Author Topic: Create-a-Feat-Chain!  (Read 18305 times)

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bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #80 on: January 28, 2009, 03:38:26 PM »
Vile Strike
Prereqs: Evil alignment, Cha 13+
Benefit: You deal 1 additional Vile damage with your attacks.

Bane of Living
Prereqs: Vile Strike, Cha 15+, BAB +4
Benefit: You deal 2 additional Vile damage with your attacks (this stacks with the Vile Strike feat). Further, whenever you confirm a critical hit against a creature, until that creature receives magical healing or the benefit of a DC 20 Heal check, it loses 1d6 hit points at the beginning of each of its turns. Additional critical hits can increase the hitpoint loss.

Unspeakable Carnage
Prereqs: Bane of Living, Cha 17+, BAB +9
Benefit: You gain a +2 profane bonus to attack rolls when wielding an Evil subtype weapon, or an Unholy weapon, and deal an additional 3 Vile damage with each attack with such a weapon. Additionally, whenever a creature ends its turn adjacent to you it is dealt 1d6 Vile damage, and whenever a creature successfully deals damage to you with a natural or non-reach melee weapon it is dealt 1d6 Vile damage.

Terror of the Most Terrible [Tactical]
Prereqs: Unspeakable Carnage, Cha 19+, BAB +13
Benefit: Increase the hit point loss bestowed by your Bane of Living feat to 3d6, and increase the profane bonus to attacks from your Unspeakable Carnage feat to +5. You also gain the following tactical options:

Corrupted Reflection - You may make a weapon attack as a standard action to cause the struck foe to make saving throws against any effect you had to make a saving throw against during the encounter and that is currently effecting you. If the foe fails any of these saves it is subject to the same effects, you are no longer effected by that effect, and the damage you deal with the attack becomes Vile damage.

Vile Fever - Each time you deal Vile damage to a creature beyond the first in a turn it must make a Fort saving throw (DC 10 + 1/2 Character levels + Your Charisma modifier +1/times enemy was dealt Vile damage) to avoid becoming nauseated for 1 round and sickened for 2 rounds thereafter. The durations of these conditions cannot stack with one another.

Putrid Consumption - Whenever you deal Vile damage to a living creature, you gain temporary hit points equal to half that amount(rounded down). These temporary hit points last for 1 hour. If you kill a living creature with Vile damage, that creature is destroyed utterly, and cannot be returned to life without the use of a Wish, Miracle or similar effects. You gain temporary hit points equal to half that creature's hit point total and a +4 profane bonus to your Charisma and 2 other ability scores of your choice for 1d4 hours.
« Last Edit: February 04, 2009, 06:54:26 PM by bkdubs123 »

bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #81 on: January 28, 2009, 04:09:08 PM »
Calculating Combatant
Prereqs: Int 13+
Benefit: You may add your Intelligence modifier to AC instead of your Dexterity modifier.

Genius Maneuvers
Prereqs: Calculating Combatant, Int 15+, BAB +4
Benefit: You may add both your Intelligence modifier and your Dexterity modifier to AC. Further, you may add your Intelligence modifier to attack and damage rolls instead of Strength or Dexterity.

Loreblade Master
Prereqs: Genius Maneuvers, Knowledge Devotion, Int 17+, BAB +9
Benefit: When you make your Knowledge checks to gain the benefit of your Knowledge Devotion feat you are also considered making checks to identify special powers and vulnerabilities of your foes. Further you consider all Knowledge skills to be class skills and gain a competence bonus to such skill checks equal to 1/2 your class levels. Finally you gain insight bonuses against foes you identify of +1 to AC and saving throws, and +2 to damage rolls for every bit of useful information given to you by the DM according to your Knowledge check.

Martial Mastermind [Tactical]
Prereqs: Loreblade Master, Int 19+, BAB +13
Benefit: You may add both your Intelligence modifier and your Strength modifier to damage rolls. Further, allies within 30ft of you gain 1/2 your bonuses from your Knowledge Devotion and Loreblade Master feats. Finally, you gain the following tactical options:

Exploit Weakness - As an immediate action, when you or an ally within 30ft deals damage to any foe you have bonuses from Knowledge Devotion against that has vulnerability to that type of damage or weapon you may increase the damage they deal by twice your character level.

