A few Tome feats
Posted: Thu Aug 16, 2007 8:32 am
I decided to make a few more - some (Combat) feats, because it's good to have the extra options, and a few Spell Focus ones - I know casters get a lot of shininess poured into their pants just from core, without the Tomes, but still, it's not like these feats are going to make things more stupid.
I would appreciate any criticism.
Blood-Soaked Charger (Combat)
You like to impale people upon your sharp spikes.
Benefit:
You gain proficiency with spiked gautlets, armour spikes, shield spikes and any natural spike attacks. You also gain a +1 to hit and damage with such weapons.
BAB:
+1 The bonus to attack and damage rolls increases to +4.
+6 When you attack someone with the spiky weapons mentioned above, you may additionally bullrush them, and can attack with all such weapons in the one action.
+11 When you successfully charge or Bullrush a foe with such weapons, each successful hit deals extra damage equal to 2d6+one and a half times your Strength modifier.
+16 The additional charge damage deals 4d6 plus double your Strength modifier damage, as well as 2 points of Con damage. They now all gain an effective Enhancement Bonus equal to one quarter of your level (round down). This means they get the bonus to hit and damage, bypass magical DR as well as all material DR, and additionally can hit incorporeal foes.
I liked the idea of the Blood-Spiked Charger from PHB 2. I just thought it sucked, so re-tooled it. I know it's simply a beefed up, scarier (Combat School), but hey, they're not impressive weapons. Take that feat too for extra fun.
Improved Natural Weapons (Combat)
You have some really fierce natural means of stabbing people in the face.
Requirement:
One or more natural weapons.
Benefit:
Your natural weapons deal damage as though one size category larger,
BAB:
+1 All of your primary natural weapons can be used in one round without penalty. The secondary ones can be used with a mere -2 penalty, and deal damage like primary weapons.
+6 Your natural weapons tear at muscle, dealing 2 Strength damage each time they strike. Additionally, secondary weapons no longer receive a penalty to hit. In effect, all of your natural weapons are always primary.
+11 The reach of all of your natural weapons increases by 5 feet. Additionally, any time you successfully damage a foe with a natural weapon, they must make a Fortitude save (DC 10 + 1/2 your level + STR) or be Nauseated for one round.
+16 Your natural weapons all deal damage as though yet another size category larger, and gain bonus damage equal to half your Strength modifier again - if they dealt damage normally, it is now 1.5, if it was previously 1.5, it is now x2. Additionally, they all count as adamantine weapons and gain a +1 bonus per 5 character levels (round down) to hit and damage. Finally, if all of your natural weapons strike one foe at least once in the same round, the foe takes an additional 4d6 damage plus double your Strength modifier.
The idea here is to make Amulets of Natural Weapons less essential. If you can bite ghosts in half and your claws are actually intimidating on their own, you might not absolutely need a piece of jewelry to set people on fire when you gore them.
Arial Assault
You are adept at fighting in the sky.
Requirement:
Some ability to fly. Natural, Magical, a tendency to be carried by someone who does fly, whatever.
Benefit:
Your flight improves by one category, and you gain a +3 bonus to damage when charging in the air.
BAB:
+1 You deal double damage when flying at least 10 feet and attacking. Also, your flight speed increases by 10 feet.
+6 You can now hover in mid-air, and when making a move action while flying, can make a single standard action at any point inside the move action.
+11 You can snatch foes from the ground while flying, by making a normal Grapple check against any foe at least one size category smaller than you. Dropping them is a free action, although they may make a Grapple check to hang on. Your flight speed increases by another 10 feet.
+16 When charging in midair, you may make a full attack action at the end of your charge.
Basically exists to turn a bunch of the flight-based ones into a single feat.
Unorthodox Fighter (Combat)
You fight in an unexpected manner that confounds your foes.
Benefit:
You take no penalty for using improvised weapons. Additionally, while climbing, you retain your Dex bonus to AC.
BAB:
+1 When charging, you do not provoke attacks of opportunity. You can also move through any square occupied by a foe.
+6 You gain a Climb and Swim speed of 20 feet, with all associated bonuses. You also gain a +3 bonus to hit and +1 Dodge bonus to AC when fighting while climbing or swimming against a foe who lacks the relevant movement form.
