User:Karuma/Sandbox

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My Sandbox[edit]

User:Karuma/Sandbox/Sublime Shaper (3.5e Class)

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My Combat Feats[edit]

This first feat is pretty much Paladin in a can. Well, minus the healing half, so Diet Paladin.

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Author: Karuma (talk)
Date Created: 9/8/2010
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Subdued Smiting [Fighter] 'Prerequisites: Charisma 13 and non-True Neutral Alignment or Smite special attack Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: Subduing Strike BoED p.46 Modified: Also applies to ranged attacks.
  • +1: If you do not already have a Smite Attack, Gain Strike of the Believer. If you do have a Smite Attack, Gain Steadfast Zealousness.
  • +6: Holy Subdual BoED p.44 Modified: Remove alignment specifics and apply across all alignments.
  • +11: Ranged Smite Evil BoED p.45 Modified: Apply to any Smite Attack, not just Smite Evil.
  • +16: Exalted Smite BoED p.42 Modified: Once again, change alignment descriptors to match your Smite.


The Favored Enemy ability of the Tome Ranger distilled into a feat. You can really see a pattern with my feats can't you.

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Author: Karuma (talk)
Date Created: 9/10/2010
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Big Game Hunter [Combat] Learn the habits of a particular quarry and put that knowledge to good use. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: Gain the Favored Enemy ability as a Ranger except as noted here. Gain the +2 to hit against your favored enemy but no extra damage dice.
  • +1: Gain +2d6 against your target.
  • +6: Increase to +4d6 and gain the Minor benefit from this list.
  • +11: Increase to +6d6 and gain the Advanced benefit from this list.
  • +16: Increase to +8d6 and gain the Major benefit from this list.

Special: You may take this feat more than once, choosing a different category of Favored Enemy each time.


THIS HAND OF MINE SHINES AND ROARS! ITS BRIGHT CRY TELLS ME TO DEFEAT YOU! ERUPTING BURNING FINGER!

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Author: Karuma (talk)
Date Created: 9/10/2010
Status: Sandbox
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The School of the Undefeated of the East [Mobile Fighter] Let's get things started: GUNDAM FIGHT: SET! READY! GO! Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: Communicate With Your Fists - You and any target you threaten in melee may communicate with a Sending as a free action during an attack. This is an Extraordinary Ability. When you gain Sekiha Tenkyoken, you may then use it to activate this ability at a distance.
  • +1: Shining Finger (Sword) - At your choice convert half of the damage from any melee attack to Force damage.
  • +6: Emotion Energy System (Incomplete) - Gain +2 Damage if you Power Attack for at least -2.
  • +11: Meikyou Shishui - Gain +10' Speed Boost after any reductions, such as from Armor. Improve to +4 Damage if you Power Attack for at least -2.
  • +16: Sekiha Tenkyoken - Ranged Touch Attack deals 1d6 Force Damage per 2HD at a range limit of 90'. Improve to +6 Damage if you Power Attack for at least -2.

I decided that making CHA do something different and unique would be a good idea. And finally people who focus on CHA can use it to really shine in combat as well as they do at the negotiation table.


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Author: Karuma (talk)
Date Created: 9/13/2010
Status: Sandbox
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Verbose Assault [Combat] Make your opponents feel inferior to yourself in every way.Prerequisites: Charisma 15+ Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You may use your Charisma modifier in place of your Strength modifier for melee attack rolls.
  • +1: Dashing Leader - When you successfully hit an opponent in melee, all allies, not including yourself, gain an untyped bonus to AC vs that enemy equal to your Charisma modifier until the beginning of your next turn. If an ally uses Dashing Leader vs the same enemy, your use is overwritten and replaced by your ally's. This is a Mind-Affecting Effect.
  • +6: Verbal Abuse - Add Charisma modifier to melee damage rolls in place of Strength.
  • +11: Emotional Trauma - Do an additional number d6s of damage equal to your Charisma modifier on each melee attack. This is a Mind-Affecting Effect.
  • +16: Could Make a Rock Cry - You now bypass immunities to Mind-Affecting Effects.


