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Roderick_BR
2007-02-11, 05:35 AM
More Feats

Okay, we agree that fighters are underpowered at higher levels. So, I whiped up some ideas, and will post them here. Some of these feats may look feat heavy, and some too powerful, but that's the idea. They are to be used in high level games. A few others are just variations of existing feats.
It's not written in the text, but all these these feats can be taken with fighter's bonus feats.

Dodge/Mobility based feats:
Dodge
-> Mobility
---> Mobile Defense *
-----> Mobile Reflex *
-------> Mobile Evasion *
* New feat

Mobile Defense
You are not a stationary target.
Requisites: Dodge, Mobility, Base Attack +4, Dex 13
BenefitWhen you use a move action or double movement action to move, you gain a +4 dodge bonus to your AC untill the beggining of your next turn.
This bonus does not stack with the AC bonus given by Mobility against attacks of opportunity.

Mobile Reflex
Requisites: Dodge, Mobility, Mobile Defense, Base Attack +8, Dex 15
Benefit: When you use a move action or double movement action to move, you gain a +4 dodge bonus to your Reflex Save untill the beggining of your next turn.
While moving, you can use your momentum to dodge incoming attacks.

Mobile Evasion
While moving, you can jump away of dangerous areas.
Requisites: Dodge, Mobility, Mobile Defense, Mobile Reflex, Base Attack +12, Dex 17
Benefit: When you use a move action or double movement action to move, you gain the Evasion ability untill the beggining of your next turn. If you already have Evasion from other source (like from having monk levels), you can gain Improved Evasion instead.

Notes: This chain may look feat heavy, requires high Dex, and the last feat can get a better version taking monk or rogue levels, but when the three are played together, it can help fighters that move quickly through the battlefield.

Combat Expertise based feats:
Combat Expertise
-> Whirlwind Attack +
-> Precision Strike *
-> Disrupt Casting *
-> Field Commander *
-> Tactical combat *
-> Disciplined Mind *
-> Weak Spot *
* New feat
+ Feat variation

Whirlwind Attack
Prerequisites: Combat Expertise, Dodge, Int 13, Dex 13, BAB +6

Precision Strike
You can target harder to hit enemies with ease.
Requisites: Combat Expertise, Base Attack +6, Int 13
Benefit: As a full attack action, you can do one attack at your full attack bonus, receiving a +2 precision bonus to your attack roll for each attack after the first you would normally have. For example, if you have 2 attacks/round, you attack once with a +2 bonus, and if you have 3 attacks/round, you attack once with a +4 bonus.
Special: A character with Two-Weapon Fighting can't swap attack bonuses from one weapon to the other. (And using it with only two attacks for each weapon will be practically useless)
This feat can't be used with flurry of blows.

Field Commander
You are a battle hardened seargent, and can guide your companions in battle.
Requisites: Combat Expertise, Base Attack +12, Spot +4, Int 13
Benefit: As a full round action, you can shout instructions for your allies. Every round, all alies within hearing distance from you, and that are within your line of sight gains a +2 competence bonus to their AC and Reflex Saves.

Disrupt Casting
You learned how to explore a caster's lower defenses when casting spells.
Requisites: Combat Expertise, Base Attack +12, Spellcraft +4, Int 15
Benefit: Any caster that you threaten has the DC for his Concentration check when casting defensively raised in +4.
Any caster that you hit with an Attack of Opportunity or with a readied action when casting must make a Concentration check against a DC of 10+Spell level + 2 x the damage dealt.
Normal: Any caster that you hit with an Attack of Opportunity or a readied action when casting must make a Concentration check against a DC of 10 + Spell level + the damage dealt.

Tactical Combat
You can detect openings in a enemy's fighting style.
Requisites: Combat Expertise, Base Attack +12, Spot +4, Int 15
Benefts: If you spend a full round examining an opponent in battle, you can ignore all Dexterity and Dodge bonus when you attack him, for the rest of the fight. You can't fight or move more than 5 feet while you study your opponent. If you attack other enemy during a fight, you won't lose the benefit against the enemy whose style you examined, but you do if you examine another enemy.
This doesn't count as losing Dexterity bonus for purpose of using sneak attacks or others effects.

