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Author Topic: Revised Feats (PHB 1&2, Complete War/Adv/Sco/Mg) (90 total!)  (Read 11393 times)
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bkdubs123
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« on: February 18, 2009, 03:59:54 PM »

*Attacks of Opportunity - Any feats that grant you a special benefit for giving up attacks of opportunity can't be used if you don't have the correct number of attacks of opportunity remaining in the round you wish you use them.

Player's Handbook 1
Weapon Focus
Prerequisite: Base Attack +1
Benefit: You gain a +1 competence bonus to attack rolls with the weapon group of your choice. Once per encounter, if you are wielding a weapon from the chosen weapon group, you may reroll any attack roll and take the higher of the two rolls. The bonus from this feat increases by +1 for every eight points of Base Attack you possess above +1. You also gain additional re-rolls each encounter at the same rate.

Dodge
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to AC. As a swift action you may designate a single foe. If you do, you gain a +2 dodge bonus to AC against that foe only, but you lose the normal +1 dodge bonus granted by this feat until the beginning of your turn. The dodge bonus from this feat increases by +1 (normal)/+2 (designated) for every eight levels you possess beyond 1st.

Great Acrobat
Benefit: You gain a +2 competence bonus to all Acrobatics checks (Balance, Jump, Tumble), and whenever you use Acrobatics to avoid an attack of opportunity you may take an extra 5ft step on your turn. The bonus from this feat increases by +1 at 6th level and every five levels thereafter.

Alertness
Benefit: You gain a +2 competence bonus to all Perception (Listen, Search, Spot) and Initiative checks, you are never surprised, and you may draw a weapon as a free action rather than a move action. The bonus from this feat increases by +1 at 6th level and every five levels thereafter.

Blind-Fight
Benefit: You ignore the penalty to speed for being unable to see. Additionally, you do not lose your dexterity bonus to AC, while being attacked by any foe you cannot see. Once when you miss a foe due to concealment you may reroll the attack roll with a +1 competence bonus. The bonus on this reroll increases by +1 at 6th level and by +1 every five levels thereafter.

Cleave
Prerequisite: Str 13
Benefit: Whenever you drop a foe with a melee attack, as a free action, you may take a 5ft step, and make an additional attack against any target currently adjacent to you. You may only take this many free actions each turn up to your Str modifier.

Defensive Expertise
Prerequisite: Base Attack +1, Dex or Int 13
Benefit: When making an attack roll you may subtract a number up to your Base Attack bonus from all attacks you make until the beginning of your next turn to add an equal circumstance bonus to your AC for 1 round.
Special: If you use this feat's ability while wielding a finesseable weapon or a heavy shield double the bonus to AC.

Parry and Riposte
Prerequisite: Dex 13, Defensive Expertise
Benefit: While using your Defensive Expertise feat, if an enemy misses you with a melee attack he provokes an attack of opportunity from you. If an enemy misses you with a ranged weapon attack you may, catch the projectile or weapon in a free hand if you have one. If you do so, you may make 1 less attack of opportunity this round.

Reflexive Strike*
Benefit: You gain a +2 competence bonus to attack rolls made as attacks of opportunity. This bonus increases by +1 at 6th level and every five levels thereafter.

Point Blank Shot
Prerequisite: Dex 13
Benefit: While using a projectile or thrown weapon, you gain a +1 competence bonus to attack rolls against creatures within 30ft. Further, you no longer grant opportunity actions for wielding a projectile weapon in melee. The bonus to attacks from this feat increases to +2 at 9th level, and +3 at 17th level.

Far Shot
Benefit: While using a projectile weapon, its range increment increases by one half. When you use a thrown weapon, its range increment is doubled.
Special: You may take this feat up to three times, each time increasing the range of your weapons as appropriate.

Focused Attack
Prerequisite: Str or Dex 13, Base Attack +1
Benefit: When making an attack roll you may subtract a number up to your Base Attack Bonus from all attack rolls you make until the beginning of your next turn to add an equal circumstance bonus to all damage rolls you make until the beginning of your turn.
Special: If you use this feat's ability while wielding a two-handed melee weapon, or a composite bow double the bonus to damage.

Great Fortitude
Benefit: You gain a +2 bonus to all fortitude saves, a +4 bonus to all Constitution based ability checks, and Fast Healing 1. This Fast Healing only works as long as you are below 50% of your health.
Special: You may take this feat up to three times. Each time you take it beyond the first your Fast Healing increases by 1, but the bonus to Fort saves increases only by +1, and the bonus to Constitution checks increases only by +2.

Two Weapon Fighting
Prerequisite: Dex 13
Benefit: If you wield a weapon in your off-hand you can use it for greater defense or for extra attacks. While wielding a light weapon in your off-hand you gain a +1 shield bonus to AC, and while wielding a one-handed (or larger) weapon in your off-hand you gain a +2 shield bonus to AC. If wielding a weapon in your off-hand you may make a number of extra attacks using that weapon equal to the number of attacks of opportunity you can make in a round, or the number of attacks you can make with your main-hand weapon during a full attack, whichever is lower. Whenever you make any extra attacks during your turn in this way you lose the shield bonus granted by your off-hand weapon until the beginning of your next turn.

Improved Bull Rush
Prerequisite: Str 13
Benefit: You gain a +4 competence bonus to attempt or resist Bull Rushes, you may grapple any size creature, and you do not provoke attacks of opportunity from any creatures threatening you for attempting a Bull Rush. Further, any foe you successfully Bull Rush is pushed up to 10 additional feet (in 5ft increments). Finally, if you push a foe into a hard surface (a wall, a tree, another creature) you deal the pushed foe and the surface 2d6 damage + your Str modifier. This damage increases to 4d6 + twice your Str modifier at 9th level, and to 6d6 + triple your Str modifier at 17th level.

Improved Critical
Prerequisite: Weapon Focus
Benefit: Increase the critical threat range of any weapon you wield from your chosen weapon group by 1.
Special: You may take this feat any number of times, but only up to three times for any specific weapon group.

