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hidufel
12-21-2006, 12:57 AM
Cross-Training
You are fanatically dedicated to improving some aspects of yourself, while being willing to let other aspects atrophy.
Benefit: Raise two different ability scores
permanently by +1 each and lower one ability
score permanently by —2.

And

Self Improvement
Through dedicated training or study, you have improved your physical or mental abilities.
Benefit: Raise one ability score permanently by +1.
Special: You can take this feat multiple times. Its effects
stack.

And

Moonlighter
When the 5:00 whistle blew, you headed off to another job.
Benefit: Choose a second starting occupation. You must meet all the prerequisites plus other requirements (see below). You gain the listed skills, Reputation bonus increase, and Wealth bonus increase for the occupation. However, you do not gain any bonus feats. In fact, a bonus feat listed for an occupation instead becomes a prerequisite. If the occupation lists several bonus feats and instructs you to select one, then you must have one of those bonus feats in order to moonlight in that occupation.
Special: You may only take this feat as a 1st-level character

hidufel
12-21-2006, 01:03 AM
Improved Dodge
You excel at dodging attacks.
Prerequisites: Dexterity 13, Dodge.
Benefit: Your skill with the Dodge feat improves such that you now receive a +2 dodge bonus to Defense against subsequent attacks from your chosen opponent.
Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most othertypes of bonuses.

AND

Greater Dodge
Your skill at dodging attacks is preternatural.
Prerequisites: Dexterity 1 3, Dodge, Improved Dodge.
Benefit: Your skill with the Dodge feat improves such that you now receive a +3 dodge bonus to Defense against subsequent attacks from your chosen opponent.
Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most othertypes of bonuses.

AND

Supreme Dodge
Your skill at dodging affacks is such that you can avoid multiple attackers at once.
Prerequisites: Dexterity 1 3, Dodge, Improved Dodge, Greater Dodge.
Benefit: When using your Dodge feat, you may now designate more than one opponent (you must still be aware of each opponent you designate). You have a total of +4 dodge bonus that can be divided between the different opponents you designate. You may choose to have +4 against a single opponent, +2 against two separate opponents, +1 against four separate opponents, or any other combination you prefer You can select new opponents or reallocate your dodge bonus on any action.
Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most othertypes of bonuses.

hidufel
12-21-2006, 01:06 AM
Lucky
Things just happen to fall yourway.
Benefit: When spending an action point to improve a d20 roll, instead of adding +1d6 to the roll, you may instead choose to reroll the d20. The second result must be used, regardless of whether it is better or worse than the original result.
Special: You may use this feat a number of times per day equal to your character level divided by 4 (minimum 1).

AND

Guns Akimbo
You are skilled at delivering massive firearms attacks while on the move.
Prerequisites: Shot on the Run, Two-Weapon Fighting.
Benefit: If you have two ranged weapons, as an attack action you may make one attack with each weapon. In addition to the penalties you normally suffer for attacking with two weapons, you suffer an additional —2 penalty on each attack.
Normal: Attacking with two weapons is a full attack and requires a full action.

AND

Hail of Bullets
Your quick trigger finger can unleash a rain of death.
Prerequisites: Point Blank Shot, Double Tap.
Benefit: You can use semiautomatic firearms as if they are automatic firearms. You can make autofire attacks and use feats that require firearms with automatic settings, such as Burst Fire. You must meet all other requirements for these attacks (such as having 10 bullets in the weapon to use autofire).

hidufel
12-21-2006, 12:40 PM
I like the idea of cross training... it could really make the difernece between multiple stats.

The cost effectiveness though, would only be worth it to begin with if you were to raise two 14' to two 15's... (or any stat from 14 and up that is more expensive during Creation) and choose a stat thats 14 or lower...

Self improvement is interesting, and i think worth the feat itself... thats only availbable in Epic on the D&D side of the d20 pond...

Moonlighter is very handy too, for filling in character concepts at creation as well.

Origen
12-21-2006, 12:46 PM
Those are all very interesting.

At least until 5th or 6th level, I'm going to keep the selections from core rules only. But keep posting feats here for later consideration.

Chimaera
12-23-2006, 01:38 PM
For those interested in some martial-artsy goodness...

In general, I dislike how martial-arts are handled in d20, where you often end up having to cough up an assload of feats for very little return (like needing a feat to be able to throw a roundhouse kick), the following pair of feats help define and mechanically establish the character as a skilled martial artist without blowing an assload of feats on descriptive minutia which amount to little more than flavour... it basically approaches an appropriate level of explanation, if you will:

Martial Arts
Your hand-to-hand fighting talents are black-belt caliber.
Prereq's:
Level 6+, Weapon Proficiency (Unarmed). at least one other unarmed combat feat.
Benefit:
Unarmed threat range becomes 19-20.
+1d6 unarmed damage
Considered armed with a deadly weapon vis a vis Intimidation checks.
Choose any stat - that stat's bonus replaces the usual stat in terms of Inititative, Attack and Damage bonus with martial arts.

Master's Art
Your fighting skills are the stuff of legend.
Prereq's:
Level 15+, Martial Arts, at least 2 other unarmed combat feats.
Benefit:
Unarmed threat range becomes 17 - 20
Additional +1d6 to unarmed damage (+2d6 total including Martial Arts)
Your previously chosen 'martial arts' stat is now used in addition to the standard stat when calculating the appropriate bonuses (yes, this means that a stat may count twice towards a bonus.

Personally, unless you're building a kung-fu movie world, I'd ditch the additonal unarmed combat feat prerequisites; these two feats pretty much cement your character as whup-ass...