Lateral
2010-05-11, 07:30 PM
Okay, so one of my favorite types of feats are tactical feats- feats that have more than one thing you do with them. Unlike, say, Cleave, which does just its one trick, tactical feats have three related 'maneuvers' that each do a specific thing. Here's a list of a whole bunch of tactical feats:
http://crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf
Pages 168-171
Anyway, I had some time on my hands so I decided to make a few. More coming and ideas appreciated. Also, PEACH for balance.
Arrow Springer
Prerequisites: Combat Reflexes, Shot on the Run, Weapon Focus (Bow [any]), Tumble and Jump 5 ranks.
You may use the following 3 tactical maneuvers:
Arrow Wind- As a swift action once/round, you may fire one arrow at BAB without provoking an AoO. This may only be used in a round in which you make no non-AoO attacks.
Rolling Spring- Whenever you succeed all Tumble checks you make to move without provoking opportunity attacks, you may make a jump check as a standard action vs. DC 15 at the end of that move. On a success, you jump straight up 5 feet in the air and make an opportunity attack with your bow at -2 BAB at all targets that you made a check against. This counts against your AoO's for the round.
Up Where the Sun Don't Shine- Whenever you succeed on a Tumble check to go through someone's square, you may make a non-opportunity-provoking opportunity attack at -2 BAB against the foe. If you do, you must succeed on a Jump check (DC 20) or you stop moving and fall prone in a square adjacent to the target (their choice). This AoO does count against your AoO's that round. If the attack hits, the target is nauseated for 1d3+1 rounds, then sickened for 1d3+1 rounds (Fort negates nausea but not sickness; DC= 10+1/2 HD+Dex mod).
Hammer Crusher
Prerequisites: Oversized Two-Weapon Fighting, Weapon Specialization (warhammer), Strength 18, BAB +11
You may use the following 3 tactical maneuvers:
Maul Hailstorm- Whenever you make a Full Attack while wielding two warhammers, you may take a -2 to any of the attack rolls. If an attack with the penalty hits, the target is pushed 5 feet and you may move into the square they once occupied (if you don't, the attack ends there).
Hammer Fury- As a full-round action, you may make one attack at a -4 penalty. If that attack hits, make a second attack at full BAB- if that hits, they take 1/2 damage, are pushed 15 feet, and fall prone.
Variable-Speed Corn Muffins! Peanut Butter Fish Filets!- As a full-round action, you may make an attack at a -5 penalty. If it hits, the target takes no damage, but is confused for 1d3 rounds and then staggered for 1d4 rounds after the confusion (Will save for confusion, Fort save for stagger; DC= 10+1/2 HD+strength mod).
Currently working on a monster one based on Multiweapon Fighting, and another one involving tower shields. Please tell me what you think, help with balance, and donate ideas. Thanks!
http://crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf
Pages 168-171
Anyway, I had some time on my hands so I decided to make a few. More coming and ideas appreciated. Also, PEACH for balance.
Arrow Springer
Prerequisites: Combat Reflexes, Shot on the Run, Weapon Focus (Bow [any]), Tumble and Jump 5 ranks.
You may use the following 3 tactical maneuvers:
Arrow Wind- As a swift action once/round, you may fire one arrow at BAB without provoking an AoO. This may only be used in a round in which you make no non-AoO attacks.
Rolling Spring- Whenever you succeed all Tumble checks you make to move without provoking opportunity attacks, you may make a jump check as a standard action vs. DC 15 at the end of that move. On a success, you jump straight up 5 feet in the air and make an opportunity attack with your bow at -2 BAB at all targets that you made a check against. This counts against your AoO's for the round.
Up Where the Sun Don't Shine- Whenever you succeed on a Tumble check to go through someone's square, you may make a non-opportunity-provoking opportunity attack at -2 BAB against the foe. If you do, you must succeed on a Jump check (DC 20) or you stop moving and fall prone in a square adjacent to the target (their choice). This AoO does count against your AoO's that round. If the attack hits, the target is nauseated for 1d3+1 rounds, then sickened for 1d3+1 rounds (Fort negates nausea but not sickness; DC= 10+1/2 HD+Dex mod).
Hammer Crusher
Prerequisites: Oversized Two-Weapon Fighting, Weapon Specialization (warhammer), Strength 18, BAB +11
You may use the following 3 tactical maneuvers:
Maul Hailstorm- Whenever you make a Full Attack while wielding two warhammers, you may take a -2 to any of the attack rolls. If an attack with the penalty hits, the target is pushed 5 feet and you may move into the square they once occupied (if you don't, the attack ends there).
Hammer Fury- As a full-round action, you may make one attack at a -4 penalty. If that attack hits, make a second attack at full BAB- if that hits, they take 1/2 damage, are pushed 15 feet, and fall prone.
Variable-Speed Corn Muffins! Peanut Butter Fish Filets!- As a full-round action, you may make an attack at a -5 penalty. If it hits, the target takes no damage, but is confused for 1d3 rounds and then staggered for 1d4 rounds after the confusion (Will save for confusion, Fort save for stagger; DC= 10+1/2 HD+strength mod).
Currently working on a monster one based on Multiweapon Fighting, and another one involving tower shields. Please tell me what you think, help with balance, and donate ideas. Thanks!