Improved Feint
Prerequisite: Dex, Int, or Cha 13
Benefit: You gain a +4 competence bonus to Feint attempts and can Feint as a swift action. After successfully feinting a target your next attack deals 1d6 additional damage. This damage increases to 2d6 at 9th level, and 3d6 at 17th level.
Special: The extra damage granted by this feat is considered precision damage, and therefore creatures immune to critical hits do not take this extra damage. Further, the extra damage dice is considered Sneak Attack dice for the purposes of qualifying for PrCs and feats.

Improved Grapple
Prerequisite: Dex or Str 13
Benefit: You gain a +4 competence bonus to all grapple checks. Whenever you succeed at resisting an opponent's grapple check that creature provokes an attack of opportunity from you. Instead of taking the attack you may use the attack of opportunity to take a 5ft step, even if it isn't your turn. Further, you may use your grappling maneuvers on creatures more than two size categories larger than you, but fewer than five size categories larger than you. However, such foes get a +2 size bonus to their checks for every size category larger than you they are beyond two.

Precise Shot
Prerequisite: Dex 13
Benefit: You do not suffer any penalty to attack rolls when attacking a foe which is threatened in melee by another creature. Further, you may spend a swift action to gain a +2 insight bonus to a single ranged attack roll. This bonus increases by +1 at 6th level and every five levels thereafter.

Improved Shield Bash
Prerequisite: Shield Proficiency, Str 13
Benefit: You can perform a Shield Bash and still retain your Shield bonus to AC. Further, whenever you make a Shield Bash attack and use the focused attack option taking a penalty of at least -2 and you successfully damage your foe, you may spend a swift action to make a Bull Rush or Trip attempt against your foe. If you succeed you may only push the foe 5ft regardless of your check.

Iron Will
Benefit: You gain a +2 bonus to all Will saving throws, and may reroll a single Will saving throw each day.
Special: You may take this feat up to three times, its benefit stacks.

Lightning Reflexes
Benefit: You gain a +2 bonus to all Reflex saving throws, and may make an additional attack of opportunity each round.
Special: You may take this feat up to three times, its benefit stacks.

Quick Strike*
Prerequisite: Str 13, Dex 13
Benefit: By spending a swift action and giving up your next attack of opportunity this round you may make an extra attack at your highest base attack bonus during a full attack action. If you do, all attacks you make this round take a -2 penalty to their roll.

Mobility
Prerequisite: Dex 15
Benefit: You may take a 5ft step in addition to your normal movement each round. Further, you gain a +2 bonus to AC against attacks of opportunity. At 6th level, and every five levels thereafter you may take an additional 5ft step each round in addition to your normal movement and gain an additional +1 bonus to AC against attacks of opportunity.

Mobile Assault*
Prerequisite: Mobility, Dex 17, Base Attack +6
Benefit: As part of a full attack action you may move up to twice your base speed. You may split this movement up as you choose at any time before, after, or during your normal attack sequence (in at least 10ft increments), but you cannot split it up into more moves than you are capable of spending opportunity actions in a round. You do not gain the benefits of charging while using this feat.
Normal: As part of a full attack action you may take a single 5ft step before, during, or after.

Whirlwind Attack*
Prerequisite: Cleave, Mobility, Base Attack +6
Benefit: As a full round action you may make a melee attack roll against any number of creatures within your threatened area.
Special: If you use the Cleave feat in conjunction with the Whirlwind Attack feat, you may only ever hit the same target a total of twice (once from Whirlwind Attack and once from Cleave).

Improved Trip
Prerequisite: Dex, Str, or Int 13
Benefit: As normal, but you can use Dex or Int to make a Trip attempt instead of Str. Further, when wielding a weapon capable of making Trip attempts you may make an attack with that weapon at a -2 penalty. If you do, and the attack hits, you may make a free Trip attempt against the struck foe, forgoing the competence bonus granted by this feat.

Brother in Arms*
Benefit: Whenever an adjacent ally attacks or is attacked you may give up your next attack of opportunity to use the Aid Another option, and only to grant that ally a bonus to his attack roll (if he attacked), or a bonus to his AC (if he was attacked). Further, you gain a special use of the Aid Another action, allowing you to grant an ally an additional saving throw against any effect he or she is under the influence of. You may only grant one additional saving throw per effect, per encounter.

Combat Casting
Prerequisite: Concentration 9 ranks, Base Attack +5
Benefit: You no longer provoke attacks of opportunity from casting spells in melee (unless they include ranged attacks or touch attacks).
Special: This feat's benefit does not apply if the attacker has the Mage Slayer feat. A Duskblade of at least 2nd level gains this feat as a bonus feat without having to meet the requirements.
Player's Handbook II
Acrobatic Strike
Prerequisite: Acrobatics 6 ranks
Benefit: Whenever you avoid a foe's attack of opportunity through Acrobatics you gain a +2 bonus to your next attack roll against that foe as long as the attack occurs before the end of your next turn. This bonus increases by +1 at 6th level and every five levels thereafter.

Adaptable Flanker*
Prerequisite: Base Attack +1
Benefit: By spending a swift action you can gain the benefits of flanking as long as you and an ally are adjacent to a foe, or you can increase the bonus to attack rolls you gain from flanking to +4. As long as you have Base Attack +11 or higher you can gain the benefits of this feat without needing to spend a swift action.

Armor Specialization
Prerequisite: Base Attack +1
Benefit: Choose a type of armor, Light, Medium, or Heavy. While wearing any armor of the chosen type you have Damage Reduction 2/--. This DR stacks with other forms of DR/-- you have.
Special: You can take this feat any number of times, but only up to three times to apply it to the same type of armor.

Crushing Blow*
Prerequisite: Str 15, Focused Attack, Base Attack +6
Benefit: Whenever you use the Focused Attack feat and take at least a -3 penalty to your attack, if you hit and deal damage the struck foe must succeed on a Fort save (10+1/2Character level+Str modifier) or become sickened for 1 round. If your hit was a confirmed critical the foe is nauseated for 1 round, then sickened for 1 round after that instead.

