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ngilop
2013-01-20, 09:55 PM
Unstoppable [Combat]
Prerequisite: Fighter level 3rd
Benefit: The Fighter can concentrate his power, turning himself into an unstoppable force once per day, plus one additional time per day every third levels thereafter (6th, 9th, 12th, and so on). This ability grants the character a bonus on his Strength check equal to his levels in the Fighter class to break or burst a door or item(see Breaking Open Doors in Chapter 4: Skills and Breaking Items in Chapter 8: Combat in the Player's Handbook). As a special use of this ability, the Fighter can attempt to break a wall of force (Strength DC 32, and the character applies his unstoppable bonus to this check as well). Alternatively, the Fighter can apply the bonus to a single attack roll.

War-Worn Presence [Combat]
Prerequisite: Fighter Level 2nd
Benefit: When wearing armor, a Fighter gains a +4 on Intimidate checks against any opponent that can see him. In addition, as a swift action the Fighter can use an Intimidate check to demoralize his opponents, the opponent is shaken for 1d4 rounds plus 1 round per point of the Fighter’s Charisma modifier.

WHAT BRUTAL STRIKE IS!!!!!
If a character's attack roll succeeds by 5 more more he deals an extra 1d4 damage this damage increases by 1d4 every 4th level. ( 2d4 at 4th 3d4 at 8th and so on to a max of 6d4 at 20th), Fighters on the other hand deal 1d8 extra damage)

Brutality [Combat]
Prerequisite: Fighter Level 2nd
Benefit:
Fightesr who get a successful Brutal Strike on a target, may select one from the following effects to add on to the damage he deals on that particular attack depending on how many Brutal Strike dice he is able to use.
1d8:
The target also is shaken for 1d4 rounds. This ability does not stack with itself or any other form of shaken, frightened or panicked.
The target takes Brutal strike damage for the next 3 rounds.
2d8:
The target is immobilized for 1 round.
The target also takes 2 Strength, Dexterity, or Constitution damage.
The target is sickened for 1d4 rounds. This ability does not stack with itself or any other form of sickened or nauseated.
3d8:
The target is Staggered for 1 round, and suffers -2 to AC and reflex saves for 2 rounds.
The target also takes 2 Intelligence, Wisdom or Charisma damage.
The Fighter gives himself a deflection bonus to AC equal to the number of dice used for Brutal Attack for a full round.
4d8:
The target is knocked back 5 feet. This movement provokes attacks of opportunity.
The Fighter instead of dealing the extra damage to the target, heals himself for the Brutal Attack amount.
The target is confused for 1d3 rounds.
5d8:
The target also takes 4 Strength, Dexterity, or Constitution damage.
The target is Dazed for 2 rounds.
The target is blinded for 1d4 rounds.
6d8:
The target also takes 4 Intelligence, Wisdom, or Charisma damage.
The target is also paralyzed for 1d3 rounds.

Interpose [Combat]
Prerequisite: Fighter level 3rd
Benefit: Fighter gains this ability, usable a number of times per day equal to his wisdom modifer plus 3, increasing by one additional time for every 3rd level afterwards. When an enemy threatens him in melee and makes a successful attack against an adjacent ally of his, the Fighter may take the damage (and other effects) of the blow as if he had been hit instead

Unmovable [Combat]
Prerequisite: Fighter Level 3rd
Benefit: the Fighter can concentrate his power, making himself unmovable once per day per Constitution modifier, plus one additional time per day every five levels thereafter (8th, 13th, 18th, and so on). This power grants the character a bonus on any one of the following equal to his levels in the Fighter class:
• A grapple check made to avoid being grabbed with the
improved grab ability.
• A Strength check to avoid the effects of a bull rush, trip
attempt, or similar effect.
• A Strength check against any effect that would move
the character either physically or magically.
• Any one saving throw.
If an effect that would move the character either physically or magically does not normally allow a saving throw, the Fighter can use this ability to
gain a Will saving throw. He still gains half the bonus on the saving throw in such a case.

