Gareth's Feat Ideas (Comments wanted and welcome) [Archive] - Wizards Community

Post/Author/DateTimePost
Lord_Gareth

12-22-06, 10:57 AM
Alright folks, I've been bouncing these around for awhile, so let's see what you make of them.

Duck [General]
Prerequisites: Base Reflex Save +8, Lightning Reflexes, Dive for Cover
Effect: You gain Evasion (see the Rogue class feature) as long as you have a cover bonus to your Armor Class and wear light or no armor

Iron Innards [General]
Prerequisites: Base Fortitude Save +4, Great Fortitude
Effect: If you fail a Fortitude Save against a poison or disease, you may immediately re-roll the save. Use the second roll, regardless of the result. After the second roll, you are sickened for 2 rounds. Additionally, you are immune to Subdual damage dealt by alchohol.

Unshakable Courage [General]
Prerequisites: Iron Will, Base Will Save +3
Effect: You gain a +4 bonus to Will saves against Fear effects

Animate Spell [Metamagic]
Effect: You may cast any spell with a duration longer than one round with an area of at least 5 feet as an Animated spell. You may move the center of an Animated spell up to 20 feet per round as a move action that does not provoke attacks of opportunity. It does not matter if someone is in the area of effect when it is not their turn. They are only affected by the spell if their turn occures while they are in the area.


An animated spell takes up a spell slot 3 levels higher than normal.
tarkin

12-22-06, 11:10 AM
Duck.
Strict/Loose Game: Evasion is a class feature that is far better than a feat. Prestige Classes grant it. It is a viable Epic feat, not a regular feat.

If you want to make a feat version for a Loose Game, try "You gain Evasion as long as you have a cover bonus to your AC and wear Light or No armor."

This lets someone use a Tower Shield and light armor to get Evasion.

Power/Anything Goes: Acceptable as is.

==========

Iron Innards seems like a fair, worthwhile feat to me in all games.

==========

Unshakeable Courage is also too powerfull for a Strict/Loose Game. Maybe in a Power Game.

In a Loose Game, I could see +4 against Fear saves, or maybe Immunity as the last of several feats (First = +4, Second = reroll all fear saves if you fail, Third = immunity.)

============

Animate Spell is an interesting, well thought out feat.

You need to discuss it more, such as what happens if in the same round I move an area spell so you target is no longer in the area that round, but then move it back so he is once again in the area.

I see this metamagic ability as being VERY interesting, particularly for spells like Solid Fog and Acid Fog.
Lord_Gareth

12-22-06, 11:19 AM
First, Hi! Second, thanks for the advice. I'm trying to get these hammered out for my home games. Unfortunately, what you pointed out with Animate Spell is where that feat kinda falls apart; I'm at a loss as to what to do. I just kinda had the idea and wrote it down.

Also, I'm digging out a list of other feats I've made, so there'll be more soon.
tarkin

12-22-06, 11:54 AM
If you want to avoid potential problems it is easiest (and probably safest) to say:

"It does not matter if someone is in the area of effect when it is not their turn. They are only affected by the spell if their turn occures while they are in the area."

I.E. If I move the spell off of the fighter and onto the mage before the fighter goes, but after the Mage went, then neither are affected that round.

But if I move it off the Mage and onto the Fighter after the mage went but before the Fighter goes, then both are affected that round.
Lord_Gareth

12-22-06, 12:08 PM
Alrighty, here's a few more:

False Illusions [Metamagic]
Prerequisites: Spell Focus (Illusion)
Effect: You may make any non-Illusion spell a False Illusion. Any who view the spell's effect recieve a Will Save to disbelieve the spell (DC = 10+spell level+Primary Casting ability modifier). If the save suceeds, they believe the spell before them to be an illusion, when it is, in fact, real. After interacting with the spell (recieving damage or effects), they may make another save with a +2 bonus - success means that they realize the reality of the spell. A False Illusion takes up a spell slot two levels higher than the spell's normal level.
spiderboy4

12-23-06, 12:19 AM
I might not be a help with how to solve the metamagic feat problem but the idea created an image in my head that I wanted to share. I imagined a similiar effect with the fog but the spell sticking to anyone caught in or passes through the area. Kinda like a sticky spell or somethin dealing lingering damage for a number of rounds...

just a thought,,
Lord_Gareth

01-06-07, 09:21 AM
Here's one or two more that have been bouncing around in my head:

Courageous Soul [General]
Prerequisites: Iron Will, Unshakeable Courage, Base Will Save +7
Effect: Whenever you fail a Will save against Fear, you may immediately re-roll the save. You must take the result of the second roll, even if it is worse than the first roll.

