Scaling Feats
Posted: Wed Mar 13, 2013 4:42 pm
Our group came late to the 3.5 party, so we bypassed Core and jumped straight into 3.Tome. One side effect of this is a total lack of interest in non-scaling feats by the players- as far as our group is concerned, feats scale and that's that. This has meant we have had to write/rewrite a number of feats, which I thought I'd post here for feedback and for use by others. Some of these use material from other feats either from the core rules, Tomes, or other Den threads etc, so thanks to anyone who contributed and if you spot any egregious thievery let me know and I'll rewrite them/credit you.
Some of these feats are things that some DM's might want you to take at chargen only - Fiend blooded and suchlike. I feel that if you can take a level of Sorceror at any time and suddenly gain magic powers from your previously unrevealed Dragon ancestor, growing claws or angel wings isn't much of a stretch. Besides, with all the magical effects thrown at your standard adventurer it's perhaps surprising more don't develop strange magical mutations in later life. However, if you want to take one of these type of feats later in your career be prepared with an explanation in case your DM gives you the stink-eye.
Combat Feats
[Combat] feats scale to your Base Attack Bonus. Unless otherwise stated the Save DC for any saving throws required is 10+½HD+Con mod
Armoured Combat [Combat]
You are more comfortable in armour than out of it.
BaB
+0: As a non-action you can cause an Attack of Opportunity made by an enemy to automatically miss you if the enemies BaB is lower than your Armour bonus. This uses an Attack of Opportunity from you. Once used this ability cannot be used again for 10 rounds.
+1: You can ignore the ACP of your armour when making skill checks if your BaB is equal to or higher than your ACP number.
+6: Enemies attempting to Trip, Bullrush or Grapple you apply the ACP of your armour to their check.
+11: You gain Fortification equal to the level of armour you are wearing (Light, Medium, Heavy).
+16: You gain Spell Resistance equal to 11+ your Armour bonus (including any Enhancement bonus).
Born of Thunder [Combat]
You are connected to the primal forces of Nature.
BaB
+0: You gain Electricity and Sonic resistance 5.
+1: When you make a Full Attack action any attacks granted by your BaB deal an additional D6 Sonic damage.
+6: Once per minute you can release a Lightning Bolt as a Spell-like ability at a caster level equal to your character level.
+11: Whenever you deal Electricity damage the target must make a Fort save or become Stunned for 1 round.
+16: Once per day you can Control Weather as per the spell. You are now Immune to Sonic and Electricity damage.
Buster Weapon [Combat]
Yours is the sword that will pierce the Heavens!
BaB
+0: You add x2 Str mod to damage with two handed weapons instead of x1.5.
+1: You have the Edge on anyone wielding a smaller weapon than you. (Going by the weapon size rule in Tome).
+6: You may elect to bullrush or trip any opponent you hit in melee with a two handed weapon as a free action. If you used power attack on the attack you may add the penalty you took to hit as a bonus on your check. When using this feat to bullrush, you do not have to move with your target.
+11: Opponents hit by more than one attack from you with a single weapon during your turn must make a Fort save or be Staggered for one round.
+16: Any weapon you use two handed gains the Vorpal major quality in addition to whatever other qualities it has.
Child of the Heavens [Combat]
You have some special connection to the forces of Good, whether you wish it or not.
Bab
+0: You radiate faint Good, and are under a permanent Bless effect .
+1: You gain 5 points of Cold and Electricity resistance and can now take [Celestial] feats.
+6: Once per round as a Swift action you can declare your next attack a Smite. This deals additional damage equal to your level to Evil creatures.
+11: You gain either the [Angel] or [Archon] subtype.
+16: You gain basic access to a non Fiendish Sphere. This cannot be used to gain more advanced access to a Sphere you already have.
Deflect Arrows [Combat]
You are so fast you can hit projectiles before they hit you.
BaB
+0: Once per round a physical thrown weapon you are aware of that would have hit your AC is deflected and instead misses. This may not be used whilst Flat Footed.
+1: You may now deflect any ranged physical attack you are aware of once per round.
+6: As an Immediate action you may reflect a thrown weapon that you would deflect. Make an immediate attack roll against any target in range.
