Learnedguy
2007-12-27, 06:37 AM
These feats are aimed to give the fighter a bit more of a "gritty" feeling. Now, should they be figher only feats or not?
Brutal twack
You're very pragmatic.
Prerequisite: Knockdown, Combat reflexes, Power attack, Str 15, BAB +9.
Benefit: During an attack of opportunity, roll a grapple check. If you succeed, your opponent is knocked into prone. If you rolled a twenty, the opponent is also dazed for one round.
The fighter smacks his opponent with the hilt of the sword, sending the opponent to the ground with a loud thud.
Swat aside
You know how to send your enemies flying.
Prerequisite: Knockdown, Power attack, BAB +6, Str +13
Benefit: When fighting an opponent, roll a grapple check. If you win, the opponent is knocked five feet towards a direction of your choice. The pushed opponent will also have to make a reflex save (DC 10+ str modifier+ 1/2 your BAB). If the enemy fails, he's knocked prone. This is a standard action.
Special: This can be used in conjucture with whirlwind attack. Simply continue pushing opponents until you fail your grapple check.
The fighter uses the flat side of his weapon to push his opponents aside.
Indecent fighting
You have no problems with tarninshing your honour.
Prerequisite: Improved initiative
Benefit: You may add a 1d4 to damage when you attack a prone enemy.
Special: You may choose this feat multiple times for a stacking effect.
STAB!
Veteran machoist
You know that sometimes, you just have to take it like a man.
Prerequisite: Toughness, Endurance, Diehard, Con 15, HD 9
Benefit: Once per day you may reroll how much damage you'll suffer. You must pick the new roll.
By twisting in the last moment, you lay your life in the hands of fortune.
Superior veteran machoist
You know that sometimes you have to pick the lesser of two evils.
Prerequisite: Veteran machoist, HD 12.
Benefit: Same as veteran machoist, but you may pick the lower outcome out of the two rolls.
By twisting a bit on the last moment you can avoid the worst of the damage.
Arcane teamwork
You've fought with casters countless times, and together, you've picked up a few handy tricks.
Prerequisite: Weapon focus, Int 13 BAB +9
Benefit: A caster may charge your weapon with a single touch spell. If not used, the spell disappear after three rounds.
Superior arcane teamwork
More tricks!
Prerequisite: Weapon focus, Weapon specialization, Arcane teamwork, Int 15, BAB +15
Benefit: You can now hold multiple charges in your weapon.
Your sword starts to glimmer with magical energy.
Shield savvy.(this one might not make much sense anymore. Check out Partysan's version instead. I thought it was quite good.)
There's more to the shield than meets the eye.
Prerequisite: Shield proficency, Improved shield bash, Int 13, BAB +15
Benefit: By sacrificing your shield bonus to AC your able to use Arcane Teamwork with your shield instead, turning your attacks into touch attacks.
And the shield goes straight into the face!
Crude block
There's blocking, and then there's blocking.
Prerequisite: Shield proficency, BAB +6
Benefit: As long as you're armed with a shield, you may add a damage reduction of X/adamantine. Instead of hurting you, the damage reduced will hurt the shield's HP.
Superior shield bash
You don't go easy on the shield.
Prerequisite: Shield proficency, Improved shield bash, Str 13, BAB +3
Benefit: You may add extra damage subtracted from your shield's HP.
Sacrifice the shield
A real warrior knows that the shield is man's best friend.
Prerequisite: Tower Shield proficency, Lightning reflexes, reflex save +6
Benefit: By taking cover behind your tower shield, you emulate the feat evasion. Roll a d20. If you rolled a 1 or 2, the shield breaks.
When the dragon breaths fire, you have to move fast!
Quick fix
A healer isn't always avaible, so you've learned to compensate.
Prerequisite: Self-sufficient, HD 3
Benfit: Once per encounter you can spend a full round action to heal yourself for 12 HP. Alternatively, you could make a shoddy work, healing yourself for 4 HP as a standard action. Both of the options provoke an attack of opportunity.
Special: You need something to work with, for instance, a piece of cloath.