Knife-Fighter [Style]
Prerequisites: Base Attack Bonus +8, Two-Weapon Fighting, Improved Two Weapon Fighting, Weapon Focus (Dagger, Katar, or Kukri), Combat Reflexes, Combat Expertise
Effect: Whenever you are holding two daggers, kukris, katars (punching daggers) or any combination thereof, your bonus to AC from Combat Expertise increases to double the penalty you take on your rolls. Additionally, if you strike a foe with both daggers while using Combat Expertise, you may make a feint as a swift action on your next turn.
Special: A fighter may choose Knife-Fighter as one of his fighter bonus feats.

Ice Adept [General]
Prerequisites: Soul of the North
Effect: You may use the following spell-like abilities, once per day each: Lesser Orb of Cold, Chill Touch, Endure Elements. Additionally, you may use the spell-like abilities you gained from the Soul of the North feat an additional time per day.

Comments?
Lord_Gareth

02-04-07, 08:08 AM
:bump:
hawaiianbrian

02-04-07, 09:36 AM
Some of these feats sound fine to me, but this one is waaaay too strong. Imagine a 300-pound half-orc fighter wearing full plate and gear for a total of 400 pounds, running 60 feet and making a tackle. We're looking at 46d6 damage, an average of 161 damage (min = 46, max = 276). A 1st-level character could kill a dragon by simply jumping on it!

For better balance, this one should be more like "jump check, then melee touch. Success = deal 1d6 subdual damage and opponent is considered grappled. Opponent must make opposed STR checks or fall prone." Even that might be a bit much...



Leaping Tackle [General]
Prerequisites: Jump 10 Ranks, Leap Attack
Effect: As a full-round action, you can attempt a leaping tackle against an opponent. Make a Jump check (to determine if you can reach them) as normal, then make a melee touch attack roll. If you hit, you deal 1d6, plus an additional 1d6 for every 10 feet traveled, plus an additional 1d6 for every ten pounds you weigh (with equipment). Additionally, your opponent is knocked prone.
Lord_Gareth

02-04-07, 09:58 AM
I hate to nitpick, but unless your DM completely ignores Max Ranks in skills, you have to wait until level 6 for that one. Thinking hard over the edit now.
Zobdek

02-04-07, 10:47 AM
They have to wait for level eight or nine (fighter, everyone else), you get 10 ranks at level seven but no feat...

The feat is still way too powerful. Either go with what hawaiianbrian said or make the damage based only on your skill check and still only subdual.
Krusk

02-04-07, 01:39 PM
Leaping Tackle [General]
Prerequisites: Jump 10 Ranks, Leap Attack
Effect: As a full-round action, you can attempt a leaping tackle against an opponent. Make a Jump check (to determine if you can reach them) as normal, then make a melee touch attack roll. If you hit, you deal 1d6, plus an additional 1d6 for every 10 feet traveled, plus an additional 1d6 for every ten pounds you weigh (with equipment). Additionally, your opponent is knocked prone.

That feat seemed fine, until i read the part about 1d6 for every 10lbs. That is some serious damage. I would drop that to at most 1d6 for every 100lbs.

I would also say you are both prone, and considered grappled. And specify that the feat only works on creatures one size larger than you and smaller. To prevent housecats from tackling dragons.
Zobdek

02-04-07, 06:39 PM
To prevent housecats from tackling dragons.

But that would be really funny...:D
aelryinth

02-04-07, 11:24 PM
Death Trance is a First level feat that makes you immune to Fear. Forcing people to blow feats for piddly save bonuses to Fear is silly.

A Feat should be equal to a class ability, because it IS the class ability of Fighters. Aura of COurage would be a much more appropriate feat. Fear saves are so incidental that a strong defense against them is hardly going to break any game.

