Nakun
2012-03-18, 10:24 AM
First, I want to encourage people to check out this thread (http://www.giantitp.com/forums/showthread.php?p=12916433#post12916433) by Bakkan because it's gotten me to start thinking about what feats should be improved upon and how.
Now, I want to throw a few of my feat ideas at you all, but I'm going to start with the Combat Maneuvers because I think I have them worked out in a sensible way...I've changed which feats have which prereqs and I also use slightly different combat rules, so I apologize if I forget to switch something back to 3.5 kosher language.
Grappling:
Improved Unarmed Combat
Benefit: Your unarmed attack damage increases to 1d6 (for medium characters, 1d4 for small) and you no longer provoke attacks of opportunity for using unarmed attacks. For each unarmed attack you make, you may choose to have it deal lethal or non-lethal damage. You may, as a full round action, attempt to grapple any opponent hit by your unarmed attacks.
When attempting to initiate a grapple you do not provoke attacks of opportunity. Additionally, you also gain a +4 bonus on your combat maneuver check when you initiate grapples.
Normal: Unarmed attacks deal 1d4 damage (1d3 for small characters) and can only deal non-lethal damage.
Initiating a grapple provokes an attack of opportunity.
This feat replaces Improved Unarmed Strike and Improved Grapple.
Combat Throw
Prereqs: Improved Unarmed Combat
Benefit: Once you have grappled an opponent, you may, as a move action, make another opposed grapple check to attempt to throw them to the ground. If you succeed, your opponent is knocked prone in front of you and take damage equal to your unarmed attack damage.
Frog March
Prereqs: Improved Unarmed Combat
Benefit: When you attempt to move with an opponent you have grappled, you can make another opposed grapple check. By each 5 points you surpass your opponent's check, you can move an additional 5ft up to your maximum movement.
Normal: You can make an opposed grapple check to move with a grappled opponent up to 1/2 your movement.
Charging:
Improved Charge
Prereq: BAB +1
Benefit: When you make a charge, you may chose one of the following advantages:
* Ignore difficult terrain in your way.
* Make one turn of up to 90 degrees.
* Make a full attack at the end of your charge instead of a standard attack.
Improved Bull Rush
Prereq: Improved Charge
Benefit: When initiating a bull rush, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus on the combat maneuver check to initiate the bull rush.
When you bull rush an opponent into a wall or other solid object, they take damage equal to 1d6 per 5ft they were pushed by you plus your strength modifier.
Normal: Initiating a bull rush provokes an attack of opportunity. When you bull rush an opponent into a wall or other solid object they take 1d6 + strength modifier damage.
Improved Overrun
Prereq: Improved Charge
Benefit: When initiating an overrun, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus on the combat maneuver check to initiate the overrun.
Opponents in the way of your overrun can no longer make the choice to avoid your overrun.
Normal: Initiating an overrun provokes an attack of opportunity. Opponents can elect to let you pass by them without making opposed checks to avoid being knocked prone.
Sundering:
Improved Sunder
Prereq: Power Attack
Benefit: When attempting to sunder an object, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus on the attack roll to sunder an object.
You may ignore the first 5 points of hardness for any object you attempt to sunder.
Normal: Attempting to sunder an object provokes an attack of opportunity.
Others:
Improved Disarm
Prereq: Combat Expertise
Benefit: When attempting to disarm an opponent, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus on the combat maneuver check to disarm.
You may attempt to disarm an opponent as a move action.
Normal: Attempting to disarm an opponent provokes an attack of opportunity. Attempting a disarm is a standard action.
Improved Feint
Prereq: Combat Expertise
Benefit: When attempting to feint, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus to the combat maneuver check to feint.
You may attempt a feint as a move action.
Normal: Attempting to feint provokes an attack of opportunity. Attempting to feint is a standard action.
Improved Trip
Prereq: Combat Expertise
Benefit: Then attempting to trip an opponent, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus to the combat maneuver check to trip.
You may attempt to trip as a move action.
Normal: Attempting to trip an opponent provokes an attack of opportunity. Attempting to trip an opponent is a standard action.
All of these feats can be selected as fighter bonus feats.
I am considering lower the initial bonus to the combat maneuver checks but having them scale with the character's BAB or level.
