Black
Arcane
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- May 8, 2007
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Aight, I'll keep updating this post with feats that I'd like to see, low or high level.
For now:
(Improved) Grapple
UPDATE!!
Sneak Attack of Opportunity
I think those are all that I can think of, especially since I mostly roll with rogues and fighters. I have no idea about bards.
Didn't know whether to bother with epic feats, are you planning on adding content that'd make adding epic feats worthwhile?
For now:
(Improved) Grapple
UPDATE!!
- Divine Might - DONE
- Str 13, turn or rebuke undead ability, Power Attack.
- As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.
- I like this one!
- Str 13, turn or rebuke undead ability, Power Attack.
- Reckless Offense - DONE
- Base attack bonus +1.
- When you use the attack action or full attack action in melee, you can take a penalty of –4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.
- Base attack bonus +1.
- Knock-Down - This is now a Deity-only feat (probably because it's OP as fuck?)
- Base attack bonus +2, Improved Trip, Str 15.
- Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.
- Does that mean you are exposed to a counter attempt automatically?
- Base attack bonus +2, Improved Trip, Str 15.
- Superior Expertise - DONE
- Int 13, Combat Expertise, BAB +6.
- eliminates the +5 maximum for the Combat Expertise feat.
- Int 13, Combat Expertise, BAB +6.
- Deadly Precision DONE
- Dex 15, base attack bonus +5. (and Sneak Attack, no?)
- Reroll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.
- Persistent Spell
- Prerequisite Extend Spell.
- A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Uses up a spell slot six levels higher than the spell’s actual level.
- I hope there's room left in the metamagic packet
- Improved Disarm - DONE
- Int 13, Combat Expertise.
- You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack rollyou make to disarm your opponent.
- Implement Disarm action - shouldn't be too hard. Also I like that you can steal weapons this way, could make for an interesting prison break scenario tool. Although gotta be careful about "monster weapon" items that you're not supposed to be able to loot.
- Fighter bobnus feat, Monk bonus feat at 6th level
- Improved Sunder
- Str 13, Power Attack.
- When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
- Requires implementing Sunder and giving HPs to every object!
- Fighter Bonus
- Power Critical
- Weapon focus (chosen weapon), base attack bonus +4
- When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
- You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.
- Requires a new multi-select dialogue, and creating a collection of "Power Attack: X" feats - annoying!
- Fighter bonus feat
- You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.
- Improved Overrun
- Str 13, Power Attack.
- When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
- Fighter bonus feat
- Requires implementing Overrun action
- Str 13, Power Attack.
- Improved Shield Bash
- Shield Proficiency.
- When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
- Requires implementing Shield Bash. Could be a bit tricky since it might require altering a lot of functions that only look at the main and offhand slots, whereas shields have their own slot.
- Fighter bonus feat
- Shield Proficiency.
- Hold the Line
- Combat Reflexes, base attack bonus +2.
- AOO against a charging opponent who enters an area you threaten. Your AOO happens immediately before the charge attack is resolved.
- Tricky - requires implementing a new trigger type
- Combat Reflexes, base attack bonus +2.
Sneak Attack of Opportunity
I think those are all that I can think of, especially since I mostly roll with rogues and fighters. I have no idea about bards.
Didn't know whether to bother with epic feats, are you planning on adding content that'd make adding epic feats worthwhile?
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