Feats We'd Like to Have in the K Pack
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Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1210681066|%e %b %Y, %H:%M %Z|agohover

Chosen Weapon Specialization [Epic]

You deal more damage when wielding your deity's chosen weapon.

Prerequisites: War domain, Epic Prowess, Weapon Focus with deity's chosen weapon.

Benefits: You gain a +2 bonus on weapon damage when wielding your deity's chosen weapon.

unfold Feats We'd Like to Have in the K Pack by nicethugbertnicethugbert, 1210681066|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1210698081|%e %b %Y, %H:%M %Z|agohover

This one would be low priority as it requires 5-30 feats just for the +2 damage.

unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1210698081|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KunikosKunikos 1210747171|%e %b %Y, %H:%M %Z|agohover

DILIGENT [GENERAL]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

Change "Decipher Script" to "Lore".

IMPROVED FAMILIAR [GENERAL]
This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

INVESTIGATOR [GENERAL]
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

Replace "Gather Information" with Spot.

LEADERSHIP [GENERAL]
Prerequisite: Character level 6th.
Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.

MAGICAL APTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

unfold Re: Feats We'd Like to Have in the K Pack by KunikosKunikos, 1210747171|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KunikosKunikos 1210748865|%e %b %Y, %H:%M %Z|agohover

Spell Focus (<Domain>) or Spell Focus (<Alignment>) would be useful.

last edited on 1210749830|%e %b %Y, %H:%M %Z|agohover by Kunikos + show more
unfold Re: Feats We'd Like to Have in the K Pack by KunikosKunikos, 1210748865|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KunikosKunikos 1210749812|%e %b %Y, %H:%M %Z|agohover

Disciple of the Sun (Divine)
Pre-req: Turn/Rebuke Undead
Benefits: Spend two turns undead attempts to destroy undead instead of turning them.

Glorious Weapons (Divine)
Pre-req: Turn/Rebuke Undead
Benefits: Spend a turn/rebuke undead to align party members melee weapons in 60' radius to good (if you channel positive energy) or evil (if you channel negative energy). The weapons can bypass DR as if they were of that alignment. Effect lasts until the end of your next turn.

Other Wild feats from Complete Divine
- Boar's Ferocity
- Cheetah's Speed
- Grizzly's Claws
- Wolverine's Rage

last edited on 1210749926|%e %b %Y, %H:%M %Z|agohover by Kunikos + show more
unfold Re: Feats We'd Like to Have in the K Pack by KunikosKunikos, 1210749812|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
kryvnuskryvnus 1210770351|%e %b %Y, %H:%M %Z|agohover

I'd like to see the shadow weave feats make it into the game. I'm not sure how complicated it would be but it doesnt seem that it would be too hard and it provides a very distinct and prevalant option available to mages in FR. I'm sure that it would be quite a pain to make it so that a character with shadow weave magic couldn't use spells with the light descriptor, if it is even possible at all.

unfold Re: Feats We'd Like to Have in the K Pack by kryvnuskryvnus, 1210770351|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1210772794|%e %b %Y, %H:%M %Z|agohover

Improved Familiar - I plan to add the mini-beholder as a familiar through this feat.

Diligent, Investigator, Magical Aptitude. I can do these easily but do people really burn feats on +2 for two skills?

Leadership, Disciple of the Sun, Wolverines Rage are on the list already.

Glorious Weapons may not be possible (no way to make weapons bypass good DR).

I opted not to do Cheetah's as a wild shape use for a run buff didn't make a lot of sense compared to other movement buff options. Grizzly Claws would add natural weapons to the druid that are already problematic. I'll double check on Boar's Ferocity.

The shadow weave feats are… problematic. The biggest problem is that "Light" spells aren't marked as such (no spell has a descriptor except the ones I've added). It would also require altering all of the existing spell scripts to do the feats properly (+ saves vs non-shadow magic, vs shadow magic). Shadow Adept and feats are something I'd like to do but I'm not quite ready to redo the spell system of NWN2.

