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View Full Version : Ignition and Reach (feats)



ImpFireball
2007-08-01, 11:58 PM
Enflame Wounds

Prerequisites:
- improved critical, weapon focus (selected weapon)

When attempting to hit a flatfooted/prone/or otherwise 'helpless' enemy who has already been wounded, you may use a weapon that deals fire damage whilst taking a -4 penalty on your attack roll, in order to set said enemy's wounds on fire. A character with enflamed wounds suffers damage as if on fire at an increased number 1d6 per round equal to a rolled percentage of the total amount of hitpoints they've lost in the same day. On every round, there's a 30-50% chance that the character will have to make a fortitude save (completely determined by GM, taking into consideration the amount of fire damage caused upon setting the victim's wounds aflame), or double over and fall prone that round as a result of the pain.
A will save (as determined by GM), or another effect that removes pain (such as a spell, or autohypnosis) will allow them to continue fighting.

The character/monster with enflamed wounds must also roll an additional fortitude save every second round, or suffer constitution damage equal to their total constitution (temp mods included) subtracted by the amount of damage they've suffered during that day divided by their constitution modifier.

A character may make a reflex save to avoid having their wounds set on fire.

Improved Enflamed Wounds
Prequisites: Enflamed wounds

You may spend one round studying the enemy so that you may ignite their wounds without relying on them being flatfooted or made helpless. The amount of d6's rolled for fire damage dealt upon ignition may now be placed at your character's BAB divided by four, if declared so by the player.

Improved Reach

Prerequisites: Weapon focus (selected reach weapon), weapon finesse, dex 15
You may hit an enemy from afar with a reach weapon at a range equal to as if you were one size category larger than your character wielding a weapon of the same size category. The weapon need not be extended, because this feat relies on the flexibility and the ability of the character to take advantage of the environment.

Dreadnaught

Prerequisites: 22 strength, TWF, Oversized TWF, weapon focus (desired weapon), BAB +6

You may now wield a non-reach weapon that normally requires two hands in either the main hand or the off-hand. The threat range die decreases by 1, and the strength modifier damage is now 1 (rather then the usual 1.5 with a two hand weapon). Additionally, double weapons can be wielded in one hand, however they must be in the offhand to take advantage of their double qualities (along with the fact that you must prove capable of performing 3 attacks).