On the move: To the skies

The basic theme here is adding fun mobility options to the martial types. Although none of these will match to the versatility of a Fly spell, I feel that most people who play non-magical types don’t quite want Fly repackaged.

Light Dash (Rogue Advanced Talent)
You gain the Run feat. Running can now be done as a move action that does not end your turn, although you are still flat-footed at the end of this move. Any obstacle with a DC no more than your Acrobatics or Climb modifier, and any liquid with a Swim DC less than your Swim modifier does not interrupt your charge or run actions.

Wall Hopper (Rogue Advanced Talent)
You can now move your full land speed while making a Climb check, and your jump height is equal to 1/2 your Acrobatics check instead of 1/4. As long as you can keep making successful jump checks while jumping between 2 objects, such a path does not interrupt a run or charge action.

Sky Crash [Ki]
Requirements: Ki Pool, High Jump
While you have Ki in your Ki pool, your jump height is equal to your Acrobatics check. By taking a -10 penalty to your Acrobatics check, you can give yourself a 5ft (perfect) fly speed for 1 round. From this point, you can dive, doing an extra 1d6 per 30 feet you fall if you hit a creature. Any creature hit with this attack must make a Fly check opposed by your Acrobatics or Fly check, or crash. If you have the Slow Fall class feature, you gain the full benefit of it as if you were by a wall for the full distance of your fall.

Special: A monk can take this as a Bonus Feat at 10th level, but must still meet the requirements. A Ninja can take this as an Advanced Ninja Trick. A Qinggong Monk can take this to replace an ability gained no lower than 7th level. He must have High Jump to do so, and using this feat does not cost any ki.

Fortress Crasher (Rage Power)
Requirements: Barbarian 10
While Raging, or anytime if you have Improved Overrun, you can attempt to charge through a solid object without interrupting your charge. Any solid object that you charge and any creature you make a successful overrun check on takes your unarmed strike + 3d12 damage. This attack gains 1.5 times strength, as if it were a two-handed weapon. When hitting an immobile object, this ignores hardness equal to 10 + your barbarian level. If the object breaks, you can continue your charge or overrun attempt.

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Extending Burnout spell

In my last blog post, I had, among other things, Burnout Spell. I’m going to repost it here with some minor changes.

Burnout Spell [Wizard]
Requirements: 3 metamagic feats

When you cast a spell, you can force incredible power into the spell at a huge cost. As part of the action of casting a spell, you can add an amount of metamagic no more than 1/2 your caster level. This metamagic does not increase the spell slot used for the spell, nor does it increase the casting time for casting it spontaneously. The DC of the spell is as if it were cast from your highest level spell slot, and even a direct counterspell requires a caster level check (DC 11 + your caster level, but all spells that act as Dispel Magic take a -10 penalty to the caster level check when countering or dispelling any spell).

When you do this, the spell slot is burned out. Burned out spell slots cannot be recovered by any method short of deific intervention. Casting a Burnout spell requires incredible focus, and a creature under a [Fear], [Charm], or [Compulsion] effect cannot use a Burnout Spell.

What I hope to accomplish by extending this is a path where casters can burn their permanent power for power now. This is a trope that comes up often, and while D&D doesn’t like permanent power losses, the idea is that it should always be the player’s decision. In this group are feats that give players more ways to burn out spells (lose them permanently), gain further benefits for burning out spells, and have outs if they burn out all of their spells. Ways of burning out spells without feats will be in other posts.

Many weaker casters are willing to take ungodly risks to be able to amass infinite power. Burnout spell is the most controlled one, because while a caster can Burnout their slots that they have, if they manage to become stronger casters, this feat can never take their future, because of the discipline that it takes to do this in the first place. However, there are more drastic measures, ones that can remove a caster’s future while bringing power now.

Final Spell [Wizard]
Requirements: Endurance. Caster level 1

If you fall below 0 hp, even if the effect would kill you, you can as a free action cast a spell with a casting time of no longer than 1 standard action. If you do so, the spell slot that you used is burned out. Also, your primary casting stat is reduced by 1 for the purposes of the highest level spell you can cast and bonus spell slots for a high casting stat. Any spell slots lost this way are also burned out. You must be able to cast spells of a specific level if you have any penalties from this feat before you gain any spell slots of that level.

