Adamantrue
2010-11-26, 06:26 AM
Objective: Desiring to help Fighters stay viable, but still keep the mundane (non-magical) feel of the Class. Choosing to try and do so through the use of his Weapons and his familiarity with them...
Improved Weapon Proficiency [General]
You have an impressive aptitude with your chosen weapon.
Prerequisites: Base Attack Bonus +9, Greater Weapon Focus with the selected weapon.
Benefit: If you are wielding a version of the chosen weapon of at least masterwork quality, you are treated as being 1 size category larger for the purpose of damage dice and special combat maneuvers involving the chosen weapon (for example, disarm attempts with or against it).
This does not change your reach with the weapon, or the manner with which it is wielded (a light weapon still cannot be used with Power Attack, and still can be used with Weapon Finesse).
Special: A fighter may select Improved Weapon Proficiency as one of his bonus feats.
Powerful Blow [General]
Armor merely slows the momentum of your strikes.
Prerequisites: Base Attack Bonus +10, Greater Weapon Focus with the selected melee weapon, Melee Weapon Mastery of the selected weapon’s type, Power Attack, Weapon Specialization with the selected melee weapon. Base Attack Bonus +6, Power Attack, Weapon Specialization with the selected melee weapon.
Benefit: When making a melee attack with the chosen weapon and using Power Attack with at least a -2 penalty, you may choose to make the attack a Power Blow. This decision must be made before the attack roll.
A Power Blow is made against a targets touch AC, but only deals half damage (rounding down).
You can normally use this feat once per round during your attack action. However, if you have or later gain Greater Weapon Focus for the chosen weapon, you may choose to make all of your attacks Powerful Blows.
Special: A fighter may select Powerful Blow as one of his bonus feats. Armor merely slows the momentum of your strikes.
Prerequisites: Base Attack Bonus +6, Power Attack, Weapon Specialization with the selected melee weapon.
Benefit: When making a melee attack with the chosen weapon and using Power Attack with at least a -2 penalty, you may choose to make the attack a Power Blow. This decision must be made before the attack roll.
A Power Blow is made against a targets touch AC, but only deals half damage (rounding down).
You can normally use this feat once per round during your attack action. However, if you have or later gain Greater Weapon Focus for the chosen weapon, you may choose to make all of your attacks Powerful Blows.
Special: A fighter may select Powerful Blow as one of his bonus feats.
Practiced Parry [General]
Experience has taught you how to avoid and parry blows.
Prerequisites: Base Attack Bonus +6, Dex 13, Int 13, Weapon Focus with the selected melee weapon.
Benefit: When wielding the chosen weapon, this feat grants two abilities that mirror or enhance feats.
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent, as with the Dodge feat. If you also possess the Dodge feat, you may choose the same opponent, or a different one, with any action.
Combat Expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus, as with the Combat Expertise feat. If you also possess the Combat Expertise feat, you may combine these effects, with a new maximum of –10 to your attack roll and +10 to your Armor Class. You still may not exceed your base attack bonus.
Special: For the purposes of qualifying for feats or prestige classes, Practiced Parry counts as both Combat Expertise and Dodge.
A fighter may select Practiced Parry as one of his bonus feats.
Spell Strike [General]
Experience and study has taught you special techniques to interrupt spells.
Prerequisites: Base Attack Bonus +9, Spellcraft 6 ranks, Greater Weapon Focus with the selected melee weapon. Base Attack Bonus +5, Spellcraft 4 ranks, Weapon Specialization with the selected melee weapon.
Benefit: You may use a magic version of the selected melee weapon to counter the portion of a spell that would affect you, by utilizing or disrupting the energies that make it manifest with your weapon’s innate power. You must be able to make an attack of opportunity this round to use this feat, and doing so counts as one attempt.
You must identify the spell being cast with a successful Spellcraft check. If the spell is susceptible to spell resistance, you may make a melee attack roll with a magic weapon. The result of this roll is treated as your spell resistance against the target spell only.
