jiriku
2010-09-08, 10:47 PM
Opinions?
DEADLY CHARGER [Fighter, Tactical]
You are skilled at delivering devastating charges.
Prerequisites: Battle Jump, Power Attack, proficiency with a pole-arm or spear, Jump 9 ranks, Fighter level 6th.
Benefit: The Deadly Charger feat enables the use of three tactical maneuvers.
Death From Above: When you charge a foe or jump down on your enemy from at least 10 feet up, make a Jump check as a free action immediately before your attack. Prior to making the roll, determine the DC of the check: either DC 15 for a chance to deal 2 extra points of damage, DC 25 for a chance to deal 4 extra damage, DC 35 for a chance to deal 6 extra damage, DC 45 for a chance to deal 8 extra damage, or DC 55 for a chance to deal 10 extra damage. If you fail this Jump check, you miss your target, and if you fail this Jump check by 5 or more, you fall prone in an adjacent square.
Heedless Charge: When you make a charge attack using the Power Attack feat with an attack roll penalty of -5 or worse, you can assign any portion of the attack roll penalty to your Armor Class instead, up to a maximum equal to your base attack bonus.
Lancing Charge: When you make a successful charge attack using a pole-arm or spear, you deal double damage, as if you had made a mounted charge with a lance. You do not need to be mounted. If you are already mounted and wielding a lance, this tactical maneuver provides no additional benefit.
FLEXIBLE CHARGER [Fighter, Tactical]
You are skilled at charging in a variety of situations.
Prerequisites: Freerunner, any four movement skill tricks, Jump 9 ranks, base attack bonus +6.
Benefit: The Flexible Charger feat enables the use of two tactical maneuvers.
Clever Charge: When you make a successful charge attack and use a movement skill trick in the same round, refresh the skill trick. You may use it again during this encounter. If you use several movement skill tricks during a round in which you make a successful charge attack, you may refresh only one of them (your choice).
Skillful Charge: Whenever you make a skill check to use a movement skill trick as part of a charge, you may roll the skill check twice and keep the better of the two results. You may not reroll the check more than once.
You gain 2 additional skill points when you select this feat.
Notes: Battle Jump is from Unapproachable East. Freerunner is from Complete Scoundrel.
DEADLY CHARGER [Fighter, Tactical]
You are skilled at delivering devastating charges.
Prerequisites: Battle Jump, Power Attack, proficiency with a pole-arm or spear, Jump 9 ranks, Fighter level 6th.
Benefit: The Deadly Charger feat enables the use of three tactical maneuvers.
Death From Above: When you charge a foe or jump down on your enemy from at least 10 feet up, make a Jump check as a free action immediately before your attack. Prior to making the roll, determine the DC of the check: either DC 15 for a chance to deal 2 extra points of damage, DC 25 for a chance to deal 4 extra damage, DC 35 for a chance to deal 6 extra damage, DC 45 for a chance to deal 8 extra damage, or DC 55 for a chance to deal 10 extra damage. If you fail this Jump check, you miss your target, and if you fail this Jump check by 5 or more, you fall prone in an adjacent square.
Heedless Charge: When you make a charge attack using the Power Attack feat with an attack roll penalty of -5 or worse, you can assign any portion of the attack roll penalty to your Armor Class instead, up to a maximum equal to your base attack bonus.
Lancing Charge: When you make a successful charge attack using a pole-arm or spear, you deal double damage, as if you had made a mounted charge with a lance. You do not need to be mounted. If you are already mounted and wielding a lance, this tactical maneuver provides no additional benefit.
FLEXIBLE CHARGER [Fighter, Tactical]
You are skilled at charging in a variety of situations.
Prerequisites: Freerunner, any four movement skill tricks, Jump 9 ranks, base attack bonus +6.
Benefit: The Flexible Charger feat enables the use of two tactical maneuvers.
Clever Charge: When you make a successful charge attack and use a movement skill trick in the same round, refresh the skill trick. You may use it again during this encounter. If you use several movement skill tricks during a round in which you make a successful charge attack, you may refresh only one of them (your choice).
Skillful Charge: Whenever you make a skill check to use a movement skill trick as part of a charge, you may roll the skill check twice and keep the better of the two results. You may not reroll the check more than once.
You gain 2 additional skill points when you select this feat.
Notes: Battle Jump is from Unapproachable East. Freerunner is from Complete Scoundrel.