Shrug off Punishment [Combat]
Prerequisite: Fighter Level 4th
Benefit: Fighter can as a Swift action gain a number of bonus temporary Hit Points, equal to twice his fighter level. A Fighter may only do this once per encounter and these bonus hit points last a maximum of 4 rounds or untill these temporary hit points are damaged

Second Wind [Combat]
Prerequisite: Fighter Level 2nd
Benefit: Fighter has become hardened against the horror and din of battle and the debilitating effects of spells and is able to shrug off some wounds and detrimental conditions. As a swift action a fighter can heal himself for 2 times his Con modifier plus his levels in fighter, as well as remove any and all of the following status effects; Dazzled, Fatigued, Exhausted, Shaken, Frightened, Panicked, Sickened, and Nauseated. A fighter may enact second wind a number of times per day equal to his constitution modifier, though at least 15 rounds must pass in between each use.

Delayed Cleave [Combat]
Prerequisite: Cleave, Power Attack, Fighter Level 5th
Benefit: If the last creature a Fighter hit in melee is dropped by someone other than him, and the Fighter still threatens that creature’s square, he may make a cleave attack as an attack of opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply

Enduring [Combat]
Prerequisite: Great Fortitude, Fighter Level 6th
Benefit: Fighter is immune to Exhaustion and any effects that cause the Exhuasted condition are lessened to fatgiued. At Base Attack bonus +11 he is immune to the Fatigued condition.

Vigilant Bulwark [Combat]
Prerequisite: Fighter Level 6th
Benefit: All squares that the Fighter threatens is treated as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Creatures must pay double movement cost to move through squares of difficult terrain, and cannot run, charge, or make 5-foot steps through difficult terrain. This applies even to opponents who can normally ignore difficult terrain, as it is the Fighter and not the terrain itself that is the difficult part. As a secondary effect, opponents who attempt to tumble by the fighter to avoid Attacks of Opportunity, find that it much harder than otherwise, a Fighter adds his 5+ 1/2 his class level to the tumble DC. In addition, any opponent who moves through a Fighter’s threatened area and is successfully hit with an attack of opportunity is halted and can move no further that round.

Fortification [Combat]
Prerequisite: Fighter Level 9th
Benefit: A Fighter can as a free action make an opposed attack roll against a Critical hit, If the Fighter's attack roll is higher than his opponents, the critical hit is negated.

Strategist [Combat]
Prerequisite: Fighter Level 9th
Benefit: Fighter adds his Intelligence bonus, if any, to the following; AC against attacks of opportunity, his own Attacks of opportunity, confirmation of critical hits, and attacks against flanked opponents. In addition he gains this this number to his initiative rolls.

Penetrate[Combat]
Prerequisite: Fighter Level 13th
Benefit: The fighter ignores 1 point of AC, plus an additional point of AC for every 5th Base Attack Bonus, of the targets of his attacks. In addition the Fighter ignores double this amount of Damage reduction and hardness.

Unshakeable [Combat]
Prerequisite: Iron Will, Fighter level 14th
Benefit: The Fighter is immune to fear effects. In addition the Fighter gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 every 5th Base Attack Bonus.

Heroic Action [Combat]
Prerequisite: Lightning Reflexes, Fighter level 16th
Benefit: The Fighter gains either a bonus Swift or Immediate action each round. This must be chosen upon choosing this feat and may never be changed.

Stalwart [Combat]
Prerequisite: Great Fortitude, Iron Will, Lightning Reflexes, Fighter Level 15th
Benefit: A Fighter who successfully save against an ability, spell, attack or any other detrimental effect that allows a save for a lesser effect, instead suffers no effect.

Feat Name [Combat]
Prerequisite:
Benefit:

Great Fortitude [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Fortitude saving throws. In addition, You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Iron Will [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Will saving throw as well as checks to withstand intimidation and sense motive.. Similarly, all diplomacy DCs are increased by 2 when applied to you. Also, gain a +2 bonus on concentration checks.

Lighting Reflexes [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Reflex saving throws. In addition During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. The bonus from this feat increases by 1 for every 4th base attack bonus.

Defensive Surge[Combat]
Prerequisite: Fighter Level 9th
Benefit: As a swift action, the Fighter gains a +3 competance bonus to AC and saves for 2 rounds plus a number of rounds equal to his Consitution Modifier.

