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View Full Version : Interception Feat: Now your offense is your defense!



aleucard
2014-09-19, 01:57 PM
The basic idea, if you want to suggest modifications to the base one or possible future additions feel free.

Feat Name: Interception
Feat Type: Combat, Fighter
Feat Prerequisite: Deflect Arrows or (Combat Reflexes & Str or Dex 15)

Feat Effect: When taking an attack of any kind, you may make an opposed attack roll to strike the attacking object. If the strike connects (IE: beat the attacker's Touch AC, with projectiles using their own size modifiers rather than the attacker's, DM's call), roll damage as if you connected normally (crits count for this, but Sneak Attack and relatives don't), and subtract your damage from the incoming damage. This action uses an AoO. If you exceed the incoming attack's damage, the target does not take damage, even if the incoming attack was a melee one. You may only use Ranged attacks to block Ranged attacks, and you provoke AoO as normal for attacking with the ranged weapon. You may choose to use this ability after the target rolls for determining if they hit or not, but if you wait then any crits that are registered count (IE: if you choose to Intercept before the target rolls for the attack, they auto-hit but don't crit unless if some effect forces auto-crit on all hits). This ability may be used any time you suffer an attack you can respond to, even during your turn (though not when you're flat-footed or denied your Dex bonus).

Feat Name: Overpowering Interception
Feat Type: Combat, Fighter
Feat Prerequisite: Interception

Feat Effect: If, during the course of an Interception, your damage roll exceeds the incoming damage roll, the attacker takes the difference as damage automatically. If you have Sneak Attack damage or some relative thereof and the target is valid (consider them flat-footed and denied their Dexterity bonus for this attack, though all other restrictions apply), they take that damage as well. If you Intercept with a Melee weapon, you may only deal damage this way to either Melee attackers or Ranged attackers within your reach (IE: Melee attackers can take damage, even if they're normally outside of your reach).

Feat Name: Catching/Sundering Interception
Feat Type: Combat, Fighter
Feat Prerequisites: Interception, Improved Disarm or Improved Sunder

Feat Effect: If you successfully negate the full damage of a Melee attack or a Ranged attack and either the weapon itself or the attacker itself is within your reach, then you may immediately make a Disarm Attempt if you have the Improved Disarm feat or a Sunder attempt if you have the Improved Sunder feat. If you have both, you receive an additional +2 to either roll when used in this fashion. If the weapon in question is a Natural Weapon, you may instead add your weapon's damage dice and whatever Strength modifier your weapon uses (IE: normal Str bonus to damage) +2 to your Interception on top of your normal damage.

Sometimes, Martials deserve Nice Things. Being able to use one of the few things they excel at over most Casters in a more defensive manner should qualify.