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2011-06-03, 05:35 PM (ISO 8601)
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Re: Feats Inspired by "A Wizard Could Do Worse"
There's probably something wrong with me, 'cause I'm looking at some of these and thinking that they could be added to a really, really fun - and completely insane - game.
My latest homebrew: Majokko base class and Spellcaster Dilettante feats for D&D 3.5 and Races as Classes for PTU.
Currently Playing
Raiatari Eikibe - Ghostfoot's RHOD Righteous Resistance
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2011-06-03, 05:37 PM (ISO 8601)
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- May 2011
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- My skills exceed yours!
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Re: Feats Inspired by "A Wizard Could Do Worse"
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2011-06-03, 05:39 PM (ISO 8601)
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- Oct 2010
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Re: Feats Inspired by "A Wizard Could Do Worse"
Time to stock up up on Tiny sized Daggers.
Parry:
Benefit: You can use an attack of opportunity to make an attack against an attack. If your attack roll is superior, The attack is negated.
Magiparry:
Prerequisites: Knowledge Arcana 10 ranks. Parry
Benefits: You can make an attack of opportunity against Spells that require an attack roll. If your attack roll is superior, spell is negated.
Magebane
Prerequisites: Knowledge Arcana 15 ranks, Spellwack, Magiparry
Benefits: You can make an attack of opportunity against the DC+5 of a spell targeting you. If you succeed, the spell is negated.
Magiparry's can now reflect the spell back at the caster.Last edited by Cipher Stars; 2011-06-04 at 02:41 PM.
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2011-06-03, 05:48 PM (ISO 8601)
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- Jan 2007
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- Neither here nor there
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Re: Feats Inspired by "A Wizard Could Do Worse"
My latest homebrew: Majokko base class and Spellcaster Dilettante feats for D&D 3.5 and Races as Classes for PTU.
Currently Playing
Raiatari Eikibe - Ghostfoot's RHOD Righteous Resistance
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2011-06-03, 05:54 PM (ISO 8601)
- Join Date
- Apr 2011
Re: Feats Inspired by "A Wizard Could Do Worse"
In my opinion, the best feats so far are the ones where you think: "Wow, that's way overpowered", then "Wait, a Sorcerer could do that, and a couple levels earlier", then "Huh, maybe that would work".
It's been a fascinating tour of my own "fighters can't have nice things" biases. Well, and that bias inherent in 3.x core, since even Epic Feats for melee are generally not as powerful as things in this thread that seem increasingly reasonable.
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2011-06-03, 05:56 PM (ISO 8601)
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- Oct 2010
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2011-06-03, 05:59 PM (ISO 8601)
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- Oct 2010
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Re: Feats Inspired by "A Wizard Could Do Worse"
This is why we can't have nice things...
Prerequisites: Improved Sunder
Benefits: You can break magical items without having a higher enhancement bonus on your own weapon, and gain a bonus to all sunder attempts of Twice your strength score, rather then once.
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2011-06-03, 05:59 PM (ISO 8601)
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- May 2011
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- My skills exceed yours!
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Re: Feats Inspired by "A Wizard Could Do Worse"
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2011-06-03, 06:02 PM (ISO 8601)
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- Apr 2011
Re: Feats Inspired by "A Wizard Could Do Worse"
Um, suuuure...
Well, not really. I'm thinking more of Spellwhack, Tele-Leap, Magiparry, Might is Right, that sort of thing. But also some of the more powerful ones like Me and THIS Army!
They would all need some tweaks -- we're brainstorming as much as anything -- but there are some legit ideas here.
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2011-06-03, 06:05 PM (ISO 8601)
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- Oct 2010
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Re: Feats Inspired by "A Wizard Could Do Worse"
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2011-06-03, 06:06 PM (ISO 8601)
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- Jan 2009
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Re: Feats Inspired by "A Wizard Could Do Worse"
Pump life into it!
Prerrequisites: Weapon Focus (any bludgeoning weapon), Heal 5 ranks, BAB +6
Benefit: Choose a weapon (not a type of weapon. A weapon). Half your level plus your weapon of choice's enhancement bonus times a day, you can spend a full round action to make a Heal check (check with the DM for the appropriate DC) to pump life into an object you desire, creating an appropriate creature.
You can change your weapon of choice by meditating for 24 hours, while in contact with the new one.
For example, if you pump life into a tree, you might create an ent. Smacking the ground would net you an Earth Elemental, and so forth.