Combat Tactician*
Prerequisite: Int 15, Base Attack +6
Benefit: As a swift action you can designate one foe. Until the end of your next turn, whenever you or an ally makes an attack against that foe, if that player and the target did not threaten each other at the start of the player's turn, that player gains a +3 circumstance bonus to his or her attack roll against that foe. This bonus increases by +1 if you have Base Attack +11, and by an additional +1 for every five points of Base Attack you have above 11.
Special: If you possess the Dodge feat you can designate a foe as the target of your Dodge and Combat Tactician feats as part of the same swift action.

Cometary Collision
Prerequisite: Str 15, Base Attack +6
Benefit: Whenever a foe charges you or another target you can spend an immediate action and give up your next attack of opportunity to charge that foe. If you do, you end the foe's movement. The foe loses the normal benefits from charging, but can still attack you. If the target charged someone else, he can choose to instead attack you. If you cannot move at least 10ft or cannot charge due to terrain or other factors, you cannot use this feat's benefit.

Avalanche of Blows*
Prerequisite: Weapon Focus (Maces), Base Attack +6
Benefit: Whenever you deal damage to a foe with a Bludgeoning weapon the struck foe takes a cumulative -1 penalty to AC (maximum -5) and gives up his next attack of opportunity this round.

Defensive Stance*
Prerequisite: Base Attack +9
Benefit: If an opponent begins his turn in a square that you threaten, and during his turn he does not move, he provokes an attack of opportunity from you, provided you still threaten his square. Any sort of movement, including a 5ft step, or forced movement, allows the opponent to avoid provoking this attack of opportunity.

Driving Thrust*
Prerequisite: Improved Bull Rush, Base Attack +6
Benefit: As long as you wield a melee Piercing weapon, your Bull Rush attempts gain a circumstance bonus equal to to the total bonus of your weapon's enhancement value plus your strength modifier in addition to any other ability modifiers you add to your damage rolls with that weapon. Further, as part of a successful Bull Rush attempt you can make an attack with any melee Piercing weapon for every 10ft you push the opponent, up to the number of attacks you could make as part of a full attack action. These attacks take the standard penalties for iterative attacks. Finally, instead of making an attack in this way, you may choose to reduce the total distance you push the chosen foe by 15ft. If you do, your foe falls prone in the square where he ends his movement.
Special: To gain the benefit of this feat you must move with your foe while Bull Rushing him.

Flay
Prerequisite: Str or Dex 13
Benefit: Whenever you damage a creature that lacks an Armor Bonus to AC, if you're wielding a Slashing weapon, you can literally skin them alive, either stripping through their Natural Armor, or inflicting grievously painful wounds. If the creature has a Natural Armor bonus it loses 1 point of it, until regains 1 hitpoint, in addition to taking damage. If the creature has neither an Armor Bonus nor a Natural Armor bonus it must succeed on a Fort save (10+1/2Character level+Your Str or Dex modifier, whichever qualified you for this feat) or take become sickened for 1 round in addition to taking damage.

Grenadier
Prerequisite: Craft (Alchemy) or Spellcraft 4 ranks
Benefit: You gain a +1 competence bonus to attack rolls made with grenade-like weapons. In addition, the damage dealt increases by 1d6 and the save DC to avoid the effects increase by 1. The base save to avoid the effects of a grenade-like weapon you use becomes 10+1/2 your character level+your Int or Wis modifier. The radius of the grenade-like weapon's splash radius increases by 5ft, and ones that do not have a radius instead gain a radius of 5ft. If you miss with a grenade-like weapon, you may spend a swift action to choose which space it hits instead of rolling randomly.
Special: If you have 8 or more ranks in Craft (Alchemy) or Spellcraft, the damage you deal with grenade-like weapons increases by another 1d6, the save DC increases by an additional 1, and you gain an additional +1 bonus to attack rolls with them. The bonus to attack rolls and save DCs increases by 1 for every 4 additional ranks you have in Spellcraft or Craft (Alchemy). The damage dealt also increases by 1d6 at the same rate.

Untouchable Resolve*
Prerequisite: Con 15, Wis or Cha 15
Benefit: At the beginning of each of your turns, if you are effected by a Fear or Compulsion effect you may make an additional saving throw against that effect. Further, if you succeed on the initial saving throw against a Fear or Compulsion effect, the creature trying to effect you must succeed on the same saving throw or become shaken for 1d4+1 rounds.

Lunging Strike
Prerequisite: Base Attack +1
Benefit: As a swift action, you can increase the range of your next melee attack by 5ft. If you have Base Attack +11 or higher the swift action spent with this feat increases the range of all melee attacks you make until the beginning of your next turn.

Darting Defense
Prerequisite: Base Attack +6
Benefit: As a swift action, you can increase your threatened area by 5ft until the beginning of your next turn. You can move 5ft and make an attack roll with a single Opportunity Action until the beginning of your next turn.
Special: If you possess the Lunging Strike feat you can use it and your Darting Defense feats as part of the same swift action.

Parry Attack*
Prerequisite: Base attack +6
Benefit: While fighting defensively, you may give up your next attack of opportunity for the round to replace your Armor Class with an Attack Roll but only against a single attack. Make an attack roll at your highest attack bonus, and use that number as your AC. You may use this new AC in place of your Touch AC, but doing so imposes a -5 penalty to it. You may use this feat more than once each round to a maximum of the number of attacks you are able to make during a full attack. Each time you use it beyond the first imposes a -5 penalty to the attack roll.

Penetrating Shot
Prerequisite: As normal, except Base Attack +9
Benefit: As a standard action you may attack a Line with a projectile weapon, 5ft wide, and as long as your weapon's base range increment. Foes may make a Reflex save (10+1/2Character level+Dex modifier) to halve the damage. If you have at least Base Attack +14 you may spend a swift action to grant your next attack the benefit of this feat instead. If you have at least Base Attack +19 you apply the benefit of this feat to your next attack as a free action.
Special: Using the Precise Shot feat adds its bonus to attack rolls to the save DC against Penetrating Shot.

