Author Topic: These aren't the feats you're looking for  (Read 2582 times)

Offline Garryl

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These aren't the feats you're looking for
« on: December 13, 2011, 02:36:04 PM »
These are a bunch of feats that don't do what they normally do. They are all based on the names of PHB feats, but with different effects. Some of them are significantly different, have little or no connection to the original other than in name. Some are just a new take on the concept so that it doesn't suck as badly, while still doing it a bit differently. I wrote them on a whim, so don't expect them to be tightly balanced or anything.


Weapon Focus [Psionic]
Prerequisites: Manifester level 3rd.
Benefit: Whenever you become psionically focused, you can instead choose store that psionic focus a weapon you wield. At any time when you need to expend your psionic focus, you can expend your weapon’s stored psionic focus instead, as long as you are wielding the weapon. This special psionic focus does not count as the weapon itself being psionically focused, and if the weapon can psionically focus itself, its own psionic focus is independent of the one you store in it. You can only store a single psionic focus at a time this way.

Skill Focus [Psionic]
Benefit: You can expend your psionic focus to take 15 on any skill check, even when you are threatened or distracted. You cannot use this to take 15 on skill checks that you would not normally be able to take 10 on, even if you were not threatened or distracted.
Normal: You can expend your psionic focus to take 15 only on Concentration checks.

Spell Focus [Metapsionic]
Prerequisites: Ability to cast spells, any other metapsionic feat.
Benefit: As part of casting a spell, you can expend your psionic focus and one and a half times the normal power point cost of a metapsionic feat you possess to apply that feat to the spell as though the spell was a power. This is an exception to the magic-psionics transparency rules.
Normal: You cannot apply metapsionic feats to spells.

Power Attack [Metapsionic]
Prerequisites: Weapon Focus, manifester level 3rd.
Benefit: You can expend your psionic focus as part of manifesting a power with a range of touch. If you do, you can channel that power through your melee weapon instead of your touch. You can make a single melee attack with that weapon upon manifesting the power in place of the melee touch attack that you would normally be granted. If you hit, the attack deals its normal weapon damage (as normal for an attack with a weapon) and the power is discharged through the weapon into the target (as normal for succeeding on a touch attack with a touch power). If the attack misses, the charge remains in the weapon (as normal for holding the charge with a touch power) and it can be discharged with successful attacks in subsequent turns, or even in the same turn.
   Alternatively, you expend your psionic focus as part of manifesting a power with an effect of ray. If you do, you can channel that power through your ranged weapon instead of attacking with a ray. This functions as using a touch power as above, except that you must use a ranged attack to discharge the ray instead of a melee attack. Treat the ray as though it was a touch power for the purpose of holding the charge.

Toughness
Prerequisites: +1 or better natural armor bonus to your Armor Class.
Benefit: Your skin is incredibly tough and resilient. You gain hardness 2 and a +1 bonus to your Fortitude saves. For every +2 natural armor bonus to your Armor Class beyond the first, the hardness granted this way increases by 1. The hardness granted by this feat does not stack with any existing hardness you may possess.

Alertness [Fighter]
Benefit: You are incredibly alert, even when you are tired. You require half as much rest as normal for your race to gain the benefits of a good night's sleep, you gain a +4 bonus on all saves against fatigue or exhaustion, and you can reroll any of your initiative checks up to three times per day.

Dodge [Fighter]
Prerequisites: Dexterity 13.
Benefit: You gain the Uncanny Dodge ability, as the Barbarian ability of the same name, although it does not count towards granting you the Improved Uncanny Dodge ability. In addition, as an immediate action, you can add your base Reflex save bonus as a dodge bonus to your armor class against a single touch attack, or add your total armor and shield bonuses to your armor class as a dodge bonus to a single Reflex save.

Mobility [Fighter]
Prerequisites: Dexterity 13, Dodge.
Benefit: You gain the Improved Uncanny Dodge ability, as a Barbarian of your character level. In addition, as an immediate action, you can move up to 5 feet. This movement does not provoke attacks of opportunity for leaving a threatened space.

Combat Expertise [Fighter]
Prerequisites: Intelligence 13.
Benefit: Your knowledge of combat and the skills involved serves you well. You may use your Intelligence modifier in place of your Strength modifier to determine your bonus on attack rolls with all weapons. You may use your Intelligence modifier in place of your Strength modifier when attempting to trip another creature and to resist being tripped yourself.

Weapon Finesse [Fighter]
Prerequisites: Base attack bonus +1.
Benefit: Your battle techniques are as deadly as they are elegant. You may use your Charisma modifier in place of your Strength modifier to determine your bonus on damage rolls with all weapons. You gain a bonus on all critical confirmation rolls equal to your Charisma modifier.

Combat Reflexes [Fighter]
Benefit: You react to and in combat better than most. You can take 10 on initiative checks, even when threatened or distracted. In addition, the total penalties you suffer on successive attacks granted by your base attack bonus are reduced by one quarter of your Base Attack Bonus, to a minimum of -0.

Combat Casting
Benefit: Your spells are meant for battle. You gain a +2 bonus on all attack rolls made as part of casting a spell or with weapon-like effects produced a spell you cast. In addition, your allies gain a +4 bonus on all saves against your spells, and you may have them be unaffected by any of your spells that they successfully save against.