Battle Surge [Combat]
Prerequisite: Fighter Level 7th
Benefit: As a swift action, the Fighter gains a +4 competance bonus to Attack and weapon damage rolls for 2 rounds plus a number of rounds equal to his Consitution Modifier.

Heroic Surge [Combat]
Prerequisite: Fighter Level 19th
Benefit: A Fighter can surge forth,as a swift action, in a burst of grace, speed and power a number of times per day equal to his consitution modifier. This surge acts like the spell Time Stop, except nothing is immune to your attacks.

Improved Great Fortitude [Combat]
Prerequisite: Great Fortitude, BaB +7
Benefit: Gain an re-roll for a failed Fortitude save once a day for every 5th base attack bonus. In addition gain 1 bonus hit point per hit die.

Improved Iron Will [Combat]
Prerequisite: Iron Will, BaB +7
Benefit: Gain a re-roll for a failed Will save once a day for every 5th base attack bonus. In addition You are immune to being stunned, effect that stun your are instead lessened to daze.

Improved Lightning Reflexes[Combat]
Prerequisite: Lightning Reflexes, BaB +7
Benefit: Gain a re-roll for a failed Reflex save once a day for every 5th Base Attack Bonus. In addition gain the effects of the Haste spell for yourself only for1 round plus 1 round for every 5th Base Attack Bonus per day, must be spent in 1 round increments

Shrug off Punishment[Combat]
Prerequisite: Great Fortitude, Toughness, Fighter Level 7th
Benefit: A Fighter can as a Swift action gain a number of bonus temporary Hit Points, equal to twice his fighter level. A Fighter may only do this once per encounter and these bonus hit points last a maximum of 4 rounds or untill these temporary hit points are damaged

Fortification [Combat]
Prerequisite: Fighter Level 9th
Benefit: A Fighter can as a free action make an opposed attack roll against a Critical hit, If the Fighter's attack roll is higher than his opponents, the critical hit is negated.

Defensive Shield [Combat]
Prerequisite: Fighter Level 4th
Benefit: Whenever a Fighter fights defensively, he provides up to two adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal –4 penalty (but his attack rolls still do). The dodge bonus to the Fighter's as well as his allies increases by +1 for every 6th Base Attack Bonus of the fighter.

Improved Defensive Fighting[Combat]
Prerequisite: Dodge, Fighter level 3rd
Benefit: When fighting defensively the fighter suffers a -2 penalty to attacks instead of the normal -4. The fighter gains an additional +1 dodge bonus to AC while fighting defensively, and a dodge bonus eqaul to every even fighter level when using the full defensive action.

Superior Defensive Fighting [Combat]
Prerequisite: Improved Defensive Fighting, Fighter level 12th
Benefit: When fighting defensively or using the full defensive action the fighter gaisn 20% true miss chance on all attacks against him.

Unbalancing Blow [Combat]
Prerequisite: Fighter Level 6th
Benefit: A Fighter can use a standard action to make a strategic melee attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so much that it provokes attacks of opportunity from creatures threatening its square.

Focus of Body [Combat]
Prerequisite: Fighter Level 9th
Benefit: With an hour of meditation the fighter gains a +2 perfection bonus to Strength, Dexterity, or Consitution. These bonuses last for 1 hour per every 3rd fighter level.

Superior Focus of Body [Combat]
Prerequisite: Focus of Body, Fighter Level 15th
Benefit: With an hour of meditation the fighter gains a +2 perfection bonus to Strength, Dexterity, and Consitution. These bonuses last for 1 hour per every 3rd fighter level.

Glancing Blow [Combat]
Prerequisite: Strength 13, Fighter Level 4th
Benefit: When missing an attack but within 5 points of the targets AC, the fighter still deals minimum weapon damage, plus strength modifier. Attacks which work off of sucessfuly damaging a target have a 50% chance of working if the conditions of Glancing Blow are met.

Seismic Slam [Combat]
Prerequisite: Strength 15, Fighter Level 8th
Benefit: As a standard action the fighter makes one attack roll, every target successfully hit takes damage as normal and are knocked back 10 feet.