I plan to add Spell Focus (Ability) for Eldritch Blast and Invocations. Spell Focus (Domain) and (Alignment) aren't really doable without a huge alteration of the spell scripts. Doable but very low priority.

last edited on 1214241871|%e %b %Y, %H:%M %Z|agohover by Kaedrin + show more
unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1210772794|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KunikosKunikos 1210862427|%e %b %Y, %H:%M %Z|agohover

Diligent, Investigator, Magical Aptitude. I can do these easily but do people really burn feats on +2 for two skills?

They will if they are pre-requisites for a PrC, I'm guessing.

unfold Re: Feats We'd Like to Have in the K Pack by KunikosKunikos, 1210862427|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1210867691|%e %b %Y, %H:%M %Z|agohover

In high magic worlds, UMD can be very valuable and sought after if the items are right.

unfold Re: Feats We'd Like to Have in the K Pack by nicethugbertnicethugbert, 1210867691|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
kryvnuskryvnus 1210873556|%e %b %Y, %H:%M %Z|agohover

You said Leadership is already on the list. I don't understand how that will be implemented. Will it be just a cohort or will followers be implemented in custom modules?

unfold Re: Feats We'd Like to Have in the K Pack by kryvnuskryvnus, 1210873556|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1210881739|%e %b %Y, %H:%M %Z|agohover

Leadership will be a dominated associate and act like a henchman/summons. I'm still debating the exact implementation. I'll either have a subradial (1/day) to summon a cohort (choose from fighter, rogue, mage, cleric) or I'll have it randomly summon one of those 4 each time it's used. You keep the henchman until until they die and then you get a new one (the next day).

unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1210881739|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
Yume-kunYume-kun 1210884679|%e %b %Y, %H:%M %Z|agohover

Hm.

I don't know if it's doable, but would it be an option to treat a cohort like an "animal companion" ?
(ie, you choose from a list in a character creation screen and until such time as you change that choice, you are stuck with it)

In either case, it's proably not doable to access the "cohort" inventory to pass weapons, armor and other useful gear back and forth, I presume ? (Coding for specific builds/equipment sets then becomes an issue, I guess)

unfold Re: Feats We'd Like to Have in the K Pack by Yume-kunYume-kun, 1210884679|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KunikosKunikos 1210888970|%e %b %Y, %H:%M %Z|agohover

Given the choice I would like a "choose which type of cohort class each time". The same implementation could be used then to pick between different undead sub-types. An Epic level Undead Leadership with a Flesh or Bone Golem would be very cool.

unfold Re: Feats We'd Like to Have in the K Pack by KunikosKunikos, 1210888970|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1210940572|%e %b %Y, %H:%M %Z|agohover

How about Armor Focus and Specialization?

Or these?

Touché [General, Fighter]
You may attack a foe after disarming him.
Prerequisites: Int 13+, Combat Expertise, Disarming Expert, Improved Disarm, base attack bonus +11.
Benefit: If you make a successful disarm attempt, you immediately get a melee attack against that opponent as if you hadn't used your attack for the disarm attempt, using the same attack bonus. This additional attack may not be a trip, disarm, or sunder attempt.

Whirling Defense [General, Fighter]
You spin so quickly when attacking that you nimbly avoid your enemies' counterattacks.
Prerequisites: Dex 13+, Int 13+, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +11.
Benefit: Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your armor class until the beginning of your next turn.

last edited on 1210941140|%e %b %Y, %H:%M %Z|agohover by nicethugbert + show more
unfold Re: Feats We'd Like to Have in the K Pack by nicethugbertnicethugbert, 1210940572|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
Anonymous (60.234.195.221) 1212138694|%e %b %Y, %H:%M %Z|agohover

Add Words of Creation from Exalted Deeds to the list please - any bard would love it ;)

The words of creation feat basically has four applications:

1. Bardic Music: It allows bardic perform feats to be performed at double effectiveness, however, the bard takes 1d4 nonlethal damage for each rank of perform needed for the ability, eg if doubling Inspire Courage (minimum 3 ranks), the bard would take 3d4, to double Inspire Heroics (minimum 18 ranks), the bard would take 18d4. Also grants a +4 sacred bonus to contersong and fascinate abilities, increases DC for suggestion and dominate by +2, and increases effective caster level for song of freedom by +2.

