Looking for more ideas [Archive] - Wizards Community

Post/Author/DateTimePost
Scion of Coldshard

11-28-07, 07:36 PM
I am looking for some ideas of other abilities for feats to go along with the feats below ;)

They are not all worded incredibly well just yet, but the general idea is there. If at all possible I am hoping to get the number of choices above 20.. just seeing if people have ideas that fit with the general theme.


Combat Trance [trance]
Prereq: Wis 16
Benefit: While in battle your mind is in perfect harmony with your body and the world around you.
During battle you may initiate the combat trance as an immediate action (even while flat-footed) but only immediately after a successful attack against an opponent, as you are being attacked by an opponent that you are aware of, or if you have just cast/manifested a wisdom based spell/power and are within 20' per [trance] feat of an opponent.
While in this trance you gain the following benefits and drawbacks:
+3 insight bonus to wisdom (+2 more if you have one more [trance] feat and an additional +1 for each beyond the second you possess)
you may not cast wisdom based spells/powers, or use wisdom based spell-like/psi-like abilities
This trance lasts for 5 rounds + your new wisdom bonus but may be ended early voluntarily as a free action on your turn.
Once used the trance may not be entered again for twice the number of rounds it was in place.
Special: A fighter may take this feat as a fighter bonus feat, if he does so then all [trance] feats may be taken as fighter bonus feats as well.
A monk may take this feat as a bonus feat at first level instead of improved grapple or stunning fist; if this substitution is made then any [trance] feat may be taken instead of the monks bonus feats at 2nd and 6th as well.
If you have the Mounted Combat feat, you can share spells with your mount, and you are currently mounted on your mount then you may share the bonuses from all of your [trance] feats with it and you are treated as having one more [trance] feat than you actually do, but if you become unmounted the trance immediately ends for both of you.


Combat Intuition [trance]
Prereq: Combat Trance
Benefit: While in your combat trance simple weapons seem to almost dance on their own in your hands and your body responds with lighting grace.
Add your wisdom bonus -3 to attack and damage rolls for simple weapons, unarmed srikes, and natrual weapons. This bonus overlaps with the normal attack and damage bonuses from strength or dex but stacks with any strength or dex penalties.


Healing Trance [trance]
Prereq: Combat Trance
Benefit: While in your combat trance your body closes wounds and repairs damage, even old scars fade away with enough time.
Gain Fast Healing equal to half the number of [trance] feats you possess. If you are above half of your maximum hp round down, if you are below then round up.


Combat Magnetism [trance]
Prereq: Combat Trance
Benefit: While in your combat trance your orders seem to carry more weight, people notice your presence more, and it almost seems that you are both more real than real and not real at all.
You may distribute the insight bonus that would be gained from your combat trance between your wisdom and charisma as you wish when you enter the trance (it may not be changed until you next enter the trance). Each bonus must be an even number.
You may also choose to base the effects from all [trance] feats you use charisma instead of wisdom (this includes the duration of the combat trance).
Special: Any stat given an insight bonus through Combat Trance forbids the use of spells and spell-likes that key off of that stat.
Any spell/power based on cha will now allow the beginning of a combat trance, just as the wisdom based entry is defined.


Serene Stability [trance]
Prereq: Combat Trance
Benefit: While in your combat trance you are as fluid as an ocean wave and as rooted as an ancient tree, changing as quickly as you desire.
You gain an insight bonus on all opposed rolls resisting being moved (such as trip, overrun, bull rush, and grappling) and on saving throws to avoid being moved against your will from spells (but only if you are trying to stay where you are, if a spell pushes you 10' with a save for half damage but not to prevent movement then you do not gain this bonus to the save) equal to twice the number of [trance] feats that you possess.


