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3E D&D Ideas
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Rapid Swing
The melee analogue of Rapid Shot, Rapid Swing requires Power Attack and gives an extra melee attack. The extra attack is at base attack bonus, but all attacks, including the this extra one, are at -2 penalty. To apply this feat, one must use a full action. Note that Rapid Shot also requires Dex 13+. It is pointless to require Str 13+ for Rapid Swing by analogy, because that is already a prerequisite for Power Attack.
Strike (feat)
Note that different-sized creatures will put the same weapons in different categories.
The feat can be taken multiple times for the same group of weapons, but the total bonus for the group cannot exceed the base attack bonus for the character.
..... ..... Mighty Strike (feat)
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Partake Essence (feat)
This is a necromantic passive ability available to characters of nongood alignment. The feat allows the character to absorb part of the life force released by the dying at the moment of their death, assuming they are living, as opposed to undead. The character must be within 5 feet of the expiring for every level of the feat. As a result, the character gains healing in HP equal to HD of the victim times the level of the feat. If the character is at full, the HP become temporary HP to be used up by damage first. The bonus points last for 10 minutes per level of the feat. The absorber does not need to be the deliverer of the killing blow - he just needs to be within range.
The feat can be taken multiple times and is always in effect. Thus a necro wizard, who has spent two feats on Partake Essence, while killing 4 orcs (1HD) all within 10 feet will gain 8 temporary HP to last for 20 minutes in case he is at full. If his friend, a fighter, dispatches another orc within 10 feet, the necro gets another 2 points.
If the target wins, it manages to push the polearm out of itself and combat proceeds as normal.
If the target loses, it is lifted in the air and immediately takes the weapon's damage again, but this time modified only by the magic or quality of the weapon. Furthermore, the target must spend an action to impose another opposing strength check or it remains reamed and proceeds taking automatic weapon+magic damage until freed. Of course, if the wielder chooses to maintain the reaming, he cannot do anything else himself.
The prerequisite of this feat is a base attack bonus of at least +4.
..... ..... Horror (feat)
The mechanics is the following. Horror gives a bonus of +2 to the Intimidate check. Also, the player must say exactly what he does or says, so that penalties or bonuses are applied as envisioned by the DM. The Intimidate check aims to do as well as possible against the following DC's: impressed (DC 10), shaken (DC 15), broken (DC 20), running (DC 25).
Impressed opponents will be wary of the wielder and avoid facing him in combat, if they can. Shaken opponents will be scared and suffer a penalty of -1 to all check and attack rolls and AC. Broken opponents suffer -2 penalty to all check and attack rolls and AC, and actively try to leave combat; of course, they will defend themselves if they are denied passage, but will suffer the penalty. Running opponents are totally hysterical and rush away with the frenzy of the doomed.
Horror takes a partial action and is a spell-like ability. The wielder cannot affect more HD of opponents than his own. Certain anti-fear effects, e.g. a paladin's aura or similar spells, convert their bonuses into penalty for the Intimidate check. Horror and Intimidate clearly do not work on creatures immune to morale effects.
Combat meditation is intended for non-magical combat only. Casters cannot cast spells, nor can spell-like abilities be employed concurrently with the combat meditation. A barbarian can rage concurrently. Combat meditation cannot be initiated outside real combat or sparring.
The rich benefits due an artificer are no XP price for the item creation and 25% off the price of the item in gold. The rationale for the former is that the artificer is so proficient in crafting that he does not drain his own magic potential as he creates the item. More efficient use of instrumentation and raw materials explains the latter.
The artificer feat is taken once, but it applies to any and all item creation feats in his possession, be they ones acquired before or after the artificer feat itself.
The benefits are an XP award for item creation and further decrease of monetary price. The master artificer becomes only better at his art through gainful practice; this explains the former benefit. Even more efficient utilization of the available resources explains the latter.
Usually, a successful attempt teaches more than an abortive one, so the XP award is full XP value of a successfully created item, but only a quarter of the XP value for a failed attempt. Monetary price rebate is valid in both cases, of course. Its total benefit is 50% off, which includes the artificer feat benefit.