Righto, so. I've been diving into the interwebs, and looking up Dnd materials. Turns out, there's a -lot- of that.
But, here are some feats that I think would make good additions to the server:
Magic Feats:
Name : Ability Enhancer
Origin : Dragon Compendium
Prerequisite : Spell Focus (Transmutation)
Description:
Any transmutation spell you cast that enhances ability scores increases the ability scores by +2 more than it normally does. For example, casting bull's strength with this feat grants the subject a +6 enhancement bonus to Strength, instead of the usual +4 enhancement bonus.
Comments:
Considering how bull's strength and such works, a bonus of 1d2 might work better. Also, I would say that the prerequisite should be -Greater- Spell Focus (Transmutation).
Name : Cloudy Conjuration
Origin : Complete Mage, pg 40
Prerequisite : Spell Focus (Conjuration)
Description:
When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud.
Comments:
This seems like an apt feat to have. A cloud which insta-dazes might be a touch powerful, though. Maybe a stinkcloud?
Name : Reach Spell
Origin : Complete divine , page 84
Prerequisite :
Description:
You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.
Comments:
No clue if the range of a spell can be adjusted, but it does sound like it could make for new tactics.
Name : Planar Familiar
Origin : Planar Handbook, page 41
Prerequisite : Knowledge (the planes) 5 ranks, Ability to acquire a new familiar, compatible alignment
Description:
When choosing a familiar, you may add the following creatures to your list of options. You may choose a familiar with an alignment up to one step away from yours on each of the alignment axes (lawful-chaotic and good-evil). Planar Familiars. Familiar ---------------- Alignment -----Level Required. Anarchic* animal(1) - Any chaotic --- 5th. Axiomatic* animal(1) -Any lawful -----5th. Celestial animal(1) --- Any good -------3rd. Elemental, Small(2) --- Neutral ----------5th. Fiendish animal(1) --- Any evil -------- 3rd. Imp(3) ------------------ Lawful evil ---- 7th. Lantern archon ------- Lawful good ---7th. Mephit ------------------ Neutral --------- 7th. Quasit ------------------ Chaotic evil ---- 7th. *New template; see Chapter 6: Creatures of the Planes. 1 Apply the anarchic, axiomatic, celestial, or fiendish template to any animal from the standard familiar list. Unlike other improved familiars, these creatures grant their masters the standard benefits for having an animal familiar of that type. 2 Air, earth, fire, or water elemental only. 3 Standard only. If you are using the Fiend Folio, you may use a filth imp instead. The improved familiar is magically linked to its master in the same way as a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual or this book, except as noted below. Hit Dice: For effects that depend upon Hit Dice, use the master's character level or the familiar's normal Hit Dice total, whichever is higher. Hit Points: Use one-half the master's total or the familiar's normal total, whichever is higher. Attacks: Use the master's base attack bonus or the familiar's, whichever is better. Saving Throws: For each saving throw, use the master's base save bonus (as calculated from his character level) or the familiar's, whichever is better. Familiar Special Abilities: Use the second table in the Familiars sidebar, page 53 of the Player's Handbook, to determine additional abilities, just as you would for a normal familiar. With the exception of anarchic, axiomatic, celestial, and fi endish animals, planar familiars do not grant their masters any of the benefi ts that appear on the fi rst table in that sidebar.
Comments:
This could make for a decent combat familiar that isn't a worg, an excellent choice for summoner type casters! However, I would suggest that the backlash of it dying would need to be more severe then a regular familiar. 15d6 Magical damage, maybe?
Combat Feats:
Name : Axeshield
Origin : Underdark , page 24
Prerequisite :
Description:
When you wield a battleaxe, you can deflect some blows that would otherwise strike you. In any combat round during which you make a full attack while wielding a battleaxe, you gain a +2 dodge bonus to Armor Class that lasts until your next action.
