New Feat Idea, opinions and suggestions welcome [Archive] - Wizards Community

Post/Author/DateTimePost
Dragom

07-30-07, 06:05 PM
For the potential "Feat Compendium" that several people have asked for, I kind of dreamed up a new kind of feat.

It's a Feat that can only be taken for a Fighters First level Bonus Feat.

There more of a Background kind of feat.

Seargent
"Hold the line!"

In your previous Military experience you have proven an ability to lead.

+2 bonus to Intimidate
If you have 4 ranks in Intimidate
Rally:
1/day per Fighter Feat you can as a Swift Action, allow any creature that has failed a save against a fear effect to re-roll it's save. (if you have line of site and within a range of 30ft) (if you yourself aren't frightened or panicked) (One attempt per creature per fear effect) (Mind-effecting ability)

If you have 8 ranks in Intimidate and 5 levels of Fighter
Inspiring Cry:
1/day as a full-round action you can make an Inspiring cry, effecting all allies within 30ft, anyone effected (including yourself) who charges before the end of your next turn recieves a +1 bonus to hit and damage on their attack.
(This bonus increases by +1 for every 5 ranks you possess over 8) (Mind effecting, launguage dependant ability)

If you have 12 ranks in Intimidate and 9 levels of Fighter
Aura of Confidence:
As long as you aren't frightened or panicked, allies within 10ft of you are immune to all fear effects. (not including yourself)

If you have 14 ranks in Intimidate and 11 Levels of Fighter
Improved Rally:
Your Rally ability now allows a re-roll for more conditions, like Confused, dazed, stunned, sickened, nausiated and fascinated.

If you have 18 ranks in Intimidate and 15 levels of Fighter
Steely Reslove:
You gain a +6 unnamed bonus on Will saves against all Mind-Effecting abilities

If you have 23 ranks in Intimidate and 20 levels of Fighter
Mighty Bellow:
The range of all your Seargent Abilities is doubled, in addition you can yell intelligably at people at twice the usual range for the situation.

Champion
"Yes, my lady"

You've allways been the one person people have turned to for help.

Diplomacy is a Class Skill
Challenge:
1/day as a standard action, you can make a challenge to all foes in range (5ft per 2 Fighter levels, minimum 5ft) who fail their Will Save, (DC = 10 + 1/2 fighter level + CHA) must target all their attacks for the following round against you.

You gain an additional use of this ability at Fighter levels, 5, 10, 15 and 20

If you have 11 levels of Fighter:
Indomitable:
You may ignore any effect, that would prevent you from fighting for a number of rounds per day equal to your Constitution modifier. You may choose not to use this effect. You count as being under the effect of a freedom of movement spell for this duration. If you are dying or dead or petrified the effect continues at the end of this time. This ability ends if you are disintegrated or similarily destroyed (This does not effect any ability that reduces your ability to fight such as fatigue, sickness or energy drain) (If you die from constitution or HP loss during this effect you are dead when the effect ends regardless of your constitution or HP total at the end of the effect)

Guard
"None shall pass!"

Years of standing watch over fortified gates, military encampments and various VIP's have taught you many skills.

Sense Motive is a Class skill for you.
Shield Block:
As a move action you can choose a single foe to block.

You make an opposed Sense Motive check against your foes Bluff check (It may substitute it's attack roll if higher) The foe gains a +4 modifier for being non-humanoid or +8 for being either an Aberation, Construct or Undead.

If you succed you may block the chosen foes next attack against yourself or an adjacent Ally. The attack automatically strikes your shield and deals damage ignoring half (round down) of the hardness.

If you have 5 or more levels of Fighter
Stolid Defense:
Instead of attackin you can enter into a specialized defensive stance as a full-round action, All to hit rolls made against you automatically hit and and all damage dealt is dealt to your shield until the start of your next turn. If your shield is destroyed the effect ends.

If you have 11 or more levels of Fighter
Arcane Block:
You can use your Shield Block ability to try and stop a line effect. If the Line Effect fails to destroy your shield ends at that point. If your shield is destroyed the Effect continues as normal.