Fleet of Foot [Combat]
Prerequisite: Fighter Level 9th
Benefit: As a swift action the fighter can gains a new save with a +4 bonus againt any movement impairing effects, such as slow, hold person, or the like. In addition he gains a +10 feet morale bonus to movement for 2 rounds.

Warcry [War Cry]
Prerequisite: Fighter Level 2nd
Benefit: As a Swift action a fighter can unleash an inspiring warcry, giving allies a +1 morale bonus to attacks and to saving throws vs fear, for a number of rounds equal to 2 + charisma modifier.

Howl[War Cry]
Prerequisite: Warcry, Fighter Level 4th
Benefit: You unleash a cry as a swift action and enemies must make a succesful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or be shaken for a number of rounds equal to 2+ charisma modifier.

Battle Shout [War Cry]
Prerequisite: Warcry, Fighter Level 4th
Benefit: You let lose a mighty shout as a swift action, all enemies must make a successful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or take a -2 penalty to attacks and saves vs fear. The penalty increases to -3 at fighter level 10th and again to -4 at fighter level 16th. These penalties last for a number of rounds equal to 2+ charisma modifier.

Battle Orders[War Cry]
Prerequisite: Warcry, Fighter Level 8th
Benefit: You bark out orders as a swift action, giving allies a +2 bonus to attacks and AC, as well as adding +1d6 bonus damage on all weapon attacks, this extra damage is not multiplied on a critical strike. These bonuses last for a number of rounds equal to 2 + charisma modifier.

Battle Cry[War Cry]
Prerequisite: Warcry, Fighter Level 8th
Benefit: You let loose a bloodcurddling cry as a swift action, all enemies must make a successful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or suffer a -2 penalty to AC and a -1 penalty to weapon damage rolls. The penalties increas by 1 every 4th fighter level after 8th. These penalties last for a number of rounds equal to 2+ charisma modifier.

Battle Command [War Cry]
Prerequisite: Warcry, Battle Orders, Fighter Level 10th
Benefit:As a swift action you give all allies an additional attack at their highest base attack bonus. This last a number of rounds equal to 2 + charisma modifer.

How of Terror [War Cry]
Prerequisite: Warcry, Howl, Fighter Level 10th
Benefit: You unleash a cry as a swift action and enemies must make a succesful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or be panicked for a number of rounds equal to 2+ charisma modifier. This is a Terror effect.

War Shout [War Cry]
Prerequisite: Warcry, Fighter Level 12th
Benefit:As a swift action you bellow forth a yell unlike any other, All enemies take 6d6 points of sonic damage and must make a successful Fortitude save at DC 10+ 1/2 Fighter levels + charisma modifier, or be dazed for 1 round.

Invigorating Shout [War Cry]
Prerequisite: Warcry, Fighter Level 7th
Benefit:As a swift action you bellow forth a yell unlike any other, all allies within 20 feet recieve fast healing 3 for 5 rounds plus 5 rounds per charisma modifier.

Greater Invigorating Shout [War Cry]
Prerequisite: Warcry, Fighter Level 14th
Benefit: As a swift action you bellow forth a yell unlike any other, All allies within 20 feet recieve fast healing 5 for 10 rounds plus 5 rounds per charisma modifier.

Sergeant's Orders [War Cry]
Prerequisite: None
Benefit: You shout out an order, the effects of which function just like the cleric spell Command. Except the save is 10+1/2 fighter levels+Charisma modifier

Lieutenant's Orders[War Cry]
Prerequisite: Sergeant's Order's, Fighter Level 3rd
Benefit: As Sergeants's Orders but the duration changes to 2 rounds plus a number of rounds equal to charisma modifier.

Sergeant's Command [War Cry]
Prerequisite: Sergeant's Orders, Base Attack Bonus +5
Benefit: As Sergeant's Orders, except the Command effects all enemies within a 20 foot radius.

Defensive Posture [Posture]
Prerequisite: None
Benefit: A Fighter takes a full round and sets himself in a protective stance. The fighter gains a +1 competance bonus to his armor bonus to AC, as well as Resistance (3) to Acid, Cold, Electricity, and Fire. The bonus to AC increases by +1 and the resistances by 3 for every 6th level. In addition the fighter gains Uncanny Dodge at 4th level and Improved Uncanny Dodge at 8th. Only 1 posture can be active at a time.

