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View Full Version : Personal take on Feats [Peach]



Dienekes
2009-07-31, 03:27 AM
This is undoubtedly not an original idea, but I went ahead and made many feats improve over time to partially fix the gap between martial and magical classes. Please if you have time look over this far too long a list of altered feats to see if some are far too over or under powered and if you believe this will help fix any problems with the system.

A note, this is part of a recreation of the d20 system and makes references to some things that don't exist in regular DnD, such as parry attempts (using an AOO to instead parry a melee attack, an additional AOO are gained every 5 levels for this mechanic along with the riposte option), base defense (replaces AC and functions like base attack bonus in that certain classes get it at different intervals), martial artist (class to replace monk), man-at-arms (fighters), standard attack actions (as a way to reduce reliance on Full Attack, at base attack bonus +11 you may make attack actions using +11/+1), attack action (may be done as any individual attack from Full Attack or Standard Attack Action). Also note that many of the scaling goes to +22 as this is part of an ability of the man-at-arms class where they gain BAB or BDB slightly faster so each feat works almost as a capstone ability to them at level 20.

I think I covered everything (If further explaining is needed tell me and I'll try to clear things up), so without further ado the complete wall of text list of feats.

Blind-Fight [Combat]
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Caught off Guard [Combat]
Foes are surprised by your use of unorthodox weapons.
Prerequisites: Base attack bonus +4.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed to any attacks you make with an improvised melee weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Cleave [Combat]
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard attack action, make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional attack (at the same bonus) against a foe that is adjacent to the first and also within reach. Both of these attacks are made at your highest attack bonus. You can only make one additional attack per standard attack action with this feat.
This feat changes once the players base attack bonus reaches +8 to Great Cleave as a full-round action make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional attack (at the same bonus) against a foe that is adjacent to the previous foe and within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once in a round with this feat.
Upon reaching base attack bonus +15 a single cleave may be made with an attack action, though only 1 may be made per round.
Upon reaching base attack bonus +22 Great Cleave may be made as a standard attack action.

Combat Expertise [Combat]
You are trained at using your combat skill for defense as well as offense.
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Special: If defending with a shield instead add twice the number subtracted from your attack rolls.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Combat Reflexes [Combat]
You can make additional attacks of opportunity.
Prerequisite: base attack bonus +4
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. At base attack bonus +8, +15, and +22 you gain an additional attack of opportunity.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a knave to use his opportunist ability more than once per round.

Deflect Arrow [Combat]
You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
Prerequisites: Dex 13, Improved Unarmed Strike or Weapon Focus
Benefit: Once per round when you would normally be hit with a ranged weapon, you may make a parry attempt to deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon counts as a parry action, and takes up an attack of opportunity. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf’s acid arrow, can’t be deflected.
At base attack bonus +8, +15, and +22 you may deflect an additional ranged weapon per round foe the cost of a parry attempt.

Diehard [Combat]
You are especially hard to kill and remain conscious with even the most grievous wounds.
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative
hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately fall unconscious or die if your Constitution score is 10 or less.
At base defense bonus +8you don’t die until reaching -12 hit points, at base defense bonus +15 you don’t die until reaching -14 hit points, and at base defense bonus +22you don’t die until reaching -16 hit points.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.

Dodge [Combat]
You are adept at dodging blows.
Prerequisite: Dex 13.
Benefit: You receive a +1 dodge bonus to Armor Class against attacks.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf’s racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses.
This bonus improves by +1 at base defense bonus +8, +15, and +22

Endurance [General]
You are not easily tired from harsh conditions or long exertions.
Benefit: You gain a +4 bonus on the following checks and saves: Athletic checks made to resist nonlethal damage from exhaustion, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
This bonus increases by +2 at base defense bonus +8, +15, and +22.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Far Shot [Combat]
You are more accurate at longer ranges.
Prerequisites: Point Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. At base attack bonus +8 when using a projectile weapon, such as a bow, the range increment increases by one half (multiply by 1-1/2). When using a thrown weapon double it’s range increment. At base attack bonus +15 all range increments are increased by ½ again, and again for base attack bonus +22.
Normal: You suffer a –2 penalty per full range Increment between you and your target.

Great Fortitude [General]
You are more resistant to poisons, diseases, and other
deadly maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws. This bonus increases by +1 at 8th level and 15th level.

Improved Bull Rush [Combat]
You are skilled at pushing your foes around.
Prerequisite: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. In addition, increase the DC of performing a bull rush combat maneuver against you by +2. If you bull rush an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the bull rush attempt. You gain an additional +1 bonus on checks made to bull rush and against you at base attack bonus +8, +15, and +22.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.