Robilar's Gambit
Prerequisite: Base Attack +6
Benefit: As a swift action you can adopt a reckless fighting stance granting foes a +4 circumstance bonus to attack and damage rolls against you until the beginning of your next turn, however, each time a foe attacks you before the beginning of your next turn that foe provokes an attack of opportunity from you. You can even make ranged attacks against foes you do not threaten if you are wielding a ranged weapon, or can draw a throw and thrown weapon. Resolve your attack of opportunity after your foes' attacks.

Shield Ward
Prerequisite: Shield Proficiency
Benefit: As normal.

Slashing Fury*
Prerequisite: Flay, Base Attack +6
Benefit: Whenever you deal maximum damage with a Slashing weapon, or whenever you confirm a critical hit with a Slashing weapon, you gain a +1 morale bonus to attacks, and a +2 morale bonus to damage until the end of the encounter. This bonus can stack up to five times.

Stalwart Defense*
Prerequisite: Base Attack +6
Benefit: Whenever you use the Aid Another action to provide an ally with a +2 bonus to AC that bonus improves to +3 and by +1 if you have at least Base Attack +11, and for every five points of Base Attack you possess beyond that. Whenever a foe you threaten attacks an ally you have given a bonus to AC to with the Aid Another option he provokes an attack of opportunity from you. Instead of making the attack you may use the attack of opportunity to switch places with that ally (provided he or she is willing) and become the target of that foe's attack.

Steadfast Determination
Prerequisite: Con or Cha 15
Benefit: You may use your Constitution or Charisma modifier instead of your Wisdom modifier when making Will saves. You do not automatically fail any saving throws (Fort, Ref, or Will) on a roll of 1.

Tumbling Feint
Prerequisite: Acrobatics 4 ranks
Benefit: As normal, except that you gain a +4 bonus to your Feint attempt. This bonus increases by +1 if you possess 8 ranks in Acrobatics, and for every 4 ranks you possess beyond that.

Improved Two-Weapon Fighting
Prerequisite: Dex 15, Two-Weapon Fighting, Base Attack +6
Benefit: You gain an additional +1 Shield bonus to AC with your off-hand weapon. Further, at the end of a charge attack you may make an attack with your main-hand and off-hand weapon, both at your highest attack bonus. Finally, once per round, whenever you deal damage to a foe with an attack from both your main-hand and off-hand you deal an extra 2d6+Str modifier damage. If you have at least Base Attack +16 you gain an additional +1 Shield bonus from this feat, and whenever you deal damage to a foe with an attack from both your main-hand and off-hand you deal an extra 4d6+twice your Str modifier damage.
Complete Series
Defensive Maneuver*
Prerequisite: Dex 13, Int 13
Benefit: Whenever you make a Bull Rush, Disarm, Grapple, or Trip attempt as an attack of opportunity you gain a +4 circumstance bonus to the attempt. This bonus increases by +2 at 6th level and every five levels thereafter.

Eyes in the Back of Your Head
Prerequisite: Wis 15 or Alertness
Benefit: As normal, but you also gain 20% fortification, and a +1 circumstance bonus to attack rolls against foes who are flanking you. These bonuses increase to 40% fortification and +2 to attacks at 9th level, and 60% fortification and +3 to attacks at 17th level.

Flick of the Wrist
Prerequisite: Dex 15, Alertness, Bluff or Sleight of Hand 4 ranks
Benefit: If you draw a weapon and attack a foe with it in the same round you may make a Feint attempt against that foe as an immediate action with a +2 bonus. If you succeed, and your next attack against that foe hits, make a Bluff or Sleight of Hand check, adding the result to the damage you deal. You may use this feat only once per round and once per opponent during any single combat encounter.
Special: The extra damage granted by this feat is considered precision damage, and therefore creatures immune to critical hits do not take this extra damage.

Great Resiliency
Prerequisite: Con 13
Benefit: Increase your existing Damage Reduction by 2.
Special: You may take this feat any number of times. Each time you take it beyond the first you only increase your Damage Reduction by 1.

Hold the Line
Prerequisite: Base Attack +3
Benefit: Once per foe, per round, whenever a foe enters one of your threatened squares he provokes an attack of opportunity from you. If that foe was charging, your attack deals double damage.

Improved Toughness
Prerequisite: Con 13, or Base Fort save +2
Benefit: As normal.
Special: You may take this feat up to three times. The effect stacks. Each time you take this feat, you gain an additional hit point per HD.

Karmic Strike
Prerequisite: Dodge
Benefit: Whenever the foe you have designated as the target of your Dodge feat hits you with an attack he provokes an attack of opportunity from you. You may even use this action to attack foes that you do not threaten with a ranged weapon if you are wielding one, or if you can draw a thrown weapon as part of this action. If your attack hits it deals 1d6 additional damage. This damage increases by 1d6 at 6th level, and every five levels thereafter.

Kiai Shout*
Prerequisite: Cha 13, Base Attack +1
Benefit: Once each encounter, as a standard action, you can issue forth an intimidating howl of fury, causing all foes within 30ft of you to make a Will saving throw (10+1/2Character level+Cha modifier). If they fail, they become shaken for 1d4 rounds, during which time they lose their first attack of opportunity each round. Foes take a -1 penalty to this save for each HD fewer than you they possess, but get a +1 circumstance bonus for each HD greater than you they possess. If you have Cha 15 and Base Attack +6, foes with HD fewer than or equal to your own become frightened instead of shaken, and foes with greater HD than you get only 1/2 their circumstance bonus. If you have Cha 17 and Base Attack +11, foes with HD fewer than or equal to your own become panicked instead of shaken, and foes with greater HD than you do not get any circumstance bonus. If you have Cha 19 and Base Attack +16, foes with HD fewer than or equal to your own cower in fear, while foes with HD greater than yours are frightened.

Power Critical
Prerequisite: Base Attack +3
Benefit: You gain a +4 competence bonus to confirm critical hits, and deal an extra 2d6 damage with a critical hit. These bonuses increase by +2 and 1d6 if you possess Base Attack +8, and for every five points of Base Attack you possess higher than that.