Recovery Posture [Posture]
Prerequisite: Fighter Level 4th
Benefit: A fighter takes a full round and steels himself in a restorative stance. Whenever the Fighter successfuly drops a foe (typically by dropping it to below 0 hit points or killing it), he instantly heals 1 HP plus 1 HP per HD of the creature felled. In addition the Fighter gains a +1 bonus to saves. Only 1 posture can be active at a time.

Deadly Posture [Posture]
Prerequisite: Fighter Level 8th
Benefit: A fighter takes a full round and hones in on his ability to deal with matters in a most lethal of fashion. The fighter deals an additonal 2D6 points of weapon damage with each successful attack, as well as the threat range on his weapon being lowered by 1 ( so a weapon that is 19-20/X2 is now 18-20/X2) Only 1 posture can be active at a time.

Ready Posture [Posture]
Prerequisite: Fighter Level 12th
Benefit: A fighter takes a full round andheightens his awareness of his surroundings He gains evasion and a +2 bonus to reflex saves as well as to his Initiative, this increases by +1 at 16th level and again by +1 at 20th. Also, the fighter is never caught by surprise. Only 1 posture can be active at a time.

Adaptability [Combat]
Prerequisite: Any 2 Posture feats, Fighter Level 14th
Benefit: A Fighter may now gain the benefits of 2 active postures.

Weapon Focus Line
Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon, as well as a +1 bonus to disarm and sunder attempts. This ability increases to +2 at Base Attack Bonus +7, and again at Base Attack Bonus +14.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th, or Base Attack Bonus +6
Benefit: You gain a +4 bonus on all damage rolls you make using the selected weapon, this increases to +6 at Base Attack +10 and to +8 at Base Attack Bonus +16. In addition the critical hit multiplier is increased by 1
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Weapon Specialization as one of his fighter bonus feats.

Greater Weapon Focus [General]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 6th, OR Base Attack Bonus +8
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon, as well as a +1 bonus to disarm and sunder attempts, these bonuses increase by an additional +1 for every 4th Base Attack Bonus. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.

A fighter may select Greater Weapon Focus as one of his fighter bonus feats.

Greater Weapon Specialization [General]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 10th or Base Attack Bonus +12
Benefit: You gain a +6 bonus plus an additional +1 for every 2 points of Base Attack you have on all damage rolls you make using the selected weapon. In addition you gain a +4 bonus to confirm critical hits. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.

Weapon Mastery [General]
Choose one type of weapon. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisite: Base attack bonus +8, Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon,
Benefit: When you select this feat, choose one weapon. When using the selected weapon, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls. You can wield your weapon against a foe who grapples you with a -5 penalty and without first making a grapple check. In addition You gain double the damage die to your weapon. ( a long sword now deals 2d8 damage and a greatsword deals 4d6 damage)
Special: You can select this feat more than once. Each time, you can select a new damage type. A fighter can choose Melee Weapon Mastery as one of his fighter bonus feats.

Weapon Supremacy [General]
Choose one type of weapon. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisite: fighter level 15th, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Mastery with selected weapon, Weapon Specialization with selected weapon,
Benefit: When fighting with the weapon that you choose for this feat, you gain a number of additional advantages. You gain a +4 bonus on all checks made to resist being disarmed. When you take a full attack action, you gain 1 additional attack at your highest base attack bonus. In addition you gain a +1bonus to AC while wielding the weapon.
Special: You can choose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes it impossible to gain this feat for more than one weapon.

Shield Line
Shield Pummel [General]
Prerequisite: Improved Shield Bash, Base Attack Bonus +3
Benefit: Your Shield bash now can knock an opponent prone if they fail a fortitude save at DC 15+Shield Bash damage dealt.

Shield Wall [General]
Prerequisite: Base Attack Bonus +6
Benefit: You can no longer be flanked by the attacker on front and your shield side.

