PDA

View Full Version : Tactics of Eberron [Feats]



The Demented One
2006-09-03, 01:21 PM
Arcane Assault [Fighter, Tactical]
You weave together steel and magic into a potent combat style.
Requirements: Combat Casting, Power Attack, base attack bonus +6, able to cast 2nd level arcane spells, region of origin Aundair
Benefit: The Arcane Assault feat enables the use of three tactical maneuvers.
Focused Fighting: As a move action, you may make a Concentration check. If you do, the arcane spell failure chance of any armor you wear is decreased by an amount equal to half your check result, round to the nearest 5%, until the beginning of your next round.
Pierce Spell Resistance: To use this maneuver, you must successfully hit a creature with a melee attack. You may then choose to not deal damage and instead, as a swift action, cast a touch spell on the hit opponent. The spell ignores any SR the opponent may have.
Power Spell: To use this ability, you must cast a touch spell. You can then apply the benefits of the Power Attack feat to that spell.
Special: A Fighter may take Arcane Assault as one of his fighter bonus feats.

Black Knight of Karrnath [Fighter, Tactical]
You have mastered the art of fighting alongside the dead.
Requirements: Combat Expertise, Knowledge (Religion) 2 ranks, base attack bonus +4, region of origin Karrnath
Benefits: The Black Knight of Karrnath feat enables the use of three tactical maneuvers.
Grave Tactics: When you and an undead ally flank a creature, you both get a +4, rather than +2, bonus on attack rolls against the flanked creature.
No Safety This Side of the Grave: Whenever you and an adjacent undead ally both fight defensively of use the Combat Expertise feat, the bonus to both of your AC’s increases by two.
Retributive Strike: Whenever a creature you threaten hits an undead ally of yours with a melee attack, you may make an attack of opportunity against that creature.
Special: A Fighter may take Black Knight of Karrnath as one of his fighter bonus feats.

Boomerang Blitz [Fighter, Tactical]
You have mastered the art of boomerang-throwing.
Requirements: Boomerang Daze, Boomerang Ricochet, Weapon Focus (Talenta Boomerang) or Weapon Focus (Xen’drik Boomerang), Dex 13+, base attack bonus +6
Benefit: The Boomerang Blitz feat enables the use of up to four tactical maneuvers.
Boomerang Ambush: You may only use this maneuver if you have the Weapon Focus (Xen’drik Boomerang) feat. Whenever you successfully hit a flatfooted enemy with a Xen’drik Boomerang, you may add half your Dex modifier to the damage roll. Enemies immune to critical hits are immune to this extra damage.
Improved Richochet: When you use the Boomerang Richochet feat, you may attack three, rather than two, creatures with a single throw of your boomerang. In addition, there may up be up to five feet between each target, rather than them having to be adjacent. Finally, even if an attack with the boomerang misses, it still ricochets to the next creature to be attacked.
Mounted Throw: You may only use this maneuver if you have the Weapon Focus (Talenta Boomerang) feat. While mounted, you may throw a Talenta boomerang at any point during your mount’s movement.
Return Shot: Once per round, when you miss a creature with a boomerang attack, you may cause the boomerang to swing back at him, allowing you to make a second attack at your second-highest base attack bonus. You cannot richochet the boomerang if you do this.
Special: A Fighter may take Boomerang Blitz as one of his fighter bonus feats.

Cyran Battledancer [Tactical]
You combine Cyre’s once-rich history of dance with its military tradition to rule the battlefield as one of the last Cyran Battledancers.
Requirements: Dodge, Mobility, Perform (Dance) 8 ranks, base attack bonus +4, region of origin Cyre
Benefits: The Cyran Battledancer feat enables the use of three tactical maneuvers.
Dancing Blade: Whenever you attack with a light weapon or a weapon you can apply the Weapon Finesse feat to, you may add your Cha modifier, rather than you Str modifier, to the attack roll.
Untouchable Dance: As a move action, you may make a Perform (Dance) check, DC 20, to begin an evasive dance. You gain a dodge bonus to AC equal to your Cha modifier until the beginning of your next round.
Whirlwind of Dance: As a move action, you may make a Perform (Dance) check to begin a confusing dance that makes you seem to be everywhere at once. All enemies adjacent to you when you begin the dance must make a Spot check opposed by your Perform check to perceive your true location. For the rest of the turn, the creatures that failed their checks are treated as being flanked.

