2012-12-13, 02:50 AM (ISO 8601)
D&D 3.5 Feats for Gritty Battle Options (Golden-Axe/Sieken Densetsu) PEACH
Attacks of Opportunity does not exist in my campaign. Sorcerers are the Battle Sorcerer variant but can also not cast ranged touch attacks. Arcane spells age the PC. Non-healing melee touch attacks take a standard action to cast and another standard action to deliver.
Composite Bows critical on a 19-20. See Gritty Battle Option.
Prerequisites: Dex 17, Weapon Focus in weapon that will be wielded in offhand.
Any weapon you have weapon focus in counts as a light weapon for the purpose of determining to hit penalties for fighting with a weapon in each hand.
Prerequisites: Base attack bonus +6 Ambidexterity, two-weapon fighting
Penalties to the attack roll for fighting with a weapon in each hand or a double weapon are reduced by one (-1/-1)
Prerequisites: Base attack bonus +8, Ambidexterity, two-weapon fighting, Improved Ambidexterity
There are no longer any penalties to the attack rolls for fighting with two weapons. Any attacks granted by other two-weapon fighting feats are at the same penalties.
BARBARIC COMBINATION ATTACKFtr
Prerequisites: Base attack bonus +6, Strength 13 or higher, Focus with the Weapon Used.
When wearing light or no armor you may follow up a full-attack melee attack with an additional attack with the pommel of your weapon for each regular attack you may make at a cumulative -2 penalty to melee. The pommel strikes must happen after all regular attacks and if any attacks are missed no further strikes can be attempted this turn. For example, if a fighter that has two attacks hits with the first, but misses with the second, he cannot perform the Barbaric Combination attack for that attack.
This attack uses the pommel of the weapon to deal nonlethal bludgeoning damage. It deals damage two size categories smaller than the weapons normal damage + Strength mod. For example a Longsword’s pommel strike would deal 1d4 damage.
BARBARIC FINISHING STRIKEFtr
Prerequisites: Barbaric Combination Attack
Benefit: When wearing light or no armor you may follow up a successful Barbaric Combination Attack with one of two maneuvers: a kick or a throw. The kick does whatever unarmed damage you would normally deal. The victim must make a Reflex save DC 10+attacker’s base attack bonus+attacker’s Wisdom mod or be knocked back 10 feet.
For the throw, the attacker and the defender make opposed grapple checks, if attacker loses their turn ends. If attacker succeeds the defender is thrown back 10 feet and lands prone and takes 1d6 + attacker’s strength mod in damage.
Benefit: You take no –4 penalty on Perception checks to notice things in or beyond your flank areas. The penalty to notice things in or beyond your rear area is –4. If you notice something you can turn to face it as a free action a number of times per round equal to your dexterity modifier.
Normal: The penalty on Perception checks in or beyond your flank areas is -4; on Perception checks in or beyond your rear area, it’s –8. You can only turn to face once per round or as a part of a readied action.
Prerequisite: Dex 15 or higher, Base attack Bonus +1
Allows you to ready an extra standard action per round as a free action. The trigger for this action must be in response to one of the following actions: ranged or unarmed attack, cast spell, drink potion or apply healing, sunder, skill use, retrieve item, put away item, stand up from prone, perform coup de grace, or disarm. It must be announced when this action is readied which of these actions will be the trigger. It can only be one of the above.
Prerequisite: Quick Draw, Unarmored Fighting
Once per fight as a free action you can draw and throw a light weapon at a target within 30 ft at no range increment penalty. The target is considered flat-footed for this attack.
Prerequisite: Intimidate 5 ranks, 13+ in the chosen ability.
Choose Strength, Dexterity, or Constitution;you may add this ability’s modifier to Intimidate in addition to your Charisma modifier.
This means the use of intimidate requires a show of one of these abilities.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge.
Benefit: While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat.
If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest base attack bonus.
The result is used as your normal AC and touch AC against that single, specific attack from your opponent. You cannot use this feat if your Dexterity bonus to AC does not apply against your opponent’s attack.
Benefit: Choose any two skills from one of your current classes’ skill lists. You now know these skills as class skills.
Special: Instead of choosing two class skills, you may choose one cross-class skill (whether you already know it or not) and learn it, treating it as a class skill from that point forward.
Prerequisites: Proficiency with any bow, Weapon Focus with any bow, base attack bonus +1.
Benefit: When using a bow for which you have the Weapon Focus feat, you increase the critical threat range by one point. This stacks with improved critical but cannot make the range of the weapon greater than 14-20.
If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 feet when you are using a bow for which you have the Weapon Focus feat. This also increases the distance ranged weapons can be used for the deathblow maneuver and adds +1 to the DC for deathblow.
Prerequisites: Base Attack Bonus +1
Benefit: When wearing no armor you are granted a +2 bonus to the Fortitude save DC when you trigger an opponent massive damage threshold. Shields do not count as armor for this feat.
IMPROVED UNARMORED FIGHTINGFtr
Prerequisites: Base attack bonus +6, Unarmored Fighting
Benefit: When wearing no armor you are granted a +4 bonus to the Fortitude save DC when you trigger an opponent massive damage threshold. Shields do not count as armor for this feat.
Prerequisites: Unarmored Fighting
Benefit: When wearing no armor and equipping no shield, you may add a dodge bonus to AC depending on the relative size of the weapon. Light weapons grant nothing, one-handed weapons grant +1, two-handed weapons grant +2. A weapon that is normally one-handed that is wielded in two still grants the +2 dodge bonus.
Prerequisites: Base attack bonus +6, Strength 15 or higher, Focus in chosen weapon, Unarmored Fighting.
When wearing no armor and wielding a weapon in two hands you may add double your Strength modifier to your damage instead of the usual x1.5. A buckler cannot be worn and gain this feat's benefit.
Prerequisite: Wis 13, Improved Unarmed Strike
Benefit: When you take this feat your unarmed strike damage increases to 1d6. At level 5, this increases to 1d8. At level 10, this increases to 1d10. You lose the benefit of this feat if you wield a weapon.
Addition Rules for Core Feats
Combat Casting allows casting on the defensive. If you succeed at a concentration check you get +4 dodge bonus to AC against any readied attack action against your spell casting. If you are hit despite this you get a +4 circumstance bonus to the Concentration check to avoid losing the spell.
Diehard makes stabilization automatic upon being taking to negative hit points.
Mobility grants a +4 dodge bonus to AC against any readied action set against some type of movement, such as approach. This bonus stacks with the bonus gained by Tumbling.
Toughness grants the 3 hit points as usual and +2 on the saving throw for critical hit severity and adds +2 to Constitution for the purposes of determining severity. This feat can be taken only once.
Last edited by scarmiglionne4; 2013-01-27 at 08:15 PM.