If you have 15 or more levels of Fighter
Improved Arcane Block:
You can use your Shield Block ability to try and protect someone an area effect. If the Area Effect fails to destroy your shield the square of the person you are protecting is considered outside of the Effect. If your shield is destroyed the Effect continues as normal. You must choose to either protect yourself or an adjacent character. As you can only protect a single square this way, you cannot protect a Character larger then medium

If you have 20 or more levels of fighter
Improved Shield Block:
You can prepare a Shield Block as a swift Action

Knight Errant
"I'm as good as my brothers... And I'll prove it"

You have been trained in knightly combat since your earliest childhood. You may technically be royalty but the shear number of siblings with better qualification ensures that you will be neglected in inhertance and rank. Unless of course you can prove your worth to yourself, the world and most difficultly to your family.

Diplomacy is a class skill for you.
+2 bonus to Ride checks
Lance Specialization:
For any feat you take that grants a bonus only to a Specific Mellee Weapon, it now also counts for the Lance.

If you have 11 levels of Fighter
Loyal Mount:
A single normal mount that you have trained with for no less then a year, gains advances a number of HD equal to 1/2 your Fighter level -3. This ability stacks with no other similar animal companion or special mount ability. This advancement includes pertinant skill, feats and ability increases.

Sellsword
"It's just business, but I do love my job"

Fencer
"He who strikes first, strikes last"

Sense Motive and Tumble are class skills
Intimidating Feint:
You may use Intimidate instead of Bluff to Feint

If you have 5 levels of Fighter
Gap in the Armor:
Against an opponent denied their Dex Bonus your attack and Damage rolls recieve a bonus equal to your Intelligence modifier, This bonus also effects Disarm and Trip attempts.

If you have 11 levels of Fighter
Steel Defense:
When using Combat Expertise you gain an extra bonus to your AC equal to either the amount of base attack traded or your Intelligence modifier, wichever is lower.

If you have 15 levels of Fighter
Crippling Blow:
Against a foe denied their Dex bonus to AC you now inflict 1d4 con Damage in addition to your normal damage. Does not effect any creature immune to critical hits.

If you have 20 levels of Fighter
Greater Feint:
You can Feint faster now. Either as a Move action or if you have the Improved Feint feat or similar ability you can Feint as a Swift action

Enforcer
"Halt!"

You have experience maintaining the rule of law.

If you have 4 ranks in Intimidate
Authoritative Command:
As a standard action you can produce a yell that will render a creature of the humanoid type with no more HD then your fighter level, Shaken for a number of rounds equal to your Fighter level. The DC is 10+1/2 fighter level+cha, range is 30 ft. You can use this ability a number of times per day equal to your fighter level. It does not stack with it's self. If a creature makes it's save against this ability, it cannot be effected by it for a 24 hour period (Language dependant, Mind effecting)

If you have 8 ranks in Intimidate and 5 levels of Fighter
Primal Authoritative Command:
Your Authoritative Command ability is no longer language dependant.

If you have 12 ranks in Intimidate and 9 levels of Fighter
Borderless Authoritative Command:
Your Authoritative Command ability can now effect any creature capable of fear.

If you have 16 ranks in Intimidate and 13 levels of Fighter
Intensified Authoritative command:
Against a foe with 5 less HD then you have Fighter levels your Authoritative Command induces the frightened Condition, Like wise a Foe with 10 less HD then your have Fighter Levels becomes Panicked.

If you have 20 ranks in Intimidate and 18 levels of Fighter
Broad Authoritative Command:
By using 4 uses of your Authoritative Command ability, you can effect all foes in a 20ft burst centered on you.


Yes these are supposed to be Scailing feats with roleplay utility and and cannot by themselves equal a full class ability.
JLaurHughes

07-30-07, 07:32 PM
What is the base for these? Are they supposed to be fighter feats. You mentioned that they're background feats in a way.

These look a lot like the Bard - Bardic Music ability rolled into a feat. The major difference is what each does and how many ranks in a specific skill you need to use each of the abilities. I think they need to be rewritten a little, wording seems a tiny bit confusing.

It's a very good start though, and I might suggest sending a submission to the WotC with these(worst they would do is say no). If you need help editing the wording of these feats I'll help a little.
Dragom

07-30-07, 07:51 PM
Okay, so lets assume that the Fighter is at base a Professional Fighting Man, A vary ambiguous description. But if we kind of tack on a more specific description like the ones above, it become much easier to elaborate.

This is not unlike a Wizards specializing in a single School of magic.

This kind of Feat is not so much a trick that you've learned, but what you are.

You can only have one, you can only take one at First level and it fits into your Fighter bonus feat for first level.

