Jane_Smith
2010-08-06, 12:51 PM
The following feats are meant for martial classes to give them some new 'tricks', burst damage, and other toys. Each of the below feats have 2 features in common, they give a passive effect, and a number-of-times-per-encounter 'activated' effect that gives them a burst in something that cooresponds with the passive bonus in some way. Examples; Attack Bonus passive, damage burst, shield bonus passive, damage negation burst, dodge bonus passive, movement speed burst.
Please rate and comment! ^_^
~~~ A Note on Combat
[Combat] Feats are a subtype of feats I created that fighters, and other simularly designed martial classes that give bonus feats, can take as part of their 'list' of said bonus feats. Any martial type class, no matter how small their original list of bonus feats where, if they had multiple choices, can take these feats as part of that list. Examples include, but are not limited to - Monks, Ranger Combat Styles, Fighters, Scouts, and Rogues specials.
~~~ New Feats
~ Focus Tree
Weapon Focus [Combat]
Select a weapon you are proficienct with. You gain additional benefits with that weapon in combat.
Prerequisites: Base attack bonus +1, proficency with selected weapon.
Benefit: You gain a +1 bonus to attacks with the selected weapon. Once per encounter as a free action after your attack has been confirmed, you may opt to deal an additional number of dice worth of damage equal to your weapons base damage dice. This damage does not multiply on a critical hit, and is the same type of damage as the weapon selected.
Improved Weapon Focus [Combat]
Select a weapon you possess Weapon Focus with. You gain additional benefits with that weapon in combat.
Prerequisites: Base attack bonus +6, Weapon Focus with selected weapon.
Benefit: You gain a +1 bonus to attacks with the selected weapon. This stacks with the benefits provided by the Weapon Focus feat, for a total +2 bonus to attacks. You may now use the activated effect of Weapon Focus three times per encounter, instead of once.
Greater Weapon Focus [Combat]
Select a weapon you possess Improved Weapon Focus with. You gain additional benefits with that weapon in combat.
Prerequisites: Base attack bonus +11, Improved Weapon Focus with selected weapon.
Benefit: You gain a +1 bonus to attacks with the selected weapon. This stacks with the benefits provided by the Weapon Focus and Improved Weapon Focus feats, for a total of +3 bonus to attacks. You now double the base damage dice of any weapon you weild that has been selected by this feat. This bonus damage counts as your weapons base damage to determine the benefit gained by the activated effect of Weapon Focus.
~ Wounding Tree
Wounding Critical [Combat]
Select a weapon you are proficient with. You gain a higher chance to massively wound your enemy in battle.
Prerequisites: Base attack bonus +1.
Benefit: While using the selected weapon, increase its critical threat range by 1. Once per encounter as a free action, whenever you successfully confirm a critical hit, you deal a number of Constitution damage to the target equal to your selected weapons critical multiplyer. Creatures immune to critical hits and ability damage are also immune to this effect.
Critical Mastery [Combat]
Select a weapon you possess Wounding Critical with. You can deliver even more deadly blows then normal, and more frequently.
Prerequisites: Base attack bonus +6, Wounding Critical with selected weapon.
Benefit: While using the selected weapon, increase its critical threat range by 1. This effect stacks with the benefits of Wounding Critical, increasing your threat range by a total of 2. In addition, you may use the activated effect of Wounding Critical 3/encounter, instead of one.
Devastating Critical [Combat]
Select a weapon you possess Critical Mastery with. Your massive blows are nearly garenteed to slay even the mightiest foe.
Prerequisites: Base attack bonus +11, Critical Mastery with selected weapon.
Benefit: While using the selected weapon, increase its critical threat range by 1. This effect stacks with the benefits of Wounding Critical and Critical Mastery, increasing your threat range by a total of 3. Your critical multiplyer with the selected weapon is increased by 1 whenever you weild it. This bonus to your critical multiplyer is doubled to 2 when you use the activated effect of Wounding Critical.
~ Nimble Tree
Dodge [Combat]
You gain supernatural reflexes and the ability to avoid injuries with ease.
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to Armor Class and a +5 ft. enchantment bonus to your movement speed. As a free action once per encounter, you can gain an additional +4 dodge bonus to Armor Class and a +2 bonus to Reflex saving throws until the beginning of your next turn.