Deneith Bodyguard Training [Fighter, Tactical]
As an esteemed heir of House Deneith, you have received elite defensive training.
Requirements: Combat Expertise, Least Dragonmark (Sentinel), base attack bonus +4
Benefit: The Deneith Bodyguard Training feat enables the use of three tactical maneuvers.
Back to Back: Whenever you and one or more adjacent allies all use the Combat Expertise feat or fight defensively, you become immune to flanking until the beginning of the next turn.
Instant Ward: As an immediate action, you may expend a single use of your dragonmark’s spell-like abilities to create an invisible field of force, granting you and all adjacent allies a deflection bonus to AC until the beginning of the next turn. The amount of the bonus depends on the magnitude of spell-like ability expended. If you expend an ability of the least mark, the bonus is +1, if you expend an ability of the lesser mark, the bonus is +3, and if you expend an ability of the greater mark, the bonus is +5.
Staunch Defender: Whenever you use the Combat Expertise feat or fight defensively, you may choose to not receive the normal bonuses to AC. If you do, all adjacent allies gain those bonuses to AC.
Special: A Fighter may take Deneith Bodyguard Training as one of his fighter bonus feats.

Extreme Heroics [Fighter, Tactical]
You fight like a whirling vortex of steel.
Requirements: Action Boost, Action Surge, base attack bonus +6
Cut to the Lifeblood: Whenever you successfully hit a creature with a melee or ranged attack, you may spend two action points. If you do, the attack automatically threatens a critical hit.
Ferocious Flurry: As a full-round action, you may spend three action points to make two full attacks.
Impervious Defense: Whenever you would be damaged by a melee or ranged attack, you may, as an immediate action, spend an action point to negate all damage from the attack. You cannot use this ability when flat-footed.
Special: A Fighter may take Extreme Heroics as one of his fighter bonus feats.

Irregular Warfare [Fighter, Tactical]
You have mastered the unorthodox mishmash of the various fighting styles of the many races who live in Breland.
Requirements: Power Attack and Improved Overrun or Combat Expertise and Improved Trip, base attack bonus +6, region of origin Breland
Benefit: The Irregular Warfare feat enables the use of up to four tactical maneuvers.
Improvised Arsenal: You do not take a -4 penalty when attacking with an improvised weapon. In addition, they deal damage based on their size: a light improvised weapon deals 1d4 damage, a one-handed improvised weapon deals 1d6 damage, and a two-handed improvised weapon deals 1d8 damage.
Kick ‘em When They’re Down: Whenever you knock an opponent prone with a overrun or trip attempt, you may attempt to kick them forward. You and the prone creature make opposed Str checks, and if the prone creature fails, it is knocked back 5 ft. in a straight line. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Unorthodox Attack: You must have the Power Attack feat to use this maneuver. Whenever you use the Power Attack feat, you may choose to take a penalty to both your attack roll and your AC, which last until the beginning of your next round. Neither penalty may exceed half your base attack bonus. You gain a bonus on damage rolls equal to the sum of the penalties until your next round.
Unorthodox Expertise: You must have the Combat Expertise feat to use this maneuver. Whenever you use the Combat Expertise feat, you may choose to take a penalty to both your attack roll and your damage roll, which last until the beginning of your next round. Neither penalty may exceed half your base attack bonus. You gain dodge bonus to AC equal to the sum of the penalties until your next round.
Special: A Fighter may take Irregular Warfare as one of his fighter bonus feats.