If you have a copy of Dragonmarked you would find a number of feats that increase gain new and better uses as a Dragonmark increases in power.

This is kind of like those.

The abilities of the feats kind of have to be on the border between Extraordinary and Supernatural, and they have to increase as you become a better and better fighter.

And yes the Seargent is a little Bardy... He's supposed to inspire and inspiring is a Bardy thing to do.

And ya, somewhere in the description for the Champions - Indomitable ability things went horribly wrong.
Dragom

07-31-07, 03:26 AM
I admit, I'm a little blurry on what the Sellsword and the Fencer should be like.

And theres a nautical one that's supposed to encompase Pirates, Norsemen and Marines that can only be properly called Raider, that I have absolutely no idea about. Not even a catch phrase.
JLaurHughes

07-31-07, 06:02 AM
Fencer = Sense Motive, Intimidate amd Bluff.
SellSword = Bluff and Diplomacy or Diplomacy and profession(mercinary)
Mariner = Survival and Knowledge(Geography), "Guide me dark sea above, let no storm sway me."

Or something like that.
mauslin

07-31-07, 11:50 AM
Umm, I'm a bit unclear as to the requirements. Do you have to be first level and a fighter to take this feat, or simply taking the first level of fighter?

i.e. Your first level is rogue, your second level is fighter. Could you take this feat, even if your first level of 'fighter' is your second level?
Dragom

07-31-07, 11:59 AM
Fencer = Sense Motive, Intimidate amd Bluff.

Allowing a Fighter to Actually use Feint.

SellSword = Bluff and Diplomacy or Diplomacy and profession(mercinary)

Beyond haggling for more money from patron's I don't really know what kind of special skills he should have.

Mariner = Survival and Knowledge(Geography), "Guide me dark sea above, let no storm sway me."
I admit, not bad.

Umm, I'm a bit unclear as to the requirements. Do you have to be first level and a fighter to take this feat, or simply taking the first level of fighter?

i.e. Your first level is rogue, your second level is fighter. Could you take this feat, even if your first level of 'fighter' is your second level?

As the feat describes the conditions under which you became a fighter before the start of your adventuring career, I would say you have to be a First Level Character to qualify.
mauslin

07-31-07, 12:45 PM
As the feat describes the conditions under which you became a fighter before the start of your adventuring career, I would say you have to be a First Level Character to qualify.

Mmm, do you have to take the feat as a fighter bonus feat? What if said rogue took one as his first level feat? He couldn't use it until he took a level of fighter, but would he be allowed?

There's an equivilant feat for spellcasters that works like that, called Spellcasting Prodigy. It's first level only, and applies to a specified spellcasting class, but there's no class restriction for taking it. So said rogue could take Spellcasting Prodigy (Cleric) at first level, then take a level of Cleric later to use it.
Dragom

07-31-07, 09:00 PM
Interesting bit of rules lawering.

The feat is in fact specifically designed to make an experienced player with a light powergaming streak want to play a straight fighter up to level 20.

I did try to put a cope out point at level 5, (Note the Seargents Inspiring Cry ability, the Guards Stolid Defense) (Abilities non-reliant on advancing fighter levels to grow in effectiveness), Just incase the multiclassing itch catches you.

I do sympathize on wanting some skills points at 1st level.

However I am a hard and cruel man and so must say NO. Crunch wise being a Fighter lets you have the Feat, Fluff wise the Feat makes you a Fighter.
Dragom

07-31-07, 11:00 PM
The Sellsword and the Mariner are still leaving me dry.

And the Champion and the Knight Errant still suck both in wording and deed.
JLaurHughes

07-31-07, 11:36 PM
Do you happen to have Stormwrack, Heroes of Battle and Complete Scoundrel? Take some ideas from these books for the Mariner, Sellsword, Champion and Knight Errant possibly.
Dragom

08-01-07, 12:33 AM
Nope, just Core, the Spell Compendium, Expanded Psionics, Dragonmarked, Five Nations and the Eberron Campaign Book.

Besides you don't want to much inspiration to come out of existing D&D material. Leads to a kind of inbreeding of inspiration that can lead to things like Sword and Fist.
Dragom

08-06-07, 06:50 PM
:bump:

I'm almost certain this idea set isn't all that silly.
JLaurHughes

08-07-07, 01:02 AM
not silly, just don't know what to say about it yet. Nor do I have any ideas/suggestions for some of them at the moment.
Dragom

08-10-07, 02:11 PM
I can't help but wonder, I must be missing dozens of fighter cliche's here.

