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A  D  &  D  -  3  e


   [ New Feats ]

        I've scoured the net and found a ton of great new feats to complement those found in the official rulebooks. After looking at them with Jake, we modified them a bit and worked out some balance issues we felt were necessary. Here they are for your perusal. If you need any clarification on any of them, please let me know. If you have an idea for a feat that isn't listed here, please let me know.

        The following Feats have been looked over by both our group and are authorized to be used in any of our campaigns.


Arcane Blood
Battle Cry
Campaigner
Chi Strike
Close Combat Shot
Deadly Strike
Delayed Strike
Double Shot
Fast Healer
Grand Weapon Mastery
Hardiness
Heroic Riposte
Improved Chi Strike
Improved Movement
Improved Dodge
Improved Soft Strike
Intuitive Learning
Iron Skin
Kick-Up
Master Dodge
Prodigy
Quick Swap
Riposte
Sacrificial Attack
Shield Focus
Snap Attack
Soft Strike
Striking Scorpion
Stubborn Heart
Studied Weakness
Transcend Armor
Treetopper
True Spell Mastery
True Weapon Mastery
Two-Weapon Fighting Expertise
Uncanny Reaction
Weapon Mastery


ARCANE BLOOD [General] - (Tier 1)
        Your blood carries strong magic in it. Perhaps an ancestor was a great spellcaster, or perhaps there is dragon blood in your family. Whatever the cause, you are capable of using a bit of magic, which comes naturally to you.
        Prerequisites: Cha 10+.
        Benefit: You are capable of learning one 0th level spell per Charisma modifier. You may cast these spells as a sorcerer dependant on your overall level. Every four levels increases your arcane blood caster level by 1. (i.e.: level 1-4 = 1st caster level, level 5-8 = 2nd caster level, etc.)
        Special: A character with levels of the sorcerer class may not take this feat. This feat may be taken multiple times in which case the player may select another 0th level spell. This feat can never grant anything beyond 0th level spells. (Note: the spells are cast exactly as though by a 1st level sorcerer, with armor checks made normally.)


BATTLE CRY [General] - (Tier 1)
        Your intense and powerful words can grant you strength in combat.
        Benefit: When using the Charge action, you receive a +1 morale bonus to hit and damage for that round only. Players should determine what the character's battle cry is.
        Special: Fighters may take this as one of their bonus feats.


CAMPAIGNER [General] - (Tier 1)
        You can sleep in heavy armor and other unpleasant conditions without suffering fatigue.
        Benefits: You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort. Other conditions such as sleeping on a hard surface, or with bed bugs, which are uncomfortable but not dangerous will likewise not prevent you from a good nights sleep.


CHI STRIKE [General] - (Tier 2)
        Your fists become the vessel of your chi, allowing you to deliver deadly blows not only to an opponent's body, but their very life energy.
        Prerequisites: Improved Unarmed Strike, Power Attack, Cha 13+, base attack bonus 5+.
        Benefit: Your fists strike as though they were of +1 enchantment. This allows you to harm creatures who normally would not be affected by nonmagical weapons. It also allows you to break magical weapons of +1 enchantment. Treat your fists in every way as though they were enchanted as a +1 weapon but do not add the bonus to hit or damage.


CLOSE COMBAT SHOT [General] - (Tier 3)
        You are skilled at fighting with ranged weapons in threatened areas.
        Prerequisites: Point Black Shot, Precise Shot, base attack bonus of 6+, Dex 15+.
        Benefit: You can attack with a ranged weapon in a threatened area and not invoke an attack of opportunity.


DEADLY STRIKE [General] - (Tier 2)
        Your prowess at striking vital areas is uncanny.
        Prerequisites: Weapon Focus with chosen weapon, Improved Critical, base attack bonus of 8+.
        Benefit: When a threat is rolled with a specific weapon, a critical is automatically scored. The character need not make a secondary attack roll.
        Special: This can be taken multiple times. Each time it is taken, it applies to a different melee weapon of the player's choosing. This feat may only apply to melee weapons.


DELAYED STRIKE [General] - (Tier 1)
        You can watch your foe for a weakness, striking only when the time is right.
        Benefit: You may subtract any number up to your Wisdom modifier from your Initiative roll, and add the same number to your first attack roll that round.
        Special: Fighters may take this as one of their bonus feats.