Weak Spot
You can find the more vulnerable points in a creature's thick ride.
Requisites: Combat Expertise, Base Attack +12, Spot +4, Int 15
Benefts: If you spend a full round examining a creature in battle, you can ignore half his Natural Armor bonus when you attack him, for the rest of the fight. You can't fight or move more than 5 feet while you study your opponent. If you attack other enemy during a fight, you won't lose the benefit against the enemy whose armor you examined, but you do if you examine another enemy.
This feat doesn't affect Natural Armor from magical effects, like from Barkskin or an Amulet of Natural Armor, but it does effect a creature's Natural Armor with enhancement bonus (like a paladin's mount with Natural Armor enhancements)

Disciplined Mind
You can use militar discipline to shrug off mental effects.
Requisites: Combat Expertise, Iron Will, Concentration +6, Int 15, Con 13, Fighter level 16
Benefit: When you are not caught flat-footed, you can resist compeling mind effects with a concentration check, instead of a Will Save. Bonus from Iron Will and others sources, like a paladin's Aura of Courage, still applies. If you are caught flat-footed, you use your Will Save as normal.
Normal: You use Will Saves to resist compeling mind effects.

Notes: This is one of my more interesting settings. It gives a fighter a little edge when fighting high level enemies.
Whirlwind Attack: I just reduced the prerequisites. Why you need to know how to run, if you can't walk during a whirlwind attack? Raised the BAB req for +6.
Precision Strike: Allows you to drop extra attacks to gain attack bonuses.
Field Commander: An option to make the fighter more able to help the allies if he can't get near enough. Though about adding Leadership as requisite, but I think it's not needed.
Disrupt Casting: This is a feat made to battle primarily wizards and clerics. It rises the DC of the Concentration checks, making it easier for a caster to lose his spell.
Tactical Combat: For pesky creatures with high Dex.
Weak Spot: To overcome some of those high Natural Armor some monsters have.
Disciplined Min: Another important feat, it covers a big problem most fighters have, a low save roll. It may look overpowered, but remember that Concentration is not a fighter's class skill, and this feat requires a fighter level 16. Rangers, paladins, and barbarians lack the necessary militar mentality for this sort of feat.

Power Attack related feats
Power Attack
-> Crushing Blow *
-> Stunning Charge *
-> Powerful Leap *
-> Greater Critical *
-> Improved Two-Handed Fighting *
---> Two-Handed Parry *
------> Improved Two-Handed Parry *
* New feat

Crushing Blow
You can hit enemies for greater damage.
Requisites: Combat Expertise, Base Attack +6, Int 13
Benefit: As a full attack action, you can do one attack at your full attack bonus, receiving a +2 bonus to your damage roll for each attack after the first you would normally have. For example, if you have 2 attacks/round, you attack once with a +2 bonus, and if you have 3 attacks/round, you attack once with a +4 bonus.
Special: A character with Two-Weapon Fighting can't swap attack bonuses from one weapon to the other.
This feat can't be used with flurry of blows.

Stunning Charge
You can charge with enough strenght to dazle your opponent.
Requisites: Power Attack, Base Attack +8, Str 15
Benefit: When you charge an opponent and hit, he must make a Fort save against DC 10 + 1/2 your character level + your Strenght Modifier, or be stunned for 2 rounds.

Powerful Leap
You can quickly approach enemies to hit them with full power.
Requisites: Power Attack, Dodge, Mobility, Base Attack +12, Str 17
Benefit: You can do a 10 feet adjustment and still use your full attack action, instead of using a move action to walk.
Normal: You can only do a 5 feet adjustment wiithout losing the full attack action.

