Changes to Feats and New Feats

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These changes apply to feats found in the core rules and the APG.

All of the improved and greater feats in the Combat Maneuvers, Vital Strike and Two-weapon fighting chains are virtual feats. You get them automatically once you qualify for them. This means that you only have to buy the base feat, and it will improve as you level.

Only failed combat maneuvers will provoke an attack of opportunity if the character has not bought the Improved feat for the attempted maneuver if the attacker chooses to take a -2 to their Combat Maneuver attack. This encourages characters to try new options but characters should also look at combat maneuver feats as well.

The others are as follows.

Additional Traits
This can only be purchased at first level. Normal rules regarding traits apply.

Armour Proficiency and Shield
Characters wearing armour or using a shield without having the appropriate feat suffer double the armour check penalty or a minimum of -1 on the armour check penalty if no penalty normally applies. Note: Your armour penalty check does have an impact initiative, and on combat if you are untrained.

Arcane Armour Mastery
The Eldritch Knight Prestige Class also allows access to purchase the Arcane Armour Mastery Feat assuming the character already has Arcane Armour Training.

Bull Rush
Whether used as a combat maneuver or or taken as the Improved Bullrush feat, the caveat about not being able to move people into danger with these maneuvers is removed.

Cleave, Greater Cleave and Cleaving Finish
The additional combat attack can be used to attempt to deliver a Coup de Grace against the same opponent who has dropped to 0 or less hit points.

Cleaving Finish remains its own feat but Greater Cleave is obtained as a free feat as soon as the character meets the prerequisites. Both feats stack with each other and allow a single attack on a target that has been hit earlier.

Craft Wand
Special: Also allows creation of Rod and Staves.

These items can be also enchanted as a spell focus item to allow bonus to caster level or an increase to the DC.

To create a spell focus item that increases the casting level of one specific spell by 1, the object is treated as a +1 weapon enhancement, for a specific school of magics it is as if it were a +2 modification. For all spells, the object is as if modifying the item with a +3 weapon enhancement. To increase the casting level by more than one, adjust the enhancement by an additional +1 for each level increase. The same rules apply for items that grant a + to the DC of a spell or spells.

Combat Casting
The +4 bonus to concentration applies to all concentration checks for combat and movement in combat. It also applies to concentration checks for casting when influenced by other elements such as after crossing a threshold uninvited etc.

Combat Expertise
Any bonuses to AC when this feat is used also applies the same bonus to CMD. This is free to any character with +1 BAB and Int 13.

Otherwise it can be purchased as normal to ignore the Int 13 requirement.

Deadly Aim
This is free to any character with +1 BAB and Dex 13. Crossbows add extra damage much like a two handed power attack would (ie -1 to hit and +3 to damage).

Otherwise it can be purchased as normal to ignore the Dex 13 requirement.

Using dodge while wearing no armour grants an additional +1 dodge AC. Monks do not benefit from this change.

The weapon or the attack has to be from a source that normally deals nonlethal damage to apply.

Forge Ring
Prerequisites: Caster level 6th. These items can be also enchanted to be spell focus items (see Craft Wand)

Improved Dirty Trick
Rogues gain this feat for free at 2nd level. Rogues are eligible to purchase the Greater Dirty Trick feat (and use their level, and not BAB in calculating their CMB when attempting the Dirty Trick combat maneuver) at level 6.

Improved Unarmed Strike
With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. As an added bonus they can attempt combat maneuvers without the -2 penalty in attempting to avoid attacks of opportunity. Failed maneuvers still generate an AoO as normal.

Mounted Combat
Those using this feat also gain a +1 to hit and +1 to damage while mounted. The damage bonus increases to +2 while charging.

Piranha Strike
Prerequisites: Weapon Finesse, base attack bonus +1

When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

Damage will not increase for using two handed attacks like the power attack feat.

Power Attack
This is free to any character with +1 BAB and Str 13.

Otherwise it can be purchased as normal to ignore the Str 13 requirement.

Note: Power attack does not apply if you are using Dex as your attacking modifier. Look to the Piranha Strike feat for that.

Whether used as a combat maneuver or or taken as the Improved Reposition feat, the caveat about not being able to move people into danger with these maneuvers is removed.

Quicken Spell
In addition to the normal benefits, negates any initiative penalty to casting. Only spells enhanced by the Quickened Spell metamagic effect do not provoke an attack of opportunity.

Snap Shot
Only ONE attack of opportunity is allowed using this feat. This can not be improved by Combat Reflexes.

