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Hadrian_Emrys
2008-04-22, 04:48 PM
Combat Expertise: (Replaces: Combat Expterise and Improved Combat Expertise)
You've mastered the art of defense in combat.
Prerequisites: Int 13
Benefit: You may subtract a number from your attack roll and add it as a dodge bonus to your AC so long as that number does not exceed your BAB. These changes to your attack rolls and AC last until your next turn.
Special: Fighter Feat

[Fighter] Improved Whirlwind Attack:
You welcome being surrounded by your enemies. You're better off getting rid of them all at once.
Prerequisites: Great Cleave, Whirlwind Attack, Fighter level 9th
Benefit: The Whirlwind Attack feat may be used in conjunction with Great Cleave.

[Fighter] Aperito Quinque:
You wade fearlessly into the heart of your foes, knowing all too well the result of your positioning.
Prerequisites: Improved Whirlwind Attack, Fighter level 10th
Benefit: You may use the Whirlwind Attack feat as a standard action.

[Fighter] Exotic Weapon Proficiency (General):
You are trained in the use of a variety of unusual weapons.
Prerequisites: BAB +1, Fighter level 1st
Benefit: You make attacks with exotic weaponry normally.

Two Weapon Fighting: (Replaces: Two Weapon Fighting, Improved Two Weapon Fighting and Greater Two Weapon Fighting
You are a master at fighting with two weapons.
Prerequisites: Dex 15
Benefit: Your penalties for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and your off hand by 6. However many attacks you can make with your primary hand based upon your BAB, you may make an equal number of attacks with your off hand. Also, you may use both your primary and off hand when attacking as a standard action.
Special: Fighter Feat

Two Weapon Defense: (Replaces: Two Weapon Defense, Improved Two Weapon Defense, Greater Two Weapon Defense)
Your two weapon fighting style bolsters your defense as well as your offense.
Prerequisites: Dex 15, Two Weapon Fighting
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 dodge bonus to your AC equal to +1 for every 5 points of Base Attack Bonus you have. This bonus is doubled when fighting defensively or using the total defense action.
Special: Fighter Feat

Weapon Finesse: (Replaces: Weapon Finesse)
You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.
Prerequisites: BAB +1
Benefit: With a light weapon or any weapon that specifies it may be used with this feat, you may substitute your Dexterity modifier for your Strength modifier on attack and damage rolls. If you carry a shield, it's armor check penalty applies to your attack rolls.
Special: Fighter Feat.

Kizara
2008-04-22, 04:57 PM
Nice work with the whirlwind attack feats, mind if I steal them?
Oh, what do you do about the ranger progression if you make TWF just 1 feat?

Also, Mind if I add a few of my own?

Revisions:

-Combat Expertise allows the subtraction of any value from attacks rolls, limited only by BAB.
-Combat Reflexes allows you to make Attacks-of-Opportunity while flat-footed (but you must be aware of your opponent). This does not make you not flat-footed; it is not Uncanny Dodge.
-Dodge works on any opponent, as long as you are aware of them prior to the attack. For supporting Feats or abilities that work off of Dodge, you must still declare an opponent for those abilities.
-*Endurance Grants +2 HP and allows you to move your normal speed despite encumbrance, in addition to normal benefits. It now has “Con 13+” as a prerequisite.
-Far Shot no-longer has any prerequisites.
-Great Fortitude also adds +2 to Constitution checks (but not to Constitution-based skill checks or HD rolls)
-Iron Will also adds +2 to Wisdom checks (but not Wisdom-based skill checks)
-Lightning Reflexes also adds +2 to Dexterity checks (but not Dexterity-based skill checks or Initiative checks)
-Mobility also grants +4 to Tumble checks when tumbling to move past opponents.
-Quick Draw also allows you to sheath a weapon as a swift action.
-Weapon Focus grants +2 to hit with the selected weapon.
-Weapon Specialization grants +3 damage with the selected weapon.
-Greater Weapon Focus grants a further +2 to hit with the selected weapon, +4 to defensive Sunder or Disarm rolls involving the weapon and the ability to take 10 on attack rolls involving the weapon.
-Greater Weapon Specialization grants a further +3 damage with the selected weapon and doubles the weapon damage dice (1d8 becomes 2d8, 2d6 becomes 4d6, etc). Furthermore, you automatically succeed at critical confirmation rolls with the selected weapon.


