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ImpFireball
2007-08-04, 11:56 PM
Snatch Step

Your fast and dexterous ways allow you to step onto a weapon, and effectively pick it up as well as shoot or swing it; all in a single smooth movement.

Prerequisites: Quick Draw, Improved Initiative, Strafe, Rapid Reload, Point Blank Shot, Dex 17

You may step on a docile weapon that lies on the ground to pick it up. If the weapon is ranged and loaded, you may shoot it at an enemy in 'front' of your character (the direction to which you moved) as a free action.

If the weapon is melee (one handed), you may make an attack of oppurtunity if their are any enemies adjacent to you. Reach weapons increase the range of attacks of oppurtunity (whereas combat reflexes increase the number of AoO's you may make). This AoO is in addition to your standard single AoO that you may recieve during the period in which it is not your turn.

If the weapon is a weapon that may be thrown, you may throw the weapon applying the same rules as if it were a loaded ranged weapon, or make AoO's by your choice.

You may use snatch step after moving to a weapon that lies on the ground, or whenever your character comes in contact with such a weapon during your turn.

Shot of Oppurtunity

Don't look now! Anyone with this feat will have a good sense of the few dozen feet surrounding them. Any wrong movement risks warrenting a projectile being sent your way.

Prerequisites: Far Shot, Rapid Reload, Shot on the Run, Opportunist (rogue ability), Combat Reflexes, Dex 13

Whenever an enemy takes an action that would otherwise provoke an attack of oppuotunity if you were adjacent or within reach of that enemy, you may shoot at that enemy with a loaded ranged weapon that you wield. The weapon must be loaded and the enemy must be within short range of your weapon. If your weapon is capable of containing more then one unit of ammo, you may expend all of your ammo in this single AoO, or take advantage of as many AoO's as you like, depending on however much ammo you happen to have left.

Penetration

Um... no ladies, it wasn't what you were thinking. Still hurts for anyone though.

Prerequisites: Power Attack, Wep Focus (ranged weapon), Point Blank Shot, Precise Shot, improved critical.

When shooting at an enemy with a ranged weapon that depends on strength for damage modification, you may ignore hardness or damage reduction at half the damage you deal with that weapon if you shoot from a short range. Medium range ignores hardness at a quarter of damage, long range does not ignore hardness, and a point blank shot ignores hardness/damage reduction at 100% of the damage you deal.

Additionally, critical hits with these ranged weapons will pass through your target and hit anything behind, should you will it. Because a critical hit is considered a 'good' hit, the player may declare that the shot both damages and bounces off the enemy to hit another enemy as well, should there be no enemy behind said enemy that was affected by the critical hit. Killing the enemy, or reducing their hit points to 0 will yield the same affects and rules that will be thusly applied; however the second enemy must be behind or adjacent to the enemy that was killed.

The weapon finesse feat will allow for non-strength-required-for-damage-modification bows (such as crossbows or repeaters) to make use of this feat as well.

High Alert

Dammit Ma'! We're on high alert over here!

Prerequisites: Shot of Oppurtunity, Improved Initiative, Dex 15, Wis 13

You may perform any ranged or melee action on an attack of oppurtunity, which includes rapid fire barrages, rapid reloads, or trips and grapples.

Wall Run

Prince o' Persia transformation of D&D into platform adventure game action is go!

Prerequisites: Mobility, Combat Reflexes, Jump 8 ranks, Climb 8 ranks, knowledge (environment) 2 ranks, Dex 15

You may take advantage of the environment to run along a wall during the charge of an enemy or any other point in which you wish to move and are adjacent or within reach of a wall that leads to another adjacent point within reach of the feat (this includes movements that translate into wall runs). The wall may be used to pass over a ledge, or an empty space as long as it doesn't exceed the movement speed limitations according to how you chose to move, and as long as nothing along the wall impedes your progress (being impeded forces a climb check that can sometimes be forced to run the wall in the first place). Being stunned during the process will render your character to 'fail' the run (despite a run on a 'perfect' wall not requiring a check in itself), forcing your character to abandon the wall and seek whatever surface lies below (whether that be a 200 foot drop or otherwise). Running on a wall removes the ordinary -2 of a charge movement, and may translate into a leap attack in itself, however the enemy you target must remain adjacent to the wall at the time. A charge in the form of a wall run can only be performed if the wall is adjacent, however a tumble check may be made to reach a wall that is slightly out of reach; success thus allowing to ignore the adjacent rule and carry out the wall run charge.

A monk may run along a wall during the process of a slowfall, or use it during her next turn, as long as she remains 'in' the slowfall. As long as her movement isn't exceeded, a monk may 'move' in the form of running on a wall and then return to a new slowfall at the end of her turn if an empty space presents itself below her.

A run along the wall also may count as a run and be conducted at any speed (under or up to whatever your character's maximum running speed may be), and finished with a jump or whatever else the player wishes to finish it with.

Dwarves may use their ability to examine structures to determine perfect walls. A knowledge (environment) check can also determine the condition of walls and slopes in the room in which you stand. Ceilings may usually only be examined with the use of the structure oriented skill.