If you can make more than one attack of opportunity each round (such as with Combat Reflexes), you may still only make one Spell Strike attempt per spell.
Making a Spell Strike prevents any existing spell resistance you may possess from another source from affecting the targeted spell.
Special: A fighter may select Spell Strike as one of his bonus feats. Experience and study has taught you special techniques to interrupt spells.
Prerequisites: Base Attack Bonus +5, Spellcraft 4 ranks, Weapon Specialization with the selected melee weapon.
Benefit: You may use a magic version of the selected melee weapon to counter the portion of a spell that would affect you, by utilizing or disrupting the energies that make it manifest with your weapon’s innate power. You must be able to make an attack of opportunity this round to use this feat, and doing so counts as one attempt.
You must identify the spell being cast with a successful Spellcraft check. If the spell is susceptible to spell resistance, you may make a melee attack roll with a magic weapon. The result of this roll is treated as your spell resistance against the target spell only.
If you can make more than one attack of opportunity each round (such as with Combat Reflexes), you may still only make one Spell Strike attempt per spell.
Making a Spell Strike prevents any existing spell resistance you may possess from another source from affecting the targeted spell.
Special: A fighter may select Spell Strike as one of his bonus feats.
The two I'd expect people to have the most problems with are Practiced Parry & Spell Strike.
Practiced Parry was inspired by Hand Crossbow Focus (DotU), but I decided I also wanted to let it stack. I increased the Prerequisites, and made it only apply when using a specific weapon to limit it, but I know those aren't really that limiting. Still, I don't know if its really that potent with the ability to stack, or even whether or not it isn't a level appropriate kind of potent.
Spell Strike I'm having a hard time wording. The general image in my mind when it started was wanting a hero splitting an incoming fireball in two using his enchanted blade. It keeps the man himself grounded in reality, but lets him wield magic in his weapons (in a brutish way) to face spellcasters. I set the prerequisite to match the level Casters get Dispel Magic, and deliberately tied it to AoO in order to let it work with Combat Reflexes for multiple uses in round.
What kind of work needs to be done with these? And what do people think of the concept?
Improved Weapon Proficiency [General]
You have an impressive aptitude with your chosen weapon.
Prerequisites: Base Attack Bonus +9, Greater Weapon Focus with the selected weapon.
Benefit: If you are wielding a version of the chosen weapon of at least masterwork quality, you are treated as being 1 size category larger for the purpose of damage dice and special combat maneuvers involving the chosen weapon (for example, disarm attempts with or against it).
This does not change your reach with the weapon, or the manner with which it is wielded (a light weapon still cannot be used with Power Attack, and still can be used with Weapon Finesse).
Special: A fighter may select Improved Weapon Proficiency as one of his bonus feats.
Powerful Blow [General]
Armor merely slows the momentum of your strikes.
Prerequisites: Base Attack Bonus +10, Greater Weapon Focus with the selected melee weapon, Melee Weapon Mastery of the selected weapon’s type, Power Attack, Weapon Specialization with the selected melee weapon. Base Attack Bonus +6, Power Attack, Weapon Specialization with the selected melee weapon.
Benefit: When making a melee attack with the chosen weapon and using Power Attack with at least a -2 penalty, you may choose to make the attack a Power Blow. This decision must be made before the attack roll.
A Power Blow is made against a targets touch AC, but only deals half damage (rounding down).
You can normally use this feat once per round during your attack action. However, if you have or later gain Greater Weapon Focus for the chosen weapon, you may choose to make all of your attacks Powerful Blows.
Special: A fighter may select Powerful Blow as one of his bonus feats. Armor merely slows the momentum of your strikes.
Prerequisites: Base Attack Bonus +6, Power Attack, Weapon Specialization with the selected melee weapon.
Benefit: When making a melee attack with the chosen weapon and using Power Attack with at least a -2 penalty, you may choose to make the attack a Power Blow. This decision must be made before the attack roll.
