Knaight
2009-03-22, 10:44 PM
Shifts are a concept I've seen in a lot of systems, basically stating that when you do something over a difficulty a certain amount, extra stuff happens. I decided to try and apply that as a series of fighter feats. The concept could also feasibly work for other classes in different ways, most notably the Warlock.
Fighter Feats
Damage Shift
Prerequisite-Fighter Level 2 or BAB 4
Benefit-Every 4 points a melee attack is over AC generates 1 shift, which can be spent on Damage Shift to deal one point of damage per Shift feat, including this one. This can be used with power attack. Shifts generated on one attack do not carry over. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Extend Rage
Prerequisite-Damage Shift, Rage class ability or Fighter 6
Benefit-Two shifts may be spent to extend a rage by one round. If not currently raging a rage can be started, even if the character does not possess the Rage class feature.
Normal-The duration of a rage is not affected by successful strikes, nor can rages be started because of a successful strike.
Violent Rage
Prerequisite-Damage Shift, Rage class ability or Fighter 6
Benefit-Damage Shift deals an extra damage per shift when in rage. This is in addition to the extra damage gained by possessing this feat.
Normal-Being in a rage does not increase the damage dealt by damage shift.
Trip Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-When shifts are generated on an attack, 1 shift may be spent to trip a target the same size or smaller as the attacker. It costs 1 additional shift per size the target is above the attacker. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Improved trip reduces the shift cost by 1, to a minimum of 1.
Rush Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-When shifts are generated on an attack, 1 shift may be spent to bull rush a target back 1 space. Every 4 points of strength bonus the target has over the attacker costs 1 additional point to shift. In addition any creature of a species with an advantage to resist bull rush of 4 or greater takes 1 additional shift. This feat can be taken as a fighter bonus feat. It also costs 1 additional shift if the attacker does not follow the target.
Normal-There is no benefit to beating AC by a wide margin.
Special-Improved bull rush reduces the shift cost by 1, to a minimum of 1.
Disarm Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-When shifts are generated on an attack, 1 shift may be spent to disarm a target. Every 4 points of strength or dexterity the target has over the better of the attacker's strength or dexterity costs 1 additional shift. Every 4 points the targets weapon has to disarm or resist disarming also costs 1 additional shift. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Improved disarm reduces the shift cost by 1, to a minimum of 1.
Sunder Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-Damage Shifts may instead be applied to the targets weapon. Hardness affects this as usual. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Improved sunder reduces the shift cost by 1, to a minimum of 1.
Stun Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-Three shifts may be spent to stun an opponent. Each size category they are above you incurs a fee of two additional shifts. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Bludgeoning weapons only need two shifts to stun, furthermore each size category an enemy has in advantage only needs one additional shift.
Wounding Shift
Prerequisite-Fighter Level 6 or BAB 12, Damage Shift
Benefit-Two shifts can be spent to do one point of constitution damage. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Wounding Shift does not apply to undead and constructs.
Weakening Shift
Prerequisite-Fighter Level 6 or BAB 12, Damage Shift
Benefit-Two shifts can be spent to do one point of strength damage. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Weakening Shift does not apply to undead and constructs.
Slowing Shift
Prerequisite-Fighter Level 6 or BAB 12, Damage Shift
Benefit-Three shifts can be spent to reduce movement speed by five feet, and flight maneuverability by one, if applicable. This recovers at a rate of five feet per day, and one step of flight maneuverability per day. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Slowing Shift does not apply to undead and constructs.
Spell Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift, Ability to Cast 2nd level Spells.
Benefit-When shifts are generated on an attack, the attacker may spend 1 Shift to cast a spell with a spell level 2 less than the maximum level spell they can cast on the target. Additional shifts can be spent to increase the spell level, at a 1 to 1 basis, to a maximum of 3 shifts. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Precision Duelist
Prerequisite-Fighter Level 6 or BAB 12
Benefit-When fighting an opponent with concealment every shift generated while attacking AC also causes their concealment to count as 10% less than it actually is.
Normal-Concealment applies regardless of the effectiveness of the attack otherwise.
Dynamic Warrior
Prerequisite-Fighter Level 6 or BAB 12, Damage Shift
Benefit-A shift is generated every 3 points a melee attack beats AC, not every 4. This counts as a shift feat to Damage Shift. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Defensive Shift
Prerequisite-Damage Shift, Fighter Level 6 or BAB 12
Benefit-Shifts are generated when opponents miss your AC by the amount necessary to generate a shift on an attack. These shifts can only be spent to attack that opponent.
Normal-There is no benefit to having opponents miss AC by a wide margin.
Counter Attack
Prerequisite-Damage Shift, Defensive Shift, Fighter Level 6 or BAB 12
Benefit-Shifts generated by defensive shift can be spent immediately, as if from an attack.
Normal-If Defensive Shift is taken as a feat, one must wait until their turn to attack.
Weapon Mastery
Prerequisite-Damage Shift, Dynamic Warrior, Weapon Focus
Benefit-Gain any two shift feats as bonus feats, provided prerequisites are met. These feats can only be used with weapons for which the user has Weapon Focus. This can be taken as a fighter bonus feat.