Burned out spell slots (and the effective casting stat reduction) cannot be recovered by any method short of deific intervention. This feat counts as Diehard for any feat or class prerequisites, and if you gain Diehard as a bonus feat, you can take this feat instead if you qualify.

Suppressive Cast [Wizard]
Requirements: Caster level 1

When you cast a spell, you can burn out this spell slot and one spell slot at least 2 levels higher that you have already used or cannot yet cast from (Casters that use the bard or ranger casting progression instead burn out a spell at least 1 level higher), even if you are not high enough level to cast from that slot.
Against each creature, roll for spell penetration 3 times, taking the highest roll. Each creature must roll their saving throw 3 times, taking the lowest roll. You can only burn out a number of slots you don’t have equal to the number of spell slots you would gain when you first gain that spell level. For example, a 4th level Sorcerer with 18 Charisma that cast a 2nd level spell with this could burn out 4 4th level slots before he’d have to use higher level slots.

Burned out spell slots cannot be recovered by any method short of deific intervention.

Taking risks of burning out spell slots while bringing forth the power that the caster needed at the time, there is the issue of not having that power later. These next few feats give more avenue for burning out slots for generic power, but also add more power for the spells you’ve already burned out.

Spell Guide [Wizard]
Requirements: 1 burned out spell
While you have burned out spells, all spells gain +1 to hit, and increases by +1 for every 5 levels of burned out spells. Spells also gain +1 to caster level checks for spell penetration for every 10 levels of burned out spells.

Spell Reverie [Wizard]
Requirements: 1 burned out spell
When you burn out a spell, you gain DR/- equal to twice the spell level you burned out for 24 hours. If you are already under the effect of this, you can extend it by 24 hours instead of replacing the effect. You must be able to cast from the spell slot burned out to gain this effect.

Threads of life [Wizard]
Requirements: 1 burned out spell
As a free action, you can burn out a spell slot to gain temporary hit points equal to 5 times the slot’s level, as well as heal a number of hit points equal to twice the number of spell slots you have burned out, including this one. This can be done in response to a caster taking enough damage to be knocked out or even killed. If it’s used in this way, the healing is applied before determining whether the caster is knocked out or killed, although the temporary hit points are applied afterwards.

Blessed Until the End
Requirements: Spontaneously cast cure spells, 1st level divine spells, 1 burned out spell

When you cast a divine spell, you can burn out the spell to heal an amount of damage equal to all of your burned out spell levels to all targets of the spell. Multiply this by 5 if the spell is single-target. If you are already casting a Conjuration(Healing) spell, all targets also gain an amount of temporary hit points equal to the amount healed that last for 1 hour.

If the target spell is empowered, multiply this effect by 1.5, and if it is maximized, multiply this effect by 2. This is considered a Positive Energy effect, although it has no effect on Undead.

Special: If you have the Healing or Protection domain, you can burn out any spell slot, not necessarily the one that you cast from.

Hopeless Dispel
Requirements: Can cast Dispel magic or a spell based off of Dispel Magic, 1 burned out spell

When you cast Dispel Magic (or a spell that references Dispel Magic), you can burn out the spell slot. If you do so, instead of rolling 1d20 for the dispel check, you can roll 2d10 + 1d10 for every 10 levels of burned out spells (including this slot).

Unlike Dispel Magic, this gains benefits from Empower and Maximize spell.

All but the most foolish realize that burning through every spell is a high-risk endeavor. Most have their retirement plans in order, but a few find that they are still needed, and that the world will not be kind, even though they do not have their powers. This training pushes to be a last hope for these casters.

Faint Energy [Wizard]
Requirements: At least 6 levels of burnt out spells

The caster purifies himself and vows never to reach to those depths of powers again. While the spell slots will never return, this allows for some healing. For every 6 levels of burnt out spells that you could otherwise cast, you gain 1 level worth of spell slots, divided how you wish (you can regain 2 0th level spells with 1 spell level). You make this decision when you gain this feat. If you burn out spell slots for any reason, any spell levels you gain from this feat are automatically burned out (as well as any other costs), and you lose access to this feat. Once you have 24 hours, you can retrain into any other feat. These spell slots do not count towards your total level of burned out slots after the initial event that burns out your spell slots.