Greater Critical
You can use your weapon to deal greater damage with your critical hits
Requisites: Power Attack, Improved Critical, Str 19, Fighter Level 16
Benefit: Select a weapon that you have Improved Critical with. Whenever you confirm the critical hit, you rise the damage multiplier rises in 1 point (x2 becomes x3, x3 becomes x4, and so on).

Improved Two-Handed Fighting
You can hit harder when using a two-handed weapon
Requisites: Power Attack, BAB +6, Str 15
Benefit: When using a two-handed weapon you add twice your strenght modifier. When you use Power Attack, you gains a +2 bonus to damage for every -1 you get on your attack roll, and an aditional +1 for every -2 you get, up to your BAB.
Normal: When using a weapon in two hands, you add 1 and a half times your strenght modifier. When you use Power Attack, you gain +2 to your damage for each -1 you get on your attack roll, up to your BAB.

Two-Handed Parry
You can use your own weapon to block attacks in battle.
Requisites: Power Attack, Improved Two-Handed Fighting, BAB +10, Str 17
Benefit: When you hold a two-handed weapon, you gains a +1 shield bonus to your AC. If you are using a defensive action, the bonus changes to +2

Improved Two-Handed Parry
You can use your own weapon to better block attacks in battle.
Requisites: Power Attack, Improved Two-Handed Fighting, Two-Handed Parry, BAB +14, Str 17
Benefit: When you hold a two-handed weapon, you gains a +2 shield bonus to your AC. If you are using a defensive action, the bonus changes to +4

Notes: Power attack, one of fighter's more versatile feat.
Crushing Blow: Like Precision Strike (look Combat Expertise based feats). You sacrifice extra attacks to deal more damage.
Stunning Charge: It's like Stunning Fist, but without uses/day, as long you can charge. A bit based on Charging/Stunning Shield feats.
Powerful Leap: One of the more powerful feats. Allows you to move a bigger distance between enemies.
Greater Critical: A bigger critical damage. Based on magic8BALL's thread: http://www.giantitp.com/forums/showthread.php?t=31302
Improved Two-handed Fighting: An option for high level fighters to hit even harder.
Two-Handed Parry and Improved: The THF version of the TW Defense. The bonus are bigger, but you can have only 2 feats, for a total of +4. Pros: Better AC. Cons: Still not as a good as simply getting a shield.

Two-Weapon Fighting.
Check Matthews threads:
http://www.giantitp.com/forums/showthread.php?t=31337
http://www.giantitp.com/forums/showthread.php?t=31338

Endurance based feats
Endurance
-> Diehard
---> Second Breath *
* New feat

Second Breath
You can continue fighting even under bad conditions.
Requisites: Endurance, DieHard, BAB +12, Con 13
Benefit: Once a day, when you are reduced to 0 Hit Points or bellow (but not -10 or bellow) You can roll a Fort Save against DC 20. If you suceed, you recover HPs enough to stay at 1 Hit Point, plus 1d10 Hit points.

Notes: Just an "emergency" healing effect for when a fighter doesn't have a cleric near.

Weapon Finesse related feats
Weapon Finesse
-> Double Hit *
---> Improved Double Hit *
-----> Greater Double Hit *
-------> Superior Double Hit *
->Defensive Instance
---> Improved Defensive Instance *
-----> Greater Defensive Instance *
-------> Superior Defensive Instance*
* New feat

Double Hit
You can fence at a blinding speed.
Requisites: Weapon Finesse, BAB +1, Dex 13
Benefits: When making a full attack with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you can add an extra attack at your full BAB as full attack. All attacks on that round receives a -2 penalty.

Improved Double Hit
You can fence at a blinding speed.
Requisites: Weapon Finesse, Double Hit, BAB +6, Dex 15
Benefits: When making a full attack with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you can add an extra attack at your full BAB, plus a second extra attack with a -5 to the attack roll as full attack. All attacks on that round receives a -2 penalty.

Greater Double Hit
You can fence at a blinding speed.
Requisites: Weapon Finesse, Improved Double Hit, BAB +11, Dex 15
Benefits: When making a full attack with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you can add an extra attack at your full BAB, plus a second extra attack with a -5 to the attack roll as full attack. All attacks on that round receives a -2 penalty.