New feats:


Break the Wind [General]

Prerequisites: BAB 8+, Point Blank Shot, Precise Shot, Far Shot, Strength 19+

Benefit: When firing in windy conditions, you may treat the wind as if it was two levels milder. This allows you to fire through a Wind Wall or similar effect.


Shield Mastery [General]

Prerequisites: BAB 3+, proficiency with shields.

Benefit: You gain double the base AC bonus from large and small shields. In other words, small shields now grant you +2 AC and large shields grant you +4.


Armor Mastery [General]

Prerequisites: BAB 10+, Armor Specialization, proficient with all types of armor.

Benefit: The AC granted by any armor you wear is increased by 2 and the Armor Check Penalty is reduced by 4. Furthermore, you gain Damage Reduction based on how heavy your armor is. Light armor grants DR 2/-, Medium armor grants DR 5/-, Heavy Armor grants DR 10/-. The DR granted by this feat does not stack with that granted by Armor Specialization.


Defensive Feint [General]

Benefit: When a character successfully feints an opponent, he or she may elect to forego the opponent becoming flat-footed against the next attack in favour of gaining either a +4 dodge bonus to AC or partial (20%) concealment against that opponent for the duration of the following round.


Cripple [General]

Prerequisites: BAB 5+, Improved Sunder

Benefit: As a standard action, you may attempt to make a crippling attack. If your attack deals 10 or more damage, your target’s move speed is reduced to half. Your attack may be a melee attack or a ranged attack within 30 feet.


Precision Strike [General]

Prerequisites: BAB 1+, Weapon Finesse

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add that number to all melee damage rolls. This number may not exceed your base attack bonus. You must use a weapon you have taken Weapon Finesse for with this feat. The penalties to attack and bonuses to damage last until your next turn. Targets immune to precision damage (such as undead) are likewise immune to this effect.

Unlike Power Attack, the kind of weapon and how you wield it is irrelevant to the functioning of this feat; the only requirement being that you use a weapon you have taken Weapon Finesse for.

This feat cannot be used in conjunction with Power Attack or Called Shot.


Called Shot ]General]

Prerequisites: BAB 1+, Point Blank Shot, Precise Shot.

Benefit: On your action, before making an attack roll, you may choose to subtract a number from your ranged attack roll and add that number to your ranged damage roll. This number may not exceed your base attack bonus. Targets immune to precision damage (such as undead) are likewise immune to this effect.

Your target must be within 30ft to benefit from this effect.

This feat cannot be used in conjunction with Power Attack or Precision Strike.


Pin Down [General]

Prerequisites: BAB 6+, Point Blank Shot, Precise Shot.

Benefit: As a full-round action, you may make a single ranged attack with a bow, light or heavy crossbow or medium-sized or larger thrown weapon against a ground based target within 60ft. If your attack hits, your opponent must make a Fortitude save (DC = 10 + damage dealt) or be pinned immobile by your attack, unable to move from that spot. Your opponents may still attack and defend themselves normally and this feat does not work on opponents more then two size categories larger then yourself.

This effect may be removed be a DC 20 heal check requiring a full-round action or by magical healing equal to the original damage of the attack. Otherwise it ends in 3 rounds as the weapon works itself free.
Alternately, the affected individual may attempt a DC 15 Strength check as a move-equivalent action to pull the weapon free. However, doing so results in 1d8 damage to the individual and reduces their movement by half (DC 15 heal check to remove this penalty, or magically healing the damage caused by pulling the weapon loose).
If an opponent is afflicted by more then one Pin Down effect, increase all DCs by 5 for each additional active effect.


Charge-Breaker [General]

Prerequisite: Weapon Focus (any weapon that does additional damage to a charging opponent, such as a longspear).

Benefit: When you ready a weapon against a charge, you deal double damage (or triple damage with a spear). Furthermore, you gain +4 to hit a charging opponent.


Improved Weapon Finesse [General]

Prerequisite: Weapon Finesse, Precision Strike, BAB 3+

Benefit: You may add your Dexterity modifier to damage, instead of your Strength modifier.


Anti-Magic Specialist [General]

Prerequisites: Ability to cast Dispel Magic or Greater Dispel Magic, Spell Focus (abjuration), Spellcraft 5 ranks, Know (arcane) 5 ranks.

