you fail a save? I'm on the fence there. I don't see a problem with it, but for some reason it feels like one of those feats that could do some damage in more savvy hands than mine.

    Other Feats: Not much to say here, these look uniformly nice. Midday's Blessing seems kind of odd, but since I assume it's a flavor feat, in that context it does what it's supposed to.

    In general though, asnys got most of my concerns before. Otherwise, these look solid, if specific.
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    Default Re: Network's Feat Compendium [PEACH]

    Quote Originally Posted by Overneath View Post
    Blessing of the Grave: I'm...not sure why anyone would take this, honestly. Being raised as an undead doesn't seem preferable to waiting on, say, your evil cleric pal. It's neat, but not necessarily viable, on the surface. An inability to be raised as an undead against your will, perhaps? Not sure here.
    This gives a tactical advantage ; you continue to fight after death. Also useful if you get killed by an undead with the create spawn ability, as you said. It's not too good if you don't have access to resurrection magic, but it's still more intesting than Final Strike in high level games.
    Quote Originally Posted by Overneath View Post
    Sculpt x Armor: Sculpting suits of armor is only a move or swift action?? I know this is magic, but...good lord. Also, as RAW, you can crank out an infinite amount of these for no cost and resell them. Something to think about.
    Hum... I should've written it can't be removed, only destroyed. I'm not too worried about it though.
    Quote Originally Posted by Overneath View Post
    Water Affinity: As it stands, a barbarian Efreeti with an Intelligence of 3 can take this feat and conjure 2 gallons of water out of thin air. This could use some prerequisites.
    I based it on the spell-like feats from Complete Arcane. They don't have prerequisites and are far more useful in battle than this one. Why should it have more prerequisites?
    Quote Originally Posted by Overneath View Post
    Bloodletting Feats: I like the flavor, but I'm concerned about Bloodletting Fortitude/Reflex/Will...once you activate them, they just last forever until you fail a save? I'm on the fence there. I don't see a problem with it, but for some reason it feels like one of those feats that could do some damage in more savvy hands than mine.
    I don't see how failing a save would force you to reactivate them. They follow the standards of Bloodletting feats, and I specifically mentionned that they remain active until the beginning of your next turn. Though you made me notice a mistake in Sculpt Blood Armor.
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