+11: Once per round you may roll D20 + BaB + Dex and replace your AC with the result against any 1 ranged attack, including spells or Ranged Touch Attacks.
+16: As an immediate action you may reflect a ray that would hit you against the attacker. Roll to hit the target’s touch AC as normal.
Diehard [Combat]
You can take a licking and keep on ticking.
BaB
+0: Your chance to stabilise when bleeding increases to 50%
+1: Once per hour you may spend a Swift action to recover (Con mod x Char lvl) hp.
+6: You no longer become Unconscious whilst below 0 hit points, however you remain Disabled and Dying, continuing to roll to stabilise and taking damage for taking actions as normal.
+11: You gain Medium Fortification as an (Ex) ability
+16: If you fail a save against a [Death] effect you are Staggered for one round instead of whatever effect would normally occur.
Divine Agent [Combat]
Not every believer becomes a Paladin or Cleric. You're on a mission from God.
BaB
+0: As a Standard action you can conjure a glowing force version of your deities favoured weapon in your hand. This weapon deals Force damage and disappears as soon as it leaves your hand.
+1: As a Swift action you can activate a Divine Favour effect on yourself with a duration of 1 round.
+6: You gain the granted power of any 1 of your deities Domains, however replace all reference to "cleric class" with your current class, and all reference to "cleric level" with character level.
+11: Once per day you may Commune with your deity as per the spell.
+16: You gain Spell Resistance equal to 15+Char level against Divine magic.
Draconic Heritage [Combat]
Your grandmother was a Dragon.
BaB
+0: Your skin becomes scaly, giving you a +1/3 levels Enhancement bonus to Natural Armor.
+1: You are immune to magical Sleep effects, and can now take [Monstrous] feats.
+6: You gain a Breath weapon dealing D6/level energy damage over a 30' cone or a 60' line (choose energy type and area when you gain this ability), Ref for half. Once used it cannot be used again for 1D4 rounds.
+11: You gain immunity to Paralyis effects.
+16: You grow Dragon wings, gaining a Fly speed equal to twice your Land speed (Average).
Endurance of Stone [Combat]
Your ancestors were one with the earth.
BaB
+0: Your skin becomes stony, increasing your Natural Armor bonus to +2, and you can take [Elemental] feats.
+1: When striking a target standing on an unworked earth or stone floor you may make a free Trip attempt if all your attacks hit the same target.
+6: You gain the [Earth] subtype and a burrow speed equal to half your land speed that can be used through stone or earth. Once per minute you can Soften Earth or Stone as a spell-like ability with a caster level equal to your character level.
+11: You gain DR10/Adamantine.
+16: You gain the Earth Glide [Su] ability of an Earth Elemental.
Experimental Stock [Combat]
Perhaps your parents were experimented on by mad arcanists. Or you’ve just been hit by one spell too many.
BaB
+0: You gain Darkvision to 30’ and can take [Monstrous] feats.
+1: You gain a natural Claw, Bite or Tail attack that deals D8 damage for a Medium creature.
+6: You gain a +5 Racial bonus to Perception checks, and the Scent special ability.
+11: Your Natural Armor bonus increases to +4.
+16: Choose a CR16 Magical Beast when you gain this ability. You can Polymorph into this creature once per day as per the spell. This effect last for 1 minute/level.
Frostwalker [Combat]
You are at home on the frozen wastes.
BaB
+0: You gain Cold resistance 5 and can take [Elemental] feats.
+1: Once per minute as a Standard action you can chill any one metal object as per Chill Metal as a Touch attack, which must be your size or smaller. If a weapon is affected the damage listed is dealt as additional Cold damage by the weapon rather than to the wielder.
+6: You gain the [Cold] subtype, and once per minute you can release a Cone of Cold as a spell-like ability with a caster level equal to your character level.
+11: Whenever you deal Cold damage you may choose to coat the target's square in ice. Treat this as a Grease spell with a caster level equal to your character level.
+16: Your Cold effects now freeze a creature’s spirit. Cold damage dealt by you cannot be healed except where the temperature is Very Hot or warmer.
Ignan Soul [Combat]
Your soul is linked to the elemental planes of Fire.
BaB
+0: You gain Fire resistance 5 and can take [Elemental] feats.