Bulwark [General]
Prerequisite: Shield Wall, CON 13
Benefit: No attack goes through your shield completely, giving you DR 2/-

Brutalize [General]
Prerequisite: Improved Shield Bash, Power Attack
Benefit: When making a Shield Bash attempt and using the Power Attack Option a successful attack Staggers the target for 1 round.

Mangle [General]
Prerequisite: Improved Shield Bash ,Base Attack Bonus +12
Benefit: A successful Shield bash attack fatigues the target.

Shield Deflection [General]
Prerequisite: Bulwark, Base Attack Bonus +14
Benefit: Once per round as an immediate action you may re-direct any single target spell cast at you back at the originating caster, who suffers the normal effects of that spell.

Two-Weapon Fighting Line
Improved Two-Weapon Fighting
Prerequisites: Dex 13, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack. In addition if you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + your base attack bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.

A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Greater Two-Weapon Fighting [General]
Prerequisites: Dex 15, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty. In addition you gain a +2 shield bonus to your AC, when you are fighting defensively or using the total defense action, this shield bonus increases to +4. See the Two-Weapon Fighting special attack.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.

An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor






<-----------------------STILL MORE TO COME----------------------->

PEACH
2013-01-21, 12:17 AM
Just noting something that came up before I even continued to read further: Brutal Strike references something that doesn't seem to exist. Like... fighters don't have Brutal Strike dice.

ngilop
2013-01-21, 06:51 PM
there I expaling what brutal strikes is and added in a couple more feats for fighters.

ngilop
2013-02-08, 12:26 PM
added some new feats.


the goal of this by the way is to make it so the fighter can really just be used out of the box so to speak and his onoly 'class feature' ( 11 feats) can be used to give him a nice boost in power, endurance, and versatility.

Amechra
2013-02-08, 12:50 PM
So...

If I were to dip a level into Fighter, would I get 1d8 Brutal Strike dice?

If not, how many levels would I need?

ngilop
2013-02-08, 12:54 PM
No as you are not a fighter but another class


and not starting off as a fighter but not another class will not net you the fighter's d8 brutal stike.

I am going to have to ammedn that fighters onyl get d8 if they only class they have is fighter, so people cannot use cheap tricks like the one you just pointed out.

Amechra
2013-02-08, 01:41 PM
OK...

So you are saying that the main strength of 3.5e, namely that you can multiclass easily, is a "cheap" trick?

Why not have it so if they dip 1 level in fighter, they would deal 1d8+5d4 damage with a brutal strike at 20th level? So that it's more organic?

ngilop
2013-02-08, 04:00 PM
its not the aspect of multiclassing that is cheap.

its that people out there will only go 1 or 2 levels into a class to min/max their character.

i hav enothing against a cleric 4/fighter2/war priest 10

but i do have something against a barbarian lion guy thingy 1/fighter 4/warblade2/cloistered cleric 2/paladin 2/rogue 3/ monk 2.

and no I have no idea if the example i just gave is even playable.. just an example.

to be more organic you need to wait tuntill you got a 4th level with your fighter to get that extra d8 to your brutal strike

so lets say that you just hit 13th level as a rogue, brutal strike for you is dealing 4d4 damage, you hit 14th level and take Fighter well, you are not at your every 4th level yet, so you need 2 more fighter levels to get that d8, at 16th youd be rogue 13/fighter 3 and be doing 4d4+1d8 brutal strike damage.

does my example make any sense? it seems a bit confusing to me and im the one who typed it :biggrin:
you only gain an additional brutal strike damage dice every 4th level, apart from your very first level, sort of how like you only gain X4 skill points at your very first level.

herrhauptmann
2013-02-09, 12:45 AM
Question about brutal strike.
You can only get it as a single classed fighter? So if someone wants to make a gish type (Ftr6, wiz1, abjurant champ PrC), he loses his Brutal Strike?
Or, more likely, say a dwarf takes levels in the Dwarf Paragon class, but is also a fighter. He's emphasizing his dwarfiness (which has fighter as a favored class), at the cost of his brutal strike? Ditto for I think orcs, halforcs, and male drow.

And how does it work if someone is playing a more elegant duelist type fighter?

