Boci
2009-08-25, 10:52 AM
Just some new feats I came up with when I was planning a fencing match.
Deceptive Blade:
Preq: Combat expertise, Improved feint
Benefit: Bluff becomes a class skill. If it already was a class skill, you instead gain a +2 on bluff checks when using the skill to feint.
Additionally, when you threaten a critical hit against a target rendered flat footed by your feint attempt, the critical is automatically confirmed and the blade stays in the wound. Your next attack automatically deals damage as you pull the blade free, widening the wound in the process, provided your next attack if performed in the same round and you do not move during the two attacks. Since you do not roll to attack, you cannot score a critical hit on that one attack. If you threaten on a critical, but you attack roll is not enough to hit your opponent then you do not gain the benefit of this feat. Additionally, the damage on the next round cannot be increased by feats that require charging or power attack, although such attack options could be used on the first attack.
Special: A fighter may select this feat as one of their bonus feats.
Greater Feint:
Preq: Combat expertise, Improved feint, BAB: +3
Benefit: You can feint as a swift action. In addition, you can add half your BAB to your feint attempts.
Special: A fighter may select this feat as one of their bonus feats
Superior Feint:
Preq: Combat expertise, Improved feint, Greater feint, BAB: +6
Benefit: You can feint as a free action, but only once before each attack. In addition, you can add your full BAB to your feint attempts.
Special: A fighter may select this feat as one of their bonus feats.
Swift Strike:
Preq: Improved initiative
Benefit: You deal an extra 1d8 damage against flatfooted targets.
Special: A fighter may select this feat as one of their bonus feats. This feat does not treat you as possessing SA or SS for the purpose of meeting the requirements for prestige classes or other feats.
Twist and Turn (Style):
Preq: Combat expertise, Improved faint, Weapon focus (any one handed or light weapon)
Benefit: When wielding a light or one handed weapon in one hand and nothing in your off hand, you gain a +2 bonus on the attack roll immediately after a feint attempt, whether the attempt was successful or not. Additionally, when you hit a target rendered flatfooted by your feint attempt, you gain concealment against that creature for 1 round, as your spinning weapon deflects his attacks.
Special: A fighter may select this feat as one of their bonus feats.
Stunning Blade Sweep:
Preq: Improved initiative, Swift strike, Power attack, BAB: +11
Benefit: As a full round action, you may perform a stunning blade sweep. You take two 5ft steps in a straight line towards the target and make an attack. The target is considered flatfooted. If the attack hits, you deal double damage and the target must make a reflex save (DC: 10 + half your character level + your strength modifier) or fall prone.
On a critical hit the target falls prone without a save and must make a fortitude save at the same DC or be stunned for 1 round.
If you cannot take two 5ft steps in a straight line towards the target, you cannot perform a stunning blade sweep.
Special: A fighter may select this feat as one of their bonus feats.
Decapitating Blade Sweep:
Preq: Improved initiative, Swift strike, Power attack, Stunning Blade Sweep, BAB: +15
Benefit: As a full round action, you may perform a decapitating blade sweep. This manoeuvre is similar to stunning blade sweep, with the following differences:
You can opt to take thee 5ft steps in a straight line instead of two. If you do so, you gain a +2 to hit and a -2 to AC, but no other benefits of charging.
On a hit, you deal triple damage and the target falls prone. Additionally they must make a fortitude save (DC: 12 + half your character level + your strength modifier) or be stunned for 1 round.
If the attack is a critical hit, the target is knocked prone and dazed for 1 round and must make a fort save or be paralyzed for 1 round.
If you cannot take two (or three) 5ft steps in a straight line towards the target, you cannot perform a decapitating blade sweep.
Special: A fighter may select this feat as one of their bonus feats.
Reckless Twirl:
Preq: Combat reflexes
Benefit: Once per round as a free action, you may re-roll a missed melee attack against a different adjacent creature. This provokes an attack of opportunity from your first target.
Special: A fighter may select this feat as one of their bonus feats.
Fatal Flaw:
Preq: Dex 13, Spot 1 rank
Benefit: If an opponent adjacent to you rolls a natural one on an attack against you, you can make an AoO against them. If the attack hit, you may make a disarm attempt against them with a -5 penalty. If the attempt fails, your opponent cannot attempt to disarm you. If the AoO is a critical hit you may ignore the -5 penalty on the disarm attempt.
Special: Fatal flaw counts as combat reflexes for the purpose of meeting the requirements of other feats and prestige classes. A fighter may select this feat as one of their bonus feats.