Normal-Only one shift feat can be gained at a time.
Reactive Master
Prerequisite-Damage Shift, Combat Expertise, Fighter Level 4 or BAB 8
Benefit-If shifts are earned during an attack of opportunity, one may be spent to regain the opportunity attack spent. This can only regain the one opportunity attack used. This can be taken as a fighter bonus feat.
Normal-If an attack of opportunity is used, it cannot be regained in the same turn.
Swift Master
Prerequisite-Damage Shift, Weapon Finesse, Fighter level 6 or BAB 12
Benefit-When using any finesse weapon with dexterity as the attacking stat, four shifts may be spent to regain the attack spent that initiated swift master. This attack must be used immediately or never used
Normal-If an attack is used, it cannot be regained in the same turn.
Design Notes
Damage Shift may seem overpowered. However, it is unlikely that a fighter will have over 6 damage per shift, at 3 points to a shift, due to both the low number of shifts, and how feat intensive the feat tree is. This is the equivalent of power attacking with a two handed weapon, with no additional feats to boost the power attack ratio higher. This is counterbalanced by not decreasing the chance of a hit in the first place, but even with that doesn't have anywhere near the power of power attack with enough extra feats. It is theoretically possible to get 15 shift feats, or would be, however there are enough other prerequisites to make this impossible without feat granting items. Even if it is attained, it is 5 damage per point over AC, which is still easy enough to dwarf with power attack feat chains. If spell shift is added in, then it is possible to get 16 shift feats. The amount of feat giving items necessary for this is absurd.
The levels of all these feats are low, that is intended to allow them in almost any order, as well as in E6 D&D. However, they are kept high enough to prevent getting them extremely easily, as a level 2 fighter with Damage Shift, Dynamic Warrior, and any other shift could be overpowered. It is impossible to get all of them before level 10 in a normal game.
Weakening, Wounding, and Slowing Shifts may be seen as unbalanced, and lacking flavor. The flavor for each involves striking muscles that are used in an attack(so hitting arms for humanoids), causing big bleeding wounds, and striking wings and legs. Mechanically, its not a huge bonus, and they do take up a higher level slot, delaying tings like Dynamic warrior.
Reactive and Swift master may seem extremely broken. However, keep in mind that anybody using Swift master probably has a sup par strength, and it is far weaker than Avalanche of Blades from Tome of Battle. Beating AC by 12 or 16 routinely is not common, and giving up four shifts for a second attack is significant. Reactive Master is cheaper, but its easy to avoid attacks of opportunity.
Criticism is welcome.
Fighter Feats
Damage Shift
Prerequisite-Fighter Level 2 or BAB 4
Benefit-Every 4 points a melee attack is over AC generates 1 shift, which can be spent on Damage Shift to deal one point of damage per Shift feat, including this one. This can be used with power attack. Shifts generated on one attack do not carry over. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Extend Rage
Prerequisite-Damage Shift, Rage class ability or Fighter 6
Benefit-Two shifts may be spent to extend a rage by one round. If not currently raging a rage can be started, even if the character does not possess the Rage class feature.
Normal-The duration of a rage is not affected by successful strikes, nor can rages be started because of a successful strike.
Violent Rage
Prerequisite-Damage Shift, Rage class ability or Fighter 6
Benefit-Damage Shift deals an extra damage per shift when in rage. This is in addition to the extra damage gained by possessing this feat.
Normal-Being in a rage does not increase the damage dealt by damage shift.
Trip Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-When shifts are generated on an attack, 1 shift may be spent to trip a target the same size or smaller as the attacker. It costs 1 additional shift per size the target is above the attacker. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Improved trip reduces the shift cost by 1, to a minimum of 1.
Rush Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-When shifts are generated on an attack, 1 shift may be spent to bull rush a target back 1 space. Every 4 points of strength bonus the target has over the attacker costs 1 additional point to shift. In addition any creature of a species with an advantage to resist bull rush of 4 or greater takes 1 additional shift. This feat can be taken as a fighter bonus feat. It also costs 1 additional shift if the attacker does not follow the target.
Normal-There is no benefit to beating AC by a wide margin.
Special-Improved bull rush reduces the shift cost by 1, to a minimum of 1.
Disarm Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-When shifts are generated on an attack, 1 shift may be spent to disarm a target. Every 4 points of strength or dexterity the target has over the better of the attacker's strength or dexterity costs 1 additional shift. Every 4 points the targets weapon has to disarm or resist disarming also costs 1 additional shift. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Improved disarm reduces the shift cost by 1, to a minimum of 1.
Sunder Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-Damage Shifts may instead be applied to the targets weapon. Hardness affects this as usual. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Improved sunder reduces the shift cost by 1, to a minimum of 1.
Stun Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift
Benefit-Three shifts may be spent to stun an opponent. Each size category they are above you incurs a fee of two additional shifts. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Bludgeoning weapons only need two shifts to stun, furthermore each size category an enemy has in advantage only needs one additional shift.