Why do so many of your fighter feats require odd levels of fighter? Pretty much every core fighter feat requires an even level of fighter. Some based off of BAB only are odd numbers, but those aren't fighter only.
Unstoppable is pretty much epic level. http://www.d20srd.org/srd/epic/prestigeClasses/legendaryDreadnought.htm

I like interpose. It might be nice to stick on a devoted defender character (sword and fist)

Unmovable. What do you mean by 'gain half the bonus?' Half the bonus that unmovable grants?

Shrug off Punishment. It looks good, and is close to what a caster gets with a reserve feat. Except casters get infinite uses, and get more abilities than just temp HP. http://dndtools.eu/feats/complete-mage--58/minor-shapeshift--1961/ Possibly change it to to be a little stronger or have fewer limits?

Second Wind is nice. But even with a 20 Con, a 10th level fighter is only healing himself by 20 points. Maybe give him uses equal to his fighter level? Personally it reminds me of the healing surge from 4E, and of Iron Heart Surge from ToB.
Delayed CLeave is nice. I might take it if a DM shows up. It's also listed twice.

Fortification. Are you negating the entire hit, or just the fact that it's a critical? Listed twice

Strategist looks like 5 different feats in one.

Penetrate. Don't worry about DR. Most DR is piddling amounts of damage.

Heroic Action. Fighters have little need for swift or immediate actions. ToB characters use them a lot. Even with the other feats you've created. And most people will just take the swift I think. IF they need an immediate, they can just take use their regular swift action for an immediate, and keep their second swift.

You've got a blank after Stalwart.

Great Fortitude already exists. Might want to rename yours. http://dndtools.eu/feats/players-handbook-v35--6/great-fortitude--1263/ Maybe improved fortitude... Grants extra +2 on fort saves (stacks with regular great fortitude)

Imp Great fortitude. Seems odd that it relies on your BAB, and not your con modifier. Maybe include a line that says it should count in place of toughness or improved toughness for prereqs, since it does the same effect.
If renaming your great fortitude, I guess call this superior fortitude

Defensive shield. Could you add a synergy thing? Two people with it, A and B. A fights defensively. B gets the bonuses like you described. B fights defensively, and A gets the bonus.
Can you add a line so that two people using it together get further bonuses? Like the old roman shieldwall?

Improved Defensive FIghting. I think it should require combat expertise, rather than dodge.

Unbalancing blow. Might want to specify that you only make a single melee attack. I can see people trying to combine this with other feats that require a single attack as a standard action. Maybe make it like Power Attack, where it applies on AOOs made during someone elses turn.

Amechra
2013-02-09, 01:51 AM
The thing is, melee as it is now is encouraged to dip around and experiment with new class features.

That example with all the dipping?

Weaker than your first example, with just a few of the fun options that make playing mundane worthwhile.

By organic, I mean more of a "Fighters of Xth level deal d6 brutal strike damage; after Y levels that improves to d8s."

Then keep going up; there is no reason why they shouldn't be tossing around d12s at higher levels.

So, let them use d6s at 3rd level, say, then at 7th it improves to d8s, then at 11th they become d10s, and at 15th they become d12s. It's smooth, it encourages investing in Fighters (even if they only go 3 levels, there is a bonus feat and that magical Fighter level 4 at the next level...)

ngilop
2013-02-09, 06:02 PM
Ok, since brutal strikes is a bit confusing here is a couple of examples

A guy starts out as a wizard and eventually wants to go into lets say Eldrith knight.

he starts with 1d4 brutal strike damage advances to 4th level as a wizard and picks up another 1d4 brutal strike damage, well he needs 3rd level spells and all martiail weapon profs to qualify for a EK, so he goes 1 more level in wizard and then he takes his first level in Fighter, but as he is only a 6th level character, he dos not get the 1d8 brutal strike damage die, he needs to take 2 more levels in fighter to get teh 8th level bonus brutal strike damage die, and so he ends up going to fighter 3 to pick up that 1d8 brutal strike damage. so at level 8 he has 2d4+1d8 brutal damage die.

alternatively he could have started as a fighter an gotten than 1d8 right off the bat. you only gain brutal strike damage at you very first level and at every 4th level. so in a ways it like a combination of the X4 skill points and ability increases. YOu get a brutal damage die for every 4th level and you also get a die at 1st level, not 1st level in any class your very first level.