Shatter Defenses - As a swift action, you can grant yourself or an ally within 30ft the ability to ignore the Damage Reduction or Spell Resistance of any foe you have bonuses from Knowledge Devotion against for 1 round.

Master Plan - Once per encounter, as a standard action you can grant all allies within 30ft an immediate move action (which does not cost them any actions at all) or you can take two standard actions.
« Last Edit: January 29, 2009, 02:54:19 PM by bkdubs123 »

veekie

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Re: Create-a-Feat-Chain!
« Reply #82 on: January 28, 2009, 04:12:24 PM »
You might want to specify how the 1/2 hp total of Putrid Consumption works. In one attack? Over the span of an encounter? Accumulated through a lifetime?
And if it's not the 'in one hit', does having the damage healed between hits count?

Suggestion:
"Whenever you deal Vile damage to a living creature, you gain temporary hit points equal to half that amount(rounded down). These temporary hit points last for 1 hour. If you kill a living creature with Vile damage, that creature is destroyed utterly, and cannot be returned to life without the use of a Wish, Miracle or similar effects. You gain temporary hit points equal to half that creature's hit point total and a +4 profane bonus to your Charisma and 2 other ability scores  of your choice for 1d4 hours."
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bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #83 on: January 28, 2009, 04:15:19 PM »
Suggestion:
"Whenever you deal Vile damage to a living creature, you gain temporary hit points equal to half that amount(rounded down). These temporary hit points last for 1 hour. If you kill a living creature with Vile damage, that creature is destroyed utterly, and cannot be returned to life without the use of a Wish, Miracle or similar effects. You gain temporary hit points equal to half that creature's hit point total and a +4 profane bonus to your Charisma and 2 other ability scores  of your choice for 1d4 hours."

Much better. Yoinked.

bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #84 on: January 28, 2009, 05:00:37 PM »
Snakebite Strike
Prereqs: Dex 13+, Str 13+, BAB +1, Balance 4 ranks
Benefit: Add your Dexterity modifier to damage rolls in addition to your strength.

Whirling Dervish
Prereqs: Dex 15+, Snakebite Strike, BAB +5, Tumble 6 ranks
Benefit: You gain a bonus to all movement speeds equal to 5ft/two points of Dexterity bonus you possess. Additionally, you gain a +1 bonus to AC for 1 round for every 20ft you move during your turn.

Sirocco Strike
Prereqs: Dex 17+, Str 15+, Whirling Dervish, BAB +10, Jump 9 ranks
Benefit: Whenever you hit a target with a melee attack you deal +1d6 damage for every 20ft you moved on your turn before the attack, and you may move up to 10ft after the attack. You may not exceed your normal base movement with this movement.

Howling Typhoon [Tactical]
Prereqs: Dex 19+, Sirocco Strike, BAB +15, Balance 12 ranks, Jump 12 ranks, Tumble 12 ranks
Benefit: You can use the movement granted to you by Sirocco Strike to fly with perfect maneuverability and may move up to 15ft instead of 10ft. Further, you gain the following tactical options:

Galewind Slam - When you deal weapon damage to a foe, either with a bonus to damage from Sirocco Strike of 4d6 or higher, or whom you dealt extra damage from Sirocco Strike in the previous round and that is at least 10ft below you, that foe must succeed a Fort save (DC 10+1/2 Your Character Level +Your Strength modifier +1/20ft you moved before the attack) or be knocked prone.

Storm's Gust - Whenever you charge a foe and move at least 60ft, if you hit, you gain a free Bull rush attempt with a bonus equal to +1/10ft you moved before the attack. You cannot follow a foe you Bull Rush in this manner.

Tornado Rush - Foes cannot avoid you when you attempt to overrun them, and when making overrun attempts you gain a bonus equal to +1/10ft you move before making the attempt.
« Last Edit: February 04, 2009, 02:08:09 PM by bkdubs123 »

bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #85 on: January 28, 2009, 07:16:23 PM »
Glorymonger
Prereqs: Good alignment, Cha 13+
Benefit: Whenever you deal maximum weapon damage, successfully confirm a critical hit, or drop a foe with an attack you or the ally of your choice regains 1d6/three character level hitpoints.