===Aelryinth
Lord_Gareth

02-05-07, 06:59 AM
Aelrynth, firstly, there's no need to treat me like I'm stupid. Secondly, what book does that appear in? If the answer isn't "Core", "Libris Mortis", "Complete Warrior/Adventurer/Arcane" or "Book of Exalted Deeds", then I haven't seen it.
kadeity

02-05-07, 07:22 AM
Death Trance is a First level feat that makes you immune to Fear. Forcing people to blow feats for piddly save bonuses to Fear is silly.

A Feat should be equal to a class ability, because it IS the class ability of Fighters. Aura of COurage would be a much more appropriate feat. Fear saves are so incidental that a strong defense against them is hardly going to break any game.



First, dont use how bad Fighters suck to justify over generalized feats.
Most feats give you resistances, not imunnities, and if anything makes you immune to anything, it has prerequisites.

Im a firm believer that feats SHOULDNT emulate Existing class abilities, simply because that makes the class your ripping the feat from that much less attractive.

Also, fear comes up alot at higher levels. Its also reasonable to assume anything the PC's have acess too, the NPC's have access too...
Meaning if you make Fear immunity something i can grab as a BBEG, then im gonna make that Dread Witch PRC you put 5 levels into alot less fun.

Dragons, and anything awesome, have fear effects.
So yeah. Its worth a feat tree.


BUT all that is based on the idea that Dnd's feat system works, which it does, if you dont think about the fighter. When you look at the fighter class, you should weep if you have any sense of balance at all.
CrazyMarv

02-05-07, 10:36 AM
Leaping Tackle [General]
Prerequisites: Jump 10 Ranks, Leap Attack
Effect: As a full-round action, you can attempt a leaping tackle against an opponent. Make a Jump check (to determine if you can reach them) as normal, then make a melee touch attack roll. If you hit, you deal 1d6, plus an additional 1d6 for every 10 feet traveled, plus an additional 1d6 for every ten pounds you weigh (with equipment). Additionally, your opponent is knocked prone.
Reply With Quote

Yikes! This is horrifyingly powerful man. A 200 pound guy deals 20d6 when he's wearing no equipment. Cast Enlarge Person on that same guy and he weighs 1600 pounds with no equipment. That's 160d6 damage.
Zobdek

02-05-07, 03:56 PM
Im a firm believer that feats SHOULDNT emulate Existing class abilities, simply because that makes the class your ripping the feat from that much less attractive.

I may be wrong, but I think he was trying to say that feats should be as powerful as class abilities not directly emulate them. Otherwise yea I think immunity to fear would be a little powerful without some sort of feat tree behind it.
Lord_Gareth

02-05-07, 07:49 PM
I just remembered a feat called Leap Attack. Leaping Tackle is about to be deleted. If anyone asks, it never existed. Comments on the other feats would be helpful though.
BlackFiend

02-05-07, 08:00 PM
Actually, its a great idea. Different than leap attack, although leap attack could get added. In essence, this is a flying grapple. :)

That feat seemed fine, until i read the part about 1d6 for every 10lbs. That is some serious damage. I would drop that to at most 1d6 for every 100lbs.

I would also say you are both prone, and considered grappled. And specify that the feat only works on creatures one size larger than you and smaller. To prevent housecats from tackling dragons.

Still too much. There should be an AoO. Either include AoOs are still possible to stop it, or include Improved Grapple as a prereq.

I would include Improved Grapple as a prereq.
Also...very important. Bonus damage should not be tied to weight. It opens things to interpretation. Getting broadside by a 200 pound football player is worse than getting broadsided by a fat 300lb loaf of a man.
I would add something along the lines of a treating the attack as a powered critical, or even improved crit. Something along those lines. Let it scale as the tackler unarmed attack and strength.
Krusk

02-06-07, 12:38 AM
id definatly add improved grapple.


Leaping Tackle
Pre-req-Jump 10 ranks, Improved grapple, Leap attack
Description-As a full-round action, you can attempt a leaping tackle against an opponent. Make a Jump check (to determine if you can reach them) as normal as you enter their threat range you provoke an AOO, then make a melee touch attack roll. If you hit, you deal unarmed stirke damage, plus an additional 1d6 for every 10 feet traveled. Additionally, you and your opponent is knocked prone in the opponents square. You and the opponent make grapple checks to see who is in control of the grapple. You gain a +4 bonus to this check.
Special- If the opponent forgoes the AOO for the leap attack, they may opt to resist being knocked prone with a successful str check DC= 10+damage dealt.
Special- can only be attempted when wielding a weapon you could normally wield during a grapple.
Special- This feat only work on opponents up to one size catagory larger than you.