You cannot retrain into this feat, and this feat cannot be granted by Psychic Reformation, though you can take this feat again even if you lost the feat.

Drained Reserves [Wizard]
Requirements: At least 1 reserve feat, all spell slots burned out

You may treat all of your burned out spell slots as spell slots 2 levels lower prepared with any spell that you wish for the purposes of reserve feats.

Special: If you have Faint Energy, you can still take this feat, but using any reserve feats with burned out slots disrupts that feat as if you burned out a spell slot. You gain no other benefits from burning out a spell slot.

Ingenuity of the Weave [Wizard]
Requirements: All spell slots Burned out

The total spell level of burned out spells can be split and applied as competence bonuses to skills. You may add no more than twice your character level + your mythic rank to any one skill. Gaining spell slots later surpesses these bonuses until you have burned out your spell slots again (and then you can add the new spells to the bonuses).

Special: You can take this feat alongside Faint Energy, and gain the benefit of both feats, even though Faint Energy grants non-burned out spell slots.

Metamagic: Bringing unnecessary force

These feats are about placing a lot of force into a spell, whether it’s the spell that’s worth never being able to cast again, turning your trusty scorching rays into iron blades, or having the Wall of Fire dance at your opponents, adding a new angle of danger to your spells should give you fun ways to vanquish your enemies.

Burnout Spell [Wizard]
Requirements: 3 metamagic feats

When you cast a spell, you can force incredible power into the spell at a huge cost. As part of the action of casting a spell, you can add an amount of metamagic no more than 1/2 your caster level. This metamagic does not increase the spell slot used for the spell, nor does it increase the casting time for casting it spontaneously. The DC of the spell is as if it were cast from your highest level spell slot, and even a direct counterspell requires a caster level check (DC 11 + your caster level, but all spells that act as Dispel Magic take a -10 penalty to the caster level check when countering or dispelling any spell).

When you do this, the spell slot is permanently lost. No magic short of a deific intervention can restore a spell slot lost this way. The focus to cast a burnout spell requires incredible focus, and a creature under a [Fear], [Charm], or [Compulsion] effect cannot use a Burnout Spell.

Bludgeon Spell [Wizard, Metamagic]

You may have an instanteous spell of the Conjuration or Evocation Schools instead do Bludgeoning, Piercing, or Slashing damage. If the spell is affected by Spell Resistance, it now ignores Spell Resistance. Damage done by this spell is as if it were from a magic steel weapon.

This cannot affect a Positive or Negative energy spell. This increases the spell level by 1.

Semi-animate Spell [Wizard, Metamagic]

This spell can claw and strike at creatures near it. A spell that is non-instanteous and affects an area (rather than a number of creatures) can once per round strike out at a creature within 10 feet of the edge of the spell. The spell makes a touch attack of the caster’s BAB + his casting stat modifier. If it hits, it is as if the creature hit was within the area of the spell. A Semi-animate spell cannot lash out in any turn that it has moved of it’s own volition.

This increases the spell level by 2.

Warfare Abilities: Mundane Leaders

In the last couple of posts, I’ve focused on Warfare Spells to change the battlefield, and now I want to add some neat things for non-caster leaders to add to Mass Combat. Unlike the spells, these class features and Feats specifically use Paizo’s Mass Combat rules.

Erratic Tactics (Advanced Rogue Talent)
Choose 1 Teamwork Feat and 2 Mass Combat Tactics. 1/day, you can lead the usage of these Tactics even if your allies or Mass Combat Unit does not have them.
If you are using a Teamwork feat, this affects 3 + Intelligence bonus allies within 60 feet, and lasts for 1 minute. If you are using a Mass Combat Tactic, the Unit you are attached to can use that tactic for 1 combat round.

For Glory (Barbarian Rage Power)
Requirements: 8th level, and Leadership or Charisma 15+
When you are raging, and attached to a Mass Combat Unit, you can take 10 damage to reduce the damage that the Mass Combat Unit takes by 1. Also, you can choose what units are damaged when attacking a mixed unit.

Scrappy Squad (Combat Feat)
Requirements: Fighter level 8th, Weapon Training 1
As long as 1/10th of the Mass Combat Unit you are attached to has access to a type of weapon, you can act as your whole unit is attacking with that type of weapon. You must decide which weapon you are fighting with at the beginning of the round.