+1: Whenever you deal Fire damage that damage increases by 1 per die rolled.
+6: You gain the [Fire] subtype, and you are constantly surrounded by a Warm Fire Shield with a caster level equal to your character level. This can be suppressed as a Free action.
+11: You count as having every spell with the [Fire] descriptor on your class list for the purposes of activating magic items. If you do not have a caster level you gain a caster level equal to your character level for the purposes of activating magic items only.
+16: Fire damage now heals you.
Infernal Taint [Combat]
Your blood has the taint of the lower planes. Maybe you were born this way, or maybe you just stepped in some Evil.
Bab
+0: You radiate faint Evil, and gain either Fire Resistance 5 or Cold Resistance 5
+1: You gain either Acid Resistance 5 or Electricity Resistance 5 and can now take [Fiend] feats.
+6: You gain a natural Bite attack (D8) and two claws (D6)
+11: You gain either the [Baatezu], [Demodand]. [Yugoloth] or [Tanar'ri] subtype.
+16: You gain basic access to a Fiendish Sphere. This cannot be used to gain more advanced access to a Sphere you already have.
Opportunist [Combat]
You punish anyone who lets their guard down.
BaB
+0: You gain +2 to hit with attacks of opportunity
+1: Attacking anyone but you provokes an attack of opportunity from you.
+6: After making an attack of opportunity you may make a 5’ step as an Immediate action
+11: An opponent that misses you provokes an attack of opportunity from you if you have the Edge on them.
+16: You no longer need to spend an immediate action to make a 5’ step after making an attack of opportunity.
Radiant Champion [Combat]
You are the light that stands against the darkness.
BaB
+0: You can emit light like a Light spell at will, which causes enemies targeting you with an attack you to be Dazzled for the attack and 1 round afterwards.
+1: Once per hour you can spend a Swift action to radiate positive energy out to 10' that grants everyone in the area (including you) Fast Healing 3 for 1 round/level.
+6: As a Standard action you can radiate intense light for 1 round. Treat this as a Daylight effect + a Gaze attack to 60' that Blinds viewers for 1 minute (Fort Negates, targets can avert/close their eyes as usual).
+11: Any living creature in the radius of your light effects for a full minute (including you) gains Fast Healing 5 until they leave.
+16: Once per minute you can use Disintegrate as a Spell-Like Ability with a caster level equal to your char lvl.
Shield Specialization [Combat]
You are an expert at putting a piece of metal between you and harm
BaB
+0: You may add your Shield bonus to your Touch AC, including Ranged Touch
+1: You may add your Shield bonus to the DC of any Combat Maneuvers used against you, and as a bonus to any Bullrush attempts you make.
+6: Attacks from enemies that are not flanking you suffer a 20% miss chance whilst you are using a shield.
+11: Opponents that miss you with a melee attack whilst you are using a shield provoke an attack of opportunity from you if you have the Edge on them
+16: You gain Improved Evasion whilst using a Shield
Skychild [Combat]
You are a creature of the air.
BaB
+0: Protective winds whip around you, providing a +1/3 levels Deflection bonus to AC. You can now take [Elemental] feats.
+1: You may make a 5' step as a Swift action, even if you have already moved this turn.
+6: You gain the [Air] subtype and once per minute can use Gust of Wind as a spell like ability with a caster level equal to your character level.
+11: You can Air Walk as per the spell as a [Su] ability.
+16: You gain the Whirlwind [Su] ability of an Elder Air Elemental.
Slayer [Combat]
There are worse things out tonight than Vampires.
BaB
+0: You deal +2 damage per attack against Undead creatures.
+1: You gain a +2 Sacred bonus to saving throws against effects caused by Undead creatures.
+6: You may make a Fort. save to remove a Negative level as a standard action.
+11: You may make critical hits and sneak attacks on Undead as if they were not Immune to critical hits
+16: Any weapon you wield gains the Disrupting special ability.
Weapon of Righteous Destruction [Combat]
Your hands make whatever is being held by them Magical and on Fire. For some reason this doesn't make them melt or burn up.
BaB
+0: Whatever weapon you are wielding is considered Masterwork (+1 to hit) in addition to any other properties that it has. Your unarmed attacks, even if not proficient, count for this effect.
