Chronos
2011-03-07, 08:42 PM
Veteran feats
Veteran feats all scale with a number called the veteran count. A character's veteran count is the number of feats that character has which can be taken as fighter bonus feats. A feat counts regardless of whether it was taken as a fighter, or in a normal feat slot, or as a bonus feat from some other class or source. A feat which requires the use of a particular type of weapon (such as Weapon Focus) counts towards the character's veteran count only when using an appropriate weapon. All veteran feats can be taken as fighter bonus feats, and so themselves count towards the veteran count.
Unless specified otherwise, use of a veteran feat requires that the character be wielding a weapon (including unarmed strike, if the character has Improved Unarmed Strike, but not including spells or supernatural touch attacks), and must be in melee with or within 30' of the target. Some veteran feats offer saving throws: Unless otherwise specified, the DC is 10 + veteran count + Str modifier. All veteran feats are extraordinary abilities.
Awesome Flourish:
Your varied fighting skills can strike fear in lesser opponents
Prerequisite: Cha 13, Veteran count 8
Benefit: Whenever you succeed with a critical hit against an opponent, all opponents able to see you and with lower CR than your target must make a Will save (DC 10 + veteran count + Cha modifier) or be frightened for a number of rounds equal to your veteran count. Creatures that are already frightened are instead panicked.
This feat is a mind-affecting fear ability
Confounding Blow:
Your blows can render your opponents senseless
Prerequisite: Veteran count 6, Weapon Focus (any bludgeoning weapon)
Benefit: Whenever you threaten a critical hit with a bludgeoning weapon against an opponent, that opponent must make a Will save or take 2 points of Wis damage (this damage is multiplied if you confirm the critical hit).
Crippling Attack:
Your attacks can damage your opponent's muscles and sinews
Prerequisite: Veteran count 6, Weapon Focus (any slashing weapon)
Benefit: Whenever you threaten a critical hit with a slashing weapon against an opponent, that opponent must make a Fort save or take 2 points of Str damage (this damage is multiplied if you confirm the critical hit).
Demoralizing Strike:
Your attacks strike at an opponent's sense of self-confidence
Prerequisite: Veteran count 6, Weapon Focus (any slashing weapon)
Benefit: Whenever you threaten a critical hit with a slashing weapon against an opponent, that opponent must make a Will save or take 2 points of Cha damage (this damage is multiplied if you confirm the critical hit).
Hampering Attack:
Your attacks can render an opponent clumsy
Prerequisite: Veteran count 6, Weapon Focus (any piercing weapon)
Benefit: Whenever you threaten a critical hit with a piercing weapon against an opponent, that opponent must make a Ref save or take 2 points of Dex damage (this damage is multiplied if you confirm the critical hit).
Penetrating Attack:
Your attacks can penetrate your target's defenses
Benefit: When attacking a target with hardness or damage reduction (other than DR/epic), you ignore a number of points of hardness or damage reduction equal to your veteran count.
Stupefying Strike:
Your attacks hamper your target's ability to think clearly
Prerequisite: Veteran count 6, Weapon Focus (any bludgeoning weapon)
Benefit: Whenever you threaten a critical hit with a bludgeoning weapon against an opponent, that opponent must make a Will save or take 2 points of Int damage (this damage is multiplied if you confirm the critical hit).
Veteran Critical:
Your combat training includes ways to make sure your strongest blows are effective
Prerequisite: Improved Critical (any)
Benefit: You add your veteran count as a bonus to rolls made to confirm critical hits.
Veteran Dodge:
You can use your variety of combat skills to better avoid blows
Prerequisite: veteran count 3, Dodge
Benefit: When you use your Dodge feat, the bonus to AC you gain is equal to your veteran count instead of +1
Veteran Expertise:
You can more effectively use your fighting skill for other purposes
Prerequisite: Veteran count 4, Combat Expertise or Power Attack
Benefit: When you use a feat (such as Combat Expertise or Power Attack) that lets you take a penalty to attack rolls in exchange for some other benefit, the maximum penalty you are allowed to take is increased by your veteran count. For example, if you have a BAB of +4 and a veteran count of 6, you could use Combat Expertise to take a -10 penalty to attack rolls and gain +10 to AC.
