Difference between revisions of "Proposed Feats"

From Sourcebook Wiki
Jump to: navigation, search
Line 62: Line 62:
  
 
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.
 
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.
 
===Spear And Shield (NBoF) [http://www.dandwiki.com/wiki/Spear_and_Shield_(3.5e_Feat)]===
 
 
You have trained in the use of a two-handed spear and shield together
 
Prerequisite: Shield Proficiency
 
 
Benefit: You can use spear or longspear together with a shield of any size (including a tower shield if you have Tower Shield Proficiency), despite the fact that these are two-handed weapons.
 
 
Special: This feat can be taken as one of a fighter's bonus feats.
 
 
Notes: This feat is right at home in ancient Greece, where hypaspists used it. The shield is slung over the shoulder and maneuvered with the offhand that simultaneously holds the spear.
 
  
 
===Pole Fighting (NBoF)[http://www.dandwiki.com/wiki/Pole_Fighting_(3.5e_Feat)]===
 
===Pole Fighting (NBoF)[http://www.dandwiki.com/wiki/Pole_Fighting_(3.5e_Feat)]===

Revision as of 18:40, 26 February 2010

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 4+, Str 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.

Normal: With Great Trip, the follow-up trip does not gain a further follow-up attack.

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.

Inspiring Leader (NBoF)[3]

You work to inspire your followers and cohorts and raise their morale.

Prerequisite: Cha 13, Leadership

Benefit: Your cohorts and followers gain a +1 morale bonus to attack and damage and a +2 morale bonus to saving throws versus all fear effects and mind-affecting spells and abilities while you are personally directing their efforts, and/or are within 30' . This bonus will last for up to one minute without additional orders being given if you move further than 30' away from your allies. These bonuses remain in effect for up to one minute if you are dropped in combat.

Instant Awakening (NBoF)[4]

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)[5]

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

Prerequisite: Str 13, Proficiency with a polearm.

Benefit: When using a pole arm 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.