2. Creation: automatic Extend Spell for any Conjuration(creation), +4 sacred bonus on any craft check. No damage is taken for these uses.

3. Exalted Power: can enhance any spell with the Good descriptor with a verbal component with a +1 caster level, when making a good magic item can increase the caster level by +1 without increasing cost. Improving spells in this way does 1d4 nonlethal damage per every 2 levels of the spell, rounded down. Enhancing magic items causes no damage.

4. Truenames: By using the words of creation in conjunction with Legend Lore, Commune, or Contact Other Plane, the caster can research a creature's true name at the cost of 1,000 gp per week and takes 1 week per 2 HD. Then you make a knowledge check appropriate to the type of creatue DC 10+HD. If successful you can use the Truename against the creature in the following ways: impose a -4 penalty for a save against a specific spell, reduce SR by 4 or DR by 5 for one minute, cast a teleport spell on the creature without including themself in the spell, impose a +6 bonus to their cha check when used with a planer binding spell. Each use of the truename causes 5d4 nonlethal damage to the caster.

Re: Feats We'd Like to Have in the K Pack
Amy AttaxAmy Attax 1212139408|%e %b %Y, %H:%M %Z|agohover

What exactly is a "K Pack"?

unfold Re: Feats We'd Like to Have in the K Pack by Amy AttaxAmy Attax, 1212139408|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
Yume-kunYume-kun 1212143274|%e %b %Y, %H:%M %Z|agohover

K Pack = Kaedrin's Pack

unfold Re: Feats We'd Like to Have in the K Pack by Yume-kunYume-kun, 1212143274|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1212263361|%e %b %Y, %H:%M %Z|agohover

Whirling Defense is in my excel sheet for a new feat to add.

Touche isn't doable since we can't hook the disarm event (it's in the engine).

Truenames are an alternate casting system and so one I won't be dealing with.

Words of Creation I'll probably pass on because the implementation would be rough and time consuming for just one class. I'm not keen on doubling the effects of most of their abilities either (see the nerf on Epic Inspiration). Too strong. Creation requires altering every conjuration spell so isn't likely to ever happen. Same with Exalted Power.

I don't know enough about the GUI and it's xml/script implementation to pop a selection container like Animal Companion has. I'm also not sure it's possible for us to do the 3d rendering that the hard coded stuff does. Inventory isn't possible to alter in a henchman or summons directly.

unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1212263361|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
Anonymous (77.11.178.6) 1213211715|%e %b %Y, %H:%M %Z|agohover

It would be nice if you could change the prerequisites for Epic Precision or Crippling Strike. 10 levels of rogue are just too much for some builds. An AT with 10 levels of rogue is not very useful but without CS he is crippled. The same is true for same of your PrCs like the Nightsong Enforcer/Infiltrator, Avenger … Many of their special abilities overlap with the rogue. Maybe you could make this change optional if you think it does not match the rules?

unfold Re: Feats We'd Like to Have in the K Pack by Anonymous (77.11.178.6), 1213211715|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1213213758|%e %b %Y, %H:%M %Z|agohover

Crippling Strike is a Rogue only feat that can only be gained at levels 10+ in the class.
Epic Precision is a custom feat by Obsidian based on the Crippling Strike.