Veteran Range:
Your varied combat skills let you make attacks with greater range
Prerequisite: Veteran count 5, Point Blank Shot
Benefit: Your maximum range with missile weapons is increased by a number of feet equal to 5 times your veteran count, and your maximum range with thrown weapons is increased by a number of feet equal to 2.5 times your veteran count. In both cases, range penalties continue to accrue for range increments beyond the normal maximum.
In addition, any feats or class abilities (such as sneak attack, Point Blank Shot, and most veteran feats) which work on targets within 30' have their range increased by a number of feet equal to twice your veteran count.
Wearying Blow:
Your blows are able to knock the wind out of an opponent
Benefit: Whenever you strike the same opponent twice in one round with a bludgeoning weapon, that opponent must make a Fort save or be fatigued for a number of rounds equal to your veteran count. If the target is already fatigued, it is instead exhausted.
Wounding Strike:
Your attacks can cause significant loss of blood
Prerequisite: Veteran count 6, Weapon Focus (any piercing weapon)
Benefit: Whenever you threaten a critical hit with a piercing weapon against an opponent, that opponent must make a Fort save or take 1 point of Con damage (this damage is multiplied if you confirm the critical hit).
Prestige class: Veteran Armsman
Hit Die: d12
Requirements: BAB +6, veteran count 6, Weapon Focus (any two)
Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering (Int), Knowledge (History) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str)
4 + Int modifier skills per level
{table=head]Level | BAB | Fort save | Ref save | Will save | Special
1 | +1 | +2 | +0 | +0 |
2 | +2 | +3 | +0 | +0 | Bonus veteran feat
3 | +3 | +3 | +1 | +1 |
4 | +4 | +4 | +1 | +1 | Bonus veteran feat
5 | +5 | +4 | +1 | +1 |
6 | +6 | +5 | +2 | +2 | Bonus veteran feat
7 | +7 | +5 | +2 | +2 |
8 | +8 | +6 | +2 | +2 | Bonus veteran feat
9 | +9 | +6 | +3 | +3 |
10 | +10 | +7 | +3 | +3 | Bonus veteran feat[/table]
At every even-numbered level, the Veteran Armsman gains a bonus feat, which may be used for any veteran feat for which the character meets the requirements.
Veteran feats all scale with a number called the veteran count. A character's veteran count is the number of feats that character has which can be taken as fighter bonus feats. A feat counts regardless of whether it was taken as a fighter, or in a normal feat slot, or as a bonus feat from some other class or source. A feat which requires the use of a particular type of weapon (such as Weapon Focus) counts towards the character's veteran count only when using an appropriate weapon. All veteran feats can be taken as fighter bonus feats, and so themselves count towards the veteran count.
Unless specified otherwise, use of a veteran feat requires that the character be wielding a weapon (including unarmed strike, if the character has Improved Unarmed Strike, but not including spells or supernatural touch attacks), and must be in melee with or within 30' of the target. Some veteran feats offer saving throws: Unless otherwise specified, the DC is 10 + veteran count + Str modifier. All veteran feats are extraordinary abilities.
Awesome Flourish:
Your varied fighting skills can strike fear in lesser opponents
Prerequisite: Cha 13, Veteran count 8
Benefit: Whenever you succeed with a critical hit against an opponent, all opponents able to see you and with lower CR than your target must make a Will save (DC 10 + veteran count + Cha modifier) or be frightened for a number of rounds equal to your veteran count. Creatures that are already frightened are instead panicked.
This feat is a mind-affecting fear ability
Confounding Blow:
Your blows can render your opponents senseless
Prerequisite: Veteran count 6, Weapon Focus (any bludgeoning weapon)
Benefit: Whenever you threaten a critical hit with a bludgeoning weapon against an opponent, that opponent must make a Will save or take 2 points of Wis damage (this damage is multiplied if you confirm the critical hit).
Crippling Attack:
Your attacks can damage your opponent's muscles and sinews
Prerequisite: Veteran count 6, Weapon Focus (any slashing weapon)
Benefit: Whenever you threaten a critical hit with a slashing weapon against an opponent, that opponent must make a Fort save or take 2 points of Str damage (this damage is multiplied if you confirm the critical hit).