Strive (Ki Feat)
Requirements: Ki Pool, 8th level
You can spend a Ki point as a swift action to give your Mass Combat Unit an extra move action. You can instead spend a Ki point as an immediate action to have your Mass Combat Unit automatically succeed on a failed Morale check.

Fearsome Group Charge
Requirements: Banner, 8th level
If your Mass Combat Unit hits with a mounted charge, you may make the opposing army immediately make a Morale check. If they fail, they move their speed away from your unit, and lose the ability to move next round.

Deepwood Skirmish Leader
Requirements: Favored Terrain, 8th level
If your Mass Combat Unit is within one of your Favored Terrains, it is always within Advantageous Terrain. You also gain your choice of the Hit and Run or Triage boons.

Herald of the Forest
Requirements: Wild Empathy, 8th level
Mass Combat Units that you lead that have an ACR of at least 1, and consist entirely of Animals, Magical Beasts, and Vermin have their ACR increased by 1. In such a Unit, Special Abilities only require 25% of the Mass Combat unit to have them for the whole Mass Combat Unit to have them.

Normal: More than 50% of a Mass Combat Unit must have a specific ability for the Mass Combat Unit to have a specific ability.

I do intend to have one last post on Warfare Spells before I go to other things. I’m looking forward towards hashing out a couple of high level Warfare Spells.

Luck Feats

Unfortunately, I haven’t been on top of this as much as I’d like in the last few days. Thus, I’m jumping into some of my backlog again, this time, my own take on luck feats. What I hoped to explore here was both a series of feats that emphasise “Better lucky than good”, and to poke at what a long feat chain might actually entail to be more fair than Greater Weapon Specialization.

Luck Feats
When you first gain a Fate pool (usually through Touched by Lady Luck), this gives you the ability to actually use Luck Feats. At the beginning of every day, your fate pool starts at the number of fate points given by feats, class features, or racial features.

If Hero points are in play, a character can take any luck feat as if he had Touched by Lady Luck. In this case, unless he gains a fate pool, he does not gain any fate points, and when you can spend fate points, you must instead spend hero points.

Touched by Lady Luck (Luck)
Prerequisite: Charisma 13

You gain 2 fate points, and the ability to hold a fate pool. You may spend 1 fate point to reroll any roll. If the roll is a d20 roll, the reroll takes a -2 penalty. You must make this reroll before you see the results, but you may choose any roll that you make.

Better Lucky than Good (Luck)
Prerequisites: Charisma 13, Touched by Lady Luck

You gain 1 fate point. You can spend a fate point to attempt an untrained skill roll that you could otherwise normally not make. You gain your Charisma modifier to this roll, and if the skill is a class skill, you gain a further +3 bonus to the roll.

Fate of the Traveler (Luck, Grit)
Prerequisites: Charisma 13, Grit pool

You start with 1 more Grit point every day. You may use grit points as if they were fate points. If a feat gives you a fate point, you do not gain fate points unless you have Touched by Lady Luck. This feat counts as Touched by Lady Luck for prerequisites.

I wasn’t there (Luck)
Prerequisites: Charisma 13, Dexterity 13, Touched by Lady Luck

You gain 1 fate point. As a free action, once per turn, you can spend a fate point to move 10 feet before the start of a surprise round or just before a trap activates. If you have Trapfinding or Trap Sense, you can instead move the shorter of 30 ft or your movement speed.

My Twin (Luck)
Prerequisites: Charisma 13, Bluff or Disguise trained, Touched by Lady Luck

You gain 1 fate point. You may spend 1 fate point to make a disguise check as a standard action to look slightly not like yourself. If you make a bluff check within 1 minute of spending this fate point, the penalty for hard to believe stories is halved.

Double Down (Luck)
Prerequisites: Charisma 13, Deadly Aim or Power Attack, Touched by Lady Luck

You gain 1 fate point. You can spend a fate point as a swift action to make your next attack double its weapon dice and Power Attack or Deadly Aim modifier to damage. You take -2 to AC until the beginning of your next turn.