DOUBLE SHOT [General] - (Tier 3)
        You are skilled at shooting two arrows at once from a bow. (not crossbow)
        Prerequisites: Point Black Shot, Precise Shot, base attack bonus of 9+.
        Benefit: You can fire two arrows with one pull of your bow. Each arrow requires a separate attack roll at your highest base attack bonus -2 to hit. This attack counts as a single action and must be declared as the first attack in a combat round. You incur a -2 penalty to initiative to all attacks that round for altering the fletchings on the arrows. The arrows can be directed toward a single target or at two separate targets within a 60 degree arc if the attacker is willing to take an additional -2 penalty to initiative and another -2 to hit.
        Special: All penalties stack with those incurred when using Rapid Shot. You may make only one double shot per combat round.


FAST HEALER [General] - (Tier 1)
        You regain hit points at a faster rate than normal.
        Prerequisites: Con 13+.
        Benefit: You regain hit points naturally at twice the normal rate; 2 hp per character level per day of non-strenuous activity.
        Special: Engaging in combat or other strenuous activity negates any healing for that day as normal.


GRAND WEAPON MASTERY [General] - (Tier 3)
        Your prowess with the selected weapon is beyond comparison.
        Prerequisites: True Weapon Mastery (selected weapon), base attack bonus 20+.
        Benefit: While wielding the selected weapon, you receive a +2 to hit and damage. Increase the damage die by one die size for selected weapon. You receive a +1 deflection bonus to your AC. You also receive an additional attack per round with selected weapon.
        Special: Only Fighters may gain this Feat. Fighters may take this as one of their bonus Feats.


HARDINESS [General] - (Tier 2)
        Even when most others would be unconscious, your will drives you on and keeps you standing.
        Prerequisites: Iron Will, Con 13+.
        Bonus: When staggered or dying you may continue to take actions and function somewhat normally. Each round that you are at 0 or fewer hit points you must succeed at a Fort save (DC 10 + number of hit points below zero) or fall unconscious. If you succeed at your saving throw you may act normally except you move only at half speed and receive a -3 circumstance bonus to all attack, damage, skill check, and saving throw rolls. You still loose a hit point every round that you are below zero unless you make your stabilization roll. A character who has stabilized must still make Fortitude saves every round he is below 0 hit points.


HEROIC RIPOSTE [General] - (Tier 3)
        The heart of a hero beats strong in your chest and you are unwilling to let go of life without a fight.
        Prerequisites: Weapon Specialization, Riposte, Combat Reflexes, Dex 15+, base attack bonus 15+.
        Benefit: You may immediately counter a missed attack with an attack of your own. You may take a number of counter attacks equal to your Dex modifer. You may still take advantage of other attacks of opportunity.
        Special: Monks may take this feat without the Weapon Specialization requirement.


IMPROVED CHI STRIKE [General] - (Tier 3)
        Your focused chi has become very strong indeed, young grasshopper.
        Prerequisites: Chi Strike, base attack bonus 10+.
        Benefit: As Chi Strike only our fists now strike as though they had a +2 enchantment.


IMPROVED DODGE [General] - (Tier 2)
        You are even more adept at dodging blows.
        Prerequisites: Dodge.
        Benefit: This is the same as dodge, only you receive a +3 dodge bonus to AC instead of +1.
        Special: Fighters may take this as one of their bonus Feats.

(or vs more opponents using dex adj as the max number of opponents) - possible change in feat description.


IMPROVED MOVEMENT [General] - (Tier 1)
        You may increase your speed.
        Benefit: A character gains +10' to base movement.
        Special: You may gain this feat once.


IMPROVED SOFT STRIKE [General] - (Tier 2)
        You are skilled at striking the parts of your foes that will knock them unconscious, but cause little lasting harm.
        Prerequisites: Soft Strike, base attack bonus 5+.
        Benefit: You receive a +3 bonus to damage when dealing subdual damage.


INTUITIVE LEARNING [General] - (Tier 1)
        You can treat a skill as a class skill.
        Prerequisites: 12+ in key ability.
        Benefit: This feat allows a character to treat a selected cross-class skill as though it were a class skill.
        Special: This feat may be taken more than once and applies to a new skill.