Improved Critical [Combat]
Choose one type of weapon. Attacks made with your chosen weapon are especially deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is increased by 1. This bonus increases by 1 at base attack bonus +15 and +22
Special: You can gain Improved Critical multiple times.
The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Improved Disarm [Combat]
You are skilled at knocking weapons from a foe’s grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. In addition, increase the DC of performing a disarm combat maneuver against you by +2. If you disarm an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the disarm attempt. You gain an additional +1 bonus on checks made to disarm and against you at base attack bonus +8, +15, and +22.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.

Improved Feint [Combat]
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a feint in combat as an attack action as well as a +2 bonus on checks made to feint. In addition, increase the DC of performing a feint combat maneuver against you by +2. You receive an additional +1 bonus on checks made to feint and to defend against a feint at base attack bonus +8, +15, and +22.
Normal: Feinting in combat is a standard action.

Improved Grapple [Combat]
You are skilled at grappling opponents.
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition,
you receive a +2 bonus on checks made to grapple a foe. In addition, increase the DC of performing a grapple combat
maneuver against you by +2. If you grapple an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the grapple attempt, this may be used to perform any form of grappling maneuvers or attack with a light weapon. You receive an additional +1 bonus on checks made to grapple and to defend against a grapple at base attack bonus +8, +15, and +22.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

Improved Initiative [Combat]
Your quick ref lexes allow you to react quickly to danger.
Benefit: You get a +3 bonus on initiative checks. You gain an additional +2 to initiative at base attack bonus +8, +15, and +22

Improved Overrun [Combat]
You are skilled at running down your foes.
Prerequisite: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. In addition, increase the DC of performing an overrun combat maneuver against you by +2. Targets of your overrun attempt may not chose to avoid you. If you overrun an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the overrun attempt. You gain an additional +1 to overrun and to defend against being overrun at base attack bonus +8, +15, and +22.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.

Improved Shield Bash [Combat] <not finished, think of adding in 2WF for only shield users, if you see this comment on if you think that would be balanced>
You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn.

Improved Sunder [Combat]
You are skilled at damaging your foes’ weapons and armor.
Prerequisite: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. In addition, increase the DC of performing a sunder combat maneuver against you by +2. If you sunder an opponent’s weapon in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the sunder attempt.
You gain an additional +1 to sunder and to defend against sundering at base attack bonus +8, +15, and +22.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.

Improved Trip [Combat]
You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. In addition, increase the DC of performing a trip combat maneuver against you by +2. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. You gain an additional +1 to trip and to defend against trips at base attack bonus +8, +15, and +22.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.

Improved Unarmed Strike [Combat]
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed— you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. Also your unarmed combat is considered of Above Average quality and may gain one weapon benefit, except a bonus to Diplomacy. At base attack bonus +8 your unarmed combat is considered Fine quality and may gain one additional weapon benefit, except a bonus to Diplomacy. At base attack bonus +15 your unarmed combat is considered Excellent and may gain one additional weapon benefit, except a bonus to Diplomacy. At base attack bonus +22 your unarmed combat is considered Superior and may gain one additional weapon benefit, except bonus to Diplomacy
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, you can deal only nonlethal damage with such an attack, and unarmed combat cannot be of any quality other than average.

Iron Will [General]
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws. This bonus increases by +1 at 8th level and 15th level.


Lightning Reflexes [General]
You have faster than normal reflexes.
Benefit: You get a +2 bonus on all Reflex saving throws. This bonus increases by +1 at 8th and 15th level.

Manyshot [Combat]
You can fire multiple arrows against a single target.
Prerequisites: Dex 15, Point Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage reduction and resistances apply separately to each arrow. At base attack bonus +8 you may make your second attack fire two arrows as well. At base attack bonus +15 you may make your third attack fire two arrows as well, and may make a single manyshot attempt as a standard action. At base attack bonus +22 you may make your fourth attack fire two arrows, and may make a manyshot attempt for any attacks.

Mobility [Combat]
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Defense against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. At base defense bonus +8, +15, and +22 you gain an additional +1 bonus to Defense
Dodge bonuses stack with each other, unlike most types of bonuses.

Mounted Archery [Combat]
You are skilled at making ranged attacks while mounted.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is reduced by 2: –2 instead of –4 if your mount is taking a double move, and –6 instead of –8 if your mount is running. At base attack bonus +8 you reduce the penalty by an additional 2: 0 if your mount is taking a double move, and -4 if your mount is running. At base attack bonus +15 you reduce the penalty by an additional 2: 0 if your mount is taking a double move and -2 if your mount is running. At base attack bonus +22 you do not receive any penalty while firing on horseback.

