Proposed Feats

From Sourcebook Wiki
Revision as of 16:27, 27 December 2009 by Slitherrr (Talk | contribs) (Defensive Trip (OGL) [http://www.dandwiki.com/wiki/Defensive_Trip_(3.5e_Feat)])

Jump to: navigation, search

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

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.

Grand Trip

Prerequisites: Great Trip, Base Attack Bonus 8+, Dex 13

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.

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

From D&D Wiki

Defensive Trip (NBoF) [1]

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.

Master Trip (Homebrew) [2]

Your trips are so fast and brutal they can leave your enemies dazed.

Prerequisite: Str 13, Combat Expertise, Improved Trip, base attack bonus 4+

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.

Normal: Opponents you trip do not take damage, nor do you daze them.

Special: A fighter may select Master Trip as one of his fighter bonus feats.

Combat Intimidation (NBoF) [3]

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 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.

Normal: Intimidating others in combat is a standard action.