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Author: Karuma (talk)
Date Created: 9/13/2010
Status: Sandbox
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Thick Skinned [Combat] Your defenses are derived from a thick skin rather than active avoidance. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You do not add your DEX to your AC. Instead you add your CON as an untyped bonus to Natural Armor. As Natural Armor, this is not hindered by Max Dex on Armor but it also does not apply against Touch Attacks.
  • +1: You gain DR/- equal to your Con modifier. Every 4 levels, add your Con mod again, so at 4th you have DR of twice your Con mod and at 8th thrice your Con mod, etc.
  • +6: Strength or no Strength, you have bulk. You may add half of your Con modifier to your melee attack damage in addition to any other bonuses such as those from Strength.
  • +11: You gain Fast Healing of 1/4 your Con mod.
  • +16: You become immune to all ability damage. This immunity can not be overridden.


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Author: Karuma (talk)
Date Created: 9/15/2010
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Monastic Training [Combat] You havn't put in as much time as a full fledged Monk, but you can still bust skulls with your bear hands. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: Gain a Slam attack as a Monk.
  • +1: Obtain a Flurry of Blows as the Tenken's Kenjutsu, except with your Slam attack.
  • +6: Choose one effect from the Fighting Style list of the Monk. This is activated in the same way a full fighting style.
  • +11: Choose one effect from the Master Fighting Style list of the Monk. This is activated in the same way a full fighting style. Your choice from 6 is now always active.
  • +16: Choose one effect from the Grand Master Fighting Style list of the Monk. This is activated in the same way a full fighting style. Your choices from 11 and 6 are now always active.

Special: You may take this feat a second time, if you do, increase your Slam damage by one size category and you may pick an additional effect for each style. You may not take this feat more than twice.

My Skill Feats[edit]

Samurai in a box. It does what it needs to, let you have Iaijutsu Focus, while letting you have a class with actual class abilities.


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Author: Karuma (talk)
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Iaido Practitioner [Fighter, Skill] Learn the secret artes of the Samurai. Master their Ultimate Secret Techniques. Benefits: This is a skill feat that scales with your ranks in Iaijutsu Focus.

  • 0 ranks: Iaijutsu FocusOA is always a class skill for you. If it is already a class skill, gain +3 to checks.
  • 4 ranks: Gain Quick Draw even if you do not meet the prerequisites.
  • 9 ranks: Gain Full Moon Stance even if you do not meet the prerequisites and replace Sense Motive where it appears in the feat with Iaijutsu Focus.
  • 14 ranks: May choose to make an Iaijutsu Focus check in place of your Initiative check.
  • 19 ranks: Automatically deal maximum damage from Iaijutsu Focus checks made as part of attacks resulting from Full Moon Stance.


Ok, so here we have something that can work on anyone, but is most helpful to people with lower BABs who want to do a little bit of fighting. The proficiencies in the R0 stuff is a formality for games that run scaling feats without the rest of Tome.


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Author: Karuma (talk)
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Squire Training [Skill] Given basic training in your off time you are better suited for combat than your peers. Benefits: This is a skill feat that scales with your ranks in Knowledge (Warfare).

  • 0 ranks: Knowledge (Warfare) is always a class skill for you. Gain proficiency in all Martial weapons. If you already had proficiency in all Martial weapons, choose Piercing, Slashing, or Bludgeoning. You now count as proficient in all Exotic weapons of chosen type.
  • 4 ranks: Add 1/4 your ranks in Knowledge (Warfare) as an Insight Bonus to your attack rolls. This addition counts for determining Edge and meeting prerequisites of feats, including new tiers of [Combat] feats, and classes but does not grant iterative attacks.
  • 9 ranks: Gain Dodge Bonus to AC equal to the greater of +2 or the difference between your attacker's and your own BAB. Read as Attacker's BAB minus Your BAB.
  • 14 ranks: Compensate for Weakness - Add to your weakest Saving Throw your Strength mod if Fort, Intelligence mod if Reflexes, or Charisma Mod if Will. If two Saves tie for lowest apply this to both. If none of your Base Saves is the weakest, add half of the extra mod to each one. If the extra mod is a +0 or lower treat as +1.
  • 19 ranks: Choose any one tier of any [Combat] feat, even tiers you do not qualify for, and gain only that part of the feat. You may change the selected feat and tier once a week.