Is how i would treat it. I know you said ignore it, but i like the feat as im working on it.
abraham

02-10-07, 06:39 PM
heres an idea I have had for a LONG time for a feat-create enchanted food
prequisites-brew potion,wis. OR int. OR cha.17+craft(any food related)5+ranks
benifit-you can create enchanted food,to do so you must spend up to 1/3 of the final price on rare herbs/spices & up to 1/25 of the final price in xp.
final price is 250 time the spell level(125 for 0-level spells)
tell me what you think of this feat!
Lord_Gareth

06-06-07, 08:47 PM
Sir, please keep your feat ideas out of my feat ideas thread. Thank you.

Alright, I'll consider leaping tackle...

What? Yes, I necrod the thread. Deal with it.

Any comments on Knife Fighter, False Illusions (still need help on that), and Ice Adept (which I plan on fleshing out into a tree later)?
Lord_Gareth

06-07-07, 01:36 PM
:bump:
Gideon_Gideonson

06-07-07, 05:19 PM
Alright folks, I've been bouncing these around for awhile, so let's see what you make of them.

Duck [General]
Prerequisites: Base Reflex Save +8, Lightning Reflexes, Dive for Cover
Effect: You gain Evasion (see the Rogue class feature) as long as you have a cover bonus to your Armor Class and wear light or no armor

Not bad. Interesting idea...but very limited. you basically have to be fighting behind a rock or holding a Tower Shield to get the effect...not sure about this one. It might be a little weak, actually.


Iron Innards [General]
Prerequisites: Base Fortitude Save +4, Great Fortitude
Effect: If you fail a Fortitude Save against a poison or disease, you may immediately re-roll the save. Use the second roll, regardless of the result. After the second roll, you are sickened for 2 rounds. Additionally, you are immune to Subdual damage dealt by alchohol.

Nice. I like this one. However, also apply it to the Fortitude save to avoid Intoxication.


Unshakable Courage [General]
Prerequisites: Iron Will, Base Will Save +3
Effect: You gain a +4 bonus to Will saves against Fear effects


Already something like this...Unnatural Will, in HoH. +Cha to saves against Fear effects. Do we really need two?

Other than that, seems alright to me.


Animate Spell [Metamagic]
Effect: You may cast any spell with a duration longer than one round with an area of at least 5 feet as an Animated spell. You may move the center of an Animated spell up to 20 feet per round as a move action that does not provoke attacks of opportunity. It does not matter if someone is in the area of effect when it is not their turn. They are only affected by the spell if their turn occures while they are in the area. An animated spell takes up a spell slot 3 levels higher than normal.

Interesting. Possibly balanced...but I'm not sure. I'd have to think about the possibilities some more first.

Alrighty, here's a few more:

False Illusions [Metamagic]
Prerequisites: Animate Spell
Effect: You may make any non-Illusion spell a False Illusion. Any who view the spell's effect recieve a Will Save to disbelieve the spell (DC = 10+spell level+Primary Casting ability modifier). If the save suceeds, they believe the spell before them to be an illusion, when it is, in fact, real.

How many levels should that kind of spell take up?

Bizzare...but interesting. Shouldn't require Animate Spell. Should require Spell Focus: Illusion. Once you know how to make illusions, you can duplicate it.

Useful feat though...although do they get an additional save if they take damage from the spell? I'd say they should. As for level adjustment...maybe +2?

Here's one or two more that have been bouncing around in my head:

Courageous Soul [General]
Prerequisites: Iron Will, Unshakeable Courage, Base Will Save +7
Effect: Whenever you fail a Will save against Fear, you may immediately re-roll the save. You must take the result of the second roll, even if it is worse than the first roll.

Good, but specific enough not to be a problem. Actually, there's a PHBII feat that does the same thing...only for ALL Will saves. Don't have the book on me right now though.


Knife-Fighter [Style]
Prerequisites: Base Attack Bonus +8, Two-Weapon Fighting, Improved Two Weapon Fighting, Weapon Focus (Dagger, Katar, or Kukri), Combat Reflexes, Combat Expertise
Effect: Whenever you are holding two daggers, kukris, katars (punching daggers) or any combination thereof, your bonus to AC from Combat Expertise increases to double the penalty you take on your rolls. Additionally, if you strike a foe with both daggers while using Combat Expertise, you may make a feint as a free action on your next turn.