Special: If your chosen weapon has either the Shocking or Shocking Burst special qualities, and is at least +3, once a day, you can revive a recently deceased being (less than 5 rounds) as per the True Resurrection spell. You must touch the corpse with your weapon for this ability to work.Last edited by d13; 2011-06-03 at 06:07 PM.
SpoilerI'll have a signature one day...
Thanks Mr. Saturn for the awesome Pokeatar
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2011-06-03, 06:07 PM (ISO 8601)
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- Jan 2006
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Re: Feats Inspired by "A Wizard Could Do Worse"
Win Button
You can win.
Prerequisites: No levels in Samurai or Truenamer.
Benefit: Once per day, you win. Tell the DM that the encounter is over and that you won.
Special: He might make you roll a die or something, but screw it. You won.
See, it's balanced because of its limited usage.Last edited by SPoD; 2011-06-03 at 06:10 PM.
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2011-06-03, 06:10 PM (ISO 8601)
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- May 2011
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Re: Feats Inspired by "A Wizard Could Do Worse"
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2011-06-03, 06:20 PM (ISO 8601)
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- Jan 2009
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Re: Feats Inspired by "A Wizard Could Do Worse"
Oh, no you didn't!
Prerrequisite: 16+ Cha, must not be able to cast spells, must have broken the fourth wall at least once.
Benefit: A number of times equal to your Charisma modifier per day, as an immediate action, if you don't like the outcome of an opponent's round; you can tell the timeline to shut up and sit down.
Time goes back to the beginning of that opponent's turn, and he/she skips his/her actions.
Yes, you are that charismatic.Last edited by d13; 2011-06-03 at 06:21 PM.
SpoilerI'll have a signature one day...
Thanks Mr. Saturn for the awesome Pokeatar
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2011-06-03, 06:29 PM (ISO 8601)
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- Jan 2006
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Re: Feats Inspired by "A Wizard Could Do Worse"
Aura of Bears
Bears. In an aura.
Prerequisites: 13th level+, Not some punk druid.
Benefit: You are surrounded at all times by an aura of dire bears with a radius of 30 feet. No, you know what? Screw it, 60 feet. Yeah. 60 feet of bears. The bears provide cover and concealment for any attack made against you, but they don't hamper you at all because they move out of the way when it's your turn. They're polite like that. Anyway, yeah, bears. They totally take attacks of opportunity on anyone who tries to enter the area of effect, and some of them are always readying actions just in case anyone starts with them, so they can be like, "Yeah, sorry, you are NOT casting a spell in here!" and smack your pansy wizard ass down. What are you going to do about it? It's a bear. You're gonna do nothing and like it. And on your turn, you can direct the bears in the aura to mess anyone up who's standing next to them. The bears are immune to everything except other bears, and even then, it could go either way.
Special: You may take this feat more than once. Every time you take this feat, the radius of your aura of bears extends by another 60 feet.
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2011-06-03, 06:40 PM (ISO 8601)
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- Nov 2010
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Re: Feats Inspired by "A Wizard Could Do Worse"
"Sir. You might want to see this." "What is it boy." "Bears, sir. A small army of them." "What? Boy, what have I told you about being the lookout while high?" "I'm not sure. Look." "Fine.......*looks at bottle in hand* Who spiked my booze?"
I imagine it would go like that if someone with this went to weird fort.
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2011-06-03, 06:42 PM (ISO 8601)
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- Oct 2010
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Re: Feats Inspired by "A Wizard Could Do Worse"
I can do worse
Requirements: Wizard, Psion.
Benefits: double all your effects this round when ever you were attacked by a Maneuver or basic attack since you last went. You can do this a number of times equal to what ever modifier you use for spells or powers.Last edited by Cipher Stars; 2011-06-03 at 06:43 PM.
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2011-06-03, 06:43 PM (ISO 8601)
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- May 2011
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Re: Feats Inspired by "A Wizard Could Do Worse"
I love everything about this thread. Okay, let's get to work then! Can't just be a lurker, gotta post another feat. Hmmm...
Wild Shape? I'll Show You Wild Shape!
Prerequisites: Must despise Druidzillas with every fiber of your being.
Benefits: You gain the supernatural ability to change your shape at will. As a full-round action, you may activate this ability. When you use this ability, roll 1d6. (If it's a six, roll again). When you roll a 1-5, choose that Monster Manual (if you rolled a 2, you would pick up the MM II for instance).