I hope this clearifies some things

and these version of great fortitude, iron will, and lightning reflexes are menta to repalce a duo of feats Great fortitude+endurance in the case of my great fortitude, and dodge+lightning reflex for my version of lightning reflexes.

I know that some of these are rips form 'epic' classes but I mean seriously none of those abilities scream to me 'EPIC' these are thnigs that I think a fighter should just be able to do. when you look wta what they gave 'epic; mundane (if there an be called such a thing) and then you look at what they are supposed to be competting against ( epic spells and those sweet epic abiities) id say the entire dreadnaught class is a JOKE! it shooul dhave been condesed down to a 5 level PrC and made availbe at 10th level.

just take a look at what 5-7th level spells and abilities can do then compare untoppabel, unmoveaable and the like to what those can do. and you'll see what I mean.

2nd widn is not there for the healing aspect but more for the status effect removall, the HP is BUt thanks for catching something is supoed to be 2(con+level) not 2con+level not a huge difference but a nice one,

with fortification you are just negating the critical, i'll clearify that

the reason why i require BAB on a lot fo thngs is most of the feast here are easily replicated and often times more superior in spell form. so the 'weight' of having a full BAB means you get to do nice things more often than others.

oh and by half the bonus. that for when the fighters uses that ability to get a save on a spell that does not allows a save, he only gets half the bonus from the feat. those last 2 snetaces should be better connected I guess LOL.

ngilop
2013-03-27, 03:18 PM
Ok added in 7 ( maybe 8 idk really) new feats centered around war cries.

I could probabyl toss in a couple more but right now those are the only ones I could think of.

ngilop
2013-07-01, 04:47 PM
Ok added 10 new feats :)

finally found the paper i wrote some of the new feats on :)

Cheiromancer
2013-07-01, 05:58 PM
I was under the impression that feats should not scale with level.

And... my goodness. That's a lot of feats. Maybe if you grouped them according to archetype? (Battlefield controller, intimidation, tank, charger, etc.) It's hard to get one's mind around them all at once.

I am also not sure that they all need to have fighter level prerequisites. Barbarians, say, won't be taking many of these feats - they don't have bonus feats like fighters do, and they need to improve their rage and stuff. If you do have a fighter level prerequisite, I think it should be for those feats like shock trooper that give multiple options. It would be like 3 feats in one.

ACF's that give benefits at odd fighter levels might also work. Especially levels 5, 7 and 9. If you take 9 levels of fighter that's not a dip anymore.

ngilop
2013-09-07, 07:58 PM
added some new feats, I think this is pretty close to the end so imma call this the penultimate draft of my new fighter feats.

ngilop
2013-10-23, 11:29 AM
So, im debating on putting my version of the following lines of feats in here as well

Weapon Focus

Archery

Shield

Two weapon

THink that would be good ro shoudl I leave well enough alone?

silphael
2013-10-24, 06:19 PM
I'm gonna add some basic maths in regard to balance :

A fighter has less feats than a wizard has spells, yet they should be around the same power level (should being key word here).

Conclusion? Feats should be better than spells. Soem of your new feats options are nice, but i think they aren't enough, sadly.

ngilop
2013-10-24, 07:58 PM
I sort of agree with you ( see my time stop in a feat, feat, or my comand in a feat, or bull's strength in a feat etc) but You also have to realize that some feats are always on, while some can be used conintuously, or at any given time.

Interpose is basically a suped up version of shield other, and is going to get and at levle 20 is going to have 7+Wis modifer times it can be used> and that is the power level im working towards, maybe not as striaght up as powerful as a spell, they ability to be used more oftne or just on at any time makes up for the fact. I do not want these feast taking the fighter from 'tier' 5 to 'tier' 2 because really.. those top 2 'tier's are just a little too crazy.

SO while they should be as strong as spells, there is now way I cna justify giving a fighter a feat that is as powerful as say.. Gate or shapechange

Since verybody gets feats, thats another reason why some feast are BaB dependant, becuase hey MR caster you alreayd have things that are more powerful than what any mundane class can do, so NO you do not get the super cool feats.