You can become so tough that it’s difficult to knit your flesh back together.
Prerequisite: Endurance, Diehard, Unstoppable*
Benefit: When you are below 0 hp, you can choose to gain DR 5/- until you have 1 hp or more again. However, if you use this feat, you cannot be healed by any cure spells or effects while you have the benefit.
*a Gamingmage feat.
A kiss/curse mechanic that can turn you into a monster. Great for parties without a healer, or warriors who need to fight on their own.
So I was thinking about how there’s all these weapons that are rarely used but are really cool, and wondering how to design a reason to use them. I was pretty happy with the Spear Feats post a while back, and I wanted to expand on that idea with the punching dagger. This weapon is neat, and has a really satisfying feel to it, but won’t really stand out much as it lacks a lot of the versatility of the dagger and only stands out with a x3 critical.
I hope you enjoy these feats for punching dagger mastery!
Stabbing Uppercut (combat)
You know a trick to shove your dagger under an opponent’s defenses.
Prerequisites: Power Attack, proficiency with punching daggers, BaB +3
Benefit: A number of times per day equal to 3 + your Dexterity modifier, you can make an opponent flat-footed against your attack with a punching dagger.
Throw Your Weight Into It (combat)
You are skilled at putting your whole body behind your blade.
Prerequisites: Stabbing Uppercut, BaB +6
Benefit: A number of times per day equal to 3 + your Dexterity modifier, you can throw your weight into an attack with a punching dagger. You are considered to be wielding it with both hands for the purposes of damage bonuses from Strength and Power Attack. You can’t use this feat with an off-hand weapon.
In the deep jungle, the undergrowth is too thick for standard weapons, and the lizardfolk developed punching daggers to compensate.
-Max Porter Zasada
You have increased control over the forces of magic at your command.
Prerequisite: ability to cast spells, wis 13
Benefit: When you cast a touch spell you can hold the charge for up to one hour and can even cast other spells while holding the charge, although you cannot use that hand for anything else.
Feats like this one are fun partly because they let you do something that you really want to do, but can’t because of certain somewhat obscure rules. I think this feat is pretty powerful, and maybe it should have another prerequisite, but I couldn’t think of a good one. Any suggestions?
You become one with the creature you ride into battle.
Prerequisite: Animal Companion class feature, Mounted Combat, wis 13
Benefit: While riding your animal companion, you may use any of the following senses if possessed by your animal companion: darkvision, low-light vision, and scent. Also, if your animal companion has a racial bonus to Perception, you gain a +2 circumstance bonus to that skill as well.
I want there to be reasons to ride your animal companion around other than taking mounted feats for extra charge damage.
You can convert a fire spell into a powerful attack.
Prerequisite: BaB +3, one metamagic feat, Int or Cha 17, ability to cast fire spells
Benefit: You can cast a spell with the fire subtype and convert its power into a weapon instead of actually triggering the spell’s effects. Instead, the spell’s power collects at the head of a staff, quarterstaff, or spear that you are holding and imbues you with power. This item functions as a +1 flaming spear and you can use your Intelligence modifier in place of your Strength for attack and damage. These effects last a number of rounds equal to the original spell’s level.
I love feats that let a player try alternate strategies or “go crazy mode” without having to commit the resources to a level dip in a new class.
You can draw on the power of two spellbooks at once.
Prerequisite: Two spellbooks, one metamagic feat
Benefit: You can prepare a single spell slot with two different spells, which must be prepared from two different spellbooks. The total level of these two spells must equal the level of the spell slot used. You can cast either one of these spells from that slot, but not both. Once one of those two spells is cast from the spell slot, it is expended until the next time you prepare spells.
Some spellcasters are all about versatility, and this feat can make you a master of such magic.
Bob and Weave
Benefit: When you take the run action, you get a +2 dodge bonus to Armor Class against ranged attacks for one round.
I’ve always thought that Run could be made more attractive. Thoughts?
– Max Porter Zasada