Monks Training [trance]
Prereq: Combat Trance
Benefit: While in your combat trance your body seems to avoid incoming attacks before you even realize that they are there and to move through the battle as swiftly as the wind.
You gain the AC bonus (wis bonus +1/5 levels, with an extra -1 penalty) and the speed bonus of a monk with an effective level of 2x your # of [trance]. You also gain the Improved Unarmed Strike feat.
Special: If you already have levels in monk this feat instead adds effective levels of monk as an insight bonus for the purposes of AC equal to 2x the lower of your # of [trance] feats and your actual monk level and a bonus to your effective monk level for speed bonus of 3x the lower of your # of [trance] feats and your actual monk level.
If you have an ability with the same name and use as the monks abilities from another class this feat grants the benefits in a similar way as it does to the monk levels, but only once per character.
If you have another feat which increases any of your speeds the bonus granted by that feat increases by 10' for each 5 [trance] feats that you possess even while you are not in your combat trance.


Tactical Insight [trance]
Prereq: Combat Trance
Benefit: While in your combat trance you are better able to gauge your opponents weaknesses.
Add an insight bonus equal to twice the number of [trance] feats that you possess to all intelligence based skills and checks.
Special: If you have the dodge feat you gain a +1 dodge bonus to all creature types that correspond to each knowledge skill you have at least 5 ranks in, this bonus stacks with the bonus given by the dodge feat.


Truth in Shadows [trance]
Prereq: Combat Trance
Benefit: While in your combat trance the shadows near you seem to whisper their secrets to you while concealing your own from your enemies.
Against any opponent within 20' per [trance] feat you possess you may roll any miss chance due primarily to shadows twice and keep the result you wish. Any opponents within the same range who may miss you due to shadows must also roll twice and you get to choose which result they keep (if the opponent has the Blind-Fight feat simply ignore both abilities and roll only once for the result).
Any (shadow) spells you cast while in the combat trance are 5% more real per [trance] feat you possess but this bonus cannot exceed the spells normal % real nor can it take the reality of the spell beyond 100%.
As a full-round action that provokes attacks of opportunity you may cause an area up to 5' per [trance] around you to become shadowy to opponents but not to allies. This supernatural effect counts as a [darkness] effect with an effective level of half the number of [trance] feats you possess (rounded down).


Sieze the Initiative [trance]
Prereqs: Combat Trance, Improved Initiative
Benefit: At the end of your turn your initiative count increases by your wisdom bonus -6 (min change of 0).
At the beginning of your turn each round each ally below your initiative number gains a +1 insight bonus to attack rolls, AC, and skill checks for one round. At the same time each ally above your initiative number gains temp hp equal to half the number of [trance] feats you possess (round down) for 1 round (these stack with other temp hp and are removed before any other temp hp). You may choose whether you count as an ally above or below your initiative each round.


Psychic Trance [Trance, Psionic]
Prereqs: Combat Trance
Benefit: While you are psionically focused this feat counts as 2 [trance] feats.
Special: While you are not psionically focused this feat does not count as a [trance] feat instead of normally all feats with the [trance] counting as one.


Psicrystal Trance [Trance, Psionic]
Prereqs: Combat Trance, Psicrystal affinity
Benefit: While you are psionically focused and your psicrystal is within 5' when you begin your combat trance you may choose to have your psicrystal gain all benefits of the trance as well. While under the benefits of the trance the psicrystal glows with the light of a candle from a very slight milky haze which hangs around it.
If there is ever more than 5' distance between the two of you the combat trance ends for both of you.
Special: While the psicrystal trance is active any improved psicrystal feats you have count as [trance] feats.


Blade of Thought [Trance, Psionic]
Prereqs: Combat trance
Benefit: While you are psionically focused and in your combat trance you may create a semi-solid blade of psychic energy as a swift action.
This blade works like the mind blade class feature of the soulknife class. You are treated as a soulkinfe with an effective level of 2x the number of [trance] feats that you possess for determining the enhancement bonus (+1, +2, etc) and mind blade ehnancements. You also gain the psychic strike ability of a soulknife with an effective level equal to your # of [trance] feats.
Special: If you already have levels in soulknife then instead of the above benefit you add your [trance] feats to your effective soulknife level whenever you are psionicially focused and in the combat trance for the purposes of enhancement bonus, mind blade enhancements, psychic strike, and also add this bonus to the mind blades hardness. You may also create your mind blade as a free action and may reselect your mind blade enhancements if the bonus from this feat gives you an extra amount of mind blade enhancement.