Feintins as a free action is pretty good...make it Swift. Otherwise, don't really see a problem here, except for obvious Rogue/Fighter abuse...which might alone make it to strong. Hmmm...I'm not sure. I have to think here.


Ice Adept [General]
Prerequisites: Soul of the North
Effect: You may use the following spell-like abilities, once per day each: Lesser Orb of Cold, Chill Touch, Endure Elements. Additionally, you may use the spell-like abilities you gained from the Soul of the North feat an additional time per day.


Not to bad. Not to good. This one's fine, if you're willing to spend feats for low-level magic.


Overall, nice job. You're decent at balancing these things, and they look like they'd work well. I may actually snag some of these myself :D
Grand Theft Otto

06-07-07, 05:43 PM
.

Unshakable Courage [General]
Prerequisites: Iron Will, Base Will Save +3
Effect: You gain a +4 bonus to Will saves against Fear effects


I agree that this is kind of weak. Your average fighter can take this by level 9/10? Just make it immune. Its always been lame IMO that fighter types are generally more cowardly than wizards.
EpicEvokerElf

06-07-07, 06:46 PM
Am I right that False Illusion is for convincing enemies that your persistent effects and summoned guys don't exist? It seems worthless on, say, a fireball, unless thinking it's an illusion gives a penalty to saves (try -2).

I like I ce Adept. In fact, I love it. The problem is, I'd only even THINK about taking it in a low-magic campaign that I KNEW would never pass level 5 and we'd be in extreme hot/cold environments the entire time. Try making a table of abilities that unlock as you level. That way you don't have to waste precious feats on more spell-likes. Don't make this a tree, please!
Lord_Gareth

06-07-07, 11:06 PM
Alright, here's a couple more -

Quicker Than Death [Epic]
Your fleetness of foot is beyond legend
Prerequisites: Dex 50, Improved Initiative, Superior Initiative, Run, Lightning Reflexes, Epic Reflexes, Dash
Benefit: Your base land speed increases by 100 ft as long as you are wearing light or no armor.

Doubleknife Parry [Style]
Through careful training and perfection of your knife-fighting style, you've mastered the art of defensive parrying.
Prerequisites: Knife-Fighter, Improved Disarm, Improved Two-Weapon Defense, Two-Weapon Defense
Benefit: When dual weilding any combination of daggers, kukris, or katars (punching daggers), you may make a parry attempt once a round against an attacking opponent. If the opponent hits you, but before damage is dealt, you may decide to parry as an immediate action, making an opposed attack roll. If you succeed, you take no damage from the attack. Furthermore, if you succeed at the parry, you may attempt to disarm your opponent as a free action. If you succeed, you gain an attack of opportunity against your foe.
Special: A fighter may choose Doubleknife Parry as one of his fighter bonus feats.

Lightningblade Step [General - Lightningblade]
By studying the techniques of the Lightningbladers, you can move so fast that it is impossible to detect you.
Prerequisites: Run, Dash, Fleet of Foot
Benefit: Once per day, as a move action, you may make a Lightningblade Step, instantaenously moving yourself and any worn items twenty feet. There cannot be hazardous terrain (such as caltrops or stairs) or obstructions between you and your destination. Any enemies you threaten once arriving at the destination of your Lightningblade Step are considered flat-footed until the end of your round. Taking a Lightningblade Step is physically exhausting - you are considered exhausted for three minutes after taking a Lightningblade Step. You cannot take a Lightningblade Step if you are wearing meduim or heavy armor or if you are carrying a meduim or heavy load.
Special: A fighter may choose Lightningblade Step as one of his fighter bonus feats.
Lord_Gareth

06-07-07, 11:30 PM
Lightningblade Rush [General - Lightningblade]
You've mastered the Lightningblade technique of charging while still attacking your foes full-on.
Prerequisites: Run, Dash, Fleet of Foot, Quick Draw
Benefit: Once per encounter, as long as you are in light or no armor and carrying no more than a light load, you may perform a Lightningblade Rush while weilding only light or no weapons. You make a charge action (recieving the standard +2 bonus on attacks and -2 penalty on armor class), and at the end of the action, you may make a full attack. Performing a Lightningblade Charge is physically tiring, leaving you fatigued for the rest of the encounter.
Special: A fighter may choose Lightningblade Rush as one of his fighter bonus feats.