I mean what about Gladiators, or something based on any Elite Troop throughout history and/or fiction.

Or something based on 300? You could call it the Hoplite...

Or could someone vaguely versed in military lore tell me what a Lietenant is supposed to be able to do so I can make an accompany to the Sergent? War movies never seem to mention the pivotal role of the officer most likely to to see combat.
JLaurHughes

08-10-07, 04:42 PM
A Lieutenant is supposed to be able to assume command of a squadron, troupe or even outpost should the higher ranking officer, Such as a Sergeant, fall in combat, or be killed during active post duty.

There are different levels of military command, Lowest rank, and first rank in combat, is the Private. Next up is Sub-Lieutenant, then Lieutenant, Lieutenant Commander, Commander, Sub-Captain, Captain, Sergeant, Sergeant-General, General, Admiral. If I remember my chain of command properly. The General and Admiral rarely see combat, though the General would see combat more often than the Admiral.

Navy has a somewhat different chain of command.
ragoftag

08-13-07, 04:10 PM
I see these as being a 'feat' based way to generate roles that occur in traditional 'Fighter stereotypes':

Sergeant-Intimidate
Champion-Diplomacy
Guard-Sense Motive
Knight Errant-Diplomacy
etc

Dragon had an article a few years back that treated this a different way, but stuck with a simpler mechanism. The way this works is substantially different, but intriguing! It might work as a 'choose one' specialization or the like. It could actually serve as an 'in class' PrC. Perhaps feats based out off the initial choices? This deserves further development as a new way of doing a class.
NobodyRemembersThis

08-13-07, 04:34 PM
Professional Mercenary should get Spot and Profession (Mercenary). Allow Profession Mercenary checks to grant movement and Skill bonuses.
Sigfried Trent

08-13-07, 05:24 PM
FYI if you are intersted in feat compendiums, check out the Netbook of Feats

www.datadeco.com/nbofeats

We very much appreciate user submissions so if you would like us to evaluate and publish your feats, we would be happy to look at them. We can be a bit picky and conservative but at worst you get a lot of detailed feedback on your work.
Kaldair

08-14-07, 03:36 AM
Ok, so the champion at tenth level automatically gets freedom of movement and undying rage (two of the most sought after abilities for any melee fighters). Even at once per day, that seems a bit much. Possibly make it a little more balanced by making the effects end at the chamions death no matter how he died... Making it freedom of movement and diehard... though that still gives you a free feat and supernatural ability, plus the original feat benefits, for only one feat slot and 11 ranks intimidate (which most fighters max out anyway... not like they have much else to do with their skills). I think the freedom of movement should be downgraded as well, to maybe a bonus on will saves, or extra will saves (or both) vs. magical effects that would prevent him fighting, and a bonus to break any bonds or escape any grapplers restraining him. So we end up with the effects of diehard, a +4 will vs. enchantments, one luck reroll against enchantment, and +8 to break bonds and escape grapple, wrapped up in a limited time, once per day effect.
Dragom

08-14-07, 11:50 AM
So we end up with the effects of diehard, a +4 will vs. enchantments, one luck reroll against enchantment, and +8 to break bonds and escape grapple, wrapped up in a limited time, once per day effect.

That could very well make more sense.

Except for the cleric Domain that offers Freedom of Movement in similar circumstances, except as an ability that can be doled out one round at a time, a number of rounds equal to level rather then a Modifier that caps in most games at +6, and this Domain ability is accessible right at 1st.

But saying Freedom of Movement and Diehard would certainly make the description a lot simpler. And maintain the abilities status as a Trump Card, how ever brief.

The original 1st level feat benefit of the Champion even though it is a very good ability, and one I considered leaving as the only benefit, has a slightly masochistic edge to it. Giving up an a full round of attacking to get everyone around you to attack you instead of your friends. While powerful it is perhaps unappealing.
Dragom

08-14-07, 08:43 PM
Wait... I actually have a better idea.

Indomitable:
1/day for one round you gain Freedom of Movement, Any conditions such as Fatigue, Exhaustion, Shaken, Frightened, Panicked, Confused, Asleep, Blinded, Dominated or Charmed end at the start of the turn you use this ability.

You can still be re-affected, and all it really gives the person is a chance.

How about that?