Mounted Combat [Combat]
You are adept at guiding your mount through combat.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. At base attack bonus +8, +15, and +22 you gain an additional use of this ability per round.

Point Blank Shot [Combat]
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. You gain an additional +1 bonus on attack and damage rolls at base attack bonus +8, +15, and +22.

Power Attack [Combat]
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a onehanded weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Precise Shot [Combat]
You are adept at firing ranged attacks into melee.
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. At base attack bonus +8 Your ranged attacks ignore the Defense bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. At base attack bonus +15 you may take a standard action to make a single ranged attack. The target does not gain any armor or natural armor to its Damage Reduction, or shield bonuses to its Defense. You do not gain the benefit of this feat if you move this round. At base attack bonus +22 you may make a standard attack action during which for all attacks the target does not gain any armor or natural armor to its Damage Reduction, or shield bonuses to its Defense.

Quick Draw [Combat]
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Quick Reload [Combat]
Choose a type of crossbow (hand, light, or heavy). You can reload such weapons quickly.
Prerequisite: Weapon Proficiency (crossbow type chosen).
Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.

Rapid Shot [Combat]
You can make an additional ranged attack.
Prerequisites: Dex 13, Point Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. At base attack bonus +8 your attacks only take a -1 penalty. At base attack bonus +15 you may make an additional attack at -3 penalty. At base attack bonus +15 your attacks take no penalty if firing one additional time and take only -2 if firing two additional times.

Ride-By Attack [Combat]
While mounted, you can move, strike a foe, and continue moving.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. At base attack bonus +8 your mount may make the second move action in any direction, but only moving at your mount’s speed -10. At base attack bonus +15 you may make an additional attack against the charged opponent at -5 penalty. At base attack bonus +22 you may make a full attack action against the charged opponent.

Run [General]
You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics or Athletics check. While running, you retain your Dexterity bonus to AC.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC. At level 8 you gain an additional +2 to your check to jump. At 15th level you may move six times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). As well as gaining an additional +2 to your check to jump.

Shot on the Run [Combat]
You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement. At base attack bonus +8 you may add an additional +5 feet to your maximum movement. At base attack bonus +15 you may make a standard attack action between movements. At base attack bonus +22 you may add an additional +5 feet to your maximum movement.
Normal: You cannot move both before and after an attack.

Skill Fervor [General]
Benefit: You get a +2 bonus on any two skills. This bonus increases by +1 every 6 ranks in the base skill.
Special: This can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new skills.

Skill Focus [General]
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving that skill. For each 6 ranks you have in this skill you may increase this bonus by +2.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Snatch Arrows [Combat]
Instead of knocking an arrow or ranged attack aside, you can catch it in mid-f light.
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.

Spirited Charge [Combat]
Your mounted charge attacks deal a tremendous amount of damage.
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). At base attack bonus +8 you can ignore 2 points of damage resistance with a charge, you may ignore an additional 2points of damage resistance at base attack bonus +15, and +22.

Spring Attack [Combat]
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: You can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. At base attack bonus +8 you may add an additional +5 feet to your maximum movement. At base attack bonus +15 you may make a standard attack action between movements. At base attack bonus +22 you may add an additional +5 feet to your maximum movement.
Normal: You cannot move both before and after an attack.

Stunning Fist [Combat]
You know just where to strike a foe.
Prerequisites: Dex 13 or Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw 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 creatures immune to critical hits cannot be stunned.

Toughness [Combat]
You have enhanced physical stamina.
Benefit: You gain +3 hit points. At base defense bonus +8, +15, and +22 you gain an additional +2 hit points.

Track [General]
You can follow the trails of creatures and characters across most types of terrain.
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:
Surface Survival DC Surface Survival DC
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.
Condition Survival DC Modifier
Every three creatures in the group being tracked –1 Size of creature or creatures being tracked:1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large –1
Huge –2
Gargantuan –4
Colossal –8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

Trample [Combat]
While mounted, you can ride down opponents.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. Your mount may make an additional hoof attack every 6 ranks in the Ride skill.

Two-Weapon Defense [Combat]
You are skilled at defending yourself while fighting with two weapons.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. At base defense bonus +8, +15, and +22 you gain an additional +1 shield bonus to your AC, +2 when fighting defensibly.