Sample Scenario in Which a Wall Run May Be Applied: Veiva has the slowfall ability, and is able to slowfall up to 50' before freefalling and otherwise plunging to her death. She decidely falls a few dozen feet and then slowfalls for 25' to use up her turn. Soon enough her next turn arrives, and she still has 25' worth of slowfall left, to make up for this she makes a reflex check with applicable armor checks (depending on the condition of the wall or ledge of which she is slowfalling), and succeeds, allowing her to get a foothold and run along the wall in a more horizontal direction at a run speed of 3 times whatever her fast movement added with her normal 30' (for being a medium sized lithe little human woman). This probably equates to around 180'. The condition of the wall forces her to make a climb skill check at quadruple however much feet one of her statistics can normally climb vertically upwards in a single turn. Another reflex check will allow her to stop again, upon which point she can make a climb check to see if she can gain a foothold to climb vertically and normally (failure results in a renewed activation of slowfall or freefall by player choice). Either that occurs, or she eventually encounteres a 'landing' or cliff upon which point she run along the wall until she reaches the landing, allowing her to safely get there without any damage or death from falling in the first place.

Other adventurers might have to traverse several rooms to reach that landing. Additionally, the run on walls feat allows Veiva to make the equivalent of a leap attack upon any enemies whom are close enough to her that happen to exist upon that landing (adjacent to the wall). Another way to land would be for Veiva to complete her run along the wall with a jump to land away from the wall, however she'll have to avoid doing a charge to surprise any enemies that exist (because a jump and a charge are clearly different things).

Obstacles or otherwise poor condition of a wall will force the character to make a climb check (with applicable armor check penalties applying) if the wall is anything less then 'perfect'. Other things can occur too depending on GM/DM creativity, such as ropes hanging from the wall that can be grappled (with a grapple check) and then climbed, if the character moves past them during the running on walls attempt. Even traps such as shoot-up spikes or saws can be placed along walls that stab or cut at the character and force reflex checks, resulting in damage (or stun and force reflex checks, if damage creates stun rules). Walls can collapse too. Anything can happen, and is only limited by scope of creativity.

CasESenSITItiVE
2007-08-05, 12:40 AM
Shot of Oppurtunity

Don't look now! Anyone with this feat will have a good sense of the few dozen feet surrounding them. Any wrong movement risks warrenting a projectile being sent your way.

Prerequisites: Far Shot, Rapid Reload, Shot on the Run, Opportunist (rogue ability), Combat Reflexes, Dex 13

Whenever an enemy takes an action that would otherwise provoke an attack of oppuotunity if you were adjacent or within reach of that enemy, you may shoot at that enemy with a loaded ranged weapon that you wield. The weapon must be loaded and the enemy must be within short range of your weapon. If your weapon is capable of containing more then one unit of ammo, you may expend all of your ammo in this single AoO, or take advantage of as many AoO's as you like, depending on however much ammo you happen to have left.



this one seems overpowered to me. attacks of opportunity were made specifically for melee fighters. moving, casting a spell, and basically anything else other than concentrating on the melee fight your invlolved in causes an attack of oppotunity. you may as well just give them an extra shot (or a few, if they can load more than one arrow) every turn.

ImpFireball
2007-08-05, 01:32 AM
That's actually the first speck of controversy I expected.

Now see, in order to take shot of oppurtunity, you must compile together a handful of other feats that go somewhat awkwardly together. In addition to that, you gotta be a rogue of at least 10th level (opportunist), with the inclusion of ranged gear. I think it's fair, because enemies can avoid it, simply by focusing on the rogue in question. The rogue exposes themselves in this sense. Additionally, casters will usually be able to stay out of the 40-60' range, considering they're often in the back of a group of monsters/pc's/whatevers. Ranged characters can stay away as well; although maybe I'll include that high alert is required to AoO ranged users (unless the user in taking cover). That might be more fair. But even then, melee opponents are excluded, and ranged users are away from the combat because they're ranged.

ImpFireball
2007-08-19, 04:47 PM
Whirly

An excellent feat for rogues who use throwing weapons.

Prerequisites: Rapid shot, quick draw, improved critical, opportunist (rogue ability)

You can quickdraw as many times as you like in a single turn, even before and after a full attack action. You may also quickdraw during a full attack action (so as to help complete all the attacks that would be otherwise involved in a full attack action), however it may only be done once.

High Alert (modified to fit fighter)

Prerequisites: Dex 17, Wis 13, improved trip, improved sunder, combat reflexes, lightning reflexes, improved unarmed strike

You can perform any range of special attack action on an attack of opportunity, short of shooting a ranged weapon (but not throwing), casting a spell, or moving. You may even aid another or flank on an AoO.

Dryad
2007-08-19, 07:40 PM
Prerequisites: Rapid shot, quick draw, improved critical, opportunist (rogue ability)

You can quickdraw as many times as you like in a single turn, even before and after a full attack action. You may also quickdraw during a full attack action (so as to help complete all the attacks that would be otherwise involved in a full attack action), however it may only be done once.

This looked good for the rogue dual wielding dagger'n'darter, but..
It may only be done once? One quick draw action would allow you to quickdraw only two weapons, period. As many as you like, but you may do it only once, so that limits it to the number of hands you've got. And let's face it; someone with two-weapon fighting and quickdraw may already draw that many weapons as a quickdraw action.

Maldraugedhen
2007-08-19, 10:30 PM
Wall Run is interesting, but titanically text-heavy (for good reason--it's a complex maneuver). Therefore, I would pass along the same advice I was given on these boards in the same situation: make it a standard combat action with some massive penalties (or a class feature), then make a feat (or feats) that remove those penalties. That way, if the DM knows Wall Running as an action, he can quickly make sense of the feat. Then again, if a DM knows Wall Running as it stands as a feat, the same thing happens. So, up to you.