Scorpion Strike [Fighter, Racial, Tactical]
You are an elite warrior of the Vulkoor drow tribes.
Requirements: Drow, Drow Skirmisher, base attack bonus +6, must be a member of one of the tribes of Vulkoor, region of origin Xen’drik
Scorpion Poison: Whenever you use a drow long knife or drow scorpion chain to deliver injury poison, you may strike vital areas of the foe’s cardiovascular system to increase the venom’s potence. You take a -2 penalty on your attack roll when doing so, but the save DC of the poison is increased by 2.
Whirling Knife Strike: Whenever you successfully catch a Xen’drik boomerang while wielding a drow long knife in your off-hand, you may absorb the boomerang’s momentum to spin and throw the knife, making a single attack with it at your second highest base attack bonus. Two-weapon fighting penalties apply to both attacks.
Wrath of Vulkoor: Immediately after taking a five-foot step, you may, as a full-round action, make a single attack with a drow scorpion chain. If the attack is successful, it deals double damage.
Special: A Fighter may take Scorpion Strike as one of his fighter bonus feats.

Thrannish Archery [Fighter, Tactical]
You have studied archery under Thrane’s best, and served as an elite marksman during the last war.
Requirements: Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (Longbow), base attack bonus +6, region of origin Thrane
Benefit: The Thrannish Archery feat enables the use of three tactical maneuvers.
Arcing Fire: As a standard action, you may make a single attack with a longbow or composite longbow, targeting a single square 50 ft. or further away from you. You must roll a total of 20 or higher on your attack roll to accurately hit the square; if you roll less, you hit another square, determined using the table on page 158 of the Player’s Handbook. All creatures occupying the square hit take damage from the attack, though they may attempt a Reflex save, DC 10 + ½ your base attack bonus + your Str modifier, for half damage.
Counterfire: When wielding a longbow or composite longbow, you can shoot enemy projectiles out of the air. Whenever an enemy attacks you with a ranged or thrown weapon, you may, as an immediate action, attempt to deflect it with an arrow. You make a single attack roll at your highest base attack bonus, and use the higher of the roll’s result or your armor class to determine whether or not you are hit. You may not use this to counter attacks made with ammunition fired from weapons or thrown weapons more than one size larger than your own.
Shot Down: Whenever you use a standard action to make a single attack with a longbow or composite, you may take a -4 penalty to your attack roll. If you do, and the attack is successful, the creature struck must make a Reflex save, DC 10 + ½ your base attack bonus + your Str modifier, or be knocked prone.
Special: A Fighter may take Thrannish Archery as one of his fighter bonus feats.

Totemic Warrior [Tactical]
You channel the fierce strength of totemic magical beast.
Requirements: Beast Totem, Knowledge (Nature) 8 ranks, base attack bonus +6.
Benefits: Upon taking the Totemic Warrior, choose three of the following tactical maneuvers, one of which must correspond to the magical beast that is your totem. You may use those three maneuvers in combat.
Chimera Strike: To use this maneuver, you must first successfully make a single attack against one creature in each of the two rounds immediately before the one in which you use it. If you then make another successful melee attack against that creature, it is automatically a critical hit.
Claws of the Digester: To use this maneuver, you must first deal acid damage to a creature with either a spell or alchemical item. In the round immediately afterwards, each attack you make against that creature splashes the acid in its wounds, dealing an additional 1d6 points of acid damage.
Displacer Dance: As a move action, you may spin a wielded whip, spiked chain, or similar weapon that you are proficient with around yourself, obscuring you. This grants you a 20% miss chance until the beginning of your next round. If you use this ability in multiple consecutive rounds, the miss chance increases by 5% each round, to a maximum of 50%.
Gorgon Trample: Whenever you successfully overrun a creature, you may make a single melee attack against it at your highest base attack bonus as a free action.
Krenshar’s Threat: Whenever you successfully cause a creature to become shaken or otherwise frightened by using the Intimidate skill or spells, you get a +2 circumstance bonus on attacks made against him until he ceases being frightened.
Unicorn Charge: Whenever you make a critical hit at the end of the charge, the critical modifier of your weapon is increased by one.
Winter Wolf Trip: Whenever you successfully hit a creature with two or more melee attacks, you may attempt to trip it as a free action.
Yrthak Blow: As a full-round action, you may make a single attack with a bludgeoning weapon. If the attack is successful, the creature struck must make a Fortitude save, DC 10 + ½ your base attack bonus + your Str modifier, or be deafened for 2d4 rounds.