Doubleknife Shred [Style]
You are close to perfecting your twin dagger style, and have mastered the art of keeping your opponent off-balance enough to leave himself open to further punishment.
Prerequisites: Knife Fighter, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Doubleknife Parry
Benefit: During any round in which you are wearing light or no armor, carrying no more than a light load, and dual weilding any combination of daggers, kukris, or punching daggers, you may attempt a Doubleknife Shred. To do so, you make a full attack action using your daggers against a single target. If you hit and deal damage with each attack, you may take another full attack action as an immediate action. If, however, you miss a single attack, your enemy gains an attack of opportunity against you. Performing a Doubleknife Shred is physically tiring, and may only be attempted once every five rounds.
Special: A fighter may choose Doubleknife Shred as one of his fighter bonus feats.
Lord_Gareth

06-07-07, 11:44 PM
Lightningblade Practitioner [General - Lightningblade]
You have been taught by the Lightningbladers to endure and even excell using their techniques.
Prerequisites: Any two Lightninblade Feats
Benefit: You gain a +5 foot competance bonus to your base land speed for every Lightningblade feat you possess as long as you are wearing light or no armor, carrying only a light load, and weilding only light weapons. Additionally, you gain another use per day (or per encounter, as appropriate) of all your Lightningblade feats, including feats you take after this one. Finally, if using a Lightningblade feat would make you exhausted, you are fatigued instead, and if using one would make you fatigued, you are not affected at all.
Special: A fighter may choose Lightningblade Practitioner as one of his fighter bonus feats.

Doubleknife Savant [Style] [Epic]
You have mastered the art of fighting with twin knives.
Prerequisites:Doubleknife Parry, Doubleknife Shred, Knife Fighter, Supreme Two-Weapon Fighting, Epic Reflexes
Benefit: You gain a +4 competance bonus on all attack and damage rolls made with daggers, kukris, and katars. Furthermore, you gain an additional +4 bonus to attacks made as part of a Doubleknife Parry or a Doubleknife Shred. Finally, if you hit with all attacks in the full attack granted by your Doubleknife Shred feat, you may make another full attack against the same enemy as a free action.
Gideon_Gideonson

06-07-07, 11:52 PM
Alright, here's a couple more -

Quicker Than Death [Epic]
Your fleetness of foot is beyond legend
Prerequisites: Dex 50, Improved Initiative, Superior Initiative, Run, Lightning Reflexes, Epic Reflexes, Dash
Benefit: Your base land speed increases by 100 ft as long as you are wearing light or no armor.

I like this one. Powerful, but not overly so, and the requirements are steep. Nice job.


Doubleknife Parry [Style]
Through careful training and perfection of your knife-fighting style, you've mastered the art of defensive parrying.
Prerequisites: Knife-Fighter, Improved Disarm, Improved Two-Weapon Defense, Two-Weapon Defense
Benefit: When dual weilding any combination of daggers, kukris, or katars (punching daggers), you may make a parry attempt once a round against an attacking opponent. If the opponent hits you, but before damage is dealt, you may decide to parry as an immediate action, making an opposed attack roll. If you succeed, you take no damage from the attack. Furthermore, if you succeed at the parry, you may attempt to disarm your opponent as a free action. If you succeed, you gain an attack of opportunity against your foe.

Quite powerful...but not overly so. Again, a nice feat, and one that definitely will see use. However, you might want to place a parrying clause in there giving you penalties against things larger than you. Ever try to parry a dragon's Bite with a dagger? Good luck...


Lightningblade Step [General - Lightningblade]
By studying the techniques of the Lightningbladers, you can move so fast that it is impossible to detect you.
Prerequisites: Run, Dash, Fleet of Foot
Benefit: Once per day, as a move action, you may make a Lightningblade Step, instantaenously moving yourself and any worn items twenty feet. There cannot be hazardous terrain (such as caltrops or stairs) or obstructions between you and your destination. Any enemies you threaten once arriving at the destination of your Lightningblade Step are considered flat-footed until the end of your round. Taking a Lightningblade Step is physically exhausting - you are considered exhausted for five minutes after taking a Lightningblade Step. You cannot take a Lightningblade Step if you are wearing meduim or heavy armor or if you are carrying a meduim or heavy load.