Superior Double Hit
You can fence at a blinding speed.
Requisites: Weapon Finesse, Greater Double Hit, BAB +16, Dex 19
Benefits: When making a full attack with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you can add an extra attack at your full BAB, plus a second extra attack with a -10 to the attack roll, and one more additional attack at a -15 penalty, as full attack. All attacks on that round receives a -2 penalty.

Defensive Instance
Your nimbliness allows you to better dodge attacks.
Requisites: Weapon Finesse, Dodge, BAB +1, Dex 13
Benefits: When fighting with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you gain a +1 dodge bonus to your AC. This bonus changes to +3 if you use a defensive action
Special: Any effect that makes you lose your Dexterity bonuses to AC, you also loses the Dodge bonus.Defensive Instance

Improved Defensive Instance
Your nimbliness allows you to better dodge attacks.
Requisites: Weapon Finesse, Dodge, Defensive Instance, BAB +6, Dex 15
Benefits: When fighting with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you gain a +2 dodge bonus to your AC. This bonus changes to +4 if you use a defensive action
Special: Any effect that makes you lose your Dexterity bonuses to AC, you also loses the Dodge bonus.Defensive Instance

Greater Defensive Instance
Your nimbliness allows you to better dodge attacks.
Requisites: Weapon Finesse, Dodge, Improved Defensive Instance, BAB +11, Dex 17
Benefits: When fighting with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you gain a +3 dodge bonus to your AC. This bonus changes to +5 if you use a defensive action
Special: Any effect that makes you lose your Dexterity bonuses to AC, you also loses the Dodge bonus.Defensive Instance

Superior Defensive Instance
Your nimbliness allows you to better dodge attacks.
Requisites: Weapon Finesse, Dodge, Greater Defensive Instance, BAB +16, Dex 19
Benefits: When fighting with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you gain a +4 dodge bonus to your AC. This bonus changes to +6 if you use a defensive action
Special: Any effect that makes you lose your Dexterity bonuses to AC, you also loses the Dodge bonus.Defensive Instance

Defensive Instance and Double Strike variants:
based on Lord Iames Osari's thread: http://www.giantitp.com/forums/showthread.php?t=33436
Double Hit
You can fence at a blinding speed.
Requisites: Weapon Finesse, Dex 15
Benefits: When making a full attack with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you can add an extra attack for every iterative attack you receive as a result of having a high base attack bonus, sufering a -5 cumulative penalty for every attack after the first. All attacks on that round also receives a -2 penalty.
Defensive Instance
Your nimbliness allows you to better dodge attacks.
Requisites: Weapon Finesse, Dodge, Greater Defensive Instance, Dex 15
Benefits: When fighting with a weapon that receives the benefits of Weapon Finesse, and has nothing in your other hand, you gain a +1 dodge bonus to your AC for every attack you gain in a round as a result of having an high base attack bonus. This bonus changes to 1.5 times your number of attacks if you use a defensive action
Special: Any effect that makes you lose your Dexterity bonuses to AC, also makes you lose the Dodge bonus.


Notes: These feats basically gives the a character with Weapon Finisse extra attacks like Two-Weapon Fighting.
Pros: Needs only one weapon. Don't need a shield.
Cons: Can only use light weapons or rapier. Can't use two weapons (for that, use TWF), nor shields (that would be a sword & shield build)

Shield Proficiency related feats.
Shield Proficiency
- Improved Shield Bash
--- Oversized Shield Bash *
--- Shield Ally *
--- Shield Expert
----- Shield Feint *
New feat

Oversized Shield Bash
You can use a tower shield like a normal large shield.
Requisites: Shield Proficiency, Tower Shield Proficiency, Improved Shield Bash, Tower Shield Proficiency, BAB +4, Str 15
Benefits: You can shield bash enemies with your shield. A medium sized tower shield deals 1d6 points of damage, 1d8 if it has spikes. A small sized tower shield deals 1d4 points of damage, 1d6 if it has spikes. Using a tower shield to hit still gets the normal -2 to attack rolls you get carrying a tower shield.
Normal: You can't use a tower shield to shield bash.