Trust Operative Training [Racial, Tactical]
You either are an elite member of the Trust, or have received training from a similar elite.
Requirements: Gnome, Bluff 8 ranks, Cha 11+, base attack bonus +3, sneak attack +3d6, region of origin Zilargo
Benefits: The Trust Operative Training feat enables the use of three tactical maneuvers.
Anonymity: A number of times per day equal to your Cha modifier, when you are targeted by a divination spell or effect that allows a save, you may resist it with a Bluff check in place of a Will save.
Improved Spell-Like Abilities: As a full-round action, you may expend a use of each of your racial spell-like abilities in order to use invisibility, minor image, or mirror image as a spell-like ability, with caster level equal to your character level and a save DC of 10 + ½ your character level + your Cha modifier.
Sensory Assault: Whenever you successfully sneak attack a creature, you may target its nervous system to shut off its senses. To do so, you must forgo 2d6 points of sneak attack damage and take a -2 penalty on your attack roll. The creature must make a Fortitude save, DC of 10 + ½ your character level + your Dex modifier, or be blinded or deafened for 1d6 rounds. Every additional 1d6 points of sneak attack damage increases the duration by 1 round, though no further penalties to your attack roll are incurred.

Valenar Horsemaster [Fighter, Racial, Tactical]
You and your steed, both heirs of the Tairnadal elves, fight as one.
Requirements: Elf, Mounted Combat, Weapon Focus (Valenar Double Scimitar) Ride 8 ranks, base attack bonus +6, region of origin Valenar
Charge of the Twin Blades: At the end of a charge made on the back of a Valenar horse, you may make two attacks at your highest base attack bonus with a wielded Valenar Double Scimitar, the second one being made at a -5 penalty. The standard penalties from two-weapon fighting are applied to your armor class, rather than your attack roll, and the penalty to your armor class from charging is doubled. You may use this maneuver and the leap from the saddle maneuver together, in which case the penalty to your AC from the charge is tripled, rather than doubled.
Leap from the Saddle: At the end of a charge made on the back of a Valenar horse, you may leap from its back, substituting a Ride check made at a -10 penalty for a Jump check to determine the distance. You make a single attack at the conclusion of your movement, applying the standard bonus for charging to your attack roll, but doubling the penalty to your AC. You may use this maneuver and the charge of the twin blades maneuver together, in which case the penalty to your AC from the charge is tripled, rather than doubled.
Mounted Evasion: Whenever you, while mounted, successfully save against a spell or effect that allows a Reflex save for half damage, you may make a Ride check, with a DC equal to the DC of the effect times 1.5. If the check is successful, you and your mount instead take no damage.
Special: A Fighter may take Valenar Horsemaster as one of his fighter bonus feats.

Were-Sandwich
2006-09-03, 02:21 PM
Nice

Gralamin
2006-09-03, 02:45 PM
What no Zilgaro love? :P

Nice anyway.

The Demented One
2006-09-03, 02:56 PM
What no Zilgaro love? :P

Nice anyway.
I'm working on a few more. Darguul Chainmaster, Trust Operative Training, Boomerang Blitz, Dark Arts of the Umbra, Legacy of the Sulatar, and Scorpion Strike are all upcoming.

Gralamin
2006-09-03, 04:01 PM
I like, I like.

The Demented One
2006-09-03, 04:18 PM
What no Zilgaro love? :P

Nice anyway.
Added in Trust Operative Training. Anyone comment on balance? I'm worried that Arcane Assault, Thrannish Archery, and Trust Operative Training might be a bit overboard.

Gralamin
2006-09-03, 04:31 PM
Added in Trust Operative Training. Anyone comment on balance? I'm worried that Arcane Assault, Thrannish Archery, and Trust Operative Training might be a bit overboard.



