Halrax
2022-10-06, 02:51 PM
Prelude: I'm the sort of person who spends hundreds of hours making homebrew without any realistic intention of ever seeing it played. Figured I should start posting some of it to get some evaluations and reality checks, and maybe some people could find it interesting enough to use.
These feats are intended to be somewhat high-powered, and sometimes reference other changes. I'll try to clarify anything misleading. It may be useful for you to check out my BAB changes (https://forums.giantitp.com/showthread.php?650288-Making-BAB-more-relevant-and-interesting-PEACH).
Blind-Fight: Awareness, BAB +1: The blindsense from Awareness becomes blindsight
Canny Fighter: BAB +1: You count as having Defensive Expertise, Offensive Expertise, and Int 13 for qualifying for feats
Combat Reflexes: Dex 13: You may make AoO when flat-footed, and you gain an additional number of AoO per round equal to your Dex bonus
Defensive Expertise: Int 13, BAB +1: When fighting defensively, the penalty to attacks equals the dodge bonus to AC, the penalty is limited to BAB instead of the bonus, and the dodge bonus to AC becomes 1x/2x/3x/etc. the penalty at BAB +1/+8/+15/etc.
Dodge: Dex 13, BAB +1: You gain a +2/3/4/etc. dodge bonus to AC at BAB +1/+6/+11/etc. (dodge bonuses don’t apply when off-guard)
Endurance: Con 13: Whenever you fail a Fortitude save, you can make another save 1 round later, if successful gain the benefit of a successful save. If you succeed on a Fortitude save and succeeding only gives a partial benefit, you can make another save 1 round later to ignore the effect entirely.
Improved Unarmed Strike: BAB +1: You are considered armed even without a weapon, your unarmed strike counts as a natural weapon for the purposes of spells and other effects, your unarmed strike deals damage as if one size larger, your unarmed strike deals either lethal or nonlethal damage and either bludgeoning, piercing, or slashing damage (chosen when you attack), you can deal unarmed strikes even when your hands are full (up to your normal number of attacks), and you can treat these unarmed strikes as an off-hand weapon
Offensive Expertise: Int 13, BAB +1: When fighting offensively, the penalty to AC equals the bonus to attacks, the penalty is limited to BAB instead of the bonus, and the bonus to attacks becomes 1x/2x/3x/etc. the penalty at BAB +1/+8/+15/etc.
Power Attack: Str 13, BAB +1: At the beginning of each round, you may choose to take a penalty on attacks in exchange for a bonus to weapon damage. This penalty cannot exceed your BAB. The bonus on damage is none for light weapons, same as the penalty for one handed weapons, natural weapons, or thrown weapons, and twice the penalty for two handed weapons or a one-handed weapon wielded in two hands
Quick Attacks: BAB +2: Your BAB is considered four points higher when determining number of iteratives on a full attack, standard attack, or swift attack, as well as number of AoO per round and any feat that relies on BAB thresholds (such as Weapon Focus, but not Power Attack)
Quick Draw: BAB +1: You can draw a weapon or retrieve a stored item as a free action, even when not your turn. You can draw a hidden weapon as a move action. You can sheathe a weapon as a free action once per round. Iajitsu is a class skill. You gain +2 to initiative.
Weapon Finesse: Dex 13, BAB +1: When wielding a light or finesse melee or thrown weapon, you add your Dex bonus to damage, to a maximum of twice your Str bonus and in addition to your Str bonus, modified by off-hand weapons or two-handed fighting as normal.
Weapon Focus: BAB +1: Choose a weapon you’re proficient with. You gain a +2/+3/+4/etc. bonus to attacks with the weapon at BAB +1/+6/+11/etc. You can take this feat more than once, each time applying it to a different weapon.
Awareness is part of a whole other thing (I'll post that next), as is the retooling of blindsense and blindsight to give +20 and +40 to Listen within range instead of being an automatic win. But that's a tangent into stealth and detection that's not relevant here.
Canny Fighter allows for low Int characters to spend a feat to get access to maneuver feats (Improved Trip/Disarm/Bull Rush/etc.) but not the benefits of the feats in between.
Combat Reflexes is unchanged.
Defensive Expertise/Offensive Expertise rely on the mechanic of fighting defensively/offensively, where one gains a bonus of up to their BAB to AC (dodge)/attacks and takes twice the bonus as a penalty on attacks/AC.
Dodge is just a genuinely good feat now, part of an effort to make AC scale more with level (since all iteratives are at -5, the question of having lower level iteratives miss or hit is no longer there).
Endurance took way longer to come up with than the others, but it's essentially a Fortitude version of Slippery Mind.
Improved Unarmed Strike incorporates a few feats and abilities, having to take a feat just to use a fighting style always seemed a little bit weird to me and so now you're actually decent at it once you take it.
Power Attack is unchanged except for also applying to thrown weapons.
Quick Attacks uses the new BAB rules.
Quick Draw is slightly more powerful, though I think a lot of it was implied, and it now provides a benefit even when not using thrown weapons or Iajitsu.
Weapon Finesse comes from a change for all light or finesse weapons being able to use Dex to attack, but still wanting a place for the feat within the rules, but not wanting Dex to completely outshine Str. So now Str is still used for damage, and is needed to add Dex to damage. A straight substitution would have Str 6 Dex 20 rapier wielders at no cost, which doesn't make any sense at all.
Weapon Focus scales the same way Dodge does, and provides a big enough incentive to stick with a weapon type throughout your career, or just makes the feat more useful for certain monsters, though most monsters have fairly low BAB so it's not that big an issue.
Any thoughts? I'm trying to gradually port any of the things I feel finished fiddling with onto GITP so I have something to point to when people ask for context for a particular ability. The joy is in creation anyhow, and having these sorts of rules are less important to a game than rules for chases/research/businesses/political factions/etc., I just enjoy making them.