Roll 1 d% and then a d4 for the hundreds place. Then turn to the page you rolled. (For instance, if you rolled 35 in the percentiles and a 2 on the d4, you turn to page 235). If the page you rolled does not have a Monster entry on it, or does not exist, roll again. When you get to a Monster Entry, your character shifts into that Monster. (If there are multiple entries on the same page, such as the elf section of the MM, roll an appropriate numerical dice, assigning each one to a number.
You assume this form, losing all of your extraordinary, supernatural and spell-like abilities, but gaining the extraordinary abilities, spell-like abilities and supernatural abilities of the form you assume. You also lose all your original form's extraordinary qualities and gain the qualities of the new form. Your Str, Dex and Con are replaced by the example monster's. (Your HP does not change). You remain in this form for 5 rounds. (You may not shift back prematurely, nor may you activate this ability in any form but your original one). If you shapeshift into a creature with less than 3 Intelligence, you must make a Will save, even though you retained your Intelligence from your old form. The save DC is 10+1/2 the new form's HD+its Cha modifier. If you fail this save, the DM controls your actions for the duration of your shifting.Last edited by NeoSeraphi; 2011-06-03 at 06:51 PM.
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2011-06-03, 07:09 PM (ISO 8601)
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- Oct 2008
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- Pabrygg Keep
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Re: Feats Inspired by "A Wizard Could Do Worse"
That's exactly the point. We shouldn't be rivaling the highest of Tier 1 abuse with feats in this thread. Just normal stuff that is still leagues away more powerful than anything any warrior-type could hope to do.
Hell, the wizard would still just celerity a forcecage around you and call it a day. Or fly up in the air and shoot you. And thats the non-cheesy stuff they can do.
My favorites so far:
1) Waiter, There's a Falcon in My Punch
2) Sunder the Earth
and
3) Heart of the Elemental (very flavorful)
Disgusting Disembowelment
Prerequisites: Base Attack +3, Heal 6 ranks, Intimidate 6 ranks
Benefit: Once per encounter, per creature, as a standard action you may make a melee attack against the creature and if the attack hits you may make a Heal skill check (DC 10 + the creature's CR). If the check is successful the struck foe must succeed at a Fortitude save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being Paralyzed for 1d6+2 rounds. For the duration, other creatures (except you) within 10ft of the foe must succeed at Fortitude saves at the same DC to avoid being Sickened for 1d6+2 rounds.
Superior Reflexes
Prerequisites: Base Attack +3, Combat Reflexes
Benefit: As long as you are not Fatigued or Exhausted, as an immediate action you may take a move action. If you do, make a Fortitude save (DC 12 + your Dexterity modifier). If your save fails, you are unable to take actions for 1 round. Regardless you are Fatigued.
Impossible Reflexes
Prerequisites: Base Attack +7, Combat Reflexes, Superior Reflexes
Benefit: As long as you are not Fatigued or Exhausted, as an immediate action you may take a standard action. If you do, make a Fortitude save (DC 14 + your Dexterity modifier). If your save fails, you are unable to take actions for 1 round. Regardless you are Fatigued.
Cracktime Reflexes
Prerequisites: Base Attack +15, Combat Reflexes, Superior Reflexes, Impossible Reflexes
Benefit: As long as you are not Fatigued or Exhausted, as an immediate action you may take a full round action. If you do, make a Fortitude save (DC 18 + your Dexterity modifier). If your save fails, you are unable to take actions for 1 round. Regardless you are Fatigued.Last edited by Ziegander; 2011-06-03 at 07:23 PM.
Homebrew
Other Stuff
SpoilerSpecial Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!
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2011-06-03, 07:11 PM (ISO 8601)
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- May 2011
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Re: Feats Inspired by "A Wizard Could Do Worse"
Ah, thank you very much. But I can't really take credit for Heart of the Elemental. After all, it's ripped directly from Complete Mage (The Heart spell series) I just gave them to barbarians.
Edit: Wow, I just realized you're copying the Celerity series from the PHB II, aren't you? NiceLast edited by NeoSeraphi; 2011-06-03 at 07:12 PM.
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2011-06-03, 07:18 PM (ISO 8601)
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- Oct 2008
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- Pabrygg Keep
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Re: Feats Inspired by "A Wizard Could Do Worse"
Homebrew
Other Stuff
SpoilerSpecial Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!
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2011-06-03, 07:49 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- Where I live.
