Difference between revisions of "Proposed Feats"

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(Combat Intimidation (BoF) [http://www.dandwiki.com/wiki/Combat_Intimidation_(3.5e_Feat)])
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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).
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{{pendingapproval}}
  
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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).
  
The feats below MAY be too powerful, especially when combo'd with enlarge person and reach weapons. Great Cleave achieves similar results, but has the added restriction that the enemies have to be killed in order for the attack to continue, which is why I added the -4 per attack restriction. There may be justification for reducing that from -4 to -2, but it's a tough call--Great Cleave doesn't have the possibility of losing the weapon, but the necessity of killing the opponent is a pretty big restriction in any battle that isn't against hordes of severely underleveled opponents.
 
  
 
===Great Trip===
 
===Great Trip===
Prerequisites: Improved Trip, Base Attack Bonus 4+, Str 13
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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.
 
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.
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Normal: With Improved Trip, the follow-up attack may only be used as a regular attack against the initial tripping target.
 
Normal: With Improved Trip, the follow-up attack may only be used as a regular attack against the initial tripping target.
  
===Grand Trip===
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===Combat Intimidation (modified from NBoF: [http://www.dandwiki.com/wiki/Combat_Intimidation_(3.5e_Feat)])===
Prerequisites: Great Trip, Base Attack Bonus 8+, Dex 13
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You are capable of intimidating others more easily in combat.
  
Description: As Great Trip, except any successful trip by the attacker initiates a follow-up that may then be used to initiate a new trip. This may be used to chain trip attempts among as many targets as the attacker can reach in a single round, until all are tripped, or an attack fails. Every subsequent use of this ability imposes a further -4 to the attack and the related opposed check.
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Prerequisite: Intimidate 4 ranks, Cha 13
  
Normal: With Great Trip, the follow-up trip does not gain a further follow-up attack.
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Benefit: You can make one Intimidate skill check each round as a move-equivalent action, but only to demoralize an opponent in combat.
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Normal: Intimidating others in combat is a standard action.
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===Improved Combat Intimidation===
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You can intimidate in combat all enemies you threaten.
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Prerequisite: Intimidate 8 ranks, Combat Intimidation
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Benefit: As a standard action, you can try to demoralize all opponents you threaten in melee combat.
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Normal: With Combat Intimidation, the demoralize action can be used only on one opponent.
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===Greater Feint===
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Your feint makes an opponent susceptible to attacks from your allies
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Prerequisite: Combat Expertise, Improved Feint, base attack bonus +6, Int 13
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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.
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Normal: A creature you feint loses its Dexterity bonus against your next attack.
  
 
==From D&D Wiki==
 
==From D&D Wiki==
  
===Defensive Trip (OGL) [http://www.dandwiki.com/wiki/Defensive_Trip_(3.5e_Feat)]===
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===Defensive Trip (NBoF) [http://www.dandwiki.com/wiki/Defensive_Trip_(3.5e_Feat)]===
 
You can maintain your defense when making a trip attempt.
 
You can maintain your defense when making a trip attempt.
  
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Normal: When the attacker fails his Strength check when initiating a trip attempt, his opponent may react and attempt to trip the attacker.
 
Normal: When the attacker fails his Strength check when initiating a trip attempt, his opponent may react and attempt to trip the attacker.
  
===Master Trip (Homebrew) [http://www.dandwiki.com/wiki/Master_Trip_(3.5e_Feat)]===
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===Instant Awakening (NBoF)[http://www.dandwiki.com/wiki/Instant_Awakening_(3.5e_Feat)]===
Your trips are so fast and brutal they can leave your enemies dazed.
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You can instantly awaken from sleep at the slightest sign of danger.
  
Prerequisite: Str 13, Combat Expertise, Improved Trip, base attack bonus 4+
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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.
  
Benefit: You gain a +2 on the opposed Strength check when making a trip attempt, this stacks with the Improved Trip feat. Any opponent you successfully trip takes 1d6 points of falling damage. This damage can be negated by a successful Jump or Tumble check as per falling rules. Tripped opponents must also make a Fortitude save, with a DC equal to 10 + half your character level + Strength bonus, or be dazed for one round.
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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: Opponents you trip do not take damage, nor do you daze them.
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===Pole Fighting (NBoF)[http://www.dandwiki.com/wiki/Pole_Fighting_(3.5e_Feat)]===
  
Special: A fighter may select Master Trip as one of his fighter bonus feats.
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When fighting with a pole arm you can use the butt to strike opponents
  
===Combat Intimidation (NBoF) [http://www.dandwiki.com/wiki/Combat_Intimidation_(3.5e_Feat)]===
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Prerequisite: Str 13, Weapon Focus(any polearm)
You are capable of intimidating others more easily in combat.
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Prerequisite: Intimidate 4 ranks, Cha 13
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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.
  
Benefit: You can make one Intimidate skill check each round as a free action, but only to demoralize an opponent in combat. As a move-equivalent action, you can try to demoralize all opponents you threaten in melee combat.
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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.
  
Normal: Intimidating others in combat is a standard action.
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===Knockback Kick===
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Prerequisite: Str 13 or Dex 15, Improved Unarmed Combat
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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.
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[[Category:Feats]]

Latest revision as of 14:22, 19 March 2011

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.