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View Full Version : Some feats [Feats? duh]



IonizedChicken
2006-08-23, 03:20 PM
Right, so here are some feats. They don't have a particular theme or something. Just stuff I thought about.

Sudden Feint
You have learned how to quickly trick the unready to fall to your blows.
Prerequisites: Improved Initiative, Improved Feint, Combat Expertise, Bluff 10
Benefit: When you feint against an opponent that has not yet acted this round, you can do so as a swift action. This does not affect your ability to feint against that opponent as a move action.

Greater Feint
You have mastered the ability of feinting in combat.
Prerequisites: Improved Feint, Combat Expertise, Improved Combat Expertise, BAB +12
Benefit: When you successfully feint in combat, your opponent loses his Dexterity bonus to armor class against your next attack and the attack after it, provided that both occur before the end of your next turn.
Normal: Feinting successfully causes an opponent to lose his Dexterity bonus to armor class against your next attack.

Create Opening
You can force your opponent to create an opening by feinting against him.
Prerequisites: Combat Expertise, Bluff 10, Improved Feint
Benefit: You can make a Bluff check in combat as if feinting as a move action, but instead of losing his Dexterity bonus to armor class against your next attack your opponent provokes an attack of opportunity from all creatures that threaten him, except you.

Exploit Opening
When you create an opening in your opponent’s defenses you can exploit it yourself.
Prerequisites: Combat Expertise, Improved Combat Expertise, Bluff 13, Improved Feint, Create Opening, BAB +12, Combat Reflexes,
Benefit: When you create an opening by making a Bluff check, your opponent provokes an attack of opportunity even from you.

Force Action
Enemies you threaten have to act quickly or suffer a painful blow.
Prerequisites: Combat Expertise, Combat Reflexes.
Benefit: When an opponent you threaten tries to ready an action or delay he provokes an attack of opportunity from you. If you deal any damage with this attack of opportunity your opponent fails to delay or ready and cannot attempt doing so again for one round.

Twist the Blade
You can twist the blade of a weapon so that you deal more damage to the vital parts of a creature.
Prerequisites: Sneak Attack +2d6, Sleight of Hand 8, Dexterity of 15+.
Benefit: When you perform a sneak attack with a light weapon you can twist the blade of the weapon with a successful DC 20 Sleight of Hand check. If the check succeeds, you deal 1d6 more points of damage with your sneak attack.

Improved Twist the Blade
You can twist the blade further, depending on your skill.
Prerequisites: Sneak Attack +4d6, Sleight of Hand 12, Dexterity of 17+, Twist the Blade.
Benefit: When you perform a Sneak Attack you can make a Sleight of Hand check (DC 10). For every 10 points the result exceeds the DC you deal 1d6 more points of damage with your Sneak Attack.

Extreme Shield Bash
You can wield an Extreme Shield as a two-handed weapon.
Prerequisites: Extreme Shield Proficiency, Strength 17+
Benefit: You can wield an Extreme Shield as a two-handed weapon and bash with it, dealing 1d8/1d6/1d4 (L/M/S) points of damage. It can be outfitted with spikes so that it deals 2d6/1d8/1d6 points of damage and the Bashing quality turns it into a weapon that deals 3d6/2d6/1d8 points of damage. As with any shield, if you bash with an Extreme Shield you lose its shield bonus to armor class until your next action.
Treat the Extreme Shield as an exotic weapon for this purpose.

Painful Critical
You can cause incredible pain to your opponent instead of causing additional damage when you score a critical hit.
Benefit: When you score a critical hit with a weapon that deals lethal damage you can choose to reduce the multiplier by 1 and instead cause incredible pain to your opponent. The pain causes your opponent to suffer a -2 penalty on attack and damage rolls for 1 round unless he makes a Fortitutde save (10 + ½ HD + your Intelligence modifier). You can reduce the multiplier by 1 more point to increase the penalty by 2, with the minimum multiplier of x1.

First Strike
You can sacrifice the accuracy of your secondary attacks to hit more often with your first.
Prerequisites: BAB 6+
Benefit: when performing a full-attack action, you can choose to take a -2 penalty on all attacks that round except that first and gain a +1 competence bonus per attack you have on your first attack roll (including attacks that stem from spells, such as Haste, and from off-hand weapons).

Flexible Priorities
You can switch the priority of your attacks.
Benefit: When you take a full-attack action you don't have to make your first attack with the highest bonus and last with the lowest bonus. You can use any attack you desire at any point in the full-attack action. For example, if your attacks are +13/+13/+13/+8/+3, you could perform them in any of these orders: +13/+8/+3/+13/+13, +8/+13/+13/+13/+3, +13/+8/+13/+13/+3. This includes attacks from spells such as Haste and attacks using more than one weapon.

Building Blows
Your attacks build on your previous ones so that they can hit more accurately.
Prerequisites: BAB +8
Benefit: When one attack in a full-attack action hits and successfully deals damage, the next gains a +2 competence bonus on the attack roll.

Lunging Strike of Opportunity
You can reach out and attack creatures that provoke an attack.
Prerequisites: Lunging Strike, Combat Reflexes, Dex 15.
Benefit: Your threatened area increases by 5 feet for the purpose of making attacks of opportunity but attacking creatures in these additional 5 feet costs 2 attacks of opportunity instead of 1.

Painful Opportunity
You can concentrate on one particular attack of opportunity.
Prerequisites: Combat Reflexes, Dex 15, Wis 15, Base Attack +6
Benefit: When an opponent provokes an attack of opportunity you can choose to add your Wisdom modifier to the damage it deals (if it hits) at the expense of being able to make another attack of opportunity that round.

Critical Precision
You can attack vital areas with less force but with more precision, so that you threaten criticals more often but they may not occur due to lack of force.
Prerequisites: Improved Critical, Base Attack +10.
Benefits: Before making an attack roll you can choose to triple the critical threat range of a weapon you have Improved Critical with but suffer a -6 penalty on the confirmation roll using it.

Lord Iames Osari
2006-08-23, 03:29 PM
These look OK. You might want to add Sudden Feint to the prerequisites of Greater Feint, because Greater Feint is useless without Sudden Feint.

I like the teamwork aspects of Create Opening and its big brother.

On Force Action: You might want to make it that if the target takes damage while trying to ready an action, the target must take the action he was readying instead.

IonizedChicken
2006-08-23, 03:44 PM
Well, no. You can use Greater Feint and attack, and on the next round you could attack again. Your opponent will be without his DEX bonus to AC on both of those attacks. But it's generally a good idea to get Sudden Feint with Greater Feint.

Yeah, Create Opening sounded really cool in my head.

As for Force Action, I might.

I'm wondering if I should increase the attack bonus from Building Blows to +3. +2 doesn't seem much when compared to suckiness like Weapon Focus, since it doesn't even apply to all attacks. Or maybe I should make it +2 to attack and +1 to damage?

Umbral_Arcanist
2006-08-23, 05:28 PM
invisable blades might use greater feint...... (w/o swift feint)