Phalanx Fighting
Prerequisite: Proficiency with Heavy Shields, Base Attack +1
Benefit: If you wield a Heavy Shield and a light or one-handed weapon, you gain a +1 competence bonus to AC and reflex saves. This bonus increases to +2 at 9th level, and to +3 at 17th level. If you are adjacent to an ally who also wields a Heavy Shield the competence bonus to AC and reflex saves of you both increases by 1. This bonus can increase up to five times. Further, whenever a foe attacks you and an adjacent ally with an area effect you may give up all of your remaining attacks of opportunity this round (must have at least one remaining) to "Turtle" granting you and adjacent allies a +4 circumstance bonus to all saving throws and to AC against ranged attacks. This bonus increases by +2 at 6th level and every five levels thereafter. While turtled you lose your dexterity modifier to AC .

Shield Charge
Prerequisite: Shield Proficiency, Base Attack +3
Benefit: If you use a Shield Bash at the end of a charge, your shield bash deals 1d6 extra damage for a small shield, 2d4 extra damage for a medium shield, and 2d6 extra damage for a large shield. Further, you may spend a swift action to gain a free Trip or Bull Rush attempt against the struck foe.
Special: If you possess the Improved Shield Bash feat, you gain a +4 morale bonus to any Bull Rush or Trip attempts you make.

Throw Anything
Prerequisite: Base Attack +1
Benefit: You can throw any melee weapon you are proficient with as if it were a ranged weapon. The range increment of a weapon thrown in this way is 10ft. You also gain a +2 competence bonus to damage with any weapon that normally is a thrown weapon, such as Daggers, Spears, and Shurikens, and increase their range increment by 10ft. Increase the range increments of any weapon you throw (including weapons thrown by virtue of this feat) by 5ft, and increase the bonus to damage by +1, if you possess Base Attack +6, and for every five points of Base Attack you possess beyond that.

Anvil of Thunder
Prerequisite: Str 13, Weapon Focus (Maces AND Axes), Base Attack +3
Benefit: If you hit a creature in this round with a Mace, which was damaged in either this round, or the previous round, with an Axe or vice versa, that creature must succeed at a Fort save (10+1/2Character level+Str modifier) or become staggered for 1 round.
If you possess Base Attack +13 or higher that creature becomes dazed for 1 round instead (unless it is immune, in which case it becomes staggered as normal).

Bear Trap
Prerequisite: Str 13, Improved Grapple, Weapon Focus (Axes), Base Attack +6
Benefit: You gain the Improved Grab quality as long as you wield an Axe. Further, if you wield a light piercing weapon, you may attack your foe while grappling, with no restriction, and even without needing to make grapple checks.

Crescent Moon
Prerequisite: Dex, Int, or Cha 13, Weapon Focus (Swords), Two-Weapon Fighting
Benefit: If you wield a one-handed sword in your main hand, and a light one-handed sword in your off-hand, and you hit a creature with both swords in the same round, you retain the Shield bonus to AC granted by your off-hand, and may make a free Disarm attempt against the struck foe with a +2 circumstance bonus. If you fail, he does not get to disarm you in return. If you are 6th level or higher and possess Dex, Int, or Cha 15, you increase the Shield bonus granted by your off-hand by 1, and the bonus to your Disarm attempt by 2, as well as gain a +1 deflection bonus to AC and a +1 resistance bonus to saves for 1 round. These bonuses continue to increase at that same rate for every five levels you possess beyond 6th. If you are 11th level or higher, possess Dex, Int, or Cha 17, and you hit a creature with both swords in the same round, you may spend a swift action to make a Dispel check against one of the struck foe's active spell effects as Dispel Magic (but without the bonus). If you are 16th level or higher, and possess Dex, Int, or Cha 19, you may make a Dispel check against a foe as a free action whenever for each time you hit that foe with both your main-hand and off-hand weapons.

Hammer's Edge
Prerequisite: Str 15, Two-Weapon Fighting, Improved Bull Rush, Improved Trip, Base Attack +6
Benefit: If you wield a non-light one-handed weapon in each hand, and you hit a creature with both weapons in the same round, it must make a Fort save (10+1/2Character level+Str modifier) or fall prone. If you possess Base Attack +11, and the creature fails its save, you deal that creature 2d6+your Str modifier additional damage. If you possess Base Attack +16, the additional damage increases to 4d6+twice your Str modifier, and if the creature falls prone it must make a second Fort save against the same DC or become dazed for 1 round.

Lightning Mace
Prerequisite: Dex 15, Weapon Focus (Maces), Base Attack +3
Benefit: Whenever you confirm a critical hit with a Mace, you gain an additional attack at your highest attack bonus -5.
Special: You can only gain a number of additional attacks with this feat each round equal to the number of attacks of opportunity you are capable of spending in a round.

Three Mountains
Prerequisite: Str 15, Improved Bull Rush, Base Attack +6
Benefit: If you deal damage to the same creature twice in the same round with a non-light, one-handed, or two-handed bludgeoning weapon, the creature must succeed a Fort save (10+1/2character level+Str modifier) or become sickened by the pain for 1d4 rounds. If you deal damage to the same creature three times in the same round it becomes nauseated for 1 round, then sickened for 1d4 rounds thereafter. If you deal damage to the same creature four times in the same round it becomes nauseated for 2 rounds, then sickened for the rest of the encounter.

Combat Intuition*
Prerequisite: Sense Motive 4 ranks or Wis 15, Base Attack +3
Benefit: Each round, if you started your turn adjacent to an enemy, you gain a cumulative +1 insight bonus to attack rolls, AC, and saves, but only against that opponent. At the start of your turn, if that opponent is no longer adjacent to you (or that opponent is incapacitated), the bonus resets to 0.

Death Blow*
Prerequisite: Reflexive Strike
Benefit: Whenever you perform a Coup de Grace, choose one - You and all allies within 30ft gain a +5 morale bonus to damage rolls for 1 round, or all foes within 30ft must succeed on a Will save (10+1/2Character level+Cha modifier) or become shaken for 2d4 rounds. Further, you can perform a Coup de Grace as a standard action or by giving up your next attack of opportunity.