+11 You gain a +2 to hit and damage with improvised weapons. Additionally, any foe struck by a hard improvised weapon you wield must make a Fortitude save against being Dazed for one round. If the weapon is flexible, they must make a Reflex save against being Entangled for two rounds. The DC is 10 + 1/2 your level + your Strength modifier.
+16 Your Climb and Swim speeds increase by 30 feet, and you deal bonus damage equal to +2d6 plus your Dexterity modifier when using these movement forms against someone who lacks them. Your Dodge bonus to AC increases to +3, and you can make an additional 5' step each turn in such environments.
I just thought this would be cool. Good for the Swashbuckler and Drunken Master types.
Foe Wielder (Combat)
You like to club people. With other people.
Benefit: You are considered proficient with living creatures (including constructs and undead), and gain a +2 bonus on attack and damage rolls when using them as weapons. Damage is 2d6 for a Medium creature, and you add their natural armour bonus (or armour bonus if worn, whichever is greater) to the damage.
BAB:
+1 Your reach extends by five feet per size category beyond Medium that the wielded creature is. Additionally, you may elect for the wielded creature to take damage equal to that dealt to the target.
+6 Any foe struck by a creature you wield must succeed at a Balance check opposed by your attack roll, or fall prone. You may also throw living creatures, with a ten foot range increment. They land prone and both them and the target take an additional 1d6 damage.
+11 Whether the wielded creature wishes to or not, you may force them to make a full attack against one target you strike with them, once per round. They use Expertise and Power Attack the same amount that you do. When thrown, they automatically make a bullrush attempt, attacking everyone in the path, but still fall prone nonetheless.
+16 You may throw the creature to hit an area in a splash attack - designate a number of squares equal to their space, all foes in the area must make a Reflex save with a DC equal to your attack roll, or be hit. Additionally, when you hit someone in melee with another creature who has at least two hands (or other grappling limbs) free, you may force them to grab their target, adding even more to your reach. You may continue this indefinitely, up to your normal weight limit, and may disarm all except the first by making a line attack (equal to their combined height). This line attack deals their combined hit dice in d6 of damage, and is negated by a Ref save (DC equals your attack roll).
The reason? Clubbing people to death with other people is awesome.
I would appreciate any criticism.
Blood-Soaked Charger (Combat)
You like to impale people upon your sharp spikes.
Benefit:
You gain proficiency with spiked gautlets, armour spikes, shield spikes and any natural spike attacks. You also gain a +1 to hit and damage with such weapons.
BAB:
+1 The bonus to attack and damage rolls increases to +4.
+6 When you attack someone with the spiky weapons mentioned above, you may additionally bullrush them, and can attack with all such weapons in the one action.
+11 When you successfully charge or Bullrush a foe with such weapons, each successful hit deals extra damage equal to 2d6+one and a half times your Strength modifier.
+16 The additional charge damage deals 4d6 plus double your Strength modifier damage, as well as 2 points of Con damage. They now all gain an effective Enhancement Bonus equal to one quarter of your level (round down). This means they get the bonus to hit and damage, bypass magical DR as well as all material DR, and additionally can hit incorporeal foes.
I liked the idea of the Blood-Spiked Charger from PHB 2. I just thought it sucked, so re-tooled it. I know it's simply a beefed up, scarier (Combat School), but hey, they're not impressive weapons. Take that feat too for extra fun.
Improved Natural Weapons (Combat)
You have some really fierce natural means of stabbing people in the face.
Requirement:
One or more natural weapons.
Benefit:
Your natural weapons deal damage as though one size category larger,
BAB:
+1 All of your primary natural weapons can be used in one round without penalty. The secondary ones can be used with a mere -2 penalty, and deal damage like primary weapons.
+6 Your natural weapons tear at muscle, dealing 2 Strength damage each time they strike. Additionally, secondary weapons no longer receive a penalty to hit. In effect, all of your natural weapons are always primary.
+11 The reach of all of your natural weapons increases by 5 feet. Additionally, any time you successfully damage a foe with a natural weapon, they must make a Fortitude save (DC 10 + 1/2 your level + STR) or be Nauseated for one round.