Sustained Mobility [Combat]
You not only avoid danger with ease, but move quicker in small bursts ontop of being able to seemingly being able to avoid danger more often.
Prerequisites: Dex 15+, Dodge.
Benefit: You gain a +1 dodge bonus to Armor Class and a +5 ft. enchantment bonus to your movement speed. These effects stack with simular bonuses from the Dodge feat. You may now use the activated effect of Dodge a number of times equal to 3/encounter instead of 1. Whenever you move at least 10 feet in a single round while under the activated effect of Dodge, the duration increases by additional round, to a maximum number of bonus rounds equal to your Dexterity modifier (minimum +1).
Spring Attack [Combat]
Your ability to avoid danger also lends itself into flinging you into it with ease.
Prerequisites: Dex 17+, Dodge, Sustained Mobility.
Benefit: You gain a +1 dodge bonus to Armor Class and a +5 ft. enchantment bonus to your movement speed. These effects stack with simular bonuses from the Dodge and Sustained Mobility feats. Once per round while under the effects of Dodge, you may move at your normal speed as a free action. In addition, you no longer draw attacks of opportunity when moving threw threatened spaces while under the activated effects of Dodge.
~ Shield Tree
Shield Focus [Combat]
When using a shield, you know how to deflect an attack at the last second to save your arse!
Prerequisites: Str 11+, Dex 11+, Proficiency with at least one type of shield.
Benefits: When using a shield you have proficiency with, it provides you with an additional +1 shield bonus to Armor Class. In addition, once per encounter as a free action, whenever you are successfully hit with a melee or ranged attack, you may opt to make the attack roll for that attack be considered a natural 1. In all respects, the attack was a an automatic failure, and you avoid any harmful effects of that attack.
Shield Mastery [Combat]
You have strengthened your shield-arm and reaction speeds to the point you can now block more attacks before tiring out, even multiple ones in a short burst.
Prerequisites: Str 13+, Dex 13+, Shield Focus.
Benefits: When using a shield you have proficiency with, it provides you with an additional +1 shield bonus to Armor Class. This stacks with simular bonuses, such as that granted by Shield Focus. You may now use the activated effect of Shield Focus a number of times equal to 3/encounter, instead of 1. In addition, every time you are hit with a ranged or melee attack, you gain DR 2/- after the attack resolves that lasts until the beginning of your next turn. This bonus stacks with itself to a maximum of DR 10/-. This effect only applys if you carry a shield. If your shield is dropped or destroyed before the beginning of your next turn, you lose this damage reduction immediately.
Shield Wall [Combat]
You have learned to protect your allies just as skillfully as you protect yourself.
Prerequisites: Str 15+, Dex 15+, Shield Mastery, Shield Focus.
Benefits: When using a shield you have proficiency with, it provides you with an additional +1 shield bonus to Armor Class. This stacks with simular bonuses, such as that granted by Shield Focus and Shield Mastery. You may now use the activated effect of Shield Focus on a adjanctant ally instead of yourself to bestow its protective effects to them. In addition, you now gain Damage Reduction 3/- after each resolved melee or ranged attack made against you, to a maximum of 15/-. This value replaces the Damage Reduction gained from Shield Mastery.
~ Two-Weapon Tree
Two-Weapon Fighting [Combat]
You can weild two weapons with equal skill and power, making you a whirling flurry of steel in battle.
Prerequisites: Str 11+, Dex 11+, base attack bonus +1.
Benefits: Your penalties on attack rolls for your primary hand lessens by 2 and the one for your off hand lessens by 6. You may apply your normal strength bonus to melee weapons used in your off hand. In addition, once per encounter, when performing any action that allows you to make a single attack, such as a standard attack, a charge, an attack of opportunity, or something simular, you may attack with your main and off-hand weapons. However, you apply your two-weapon fighting penalties to each attack as normal.
Improved Two-Weapon Fighting [Combat]
You can weild two weapons with a mastery few can even comprehend, let alone match.
Prerequisites: Str 13+, Dex 13+, Two-Weapon Fighting, base attack bonus +6.
Benefits: Your penalties on attack rolls for two-weapon fighting are lessened by 1 each. This stacks with simular effects, such as that granted by Two-Weapon Fighting. When making a full attack, you can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take normal penalties for two-weapon fighting. You may use the activated effect of your Two-Weapon Fighting feat a number of times equal to 3/encounter, instead of one.