Deft Opportunist*
Benefit: You gain a +4 circumstance bonus to damage rolls whenever you strike a foe with an opportunity attack. Further, foes you strike with attacks of opportunity give up their next attack of opportunity. At 9th level the bonus to damage from this feat increases to +8 and the struck foe gives up its next two attacks of opportunity. At 17th level the bonus to damage increases to +20, and the struck foe gives up all of its attacks of opportunity for the round.

Goad*
Prerequisite: Cha 15, Base Attack +3
Benefit: As a move action, you can goad an opponent within 30ft, has line of sight to you, and has an Intelligence 3 or higher. When the goaded opponent starts its next turn, if it still has line of sight to you, it must make a Will saving throw (10+1/2Character level+Cha modifier). If the creature fails, it can only make attack rolls, cast spells, or use harmful abilities, against you for 1 round, and must spend its turn trying to do you harm as it sees fit. If the creature kills you, knocks you unconscious, loses sight of you, or cannot attack you, cast spells on you, or use any harmful ability on you, the effect is broken. If you possess Base Attack +11 you can use this feat as a swift action.

Deadly Defense
Prerequisite: Base Attack +1, Focused Attack, Defensive Expertise
Benefit: You may use your Focused Attack and Defensive Expertise options at the same time, gaining +1 to AC and to damage rolls for every -1 penalty you take your attack rolls.
Special: If you wield a finesseable weapon, heavy shield, two-handed weapon, or composite bow you gain +2 to BOTH AC and damage rolls for every -1 penalty you take to your attack rolls.
*These feats are added to the Fighter's list of bonus feats.

More feats in my next post!
« Last Edit: October 28, 2009, 03:05:26 AM by bkdubs123 » Logged
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« Reply #1 on: February 18, 2009, 06:31:20 PM »

Hmm, I like a lot of the changes you've made. In particular, I like the ones that have been improved from "Why Bother?" status, like Alterness, Blind Fight, Improved Feint, etc. I also think the changes to Two-Weapon Fighting go a good way toward balancing characters who normally take it, though the last line might be a little unclear on whether you get the shield bonus back on rounds that you don't take the extra attacks. Does it come back at the start of your next turn, or at the end of the encounter, or what? When in doubt, it's always better to elaborate because not everyone has high reasoning skills.  Big Grin
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« Reply #2 on: February 18, 2009, 07:00:52 PM »

*Attacks of Opportunity - Any feats that grant you a special benefit for giving up attacks of opportunity can't be used if you don't have the correct number of attacks of opportunity remaining in the round you wish you use them.

MOAR! Feats!

Rapid Assault
Prerequisite: Base Attack +1
Benefit: On your first turn during combat, your first attack deals extra damage equal to +2/per point of BAB you possess. If you were the first to act this encounter the extra damage increases to +1d6+1/per point of BAB you possess.

Beastmaster
Benefit: You gain a +2 competence bonus on all Handle Animal and Ride checks, and can use these checks even on Vermin and Magical Beasts. Further, You gain a +1 enhancement bonus to Natural Armor. The bonus to Handle Animal and Ride increases by +1 at 6th level and every five levels thereafter. The bonus to Natural Armor increases by +1 at 9th level and every eight levels thereafter. At 6th level you gain the Wild Empathy feature which can be used even against Vermin and Magical Beasts. At 9th level you gain the Scent special quality. At 17th level you gain the Blindsense out to 30ft, or improve your existing Blindsense by 30ft, or if you have the Blind-Sight quality it improves by 15ft.

Extreme Athlete
Benefit: You gain a +4 competence bonus on all Climb and Swim checks, and a +5ft bonus to all movement speeds. While running you retain your Dexterity bonus to AC, and move five times your normal speed if wearing light or no armor and carrying no more than a light load, or you move four times your normal speed if wearing medium or heavy armor and while carrying a medium or heavy load. The bonuses from this feat increase by +2 and +5ft at 6th level and every five levels thereafter. You ignore up to 5ft of speed penalty from your armor for every +10ft bonus to movement speeds granted by this feat. At 11th level you gain a Climb speed and a Swim speed of 15ft. Bonuses to movement speed granted by this feat at or before 11th level do not apply to these speeds, but any bonuses gained afterward do.

Poison Expert
Prerequisite: Craft (poisonmaking) 4 ranks
Benefit: As normal, but also you never risk poisoning yourself when dealing with poisons. For every 4 ranks of Craft (poisonmaking) you possess beyond 4, increase the secondary damage of your poisons by 1. For every 8 ranks of Craft (poisonmaking) you possess beyond 4, increase the initial damage of your poisons by 1.
Special: As normal, except that it CAN stack up to three times with the same type of poison.

Virulent Blade
Prerequisite: Poison Expert (contact or injury), Weapon Focus (any), Base Attack +6
Benefit: Contact or Injury poisons applied to a weapon from your Focus group retain their potency for two successful hits instead of just one. Further, if a foe fails it saving throw against a contact or injury poison delivered by an attack with a weapon from your Focus group the secondary damage effects it in 1d4 rounds rather than 1 minute later.

Eschew Materials
Prerequisite: Caster Level 6th
Benefit: You can cast any spell that has a material or focus component costing 150gp or less without needing that component. At 9th level you do not need components costing 500gp or less. At 12th level, 1000gp or less. At 15th level, 2000gp or less. At 20th level, 5000gp or less.

Improved Counterspell
Prerequisite: Spellcraft 6 ranks
Benefit: As normal, except that you need only spend a standard action to ready an action to counterspell, also, at any time after readying an action to counterspell, you may spend an immediate action to un-ready that action and cast a spell.

Magical Aptitude
Benefit: You get a +2 competence bonus on all Spellcraft and Use Magic Device checks. These bonuses improve by +1 at 6th level and every five levels thereafter. Further, if you are at least 3rd level, choose any 1st level spell from the Bard's or Duskblade's lists of spells. If you're at least 9th level, choose any 2nd level or lower spell from the Bard's or Duskblade's lists of spells. If you're at least 14th level choose any 3rd level or lower spell from the Bard's or Duskblade's lists of spells. If you're at least 20th level, choose any 4th level or lower spell from the Bard's or Duskblade's lists of spells. You may cast each of the chosen spells once each day, plus an additional time each day for each higher level spell you can cast by virtue of this feat.