Boring Old Regular Feats[edit]

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Author: Karuma (talk)
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Swift Warrior [General, Fighter] Prerequisites: Weapon Specialization, Skirmish +1d6Benefit: Your levels in Fighter and Scout stack for the purposes of determining your total Skirmish Bonus and to qualify for feats which require a minimum level in Fighter. Example: A Fighter 4/Scout 5 would have Skirmish (+3d6, +2 AC) and would qualify for Greater Weapon Focus.Normal: The levels in these classes do not stack.Special: A Fighter may take this as one of her Fighter Bonus Feats.


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Author: Karuma (talk)
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Swift Fencer [General] Prerequisites: Grace +1, Skirmish (+1d6, +1 AC)Benefit: Your levels in Swashubuckler and Scout stack for the purposes of determining your Skirmish Bonus, Grace, and Dodge Bonus. Example: A Scout 5/Swashbuckler 6 would have Skirmish (+3d6, +3 AC), Grace +2, and Dodge +2.


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Daring Exile [General] Prerequisites: Grace +1, Cheap Shot +2d6Benefit: Your levels in Swashubuckler and Ronin stack for the purposes of determining your Cheap Shot bonus dice, Grace, and Dodge Bonus. Example: A Ronin 5/Swashbuckler 6 would have Cheap Shot +6d6, Grace +2, and Dodge +2.


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Author: Karuma (talk)
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Swift Outlaw [General] Prerequisites: Battle Fortitude +1, Sneak Attack +2d6Benefit: Your levels in Rogue and Scout stack for the purposes of determining your Sneak Attack bonus dice, Battle Fortitude, and Fast Movement. Example: A Rogue 5/Scout 6 would have Sneak Attack +6d6, Battle Fortitude +2, and Fast Movement +20ft.


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Author: Karuma (talk)
Date Created: 4/24/2011
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Extremist Ambusher [General, Multiclass] Prerequisites: Sneak Attack +2d6, Incarnum DefenseBenefit: Your levels in Rogue and Soulborn stack for the purposes of determining your Sneak Attack bonus dice and uses per day of Smite Opposition and Share incarnum Defense. Example: A Soulborn 5/Rogue 6 would have Sneak Attack +6d6, Smite Opposition 3/day, and Share Incarnum Defense 1/day.



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Author: Karuma (talk)
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Radial Hex [General] Prerequisites: Hexblade's CurseBenefit: Your Hexblade's Curse now targets all enemies within 60 feet, centered on you. Normal: Your Hexblade's Curse can only target one enemy within 60 feet.


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Author: Karuma (talk)
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Cursed Champion

Through focus and dedication to martial prowess, you give up your spellcasting to gain a series of bonus feats.

Class: HexbladeCW

Prerequisites: Dark Companion ACF PHB2

Level: 4th

Replaces: Spellcasting as a Hexblade.

Benefit: You gain a bonus feat at 4th, 8th, 11th, and 14th level. You may choose any Fighter Bonus Feat, any Tome Combat Feat if your game is using those, any Hex feat, and anything on the following list: Ability Focus (Hexblade's Curse), Frightful PresenceDra, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Strike of the Believer. In addition, the Bonus Feats at levels 5, 10, 15, and 20 use this new list as well.



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Outlaw Hunter [General] Prerequisites: Favored Enemy, Sneak Attack +2d6Benefit: Your levels in Rogue and Ranger stack for the purposes of determining your Sneak Attack bonus dice, when you select additional Favored Enemies, and the total bonus granted against those enemies. In addition, your sneak attack extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or sneak attacks.

Example: A Rogue 5/Ranger 6 would have Sneak Attack +6d6, and 3 Favored Enemies.