Benefit: Add 4 to your caster level check when you cast Dispel Magic or Greater Dispel Magic. Gain +2 to Spellcraft or knowledge (arcane) checks to identify an active spell or magical effect.

watsyurname529
2008-04-22, 05:17 PM
The only thing that stands out to me is the Exotic Weapon Prof. Feat. I would change it to can be taken at any level and you gain proficiency in one weapon, however if you take it at first level, you gain three proficiencies.

Hadrian_Emrys
2008-04-22, 06:25 PM
1. Steal away. I'm flattered that you like em that much.

2. Seeing as how these are drafts for revisions I'm making for the 3.5 ruleset in general, rangers will not be fighting with two weapons (screw LotR). They will have the traditional ranged style and a melee style for two handed weapons instead of that stupid dual wielding nonsense. When I see the way the Ranger class is built, I think "hunter".

3. Yours: I intend to steal a few myself. :smallbiggrin:
Combat Expertise: Is quite literally the same as mine.
Combat Reflexes: I love this one.
Dodge: Equally love it.
Endurance: I have issues with the feat in general. The last thought I had was to make it grant +1 hp per HD as an active and retroactive effect. It'd be a feat you could take other and over again.
Far Shot: I agree with.
Great Fortitude, Iron Will, Lightning Reflexes: Eh, never liked the concept.
Mobility: I agree with.
Quick Draw: A simple change, but it has style.
The other three: I dislike because they are fixed bonuses. I'm of the school that the effects of a feat should grow with the character.
Break the Wind: I like it.
Shield Mastery: I like, but something tells me there is a possible way to abuse this. I have no idea what it may be, but I'll have to look it up.
Defensive Feint: I like it.
Cripple: I like, but I think there should be a duration listed.
Precision Attack: I like this one a lot.
Called Shot: I approve. It's even better because it works with both bowx and x-bows.
Pin Down: It's evil, I approve.
Charge-Breaker: This is both great, and historically sound.
Improved Weapon Finesse: I like my version better. =P
Anti-Magic Specialist: Anything that kicks casters in the teeth (even if it's other casters that's doing it) is a plus in my book.

whatsyurname527: As you have it, it's only slightly less limited than the feat's current form. If anything, I'd change the fluff of the feat to something like: "You have a knack for using unusual weapons."

watsyurname529
2008-04-22, 07:02 PM
Well the problem is the prereq of 1st Level Fighter. So now I have to take a level in fighter to have my Rogue use an Elven Thin Blade, etc.

Also, being a fighter and gaining proficiency in all the weapons is too much. Like I said, if you really want more weapons, instead change it to if you take this as a Fighter Bonus feat, you gain 3 weapons instead of 1, but still allow non-fighters to take the feat for one weapon.

Hadrian_Emrys
2008-04-22, 07:48 PM
I've got it. How about having it NOT be a fighter feat and changing it to being able to use a number of exotic weapons equal to ([BAB/6]+1)? Eh? EH? You know you like.

Kizara
2008-04-22, 08:10 PM
1. Steal away. I'm flattered that you like em that much.

2. Seeing as how these are drafts for revisions I'm making for the 3.5 ruleset in general, rangers will not be fighting with two weapons (screw LotR). They will have the traditional ranged style and a melee style for two handed weapons instead of that stupid dual wielding nonsense. When I see the way the Ranger class is built, I think "hunter".

3. Yours: I intend to steal a few myself. :smallbiggrin:
Combat Expertise: Is quite literally the same as mine.
Combat Reflexes: I love this one.
Dodge: Equally love it.
Endurance: I have issues with the feat in general. The last thought I had was to make it grant +1 hp per HD as an active and retroactive effect. It'd be a feat you could take other and over again.
Far Shot: I agree with.
Great Fortitude, Iron Will, Lightning Reflexes: Eh, never liked the concept.
Mobility: I agree with.
Quick Draw: A simple change, but it has style.
The other three: I dislike because they are fixed bonuses. I'm of the school that the effects of a feat should grow with the character.
Break the Wind: I like it.
Shield Mastery: I like, but something tells me there is a possible way to abuse this. I have no idea what it may be, but I'll have to look it up.
Defensive Feint: I like it.
Cripple: I like, but I think there should be a duration listed.
Precision Attack: I like this one a lot.
Called Shot: I approve. It's even better because it works with both bowx and x-bows.
Pin Down: It's evil, I approve.
Charge-Breaker: This is both great, and historically sound.
Improved Weapon Finesse: I like my version better. =P
Anti-Magic Specialist: Anything that kicks casters in the teeth (even if it's other casters that's doing it) is a plus in my book.

whatsyurname527: As you have it, it's only slightly less limited than the feat's current form. If anything, I'd change the fluff of the feat to something like: "You have a knack for using unusual weapons."