Re: Feats Inspired by "A Wizard Could Do Worse"
Stop, it's HAMMERTIME
Prerequisite: Must not be able to cast spells; Weapon Proficiency (Greatmaul), Perform (Dance) 6, BAB 3
Benefit: 3+Str modifier times per day, whenever you drop someone with an attack from your Greatmaul, everyone within Close range (i.e. 25'+5'/BAB) must skip their next initiative count. Make a will save, with a DC of 15+Str Mod; if you fail, this feat affects you as well.
Very Good Eyes
Prerequisite: Point Blank Shot, Sneak Attack 2d6
Benefit: Your range for Point Blank Shot becomes Close range (i.e. 25'+5'/ECL). In addition, you may make sneak attacks out to that range as well.
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2011-06-03, 08:00 PM (ISO 8601)
- Join Date
- Apr 2007
Re: Feats Inspired by "A Wizard Could Do Worse"
And Suddenly, Sharks
You are so tough, you practically bleed shark teeth. In actuality, you bleed far more than just the teeth.
Prerequisites: Str 17, Con 17, Improved Toughness, Character Level 12
Benefits: Whenever you take at least 1 damage/HD from a single source, your body litterally bleeds forth a living, breathing shark. This shark is mundane and friendly towards you, though it possesses no special ability to breathe air. If you suffer damage from a critical hit, a Dire Shark is summoned instead.
Associates With Death
The beings that oversee life and death are all close acquaintances of yours, buddies more than willing to give you a helping hand when things get tough.
Prerequisites: Must have been risen from the dead on at least seven separate occasions.
Benefits: Whenever you are slain, you are resurrected (as true resurrection) 1d6+1 days later if you have not been returned to life thus far.
Blade of Oblivion
You have gone to hell and back, living through experiences that none should ever have to repeat, let alone imagine. At long last, you have overcome your weaknesses and achieved a sliver of strength. THIS. IS. YOUR. STRENGTH
Prerequisites: Fighter level 20
Benefits: As a full-round action, you may make a single attack roll against any or all creatures within a 1 mile/class level radius. All creatures hit by this attack roll are treated as though you have made a coup de grace against them and any damage reduction or regeneration they may possess is ignored.
Friends in High Places
Even if you aren't the law, you certainly know the people that are.
Prerequisites: Diplomacy 6 ranks, Character level 3rd
Benefits: You are at no risk of legal consequences for any action that you undertake. For every 3 levels you possess, you may extend this protection to an additional creature of your choice.
Improved Paranoia
You are ready for anything. ANYTHING!!!!
Benefits: Whenever you possess the chance to buy items, you may spend any amount of money and not declare what it is being spent on. At any time, you may decide what you have spent some or all of that money on.
Furthermore, once per encounter, you may ready an action as a swift action, declaring two possible triggers for this action and not declaring what this action is until you take it.
Legacies in Motion
Even if you lack magical powers, your tools of choice do not suffer from such an imparment. Quite to the contrary, actually.
Prerequisites: No ability to cast spells, manifest powers, use spell-like abilities, or use similar abilities.
Benefits: If your class level if 6th or less, you gain magic items of your choice whose total value adds up to your Expected Wealth by Level. If your class level is between 7th and 14th, you may instead select a minor artifact of your choice to acquire. If your class level is 15 or higher, you may instead select a major artifact of your choice to acquire.
Special: This feat may be selected multiple times. Its effects stack.
Master Salesman
You have your fingers on the pulse of the marketplace, partially because your predictions control said market.
Prerequisites: Bluff 9 ranks, Diplomacy 9 ranks.
Benefits: Once per day, you may declare either a specific material or a specific item to be worth a certain amount. If you can succeed on a Diplomacy check as a standard action (DC 10 + 1 per 5 gp difference from true value), all creatures who can hear and understand you believe this pronouncement despite any evidence to the contrary for 24 hours.
Temporal Wanderer
Time doesn't affect a perfect being like you as it affects those around you.
Prerequisites: Tongue of the Sun and Moon
Benefits: You can't be damaged or affected by any ability that a caster couldn't use of others while under the effects of a timestop spell. Furthermore, you gain a second round of actions each turn, comming immediately after your first.
Uncanny Certainty
When you put your mind to it, there is nothing that you can't accomplish. Literally.
Prerequisites: Concentration 18 ranks
Benefits: Once per encounter, you may declare a single attack roll, saving throw, skill check, or spell penetration roll to be a success.I'm try not to be too vain but this was too perfect not to sig.
