Ziegander
2009-06-05, 07:02 PM
Iron Heart I
Prerequisites: Base Attack +1, Base Fort Save +2
Benefit: You gain the use of the following three tactical options.
Steel Wind - As a standard action, you can make up to two melee attack rolls, against two targets, both of which must be adjacent to each other. After using this option you cannot use it again for 2 rounds.
Steely Strike - As a standard action, you can make a single melee attack roll, with a +4 bonus to the attack roll, however you take a -4 penalty to AC for 1 round. After using this option you cannot use it again for 2 rounds.
Punishing Stance - As a swift action, you shift your stance in order to put all of your physical might into your attacks. While in this stance your melee attacks deal +1d6 damage while in this stance. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.
Iron Heart II
Prerequisite: Base Attack +3, Base Fort +3
Benefit: You gain the use of the following two tactical options.
Disarming Strike - As a standard action, make a melee attack. If your attack hits, you gain a free disarm attempt against the struck foe. If the attempt fails the foe does not get any chance to disarm you in return. After using this option you cannot use it again for 2 rounds.
Wall of Blades - As an immediate action, in response to an enemy targeting you with a melee attack, you may make a melee attack roll. For that enemy's attack only, treat your AC as the result of your melee attack roll. After using this option you cannot use it again for 2 rounds.
Iron Heart III
Prerequisite: Base Attack +5, Base Fort +4
Benefit: You gain the use of the following two tactical options.
Exorcism of Steel - As a standard action, make a melee attack. If you attack hits, the struck opponent takes a penalty to damage rolls equal to your Strength modifier for 1 round. After using this option you cannot use it again for 2 rounds.
Absolute Steel Stance - As a swift action, you shift your stance to allow for maximum fluidity of movement. While in this stance you gain a +10 bonus to your base movement speed, and gain +2 to AC during any round you move 20ft or more. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.
Diamond Mind I
Prerequisite: Base Attack +1, Concentration 4 ranks
Benefit: You gain the use of the following three tactical options.
Sapphire Nightmare Blade - As a standard action, make a melee attack. If the opponent is flat-footed, make a concentration check against their AC in addition to your attack roll. If the concentration check beats the opponent's AC your attack deals +1d6 damage. After using this option you cannot use it again for 2 rounds.
Moment of Perfect Mind - As an immediate action, in response to being required to make a Will save, make a concentration check. Use the result of your check in place of your saving throw. After using this option you cannot use it again for 2 rounds.
Stance of Clarity - As a swift action, you tighten your stance, concentrating on a single foe over all others. While in this stance you choose a foe at the beginning of each of your turns. Against that foe you gain a +2 bonus to AC for 1 round, but take a -2 penalty to AC against all others. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.
Diamond Mind II
Prerequisite: Base Attack +3, Concentration 6 ranks
Benefit: You gain the use of the following two tactical options.
Action Before Thought - As an immediate action, in response to being required to make a Reflex save, make a concentration check. Use the result of your check in place of your saving throw. After using this option you cannot use it again for 2 rounds.
Emerald Razor - As a standard action, make a single melee attack, however resolve the attack as a touch attack. After using this option you cannot use it again for 2 rounds.
Diamond Mind III
Prerequisite: Base Attack +5, Concentration 8 ranks
Benefit: You gain the use of the following two tactical options.
Insightful Strike - As a standard action, make a single melee attack. Instead of rolling your weapon's normal damage and adding your strength modifier, make a Concentration check. Use the result of that check as your damage roll. After using this option you cannot use it again for 2 rounds.
Pearl of Black Doubt - As a swift action, you loosen your stance, but sharpen your mind, watching the ebb and flow of the battlefield. While in this stance, each time a foe misses you with a melee attack you gain a +2 bonus to AC which lasts for 1 round. This bonus can stack up to five times. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.
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Anyway, there's the basic gist of the idea. These feats are presented as an alternate Tome of Battle system, and shouldn't be used in conjunction with the Tome of Battle classes themselves.
