Ashtagon
2014-06-23, 07:24 AM
Power Attack [General]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Power Attack
You have learned a secret technique for entering a combat trance in which you can strike harder than normal
Prerequisites: Strength 13, base attack bonus +1.
Benefit: Three times Once per day, you may enter a combat trance for one minute (ten rounds) five rounds.
While in this trance, you can add your base attack bonus to any damage rolls with one-handed (not light) melee weapons. When using two-handed melee weapons, you may add 1.5 times your base attack bonus. When using light melee weapons, you may add 0.5 times your base attack bonus.
Special: If you have a BAB of +6 or higher, you may enter this combat trance four times per day. If you have a BAB of +11 or higher, you may enter this combat trance five times per day. If you have a BAB of +16 or higher, you may enter this combat trance six times per day. Each time you gain an iterative attack (at BAB +6, +11, and +16), you gain one additional use of this combat trance per day (for a total of four daily uses at BAB +16).
You may select this feat multiple times. Each time you select the feat, you gain a number of additional uses of the combat trance equal to one plus your iterative attacks (e.g., a 20th level fighter who had selected this feat twice would have eight daily uses of this combat trance).
A fighter may select Power Attack as one of his fighter bonus feats.
Action Point: You may spend an action point at the same time as you enter a combat trance. This doubles your effective base attack bonus for the purpose of determining bonus damage from this feat. The effects of this action point end at the same time that combat trance ends.
Alternately, you may spend an action point to gain a single use of this combat trance above your normal daily use limit.
Opinions? This is designed to eliminate the drawback of the RAW feat, and at the same time stop players from getting out the calculators to optimise the exact amount of attack bonus to convert to damage.
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Power Attack
You have learned a secret technique for entering a combat trance in which you can strike harder than normal
Prerequisites: Strength 13, base attack bonus +1.
Benefit: Three times Once per day, you may enter a combat trance for one minute (ten rounds) five rounds.
While in this trance, you can add your base attack bonus to any damage rolls with one-handed (not light) melee weapons. When using two-handed melee weapons, you may add 1.5 times your base attack bonus. When using light melee weapons, you may add 0.5 times your base attack bonus.
Special: If you have a BAB of +6 or higher, you may enter this combat trance four times per day. If you have a BAB of +11 or higher, you may enter this combat trance five times per day. If you have a BAB of +16 or higher, you may enter this combat trance six times per day. Each time you gain an iterative attack (at BAB +6, +11, and +16), you gain one additional use of this combat trance per day (for a total of four daily uses at BAB +16).
You may select this feat multiple times. Each time you select the feat, you gain a number of additional uses of the combat trance equal to one plus your iterative attacks (e.g., a 20th level fighter who had selected this feat twice would have eight daily uses of this combat trance).
A fighter may select Power Attack as one of his fighter bonus feats.
Action Point: You may spend an action point at the same time as you enter a combat trance. This doubles your effective base attack bonus for the purpose of determining bonus damage from this feat. The effects of this action point end at the same time that combat trance ends.
Alternately, you may spend an action point to gain a single use of this combat trance above your normal daily use limit.
Opinions? This is designed to eliminate the drawback of the RAW feat, and at the same time stop players from getting out the calculators to optimise the exact amount of attack bonus to convert to damage.