As for revising the classes, perhaps you would benefit from looking at my work:

http://www.giantitp.com/forums/showthread.php?t=78162

I was considering doing something similar with TWF and redesigning the ranger combat style, but have not yet done so. I would appreciate seeing what you come up with.

As for your whirlwind feats, they aren't fantastic but its not something that occured to me yet to provide additional support to. However, I felt the need to edit your feats for inclusion in my Tome of House Rules. The modified versions are below:

Swift Whirlwind Attack [General]

Prerequisites: Whirlwind Attack, BAB 9+

Benefit: You may use the Whirlwind Attack feat as a standard action.


Improved Whirlwind Attack:

Prerequisites: Great Cleave, Whirlwind Attack, Swift Whirlwind Attack , BAB 11+

Benefit: The Whirlwind Attack feat may be used in conjunction with Great Cleave.

As for my revisions, did you take a good look at the new greater weapon focus and spec? They are signifigantly better and provide some good benefits.

Shield Mastery: really? Please show me how so I can fix any holes.

Cripple: Well, IIRC caltrops don't have a duration ethier, and this effect is conceptually based on that precedent.

Did you look at Armor Mastery? I think it's one of my cooler feats, but you didn't mention it.

Improved Weapon Finesse: This would work fine in addition to yours, wouldn't it?


As an aside, you may also have an interest in my Skill Revisions, as they work towards the 'kick the casters in the teeth' philosophy.

http://www.giantitp.com/forums/showthread.php?t=78270

Also, another of my house rules is:

As an Immediate Action, you may take a 5ft step. Moving in this way provokes an Attack of Opportunity. You may not exceed your total possible movement or take more than one 5ft step using this action. Unlike a normal 5ft step, you may use this action even if you have moved this round (as long as you still have movement left).

Thank you for the feedback regardless.

Kizara
2008-04-22, 08:19 PM
I've got it. How about having it NOT be a fighter feat and changing it to being able to use a number of exotic weapons equal to ([BAB/6]+1)? Eh? EH? You know you like.

Honestly, I am in favor of making more usable exotic weapons then cheapening the EWP feat. I think learning a unique and potent weapon should cost a feat.

The problem is the lack of unqiue and potent weapons, so if I were you I'd direct my efforts there.

Hadrian_Emrys
2008-04-22, 09:07 PM
I'll fill you in on the ranger update as I get it worked out. I'm a bit preoccupied with that Pokemon spoofing project though, so it may be some time. My efforts always prioritize my players over my personal interests.

Your renames: The first is misleading because of the introduction of Swift actions. The second I had named as such because (I believe it is Italian, as an homage to the masters of fencing) but it translates to F5, the classification of the most powerful kind of tornado. The next step a sane player would make along this combat style would be to take the upcoming Supreme Cleave feat and turn a battlefield into a gory mess when dealing with a mob of lower level foes.

GWF: Eh, taking 10 on attack rolls robs a bit from the intensity of a combat scene. It's almost like setting up an MMO macro for farming kills.

Shield Mastery: Again, I do not have proof of any problems. I just have a gut feeling that could be nothing based on subconscious confusion. I am still recovering from traumatic brain injury after all.

Cripple: Hrm, doesn't the caltrop effect wear off with a heal check or the recovery of hp though?

I liked Armor Mastery. Armor as DR/- makes sense to me.

IWF: My version is both atk and dmg with Dex. :smalltongue:

I like your skill revisions in general (I'll post in the thread when I've pondered over them after a more detailed look) but I agree with making casting fail hard (though not expended) when disrupted. I think that'd go a long way towards leveling the playing field between casters and non-casters.

Exotic Weps: I like not using exotics at all. Hell, I hate how everyone on boards tends to fall back on item use. It kills the distinctive nature of classes. If someone likes the mild boost, or the flavor though (most of my players are more concerned with the mental image of things than not) I have the feat out there for them to get creative with. The power players know to use other means.

Kizara
2008-04-22, 09:24 PM
I'll fill you in on the ranger update as I get it worked out. I'm a bit preoccupied with that Pokemon spoofing project though, so it may be some time. My efforts always prioritize my players over my personal interests.