Greater Two-Weapon Fighting [Conbat]
You can weild two weapons so perfectly, size no longer matters for the weapons you weild.
Prerequisites: Str 15+, Dex 15+, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefits: Your penalties on attack rolls for two-weapon fighting are lessened by 1 each. This stacks with simular effects, such as that granted by Two-Weapon Fighting and Improved Two-Weapon Fighting. When weilding a one-handed weapon in your off hand, you may treat it as a light weapon to determine your two-weapon fighting penalties. In addition, you may use the activated effect of Two-Weapon Fighting at will.
~ Finesse Tree
Weapon Finesse [Combat]
You use agility and swiftness instead of raw strength to cutt, skewer, or stab your foes.
Prerequisites: Dex 13+, base attack bonus +1.
Benefits: You may apply your Dexterity modifier instead of your Strength modifier to melee attack rolls. You no longer provoke attacks of opportunity when using a ranged weapon in melee. Once per encounter, when making an attack action or full attack action with a weapon that uses your Dexterity modifier for its attack rolls, you may subtract an amount from your attack rolls to a maximum of your base attack bonus. You gain the same amount subtracted from your attack rolls as a dodge bonus to your Armor Class. Your penalty to attack rolls and dodge bonus to Armor Class last until the beginning of your next turn. This stacks with the benefits gained by fighting defensively.
Incredible Finesse [Combat]
You learned to strike foes in vital soft spots, finding kinks in their armor and the like to maximize your attacks lethality.
Prerequisites: Dex 15+, Weapon Finesse, base attack bonus +6.
Benefit: You may apply your Dexterity bonus (if positive) as a bonus to all damage rolls with melee and ranged weapons that use your Dexterity modifier instead of your Strength modifier to determine their attack bonuses. This stacks with any strength bonus to damage (if any) they possess. Creatures immune to critical strikes are also immune to this damage. You may now use the activated ability of Weapon Finesse a number of times equal to 3/encounter, instead of 1.
Amazing Grace [Combat]
Your skill with light and ranged weapons is legendary. You strike with such fluidity and grace, you leave your enemys in tattered shreads within moments.
Prerequisites: Dex 17+, Incredible Finesse, Weapon Finesse, base attack bonus +11.
Benefit: You gain your Dodge bonus to Armor Class (if any) as a bonus on melee and ranged weapon damage rolls that use your Dexterity modifier instead of your Strength modifier to determine their attack bonuses. Creatures immune to critical strikes are also immune to this damage. Whenever you take at least a -5 penalty to attack rolls with the activated effect of Weapon Finesse, you gain 50% concealment until the beginning of your next turn.
~ Initiative Tree
Improved Initiative [Combat]
You are rarely caught off guard, and when you are, you react quickly and without hesitation.
Benefits: You gain a +2 bonus to Initiative rolls. Once per encounter as an immediate action, during the beginning of a round, you may opt to take your turn first in the round, before anyone else. If someone else uses this ability and attempts to take their turn first as well, the character with the highest rolled initiative as normal gets priority. Your turn placement reverts to normal at the beginning of the next round. In addition, you may draw, drop, or sheath any weapon or item as a free action.
Superiour Initiative [Combat]
You a stotic and ever alert individual, and nothing phases you in the slightest anymore. You are always prepared for a fight.
Prerequisite: Improved Initiative.
Benefits: You gain a +2 bonus to Initiative rolls that stacks with simular sources, such as the bonus granted by Improved Initiative, for a total of +4. You may use the activated effect of Improved Initiative up to 3/encounter, instead of 1. You may act normally in a suprise round, and are never considered flat-footed during a suprise round.
Greater Initiative [Combat]
You are never caught off guard. You hold an awareness to your surroundings simular to a form of foresight.
Prerequisites: Improved Initiative, Superiour Initiative.
Benefits: You gain a +2 bonus to Initiative rolls that stacks with simular sources, such as the bonus granted by Improved Initiative and Superiour Initiative, for a total of +6. You are immediately aware of any danger, even if you cannot see or hear it or before it is physically present to pose a threat to you. You gain this special insight 3 rounds before the first attack is made against you or an ally within 30 feet of you, giving you time to prepare for the attack. This does not let you know what type of attack will be made against you or your allies, be it physical or magical, its location and direction opposed to you, or what is making the attack - you simply are aware someone or something will attack you or your allies very soon.