So it's matching the rules at the moment.

unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1213213758|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1213611699|%e %b %Y, %H:%M %Z|agohover

Improved Natural Armor and Improved Attack from Monster Manual p. 304. Druids could use these being that their shapes give them natural weapons/etc.? Or best left to spells?

unfold Re: Feats We'd Like to Have in the K Pack by nicethugbertnicethugbert, 1213611699|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1213620026|%e %b %Y, %H:%M %Z|agohover

Improved Natural Attack would code to check what the current set of weapons are and equip/destroy a new set of weapons. At best this is a d2 improvement for the cost of a feat and possibly a number of new blueprints. I'd rather save this pain for something like Silver Fang where the weapons are actually a new material type.

Improved Natural Armor probably won't work because the Natural AC property of creatures is directly on the creature itself and not on the hide armor. I don't know if the two stack and I do know that natural AC amulets and the improved natural AC feat would NOT stack due the way the way the stacking rules work.

unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1213620026|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
Yume-kunYume-kun 1213635143|%e %b %Y, %H:%M %Z|agohover

Some more of the background feats from PGtF or FRCS perhaps ?

- Dauntless (+5HP)
- Discipline (+2Wil Save/+2 on Concentration Checks)
- Fearless (immune to Fear)
- Merchantile Background (better prices when selling items)
- Survivor (+2 Fort Save/ +2 Survival)

unfold Re: Feats We'd Like to Have in the K Pack by Yume-kunYume-kun, 1213635143|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
DJ_DocDJ_Doc 1213640879|%e %b %Y, %H:%M %Z|agohover

Epic Destinies would be a nice thing to have :-)

unfold Re: Feats We'd Like to Have in the K Pack by DJ_DocDJ_Doc, 1213640879|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1213642351|%e %b %Y, %H:%M %Z|agohover

Dauntless wouldn't stack with any other temporary hp ability (such as spells).

Discipline is doable.
Fearless is doable but of low value in this game unless PWs use fear a lot.
Mercantile Background won't affect prices as only base ranks do (engine limitation I believe).
Survivor is doable.

Is there a background that boosts Ref by +2? I haven't gone through those much given how useful Luck of Heroes and Spellcasting Prodigy are and how useless the other ones are.

last edited on 1213642721|%e %b %Y, %H:%M %Z|agohover by Kaedrin + show more
unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1213642351|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1213642643|%e %b %Y, %H:%M %Z|agohover

Epic destinies are nice but would be difficult to pull off. They would just be another bonus feat and I wouldn't be able to block normal bonus feat selection like you should. You could also take more than one which is a problem. I scanned that power list and some of them are just wayyyyy too much. Unlimited regenerate or greater invis? Really?

unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1213642643|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
DJ_DocDJ_Doc 1213646451|%e %b %Y, %H:%M %Z|agohover

Hmm could you maybe work with a stat varible that keeps the cahr in line for one epic destinie.
You have to decide what you wnat on 21st level anyway. I don#t know how it works but could there be anything done to prevent the player from picking any other feet than his next destinie feat. And yes the poweres seem to be wayyy too much but then again it is just right for going after elder evils or gods and with 4e around the door why shouldn#t we also have some fun killing of the useless FR gods that will be gone anyway *eg*

unfold Re: Feats We'd Like to Have in the K Pack by DJ_DocDJ_Doc, 1213646451|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
Yume-kunYume-kun 1213646896|%e %b %Y, %H:%M %Z|agohover

Going over my FRCS and PGtF (And Lost Empires) to locate some useful stuff, I found these:

Background/regional Feats:
Azerblood: (shield dwarf) +4 saving throw vs Fire, +1 to all Craft skills
Bloodline of Fire: (Human or Planetouched) +4 on saves vs. Fire and Fire effects; cast all spells with the Fire descriptor at +2 caster level
Magic in the Blood: Gain one daily extra use of all your racial spell-like abilities
Otherwordly (Deep Imaskar, Elf, Spirit Folk): Darkvision 60ft, +2 Diplomacy
Tireless: (Dwarf or Human): Cannot become fatigued
Twin Sword Style: (human, elf or half-elf): When wielding 2 blades, gain a +2 AC shield bonus against your current opponent.