Magical Aptitude
Benefit: You have a knack for magic. You gain two 0th-level spells known and one 1st-level spell known from the Sorcerer spell list, and two 0th-level spell slots to cast them with. You are also considered to have zero 1st-level spell slots, and thus you only gain a number of 1st-level spell slots according to your Charisma score. You know and cast these spells as a Sorcerer. Your caster level is equal to one half your character level (minimum 1st). You are considered to have a spell list with only spells you know from this feat on it. You gain additional spells known and spell slots according to your level, as indicated by the table below.
   If you can already cast arcane spells, you also gain one additional spell known of each level that you know a spell of, and you can use your existing arcane caster level for the spells granted by this feat (instead of one half your character level). These additional spells known must come from your existing spell list, or from the Sorcerer spell list. If you can cast arcane spells from multiple spell lists, you must choose which list you apply each of these extra spells known to for each spell known gained this way.
Table: Magical Aptitude
       Spells Per Day      Spells Known
Level  0  1  2  3  4  5    0  1  2  3  4  5
 1     2  0  -  -  -  -    2  1  -  -  -  -
 6     3  1  0  -  -  -    3  1  1  -  -  -
10     4  1  1  0  -  -    4  2  1  1  -  -
14     4  2  1  1  0  -    5  2  2  1  1  -
18     4  2  2  1  1  0    5  3  2  2  1  1


Natural Spell
Benefit: You are in tune with nature, and its magic is in tune with you. You gain two 0th-level spells known and one 1st-level spell known from the Druid spell list, and two 0th-level spell slots to cast them with. You are also considered to have zero 1st-level spell slots, and thus you only gain a number of 1st-level spell slots according to your Wisdom score. You know and cast these spells as a Cleric, although you do not gain any domain spells and you do not gain the ability to spontaneously cast cure or inflict spells. Your caster level is equal to one half your character level (minimum 1st). You are considered to have a spell list with only spells you know from this feat on it. You gain additional spells known and spell slots according to your level, as indicated by the table below.
   If you can already cast divine spells, you also gain one additional spell known of each level that you know a spell of, and you can use your existing divine caster level for the spells granted by this feat (instead of one half your character level). These additional spells known must come from your existing spell list, or from the Druid spell list. If you can cast divine spells from multiple spell lists, you must choose which list you apply each of these extra spells known to for each spell known gained this way.
Table: Natural Spell
       Spells Per Day      Spells Known
Level  0  1  2  3  4  5    0  1  2  3  4  5
 1     2  0  -  -  -  -    2  1  -  -  -  -
 6     3  1  0  -  -  -    3  1  1  -  -  -
10     4  1  1  0  -  -    4  2  1  1  -  -
14     4  2  1  1  0  -    5  2  2  1  1  -
18     4  2  2  1  1  0    5  3  2  2  1  1


Self-Sufficient [Fighter]
Benefit: You are adept at taking care of yourself without the help of others. You automatically stabilize when reduced to negative hit points, and you gain fast healing 1 starting one minute later, which lasts until you have 0 or more hit points. You gain a +2 bonus on all damage rolls and skill checks when you are neither flanking with or within reach of an ally.

Point Blank Shot [Fighter]
Benefit: You do not provoke attacks of opportunity for making ranged attacks. You gain a bonus on all ranged damage rolls equal to your Dexterity modifier against creatures within your normal melee reach.
Normal: Ranged attacks provoke attacks of opportunity.

Precise Shot [Fighter]
Prerequisites: Dexterity 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed thrown weapon, or with a one-handed thrown weapon wielded in two hands, instead add twice the number subtracted from your attack rolls.

Deflect Arrows [Fighter]
Prerequisites: Dexterity 13, Precise Shot.
Benefit: You can aim your arrows so well that even when they miss your mark, they may still be deflected into a secondary opponent. Whenever you miss with a ranged attack, you may make another attack roll at a -5 penalty against a target within 10 feet of your original target. If you succeed, the attack is deflected into the second target, striking it normally. Despite its name, you can use this feat with all ranged attacks, not just arrows.

Improved Turning [Fighter]
Benefit: You can make turn of up to a 90 degrees once per round as part of moving in a straight line. You are still considered to be moving in a straight line. If you are flying, this turn does not count against the total distance you can fly or the maximum angle you can turn in a round.
Normal: You cannot turn while moving in a straight line.

Extra Turning [Fighter]
Prerequisites: Improved Turning
Benefit: You can make one additional turn per round with your Improved Turning feat as part of moving in a straight line.
Special: You can take this feat multiple times. Each time, you can make another turn per round as part of moving in a straight line.

Cleave [Fighter]
Prerequisites: Strength 13.
Benefit: You are adept at cleaving to others in combat, keeping your enemies within your reach and your allies under your protection. Whenever a creature within your reach would move out of your reach, you can follow them as an immediate action. If you do, you may move up to your speed as long as you only move towards that creature. Your movement in this way does not provoke attacks of opportunity. If you use this ability to move with an ally and you end your movement such that your ally is within your reach, that ally also receives a deflection bonus to its armor class equal to half your base attack bonus for 1 round, or until it is no longer in your reach.

Great Cleave [Fighter]
Prerequisites: Strength 13, Cleave.
Benefit: You are particularly adept at cleaving to others in combat, keeping your enemies within your reach and your allies under your protection. Cleave no longer takes an action the first time each round you cleave to any given creature and there is no limit to the number of times you can use it per round.

Great Fortitude [Fighter]
Benefit: Your courage and mental strength cannot be suppressed. You are immune to fear and gain a +4 bonus on all saves against charm and compulsion effects.