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Thread: Homebrewed and Altered Feats
- Join Date
- Jun 2013
Homebrewed and Altered Feats
Hey Playgrounders. I'm working on getting the idea for an E6 campaign together, and in the process I was examining the current PHB feats. Many of them being traps, I decided to try a rewrite for a few of them (which ended up being a rewrite of a lot of them, with some extras thrown in). Looking for opinions and suggestions.
Prerequisites: Athletic, Endurance
Benefit: Add an additional +2 to Climb and Swim checks. In addition, add +10 feet to your base speed.
Prerequisites: Listen 2 ranks
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you donít lose your Dexterity bonus to Armor Class, and the attacker doesnít get the usual +2 bonus for being invisible. The invisible attackerís bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
In addition, gain +1 to listen checks in no light, low light, when you are blinded, or whenever you are otherwise unable to see your opponent.
Prerequisites: Concentration 2 ranks
Benefit: You get a +6 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Prerequisites: Int 12+
Benefit: Add your Intelligence bonus to all attack rolls.
In addition, whenever you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Prerequisites: Combat Expertise, Bluff 1 rank
Benefit: You can make a Bluff check to feint in combat as a move action. In addition, gain +2 to bluff checks made to feint in combat.
Improved Feint II
Prerequisites: Combat Expertise, Improved Feint, Bluff 3 ranks
Benefit: You can make a Bluff check to feint in combat as a swift action. You may feint against non-intelligent creatures at a -8 penalty. All other penalties to feinting in combat are halved. In addition, gain an additional +2 to bluff checks made to feint in combat.
Improved Trip II
Prerequisites: Combat Expertise, Improved Trip
Benefit: Tripped opponent is helpless until the start of their next turn.
Improved Trip III
Prerequisites: Combat Expertise, Improved Trip, Improved Trip II
Benefit: Whenever you trip an opponent in combat, you may immediately make, as a free action, a single melee attack against that opponent at your highest attack bonus.
Prerequisites: Int 12+, Dex 12+, Combat Expertise, Dodge, Mobility, Spring Attack, Improved BAB
Benefit: You move up to your speed in a straight line without provoking attacks of opportunity. As you move, you may make a single melee attack against every opponent you threaten along that line.
Prerequisites: Dex 12+
Benefit: You get a number of additional attacks of opportunity per round equal to your Dexterity score -10.
Improved Combat Reflexes
Prerequisites: Combat Reflexes
Benefit: Gain +4 to all attacks of opportunity.
Prerequisites: Dex 12+
Benefit: Gain +2 AC against any opponent you can see. In addition, gain a +1 bonus to all reflex saves.
Benefit: Gain +2 AC every round in which you move more than 5'. In addition, gain a +1 bonus to all reflex saves.
Prerequisites: Dodge, Mobility
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. When performing a Spring Attack or Whirlwind Attack, gain +10 feet to your base speed. In addition, gain a +1 bonus to all reflex saves.
Prerequisites: Con 12+
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. In addition, you may hustle overland at no penalty.
Prerequisites: Endurance, Con 14+
Benefit: Once per encounter, gain temporary hit points equal to your Constitution score. In addition, you are not unconscious between -1 and -9 hit points.
Benefit: Gain +4 on all fortitude saves.
Prerequisites: Character level 6, Improved BAB, Proficient with Weapon
Benefit: When using the weapon you selected, your threat range is doubled.
Improved Critical II
Prerequisites: Improved Critical, Improved BAB
Benefit: When using the weapon you selected, your critical multiplier is increased by one step (x2 to x3, x3 to x4, x4 to x5)
Prerequisites: Listen 2 ranks, Spot 2 ranks, Dex 12+
Benefit: +4 to initiative checks, +2 AC and +2 reflex saves in the first round of combat.
Improved Initiative II
Prerequisites: Improved Initiative
Benefit: +2 to initiative checks. In addition, whenever you would be subject to sneak attack damage, you may make a reflex save (DC 10+Sneak Attack Damage) to avoid the extra damage.
Improved Initiative III
Prerequisites: Improved Initiative II
Benefit: +2 to initiative checks. In addition, you may always act in the surprise round of combat, even if you are surprised.
((More to come later))
Last edited by WesleyVos; 2014-06-23 at 07:10 PM.