Anonymity: A number of times per day equal to your Cha modifier, when you are targeted by a divination spell or effect that allows a save, you may resist it with a Bluff check in place of a Will save.
This might even be a little weak. Consider that a level 1 warblade can substitute all will saves with concentration checks (assuming he regenerates his maneuvers each round)



Improved Spell-Like Abilities: As a full-round action, you may expend a use of each of your racial spell-like abilities in order to use invisibility, minor image, or mirror image as a spell-like ability, with caster level equal to your character level and a save DC of 10 + ½ your character level + your Cha modifier.
Looks fine to me



Sensory Assault: Whenever you successfully sneak attack a creature, you may target its nervous system to shut off its senses. To do so, you must forgo 2d6 points of sneak attack damage and take a -2 penalty on your attack roll. The creature must make a Fortitude save, DC of 10 + ½ your character level + your Dex modifier, or be blinded or deafened for 1d6 rounds. Every additional 1d6 points of sneak attack damage increases the duration by 1 round, though no further penalties to your attack roll are incurred.
This looks fine to me.

I think Arcane Assault is fine, as it requires you to be in melee, and wizards don't want to be there.

I think Counterfire is the only thing too overboard with Thrannish archery

The Demented One
2006-09-03, 04:42 PM
This might even be a little weak. Consider that a level 1 warblade can substitute all will saves with concentration checks (assuming he regenerates his maneuvers each round)
True, but that's considering it's in addition to the rest of the abilities. Plus, you don't have to take any reaction to reuse it, and you can use it outside combat.


I think Arcane Assault is fine, as it requires you to be in melee, and wizards don't want to be there.
Unless, of course, they're a gish or duskblade.


I think Counterfire is the only thing too overboard with Thrannish archery
In terms of power, or flavor?

Gralamin
2006-09-03, 05:54 PM
True, but that's considering it's in addition to the rest of the abilities. Plus, you don't have to take any reaction to reuse it, and you can use it outside combat.

Unless, of course, they're a gish or duskblade.

In terms of power, or flavor?

Good point, but at the same time warblade gets plenty of other things as well

They have to give up full attack to use it (arcane channeling > Power Spell)

Power. It effectively gives a character a growing defense bonus. Its still not as useful as wind wall though. so I guess its alright. Maybe add in that it can only deflect ranged attacks up to a certain size? Otherwise you can shoot an arrow at a boulder and make it fling aside.

edit: oh and boomerrang blitz looks great.

The Demented One
2006-09-03, 06:00 PM
Power. It effectively gives a character a growing defense bonus. Its still not as useful as wind wall though. so I guess its alright. Maybe add in that it can only deflect ranged attacks up to a certain size? Otherwise you can shoot an arrow at a boulder and make it fling aside.
Note that, requiring an immediate action to use, it can only be done once per round. I will add something in about size.

EDIT: Added Scorpion Strike.

Gralamin
2006-09-03, 06:12 PM
Whirling Knife Strike: Whenever you successfully catch a Xen’drik boomerang while wielding a drow long knife in your off-hand, you may absorb the boomerang’s momentum to spin and throw the knife, making a single attack with it at your second highest base attack bonus. Two-weapon fighting penalties apply to both attacks.
So its Two Weapon fighting and at your 2nd highest base attack bonus? and whats the 2nd attack?

The Demented One
2006-09-03, 06:14 PM
So its Two Weapon fighting and at your 2nd highest base attack bonus? and whats the 2nd attack?

No, basically, as the first part of a full attack, you throw a boomerang, suffering two-weapon fighting penalties. Then, you use the rest of the attack to use your knife, unimpeded by two-weapon penalties since you only have one weapon. End of the round, boomerang comes back, and you get another throw with your knife. Alternatively, make a single attack with a boomerang and get a bonus shot with the knife.

Gralamin
2006-09-03, 06:16 PM
ahh okay. I see now.

Annarrkkii
2006-09-03, 08:22 PM
The only one that strikes me as dangerous is Irregular Warfare's Unorthodox Attack. You may want to specify how it interacts with things like Supreme Power Attack (if this feature is still around...) and Shock Trooper.

The Demented One
2006-09-03, 09:15 PM
The only one that strikes me as dangerous is Irregular Warfare's Unorthodox Attack. You may want to specify how it interacts with things like Supreme Power Attack (if this feature is still around...) and Shock Trooper.
I'd say it doesn't.

Were-Sandwich
2006-09-04, 09:03 AM
No Valenar?

The Demented One
2006-09-04, 05:21 PM
No Valenar?
Added Valenar Horsemaster, along with Deneith Bodyguard Training, Extreme Heroics, and Totemic Warrior.