Proposed Feats

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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).


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.

Inspiring Leader (NBoF)[4]

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)[5]

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.

Spear And Shield (NBoF) [6]

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)[7]

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.