Two-Weapon Fighting [Combat]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 9. Any time, except for a single attack action, in which you may make one attack you instead may make one attack with both weapons.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Weapon Finesse – Doesn’t exist, certain weapons have the Finesse description allowing Dexterity to be used to attack on them automatically

Weapon Focus [Combat]
Choose one group of weapon. You can also choose ray, if you are a spellcaster as your weapon group for purposes of this feat.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon group (Axe, Blade [Heavy] Blade [Light], Bows, Close, Crossbows, Double, Flails, Hammers, Martial Artist, Pole Arm, Spears, Thrown)If you are not proficient with a weapon of the chosen group you do not gain the benefit of weapon focus on that specific weapon. At base attack bonus +8, +15, and +22 you gain an additional +1 bonus on all weapons in that group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new group of weapons. If a weapon falls into two different groups in which you have weapon focus it only receives the bonus from weapon focus once.

Weapon Specialization [Combat]
You are skilled at dealing damage with one weapon group. Choose one type of weapon group for which you have already selected the Weapon Focus feat. You deal extra damage when using these weapons.
Prerequisites: Weapon Focus with selected weapon group, man-at-arms level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon group. If you are not proficient with a weapon of the chosen group you do not gain the benefit of weapon specialization on that specific weapon. At base attack bonus +8, +15, and +22 you gain an additional +2 bonus on all weapons in that group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Whirlwind Attack [Combat]
You can become a dervish, striking out at every foe within reach.
Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +4. <Does anyone else think the fluff of this attack works better as an expansion of the Cleave line?>
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. At base attack bonus +8 you may make an additional whirlwind attack at -5 penalty. At base attack bonus +15 you may make a 5 foot step between attacks. At base attack bonus +22 you gain an additional whirlwind attack at -10 penalty and an additional 5 foot step between it and the previous attack.

Eloel
2009-07-31, 04:05 AM
Not been through all, but looks like Combat Expertise would get out of hand with AC...
(maybe make half of that bonus to shield? So you don't boost touch-AC by 10, but instead boost touch by 5 and boost flat-footed by 5...)



Toughness [Combat]
You have enhanced physical stamina.
Benefit: You gain +3 hit points. At base defense bonus +8, +15, and +22 you gain an additional +2 hit points.

Why don't you just make it 1HP/HD (or 2HD, if you're concerned about balance)? It works pretty good.

Also, could I learn what's so special about +8 +15 +22 BAB? Making them vary would make every level special, instead of getting a huge boost at the level you get one of those BABs.



Improved Critical [Combat]
Choose one type of weapon. Attacks made with your chosen weapon are especially deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is increased by 1. This bonus increases by 1 at base attack bonus +8, +15, and +22

Works fine-ish with Rapier and Falchion. Shouts BROKEN on Scythe. At +22 BAB, you get 15 points of crit with Scythe. With Rapier (the critter weapon), at +22 BAB, you get 7 points of crit...

Dienekes
2009-07-31, 04:21 AM
Not been through all, but looks like Combat Expertise would get out of hand with AC...
(maybe make half of that bonus to shield? So you don't boost touch-AC by 10, but instead boost touch by 5 and boost flat-footed by 5...)

interesting idea. But importantly as noted above the only other ways to get defense are dex and using a shield. Wait did I note it above? bugger, I didn't.



Why don't you just make it 1HP/HD (or 2HD, if you're concerned about balance)? It works pretty good.

Forgot to mention this as well. The recreation idea is for much smaller hit points per class so weapons stay fairly deadly. I was going to suggest this version as a variant for standard DnD.



Also, could I learn what's so special about +8 +15 +22 BAB? Making them vary would make every level special, instead of getting a huge boost at the level you get one of those BABs.

Simply for book keeping purposes, and so I didn't think everything would get out of hand with a limit of 3 improvements.


Works fine-ish with Rapier and Falchion. Shouts BROKEN on Scythe. At +22 BAB, you get 15 points of crit with Scythe. With Rapier (the critter weapon), at +22 BAB, you get 7 points of crit...

Actually thank you for pointing something out to me since you can only receive it at +8 BAB there should not be an additional bonus at BAB +8. Also how are you calculating points of crit? I know Rapier at level 20 if a fighter or level 22 if not gets 15-20/x2 (once corrected) which is great mind you. But when getting the original feat it was 16-20/x2 at level 8 earlier it actually seems worse for it. As for the scythe at level 20 17-20/x4 is also great but I'm not sure if it's completely broken. How do you get the numbers 7 and 15?

If it's still too cheap maybe improved critical can either go back to it's original form of doubling crit range, and later improvements increase ability to confirm crit or have no improvements at all.