----- Notes: Effectively, im bored and tinkering. Just wondering what peoples thoughts were on such a change.
Please rate and comment! ^_^
~~~ A Note on Combat
[Combat] Feats are a subtype of feats I created that fighters, and other simularly designed martial classes that give bonus feats, can take as part of their 'list' of said bonus feats. Any martial type class, no matter how small their original list of bonus feats where, if they had multiple choices, can take these feats as part of that list. Examples include, but are not limited to - Monks, Ranger Combat Styles, Fighters, Scouts, and Rogues specials.
~~~ New Feats
~ Focus Tree
Weapon Focus [Combat]
Select a weapon you are proficienct with. You gain additional benefits with that weapon in combat.
Prerequisites: Base attack bonus +1, proficency with selected weapon.
Benefit: You gain a +1 bonus to attacks with the selected weapon. Once per encounter as a free action after your attack has been confirmed, you may opt to deal an additional number of dice worth of damage equal to your weapons base damage dice. This damage does not multiply on a critical hit, and is the same type of damage as the weapon selected.
Improved Weapon Focus [Combat]
Select a weapon you possess Weapon Focus with. You gain additional benefits with that weapon in combat.
Prerequisites: Base attack bonus +6, Weapon Focus with selected weapon.
Benefit: You gain a +1 bonus to attacks with the selected weapon. This stacks with the benefits provided by the Weapon Focus feat, for a total +2 bonus to attacks. You may now use the activated effect of Weapon Focus three times per encounter, instead of once.
Greater Weapon Focus [Combat]
Select a weapon you possess Improved Weapon Focus with. You gain additional benefits with that weapon in combat.
Prerequisites: Base attack bonus +11, Improved Weapon Focus with selected weapon.
Benefit: You gain a +1 bonus to attacks with the selected weapon. This stacks with the benefits provided by the Weapon Focus and Improved Weapon Focus feats, for a total of +3 bonus to attacks. You now double the base damage dice of any weapon you weild that has been selected by this feat. This bonus damage counts as your weapons base damage to determine the benefit gained by the activated effect of Weapon Focus.
~ Wounding Tree
Wounding Critical [Combat]
Select a weapon you are proficient with. You gain a higher chance to massively wound your enemy in battle.
Prerequisites: Base attack bonus +1.
Benefit: While using the selected weapon, increase its critical threat range by 1. Once per encounter as a free action, whenever you successfully confirm a critical hit, you deal a number of Constitution damage to the target equal to your selected weapons critical multiplyer. Creatures immune to critical hits and ability damage are also immune to this effect.
Critical Mastery [Combat]
Select a weapon you possess Wounding Critical with. You can deliver even more deadly blows then normal, and more frequently.
Prerequisites: Base attack bonus +6, Wounding Critical with selected weapon.
Benefit: While using the selected weapon, increase its critical threat range by 1. This effect stacks with the benefits of Wounding Critical, increasing your threat range by a total of 2. In addition, you may use the activated effect of Wounding Critical 3/encounter, instead of one.
Devastating Critical [Combat]
Select a weapon you possess Critical Mastery with. Your massive blows are nearly garenteed to slay even the mightiest foe.
Prerequisites: Base attack bonus +11, Critical Mastery with selected weapon.
Benefit: While using the selected weapon, increase its critical threat range by 1. This effect stacks with the benefits of Wounding Critical and Critical Mastery, increasing your threat range by a total of 3. Your critical multiplyer with the selected weapon is increased by 1 whenever you weild it. This bonus to your critical multiplyer is doubled to 2 when you use the activated effect of Wounding Critical.
~ Nimble Tree
Dodge [Combat]
You gain supernatural reflexes and the ability to avoid injuries with ease.
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to Armor Class and a +5 ft. enchantment bonus to your movement speed. As a free action once per encounter, you can gain an additional +4 dodge bonus to Armor Class and a +2 bonus to Reflex saving throws until the beginning of your next turn.
Sustained Mobility [Combat]
You not only avoid danger with ease, but move quicker in small bursts ontop of being able to seemingly being able to avoid danger more often.
Prerequisites: Dex 15+, Dodge.