+1: Your weapons / natural attacks now count as Magical and gain a +1/3 levels enhancement bonus
+6: The above, plus they gain the Flaming magical weapon effect.
+11: Flaming is replaced by Sun
+16: Sun is replaced by Vorpal
Some of these feats are things that some DM's might want you to take at chargen only - Fiend blooded and suchlike. I feel that if you can take a level of Sorceror at any time and suddenly gain magic powers from your previously unrevealed Dragon ancestor, growing claws or angel wings isn't much of a stretch. Besides, with all the magical effects thrown at your standard adventurer it's perhaps surprising more don't develop strange magical mutations in later life. However, if you want to take one of these type of feats later in your career be prepared with an explanation in case your DM gives you the stink-eye.
Combat Feats
[Combat] feats scale to your Base Attack Bonus. Unless otherwise stated the Save DC for any saving throws required is 10+½HD+Con mod
Armoured Combat [Combat]
You are more comfortable in armour than out of it.
BaB
+0: As a non-action you can cause an Attack of Opportunity made by an enemy to automatically miss you if the enemies BaB is lower than your Armour bonus. This uses an Attack of Opportunity from you. Once used this ability cannot be used again for 10 rounds.
+1: You can ignore the ACP of your armour when making skill checks if your BaB is equal to or higher than your ACP number.
+6: Enemies attempting to Trip, Bullrush or Grapple you apply the ACP of your armour to their check.
+11: You gain Fortification equal to the level of armour you are wearing (Light, Medium, Heavy).
+16: You gain Spell Resistance equal to 11+ your Armour bonus (including any Enhancement bonus).
Born of Thunder [Combat]
You are connected to the primal forces of Nature.
BaB
+0: You gain Electricity and Sonic resistance 5.
+1: When you make a Full Attack action any attacks granted by your BaB deal an additional D6 Sonic damage.
+6: Once per minute you can release a Lightning Bolt as a Spell-like ability at a caster level equal to your character level.
+11: Whenever you deal Electricity damage the target must make a Fort save or become Stunned for 1 round.
+16: Once per day you can Control Weather as per the spell. You are now Immune to Sonic and Electricity damage.
Buster Weapon [Combat]
Yours is the sword that will pierce the Heavens!
BaB
+0: You add x2 Str mod to damage with two handed weapons instead of x1.5.
+1: You have the Edge on anyone wielding a smaller weapon than you. (Going by the weapon size rule in Tome).
+6: You may elect to bullrush or trip any opponent you hit in melee with a two handed weapon as a free action. If you used power attack on the attack you may add the penalty you took to hit as a bonus on your check. When using this feat to bullrush, you do not have to move with your target.
+11: Opponents hit by more than one attack from you with a single weapon during your turn must make a Fort save or be Staggered for one round.
+16: Any weapon you use two handed gains the Vorpal major quality in addition to whatever other qualities it has.
Child of the Heavens [Combat]
You have some special connection to the forces of Good, whether you wish it or not.
Bab
+0: You radiate faint Good, and are under a permanent Bless effect .
+1: You gain 5 points of Cold and Electricity resistance and can now take [Celestial] feats.
+6: Once per round as a Swift action you can declare your next attack a Smite. This deals additional damage equal to your level to Evil creatures.
+11: You gain either the [Angel] or [Archon] subtype.
+16: You gain basic access to a non Fiendish Sphere. This cannot be used to gain more advanced access to a Sphere you already have.
Deflect Arrows [Combat]
You are so fast you can hit projectiles before they hit you.
BaB
+0: Once per round a physical thrown weapon you are aware of that would have hit your AC is deflected and instead misses. This may not be used whilst Flat Footed.
+1: You may now deflect any ranged physical attack you are aware of once per round.
+6: As an Immediate action you may reflect a thrown weapon that you would deflect. Make an immediate attack roll against any target in range.
+11: Once per round you may roll D20 + BaB + Dex and replace your AC with the result against any 1 ranged attack, including spells or Ranged Touch Attacks.
+16: As an immediate action you may reflect a ray that would hit you against the attacker. Roll to hit the target’s touch AC as normal.
Diehard [Combat]
You can take a licking and keep on ticking.
