Flickerdart
2016-07-30, 11:36 PM
We have all heard those old bearded men in their towers, bragging about their ability to twist spells into slightly different spells. The psions, the warlocks, even the dragons all lay claim to this power, modifying their magic on the fly to coax some additional effect out of it. As if setting half the city block on fire wasn't enough of an effect! The lowest of the shadowcaster, the most tongue-tied truenamer, learn these skills and think they are better than gods-fearing men and women who go out there and put in an honest day's work with shield and lance and bow. And don't think the kids don't see this! They get ideas, you know, and now they're mucking about with kicks and flips and moves I've never even heard of. From some kind of book made out of swords, they say. Harrumph!
Metacombat feats
As a warrior's skill with her weapon grows, she can learn to do more than just swing and hope she strikes flesh. She can activate one or more metacombat feats each time she begins a full attack, and must forego a certain number of attacks to which she would normally be entitled, starting with attacks at her highest attack bonus. In exchange, she is able to take certain special actions or apply a bonus to her remaining attacks for that round. Attacks so sacrificed cannot be foregone for other abilities that require you to forego attacks.
Characters who receive bonus attacks beyond their base attack bonus during a full attack (from Flurry of Blows, haste, or simply dual-wielding) may sacrifice these bonus attacks for meta-attack feats. Characters may not sacrifice natural attacks in this manner.
All [Meta-attack] feats are considered to be [Fighter] feats.
Utility Belt [Metacombat]
A beginner brings everything he owns on an adventure, because he doesn't know what he might need. You bring everything you own on an adventure because you know you'll need all of it.
Prerequisites: Quick Draw, Base Attack Bonus +5
Benefits: For every attack sacrificed, you may perform one of the following actions:
Retrieve and drink a potion, or retrieve and apply an oil
Activate a non-consumable magic item with an activation time of one standard action or less
Draw a concealed weapon, or attempt to conceal a weapon
Retrieve an item from a container such as a pouch or backpack
Ready or loose a shield
Pick up an item on the ground
Speed Demon [Metacombat]
You can chase down your enemies with supernatural speed - and slip away if you chase down too many to handle.
Benefits: For every attack sacrificed, you may immediately move up to your movement speed.
Inquisitor Style [Metacombat]
Your blade sunders enchantments, and your shield turns away curses. You can tear down magic and lay bare the reality underneath.
Prerequisites: Mage Slayer
Benefits: For every attack sacrificed, you may perform one of the following actions:
Activate a targeted dispel magic effect, except the range is Touch, and you use your base attack bonus plus your weapon's enhancement bonus instead of caster level when calculating whether or not an effect is dispelled. You may only use this ability once per round. Regardless of the outcome, the target is immune to your further uses of this ability for 8 hours.
Make a regular attack, applying the damage dealt as a penalty to the target's Spell Resistance. Spell Resistance cannot be lowered to less than 0, and returns in 1d10 minutes. Regardless of the outcome, the target is immune to your further uses of this ability for 8 hours.
Charge your remaining attacks with draining energy. For the remainder of the round, every time you successfully deal damage with an attack, the target loses a prepared spell, spell per day, power points, or similar resource, as if it used its highest level available spell, power, or similar ability. At the end of the round, the target is immune to your further uses of this ability for 8 hours.
Patient Opportunism [Metacombat]
A true master of the sword does not hurry to swing it.
Prerequisite: Combat Reflexes
Benefits: For every attack sacrificed, you may make an additional attack of opportunity before the start of your next turn.
The idea behind these feats was to turn attack actions into "real" actions, and help leverage the action economy into the mundanes' favour while giving them cool stuff to do. Thoughts?
Metacombat feats
As a warrior's skill with her weapon grows, she can learn to do more than just swing and hope she strikes flesh. She can activate one or more metacombat feats each time she begins a full attack, and must forego a certain number of attacks to which she would normally be entitled, starting with attacks at her highest attack bonus. In exchange, she is able to take certain special actions or apply a bonus to her remaining attacks for that round. Attacks so sacrificed cannot be foregone for other abilities that require you to forego attacks.
Characters who receive bonus attacks beyond their base attack bonus during a full attack (from Flurry of Blows, haste, or simply dual-wielding) may sacrifice these bonus attacks for meta-attack feats. Characters may not sacrifice natural attacks in this manner.
All [Meta-attack] feats are considered to be [Fighter] feats.
Utility Belt [Metacombat]
A beginner brings everything he owns on an adventure, because he doesn't know what he might need. You bring everything you own on an adventure because you know you'll need all of it.
Prerequisites: Quick Draw, Base Attack Bonus +5
Benefits: For every attack sacrificed, you may perform one of the following actions:
Retrieve and drink a potion, or retrieve and apply an oil
Activate a non-consumable magic item with an activation time of one standard action or less
Draw a concealed weapon, or attempt to conceal a weapon
Retrieve an item from a container such as a pouch or backpack
Ready or loose a shield
Pick up an item on the ground
Speed Demon [Metacombat]
You can chase down your enemies with supernatural speed - and slip away if you chase down too many to handle.
Benefits: For every attack sacrificed, you may immediately move up to your movement speed.
Inquisitor Style [Metacombat]
Your blade sunders enchantments, and your shield turns away curses. You can tear down magic and lay bare the reality underneath.
Prerequisites: Mage Slayer
Benefits: For every attack sacrificed, you may perform one of the following actions:
Activate a targeted dispel magic effect, except the range is Touch, and you use your base attack bonus plus your weapon's enhancement bonus instead of caster level when calculating whether or not an effect is dispelled. You may only use this ability once per round. Regardless of the outcome, the target is immune to your further uses of this ability for 8 hours.
Make a regular attack, applying the damage dealt as a penalty to the target's Spell Resistance. Spell Resistance cannot be lowered to less than 0, and returns in 1d10 minutes. Regardless of the outcome, the target is immune to your further uses of this ability for 8 hours.
Charge your remaining attacks with draining energy. For the remainder of the round, every time you successfully deal damage with an attack, the target loses a prepared spell, spell per day, power points, or similar resource, as if it used its highest level available spell, power, or similar ability. At the end of the round, the target is immune to your further uses of this ability for 8 hours.
Patient Opportunism [Metacombat]
A true master of the sword does not hurry to swing it.
Prerequisite: Combat Reflexes
Benefits: For every attack sacrificed, you may make an additional attack of opportunity before the start of your next turn.
The idea behind these feats was to turn attack actions into "real" actions, and help leverage the action economy into the mundanes' favour while giving them cool stuff to do. Thoughts?