Great.


Your renames: The first is misleading because of the introduction of Swift actions. The second I had named as such because (I believe it is Italian, as an homage to the masters of fencing) but it translates to F5, the classification of the most powerful kind of tornado. The next step a sane player would make along this combat style would be to take the upcoming Supreme Cleave feat and turn a battlefield into a gory mess when dealing with a mob of lower level foes.
I don't favor confusing foreign names or obscure and anachronistic names for my feats, I like descriptive ones. You have a good point on the Swift bit, I'll think of something else.
What about "Expeditious Whirlwind Attack"?
I also changed the fighter level pre-reqs to BAB ones, as I don't feel the need to restrict this combat option (that barbarians would love) to fighter's only.


Cripple: Hrm, doesn't the caltrop effect wear off with a heal check or the recovery of hp though?

Oops, forgot to add that bit. Thanks for the catch.
Added:
"This reduction lasts until the subject heals an amount of damage equal to the original attack."


IWF: My version is both atk and dmg with Dex. :smalltongue:
I feel that's a bit overpowered, considering the general value of Dex compared to strength.

Strength: To hit and damage with melee weapons, special combat actions like grappling, a few skills and carrying capacity.

Dexterity: To hit with ranged weapons, Initiative, AC, many skills, Reflex saves, things like Combat Reflexes.

Having your martial character be totally SAD for Dex is wroth 2 feats, easy.



I like your skill revisions in general (I'll post in the thread when I've pondered over them after a more detailed look) but I agree with making casting fail hard (though not expended) when disrupted. I think that'd go a long way towards leveling the playing field between casters and non-casters.

Cool, would appreciate it. If you are interested in any other aspect of 3.5 revision, I'll gladly share the appropriate part of my Tome of House Rules. Or, the whole thing if you want (over MSN/AIM).


Exotic Weps: I like not using exotics at all. Hell, I hate how everyone on boards tends to fall back on item use. It kills the distinctive nature of classes. If someone likes the mild boost, or the flavor though (most of my players are more concerned with the mental image of things than not) I have the feat out there for them to get creative with. The power players know to use other means.

I agree with you in part, but I think that having distinctive weapons does not somehow kill class identity. I still feel that making EWP a better option with more support of good exotic weapons is a better solution then making it easier to have many 'exotic' weapons.

Fawsto
2008-04-22, 09:47 PM
Hmm... First, I liked both revision on feats, they seem really nice.

Now, Exotic Weapon, this is a little too much... Every exotic weapon? I can see all those Fullbladers, Goliath Hammerers, Spiked Chainers popping everywhere... Altogether. Would it not be wise to make the player choose between 2 or 3 weapons?

Weapon Finesse... Dexterity to Damage... I don't like it... seriously, not even bows and crossbows can do that (except that feat that allows you to put 1/2 of your dex bonus to damage with Xbows), seems overpowered. Like if, somehow, you are now Strenght (the typical fighting attribute) in the shadows and swaping it for dexterity. If you please let me revise it, shall I?

Weapon Finesse

Weapon Finesse: (Replaces: Weapon Finesse)
You are especially skilled at using weapons that can benefit almost as much from Dexterity as from Strength.
Prerequisites: BAB +1
Benefit: With a light weapon or any weapon that specifies it may be used with this feat, you may substitute your Dexterity modifier for your Strength modifier on attack. You may also apply 1/2 of your dexterity bonus to the damage instead of your strenght. If you carry a shield, it's armor check penalty applies to your attack rolls. If you power attack with your Finessable weapon, it is treated as a Light weapon for the purposes of the exchange ratio (2:1).
Special: Fighter Feat.

Now not every Dex fighter will overshadow the strong ones. The way it is written would bring hell due to Spiked Chain tripmonkeys.



Kizara, wouldn't that Greater weapon specialization be overkill when applied to Vorpal weapons? Auto succeed hurts... Try some nice bonus (like a +4 that stacks with power critical), but auto succeed is too much...

This IMO.

Kizara
2008-04-22, 10:05 PM
Kizara, wouldn't that Greater weapon specialization be overkill when applied to Vorpal weapons? Auto succeed hurts... Try some nice bonus (like a +4 that stacks with power critical), but auto succeed is too much...

This IMO.