There is no Regional/Background Feat offering +2 to REF saves in any of the books I've been going over; but I'll take a stab at adapting an existing one:

Surefooted: +2 to Ref Saves/+2 on Tumble Checks
(PnP: +2 Climb/+2 Jump, more stable on treacherous terrain and step slopes)

I found some other interesting stuff but most of it would be new functionality which is likely very code-intensive; given the upcoming stuff you've got lined up it's probably not a good idea.

last edited on 1213649380|%e %b %Y, %H:%M %Z|agohover by Yume-kun + show more
unfold Re: Feats We'd Like to Have in the K Pack by Yume-kunYume-kun, 1213646896|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1213649208|%e %b %Y, %H:%M %Z|agohover

I still have memories of my old NWN1 PW where fear auras were prevalent among bosses. The new generation of PW builder is soft. lol

unfold Re: Feats We'd Like to Have in the K Pack by nicethugbertnicethugbert, 1213649208|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1213651846|%e %b %Y, %H:%M %Z|agohover

Hmm could you maybe work with a stat varible that keeps the cahr in line for one epic destinie. You have to decide what you wnat on 21st level anyway. I don#t know how it works but could there be anything done to prevent the player from picking any other feet than his next destinie feat. And yes the poweres seem to be wayyy too much but then again it is just right for going after elder evils or gods and with 4e around the door why shouldn#t we also have some fun killing of the useless FR gods that will be gone anyway *eg*

The way bonus feats work means it's not possible to restrict. I could always de-level the player if they make a wrong choice (ie, a second destiny). However, there is nothing at all prevent them from choosing a normal epic feat instead of the epic destiny line.

The only way to work around this is to use a custom GUI system that pops up a list box of destinies at 21 and then automatically award the correct feat after that. That said, I have NO skill with the gui stuff and my first few attempts have been less than successful and mediocre at best.

There are a few more systems that provide more benefit for the same time investment that I'll probably do first. I'm not sure how I feel about them backporting 4e to 3.5. That is… strange. Did they do that with 3.0 when 3.5 came out?

I found some other interesting stuff but most of it would be new functionality which is likely very code-intensive; given the upcoming stuff you've got lined up it's probably not a good idea.

I've got well over a years worth of work on the list if not two years. LOL. That is the biggest problem right now. So many "this would be cool" things that it's near overload. ;)

last edited on 1213652006|%e %b %Y, %H:%M %Z|agohover by Kaedrin + show more
unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1213651846|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
Yume-kunYume-kun 1213653003|%e %b %Y, %H:%M %Z|agohover

The really intriguing stuff is Scepter Crafting and Rune Magic; both have great potential in a medium-to-low magic environment (Scepters are basically like Wands but can hold spells up to 7th level; runes are either wards to leave behind, a way to add properties to items or as items with either uses/day or total charges - wheher it's doable within the confines of NWN2 is another matter entirely … )

Edit: I hope the batch of background feats I dug up at least is doable/usable …

last edited on 1213653031|%e %b %Y, %H:%M %Z|agohover by Yume-kun + show more
unfold Re: Feats We'd Like to Have in the K Pack by Yume-kunYume-kun, 1213653003|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
steelfiredragonsteelfiredragon 1213692356|%e %b %Y, %H:%M %Z|agohover

if its possible, and only if its possible

a custom feat that rerolls on an attack roll of 1

unfold Re: Feats We'd Like to Have in the K Pack by steelfiredragonsteelfiredragon, 1213692356|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1213721418|%e %b %Y, %H:%M %Z|agohover

It's not possible since it's buried in the engine.

unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1213721418|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
Anonymous (92.113.88.96) 1213863396|%e %b %Y, %H:%M %Z|agohover

Weapon Focus/Weapon Specialization (Natural Attack)

From CArc :
Sudden Metamagic Feats

From MM :

Ability Focus [General]
The DC of your Special Attack increases by +2.