Turn Undead
The DC for undead to make a Will save is equal to 10 + your cleric level + your total Charisma modifier. As listed in the core rules it would be 1/2 cleric level.

Vital Strike
This is usable with Spring Attack or Charge.

Weapon Finesse
Light weapons (including unarmed strikes) and finesse weapons can use either strength or dexterity assuming the character is proficient in the weapon (or having improved unarmed strike).

The Weapon Finesse Feat allows the character to gain Dexterity bonuses to damage in lieu of strength if dexterity is used for light or finesse-able weapon attacks. Damage will be as per dex and will not multiply for using two hands to attack or two handed weapons like strength does.

Weapon Proficiencies
Rogues are proficient in Sap and Garrote in addition to their normal weapons.

New Feats

Armoured Mastery
Prerequisite: Light Amour Proficiency, Medium Armour Proficiency.
The wearer negates 2 points of an amours ‘Armour Check Penalty’

Brutal Maneuvers (Combat)
Prerequisite: Base Attack Bonus +3
You may combine any combat maneuver with a standard attack as a full round action. Executing a brutal maneuver does not incur an attack of opportunity.

Make an attack roll using your CMB (that includes any modifiers you have to CMB for the chosen maneuver), and also any modifiers that would apply to your normal attacks for the round (such as a power attack penalty to hit). If the attack roll total was higher than the target’s AC and the targets CMD modifiers combined, you deal damage as a standard attack, plus the effect of the maneuver. If your check is below either AC OR CMD, the brutal maneuver has no effect and the attack misses and deals no damage.

Special: Creatures of a size other than Medium get a special modifier when executing brutal maneuver. Small creatures have a -2 penalty, and Large creatures have a +2 bonus. For other sizes, simply add twice the creature’s special size modifier for CMB.

Craft Charm
Prerequisites: Ability to cast level 1 magic.
Depending on the cantrip, level 1 spell or hex used, a charm can be created to grant a ‘one time’ benefit to its user for a single combat, skill or saving throw roll.

The object of the charm (which can be just about anything, including jewelry, an item of clothing, a herb or a salve or potion) must be of 1gp or more (or use that much in material components to empower the object) in addition to half the ‘value’ of the spell itself. By adding rare or fantastic components the bonuses granted can more permanent such as becoming a ‘Per day’ item at the GMs discretion. Such items radiate very faint magic until the effect is expended.

The spell effect used can never exceed a level 1 spell and the bonus granted, never more than +1 or a single round despite the level of the creator. If a healing charm is created, the healing effect is 1 hp.

Charms take a item slot just like a standard magical item or must be moved to a free hand. Using a charm counts as ‘Spell activation’ unless it is something like a Potion etc that must be consumed in which case normal rules for attacks of opportunity apply. The maximum amount of charms that can be active is casting stat bonus + level. Older charms lose their magic if new charms are created that exceed that limit.

Insane rage (General)
Prerequisites: Barbarian rage
Effect: You can burn stability points to prolong your rage. While raging you are unaffected by the adverse effects of stability loss (but not wisdom loss caused by stability loss). Stability spent this way returns after 24 hours, with 2 points of stability granting one round of rage extension. It can only be tapped once your current rage points are exhausted.

This can be used once a combat until level 4 then used twice a combat. It can be used three times a combat at level 7.

Mental toughness (General)
Prerequisites: None
Effect: Your mind is hardened to shock and you receive a +2 bonus on saves to resist stability loss and insanity, in addition this feat is treated as the toughness feat except it grants bonus stability points instead of hit points.

Music of the spheres (General)
Prerequisites: Bardic music ability
Effect: The DC to resist your bardic music is one higher for Aberrations. You can also use stability points to extend the duration of your bardic music. Stability spent this way returns after 24 hours, with 2 points of stability granting one round of music extension.

This can be used once a combat until level 4 then used twice a combat. It can be used three times a combat at level 7.

Quicken Spell-like Ability (General)
Prerequisites: 5th Level
Choose one of the character’s spell-like abilities. The character can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). The ability is a swift action that does not provoke an attack of opportunity.

The character may use only one quickened spell-like ability per round.

Supernaturally experienced (General)
Prerequisites: Arcane or Divine Spell casting ability.
Spell users reduce any amount of lost stability due to magical or supernatural threats by 1 category and after 2nd level in a caster class and an extra +1 for every 4 levels after that

Changes to Feats and New Feats

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