Trance of Pain [Trance]
Prereqs: Combat Trance
Benefit: While in your combat trance you may spend a full-round action to deal an amount of untyped damage (no SR, no save) equal to your # of [Trance] feats or lower (your choice) to all creatures other than yourself within the radius you specify that cannot be larger than 10' for each [Trance] feat you possess. You take twice the damage that you deal out. The damage done by this ability, both to yourself and others, bypasses hardness, regeneration, and similar effects. This effect is a Supernatural ability and requires line of effect for each creature.


Clarion Call [Trance]
Prereqs: Combat Trance, Combat Magnetism, Bardic music
Benefit: On the round during or immediately following when you begin your combat trance and have transfered all of the insight bonus to cha you may initiate your bardic music as a full-round action and burning 2 uses of bardic music. This allows you to initiate two of your bardic music abilities simultaneously and gain an insight bonus to your effective bard level equal to your cha bonus -6. The bardic song ends when either in the normal fashion or when the combat trance ends, whichever occurs first.
Special: You may instead choose to maintain a full-round action each round concentrating on your clarion call and the effective bard level bonus becomes your cha bonus instead of cha bonus -6.


Trance of Fire [Trance, Psionic]
Prereqs: Combat Trance
Benefit: While you are psionically focused and in your combat trance you may initiate a Matter Agitation power as a Supernatural ability each round as a swift action to any creature within 10' per [Trance] feat you possess with a duration of 1 round. You may use this ability even if you are maintaining other Matter Agitation's from this feat.
During your turn you may spend a standard action to extend the duration of all Matter Agitation effects you have going from this feat by 1 round.
If a creature leaves the range of this ability the effect immediately ends for them.
A beam of light connects each creature and the character initiating the M.A.'s.
Special: If you have Matter Agitation as a known power then on a round where you used a standard action to increase the duration of the M.A.'s from this feat you may also extend the duration by 1 round with a move action.


Prereqs: Combat Trance
Benefit: While you are in your combat trance the air around you seems to grow a little colder and your feet appear to have a thin layer of ice on them. During this time you gain some advantages and disadvantages as listed below:
If you have at least 5 ranks in balance you may make a 10' step adjustment instead of a 5' step but this 10' must be in a straight line (ie not around a corner or creatures square), if you do not have at least 5 ranks in balance you may not make 5' steps.
If you make a charge, bull rush, or overrun action your action must all be in a straight line and you gain an extra +2 bonus on all attacks and checks related to these actions for each 10' of movement you made before the checks and you and the foe take falling damage as though you had each fallen half of the distance you moved (if the foe is directly ahead of you at the end of the charge, you bullrush into an opponent, or the opponent blocks your overrun attempt).
If you possess at least 5 ranks in tumble you gain the Run feat and a +10' bonus to your land movement while running or withdrawing in a straight line, if you do not have at least 5 ranks in tumble then you suffer a -5 penalty to your land movement at all times.
You also gain Fire Resistance equal to half your level (rnd down)+your # of [Trance] feats but a vulnerability to cold such that you take extra cold damage from any attack that deals cold damage equal to your # of [Trance] feats.
If you have at least 5 ranks in balance, tumble, and jump you ignore the effects of difficult terrain on your movement.


Complementary Enhancement [Trance, Psionic]
Prereqs: Combat Trance
Benefit: While you are psionically focused and in your combat trance you create a psychic feedback between complementary enhancements that you have on yourself.
For this feat complementary components which can enhance one another are:
Str::Int, Dex::Cha, Con::Wis
If you have an enhancement bonus on two complimentary stats then while you are psionically focused and in your combat trance the enhancement bonus of each is increased by 50% (rnd down) up to a maximum of whichever boost would be lower (ie if you have a +2 enhancement on str and a +4 enhancement on int then each would increase by +1).
A similar bonus is applied to skills which each have a competence bonus and are keyed to the appropriate stat (ie if you have a +10 competence bonus on use magic device (cha) and a +5 competence bonus on use rope (dex) then each would increase their bonus by +2).