A Power Blow is made against a targets touch AC, but only deals half damage (rounding down).
You can normally use this feat once per round during your attack action. However, if you have or later gain Greater Weapon Focus for the chosen weapon, you may choose to make all of your attacks Powerful Blows.
Special: A fighter may select Powerful Blow as one of his bonus feats.
Practiced Parry [General]
Experience has taught you how to avoid and parry blows.
Prerequisites: Base Attack Bonus +6, Dex 13, Int 13, Weapon Focus with the selected melee weapon.
Benefit: When wielding the chosen weapon, this feat grants two abilities that mirror or enhance feats.
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent, as with the Dodge feat. If you also possess the Dodge feat, you may choose the same opponent, or a different one, with any action.
Combat Expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus, as with the Combat Expertise feat. If you also possess the Combat Expertise feat, you may combine these effects, with a new maximum of –10 to your attack roll and +10 to your Armor Class. You still may not exceed your base attack bonus.
Special: For the purposes of qualifying for feats or prestige classes, Practiced Parry counts as both Combat Expertise and Dodge.
A fighter may select Practiced Parry as one of his bonus feats.
Spell Strike [General]
Experience and study has taught you special techniques to interrupt spells.
Prerequisites: Base Attack Bonus +9, Spellcraft 6 ranks, Greater Weapon Focus with the selected melee weapon. Base Attack Bonus +5, Spellcraft 4 ranks, Weapon Specialization with the selected melee weapon.
Benefit: You may use a magic version of the selected melee weapon to counter the portion of a spell that would affect you, by utilizing or disrupting the energies that make it manifest with your weapon’s innate power. You must be able to make an attack of opportunity this round to use this feat, and doing so counts as one attempt.
You must identify the spell being cast with a successful Spellcraft check. If the spell is susceptible to spell resistance, you may make a melee attack roll with a magic weapon. The result of this roll is treated as your spell resistance against the target spell only.
If you can make more than one attack of opportunity each round (such as with Combat Reflexes), you may still only make one Spell Strike attempt per spell.
Making a Spell Strike prevents any existing spell resistance you may possess from another source from affecting the targeted spell.
Special: A fighter may select Spell Strike as one of his bonus feats. Experience and study has taught you special techniques to interrupt spells.
Prerequisites: Base Attack Bonus +5, Spellcraft 4 ranks, Weapon Specialization with the selected melee weapon.
Benefit: You may use a magic version of the selected melee weapon to counter the portion of a spell that would affect you, by utilizing or disrupting the energies that make it manifest with your weapon’s innate power. You must be able to make an attack of opportunity this round to use this feat, and doing so counts as one attempt.
You must identify the spell being cast with a successful Spellcraft check. If the spell is susceptible to spell resistance, you may make a melee attack roll with a magic weapon. The result of this roll is treated as your spell resistance against the target spell only.
If you can make more than one attack of opportunity each round (such as with Combat Reflexes), you may still only make one Spell Strike attempt per spell.
Making a Spell Strike prevents any existing spell resistance you may possess from another source from affecting the targeted spell.
Special: A fighter may select Spell Strike as one of his bonus feats.
The two I'd expect people to have the most problems with are Practiced Parry & Spell Strike.
Practiced Parry was inspired by Hand Crossbow Focus (DotU), but I decided I also wanted to let it stack. I increased the Prerequisites, and made it only apply when using a specific weapon to limit it, but I know those aren't really that limiting. Still, I don't know if its really that potent with the ability to stack, or even whether or not it isn't a level appropriate kind of potent.
Spell Strike I'm having a hard time wording. The general image in my mind when it started was wanting a hero splitting an incoming fireball in two using his enchanted blade. It keeps the man himself grounded in reality, but lets him wield magic in his weapons (in a brutish way) to face spellcasters. I set the prerequisite to match the level Casters get Dispel Magic, and deliberately tied it to AoO in order to let it work with Combat Reflexes for multiple uses in round.
What kind of work needs to be done with these? And what do people think of the concept?