Prerequisites: Base Attack +1, Base Fort Save +2
Benefit: You gain the use of the following three tactical options.
Steel Wind - As a standard action, you can make up to two melee attack rolls, against two targets, both of which must be adjacent to each other. After using this option you cannot use it again for 2 rounds.
Steely Strike - As a standard action, you can make a single melee attack roll, with a +4 bonus to the attack roll, however you take a -4 penalty to AC for 1 round. After using this option you cannot use it again for 2 rounds.
Punishing Stance - As a swift action, you shift your stance in order to put all of your physical might into your attacks. While in this stance your melee attacks deal +1d6 damage while in this stance. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.
Iron Heart II
Prerequisite: Base Attack +3, Base Fort +3
Benefit: You gain the use of the following two tactical options.
Disarming Strike - As a standard action, make a melee attack. If your attack hits, you gain a free disarm attempt against the struck foe. If the attempt fails the foe does not get any chance to disarm you in return. After using this option you cannot use it again for 2 rounds.
Wall of Blades - As an immediate action, in response to an enemy targeting you with a melee attack, you may make a melee attack roll. For that enemy's attack only, treat your AC as the result of your melee attack roll. After using this option you cannot use it again for 2 rounds.
Iron Heart III
Prerequisite: Base Attack +5, Base Fort +4
Benefit: You gain the use of the following two tactical options.
Exorcism of Steel - As a standard action, make a melee attack. If you attack hits, the struck opponent takes a penalty to damage rolls equal to your Strength modifier for 1 round. After using this option you cannot use it again for 2 rounds.
Absolute Steel Stance - As a swift action, you shift your stance to allow for maximum fluidity of movement. While in this stance you gain a +10 bonus to your base movement speed, and gain +2 to AC during any round you move 20ft or more. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.
Diamond Mind I
Prerequisite: Base Attack +1, Concentration 4 ranks
Benefit: You gain the use of the following three tactical options.
Sapphire Nightmare Blade - As a standard action, make a melee attack. If the opponent is flat-footed, make a concentration check against their AC in addition to your attack roll. If the concentration check beats the opponent's AC your attack deals +1d6 damage. After using this option you cannot use it again for 2 rounds.
Moment of Perfect Mind - As an immediate action, in response to being required to make a Will save, make a concentration check. Use the result of your check in place of your saving throw. After using this option you cannot use it again for 2 rounds.
Stance of Clarity - As a swift action, you tighten your stance, concentrating on a single foe over all others. While in this stance you choose a foe at the beginning of each of your turns. Against that foe you gain a +2 bonus to AC for 1 round, but take a -2 penalty to AC against all others. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.
Diamond Mind II
Prerequisite: Base Attack +3, Concentration 6 ranks
Benefit: You gain the use of the following two tactical options.
Action Before Thought - As an immediate action, in response to being required to make a Reflex save, make a concentration check. Use the result of your check in place of your saving throw. After using this option you cannot use it again for 2 rounds.
Emerald Razor - As a standard action, make a single melee attack, however resolve the attack as a touch attack. After using this option you cannot use it again for 2 rounds.
Diamond Mind III
Prerequisite: Base Attack +5, Concentration 8 ranks
Benefit: You gain the use of the following two tactical options.
Insightful Strike - As a standard action, make a single melee attack. Instead of rolling your weapon's normal damage and adding your strength modifier, make a Concentration check. Use the result of that check as your damage roll. After using this option you cannot use it again for 2 rounds.
Pearl of Black Doubt - As a swift action, you loosen your stance, but sharpen your mind, watching the ebb and flow of the battlefield. While in this stance, each time a foe misses you with a melee attack you gain a +2 bonus to AC which lasts for 1 round. This bonus can stack up to five times. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.
~~~~~~~~~
Anyway, there's the basic gist of the idea. These feats are presented as an alternate Tome of Battle system, and shouldn't be used in conjunction with the Tome of Battle classes themselves.