BaB
+0: Your chance to stabilise when bleeding increases to 50%
+1: Once per hour you may spend a Swift action to recover (Con mod x Char lvl) hp.
+6: You no longer become Unconscious whilst below 0 hit points, however you remain Disabled and Dying, continuing to roll to stabilise and taking damage for taking actions as normal.
+11: You gain Medium Fortification as an (Ex) ability
+16: If you fail a save against a [Death] effect you are Staggered for one round instead of whatever effect would normally occur.
Divine Agent [Combat]
Not every believer becomes a Paladin or Cleric. You're on a mission from God.
BaB
+0: As a Standard action you can conjure a glowing force version of your deities favoured weapon in your hand. This weapon deals Force damage and disappears as soon as it leaves your hand.
+1: As a Swift action you can activate a Divine Favour effect on yourself with a duration of 1 round.
+6: You gain the granted power of any 1 of your deities Domains, however replace all reference to "cleric class" with your current class, and all reference to "cleric level" with character level.
+11: Once per day you may Commune with your deity as per the spell.
+16: You gain Spell Resistance equal to 15+Char level against Divine magic.
Draconic Heritage [Combat]
Your grandmother was a Dragon.
BaB
+0: Your skin becomes scaly, giving you a +1/3 levels Enhancement bonus to Natural Armor.
+1: You are immune to magical Sleep effects, and can now take [Monstrous] feats.
+6: You gain a Breath weapon dealing D6/level energy damage over a 30' cone or a 60' line (choose energy type and area when you gain this ability), Ref for half. Once used it cannot be used again for 1D4 rounds.
+11: You gain immunity to Paralyis effects.
+16: You grow Dragon wings, gaining a Fly speed equal to twice your Land speed (Average).
Endurance of Stone [Combat]
Your ancestors were one with the earth.
BaB
+0: Your skin becomes stony, increasing your Natural Armor bonus to +2, and you can take [Elemental] feats.
+1: When striking a target standing on an unworked earth or stone floor you may make a free Trip attempt if all your attacks hit the same target.
+6: You gain the [Earth] subtype and a burrow speed equal to half your land speed that can be used through stone or earth. Once per minute you can Soften Earth or Stone as a spell-like ability with a caster level equal to your character level.
+11: You gain DR10/Adamantine.
+16: You gain the Earth Glide [Su] ability of an Earth Elemental.
Experimental Stock [Combat]
Perhaps your parents were experimented on by mad arcanists. Or you’ve just been hit by one spell too many.
BaB
+0: You gain Darkvision to 30’ and can take [Monstrous] feats.
+1: You gain a natural Claw, Bite or Tail attack that deals D8 damage for a Medium creature.
+6: You gain a +5 Racial bonus to Perception checks, and the Scent special ability.
+11: Your Natural Armor bonus increases to +4.
+16: Choose a CR16 Magical Beast when you gain this ability. You can Polymorph into this creature once per day as per the spell. This effect last for 1 minute/level.
Frostwalker [Combat]
You are at home on the frozen wastes.
BaB
+0: You gain Cold resistance 5 and can take [Elemental] feats.
+1: Once per minute as a Standard action you can chill any one metal object as per Chill Metal as a Touch attack, which must be your size or smaller. If a weapon is affected the damage listed is dealt as additional Cold damage by the weapon rather than to the wielder.
+6: You gain the [Cold] subtype, and once per minute you can release a Cone of Cold as a spell-like ability with a caster level equal to your character level.
+11: Whenever you deal Cold damage you may choose to coat the target's square in ice. Treat this as a Grease spell with a caster level equal to your character level.
+16: Your Cold effects now freeze a creature’s spirit. Cold damage dealt by you cannot be healed except where the temperature is Very Hot or warmer.
Ignan Soul [Combat]
Your soul is linked to the elemental planes of Fire.
BaB
+0: You gain Fire resistance 5 and can take [Elemental] feats.
+1: Whenever you deal Fire damage that damage increases by 1 per die rolled.
+6: You gain the [Fire] subtype, and you are constantly surrounded by a Warm Fire Shield with a caster level equal to your character level. This can be suppressed as a Free action.