Spellbane
Prerequisite: Int 13, Knowledge (Arcana AND Religion AND Planes) 4 ranks, Spellcraft 4 ranks
Benefit: You gain a +1 insight bonus to AC and to saves against spells and spell-like abilities, as well as Spell Resistance of 10+Your Int score, or a +3 insight bonus to your existing SR. You can lower your Spell Resistance for 1 round as a move action. These bonuses all increase by +1 at 9th level and every eight levels thereafter. Furthermore, you gain the ability to ready an action to counterspell, if you didn't already have it, even if you have no ability to cast spells. If you successfully identify the spell you are attempting to counter, and can provide all of the spell's components, make a modified level check (1d20+Character Level+Int modifier) opposed by the spellcaster's spellcasting check (1d20+Caster Level+Spell's save DC modifier). If you beat his check, the spell is countered.

Mage Slayer
Prerequisite: Int 15, Spellbane, Base Attack +3
Benefit: You gain a +1 insight bonus to all Will saves, and can lower your Spell Resistance for 1 round as a swift action. Further, spellcasters you threaten can't cast defensively, and you ignore any spell-granted bonus to AC and saves of your target up to your Int modifier. Finally, whenever a spell is cast within your highest movement speed, you may give up your next opportunity action to move toward the caster of that spell up to 10ft. The bonus to Will saves increases to +2 if you have +11 BAB, and +3 if you have +19 BAB. The distance you can move if you give up your attack of opportunity increases by 10ft (up to twice your highest speed) if you have +8 BAB and for every five points of BAB you have after that.

Pack Hunt*
Prerequisite: Base Attack +6
Benefit: Whenever you use the Aid Another option to provide an ally with a +2 bonus to an attack roll, that bonus improves to +3, and by +1 if you have at least Base Attack +11, and for every five points of Base Attack you possess beyond that. Whenever an ally with a bonus to attacks from your Aid Another option deals damage to a foe adjacent to you, that foe provokes an attack of opportunity from you. If you deal damage to that foe with your attack it must succeed on a Fort save (10+1/2Character level+your highest ability modifier) or become staggered for 1 round.

Open Minded
Benefit: You gain 4 extra skill points, which you may spend immediately as normal, as well as 1 extra skill point every level you gain after this. Further, choose one cross-class skill; that skill is now a class skill for you, and all other cross-class skills cost you 1 skill point per rank, rather than 2. Maximum skill ranks for your level still apply.
Special: You may take this feat up to three times, each time gaining 4 extra skill points, and 1 extra point every level you gain after taking the feat, as well as gaining an extra cross-class skill as a class skill.

Steely Perseverance
Prerequisite: Str or Wis 15
Benefit: You may use your Strength or Wisdom modifier instead of your Constitution modifier when making Fortitude saves. Whenever you fail a saving throw you gain a +2 morale bonus to your next saving throw as long as you make that saving throw within the next 24 hours.

Practiced Reactions
Prerequisite: Str or Int 15
Benefit: You may use your Strength or Intelligence modifier instead of your Dexterity modifier when making Reflex saves. Whenever you succeed a saving throw you may give up your next attack of opportunity to attack a foe you threaten or take a 5ft step.[/spoiler]

Hmm, I like a lot of the changes you've made. In particular, I like the ones that have been improved from "Why Bother?" status, like Alterness, Blind Fight, Improved Feint, etc.

Yeah, I think those ones are now much more balanced even against options like Weapon Focus and Two-Weapon Fighting (these ones of course).

Quote
I also think the changes to Two-Weapon Fighting go a good way toward balancing characters who normally take it, though the last line might be a little unclear on whether you get the shield bonus back on rounds that you don't take the extra attacks. Does it come back at the start of your next turn, or at the end of the encounter, or what? When in doubt, it's always better to elaborate because not everyone has high reasoning skills.  Big Grin

Fixed the clarity. Yeah, the idea was that anyone with Shield Proficiency (which is a lot of people) can pick up a Shield and Shield Bash with it for the same benefit as Improved Two-Weapon Defense (Edit: Whoops). Why should you spend 2 feats to get the same benefit while wielding something that can only attack? With a single feat, now you have the opportunity to make lots of extra attacks with an off-hand weapon, but you need higher than normal Dexterity to get the most out of it. On the other hand, a medium Dexterity character only spends a single feat, but still gets some extra benefit.

Of course, many of the feats deal with Opportunity Actions. If you don't like it (the use of things in your hand, say via UMD sure seems overpowered, and it is pretty darned strong as the rules act currently, but once I complete Spellcaster's Sanctum it will become much more tame) you can go back to Attacks of Opportunity with most of the stuff. You may need to require Combat Reflexes for Two-Weapon Fighting if you do that though, but that's not a huge deal.
« Last Edit: October 28, 2009, 03:11:56 AM by bkdubs123 » Logged
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« Reply #3 on: February 18, 2009, 07:18:31 PM »

Of course, many of the feats deal with Opportunity Actions. If you don't like it (the use of things in your hand, say via UMD sure seems overpowered, and it is pretty darned strong as the rules act currently, but once I complete Spellcaster's Sanctum it will become much more tame) you can go back to Attacks of Opportunity with most of the stuff. You may need to require Combat Reflexes for Two-Weapon Fighting if you do that though, but that's not a huge deal.

Speaking of which, how does this interact with Combat Reflexes? Sure it improves the base number of OAs you get from 1 + 1/2 dex mod up to full dex mod (I assume 1 + full dex mod, otherwise the feat wouldn't really be much of a boon). It still works out to be a greater benefit to a high dex character, but a high dex character is already going to have a lot of OAs. The only people CR would really benefit are people right in the middle, with neither a low nor a high Dex score, and with no plans on really increasing it.