Benefit: You gain a +1 dodge bonus to Armor Class and a +5 ft. enchantment bonus to your movement speed. These effects stack with simular bonuses from the Dodge feat. You may now use the activated effect of Dodge a number of times equal to 3/encounter instead of 1. Whenever you move at least 10 feet in a single round while under the activated effect of Dodge, the duration increases by additional round, to a maximum number of bonus rounds equal to your Dexterity modifier (minimum +1).
Spring Attack [Combat]
Your ability to avoid danger also lends itself into flinging you into it with ease.
Prerequisites: Dex 17+, Dodge, Sustained Mobility.
Benefit: You gain a +1 dodge bonus to Armor Class and a +5 ft. enchantment bonus to your movement speed. These effects stack with simular bonuses from the Dodge and Sustained Mobility feats. Once per round while under the effects of Dodge, you may move at your normal speed as a free action. In addition, you no longer draw attacks of opportunity when moving threw threatened spaces while under the activated effects of Dodge.
~ Shield Tree
Shield Focus [Combat]
When using a shield, you know how to deflect an attack at the last second to save your arse!
Prerequisites: Str 11+, Dex 11+, Proficiency with at least one type of shield.
Benefits: When using a shield you have proficiency with, it provides you with an additional +1 shield bonus to Armor Class. In addition, once per encounter as a free action, whenever you are successfully hit with a melee or ranged attack, you may opt to make the attack roll for that attack be considered a natural 1. In all respects, the attack was a an automatic failure, and you avoid any harmful effects of that attack.
Shield Mastery [Combat]
You have strengthened your shield-arm and reaction speeds to the point you can now block more attacks before tiring out, even multiple ones in a short burst.
Prerequisites: Str 13+, Dex 13+, Shield Focus.
Benefits: When using a shield you have proficiency with, it provides you with an additional +1 shield bonus to Armor Class. This stacks with simular bonuses, such as that granted by Shield Focus. You may now use the activated effect of Shield Focus a number of times equal to 3/encounter, instead of 1. In addition, every time you are hit with a ranged or melee attack, you gain DR 2/- after the attack resolves that lasts until the beginning of your next turn. This bonus stacks with itself to a maximum of DR 10/-. This effect only applys if you carry a shield. If your shield is dropped or destroyed before the beginning of your next turn, you lose this damage reduction immediately.
Shield Wall [Combat]
You have learned to protect your allies just as skillfully as you protect yourself.
Prerequisites: Str 15+, Dex 15+, Shield Mastery, Shield Focus.
Benefits: When using a shield you have proficiency with, it provides you with an additional +1 shield bonus to Armor Class. This stacks with simular bonuses, such as that granted by Shield Focus and Shield Mastery. You may now use the activated effect of Shield Focus on a adjanctant ally instead of yourself to bestow its protective effects to them. In addition, you now gain Damage Reduction 3/- after each resolved melee or ranged attack made against you, to a maximum of 15/-. This value replaces the Damage Reduction gained from Shield Mastery.
~ Two-Weapon Tree
Two-Weapon Fighting [Combat]
You can weild two weapons with equal skill and power, making you a whirling flurry of steel in battle.
Prerequisites: Str 11+, Dex 11+, base attack bonus +1.
Benefits: Your penalties on attack rolls for your primary hand lessens by 2 and the one for your off hand lessens by 6. You may apply your normal strength bonus to melee weapons used in your off hand. In addition, once per encounter, when performing any action that allows you to make a single attack, such as a standard attack, a charge, an attack of opportunity, or something simular, you may attack with your main and off-hand weapons. However, you apply your two-weapon fighting penalties to each attack as normal.
Improved Two-Weapon Fighting [Combat]
You can weild two weapons with a mastery few can even comprehend, let alone match.
Prerequisites: Str 13+, Dex 13+, Two-Weapon Fighting, base attack bonus +6.
Benefits: Your penalties on attack rolls for two-weapon fighting are lessened by 1 each. This stacks with simular effects, such as that granted by Two-Weapon Fighting. When making a full attack, you can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take normal penalties for two-weapon fighting. You may use the activated effect of your Two-Weapon Fighting feat a number of times equal to 3/encounter, instead of one.
Greater Two-Weapon Fighting [Conbat]
You can weild two weapons so perfectly, size no longer matters for the weapons you weild.