+16 Your natural weapons all deal damage as though yet another size category larger, and gain bonus damage equal to half your Strength modifier again - if they dealt damage normally, it is now 1.5, if it was previously 1.5, it is now x2. Additionally, they all count as adamantine weapons and gain a +1 bonus per 5 character levels (round down) to hit and damage. Finally, if all of your natural weapons strike one foe at least once in the same round, the foe takes an additional 4d6 damage plus double your Strength modifier.
The idea here is to make Amulets of Natural Weapons less essential. If you can bite ghosts in half and your claws are actually intimidating on their own, you might not absolutely need a piece of jewelry to set people on fire when you gore them.
Arial Assault
You are adept at fighting in the sky.
Requirement:
Some ability to fly. Natural, Magical, a tendency to be carried by someone who does fly, whatever.
Benefit:
Your flight improves by one category, and you gain a +3 bonus to damage when charging in the air.
BAB:
+1 You deal double damage when flying at least 10 feet and attacking. Also, your flight speed increases by 10 feet.
+6 You can now hover in mid-air, and when making a move action while flying, can make a single standard action at any point inside the move action.
+11 You can snatch foes from the ground while flying, by making a normal Grapple check against any foe at least one size category smaller than you. Dropping them is a free action, although they may make a Grapple check to hang on. Your flight speed increases by another 10 feet.
+16 When charging in midair, you may make a full attack action at the end of your charge.
Basically exists to turn a bunch of the flight-based ones into a single feat.
Unorthodox Fighter (Combat)
You fight in an unexpected manner that confounds your foes.
Benefit:
You take no penalty for using improvised weapons. Additionally, while climbing, you retain your Dex bonus to AC.
BAB:
+1 When charging, you do not provoke attacks of opportunity. You can also move through any square occupied by a foe.
+6 You gain a Climb and Swim speed of 20 feet, with all associated bonuses. You also gain a +3 bonus to hit and +1 Dodge bonus to AC when fighting while climbing or swimming against a foe who lacks the relevant movement form.
+11 You gain a +2 to hit and damage with improvised weapons. Additionally, any foe struck by a hard improvised weapon you wield must make a Fortitude save against being Dazed for one round. If the weapon is flexible, they must make a Reflex save against being Entangled for two rounds. The DC is 10 + 1/2 your level + your Strength modifier.
+16 Your Climb and Swim speeds increase by 30 feet, and you deal bonus damage equal to +2d6 plus your Dexterity modifier when using these movement forms against someone who lacks them. Your Dodge bonus to AC increases to +3, and you can make an additional 5' step each turn in such environments.
I just thought this would be cool. Good for the Swashbuckler and Drunken Master types.
Foe Wielder (Combat)
You like to club people. With other people.
Benefit: You are considered proficient with living creatures (including constructs and undead), and gain a +2 bonus on attack and damage rolls when using them as weapons. Damage is 2d6 for a Medium creature, and you add their natural armour bonus (or armour bonus if worn, whichever is greater) to the damage.
BAB:
+1 Your reach extends by five feet per size category beyond Medium that the wielded creature is. Additionally, you may elect for the wielded creature to take damage equal to that dealt to the target.
+6 Any foe struck by a creature you wield must succeed at a Balance check opposed by your attack roll, or fall prone. You may also throw living creatures, with a ten foot range increment. They land prone and both them and the target take an additional 1d6 damage.
+11 Whether the wielded creature wishes to or not, you may force them to make a full attack against one target you strike with them, once per round. They use Expertise and Power Attack the same amount that you do. When thrown, they automatically make a bullrush attempt, attacking everyone in the path, but still fall prone nonetheless.
+16 You may throw the creature to hit an area in a splash attack - designate a number of squares equal to their space, all foes in the area must make a Reflex save with a DC equal to your attack roll, or be hit. Additionally, when you hit someone in melee with another creature who has at least two hands (or other grappling limbs) free, you may force them to grab their target, adding even more to your reach. You may continue this indefinitely, up to your normal weight limit, and may disarm all except the first by making a line attack (equal to their combined height). This line attack deals their combined hit dice in d6 of damage, and is negated by a Ref save (DC equals your attack roll).
The reason? Clubbing people to death with other people is awesome.