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Tim4488
2007-03-19, 03:45 PM
For that Fighter who wants to do something besides swing a sword, I present these, modeled primarily after Guerilla Scout and Guerilla Warrior from Heroes of Battle, a WotC product. In general I'd suggest only allowing these feats at first level, unless someone actively seeks out such training later on (if your 4th level fighter goes to the Wizards of Ak'baran and offers 6 months of his life to learn Spellcaster Guardian, let him have it.)

Bodyguard Training [Fighter]
You were trained to guard a notable personage, perhaps a noble or wealthy merchant.
Prerequisites: Wis 13
Benefits: Ranks in Spot and Sense Motive cost 1 skill point for you, even if these are cross-class skills for you. In addition, when adjacent to an ally with a lower AC than your own and wielding a shield of any type, you may give up your shield bonus to AC to grant the ally next to you an equal bonus to AC.
Normal: Cross-class skills cost two skill points for each rank purchased.
Special: This feat does not change the maximum number of ranks allowed in a cross-class skill. This feat may be chosen as a Fighter bonus feat.


Spellcaster Guardian [Fighter]
Your work defending spellcasters has given you some knowledge of their methods.
Prerequisites: Int 13
Benefits: Ranks in Knowledge (Arcana) and Spellcraft cost 1 skill point for you, even if these are cross-class skills for you. In addition, you gain a +1 bonus on any reflex save made to resist an area spell cast by one of your allies.
Normal: Cross-class skills cost two skill points for each rank purchased.
Special: This feat does not change the maximum number of ranks allowed in a cross-class skill. This feat may be chosen as a Fighter bonus feat.

Manifester Guardian [Fighter]
Your work defending psionicists has given you some knowledge of their methods.
Prerequisites: Int 13
Benefits: Ranks in Knowledge (Psionics) and Psicraft cost 1 skill point for you, even if these are cross-class skills for you. In addition, you gain a +1 bonus on any reflex save made to resist an area power manifested by one of your allies.
Normal: Cross-class skills cost two skill points for each rank purchased.
Special: This feat does not change the maximum number of ranks allowed in a cross-class skill. This feat may be chosen as a Fighter bonus feat.

Acrobatic Combatant[Fighter]
You are skilled at moving around the battlefield.
Prerequisites: Dex 13
Benefits: Ranks in Balance and Tumble cost 1 skill point for you, even if these are cross-class skills for you. In addition, you gain a +2 competence bonus on balance checks made while charging.
Normal: Cross-class skills cost two skill points for each rank purchased.
Special: This feat does not change the maximum number of ranks allowed in a cross-class skill. This feat may be chosen as a Fighter bonus feat.

More!

Sailor[Fighter]
You are trained to work and fight on a ship.
Prerequisites: Profession (Sailor) 4 ranks
Benefits: Use Rope is a class skill for you. In addition, you gain a +2 competence bonus on climb and balance checks while on any seaborne vessel.
Special: This feat may be chosen as a Fighter bonus feat.

Know your Tools[Fighter]
Crafting your own equipment has given you uncanny insight into identifying mundane gear in general.
Prerequisites: Craft (Any) 4 ranks
Benefits: Appraise is a class skill for you. In addition, the synergy bonus granted to your Appraise skill by any craft skill you possess becomes +3 rather than +2.
Normal: A synergy bonus is always +2.
Special: This feat may be chosen as a Fighter bonus feat. [Most commonly with Craft (Armorsmithing), Craft (Weaponsmithing), or Craft (Bowmaking), though this is not a requirement.]

Military Historian[Fighter]
Your combat training included studying great battles and generals of old.
Prerequisites: Int 13, Literacy
Benefits: Knowledge (History) and Knowledge (Nobility and Royalty) are class skills for you. ((Need something extra on this one. Originally had a bonus to find a tactical advantage a la Heroes of Battle, but I'd like something more general))
Special: This feat may be chosen as a Fighter bonus feat.

And some more.

Overland Scout [Fighter]
While a member of the military, your job was to move far ahead of the main army to create maps, plot routes, and other such tasks.
Prerequisites: Endurance
Benefits: Knowledge (Geography), Knowledge (Nature), and Survival are class skills for you.
Special: This feat may be chosen as a Fighter bonus feat.

First Aid Training[Fighter]
Not only can you dish out wounds, you can patch them up too..
Prerequisites: Wis 13
Benefits: Heal is a class skill for you. In addition, you can get 20 uses out of a Healer's Kit rather than 10, and providing first aid is a move action for you.
Normal: Providing first aid is a standard action, and a Healer's Kit has 10 uses.
Special: This feat may be chosen as a Fighter bonus feat.