Well, some things about that:

1) Vorpal is only on a natural 20 anyways (not any crit), and is a +5 enchant.

2) You had to take 4 feats and 12 levels of fighter to get this benefit, and then gotten the vorpal enchant. So you now have a somewhat better chance of using it? Note you lose the main benefit of greater weapon focus if you want to 20-fish for vorpal.

So you managed to have a 5% chance to auto-kill an enemy by focusing your character on that and having a very expensive weapon that likely does only that. This is not overpowered IMO. Remember, a wizard that casts Charm Monster has a much greater 5% (nat 1) chance of auto-win against that opponent, and doesn't have to 'confirm' his success anyways.

Hadrian_Emrys
2008-04-22, 10:22 PM
Kiz:
1. No prob. them ore homebrewers keep in contact, the cleaner our works become.
2. Yeah... I know it's harsh. I'll confess wanting to give Fighters something to taunt Barbarians with. I mean, they already get ubercharging. Can you imagine the bloody mess that would become of the game if an ubercharger got his paws on these feats? At least, as a Fighter thing, it drives home the difference between the skilled fighter and a savage one.
3. Generally, I agree. However, with this feat, I liked the idea of using the name of the end all tornado (it's based on Whirlwind for Bawb's sake) but wanted it to sound like something special, and my players have liked the result. I totally respect your stance on it though, I know it's a flavor not to everyone's liking.
4. You forgot about the part where two handers get 1.5 the payoff on Str and that grappling is quite godly, especially when you build for it. It seems true to life really. I'm high Str (or was before the accident) and my brother is high Dex. While going hand to hand, the jerk could prance around my blows and pummel me with his bare handed version of a death of a thousand cuts. However, when I got my paws on him. Game. Over.
5. Again, I'm a bit distracted with a bunch of other projects. I'll keep your offer in mind though and I'll be glad to share my works with you once I get my stuff back from my roommates.
6. You're probably right. Meh, poop. I liked maintaining the illusion that sweeping the problem under the rug was working.

Faw:
1. Danke.
2. Yeah... read 6 above.
3. Eh, I'd probably make it so that it adds to DMG on ranged attacks in addition to melee ones. I dunno, if I'm setting out to clean up the system, you're right. It's a balance kink that would need to be worked on.

Also, I want to kill the spiked chain with fire. I think I want to make weapon stats more twinkable by players. Something like a point system that can be used to determine stats and bonuses. Ya know, something to make players attached to their toys.

Kizara
2008-04-22, 10:39 PM
Also, I want to kill the spiked chain with fire. I think I want to make weapon stats more twinkable by players. Something like a point system that can be used to determine stats and bonuses. Ya know, something to make players attached to their toys.

The weapons section is one of the last parts of the PHB that I haven't really tackled. While I don't want to add the complexity that you suggest in customizing weapons (maybe as a variant rule, but not as the default), there was a number of weapons I know I need to address. Also, as I noted I need to buff/homebrew a number of exotic weapons to better support that option.

Essentially, I'm saying that it's something I'm needing to work on as well and I will post it when I have. I'd like to see what you come up with as well, to compare.

EDIT:

Yeah... I know it's harsh. I'll confess wanting to give Fighters something to taunt Barbarians with. I mean, they already get ubercharging. Can you imagine the bloody mess that would become of the game if an ubercharger got his paws on these feats? At least, as a Fighter thing, it drives home the difference between the skilled fighter and a savage one.


Consider: Shock-trooper itself is 3 feats, and you need leap attack for any decent charge build. Furthermore, if you want to be a Frenzied Beserker you will also need Cleave, Destructive Rage and Intimidating Rage. You also probably want Extra Rage, so you can do your trick more then 1-2 times/day. So, that's 7 feats. Human barbarian has 8 feats total at level 18 (lvls 1,1,3,6,9,12,15,18), 10 if he took a ftr 2 dip.

To take the whirlwind chain, including the two new feats, you need 7 feats, most of which are completely useless to a barbarian and/or FB. So, without making it fighter-exclusive, the option heavily favors them anyways since they are basically the only class with a PRACTICAL way of doing it anyways.

Hadrian_Emrys
2008-04-23, 11:30 AM
1. I agree that it'd be better for avariant rule, but I know it'll be a popular one with the math monkies I play with.

2. That... hadn't even dawned on me. DUH, barbarians don't have feats to fling about. *forehead slap* Wow, I feel a bit silly now.