3 Sided Coin (Luck)
Prerequisites: Charisma 13, Touched by Lady LUck

You gain 1 fate point. While you have at least 1 fate point, reroll any 1 on any dice other than a d20.

Gifted Scrounger (Luck)
Prerequisites: Charisma 15, Touched by Lady Luck, 1 other luck feat

You gain 1 fate point. While searching in a bag, you may spend any amount of fate points. You grab a non-magical tool or a one-use magic item worth 10 times your Charisma Score per fate point spent. Until you can reasonably buy the items that you gained with this feat, your starting fate points every day is reduced by 1 for every time you have used this feat.

Special: To regain the fate points lost to this feat, you must spend gold equal to the price of all of the items in an area that would reasonably have the items you recieved. Once spent in this way, the gold is lost.

Overloaded (Luck)
Prerequisites: Charisma 15, Touched by Lady Luck, 1 other luck feat, Use Magic device trained

You gain 1 fate point. You can spend 1 fate point while using a scroll to not consume that scroll if it’s spell level is less than 1/4 your HD. Otherwise, you instead must spend 3 fate points to do this.

Luck be a Lady (Luck)
Prerequisites: Charisma 15, Touched by Lady Luck, 2 other luck feats, One of BAB +8, Sense Motive 8 ranks, or Bluff 8 ranks

You gain 1 fate point. You may spend 2 fate points to ignore miss chances, penalties caused by Transmutation(curse) spells, circumstance penalties, or bonuses created by cover or concealment (other than total cover). If an creature forces you to reroll a dice, or rerolls a dice to respond to one of your effects, you choose what dice is kept, even if the effect otherwise requires you to replace one of the dice. This lasts for 2 rounds + 1 round/4 HD.

That’s it (Luck, Su)
Prerequisites: Charisma 15, Touched by Lady Luck, 2 other luck feats, one of BAB +8, Sleight of Hand 8 ranks, Craft(any) 8 ranks, or Perception 8 ranks

You gain 1 fate point. You may spend 2 fate points and choose any object that you can see. As long as the object’s Caster level is less than your Hit Dice + Charisma modifier, and is not an artifact, you can delcare the object to be the best or worst tool to work with in the whole room (Will DC 10 + 1/2 HD + Charisma modifier negates).

If you declare the object to be the best tool, for the next 5 minutes, no matter how unlikely the use of the object for the check would be, it gains +5 enhancement bonus on attack rolls, and +10 bonus on any other d20 roll that the object is used in. The object is considered a masterwork skill item, and as a weapon, it is considered a +5 weapon for the purposes of overcoming DR, and will negate any regeneration that can be stopped by any non-epic source.

If the object is the worst tool, for the next 5 minutes, any creature within 10 feet of the object takes -5 on attack rolls, and -20 on all other d20 rolls. If the object is being used as a weapon, it acts as a non-magical broken, improvised weapon.

Not Deep Enough (Luck, Su)
Prerequisites: Charisma 13, Touched by Lady Luck, 2 other luck feats, BAB +11 or Knowledge(Religion) 11 ranks

You gain 1 fate point. If any part of you remains after you die, and you have at least 1 fate point, after 1 round, you come back as an undead creature with your memories, skills, class features, feats, and maximium hitpoints. You take no negative levels from this, but you only have 1/2 of your maximium hit points. You become Undead(augmented), gaining all of the weaknesses and strengths, except that you keep your constitution score, still gaining bonus hp from constitution instead of Charisma, and your current hit dice do not change size. When you do this, you immediately spend at least 1 fate point. For every fate point that you spend, you remain in this form for 10 minutes. If you die again in this form, you cannot use this feat again until you are raised, and if you are raised, you will be raised with 3 negative levels (along with any negative levels from the spell).

A caster (or even yourself) may use Revivify or any spell that can normally raise a person from death on you as if you had just died in the same round, which will return you into your ordinary form, without taking a negative level. A caster can also use Animate Dead on you, changing you permanently into an Undead, applying the Zombie or Skeleton template onto you. You, however, keep your own memories, skills, class features, and feats. While in the undead form, temporarily or permanently, your alignment doesn’t immediately change, though it drifts towards evil. If you are killed after being turned into an undead through Animate Dead, and are then raised, you are raised as your original form.

