And here they are.
One type of design idea I toyed with but ultimately rejected because it's a losing proposition as characters fight bigger and tougher things: the intimidate/overbear/stun type of feat that can't realistically be carried out by a 6 foot person against a 60 foot dragon.
The hit point recovery feats are also edging on non-combat, protecting as they do against falling and trap damage. Which raises the question: here are the combat feats; is there any use to having non-combat feats, keeping in mind that most situations of observation, athletics, handicraft and knowledge are covered in my game by a very general and simple skills system?
Italian School - A Scene Of Witchcraft, 1674
1 hour ago