New Feats for 3rd Edition
D&D
· Improved Shove [General]: like improved Feint, allows
you to make a Shove attack as a move based action rather than a standard action. Normal
shove allows a contested Athletics vs. Concentration roll against your opponent, with modifiers for size. If your opponent fails, they are knocked off balance and get no DEX or dodge bonus until the start of their
next action. Fighters may take Improved Shove as one of their bonus feats. Improved Shove still allows an attack of opportunity to your opponent. To negate this, take Improved Unarmed Strike or Improved Shield Bash.
· Taunt [General]: allows a ranged attempt to “demoralize
opponent.” Your target must either be able to see you or understand you
or both, but you need not be within threat range of them. Taunt is a movement
based action. When taunting, you may use either your Intimidate or Bluff skill
to upset your target. If successful, the target will suffer the demoralizing
effects unless they immediately move to and or attack you. They gain no bonus
or penalty to the resisted roll for size modifiers. Normal: demoralized opponent
is a standard action that uses your intimidation skill against your opponents level+WIS bonus.
You must be a threat to your opponent in order to be effective. Opponents
gain a bonus (or penalty) for their size modifier. Fighters may take Taunt as
one of their bonus feats.
· Improved Taunt [General]: requires Taunt + at least 5
levels of bluff or intimidate. Allows you to Taunt your opponent as a free action. In addition, you may taunt multiple opponents (possibly even a crowd). The demoralizing affects of this ability are increased to -3 (all attacks, skills and saving throws).
· Assessment [General] – allows you to use sense
motive to sum up your opponent’s fighting ability. As a move action, choose
a target you can accurately perceive and make a sense motive check resisted by the target’s Bluff skill. Gaining more successes than the target reveals information, the more the better. Information that can be gleaned by using Assessment includes whether the opponent is higher or lower level
than you, an approximation of their STR and DEX attribute (10-15, 16-19, 20-23 etc.), and in general, the tactics they use
in combat (what is a full attack, do they are there any feats employed (dodge, power attack, improved trip etc.). Fighters may take Assessment as one of their bonus feats.
· Chokehold [Martial] – prerequisite: improved pin.
If you successfully pin an opponent, you may begin a chokehold, causing your
opponent to suffocate for as long as you maintain the hold.
· Jack of All Trades [General] – you may use skills
that are “untrained” as if they were. Nuclear Physics? You dabble….
· Armored Casting [General] – you lessen the penalty
for casting spells while wearing armor, up to a maximum of +15%.
· Improved Armored Casting [General] – prerequisite: armored casting, level 8. You lessen
the penalty for casting spells while wearing armor, up to a maximum of +30%.
· Healing Hands [General] – for all spells over 0th
level, you may add your WIS bonus to the healing of the spell, but not to exceed the maximum allowed healing (so cure wounds
would still only heal a maximum of 1d8+5). You also gain +1 bonus to the Healing
skill.
- Lunge [Martial] - Prerequisite: Power Attack, You are able
to charge an opponent without the usual 10’ movement requirement, in fact Lunge allows a 10’ move but no more. A successful Lunge gives no attack of opportunity to your opponent or anyone who may
threaten you in adjacent hexes. If you fail to hit your opponent, you are considered
prone and your opponent gets an immediate attack of opportunity on you. All bonuses
and penalties from the Charge maneuvers apply when making a Lunge (+2 attack, -2 defense).
Lunge counts as a Full Attack action.
Fighters may take Lunge as one of their bonus feats.
· Improved Familiar[General] – Prerequisite: ability
to summon a familiar, base attack +3. Benefits: allows you to summon a superior
familiar from the list generated on page 6 of the Forgotten Realms Guidelines. In
addition, I may allow certain other reasonable requests. Quasits and Imps were
allowed to evil players in the old school rules. I would have to review changes
made very carefully before I agreed to this kind of substitution. If interested
consult your GM.
· Scholar [General] - +1 to any trained Knowledge skill roll.
· Magical Artisan [Item Creation] - Prerequisite: any other
item creation feat. Benefits: saves XP cost of item creation feats (*75%).
· Contortionist [General] - this implies that you are double
jointed and allows you to fit into and get out of tight places. This feat gives
you a +2 bonus to escape artist skill, which is treated as a class skill for you and allows you to go anywhere a race one
size smaller than you could fit into. It also gives you +2 Perform skill when
performing as a contortionist.
· Devoted Craftsman [General] - this feat gives you a +2 bonus with any 2 specific craft skills. These bonuses do not count toward your maximum skill/level, as they are not bought as skill points. You may not buy this feat multiple times for the same skills, but may purchase it
to apply to other Craft skills
- Foe Hunter
[General] - This gives +1 to damage a specific type of creature with melee or at close range with missile weapons and +1 to
your threat range for attacking said creature type. If you are able to track,
you are +2 to survival checks against this particular creature type. You may
make an untrained Knowledge (Xenology) roll in regard to this creature at any time.
This feat may be taken multiple times but only once per creature type.
· Signature Spell [Metamagic] - Prerequisite: Spell Mastery. Benefits: You are so familiar with a
mastered spell that you can convert other prepared spells into that spell. Each
time you take this feat, choose a spell you have mastered with spell mastery feat. You
may now convert prepared arcane spells into that signature spell like a divine casting cleric converts prepared spells into
cures or cause wound spells.
· Seize Initiative [General] – you may penalize your
defense to increase your initiative score on a one to one basis, up to a maximum of your base attack bonus. Fighters may take Seize Initiative as one of their bonus feats.
· Mind Over Matter [General] – prerequisite: 5 ranks
of meditation skill. Allows you to make a meditation roll to stabilize your wounds
and stop you from dying. The Meditation roll is a DC10 regardless of how bad
your injuries are. This feat also allows you to use your Meditation skill as
a synergistic bonus to Concentration checks.
· Feign Death [General] – prerequisite: 10 ranks
of meditation skill. You are able to use your Meditation skill to attain a near
death state. Use of this feat is a full round action and you must make a successful
meditation roll against a DC20, +5 if you are wounded, +10 if you are disabled. Attempts
to determine your actual status (live or dead) constitute a Notice check resisted by your Bluff skill (with a synergistic
bonus from Meditation of +2/5 ranks).
·
· Spell Slinger [General] – you gain a +1 accuracy with any ray or touch attack
spell.