Even though you have turned to an undead creature through this feat, you can still be affected by Raise Dead, even if the duration you are alive runs out, you are killed in the undead form, or even if you are kept alive by the Animate Dead spell.

Special: The Favored Enemy(Undead) class feature, and the feat Diehard can each be used to replace 1 luck feat.
If you die in a Consecrated zone, this feat does not function. If you die in a Desecrated zone, you do not gain the bonus hp from being an undead created in a desecrated zone, but each fate point allows you to survive for 24 hours instead of 10 minutes.

Auspicious Encounter (Luck, Su)
Prerequisites: Charisma 19, Touched by Lady luck, 2 other luck feats and 21+ HD, or 4 other luck feats.

You gain 1 fate point. You may spend 3 fate points as a Full Round Action. All creatures within 180 feet of you that have 1/2 your HD in Hit Dice or less are paralyzed for 1 minute (no save). All traps whose CR is less than 1/2 your HD do not activate for any reason for 5 minutes. Traps can be repaired with 1 full round action, and creatures can be moved outside the area to recover. This only affects creatures and traps in the area when you spend the fate points.

Paladin Feats: When Evil is a thing you can’t just smite.

Today has a couple of feats that should give your Paladin options when smiting Evil dead is not the best way to promote Good.

Spiritual Guard
Requirements: Smite Evil, 4 HD
You can, by using a use of Smite Evil, project an aura of energy around you that protects Good creatures near you. All Good creatures within 60 feet of you, including yourself, are affected by a Sanctuary effect (Will Save DC 10 + 1/2 HD + Charisma Modifier). While under the Sanctuary effect, the creatures also are unaffected by spells 3rd level or lower, just like Lesser Globe of Invulnerability. You must concentrate on this effect to maintain it, and any creature that attacks while under this effect ends it for himself, but nobody else.

Hold Succor
Requirements: Smite Evil, Lay on Hands, Code of Conduct

You can use Smite Evil and Lay on Hands in the same standard action on an evil creature to place a condition on the healing. If the creature fails a Will Save (DC 10 + 1/2 Paladin Level + Charisma Modifier), the creature is healed, but if anytime within the next 24 hours, the creature willingly violates your Code of Conduct, the creature receives all of the damage healed and all of the conditions removed replaced with their original duration. The creature also takes 4 times the damage of a Smite Evil attack, and then this effect ends. If the creature does not violate the code of conduct within 24 hours, the healing can not be revoked, and this effect ends.

The creature is notified when an action that he is about to take will violate the code of conduct. This is considered a curse effect, with a spell level of 1/2 your Paladin level.

Edit: I realized that the Lesser Globe of Invulnerability might be way too strong at 1st/2nd level, where it’s very unlikely that the 4 encounters/day would even happen, and not even BBEGs would have spells to bypass it. I didn’t want to put it to Smite Evil 2/day, because I wanted an option for outsiders and some Celestial summons to be able to do this.

Mage slayer feats

Every time someone messes around with homebrew, there seems to be a need to add ways for fightery types to stab mages better. Here, I’ve added a few feats that are supposed to add to people’s capability to survive and defeat mages from being able to tell a charm spell “No” to turning that Haste spell you’re under into something that’ll get rid of the mirror images, I hope you’ll have more fun tools taking on mages, even when you are not one.

Note: A couple of these feats have a mechanic like the 3.5 mage slayer feat, that reduce your caster level. Unlike the Mage Slayer feat, though, these are intended to have no effect on the Paladin and Ranger, and other characters that get no better than 4th level spells and full BAB.

Disrupt Magic item
Prerequisites: Trapfinding, Disable Device 8 ranks, Use Magic Device or Spellcraft trained

You can make a Disable Device check to disrupt the operation of a magic item. You can do this as a standard action with a DC of 20 + item caster level, and this will disable the item for 2d4 rounds. You can instead take 1 minute to disable the item for 24 hours. The magic can be restored to the item by a character that has the appropriate feats for creating that magic item using a spell slot of the highest level spell used in creation.

Special: A character with Master Craftsman and 1 item creation feat or 3 item creation feats can ignore the Trapfinding prerequisite.