I'm really not sure if this would even really become an issue, but it's just a thought.
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« Reply #4 on: February 18, 2009, 07:32:39 PM »

Well, as I said, Combat Reflexes likely becomes irrelevant with the change to Opportunity Actions and granting all characters 1+1/2 Dex mod per round. Now characters can take Lightning Reflexes to gain extra actions, even if they don't have the Dex (which is definitely the point of the feat, shore up the drawbacks for having low Dex!).
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« Reply #5 on: February 18, 2009, 07:38:27 PM »

Ah, I see. I get it now! Bravo, sir. Bravo.  Clap

Anyway, yes, I do like these changes. Now if only I could get into a game employing these houserules and feats. Smile
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« Reply #6 on: February 18, 2009, 08:08:17 PM »

UPDATE: MOAR! FEATS!!
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« Reply #7 on: February 18, 2009, 08:11:17 PM »

You're using combat expertise as a combat option and fighting defensively?

The only feat that is still crummy, IMO, is dodge. +1 or +2 AC isn't good enough. Maybe make that part of mobility that avoids AoOs part of dodge instead. Although that kinda makes me iffy about using either, instead of wanting mobility and not dodge.
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« Reply #8 on: February 18, 2009, 08:20:15 PM »

You're using combat expertise as a combat option and fighting defensively?

Yes. Maybe. It hasn't completely crystallized in my head yet. The easy answer is that Combat Expertise the combat option replaces Fighting Defensively, or rather that Fighting Defensively becomes Combat Expertise (mechanically speaking).

Quote
The only feat that is still crummy, IMO, is dodge. +1 or +2 AC isn't good enough. Maybe make that part of mobility that avoids AoOs part of dodge instead. Although that kinda makes me iffy about using either, instead of wanting mobility and not dodge.

Even with the dodge bonus being always active, the versatility of increasing the bonus when you want, and the ability to gain up to +3 constant Dodge bonus, and up to +6 vs a single target? I mean, you may be right, but I'm not sure.
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« Reply #9 on: February 18, 2009, 08:33:54 PM »

I can't see dodge being taken three times. Nobody likes AC. Maybe the +2 stacks with the +1. Or just some scaling. Doesn't really matter anyway.
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« Reply #10 on: February 18, 2009, 09:11:48 PM »

While I don't mind Dodge the way you've got it, making it like the other feats which improve with level might be better.

Thing is, if you wouldn't take this new dodge, why would you take the original one? Most people take it as a prereq, but I think this new one is strictly better than the offering in the PHB.
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« Reply #11 on: February 18, 2009, 09:53:12 PM »

While I don't mind Dodge the way you've got it, making it like the other feats which improve with level might be better.

I'm considering it.

Quote
Thing is, if you wouldn't take this new dodge, why would you take the original one? Most people take it as a prereq, but I think this new one is strictly better than the offering in the PHB.

Oh, it's over and above strictly better than the offering in the PHB, but is it enough? I'm not 100% sure yet.

EDIT: Oh, yeah, MOAR! FEATS!
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« Reply #12 on: February 19, 2009, 12:27:57 AM »

As far as Steadfast Determination goes, does the line revoking auto-failures on a roll of 1 apply to all saving throws, or just will saves?
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« Reply #13 on: February 19, 2009, 12:36:36 AM »

As far as Steadfast Determination goes, does the line revoking auto-failures on a roll of 1 apply to all saving throws, or just will saves?

All saving throws. And, now edited to be explicitly clear.

EDIT: Added Combat Casting and Brother in Arms feats. Edited the Stalwart Defense feat. Added a house rule regarding Aid Another.
« Last Edit: February 19, 2009, 02:07:23 PM by bkdubs123 » Logged
RobbyPants
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« Reply #14 on: February 19, 2009, 07:40:50 AM »

Nice.  Do you mind if I use some of these for the project I'm working on if I give you credit?  I'll have to read through them in more detail first.

Also, a minor nitpick:  the way you've worded Whirlwind Attack and Cleave leaves it open to the old 3.0 bag of rats trick.  You might want a clause in Whirlwind Attack that states that you can make one and only one attack per target you threaten, and it does not generate any extra attacks, such as through Cleave.
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My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
bkdubs123
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« Reply #15 on: February 19, 2009, 12:40:42 PM »

Nope, don't mind at all. I left the possibility for cleaving as part of a Whirlwind Attack in on purpose. The whole "bag of rats" trick never held much sway with me for things like this. If there's a reason I'm not seeing as to why it's so dangerous let me know, otherwise I want Cleave + Whirlwind to be possible.
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RobbyPants
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« Reply #16 on: February 19, 2009, 01:16:27 PM »

Do you know what the bag of rats trick is?

If you allow a cleave on each whirlwind attack, you can take a huge amount of attacks on one target.  Lets say you're fighting the BBEG.  All you need to do is dump a bag of 50 rats within your threaten range to potentially make 51 attacks on the BBEG.  Basically, you hit rat 1, if you kill it, you cleave and hit the BBEG once, hit rat 2, if you kill it, you cleave and hit the BBEG a second time, etc...

That's all. Wink
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My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
bkdubs123
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« Reply #17 on: February 19, 2009, 01:47:14 PM »

I know what it is. Show me any DM that would allow such a travesty. It isn't like it's possible for the players to hide from the DM that they have a bag of rats and it also isn't possible that the DM doesn't know what the player is doing with said bag of rats (at least if he's seen it done once).
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« Reply #18 on: February 19, 2009, 01:51:13 PM »

Maybe have Cleave allow you to use your Opportunity Actions to fuel it? Then not only does it limit how many Cleave attacks you can make, you've got to weigh it against the number of AoO's you can make in a round. This might also encourage fighters to have a moderate Dex score and, if it still exists, to take Combat Reflexes.

Speaking of which, your edited comment a bit higher up mentions adding Combat Reflexes and Brother in Arms. I think you meant Combat Casting instead of Reflexes.
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RobbyPants
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« Reply #19 on: February 19, 2009, 02:00:39 PM »

Well, I guess my point is: where do you draw the line?  When is it okay to cleave and not to cleave.  One of the things I loved about 3.x is that they have so many rules spelled out, so that any changes to them are more for campaign flavor or personal preferance, as opposed to needing to come up with a ruling on the fly. 

I feel it's better to prevent abuses through well written rules than to rely on DM fiat.  That's where a lot of the current abuses came from.
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My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
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