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  1. - Top - End - #1
    Troll in the Playground
     
    jiriku's Avatar

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    Default Charging Tactical Feats PEACH

    Opinions?

    DEADLY CHARGER [Fighter, Tactical]
    You are skilled at delivering devastating charges.
    Prerequisites: Battle Jump, Power Attack, proficiency with a pole-arm or spear, Jump 9 ranks, Fighter level 6th.
    Benefit: The Deadly Charger feat enables the use of three tactical maneuvers.
    Death From Above: When you charge a foe or jump down on your enemy from at least 10 feet up, make a Jump check as a free action immediately before your attack. Prior to making the roll, determine the DC of the check: either DC 15 for a chance to deal 2 extra points of damage, DC 25 for a chance to deal 4 extra damage, DC 35 for a chance to deal 6 extra damage, DC 45 for a chance to deal 8 extra damage, or DC 55 for a chance to deal 10 extra damage. If you fail this Jump check, you miss your target, and if you fail this Jump check by 5 or more, you fall prone in an adjacent square.
    Heedless Charge: When you make a charge attack using the Power Attack feat with an attack roll penalty of -5 or worse, you can assign any portion of the attack roll penalty to your Armor Class instead, up to a maximum equal to your base attack bonus.
    Lancing Charge: When you make a successful charge attack using a pole-arm or spear, you deal double damage, as if you had made a mounted charge with a lance. You do not need to be mounted. If you are already mounted and wielding a lance, this tactical maneuver provides no additional benefit.
    FLEXIBLE CHARGER [Fighter, Tactical]
    You are skilled at charging in a variety of situations.
    Prerequisites: Freerunner, any four movement skill tricks, Jump 9 ranks, base attack bonus +6.
    Benefit: The Flexible Charger feat enables the use of two tactical maneuvers.
    Clever Charge: When you make a successful charge attack and use a movement skill trick in the same round, refresh the skill trick. You may use it again during this encounter. If you use several movement skill tricks during a round in which you make a successful charge attack, you may refresh only one of them (your choice).
    Skillful Charge: Whenever you make a skill check to use a movement skill trick as part of a charge, you may roll the skill check twice and keep the better of the two results. You may not reroll the check more than once.

    You gain 2 additional skill points when you select this feat.
    Notes: Battle Jump is from Unapproachable East. Freerunner is from Complete Scoundrel.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  2. - Top - End - #2
    Ogre in the Playground
     
    Mulletmanalive's Avatar

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    Default Re: Charging Tactical Feats PEACH

    I think the combination of the first and last portions of the first one [double damage + 4 damage per 10 over 5 rolled on a Jump check] seems too much for one feat somehow. If it were just a doubling on the extra damage, cool but it seems excessive otherwise

    I know it looks cool, but if i may point out the physics of the situation, you're actually moving slower when jumping and thus the spear is going to be less effective, with bludgeoning or slashing, you get your downward momentum but that won't work with a piercing weapon [like most polearms in D&D].

    The second one is interesting and nifty.
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    imp_fireball's Avatar

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    Default Re: Charging Tactical Feats PEACH

    Death From Above: When you charge a foe or jump down on your enemy from at least 10 feet up, make a Jump check as a free action immediately before your attack. Prior to making the roll, determine the DC of the check: either DC 15 for a chance to deal 2 extra points of damage, DC 25 for a chance to deal 4 extra damage, DC 35 for a chance to deal 6 extra damage, DC 45 for a chance to deal 8 extra damage, or DC 55 for a chance to deal 10 extra damage. If you fail this Jump check, you miss your target, and if you fail this Jump check by 5 or more, you fall prone in an adjacent square.
    Dude, that ability blows utterly.

    you get your downward momentum but that won't work with a piercing weapon [like most polearms in D&D].
    Most people know how to thrust downward though. If you can do it with a sword, you can do it with a spear.
    Last edited by imp_fireball; 2010-09-09 at 08:48 PM.

  4. - Top - End - #4
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    Mulletmanalive's Avatar

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    Default Re: Charging Tactical Feats PEACH

    We're talking about polearms here, Imp. In order for your weight in a downward arc to have any real value, you need to be above the 40 degrees. This means that you'd have to clear at least 63% of the height of that reach weapon vertically.

    Thats a tall order [no pun intended] by anyone's guess. Anything less than 45 degrees and you'd've been significantly better off staying with your feet set.

    Yes, i know you can short haft, but at that point, it's not really a polearm for purposes of our consideration; it's an oversized shortsword and wouldn't warrant the x2 damage that's been specified for polearms on the charge here.

    for reference, i'm not guessing: my last GM was a recreationist who spent more time telling us why out attempts at cool were "****ing stupid" with supporting arguments and examples than he did running the game.
    Last edited by Mulletmanalive; 2010-09-10 at 05:37 AM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

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