flabort
2010-04-14, 10:32 AM
Please PEACH. I'm desperate.
Edit: REALLY desperate
Vengeful Banshee
Prerequisites: +2 BaB
Effect: If you have been hit by a critical hit in the previous round, you may use a 1d10+1d6+4, or 1d15+5 if availible, in place of a d20 for your attack rolls. does not apply to magical attacks and effects.
Greater Vengeful Banshee
Prerequisites: +4 BaB, Vengefull Banshee
Effect: If you have been hit by a critical hit in the previous round, you may use a 1d10+10 in place of a d20 for your attack roll. does not apply to magical attacks and effects.
Improved Vengeful Banshee
Prerequisites: Vengefull Banshee, Combat reflexes
Effect: the effects of Vengefull Banshee come into play if you have been hit at all in the previous round. does not apply to magical attacks and effects.
Improved Greater Vengeful Banshee
Prerequisites: Improved Vengefull Banshee, Greater Vengefull banshee
Effect: the effects of Greater Vengefull Banshee come into play if you have been hit at all in the previous round. does not apply to magical attacks and effects.
Advanced Vengeful Banshee
Prerequisites: Greater Vengefull Banshee, Dex 13
Effect: if an ally friendly towards you recieves a critical hit the previous round, you may use 1d10+1d6+4, or 1d15+5 if availible, in place of a d20 for your attack rolls. does not apply to magical attacks and effects.
Improved Advanced Vengeful Banshee
Prerequisites: Advanced Vengefull Banshee, Improved Vengefull banshee
Effect: if an ally friendly towards you recieves any hits the previous round, you may use 1d10+1d6+4, or 1d15+5 if availible, in place of a d20 for your attack rolls. does not stack with advanced vengefull banshee. does not apply to magical attacks and effects.
Payback
Prerequisites: combat reflexes
Effect: for each attack towards you the round previous, you gain a +1 moral bonus to attack. for each +7 acumulated this way, you get to make an extra attack or move action.
Avenging rage
Prerequisites: one or more allies friendly towards you, +3 BaB
Effect: if one or more allies friendly towards you falls below 0 HP, you enter a rage as a barbarian with a level equal to half your hitdice. you do not become exausted afterwards. if the ally is brought back above 0 HP, the rage ends prematurely. this is usable twice per day. does not allow for prestige classes.
avenging saint
Prerequisites: Avenging rage, ability to cast cleric spells
Effect: you may prepare a second list of cleric spells each day, at a quarter of your actuall level. if you enter an avenging rage from an ally falling below 0 HP, you may cast from this list while in the rage. if the rage ends from the ally recovering, your access is cut short
Dying Blow
Effect: if you fall below 0 HP, you may immediately make an attack against the nearest target as a free action, but you cannot stabilize if you make this attack.
Restabilize
Prerequisites: 13 Con, +3 BaB
Effect: if you fail to stabilize when you fall below 0 HP, you get a second attempt to stabilize the next round. if you were denide an attempt to stabilize, you may get an attempt to stabilize the next round. you do not get any more attempts beyond this extra attempt.
Special: If you take this feat multiple times, you may get further attempts to stabilize in further rounds.
Striken gaurdian
Effect: If an adjacent ally is attacked, you may make an Attack of Oppertunity against the attacker, if he is in range.
Bull in a China Shop
Prerequisites: Power Attack, Combat reflexes
Effect: the range of the squares that you threaten increases to the range of your charge for the purposes of this feat. you may charge any target, as an AoO, who you would be able to make an AoO upon with your increased threat range. however, it is at a -4 to both your attack roll and AC, and may not take a standard action on your next turn, or make any more AoOs this round. your threat range is not increased for any other purposes, such as normal AoOs. you can provoke AoOs with this AoO.
Sundering limbs
Prerequisites: Str 13, Improved Sunder
Effect: If you successfully hit an opponent with a critical hit who has hit you in the previous round, you may, instead of dealing any damage, make a sunder attempt on one of his four limbs: left leg, right leg, left arm, right arm. you make the attempt as if you were attempting to sunder a two-handed weapon of one size cattegory smaller than the opponent, wielded by the opponent, With an AC equal to the opponents AC, at a hardness of 7, and HP of 5. if you successfully deal damage to the limb, you deal half this same damage to the opponent, and his limb falls to the ground. a DC 18 heal check may reatach it. if you deal enough damage to bring the limb to 0 HP, it takes a DC 32 heal check to reatach it. if all the opponents limbs have been removed, he automaticly falls to -1 HP. for each limb missing, the opponent takes a -2 to Dex, and -1 to Str.
Open Window
Effect: you may chose to double the critical threat range of attacks against you for one round, in exchange for tripling the threat range of one attack that round.
