Mostly fey harming feats. Any Ideas? [Archive] - Wizards Community

Post/Author/DateTimePost
Khallhadras7

01-27-08, 04:29 AM
Just some feats I was messing around with tonight. This should lead up to my branching fey-hunter feat tree, although some of them are just effective versus fey and not really a part of the branch itself. I will start dappling in the more magic disrupting feats later on. Ignore the words in parentheses, those are just my disheveled thoughts. Any help, comments, etc. for future feats effective against fey or the ones I just posted would be nice, as I am at a bit of a loss. I'm not wanting this to go the dragonslayer route as fey are unique opponents and should be handled uniquely, but I am not sure about still having enough material to create a Feyhunter class and still contrive disparate and essential feats of a like nature.



Fey Hunter (Branching useful/skill feat)
By utilizing the land to your avail, just as your preferred quarry does, you have been enlightened on how to better track fey-creatures—there are very few tricks, traps or gambits you haven’t seen attempted and by this knowledge you are made wiser on how to better prepare for an encounter with fey. Such have you honed your skills in tracking fey that you have built a strong foundation on which rests a strong, innate sense of whether or not a fey is near, much like a warrior’s instinct.
Prerequisite: Track, Wis 13
Benefit: You can take a move action to determine whether a fey is within a 30ft radius centered on you, via a well-honed instinct. If a fey is disguised or in any way concealed you are still able to pinpoint the fey's form and location. Also, when tracking your quarry in whichever preferred method you gain a +5 bonus to your survival check.

Fey Enmity
You have a passive unsteadiness for those of the fey-kind and rest uneasy as how to best deal with them.
Prerequisite:
Benefit: When dealing with fey you take a -4 on all Charisma related skills. In addition you receive a +4 on all Wisdom related skills made against fey and also a +2 on all saves made against fey.


Selective Slaughter (Certain fey race, nice bonuses)
Against those of the race you detest you are schooled in various ways of bringing an end to their life and go about the business with a very methodical and well-thought out approach.
Prerequisite: Power critical, Base attack bonus +6
Benefit: Choose one race. Against this race all of your critical multipliers for every wielded weapon are increased by one (this multiplier does not stack with anything else that elevates the critical multiplier) and when you succeed in dealing damage to an opponent of the race you choose the very opponent must make a Fortitude save equal to 10+your strength or dexterity modifier, whichever is higher+1/2 your total class level or take an extra amount of damage equal to your total class level.

Fey Bane (Branching offensive feat)
For long you have honed both body and mind in the knowledge of fey and the practice of dispatching their kin. Along with this prowess the hatred of fey you possess has matured into that of an instinctual drive when all else is lost, killing fey is now second nature.
Prerequisite: Base attack bonus +3, Knowledge (Nature) 4
Benefit: You receive a +1 bonus on all damage rolls made against fey and all of when attacking a fey you treat your critical threat range as one lower, Example: Aethys the elf’s longsword has a threat range of 19-20 and a base attack bonus of +3, but when attacking fey this is changed to an 18-20 threat range and a base attack bonus of +4

Kinslayer
You have gained notoriety for being a genocidal killer, an infamy of sorts you hold as irony. For what are we all If not all the same and who is to say that slaying a hapless animal is not a genocidal act in and of itself.
Prerequisite: Cha 15, level 6th, must have slain another of your race
Benefit: All creatures of the same race as you, that can openly perceive you in any way shape or form must make a Will save equal to 10+1/2 your character level+your Charisma modifier. Those who fail this save are nauseated for a number of rounds equal to 1d2+your Charisma modifier. Once affected that same individual cannot be affected by this feat again for 24 hours. Also, you gain a +10 bonus on all intimidate checks against others of your race.

Breach Nature’s Defense
With extended periods of time observing nature you have grown to know all of her strengths, vulnerabilities as well, and you understand the inner and outer mechanisms those under her domain employ for defense.
Prerequisite: Base attack bonus +5, Knowledge (Nature) 10 ranks, Spot 5 ranks
Benefit: All of your attacks are treated as if cold iron for the purpose of bypassing any damage reduction of the fey, animal, vermin or plant types that can be bypassed with cold iron. Furthermore, you can bypass 2 points of natural armor of all fey, plant, animal or vermin types. For every feat you have that specifically designates, lends an advantage against, or otherwise harms one of these specific types (fey, plant, animal and vermin) you can bypass an extra point of natural armor, but instead of being able to bypass 2 points of natural armor at the gaining of this feat you only bypass one, a total of two when the bonus from the designating feat is included.



Eradicate
For long have you taken up the mantle of Ranger-hood and pursued your preferred enemy with spiteful vigor, learning new and more effective tactics against your chosen foe along the way. At this point in your career you know much concerning your enemy and use this knowledge to bring death in but one fell stroke.
Prerequisite: Ranger level 10th, three of the same cumulative Favored Enemy.
Benefit: Against your chosen foe you may make a full-round attack action as a melee attack to deliver a horrendous blow. If your target fails against a Fortitude save equal to 10+1/2 Ranger’s level+Ranger’s Wisdom modifier then that foe is immediately killed. This feat is usable once every 1d4+2 rounds and each time you use it against the same foe the DC to save versus death decreases by 2.

Grueling Blow
With a hearty heft of your weapon of choice you can direct an awesome amount of force in your enemies direction. The consequences of a hit is that of just the blow that have put many souls to rest, the consequences of failure however are a period of time when your own impetus outweighs you and you are vulnerable while trying to regain equilibrium.
Prerequisite: Power attack, Fighter level 10th, Close-quarters fighting, Overhead thrust
Benefit: As a full-round action you may make a single melee attack. If your attack connects you must make a Strength check opposed by your opponents Strength or Dexterity check, whichever is higher. If your opponent fails this check then you immediately deal any damage you would normally deal+ a bonus equal to your Strength modifier and your opponent suffers the following affects: -2 to attacks, skills and anyother action that requires movement and a -4 penalty to Dexterity. All of these penalties for a number of rounds equal to 4+your total character level. If your opponent succeeds his check then you are automatically flat-footed until your next turn.

Indemnifying Strike
You may not be the best of the elite or even the elite of the worst, but when push comes to shove you can deal a retributive strike encouraged all the more by the vehemence backing it.
Prerequisite: Combat expertise, Lightning reflexes, Improved Initiative
Benefit: If an opponent hits you in melee you may on your next turn use a standard action to make a single attack. On this attack you apply an extra +1 bonus to your attack for every Hit Die your opponent is higher than you or for every two points of damage your opponent inflicted, whichever is higher. You also add a +1 to all damage rolls for every Hit Die your opponent is higher than you or for every two points of damage your opponent inflicted, whichever is higher.
Obsidianjaerc

01-27-08, 05:44 PM
I admit that I didn't glance over the feats yet, just the first paragraph. Have you seen Shadowfoot's Feyslayer PrC?
Belkar

01-28-08, 12:47 PM
Or better yet - take a gander at the Spirit Shaman base class from Complete Divine. All their abilites (aside from the spellcasting) are neigh useless, unless you're fighting "spririts". What constitutes a "spririt" - among other things... fey.

The class is built to put the smack-down on fey...

Might be worth looking over?