Umarth
2007-06-08, 12:20 PM
Three new feat ideas to make mental ability scores more useful in combat and reworks of two feats I'd posted before.
These first three feats need some work on explaining them in a clearer fashion and if anyone has some recommendations I'd appreciate it.
Confidant Strike [General, Fighter]
Your mental dominance of reality allows you to reduce the randomness of combat.
Benefit: You may take 11 on an attack roll rather than rolling a d20. You may use this ability once every 5 minus your charisma modifier rounds. So if your charisma modifier is 3 you would be able to take 11 on an attack roll once every 2 rounds. You may not use this ability more than once a round.
Battle Endurance [General, Fighter]
Fights are less taxing to you than to others.
Prerequisites: Endurance
Benefit: Every round you convert the first two times your wisdom modifier damage you take into non lethal damage. If your wisdom modifier where +3 then the first 6 points of damage you take every round is converted into non lethal damage.
Intelligent Shot [General, Fighter]
You are very good at figuring out exactly when and how to fire your bow at distant targets.
Prerequisites: Far Shot
Benefit: You ignore the range penalties for a number of range increments equal to your intelligence modifier +1 though you take normal penalties for any ranged attacks further away. For example an archer with a +3 intelligence modifier would ignore the range penalties for the first four range increments (normal penalties 0, -2, -4, -6 all reduced to 0) though any shots at further range increments suffer the normal penalties (-8 for the 5th range increment)
Modifications to two feats I already had.
Original:
Lucky Strike [General]
You know that lucky people can make their own luck. By focusing your will you’re somewhat able to reshape reality.
Prerequisites: Cha 13, BAB +1
Benefit: As a Swift Action, you apply your cha modifier to your next and damage roll that round. After that attack you suffer -2 penalty to your charisma score for 4 hours.
Revised:
Lucky Strike [General, Fighter]
You know that lucky people can make their own luck. By focusing your will you’re somewhat able to reshape reality.
Prerequisites: BAB +1
Benefit: As a Swift Action, you apply your cha modifier to your next attack roll. In addition you deal an extra 1d6 damage per point of your cha modifier. After that attack or 1 minute has passed you suffer -2 penalty to your charisma score for 4 hours. For example if you had a +3 cha modifier your next attack would be at +3 and you would deal an extra 3d6 points of damage.
Original:
Improved Lucky Strike [General]
Through long practice you’ve gotten even better at imposing your will in a fight.
Prerequisites: Cha 15, BAB +6
Benefit: As a Swift Action, you apply half your cha modifier, rounded down, to all your attack and damage rolls until your next turn. At the start of your next turn you suffer -2 penalty to your charisma score for 4 hours.
Revised:
Improved Lucky Strike [General, Fighter]
Through long practice you’ve gotten even better at imposing your will in a fight.
Prerequisites: BAB +6, Lucky Strike
Benefit: As a Swift Action, you apply your cha modifier to all your attack rolls until your next turn. You also deal an extra 1d6 points of damage on all attacks made until your next turn per point of your cha modifier. At the start of your next turn you suffer -2 penalty to your charisma score for 4 hours.
These first three feats need some work on explaining them in a clearer fashion and if anyone has some recommendations I'd appreciate it.
Confidant Strike [General, Fighter]
Your mental dominance of reality allows you to reduce the randomness of combat.
Benefit: You may take 11 on an attack roll rather than rolling a d20. You may use this ability once every 5 minus your charisma modifier rounds. So if your charisma modifier is 3 you would be able to take 11 on an attack roll once every 2 rounds. You may not use this ability more than once a round.
Battle Endurance [General, Fighter]
Fights are less taxing to you than to others.
Prerequisites: Endurance
Benefit: Every round you convert the first two times your wisdom modifier damage you take into non lethal damage. If your wisdom modifier where +3 then the first 6 points of damage you take every round is converted into non lethal damage.
Intelligent Shot [General, Fighter]
You are very good at figuring out exactly when and how to fire your bow at distant targets.
Prerequisites: Far Shot
Benefit: You ignore the range penalties for a number of range increments equal to your intelligence modifier +1 though you take normal penalties for any ranged attacks further away. For example an archer with a +3 intelligence modifier would ignore the range penalties for the first four range increments (normal penalties 0, -2, -4, -6 all reduced to 0) though any shots at further range increments suffer the normal penalties (-8 for the 5th range increment)
Modifications to two feats I already had.
Original:
Lucky Strike [General]
You know that lucky people can make their own luck. By focusing your will you’re somewhat able to reshape reality.
Prerequisites: Cha 13, BAB +1
Benefit: As a Swift Action, you apply your cha modifier to your next and damage roll that round. After that attack you suffer -2 penalty to your charisma score for 4 hours.
Revised:
Lucky Strike [General, Fighter]
You know that lucky people can make their own luck. By focusing your will you’re somewhat able to reshape reality.
Prerequisites: BAB +1
Benefit: As a Swift Action, you apply your cha modifier to your next attack roll. In addition you deal an extra 1d6 damage per point of your cha modifier. After that attack or 1 minute has passed you suffer -2 penalty to your charisma score for 4 hours. For example if you had a +3 cha modifier your next attack would be at +3 and you would deal an extra 3d6 points of damage.
Original:
Improved Lucky Strike [General]
Through long practice you’ve gotten even better at imposing your will in a fight.
Prerequisites: Cha 15, BAB +6
Benefit: As a Swift Action, you apply half your cha modifier, rounded down, to all your attack and damage rolls until your next turn. At the start of your next turn you suffer -2 penalty to your charisma score for 4 hours.
Revised:
Improved Lucky Strike [General, Fighter]
Through long practice you’ve gotten even better at imposing your will in a fight.
Prerequisites: BAB +6, Lucky Strike
Benefit: As a Swift Action, you apply your cha modifier to all your attack rolls until your next turn. You also deal an extra 1d6 points of damage on all attacks made until your next turn per point of your cha modifier. At the start of your next turn you suffer -2 penalty to your charisma score for 4 hours.