Wounding Shift
Prerequisite-Fighter Level 6 or BAB 12, Damage Shift
Benefit-Two shifts can be spent to do one point of constitution damage. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Wounding Shift does not apply to undead and constructs.
Weakening Shift
Prerequisite-Fighter Level 6 or BAB 12, Damage Shift
Benefit-Two shifts can be spent to do one point of strength damage. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Weakening Shift does not apply to undead and constructs.
Slowing Shift
Prerequisite-Fighter Level 6 or BAB 12, Damage Shift
Benefit-Three shifts can be spent to reduce movement speed by five feet, and flight maneuverability by one, if applicable. This recovers at a rate of five feet per day, and one step of flight maneuverability per day. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Special-Slowing Shift does not apply to undead and constructs.
Spell Shift
Prerequisite-Fighter Level 4 or BAB 8, Damage Shift, Ability to Cast 2nd level Spells.
Benefit-When shifts are generated on an attack, the attacker may spend 1 Shift to cast a spell with a spell level 2 less than the maximum level spell they can cast on the target. Additional shifts can be spent to increase the spell level, at a 1 to 1 basis, to a maximum of 3 shifts. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Precision Duelist
Prerequisite-Fighter Level 6 or BAB 12
Benefit-When fighting an opponent with concealment every shift generated while attacking AC also causes their concealment to count as 10% less than it actually is.
Normal-Concealment applies regardless of the effectiveness of the attack otherwise.
Dynamic Warrior
Prerequisite-Fighter Level 6 or BAB 12, Damage Shift
Benefit-A shift is generated every 3 points a melee attack beats AC, not every 4. This counts as a shift feat to Damage Shift. This feat can be taken as a fighter bonus feat.
Normal-There is no benefit to beating AC by a wide margin.
Defensive Shift
Prerequisite-Damage Shift, Fighter Level 6 or BAB 12
Benefit-Shifts are generated when opponents miss your AC by the amount necessary to generate a shift on an attack. These shifts can only be spent to attack that opponent.
Normal-There is no benefit to having opponents miss AC by a wide margin.
Counter Attack
Prerequisite-Damage Shift, Defensive Shift, Fighter Level 6 or BAB 12
Benefit-Shifts generated by defensive shift can be spent immediately, as if from an attack.
Normal-If Defensive Shift is taken as a feat, one must wait until their turn to attack.
Weapon Mastery
Prerequisite-Damage Shift, Dynamic Warrior, Weapon Focus
Benefit-Gain any two shift feats as bonus feats, provided prerequisites are met. These feats can only be used with weapons for which the user has Weapon Focus. This can be taken as a fighter bonus feat.
Normal-Only one shift feat can be gained at a time.
Reactive Master
Prerequisite-Damage Shift, Combat Expertise, Fighter Level 4 or BAB 8
Benefit-If shifts are earned during an attack of opportunity, one may be spent to regain the opportunity attack spent. This can only regain the one opportunity attack used. This can be taken as a fighter bonus feat.
Normal-If an attack of opportunity is used, it cannot be regained in the same turn.
Swift Master
Prerequisite-Damage Shift, Weapon Finesse, Fighter level 6 or BAB 12
Benefit-When using any finesse weapon with dexterity as the attacking stat, four shifts may be spent to regain the attack spent that initiated swift master. This attack must be used immediately or never used
Normal-If an attack is used, it cannot be regained in the same turn.
Design Notes
Damage Shift may seem overpowered. However, it is unlikely that a fighter will have over 6 damage per shift, at 3 points to a shift, due to both the low number of shifts, and how feat intensive the feat tree is. This is the equivalent of power attacking with a two handed weapon, with no additional feats to boost the power attack ratio higher. This is counterbalanced by not decreasing the chance of a hit in the first place, but even with that doesn't have anywhere near the power of power attack with enough extra feats. It is theoretically possible to get 15 shift feats, or would be, however there are enough other prerequisites to make this impossible without feat granting items. Even if it is attained, it is 5 damage per point over AC, which is still easy enough to dwarf with power attack feat chains. If spell shift is added in, then it is possible to get 16 shift feats. The amount of feat giving items necessary for this is absurd.
The levels of all these feats are low, that is intended to allow them in almost any order, as well as in E6 D&D. However, they are kept high enough to prevent getting them extremely easily, as a level 2 fighter with Damage Shift, Dynamic Warrior, and any other shift could be overpowered. It is impossible to get all of them before level 10 in a normal game.
Weakening, Wounding, and Slowing Shifts may be seen as unbalanced, and lacking flavor. The flavor for each involves striking muscles that are used in an attack(so hitting arms for humanoids), causing big bleeding wounds, and striking wings and legs. Mechanically, its not a huge bonus, and they do take up a higher level slot, delaying tings like Dynamic warrior.
Reactive and Swift master may seem extremely broken. However, keep in mind that anybody using Swift master probably has a sup par strength, and it is far weaker than Avalanche of Blades from Tome of Battle. Beating AC by 12 or 16 routinely is not common, and giving up four shifts for a second attack is significant. Reactive Master is cheaper, but its easy to avoid attacks of opportunity.
Criticism is welcome.