Comments:
This one seems neat simply due to the fact that it gives incentive to use battleaxes, instead of greataxes and dwarven waraxes. Maybe reduce it to a +1 bonus, though, for balance?
Name : Endure Blows
Origin : Draconomicon, p. 70
Prerequisite : Toughness , CON 19+,
Description:
You gain damage reduction 2/-. This stacks with any damage reduction you have from other sources. Damage reduction cannot reduce damage below 0.
Comments:
It's not too powerful, yet useful. And the requirements make sure that it's not just easily added to any build.
Name : Fast Healing
Origin : Draconomicon, p. 70
Prerequisite : Con 25
Description:
You gain fast healing 3, or your existing fast healing improves by 3. The benefit of this feat does not stack with fast healing granted by magic items or nonpermanent magical effects.Comments:
I feel that this feat could simulate that notion of 'made of iron' that fighters should get. I would say that the requirements and it's effects should likely be lessened. Maybe to requiring 22+ CON and it being Fast Healing 1?
Name : Chaos Devotion
Origin : Complete Champion, p. 56
Prerequisite :
Description:
Once per day as a swift action, you can summon the force of chaos to aid you. When you activate this ability, roll ld6. If the result is odd, add that number as a sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on your attack rolls until your next action. If the result is even, add that number as a sacred or profane bonus to your AC. At the beginning of each action thereafter, roll the die again and apply the designated bonus. This effect lasts for 1 minute. When you attain 10th level, the die you roll increases to a d8. When you attain 15th level, the die increases to a d10.
You can select this feat multiple times, gaining one additional daily use each time you take it.|||If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.
Comments:
This is something I haven't seen before. A power that gives you a random buff? Even a lesser version of this sounds great to have for those chaotically inclined.
Name : Deadly Defense
Origin : Complete Scoundrel, page 76
Prerequisite :
Description:
When fighting defensively, you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip). This feat's benefit applies only when you are unarmored or wearing light armor and not using a shield.
Comments:
An interesting feat to boost the damage of light weapons, but it's only applicable when using (Improved) Expertise, so not too powerful.
Name : Fists of Iron
Origin : Player's Handbook V3.5, page 99
Prerequisite : Improved Unarmed Strike, Stunning Fist, BAB +2
Description:
Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d6 points of damage when you make a successful unarmed attack. Each attempt counts as one of your uses of the Stunning Fist feat for the day.
Comments:
Name : Heavy Armor Optimization
Origin : Races of Stone, page 141
Prerequisite : Armor Proficiency (heavy) , base attack bonus +4,
Description:
When you are wearing heavy armor, lessen the armor check penalty of the armor by 1 and increase the armor bonus by 1.
Comments:
This seems like an obvious choice to me, possibly already rejected? Regardless, added on here.
Name : Medium Armor Optimization
Origin : Races of Stone, page 141
Prerequisite : Armor Proficiency (Medium) , base attack bonus +4,
Description:
When you are wearing Medium armor, lessen the armor check penalty of the armor by 1 and increase the armor bonus by 1.
Comments:
Name : Light Armor Optimization
Origin : Races of Stone, page 141
Prerequisite : Armor Proficiency (Light) , base attack bonus +4,
Description:
When you are wearing light armor, lessen the armor check penalty of the armor by 1 and increase the armor bonus by 1.
Comments:
Name : Pain Mastery
Origin : Savage Species, page 37
Prerequisite : Toughness (PH) , CON 20,
Description:
You take damage normally, but every 50 points of damage you take (if you survive the attack) automatically increases your Strength by +2. This bonus lasts until the end of the encounter, after which you are exhausted.
Comments:
This seems perfect to synergize with Back to the Wall. And another addition to the Con-based feats, of which there aren't too many. The 50 point of damage could be translated to the character cumulatively gaining +2 STR at each stage of health : Barely Injured, Injured, Badly Wounded and Near Death.
I'll post new feats that I find as time goes on. In the meantime, feel free to comment, give feedback or even add in a feat of your own!