Tell me if you've seen any of these before, as I'm pretty sure that some of these have been discussed earlier.
Brutal twack
You're very pragmatic.
Prerequisite: Knockdown, Combat reflexes, Power attack, Str 15, BAB +9.
Benefit: During an attack of opportunity, roll a grapple check. If you succeed, your opponent is knocked into prone. If you rolled a twenty, the opponent is also dazed for one round.
The fighter smacks his opponent with the hilt of the sword, sending the opponent to the ground with a loud thud.
Swat aside
You know how to send your enemies flying.
Prerequisite: Knockdown, Power attack, BAB +6, Str +13
Benefit: When fighting an opponent, roll a grapple check. If you win, the opponent is knocked five feet towards a direction of your choice. The pushed opponent will also have to make a reflex save (DC 10+ str modifier+ 1/2 your BAB). If the enemy fails, he's knocked prone. This is a standard action.
Special: This can be used in conjucture with whirlwind attack. Simply continue pushing opponents until you fail your grapple check.
The fighter uses the flat side of his weapon to push his opponents aside.
Indecent fighting
You have no problems with tarninshing your honour.
Prerequisite: Improved initiative
Benefit: You may add a 1d4 to damage when you attack a prone enemy.
Special: You may choose this feat multiple times for a stacking effect.
STAB!
Veteran machoist
You know that sometimes, you just have to take it like a man.
Prerequisite: Toughness, Endurance, Diehard, Con 15, HD 9
Benefit: Once per day you may reroll how much damage you'll suffer. You must pick the new roll.
By twisting in the last moment, you lay your life in the hands of fortune.
Superior veteran machoist
You know that sometimes you have to pick the lesser of two evils.
Prerequisite: Veteran machoist, HD 12.
Benefit: Same as veteran machoist, but you may pick the lower outcome out of the two rolls.
By twisting a bit on the last moment you can avoid the worst of the damage.
Arcane teamwork
You've fought with casters countless times, and together, you've picked up a few handy tricks.
Prerequisite: Weapon focus, Int 13 BAB +9
Benefit: A caster may charge your weapon with a single touch spell. If not used, the spell disappear after three rounds.
Superior arcane teamwork
More tricks!
Prerequisite: Weapon focus, Weapon specialization, Arcane teamwork, Int 15, BAB +15
Benefit: You can now hold multiple charges in your weapon.
Your sword starts to glimmer with magical energy.
Shield savvy.(this one might not make much sense anymore. Check out Partysan's version instead. I thought it was quite good.)
There's more to the shield than meets the eye.
Prerequisite: Shield proficency, Improved shield bash, Int 13, BAB +15
Benefit: By sacrificing your shield bonus to AC your able to use Arcane Teamwork with your shield instead, turning your attacks into touch attacks.
And the shield goes straight into the face!
Crude block
There's blocking, and then there's blocking.
Prerequisite: Shield proficency, BAB +6
Benefit: As long as you're armed with a shield, you may add a damage reduction of X/adamantine. Instead of hurting you, the damage reduced will hurt the shield's HP.
Superior shield bash
You don't go easy on the shield.
Prerequisite: Shield proficency, Improved shield bash, Str 13, BAB +3
Benefit: You may add extra damage subtracted from your shield's HP.
Sacrifice the shield
A real warrior knows that the shield is man's best friend.
Prerequisite: Tower Shield proficency, Lightning reflexes, reflex save +6
Benefit: By taking cover behind your tower shield, you emulate the feat evasion. Roll a d20. If you rolled a 1 or 2, the shield breaks.
When the dragon breaths fire, you have to move fast!
Quick fix
A healer isn't always avaible, so you've learned to compensate.
Prerequisite: Self-sufficient, HD 3
Benfit: Once per encounter you can spend a full round action to heal yourself for 12 HP. Alternatively, you could make a shoddy work, healing yourself for 4 HP as a standard action. Both of the options provoke an attack of opportunity.
Special: You need something to work with, for instance, a piece of cloath.
Tell me if you've seen any of these before, as I'm pretty sure that some of these have been discussed earlier.