Inspiring Leader
Prereqs: Glorymonger, Cha 15+, BAB +4
Benefit: Whenever you deal damage with a weapon attack you or an adjacent ally regains 3 hit points. Further, whenever you or an ally receives the benefit of your Glorymonger feat that ally gains a bonus to attack rolls and saving throws equal to +1/four character levels for 1d3 rounds.

Beacon of Hope
Prereqs: Inspiring Leader, Cha 17+, BAB +9
Benefit: While wielding a Good aligned or Holy weapon you gain a +2 divine bonus to attack rolls and deal 2d6 extra damage to evil foes with each attack. Further, you and any allies that begin their turns adjacent to you gain fast healing equal 1/2 your character level. This fast healing only applies while you are aware of hostile creatures within your line of sight.

Radiant Warleader [Tactical]
Prereqs: Beacon of Hope, Cha 19+, BAB +13
Benefit: Increase the hitpoints regained from your Inspiring Leader feat to 6, and the bonuses from Beacon of Hope to +3 and 3d6. Further you deal 1d6 extra damage to all non-Good foes with each attack. Finally, you gain the use of the following tactical options:

Resurgence - By spending a swift action you can grant yourself or a single ally a new saving throw against any effect currently effecting them with a bonus equal to 1/4 your character level.

Rallying Cry - By spending a swift action you can grant a character that just regained hit points from your Glorymonger feat an immediate move action or an attack action.

To The Victor, The Spoils - Whenever you choose for an ally to regain hit points from your Glorymonger or Inspiring Leader feats you regain half that amount of hit points. Further, whenever you drop a foe with a weapon attack you may take an extra standard action.
« Last Edit: January 28, 2009, 10:22:00 PM by bkdubs123 »

bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #86 on: January 28, 2009, 10:20:54 PM »
Intuitive Reaction
Prereqs: Wis 13+
Benefit: Add your Wisdom modifier to your Reflex saves and to Initiative rolls.

Resolute Resilience
Prereqs: Intuitive Reaction, Wis 15+, BAB +4
Benefit: Add your Wisdom modifier instead of your Constitution modifier to your hp for this level and all further levels you gain. Additionally, you gain Damage Reduction equal to 1/2 (rounded down) your Wisdom modifier.

Combat Meditation
Prereqs: Resolute Resilience, Wis 17+, BAB +9
Benefit: You become immune to fear, and non-magical poisons and diseases. Additionally you gain Blind-Sight out to 15ft and Blindsense out to 30ft. Finally, whenever you are the first to act during an encounter and you Delay your action you gain a bonus to AC, attack rolls, damage rolls and saving throws until the beginning of your next turn equal to 1/2 your Wisdom modifier.

Zen Mastery [Tactical]
Prereqs: Combat Meditation, Wis 19+, BAB +13
Benefit: Add your Wisdom modifier to the attack roll of any attacks of opportunity you make. Also, you gain extra hp equal to your Constitution modifier times your current HD (if positive), and add both your Wisdom and Constitution modifier to your hp for all further levels you gain (except that you do not add a negative Constitution modifier if you have one). Further, you become immune to magical poisons and diseases and your Blind-Sight increases to 30ft and your Blindsense increases to 60ft. Finally, you gain the following tactical options:

Punish the Fools - Each time you hit an enemy with an attack of opportunity beyond the first in an encounter that enemy must succeed on a Fort save (DC 10+1/2 Character level+Your Wisdom modifier+1/times hit with attacks of opportunity) or become dazed for 1d4 rounds.

Meditation of the Ivory Tower - By spending a move action you may make an extra saving throw against each condition and effect currently effecting you with a bonus to the save equal to 1/2 your Wisdom modifier.