Demoralizing Strike:
Your attacks strike at an opponent's sense of self-confidence
Prerequisite: Veteran count 6, Weapon Focus (any slashing weapon)
Benefit: Whenever you threaten a critical hit with a slashing weapon against an opponent, that opponent must make a Will save or take 2 points of Cha damage (this damage is multiplied if you confirm the critical hit).
Hampering Attack:
Your attacks can render an opponent clumsy
Prerequisite: Veteran count 6, Weapon Focus (any piercing weapon)
Benefit: Whenever you threaten a critical hit with a piercing weapon against an opponent, that opponent must make a Ref save or take 2 points of Dex damage (this damage is multiplied if you confirm the critical hit).
Penetrating Attack:
Your attacks can penetrate your target's defenses
Benefit: When attacking a target with hardness or damage reduction (other than DR/epic), you ignore a number of points of hardness or damage reduction equal to your veteran count.
Stupefying Strike:
Your attacks hamper your target's ability to think clearly
Prerequisite: Veteran count 6, Weapon Focus (any bludgeoning weapon)
Benefit: Whenever you threaten a critical hit with a bludgeoning weapon against an opponent, that opponent must make a Will save or take 2 points of Int damage (this damage is multiplied if you confirm the critical hit).
Veteran Critical:
Your combat training includes ways to make sure your strongest blows are effective
Prerequisite: Improved Critical (any)
Benefit: You add your veteran count as a bonus to rolls made to confirm critical hits.
Veteran Dodge:
You can use your variety of combat skills to better avoid blows
Prerequisite: veteran count 3, Dodge
Benefit: When you use your Dodge feat, the bonus to AC you gain is equal to your veteran count instead of +1
Veteran Expertise:
You can more effectively use your fighting skill for other purposes
Prerequisite: Veteran count 4, Combat Expertise or Power Attack
Benefit: When you use a feat (such as Combat Expertise or Power Attack) that lets you take a penalty to attack rolls in exchange for some other benefit, the maximum penalty you are allowed to take is increased by your veteran count. For example, if you have a BAB of +4 and a veteran count of 6, you could use Combat Expertise to take a -10 penalty to attack rolls and gain +10 to AC.
Veteran Range:
Your varied combat skills let you make attacks with greater range
Prerequisite: Veteran count 5, Point Blank Shot
Benefit: Your maximum range with missile weapons is increased by a number of feet equal to 5 times your veteran count, and your maximum range with thrown weapons is increased by a number of feet equal to 2.5 times your veteran count. In both cases, range penalties continue to accrue for range increments beyond the normal maximum.
In addition, any feats or class abilities (such as sneak attack, Point Blank Shot, and most veteran feats) which work on targets within 30' have their range increased by a number of feet equal to twice your veteran count.
Wearying Blow:
Your blows are able to knock the wind out of an opponent
Benefit: Whenever you strike the same opponent twice in one round with a bludgeoning weapon, that opponent must make a Fort save or be fatigued for a number of rounds equal to your veteran count. If the target is already fatigued, it is instead exhausted.
Wounding Strike:
Your attacks can cause significant loss of blood
Prerequisite: Veteran count 6, Weapon Focus (any piercing weapon)
Benefit: Whenever you threaten a critical hit with a piercing weapon against an opponent, that opponent must make a Fort save or take 1 point of Con damage (this damage is multiplied if you confirm the critical hit).
Prestige class: Veteran Armsman
Hit Die: d12
Requirements: BAB +6, veteran count 6, Weapon Focus (any two)
Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering (Int), Knowledge (History) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str)
4 + Int modifier skills per level
{table=head]Level | BAB | Fort save | Ref save | Will save | Special
1 | +1 | +2 | +0 | +0 |
2 | +2 | +3 | +0 | +0 | Bonus veteran feat
3 | +3 | +3 | +1 | +1 |
4 | +4 | +4 | +1 | +1 | Bonus veteran feat
5 | +5 | +4 | +1 | +1 |
6 | +6 | +5 | +2 | +2 | Bonus veteran feat
7 | +7 | +5 | +2 | +2 |
8 | +8 | +6 | +2 | +2 | Bonus veteran feat
9 | +9 | +6 | +3 | +3 |
10 | +10 | +7 | +3 | +3 | Bonus veteran feat[/table]
At every even-numbered level, the Veteran Armsman gains a bonus feat, which may be used for any veteran feat for which the character meets the requirements.