Exhausted for that long is quite a price to pay...I'd say fatigued, and for less time as well. It's not THAT good. Although it is a nice ability.

Lightningblade Rush [General - Lightningblade]
You've mastered the Lightningblade technique of charging while still attacking your foes full-on.
Prerequisites: Run, Dash, Fleet of Foot, Quick Draw
Benefit: Once per day, as long as you are in light or no armor and carrying no more than a light load, you may perform a Lightningblade Rush while weilding only light or no weapons. You make a charge action (recieving the standard +2 bonus on attacks and -2 penalty on armor class), and at the end of the action, you may make a full attack. Performing a Lightningblade Charge is physically tiring, leaving you fatigued for the rest of the encounter.

Given the prerequisites, you could (and probably should) make this once/encounter instead of once/day.


Doubleknife Shred [Style]
You are close to perfecting your twin dagger style, and have mastered the art of keeping your opponent off-balance enough to leave himself open to further punishment.
Prerequisites: Knife Fighter, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Doubleknife Parry
Benefit: During any round in which you are wearing light or no armor, carrying no more than a light load, and dual weilding any combination of daggers, kukris, or punching daggers, you may attempt a Doubleknife Shred. To do so, you make a full attack action using your daggers against a single target. If you hit and deal damage with each attack, you may take another full attack action as an immediate action. If, however, you miss a single attack, your enemy gains an attack of opportunity against you. Performing a Doubleknife Shred is physically tiring, and may only be attempted once every five rounds.

Wait...so you attempt it FIRST? Interesting twist there...I'm not sure what to say about this one. It's got a TON of requirements, and is normally okay...just watch out for Fighter/Physic Warrior/Rogue/Assassians wraithstrike sneak-attacking with Improved Invisibility. :D

Lightningblade Practitioner [General - Lightningblade]
You have been taught by the Lightningbladers to endure and even excell using their techniques.
Prerequisites: Any two Lightninblade Feats
Benefit: You gain a +2 competance bonus to your base land speed for every Lightningblade feat you possess as long as you are wearing light or no armor, carrying only a light load, and weilding only light weapons. Additionally, you gain another use per day of all your Lightningblade feats, including feats you take after this one. Finally, if using a Lightningblade feat would make you exhausted, you are fatigued instead, and if using one would make you fatigued, you are not affected at all.

What the HELL is a +2 competance bonus to your base land speed?


Doubleknife Savant [Style] [Epic]
You have mastered the art of fighting with twin knives.
Prerequisites:Doubleknife Parry, Doubleknife Shred, Knife Fighter, Supreme Two-Weapon Fighting, Epic Reflexes
Benefit: You gain a +4 competance bonus on all attack and damage rolls made with daggers, kukris, and katars. Furthermore, you gain an additional +4 bonus to attacks made as part of a Doubleknife Parry or a Doubleknife Shred. Finally, if you hit with all attacks in the full attack granted by your Doubleknife Shred feat, you may make another full attack against the same enemy as a free action.

Eh...for an Epic feat, there are better. Not bad, but not something I'd see myself taking. Remember...every additional attack you make is a higher chance you roll that 1 that will mess up your shred set.
cog_n_taz

06-08-07, 01:40 AM
Epic is all greek to me, so I can't judge that, but the rest looks good. False illusion is cool, the lightningblade feats are nice, if not particularly useful most of the time, and doubleknife shred is just plain beautiful. Thanks gareth, I may well be using a few of these.
Lord_Gareth

06-08-07, 07:56 AM
Because (I think) there's some minor confusion, Lightningblade Shred works like this -

Danger Zone: Original full attack action - if you miss, you don't get to perform the Shred and the enemy gains their AoO

Shred - if you hit with all the attacks from the Danger Zone, you proceed to the Shred, your second full attack. It doesn't matter if you miss these.