Cave Dweller [Fighter]
Living underground has sharpened your senses and your knowledge.
Prerequisites: Darkvision
Benefits: Knowledge (Dungeoneering) and Listen are class skills for you. Also, the range of your darkvision increases by 10 ft.
Special: This feat may be chosen as a Fighter bonus feat.

Knight [Fighter]
You have sworn an oath to a duke, baron, or similar noble.
Prerequisites: Oath of fealty to a land-owning noble (details to be worked out with the DM), any non-chaotic
Benefits: Diplomacy and Knowledge (Nobility and Royalty) are class skills for you. In addition, you gain a +2 bonus on any Bluff, Diplomacy, or Intimidate checks made in the land that your lord controls.
Special: This feat may be chosen as a Fighter bonus feat. If you ever break your oath of fealty, your lord loses his land, or your lord dies, you lose the secondary benefit of this feat. You may regain it if another lord takes you into his service (unlikely if you broke the oath of fealty), or if your lord regains his land (probably with your help).

Combat Ledgermain [Fighter]
You know a few tricky ways to handle a blade.
Prerequisites: Dex 13
Benefits: Ranks in Bluff and Sleight of Hand cost 1 skill point for you, even if they are cross-class skills for you. In addition, you gain a +2 bonus on a Sleight of Hand check made to hide a weapon.
Normal: Cross-class skills cost two skill points for each rank purchased.
Special: This feat does not change the maximum number of ranks allowed in a cross-class skill. This feat may be chosen as a Fighter bonus feat.

Improved Combat Ledgermain [Fighter]
You're even trickier with blades than you were before.
Prerequisites: Improved Feint, Combat Ledgermain
Benefits: You may add your dexterity modifier as well as your charisma modifier to Bluff checks, but only to those made to feint in combat.
Normal: Bluff checks rely on your charisma modifier.
Special: This feat may be chosen as a Fighter bonus feat.

One more. Took me a few days to get a good handle on it, but I like it now.

Bounty Hunter [Fighter]
You track down criminals (or adventurers) for a living.
Prerequisites: Track
Benefits: Gather Information, Knowledge (Local), Survival and Use Rope are always class skills for you.
Special: This feat may be chosen as a Fighter bonus feat.

Another. It may be too weak, but I think it works.

Devoted Bodyguard [Fighter]
You go above and beyond the call of a standard bodyguard, sacrificing yourself for your charge or allies.
Prerequisites: Bodyguard Training
Benefits: You gain a +2 bonus on Spot checks. Also, when you are lending your shield AC bonus to an ally with Bodyguard Training and that ally is attacked with a melee or ranged weapon (not a spell, supernatural ability, or anything else), you may make a reflex saving throw (DC 15) as an immediate action. If you succeed, the ally takes no damage, and you take half of the damage the weapon attack would have normally caused.
Special: This feat may be chosen as a Fighter bonus feat.

I may have one or two more to come later. Criticisms, comments, compliments, suggestions, and requests for more welcome.

Haedrian
2007-03-19, 04:00 PM
Spellcasting guardian sounds lyke an Elrich Knight (PrC)

Acrobatic sounds lyke a cross between a Monk and a dualist

Macrovore
2007-03-19, 07:41 PM
spellcasting and manifesting are too weak. I'd give them evasion against any adjacent ally's spells.

Tim4488
2007-03-19, 09:22 PM
Spellcasting Guardian and Acrobatic Combatant could certainly make some PrC's cheaper, though note that by not making the skills actual class skills, they don't allow faster access. Anyway, spellcasting guardian is more so you can identify the wizard's spells than so you can actually use spells yourself. *shrug*

Macrovore: Neat idea, but if the ally's adjacent, why are you in his area spell anyway? Plus, there's already a teamwork benefit that does evasion against ally spells. Didn't want to step on its toes.

Tim4488
2007-03-20, 06:38 AM
Posted several more of them up top.

Macro: What about a +1 bonus on any saving throw to avoid an area effect from an ally? Not a huge difference, but there are spells like Cone of Despair and such.

Arakune
2007-03-20, 10:42 AM
cool! now we have a fighter with more than hack-and-slash machine ^^

Tim4488
2007-03-20, 08:52 PM
Exactly the point, ryuan. For extra love, check out Guerilla Scout and Guerilla Warrior from Heroes of Battle. Any requests for anything else?

Any other opinions?

Tim4488
2007-03-25, 08:58 PM
bump, due to one more being added to the list.