Edit: REALLY desperate
Vengeful Banshee
Prerequisites: +2 BaB
Effect: If you have been hit by a critical hit in the previous round, you may use a 1d10+1d6+4, or 1d15+5 if availible, in place of a d20 for your attack rolls. does not apply to magical attacks and effects.
Greater Vengeful Banshee
Prerequisites: +4 BaB, Vengefull Banshee
Effect: If you have been hit by a critical hit in the previous round, you may use a 1d10+10 in place of a d20 for your attack roll. does not apply to magical attacks and effects.
Improved Vengeful Banshee
Prerequisites: Vengefull Banshee, Combat reflexes
Effect: the effects of Vengefull Banshee come into play if you have been hit at all in the previous round. does not apply to magical attacks and effects.
Improved Greater Vengeful Banshee
Prerequisites: Improved Vengefull Banshee, Greater Vengefull banshee
Effect: the effects of Greater Vengefull Banshee come into play if you have been hit at all in the previous round. does not apply to magical attacks and effects.
Advanced Vengeful Banshee
Prerequisites: Greater Vengefull Banshee, Dex 13
Effect: if an ally friendly towards you recieves a critical hit the previous round, you may use 1d10+1d6+4, or 1d15+5 if availible, in place of a d20 for your attack rolls. does not apply to magical attacks and effects.
Improved Advanced Vengeful Banshee
Prerequisites: Advanced Vengefull Banshee, Improved Vengefull banshee
Effect: if an ally friendly towards you recieves any hits the previous round, you may use 1d10+1d6+4, or 1d15+5 if availible, in place of a d20 for your attack rolls. does not stack with advanced vengefull banshee. does not apply to magical attacks and effects.
Payback
Prerequisites: combat reflexes
Effect: for each attack towards you the round previous, you gain a +1 moral bonus to attack. for each +7 acumulated this way, you get to make an extra attack or move action.
Avenging rage
Prerequisites: one or more allies friendly towards you, +3 BaB
Effect: if one or more allies friendly towards you falls below 0 HP, you enter a rage as a barbarian with a level equal to half your hitdice. you do not become exausted afterwards. if the ally is brought back above 0 HP, the rage ends prematurely. this is usable twice per day. does not allow for prestige classes.
avenging saint
Prerequisites: Avenging rage, ability to cast cleric spells
Effect: you may prepare a second list of cleric spells each day, at a quarter of your actuall level. if you enter an avenging rage from an ally falling below 0 HP, you may cast from this list while in the rage. if the rage ends from the ally recovering, your access is cut short
Dying Blow
Effect: if you fall below 0 HP, you may immediately make an attack against the nearest target as a free action, but you cannot stabilize if you make this attack.
Restabilize
Prerequisites: 13 Con, +3 BaB
Effect: if you fail to stabilize when you fall below 0 HP, you get a second attempt to stabilize the next round. if you were denide an attempt to stabilize, you may get an attempt to stabilize the next round. you do not get any more attempts beyond this extra attempt.
Special: If you take this feat multiple times, you may get further attempts to stabilize in further rounds.
Striken gaurdian
Effect: If an adjacent ally is attacked, you may make an Attack of Oppertunity against the attacker, if he is in range.
Bull in a China Shop
Prerequisites: Power Attack, Combat reflexes
Effect: the range of the squares that you threaten increases to the range of your charge for the purposes of this feat. you may charge any target, as an AoO, who you would be able to make an AoO upon with your increased threat range. however, it is at a -4 to both your attack roll and AC, and may not take a standard action on your next turn, or make any more AoOs this round. your threat range is not increased for any other purposes, such as normal AoOs. you can provoke AoOs with this AoO.
Sundering limbs
Prerequisites: Str 13, Improved Sunder
Effect: If you successfully hit an opponent with a critical hit who has hit you in the previous round, you may, instead of dealing any damage, make a sunder attempt on one of his four limbs: left leg, right leg, left arm, right arm. you make the attempt as if you were attempting to sunder a two-handed weapon of one size cattegory smaller than the opponent, wielded by the opponent, With an AC equal to the opponents AC, at a hardness of 7, and HP of 5. if you successfully deal damage to the limb, you deal half this same damage to the opponent, and his limb falls to the ground. a DC 18 heal check may reatach it. if you deal enough damage to bring the limb to 0 HP, it takes a DC 32 heal check to reatach it. if all the opponents limbs have been removed, he automaticly falls to -1 HP. for each limb missing, the opponent takes a -2 to Dex, and -1 to Str.
Open Window
Effect: you may chose to double the critical threat range of attacks against you for one round, in exchange for tripling the threat range of one attack that round.