These feats are intended to be somewhat high-powered, and sometimes reference other changes. I'll try to clarify anything misleading. It may be useful for you to check out my BAB changes (https://forums.giantitp.com/showthread.php?650288-Making-BAB-more-relevant-and-interesting-PEACH).
Blind-Fight: Awareness, BAB +1: The blindsense from Awareness becomes blindsight
Canny Fighter: BAB +1: You count as having Defensive Expertise, Offensive Expertise, and Int 13 for qualifying for feats
Combat Reflexes: Dex 13: You may make AoO when flat-footed, and you gain an additional number of AoO per round equal to your Dex bonus
Defensive Expertise: Int 13, BAB +1: When fighting defensively, the penalty to attacks equals the dodge bonus to AC, the penalty is limited to BAB instead of the bonus, and the dodge bonus to AC becomes 1x/2x/3x/etc. the penalty at BAB +1/+8/+15/etc.
Dodge: Dex 13, BAB +1: You gain a +2/3/4/etc. dodge bonus to AC at BAB +1/+6/+11/etc. (dodge bonuses don’t apply when off-guard)
Endurance: Con 13: Whenever you fail a Fortitude save, you can make another save 1 round later, if successful gain the benefit of a successful save. If you succeed on a Fortitude save and succeeding only gives a partial benefit, you can make another save 1 round later to ignore the effect entirely.
Improved Unarmed Strike: BAB +1: You are considered armed even without a weapon, your unarmed strike counts as a natural weapon for the purposes of spells and other effects, your unarmed strike deals damage as if one size larger, your unarmed strike deals either lethal or nonlethal damage and either bludgeoning, piercing, or slashing damage (chosen when you attack), you can deal unarmed strikes even when your hands are full (up to your normal number of attacks), and you can treat these unarmed strikes as an off-hand weapon
Offensive Expertise: Int 13, BAB +1: When fighting offensively, the penalty to AC equals the bonus to attacks, the penalty is limited to BAB instead of the bonus, and the bonus to attacks becomes 1x/2x/3x/etc. the penalty at BAB +1/+8/+15/etc.
Power Attack: Str 13, BAB +1: At the beginning of each round, you may choose to take a penalty on attacks in exchange for a bonus to weapon damage. This penalty cannot exceed your BAB. The bonus on damage is none for light weapons, same as the penalty for one handed weapons, natural weapons, or thrown weapons, and twice the penalty for two handed weapons or a one-handed weapon wielded in two hands
Quick Attacks: BAB +2: Your BAB is considered four points higher when determining number of iteratives on a full attack, standard attack, or swift attack, as well as number of AoO per round and any feat that relies on BAB thresholds (such as Weapon Focus, but not Power Attack)
Quick Draw: BAB +1: You can draw a weapon or retrieve a stored item as a free action, even when not your turn. You can draw a hidden weapon as a move action. You can sheathe a weapon as a free action once per round. Iajitsu is a class skill. You gain +2 to initiative.
Weapon Finesse: Dex 13, BAB +1: When wielding a light or finesse melee or thrown weapon, you add your Dex bonus to damage, to a maximum of twice your Str bonus and in addition to your Str bonus, modified by off-hand weapons or two-handed fighting as normal.
Weapon Focus: BAB +1: Choose a weapon you’re proficient with. You gain a +2/+3/+4/etc. bonus to attacks with the weapon at BAB +1/+6/+11/etc. You can take this feat more than once, each time applying it to a different weapon.
Awareness is part of a whole other thing (I'll post that next), as is the retooling of blindsense and blindsight to give +20 and +40 to Listen within range instead of being an automatic win. But that's a tangent into stealth and detection that's not relevant here.
Canny Fighter allows for low Int characters to spend a feat to get access to maneuver feats (Improved Trip/Disarm/Bull Rush/etc.) but not the benefits of the feats in between.
Combat Reflexes is unchanged.
Defensive Expertise/Offensive Expertise rely on the mechanic of fighting defensively/offensively, where one gains a bonus of up to their BAB to AC (dodge)/attacks and takes twice the bonus as a penalty on attacks/AC.
Dodge is just a genuinely good feat now, part of an effort to make AC scale more with level (since all iteratives are at -5, the question of having lower level iteratives miss or hit is no longer there).
Endurance took way longer to come up with than the others, but it's essentially a Fortitude version of Slippery Mind.
Improved Unarmed Strike incorporates a few feats and abilities, having to take a feat just to use a fighting style always seemed a little bit weird to me and so now you're actually decent at it once you take it.
Power Attack is unchanged except for also applying to thrown weapons.
Quick Attacks uses the new BAB rules.
Quick Draw is slightly more powerful, though I think a lot of it was implied, and it now provides a benefit even when not using thrown weapons or Iajitsu.
Weapon Finesse comes from a change for all light or finesse weapons being able to use Dex to attack, but still wanting a place for the feat within the rules, but not wanting Dex to completely outshine Str. So now Str is still used for damage, and is needed to add Dex to damage. A straight substitution would have Str 6 Dex 20 rapier wielders at no cost, which doesn't make any sense at all.
Weapon Focus scales the same way Dodge does, and provides a big enough incentive to stick with a weapon type throughout your career, or just makes the feat more useful for certain monsters, though most monsters have fairly low BAB so it's not that big an issue.
Any thoughts? I'm trying to gradually port any of the things I feel finished fiddling with onto GITP so I have something to point to when people ask for context for a particular ability. The joy is in creation anyhow, and having these sorts of rules are less important to a game than rules for chases/research/businesses/political factions/etc., I just enjoy making them.