Deceptive Blade:
Preq: Combat expertise, Improved feint
Benefit: Bluff becomes a class skill. If it already was a class skill, you instead gain a +2 on bluff checks when using the skill to feint.
Additionally, when you threaten a critical hit against a target rendered flat footed by your feint attempt, the critical is automatically confirmed and the blade stays in the wound. Your next attack automatically deals damage as you pull the blade free, widening the wound in the process, provided your next attack if performed in the same round and you do not move during the two attacks. Since you do not roll to attack, you cannot score a critical hit on that one attack. If you threaten on a critical, but you attack roll is not enough to hit your opponent then you do not gain the benefit of this feat. Additionally, the damage on the next round cannot be increased by feats that require charging or power attack, although such attack options could be used on the first attack.
Special: A fighter may select this feat as one of their bonus feats.
Greater Feint:
Preq: Combat expertise, Improved feint, BAB: +3
Benefit: You can feint as a swift action. In addition, you can add half your BAB to your feint attempts.
Special: A fighter may select this feat as one of their bonus feats
Superior Feint:
Preq: Combat expertise, Improved feint, Greater feint, BAB: +6
Benefit: You can feint as a free action, but only once before each attack. In addition, you can add your full BAB to your feint attempts.
Special: A fighter may select this feat as one of their bonus feats.
Swift Strike:
Preq: Improved initiative
Benefit: You deal an extra 1d8 damage against flatfooted targets.
Special: A fighter may select this feat as one of their bonus feats. This feat does not treat you as possessing SA or SS for the purpose of meeting the requirements for prestige classes or other feats.
Twist and Turn (Style):
Preq: Combat expertise, Improved faint, Weapon focus (any one handed or light weapon)
Benefit: When wielding a light or one handed weapon in one hand and nothing in your off hand, you gain a +2 bonus on the attack roll immediately after a feint attempt, whether the attempt was successful or not. Additionally, when you hit a target rendered flatfooted by your feint attempt, you gain concealment against that creature for 1 round, as your spinning weapon deflects his attacks.
Special: A fighter may select this feat as one of their bonus feats.
Stunning Blade Sweep:
Preq: Improved initiative, Swift strike, Power attack, BAB: +11
Benefit: As a full round action, you may perform a stunning blade sweep. You take two 5ft steps in a straight line towards the target and make an attack. The target is considered flatfooted. If the attack hits, you deal double damage and the target must make a reflex save (DC: 10 + half your character level + your strength modifier) or fall prone.
On a critical hit the target falls prone without a save and must make a fortitude save at the same DC or be stunned for 1 round.
If you cannot take two 5ft steps in a straight line towards the target, you cannot perform a stunning blade sweep.
Special: A fighter may select this feat as one of their bonus feats.
Decapitating Blade Sweep:
Preq: Improved initiative, Swift strike, Power attack, Stunning Blade Sweep, BAB: +15
Benefit: As a full round action, you may perform a decapitating blade sweep. This manoeuvre is similar to stunning blade sweep, with the following differences:
You can opt to take thee 5ft steps in a straight line instead of two. If you do so, you gain a +2 to hit and a -2 to AC, but no other benefits of charging.
On a hit, you deal triple damage and the target falls prone. Additionally they must make a fortitude save (DC: 12 + half your character level + your strength modifier) or be stunned for 1 round.
If the attack is a critical hit, the target is knocked prone and dazed for 1 round and must make a fort save or be paralyzed for 1 round.
If you cannot take two (or three) 5ft steps in a straight line towards the target, you cannot perform a decapitating blade sweep.
Special: A fighter may select this feat as one of their bonus feats.
Reckless Twirl:
Preq: Combat reflexes
Benefit: Once per round as a free action, you may re-roll a missed melee attack against a different adjacent creature. This provokes an attack of opportunity from your first target.
Special: A fighter may select this feat as one of their bonus feats.
Fatal Flaw:
Preq: Dex 13, Spot 1 rank
Benefit: If an opponent adjacent to you rolls a natural one on an attack against you, you can make an AoO against them. If the attack hit, you may make a disarm attempt against them with a -5 penalty. If the attempt fails, your opponent cannot attempt to disarm you. If the AoO is a critical hit you may ignore the -5 penalty on the disarm attempt.
Special: Fatal flaw counts as combat reflexes for the purpose of meeting the requirements of other feats and prestige classes. A fighter may select this feat as one of their bonus feats.