+11: You count as having every spell with the [Fire] descriptor on your class list for the purposes of activating magic items. If you do not have a caster level you gain a caster level equal to your character level for the purposes of activating magic items only.
+16: Fire damage now heals you.
Infernal Taint [Combat]
Your blood has the taint of the lower planes. Maybe you were born this way, or maybe you just stepped in some Evil.
Bab
+0: You radiate faint Evil, and gain either Fire Resistance 5 or Cold Resistance 5
+1: You gain either Acid Resistance 5 or Electricity Resistance 5 and can now take [Fiend] feats.
+6: You gain a natural Bite attack (D8) and two claws (D6)
+11: You gain either the [Baatezu], [Demodand]. [Yugoloth] or [Tanar'ri] subtype.
+16: You gain basic access to a Fiendish Sphere. This cannot be used to gain more advanced access to a Sphere you already have.
Opportunist [Combat]
You punish anyone who lets their guard down.
BaB
+0: You gain +2 to hit with attacks of opportunity
+1: Attacking anyone but you provokes an attack of opportunity from you.
+6: After making an attack of opportunity you may make a 5’ step as an Immediate action
+11: An opponent that misses you provokes an attack of opportunity from you if you have the Edge on them.
+16: You no longer need to spend an immediate action to make a 5’ step after making an attack of opportunity.
Radiant Champion [Combat]
You are the light that stands against the darkness.
BaB
+0: You can emit light like a Light spell at will, which causes enemies targeting you with an attack you to be Dazzled for the attack and 1 round afterwards.
+1: Once per hour you can spend a Swift action to radiate positive energy out to 10' that grants everyone in the area (including you) Fast Healing 3 for 1 round/level.
+6: As a Standard action you can radiate intense light for 1 round. Treat this as a Daylight effect + a Gaze attack to 60' that Blinds viewers for 1 minute (Fort Negates, targets can avert/close their eyes as usual).
+11: Any living creature in the radius of your light effects for a full minute (including you) gains Fast Healing 5 until they leave.
+16: Once per minute you can use Disintegrate as a Spell-Like Ability with a caster level equal to your char lvl.
Shield Specialization [Combat]
You are an expert at putting a piece of metal between you and harm
BaB
+0: You may add your Shield bonus to your Touch AC, including Ranged Touch
+1: You may add your Shield bonus to the DC of any Combat Maneuvers used against you, and as a bonus to any Bullrush attempts you make.
+6: Attacks from enemies that are not flanking you suffer a 20% miss chance whilst you are using a shield.
+11: Opponents that miss you with a melee attack whilst you are using a shield provoke an attack of opportunity from you if you have the Edge on them
+16: You gain Improved Evasion whilst using a Shield
Skychild [Combat]
You are a creature of the air.
BaB
+0: Protective winds whip around you, providing a +1/3 levels Deflection bonus to AC. You can now take [Elemental] feats.
+1: You may make a 5' step as a Swift action, even if you have already moved this turn.
+6: You gain the [Air] subtype and once per minute can use Gust of Wind as a spell like ability with a caster level equal to your character level.
+11: You can Air Walk as per the spell as a [Su] ability.
+16: You gain the Whirlwind [Su] ability of an Elder Air Elemental.
Slayer [Combat]
There are worse things out tonight than Vampires.
BaB
+0: You deal +2 damage per attack against Undead creatures.
+1: You gain a +2 Sacred bonus to saving throws against effects caused by Undead creatures.
+6: You may make a Fort. save to remove a Negative level as a standard action.
+11: You may make critical hits and sneak attacks on Undead as if they were not Immune to critical hits
+16: Any weapon you wield gains the Disrupting special ability.
Weapon of Righteous Destruction [Combat]
Your hands make whatever is being held by them Magical and on Fire. For some reason this doesn't make them melt or burn up.
BaB
+0: Whatever weapon you are wielding is considered Masterwork (+1 to hit) in addition to any other properties that it has. Your unarmed attacks, even if not proficient, count for this effect.
+1: Your weapons / natural attacks now count as Magical and gain a +1/3 levels enhancement bonus
+6: The above, plus they gain the Flaming magical weapon effect.
+11: Flaming is replaced by Sun
+16: Sun is replaced by Vorpal