From RoS :

Heavy Armor Optimization [General, Fighter]
When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1.

Greater Heavy Armor Optimization [General, Fighter]
When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 2.
These benefits stack with those of Heavy Armor Optimization, for a total increase in AC of 2 and a total
reduction of Armor Check penalty of 3.

From PHB 2 :

Shield Specialization [General, Fighter]
When you take this feat, choose between ‘Buckler’, ‘Light Shields’, and ‘Heavy Shields’. You receive a +1
improvement to your Shield bonus to AC when using that type of Shield.
You may take this feat multiple types, each with a different type of Shield.

Shield Ward [General, Fighter]
Add your Shield bonus to AC to the following:
a) Touch AC; and
b) resisting Bull Rush, Disarm, Grapple, Overrun, & Trip attempts.

Form LM :

Corpsecrafter [General]
Each Corporeal Undead you animate or create with a Necromancy spell gains a +4 Enhancement bonus to Strength
and +2 hit-points per Hit Die.

Deadly Chill [General]
Each Undead you animate or create with a Necromancy spell deals +1d6 Cold damage with its natural
weapons.

Hardened Flesh [General]
Each Corporeal Undead you animate or create with a Necromancy spell gains a +2 Natural Armor bonus to AC.

Nimble Bones [General]
Each Undead you animate or create with a Necromancy spell gains a +4 bonus on Initiative checks and a +10’ increase
to its base land speed.

From Cdiv :

Spontaneous Healer [General]
You may convert your spells into Cure Wound spells of equal or lower level (as a Cleric). You may do this up to
Wisdom modifier times per day.

Spontaneous Summoner [General]
You may convert your spells into Summon Nature’s Ally spells of equal or lower level (as a Druid). You may do this up
to Wisdom modifier times per day.

Spontaneous Wounder [General]
You may convert your spells into Inflict Wound spells of equal or lower level (as a Cleric). You may do this up to
Wisdom modifier times per day.

Empower Turning [General]
Multiple your Turning Damage (after adding in your Cleric level & your Charisma modifier) by 1.5 to
determine the number of Undead HD you effect.

Cheetah’s Speed [Wild]
You may spend one of your daily uses of Wild Shape to set your base land speed to 50’ for 1 hour.
You may move 10x your normal speed as part of a charge, once in the hour.

From PHB :

Improved Turning [General]
You may Turn or Rebuke creatures as if you were one level higher in the class that grants the ability.

Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1213917854|%e %b %Y, %H:%M %Z|agohover

A number of these are on my list already (see the feats page for the planned list). I'll try to sift through these compared to what I already have listed to see what I can add.

unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1213917854|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1214108576|%e %b %Y, %H:%M %Z|agohover

Moon Domain:
Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selûne, Sharindlar.

Granted Powers: You can turn or destroy lycanthropes as a good cleric turns or destroys undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.

Moon Domain Spells

1 Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

2 Moonbeam[For]: Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.

3 Moon Blade[For]: Touch attack deals 1d8 damage +1/two levels, more to undead, plus scrambles spellcasting.

4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

5 Moon Path[For]: Grants sanctuary to 1 creature/level.

6 Permanent Image: Includes sight, sound, and smell.

7 Insanity: Subject suffers continuous confusion.

8 Animal Shapes: One ally/level polymorphs into chosen animal.

9 Moonfire[For]: Cone of moonlight deals 1d8 damage/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full moon, negates electricity for 1 round/level).

Source: Player's Guide to Faerûn

Tyranny domain

Deities: Bane, Tiamat.

Granted Powers: The saving throw DC of any compulsion spell you cast increases by 2.