That may change entirely and become a flat +2 bonus for most characters, but a +2 +fighter level bonus for fighters.
Now, I want to throw a few of my feat ideas at you all, but I'm going to start with the Combat Maneuvers because I think I have them worked out in a sensible way...I've changed which feats have which prereqs and I also use slightly different combat rules, so I apologize if I forget to switch something back to 3.5 kosher language.
Grappling:
Improved Unarmed Combat
Benefit: Your unarmed attack damage increases to 1d6 (for medium characters, 1d4 for small) and you no longer provoke attacks of opportunity for using unarmed attacks. For each unarmed attack you make, you may choose to have it deal lethal or non-lethal damage. You may, as a full round action, attempt to grapple any opponent hit by your unarmed attacks.
When attempting to initiate a grapple you do not provoke attacks of opportunity. Additionally, you also gain a +4 bonus on your combat maneuver check when you initiate grapples.
Normal: Unarmed attacks deal 1d4 damage (1d3 for small characters) and can only deal non-lethal damage.
Initiating a grapple provokes an attack of opportunity.
This feat replaces Improved Unarmed Strike and Improved Grapple.
Combat Throw
Prereqs: Improved Unarmed Combat
Benefit: Once you have grappled an opponent, you may, as a move action, make another opposed grapple check to attempt to throw them to the ground. If you succeed, your opponent is knocked prone in front of you and take damage equal to your unarmed attack damage.
Frog March
Prereqs: Improved Unarmed Combat
Benefit: When you attempt to move with an opponent you have grappled, you can make another opposed grapple check. By each 5 points you surpass your opponent's check, you can move an additional 5ft up to your maximum movement.
Normal: You can make an opposed grapple check to move with a grappled opponent up to 1/2 your movement.
Charging:
Improved Charge
Prereq: BAB +1
Benefit: When you make a charge, you may chose one of the following advantages:
* Ignore difficult terrain in your way.
* Make one turn of up to 90 degrees.
* Make a full attack at the end of your charge instead of a standard attack.
Improved Bull Rush
Prereq: Improved Charge
Benefit: When initiating a bull rush, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus on the combat maneuver check to initiate the bull rush.
When you bull rush an opponent into a wall or other solid object, they take damage equal to 1d6 per 5ft they were pushed by you plus your strength modifier.
Normal: Initiating a bull rush provokes an attack of opportunity. When you bull rush an opponent into a wall or other solid object they take 1d6 + strength modifier damage.
Improved Overrun
Prereq: Improved Charge
Benefit: When initiating an overrun, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus on the combat maneuver check to initiate the overrun.
Opponents in the way of your overrun can no longer make the choice to avoid your overrun.
Normal: Initiating an overrun provokes an attack of opportunity. Opponents can elect to let you pass by them without making opposed checks to avoid being knocked prone.
Sundering:
Improved Sunder
Prereq: Power Attack
Benefit: When attempting to sunder an object, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus on the attack roll to sunder an object.
You may ignore the first 5 points of hardness for any object you attempt to sunder.
Normal: Attempting to sunder an object provokes an attack of opportunity.
Others:
Improved Disarm
Prereq: Combat Expertise
Benefit: When attempting to disarm an opponent, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus on the combat maneuver check to disarm.
You may attempt to disarm an opponent as a move action.
Normal: Attempting to disarm an opponent provokes an attack of opportunity. Attempting a disarm is a standard action.
Improved Feint
Prereq: Combat Expertise
Benefit: When attempting to feint, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus to the combat maneuver check to feint.
You may attempt a feint as a move action.
Normal: Attempting to feint provokes an attack of opportunity. Attempting to feint is a standard action.
Improved Trip
Prereq: Combat Expertise
Benefit: Then attempting to trip an opponent, you do not provoke attacks of opportunity. Additionally, you gain a +4 bonus to the combat maneuver check to trip.
You may attempt to trip as a move action.
Normal: Attempting to trip an opponent provokes an attack of opportunity. Attempting to trip an opponent is a standard action.
All of these feats can be selected as fighter bonus feats.
I am considering lower the initial bonus to the combat maneuver checks but having them scale with the character's BAB or level.
That may change entirely and become a flat +2 bonus for most characters, but a +2 +fighter level bonus for fighters.