Disrupt Active Spell
Prerequisites: Disrupt Magic Item
You can make a Disable Device check to disrupt an active spell as a standard action that provokes attacks of opportunity. The DC is 20 + caster level. If the spell has a concentration duration, success automatically breaks concentration. Otherwise, success stops the spell for 2d6 rounds. Time spent disabled counts towards the duration of the spell.

Special: Rogues and Ninjas that have Trapfinding can take this as an Advanced Talent or Advanced Ninja Trick without any of the other prerequisites.

Flitch Components
Prerequisites: Improved Disarm or Improved Steal
You’ve learned how to make spellcasting with a focus or material component much more difficult.

Casting spells provokes an attack of opportunity that can only be used to make a Disarm or Steal check to remove a material component or focus unless the caster did not cast defensively. If you succeed on this maneuver, the caster loses the material component and does not have the time to retrieve another component before the spell fizzles.

Mental Conman
Prerequisites: Sense Motive 5 ranks
Whenever you are affected by a spell or power of the Charm or Compulsion subschools, instead of making a Will Save, you may make a Sense Motive check vs the caster’s Spellcraft check. Unlike a normal Sense Motive check, this check can fail on you rolling a natural 1, and automatically succeed on you rolling a natural 20.

If you are facing a supernatural ability that derives from a spell or power of the Charm or Compulsion subschools (like a Vampire’s Dominating Gaze), you can resist it in the same way, but the creature can replace the spellcraft check with a d20 + HD + Charisma modifier.

Spellbreaker
Prerequisites: Use Magic Device 11 ranks or BAB +11 and Iron Will
If you are under the effect of any harmless spell or power, as an attack action you can end the spell and make a touch attack with your weapon. A successful touch attack allows you to Greater Dispel the target of your attack as a targeted dispel, with a caster level equal to the caster level of the spell. Unlike Greater Dispel, you can dispel a number of spells equal to 1/4 your BAB or 1/4th your Use Magic Device Ranks, whichever is higher.

If you hit their standard AC (even if your weapon is normally capable of a touch attack like a gun), you do the weapon’s normal damage, and instead of rolling a d20 on the dispel check, you roll a d10 + 10.

You cannot gain the benefits of this through casting a spell with an attack roll, even if the spell makes a non-permanent weapon (like Flame Blade).

Special: Reduce your caster level for all spell lists by 4 unless you have BAB equal to your HD. If your caster level is reduced below the first level you can cast a spell of a specific level due to this feat, you cannot cast that level of spells.

Discipline Slayer
Prerequisites: Knowledge(arcana) 6 ranks or Favored Terrain class feature
Choose 1 school of magic and 1 psionic discipline. You gain a +8 dodge bonus to AC against that school of magic, as well as +4 to saving throws against that school of magic. When attacking a creature affected by a harmless spell of the chosen school of magic with a weapon, you gain +4 to hit, as well as adding the higher of your BAB or your Knowledge(arcana) ranks to the damage of any attack.

Every spell of the chosen school and every power from your chosen discipline is removed from any spell list and power list that you have, and from any spell list that you gain after taking this feat. You cannot cast spells, use spell completion items or spell trigger items of that school unless you use the Use Magic Device skill.

Special: You may take this feat multiple times, but you must choose a different school of magic and a different psionic discipline each time, if possible. Reduce your caster level for all spell lists by 4 unless you have BAB equal to your HD. If your caster level is reduced below the first level you can cast a spell of a specific level due to this feat, you cannot cast that level of spells.

You may not gain the bonuses from this feat more than 1 time, even if you are targeted by a spell with multiple schools, or are targeting a creature with harmless spells of multiple schools.

Spell eater
Prerequisites: Toughness
Whenever you are targeted by a spell or are in the initial area of the spell, you gain temporary hit points equal to the spell’s level that last for 1 hour, and stack with itself. You also gain a +1 bonus to saving throws against all spells, spell-like abilities, powers, and psi-like abilities. Finally, each spell has it’s caster level reduced by 1. However, this affects even harmless spells.

Special: After 8 hours rest, you can deactivate the benefits of this feat for 24 hours. If you do so, you still have this feat for prerequisites.

A unfortunate thing of all of this is that it’s a lot harder to test these sorts of things than to put them together and benchmark them. If you have had the opportunity to test (or get a good eyeball) on any of the homebrew content on this blog, feel free to comment in that article with your impression.