Tyranny Domain Spells

1 Command: One subject obeys selected command for 1 round.

2 Enthrall: Captivates all within 100 ft. + 10 ft./level.

3 Discern Lies: Reveals deliberate falsehoods.

4 Fear: Subjects within cone flee for 1 round/level.

5 Command, Greater: As command, but affects one subject/level.

6 Geas/Quest: As lesser geas, plus it affects any creature.

7 Bigby's Grasping Hand: Large hand provides cover, pushes, or grapples.

8 Charm Monster, Mass: As charm monster, but all within 30 ft.

9 Dominate Monster: As dominate person, but any creature.
Source: Player's Guide to Faerûn

last edited on 1214111520|%e %b %Y, %H:%M %Z|agohover by nicethugbert + show more
unfold Re: Feats We'd Like to Have in the K Pack by nicethugbertnicethugbert, 1214108576|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
KaedrinKaedrin 1214112103|%e %b %Y, %H:%M %Z|agohover

These are domains, not feats. :P Tyranny has been a part of my pack since last october.

Moon is on my list of domains to add to the game (set to premier with the Silverstar).

This does remind me that I need to clean up the domain section of the website and add the domains I currently have on the master list to the website so folks know what is coming.

last edited on 1214115987|%e %b %Y, %H:%M %Z|agohover by Kaedrin + show more
unfold Re: Feats We'd Like to Have in the K Pack by KaedrinKaedrin, 1214112103|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1214225589|%e %b %Y, %H:%M %Z|agohover

I think this can be done as an aura/radius type thingy.

SHIELD WALL [General], Heros of Battle, p.99

You are skilled in using shields when in formation with other shield-bearers.

Prerequisite: Shield Proficiency.

Benefit: When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2.

Special: A fighter can select Shield Wall as one of his fighter bonus feats.


PHALANX FIGHTING [General], Complete Warrior, p. 103

Prerequisite: Heavy Shield Proficiency, BAB +1

Benefit: +1 AC Bonus when wielding light weapon and heavy shield. If within 5ft. of ally also wielding light weapon and heavy shield and having this feat, then, an extra +2 AC Bonus(+3 total) and +1 Ref save.

Special: A fighter may select Phalanx Fighting as one of his fighter bonus feats.


Sorry about not checking the list. Is there a rule excluding these other shield feats from inclusion with Shieldmate and Improved Shieldmate?

last edited on 1214234573|%e %b %Y, %H:%M %Z|agohover by nicethugbert + show more
unfold Re: Feats We'd Like to Have in the K Pack by nicethugbertnicethugbert, 1214225589|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1214226727|%e %b %Y, %H:%M %Z|agohover

DEFT STRIKE, Complete Adventurer, p.106

You can place attacks at weak points in your opponent’s defenses.

Prerequisites: Int 13, Combat Expertise, Spot 10 ranks, sneak attack.

Benefit: As a standard action, you can attempt to find a weak point in a visible target’s armor. This requires a Spot check against a DC equal to your target’s Armor Class. If you succeed, your next attack against that target (which must be made no later than your next turn) ignores the target’s armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from this feat.

last edited on 1214228399|%e %b %Y, %H:%M %Z|agohover by nicethugbert + show more
unfold Re: Feats We'd Like to Have in the K Pack by nicethugbertnicethugbert, 1214226727|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1214226834|%e %b %Y, %H:%M %Z|agohover

BRUTAL THROW, Complete Adventurer, p.106
You have learned how to hurl weapons to deadly effect.

Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.

Normal: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll.

Special: A fighter may select Brutal Throw as one of his fighter bonus feats.

last edited on 1214228444|%e %b %Y, %H:%M %Z|agohover by nicethugbert + show more
unfold Re: Feats We'd Like to Have in the K Pack by nicethugbertnicethugbert, 1214226834|%e %b %Y, %H:%M %Z|agohover
Re: Feats We'd Like to Have in the K Pack
nicethugbertnicethugbert 1214227218|%e %b %Y, %H:%M %Z|agohover

ASCETIC MAGE, Complete Adventurer, p.105
You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great effect.

Prerequisites: Improved Unarmed Strike, ability to spontaneously cast 2nd-level arcane spells