At long last, I have an extended signature
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2011-06-03, 08:04 PM (ISO 8601)
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- Jan 2006
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Re: Feats Inspired by "A Wizard Could Do Worse"
Anti-Weapon Field
You can nullify the effects of most weapons.
Prerequisites: Craft (weaponsmith) 14 ranks.
Benefit: Once per day, you can create an invisible barrier that surrounds you and moves with you. The space within this barrier is impervious to most weapons, including swords, axes, and halberds. Likewise, it prevents the functioning of any daggers or ranseurs within its confines.
An anti-weapon field suppresses any weapon or pointy object used within, brought into, or chucked into the area, but does not dull it. Time spent within an anti-weapon field counts against the suppressed sword's sharpness duration.
A normal object can enter the area, as can normal food (even if previously used during a food fight). Furthermore, while a magic sword does not function swordally within the area, it is still magic (and a masterwork magic at that). The feat has no effect on golems and other constructs that are imbued with swords during their creation process and are thereafter self-wielding (unless they have been summoned, in which case they are treated like any other summoned weapon). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ swords or daggers, however, may be temporarily nullified by the field. Dispel swords does not remove the field, though Smithy's Disjunction might.
Two or more anti-weapon fields sharing any of the same space have no effect on each other. Certain swords, such as sabers of light, automatic pistol, and automatic rifle, remain unaffected by anti-weapon field (see the individual weapon descriptions). Artifacts and deities are unaffected by mortal feats such as this.
Should a weapon be larger than the area enclosed by the barrier, it is probably being wielded by an anime character.
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2011-06-03, 08:24 PM (ISO 8601)
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- May 2011
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Re: Feats Inspired by "A Wizard Could Do Worse"
Slightly on and slightly off topic, this is for Seerow and SPoD
http://www.giantitp.com/forums/showt...8#post11133388
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2011-06-03, 08:26 PM (ISO 8601)
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- Apr 2011
Re: Feats Inspired by "A Wizard Could Do Worse"
Bear Shooter
Aura of Bears
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2011-06-03, 08:35 PM (ISO 8601)
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- Apr 2005
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Re: Feats Inspired by "A Wizard Could Do Worse"
Bearstorm
Prerequisite: Aura of Bears
Benefit: As a full round action, you make a whirlwind attack, against every square within your threatened area, whether there is an enemy there or not. Every successful hit summons a bear. If there is an enemy present in the square, the bear instantly makes a full attack as a free action, if there is nothing in the square, the bear takes an action immediately after your initiative phase.If my text is blue, I'm being sarcastic.But you already knew that, right?
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2011-06-03, 08:38 PM (ISO 8601)
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- Nov 2010
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Re: Feats Inspired by "A Wizard Could Do Worse"
Hm.....wielding a bear like a sword or something? Blunt damage and the bear using its claws on someone?
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2011-06-03, 08:48 PM (ISO 8601)
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- May 2011
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Re: Feats Inspired by "A Wizard Could Do Worse"
Bear Meteor Swarm (Because We All Know If Druids Could, They Would)
Prerequisites: Character level 17th, Aura of Bears
Benefits: You gain the ability to call forth a deadly storm of bears. You may launch four 2' diameter spheres at any targets within 400 feet plus 25 feet per character level. On a successful range touch attack, the sphere explodes and deals 2d6 bludgeoning damage (no save). On a miss, the sphere instead explodes somewhere within the target's hex and deals no damage.
From each explosion, 6d6 dire bears emerge. They are all pissed off and will attack the nearest non-bear immediately, though they never attack you. The bears stick around for 1 minute per character level, or until you dismiss them as a free action. This ability is usable 1/day as a full round action.Last edited by NeoSeraphi; 2011-06-03 at 08:49 PM.
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2011-06-03, 09:38 PM (ISO 8601)
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- Oct 2010
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Re: Feats Inspired by "A Wizard Could Do Worse"
All fear the wrath of the Bear god
Perquisites: 5 other bear based feats, Character level 21
Benefits: Once per week you can summon the Bear God, Bearzilla.
Bearzilla sticks around as long as it pleases (Usually for 2d4 hours) After Bearzilla crushes your enemies, it continues to rampage for alloted time, at the end of which its calmed down back to rational thought and leaves.
In addition to stats in the link, Bearzilla can breath fire in a 300 ft cone dealing 20d10 fire damage with no save.
Bearzilla has a fly speed of 400ft (perfect), leaving behind a trail of rainbow fire.Last edited by Cipher Stars; 2011-06-04 at 03:40 AM.