Savant - if you have Savant, you can proceed to this step if you hit with all the attacks from your Shred.
cog_n_taz

06-08-07, 10:14 AM
Yeah, I got that, still love it.
Lord_Gareth

06-08-07, 10:30 AM
Lightningblade Twister [General - Lightningblade]
You've mastered the Lightningblade technique of attacking multiple foes at once.
Prerequisites: Lightningblade Rush, Whirlwind Attack
Benefit: Once per encounter, you may perform a Lightningblade Twister, forgoing your other attacks to make two attacks on each enemy you threaten at your highest base attack bonus. Performing a Lightningblade Twister is physically tiring and leaves you fatigued for two minutes afterwards. You may only attempt a Lightningblade Twister while wearing light or no armor, carrying no more than a light load, and weilding only light or no weapons.
Special: A fighter may choose Lightningblade Twister as one of his fighter bonus feats.
cog_n_taz

06-08-07, 11:29 AM
Seems balanced to me, as well as being composed of raw awesome. Another job well done, gareth.
Lord_Gareth

06-08-07, 11:37 AM
Lightningblade Specialization [General - Lightningblade]
You have learned combat techniques from the Lightningbladers.
Prerequisites: Lightningblade Practicioner, Two-Weapon Fighting, Weapon Focus (any light weapon)
Benefit: While wearing light or no armor and carrying no more than a light load, you gain a +4 competance bonus on damage dealt using light weapons. Furthermore, you gain a +2 competance bonus on attack and damage rolls made during any round you use a Lightningblade feat.
You gain an additional use of your Lightningblade feats per day (or per encounter, as appropriate).
Special: A fighter may choose Lightningblade Specialization as one of his fighter bonus feats.
cog_n_taz

06-08-07, 11:41 AM
Now, if you have this, and you do LB shred, you're doing 6 more damage per hit--which becomes more average damage than a greatsword-- and the possibility of 1 or 2 more full attacks depending on your feat selection if they all hit (rather more likely with the +2 to hit).

I call OP.
Lord_Gareth

06-08-07, 11:43 AM
The difference being that you can't use Power Attack with light weapons, so that greatsword will hurt more in the end. Plus, you HAVE to take all the feats to get down both trees - to get to Shred, and to get the Lightningblade feats, and -

Snap. Forgot to mention that all the LB feats are Fighter bonus feats. So are the Doubleknife feats, actually. Better edit that in.
EpicEvokerElf

06-08-07, 04:33 PM
Unless I missed something, the Doubleknife ones really kick some serious behind. Nice, though I haven't read all the lightningblade ones. Too wordy.
cog_n_taz

06-08-07, 07:13 PM
Woah, no power attack? That stings... oh well, thanks for the heads up.
Jessica_Morgan

07-07-07, 06:04 PM
Alright, I'm taking over for Lord_Gareth, and if you doubt me, talk to Gideon and Cog. In the meantime -

Lightningblade Initiate [General - Lightningblade]
You have been accepted as a member of the Lightningblade Monestary, and they have consented to teach you their style
Prerequisites: Any four Lightningblade feats, Lightningblade Practitioner, must be a member of the Lightningblade Monestary.
Benefit: You gain two additional uses of all your Lightningblade feats per day (or per encounter, as apporpriate), including feats gained after this one. Furthermore, you gain a +1 bonus to your armor class and Reflex saving throws for each Lightningblade feat you possess during any round in which you use one of your Lightningblade feats.
Special: A fighter may select Lightningblade Initiate as one of his fighter bonus feats. Taking this feat allows you to qualify for additional training from the Lightningblade Monestary, including prestige classes, faction benefits, and additional Lightningblade feats.
cog_n_taz

07-08-07, 03:43 AM
Wow, score one for you! Lightningbladers really needed that AC boost, given the light/no armor restriction. Now, where can I find the lightningblade factions/PrCs?

Also, one little thing about lightningblade twister... why not the usual dagger/punching dagger/kukri deal? Only light weapons is a lot less restrictive (not that I mind it, though two rapiers would start to seem odd), but light or no weapons? Seriously, lightningblade twister with your fists? Probably a result of being tired and overworked, but it's still kinda silly, just thought I'd let you know, or rather, tell you so you can pass the message on to LG.
Jessica_Morgan

07-09-07, 11:08 PM
Because the Lightningblade feats are a seperate line from the Doubleknife feats, which actually need some edits. As to the Lightningblade faction/PrCs, I'm writing those up with Gareth's help - you'll see them soon enough on the Classes forums.