Snatch the Flies - A number of times each encounter equal to 1/2 your Wisdom modifier you may make an attack of opportunity against a foe that enters your threatened area. These attacks of opportunity do not count against your normal number of attacks of opportunity per round.
« Last Edit: February 04, 2009, 06:54:50 PM by bkdubs123 »

wO-_-OdrOw

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Re: Create-a-Feat-Chain!
« Reply #87 on: January 29, 2009, 03:05:47 AM »
Hmm, I'll give it a try:

Spell Focus: Enchantment [General]

Unsettling Enchantment [General]
Prereqs: Spell Focus: Enchantment or Enchanter level 1st

Extend Enchantment [General]
Prereqs: Spell Focus: Enchantment, Unsettling Enchantment, Concentration 9 ranks
Benefit: Once per day, plus one additional time per two class levels gained above 1st, a character with this feat can cast a spell from the enchantment school as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell's level.

This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent.

Master of the Mind [Tactical]
Prereqs: Spell Focus: Enchantment, Unsettling Enchantment, Extend Enchantment, Concentration 15 ranks
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the enchantment of magic. This does not stack with Spell Focus. Any enchantment spell with a duration of concentration can instead last a number of minutes equal to your caster level, if you choose. Also, you gain the following options:

Piercing Enchantment - When a foe is flat-footed and the target of an enchantment spell you cast, that foe is denied the benefit of Spell Resistance if they would normally receive it.

Bounce Beguilment - If an opponent receives the effect of two or more spells from the enchantment school that you cast in the same round, you may dismiss one of them and choose a new target for the dismissed spell. The new target must be within 60ft. of the original victim and receives no saving throw.

Unseen - You become invisible to anyone that is under the effect of an enchantment spell that you cast. No means of detection available to the subject will allow them to know your location, such as Blindsense, Tremorsense, or See Invisibility. At the beginning of every round, and for the duration of the spell, the subject can make the same saving throw that was required for the spell affecting them if they wish to break this effect.
« Last Edit: January 29, 2009, 03:19:26 AM by wO-_-OdrOw »
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bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #88 on: January 29, 2009, 05:49:36 PM »
What does Unsettling Enchantment do, and where is it from? (Complete Mage?)

Master of the Mind is an amazing feat, but Bounce Beguilement is WAY too strong. You attack someone with weak saves and then "bounce" an enchantment at another target within 60ft who has higher saves without any action cost, and without allowing any way to resist it. BROKEN.

My suggestion would be this:

Bouncing Beguilement - By spending a swift action, you may choose to attempt to "bounce" an active enchantment you control from one creature currently effected to another creature of your choice within 60ft that is not currently effected. The chosen creature makes a saving throw against the spell as if you had just cast it on them. If the creature's save succeeds your spell is dispelled entirely. If the creature's save fails, your spell's remaining duration is reduced by 1/2 (rounded down), the creature currently effected by the spell is no longer effected, and the chosen creature is now effected.

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Re: Create-a-Feat-Chain!
« Reply #89 on: January 29, 2009, 06:22:18 PM »
Quote
You attack someone with weak saves and then "bounce" an enchantment at another target within 60ft who has higher saves without any action cost, and without allowing any way to resist it. BROKEN.

lol

Quote
What does Unsettling Enchantment do, and where is it from? (Complete Mage?)

When you target someone with an enchantment spell, whether they make the save or not, they receive -2 ATK and AC for one round. I like it in conjunction with Distract Assailant, the swift action no save cause someone to be flat-footed spell. That can be a decent debuff with no save allowed.

Quote
Bouncing Beguilement - By spending a swift action, you may choose to attempt to "bounce" an active enchantment you control from one creature currently effected to another creature of your choice within 60ft that is not currently effected. The chosen creature makes a saving throw against the spell as if you had just cast it on them. If the creature's save succeeds your spell is dispelled entirely. If the creature's save fails, your spell's remaining duration is reduced by 1/2 (rounded down), the creature currently effected by the spell is no longer effected, and the chosen creature is now effected.

I'd personally rather cast a new spell.
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bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #90 on: January 29, 2009, 06:40:05 PM »
Quote
You attack someone with weak saves and then "bounce" an enchantment at another target within 60ft who has higher saves without any action cost, and without allowing any way to resist it. BROKEN.

lol

It's either broken or stupid. It's broken if you can constantly bounce from 1 weak willed guy to all of his allies without anyone getting saving throws. It's stupid because you're never going to know what people's Will saves are therefore why would you even use it? What makes you lol?

