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View Full Version : Feats for melee classes (3.5)



Triforceelf
2009-04-10, 03:20 PM
Due to the extreme lack of things for melee based classes to do other then attacks, I have been trying to come up with some balanced feats to make the game more interesting. Does anyone think these are balanced, a bad idea or have any general feedback? Does anyone have ideas for homebrew melee abilities for 3.5 (I dont have 4e so I can't just rip off those XD)

Critical attack
Perquisites, Dex 13, Base attack bonus +4
When making an attack with a melee weapon, you may choose to use this feat instead of taking an attack action. When doing so, your critical threat range doubles (EG, you have critical threat of 20, it becomes 19-20) but you take a -5 to AC until your next turn. Does not affect creatures immune to critical strikes. You may use a critical attack equal to 1/3 your character level per day, and no more than once per round.
May be selected by a fighter as one of his/her bonus feats.

Stunning Strike
Perquisites, Str 13, Dex 13, Base attack bonus +8
When making an attack with a melee weapon you may chose to use this feat instead of taking an attack action. If your stunning strike is successful, you make fortitude saving throw (DC 10 + 1/2 your character level + your Str) to see if the character is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creature’s immune to critical hits cannot be stunned.
May be selected by a fighter as one of his/her bonus feats.

Siosilvar
2009-04-10, 07:26 PM
Critical attackIf it stacks with Improved Critical, it might be okay for some characters. This would probably be okay at -2 AC and unlimited uses per day.

Critical Strike [General, Fighter]
Prerequisites
Int 13, Combat Expertise
Benefit
When you use the attack action or the full attack action in melee, you can take a penalty of -2 to your armor class and double your critical threat range. This increase to your threat range stacks with Improved Critical or Keen weapons, tripling your normal threat range instead of just doubling it. The changes to attack rolls and threat range last until your next action.


Stunning Strike Completely overshadows Stunning Fist by including its benefit as well. It needs some drawback or limitation.

Jack_Simth
2009-04-10, 08:28 PM
By any chance have you taken a look at The Tome of Battle: Book of Nine Swords?

Godskook
2009-04-10, 09:10 PM
Completely overshadows Stunning Fist by including its benefit as well. It needs some drawback or limitation.

Or, it can use Stunning fist as a pre-req.