Proposed Feats

From Sourcebook Wiki
Jump to: navigation, search
Note: This topic is pending approval and should not be used.

This page exists for homebrew feats that have yet to obtain GM approval (so as not to clutter up the place with unused feat pages for unaccepted feats).


Great Trip

Prerequisites: Improved Trip, Base Attack Bonus 6+, Dex 13

Description: On a successful trip, for the follow-up attack the attacker may choose to instead initiate a trip on a new target. This new trip does not receive a follow-up attack if successful. The attacker may not take a five-foot step before making this follow-up attack. The attack and its opposed check are at -4.

Normal: With Improved Trip, the follow-up attack may only be used as a regular attack against the initial tripping target.

Combat Intimidation (modified from NBoF: [1])

You are capable of intimidating others more easily in combat.

Prerequisite: Intimidate 4 ranks, Cha 13

Benefit: You can make one Intimidate skill check each round as a move-equivalent action, but only to demoralize an opponent in combat.

Normal: Intimidating others in combat is a standard action.

Improved Combat Intimidation

You can intimidate in combat all enemies you threaten.

Prerequisite: Intimidate 8 ranks, Combat Intimidation

Benefit: As a standard action, you can try to demoralize all opponents you threaten in melee combat.

Normal: With Combat Intimidation, the demoralize action can be used only on one opponent.

Greater Feint

Your feint makes an opponent susceptible to attacks from your allies

Prerequisite: Combat Expertise, Improved Feint, base attack bonus +6, Int 13

Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.

Normal: A creature you feint loses its Dexterity bonus against your next attack.

From D&D Wiki

Defensive Trip (NBoF) [2]

You can maintain your defense when making a trip attempt.

Prerequisite: Improved Trip, Base attack bonus +4

Benefit: When the attacker fails his Strength check when initiating a trip attempt, his opponent may not react and attempt to trip the attacker in turn.

Normal: When the attacker fails his Strength check when initiating a trip attempt, his opponent may react and attempt to trip the attacker.

Instant Awakening (NBoF)[3]

You can instantly awaken from sleep at the slightest sign of danger.

Benefit: When subject to an attack while asleep, you may make an immediate Reflex save (DC 15) to awaken and defend yourself normally. On a successful save you are not considered helpless or surprised, so you are not vulnerable to a coup de grace, and you may take a standard action in the surprise round (if one occurs); roll for initiative and resolve attacks normally. You may still be considered flat-footed if your initiative is worse than your attacker's.

Normal: A sleeping opponent is flat-footed, helpless (+4 circumstance bonus to strike, treat Dexterity as 0 and apply the -5 modifier to Armor Class) and vulnerable to coup de grace attacks.

Pole Fighting (NBoF)[4]

When fighting with a pole arm you can use the butt to strike opponents

Prerequisite: Str 13, Weapon Focus(any polearm)

Benefit: When using a pole arm in which you have focus in two hands, you can use the butt end to make an additional attack. The butt end counts as a normal quarter staff. For pole-arms without reach, this allows you to use them as double weapons. That is, you can fight as if using two weapons, but if you do, you incur all the normal penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. For pole arms with reach, it means you can use the butt, without reach, and thus strike adjacent opponents. You are effectively using your butt end in two hands and get the improved damage bonus from strength that this allows.

Special: Pole arms include the halfspear, shortspear, trident, glaive, guisarme, halberd, longspear, ranseur and quarterstaff. The merits of this feat are intrinsic to the quarterstaff. This feat can be taken as one of a fighter's bonus feats.

Knockback Kick

Prerequisite: Str 13 or Dex 15, Improved Unarmed Combat

Benefit: If unarmed, you may kick an adjacent opponent to push them back. This is treated as a Bull Rush special attack, with the following modifications: The attacker does not have to move into the opponent's square, the attacker does not provoke an attack of opportunity, the attacker does not have to follow the defender in order to push him back more than one square, and the attacker may choose to use Dexterity in place of his Strength roll. This can be taken as one of the fighter's bonus feats.