Shield Feint
You can use your shield in a feint maneuver
Requisites: Improved Shield Bash, BAB+8, Bluff +4
Benefit: You pretend you are attacking with your sword, and hit with your shield instead, gaining a +4 bonus to your Bluff check. You can roll the bluff check as a movement-like action.
Normal: You roll the bluff check as a default action.

Shield Ally
You can use your shield to protect an ally.
Requisites: Shield Parry, BAB +12, Dex 13
Benefit: You can use your shield to protect nearby allies, denying all your shield bonuses to AC, and adding them to the choosen ally.

Notes: Just a few options for shields. I was going to add more things for the Shield Expert, but I need to get myself a PHB2 to see exacly how it works first.

Point Blank Shot related feats
Point Blank Shot
- Precision
--- Take Aim *
* New feat

Take Aim
Requisites: Point Blank Shot, Precision, BAB +6, Dex 13, Int 13
Taking your time, you can better hit a precise shot.
Benefits: As a full attack action, you can do one ranged attack at your full attack bonus, receiving a +1 precision bonus to both your attack and damage rolls for each attack after the first you would normally have. For example, if you have 2 attacks/round, you attack once with a +1 bonus, and if you have 3 attacks/round, you attack once with a +2 bonus.
Special: This feat can't be used with Rapid Shot nor Manyshot.

Note: Just got one feat here too. Just a variation of Precise Strike (see Combat Expertise above) and Crushing Blow (see Power Attack above).
Though about making a multiple extra attacks as Matthew did in http://www.giantitp.com/forums/showthread.php?t=34559 , but I think Manyshot already does it, allowing you to shot 2 arrows at once for each attack.
Wow, that's a lot of thing. Well, thoughts? If there's something you doesn't agree, lemme know, and I'll try to fix it.

Were-Sandwich
2007-02-11, 05:57 AM
You should specify whether you can use Double Hit on a standard attack.

jlousivy
2007-02-11, 12:52 PM
If i'm not mistaken you already get the 2 for 1 on power attack if you are wielding a two handed weapon.
maybe increase it to a 3/2(one handed) or 5/2(two handed)

Lord Iames Osari
2007-02-11, 01:05 PM
Congrats on making Finesse require just as many feats as TWF does currently. If I may, allow me to point out my TWF variants (http://www.giantitp.com/forums/showthread.php?t=33436) as examples.

jono
2007-02-11, 01:25 PM
Two-Handed Parry
You can use your own weapon to block attacks in battle.
Requisites: Power Attack, Improved Two-Handed Fighting, BAB +10, Str 17
Benefit: When you hold a two-handed weapon, you gains a +2 shield bonus to your AC. If you are using a defensive action, the bonus changes to +3

I think the +2 shield bonus is a little generous. Considering two weapon defense only allows you to add a +1 shield bonus to AC. Perhaps reduce that to a +1, and reduce it's pre-reqs. What you've effectively allowed there is someone to wield a greatsword with a heavy shield.

Roderick_BR
2007-02-11, 02:53 PM
@Were-Sandwich: You are right, I forgot. I'll fix it.
@jlousivy: Yes, it was supposed to give you that improved variant, but I may have written it wrong. Lemme recheck it.
@Lord Iames Osari: Exacly, I wanted to let characters with light weapons to have more attack options, so I just copied the TWF rules. Notice that Defensive Instance doesn't have Double Hit as requisite to let it more flexive.
Also, it's very likely a character will not have Power Attack if he uses a light weapon, so he has enough feats.
But I may add a link to your variation and make mine a variant like yours.
@jono: I was going to make the normal +1, but ... TO tell the truth, I had a good math in my head, but I lost it now... I'll change it now.