Prerequisites: Str 15+, Dex 15+, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefits: Your penalties on attack rolls for two-weapon fighting are lessened by 1 each. This stacks with simular effects, such as that granted by Two-Weapon Fighting and Improved Two-Weapon Fighting. When weilding a one-handed weapon in your off hand, you may treat it as a light weapon to determine your two-weapon fighting penalties. In addition, you may use the activated effect of Two-Weapon Fighting at will.
~ Finesse Tree
Weapon Finesse [Combat]
You use agility and swiftness instead of raw strength to cutt, skewer, or stab your foes.
Prerequisites: Dex 13+, base attack bonus +1.
Benefits: You may apply your Dexterity modifier instead of your Strength modifier to melee attack rolls. You no longer provoke attacks of opportunity when using a ranged weapon in melee. Once per encounter, when making an attack action or full attack action with a weapon that uses your Dexterity modifier for its attack rolls, you may subtract an amount from your attack rolls to a maximum of your base attack bonus. You gain the same amount subtracted from your attack rolls as a dodge bonus to your Armor Class. Your penalty to attack rolls and dodge bonus to Armor Class last until the beginning of your next turn. This stacks with the benefits gained by fighting defensively.
Incredible Finesse [Combat]
You learned to strike foes in vital soft spots, finding kinks in their armor and the like to maximize your attacks lethality.
Prerequisites: Dex 15+, Weapon Finesse, base attack bonus +6.
Benefit: You may apply your Dexterity bonus (if positive) as a bonus to all damage rolls with melee and ranged weapons that use your Dexterity modifier instead of your Strength modifier to determine their attack bonuses. This stacks with any strength bonus to damage (if any) they possess. Creatures immune to critical strikes are also immune to this damage. You may now use the activated ability of Weapon Finesse a number of times equal to 3/encounter, instead of 1.
Amazing Grace [Combat]
Your skill with light and ranged weapons is legendary. You strike with such fluidity and grace, you leave your enemys in tattered shreads within moments.
Prerequisites: Dex 17+, Incredible Finesse, Weapon Finesse, base attack bonus +11.
Benefit: You gain your Dodge bonus to Armor Class (if any) as a bonus on melee and ranged weapon damage rolls that use your Dexterity modifier instead of your Strength modifier to determine their attack bonuses. Creatures immune to critical strikes are also immune to this damage. Whenever you take at least a -5 penalty to attack rolls with the activated effect of Weapon Finesse, you gain 50% concealment until the beginning of your next turn.
~ Initiative Tree
Improved Initiative [Combat]
You are rarely caught off guard, and when you are, you react quickly and without hesitation.
Benefits: You gain a +2 bonus to Initiative rolls. Once per encounter as an immediate action, during the beginning of a round, you may opt to take your turn first in the round, before anyone else. If someone else uses this ability and attempts to take their turn first as well, the character with the highest rolled initiative as normal gets priority. Your turn placement reverts to normal at the beginning of the next round. In addition, you may draw, drop, or sheath any weapon or item as a free action.
Superiour Initiative [Combat]
You a stotic and ever alert individual, and nothing phases you in the slightest anymore. You are always prepared for a fight.
Prerequisite: Improved Initiative.
Benefits: You gain a +2 bonus to Initiative rolls that stacks with simular sources, such as the bonus granted by Improved Initiative, for a total of +4. You may use the activated effect of Improved Initiative up to 3/encounter, instead of 1. You may act normally in a suprise round, and are never considered flat-footed during a suprise round.
Greater Initiative [Combat]
You are never caught off guard. You hold an awareness to your surroundings simular to a form of foresight.
Prerequisites: Improved Initiative, Superiour Initiative.
Benefits: You gain a +2 bonus to Initiative rolls that stacks with simular sources, such as the bonus granted by Improved Initiative and Superiour Initiative, for a total of +6. You are immediately aware of any danger, even if you cannot see or hear it or before it is physically present to pose a threat to you. You gain this special insight 3 rounds before the first attack is made against you or an ally within 30 feet of you, giving you time to prepare for the attack. This does not let you know what type of attack will be made against you or your allies, be it physical or magical, its location and direction opposed to you, or what is making the attack - you simply are aware someone or something will attack you or your allies very soon.
----- Notes: Effectively, im bored and tinkering. Just wondering what peoples thoughts were on such a change.