IRON SKIN [General] - (Tier 1)
        You are a hard, hard man (or woman).
        Prerequisites: Con 15+.
        Benefit: You have a natural armor class of +1. This is cumulative with any natural armor you may already have. This Feat can only be taken once.


KICK-UP [General] - (Tier 1)
        You have learned how to get up from being prone very quickly.
        Prerequisites: Dex 13+.
        Benefit: Standing up from a prone position is a partial action.
        Special: Standing is normally a move-equivalent action.


MASTER DODGE [General] - (Tier 3)
        You are a master at dodging blows.
        Prerequisites: Improved Dodge.
        Benefits: This is the same as dodge, only you receive a +5 dodge bonus to AC instead of +1.
        Special: Fighters may take this as one of their bonus Feats.

(or can be used vs an unlimited number of opponents per round) - possible change in feat description.


PRODIGY [General] - (Tier 2)
        One school of magic comes very naturally to you. It's concepts and intricacies are as common as simple math to you.
        Prerequisites: Spell Focus (selected school of magic)
        Bonus: Select a school of magic. For each spellcaster level you advance, you can automatically learn 1 spell of any level normally allowed to you of that school in addition to any other spells you may learn that level.


QUICK SWAP [General] - (Tier 2)
        You are skilled at throwing your opponent off guard by quickly changing your attack handiness mid-melee.
        Prerequisites: Ambidexterity, base attack bonus 7+.
        Benefit: In melee and while using a single weapon, you may swap your weapon to your empty hand as a free action and then make a partial-action attack with a +2 circumstance bonus to hit. You may not receive this bonus on any two consecutive rounds against the same foe (though you may still swap handiness on consecutive rounds).


RIPOSTE [General] - (Tier 2)
        Your skill is in waiting for your opponent to become clumsy and make a mistake.
        Prerequisites: Wis 13+, Combat Reflexes, Expertise, base attack bonus 5+.
        Benefit: When you choose to fight defensively or use the full defense action in melee combat, you may immediately counter a missed attack. You may take only a single counter attack each round, though you may still take advantage of other attacks of opportunity.


SACRIFICIAL ATTACK [General] - (Tier 1)
        You can lower your defense to press the attack.
        Benefit: On your action you may reduce your armor class by any number up to your Dexterity modifier. You receive a bonus equal to this number to your attack or damage rolls as long as your AC is reduced this way. You may change these modifiers on any action.
        Special: Fighters may take this as one of their bonus feats.


SHIELD FOCUS [General] - (Tier 2)
        You are very adept at fighting with a shield in your off hand.
        Prerequisites: Shield proficiency.
        Bonus: You gain an additional +1 shield bonus to your armor class against a single opponent. You may change which opponent you are defending against on any of your turns as a free action.


SNAP ATTACK [General] - (Tier 1)
        You are capable of making quick, accurate, but relatively weak strikes with melee weapons.
        Prerequisites: Dex 13+, base attack bonus 1+.
        Benefit: On your action, before making attack rolls for a round, you may choose to subtract from your melee damage adjustment and add the same number to all melee attack rolls. This number may not reduce your damage to less than 1. The bonus to attack and penalty apply until your next action.


SOFT STRIKE [General] - (Tier 1)
        Your great knowledge in the use of a weapon has allowed you to learn to fight non-lethally with it. The skill is in gauging your blows and pulling your punches.
        Prerequisites: base attack bonus 3+.
        Benefit: The usual -4 penalty applied to attackers who wish to deal subdual damage is ignored.


STRIKING SCORPION [General] - (Tier 2)
        You are able to catch your opponents off guard by striking 'from the hip'.
        Prerequisites: Proficient with selected weapon, Quick Draw, Dex 13+.
        Bonus: Select a medium sized weapon. If you attack with that weapon the same round you draw it (as a free action), you receive a +2 situational bonus to hit. This may be used while charging, but not while mounted.


STUBBORN HEART [General] - (Tier 3)
        You just refuse to die. Your reserves of willpower keep you alive long after others would have died.
        Prerequisites: Con 15+, Iron Will.
        Bonus: You don't die until you reach -15 hit points.