Quote
When you target someone with an enchantment spell, whether they make the save or not, they receive -2 ATK and AC for one round. I like it in conjunction with Distract Assailant, the swift action no save cause someone to be flat-footed spell. That can be a decent debuff with no save allowed.

Yeah, I like that. Especially for a 1st level spell and a swift action.

Quote
Bouncing Beguilement - By spending a swift action, you may choose to attempt to "bounce" an active enchantment you control from one creature currently effected to another creature of your choice within 60ft that is not currently effected. The chosen creature makes a saving throw against the spell as if you had just cast it on them. If the creature's save succeeds your spell is dispelled entirely. If the creature's save fails, your spell's remaining duration is reduced by 1/2 (rounded down), the creature currently effected by the spell is no longer effected, and the chosen creature is now effected.

I'd personally rather cast a new spell.
[/quote]

Well, with this you don't have to, and you still have your standard action to cast a new one if you want. And at least with this the new party gets a save.

wO-_-OdrOw

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Re: Create-a-Feat-Chain!
« Reply #91 on: January 29, 2009, 07:00:56 PM »
Well since it's your thread and I posted in it to support it, how about this:

Move action to bounce an enchantment spell to another person and keep the effect on the original target. The new target gets to attempt the save, which the DC is at -2, and the duration is halved.
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bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #92 on: January 29, 2009, 07:05:01 PM »
Well since it's your thread and I posted in it to support it, how about this:

Ugh, I actually wanted to argue, because maybe I'm just knee jerking. Just because it's my thread and I don't like your feat doesn't mean you have to change it to something I like.

Quote
Move action to bounce an enchantment spell to another person and keep the effect on the original target. The new target gets to attempt the save, which the DC is at -2, and the duration is halved.

Though, I do really like this one.

bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #93 on: February 04, 2009, 02:20:34 PM »
I'm running out of ideas for feat chains for warriors... :( Any other ideas from the peanut gallery? What do people think of the last five I just wrote?

Hopefully once I get Spellcaster's Sanctum fully functional this thread can sprout some new life :)

Amechra

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Re: Create-a-Feat-Chain!
« Reply #94 on: May 14, 2010, 09:46:26 PM »
Just a more General Feat Chain:

Steady Hand
Prerequisites: Dex 13
Benefits: Any feat that relies on dexterity is on your class list automatically.

Just MacGyver it
Prerequisites: Dex 15, Steady Hands
Benefit: You may act as if you are using a tool; any time you make a skill check, you do gain a +2 untyped bonus to that roll. In addition, if you are using tools, increase a normal tool's bonus to +4 and a masterwork tool to +6.

Precise Rapidity
Prerequisites: Dex 17, Steady Hand, Just Macgyver it
Benefit:You may take 10 on any skill role, even if you can't normally. In addition, you may make a concentration check to take 20 any time you can take 10 (Concentration DC the original DC+2)

I Make This Look Easy [Tactical]
Prerequisites: Dex 19, Steady Hands, Just Macgyver it, Precise Rapidity
Benefit: You gain the following options:

An Odd Application: Once per round, you may use a skill check of the corresponding attribute instead of a fortitude (constitution, strength), reflex (dexterity, charisma), or will (intelligence, wisdom) save

Skillful Strike: Once per round, you can replace an attack roll with any skill roll of your choice. If you take twenty, it does not allow a critical.

My Skills are Skilled: Once per round, if a spellcaster targets you with a spell, you may roll a skill check to gain spell resistance equal to the skill result. This only applies to this one spell, though.

So, a way to make skills more useful than they already are.

I need another prerequisite, though.
[spoiler]Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".
[/spoiler]

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Re: Create-a-Feat-Chain!
« Reply #95 on: May 15, 2010, 05:37:33 PM »
Skill prodigy from Kingdoms of Kalamar

bkdubs123

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Re: Create-a-Feat-Chain!
« Reply #96 on: May 19, 2010, 12:25:50 AM »
I like that thought Lans. :)