STUDIED WEAKNESS [Special] - (Tier 2)
        You have dedicated a great deal of time studying the physical biology and structure of a selected type of opponent. Through knowledge you will attain victory.
        Prerequisites: Ranger only, Favored enemy (selected creature), Int 13+, base attack bonus +5.
        Benefit: You may add your Intelligence modifier to the threat range of a weapon when fighting the selected creature in melee combat.
        Special: You may take this feat multiple times, but it applies to a new favored creature each time.


TRANSCEND ARMOR [General] - (Tier 2)
        Through training and practice, you have learned how to move more adeptly in a certain type of armor.
        Prerequisites: Proficient with chosen armor, Strength 10+.
        Benefit: This feat reduces the penalties associated with the type of armor chosen. The maximum Dexterity bonus is increased by 1, the armor check penalty is reduced by one, the arcane spell failure is reduced by 5%, and the weight of the armor is halved in regards to weight allowance.
        Special: This feat is applied to the armor chosen (leather, chain shirt, banded, etc.). The character may select the feat multiple times to gain the benefit with different types of armor.


TREETOPPER [General] - (Tier 1)
        You are adept at climbing and feel comfortable in combat while doing so.
        Prerequisites: Dex 14+.
        Benefit: You get a +2 bonus to all climb checks and you may apply your Dex modifier to your AC while climbing.
        Special: Normally while climbing, a character may not apply his Dex modifier to his AC while climbing.


TRUE SPELL MASTERY [Special] - (Tier 3)
        You know a selected spell so innately that you can cast it on the fly without memorizing it.
        Prerequisites: Wizard, Spell Mastery (selected spell), Spell Focus (selected spell's school), Int 16+, You must have been able to cast the selected spell for 5 consecutive caster levels.
        Bonus: A selected spell can be cast without preparation if a Concentration check (DC 10 + spell's level) is successfully made. Casting the spell uses a slot of its level up (one spell from that level, chosen by the player, is removed) and if no slots are left then the mastered spell cannot be cast. The wizard still requires all of the appropriate components to cast the spell. Metamagic feats increase the level of the slot taken up just as though he'd prepared the spell normally. (i.e. a wizard who has True Mastery of fireball can cast it using the Maximize feat, but it would use up a 6th level spell slot and require him to make a Concentration check DC 16).
        Special: This feat can be taken multiple times to attain true mastery over different spells.


TRUE WEAPON MASTERY [General] - (Tier 3)
        There are few, if any others who can claim they have your skill with the selected weapon.
        Prerequisites: Weapon Mastery (selected weapon), base attack bonus 14+.
        Benefit: While wielding the selected weapon, you receive a +1 to hit and damage. You receive a +1 deflection bonus to your AC. You also receive +4 bonus to your initiative roll when using the selected weapon.
        Special: Only Fighters may gain this Feat. Fighters may take this as one of their bonus Feats.


TWO-WEAPON FIGHTING EXPERTISE [General] - (Tier 2)
        You are an expert in fighting with two weapons.
        Prerequisites: Two-Weapon Fighting, Ambidexterity, base attack bonus 9+.
        Benefit: Penalties for fighting with two weapons are reduced by an additional 2.
        Normal: (see Table 8-2:Two Weapon Fighting Penalties, page 125 in the PHB)
        Special: A ranger who meets only the base attack bonus prerequisite can gain this feat, but can only use it when wearing light armor or no armor.


UNCANNY REACTION [General] - (Tier 2)
        You think so quickly on your feet, it almost seems supernatural. Often, you are moving before anyone else knows what is happening.
        Prerequisites: Improved Initiative, Lightning Reflexes, Dex 13+, Wis 13+.
        Bonus: Instead of the standard 1d20, you roll 2d20 for initiative and take the highest result. Your initiative modifiers are then added to the rolled number normally.


WEAPON MASTERY [General] - (Tier 3)
        You have gone beyond normal skill with the selected weapon, and have gained intimate knowledge of the intricacies of its use.
        Prerequisites: Weapon Focus (selected weapon), Weapon Specialization (selected weapon), Wisdom 13+, base attack bonus 8+.
        Benefit: While wielding the selected weapon, you receive a +1 to hit and damage. You also receive a +1 deflection bonus to your AC.
        Special: Only Fighters may gain this Feat. Fighters may take this as one of their bonus Feats. This Feat may only be gained once and only for one weapon.




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