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  1. - Top - End - #1
    Dwarf in the Playground
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    Default Fighter's Feat Gallore [Feats]

    Now, we all know that the fighter is one of the weakest classes in the game, weaker even than the monk in my opinion. So, he actually needs an edge to go against the high level wizard/sorcerer/whatever-can-eat-him.

    To that end are Combat Prowess feats. They are easy to take and denote a mastery of a certain field of combat. Unlike other feats however, there are a few differences. First of all, these feats scale. But, not with HD, but with BAB. The higher your BAB, the greater bonuses you will reap. Of course, there has to be some penalty with that, right? Otherwise we'd see mages running around happily, wielding over-sized greatswords while blasting disintegrating rays from their eyes and... well you get the point. Here's the penalties; you cannot take more combat prowess feats than your dominant class would have attacks by level 20. In short, a rogue would only be able to take three and a wizard only two (without even making full use of them, but I digress). Only fighters and characters who have a class that gives them both full BAB progression as well as simple and martial weapon proficiency have no limit on how many they can take. The reason, is because, quite simply, those poor saps usually don't have anything else to their name.

    The original idea (and a very, very good read regardless) is Races Of War, with which unfortunately I am unaffiliated with right now, neither do I have a claim on it of any kind. They made the original idea, I just built on it to give you weapon-specific feats. Now, have a look at them and use them with caution.

    Yes, I know they are very easy to get into, but fighters are supposed to be eased into them, not hop into them and suddenly gain the ability to hack people's heads off. That's the Wizard's domain, not the fighter. Individual DMs may want to limit even fighters to how many they can take because, with the Quick Draw feat or something similar, it's possible to switch between fighting styles very easily and have just the right tool for the job (which was of course my initial attempt).


    Two-Weapons Specialist [Fighter, Combat Prowess]
    Spoiler
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    You are a master at the use of two single-handed weapons at the same times, such as a longsword and a short sword.
    Prequisites: Attack Bonus +1, Dexterity 14, Two-Weapon Fighting.
    Benefit: This feat provides a set of bonuses dependant on the user's Base Attack Bonus as follows.
    BAB+1: You may make a double strike. Sacrifice any one attack from your main and off-hand attacks. Combine the two attack bonuses to one to determine if the blow land. The striking weapon is selected randomly (In other words, toss a coin).
    BAB+6: If an attack misses you by five or more, you may either make an attack of opportunity or a disarm attempt with your off-hand. You may do this only once per round.
    BAB+11: You may twirl your weapons in front of you in two separate 8-figures. Any weapon that tries to attack you from your front hemisphere is subject to a Sunder attempt before it has a chance to hit. Also, all opponents within five feet of you in that hemisphere (the direction of which you select and is for both weapons) are subject to two attacks, one for each weapon, per round. The curtain of steel provides a +2 bonus to those behind the hemisphere. This is a full-round action.
    BAB+16: You may either cancel out up to two points of shield bonus from your enemy if you attack with both hands at least once or treat your target's Damage Reduction, if present, halved. This is a standard part of attacking but prevents you from using other abilities gained from this or other Combat Prowess feats.
    Special: If you also possess the Single Weapon Specialist feat, the two feats stack, but with certain stipulations. When using the Single Weapon Specialist bonus while you possess two hands, your BAB is considered to be five points less than normal for purposes of determining what abilities you can use. Re-sheathing one blade or dropping it undoes that bonus and so does simply not using one of them.


    Polearm Specialist [Fighter, Combat Prowess]
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    You are a master at the use of polearms, such as the spear and halberd.
    Prerequisites: Attack Bonus +1, Strength 14.
    Benefit: This feat provides several benefits in accordance to the Base Attack Bonus of the user.
    BAB+1: You may shift the haft of your polearm. You can either use it as a double weapon with the off-hand having the same statistics as a club, enabling you to fight in closer range, or hold it by one end and as a full-attack action make a single attack against an enemy five feet away from your maximum range. Shifting your grip is a free action. Using the polearm as a double weapon can benefit from the Double Weapon Specialist feat but it does not stack with the other benefits of this feat. If you choose to use your weapon as normal, it may benefit from the Two-Handed Specialist feat, at the DM's discretion at what kind of strikes are possible. Even if allowed to use the Two-Handed Specialist feat, your BAB is considered to be five points lower in regards to the available options. Shifting the haft of the weapon can only be done once per round and you do not gain extra Attacks Of Opportunity from doing so. In other words, if you use a spear to threaten at 10ft and your enemy passes through, you cannot instantly in his round shift to double weapon fighting and gain another, you have to wait your turn.
    BAB+6: If an enemy enters your inner range, you may quickly lash out with an attack from the haft to deter your opponent. If an enemy moves within 5ft of you, you may make a Bull Rush attempt as an attack of opportunity once per round and you can push him back only up to outside your threat range.
    BAB+11: Once per round, you may make an attack from below the enemy. He is forced to roll against your Bluff skill. If he fails, apart from loosing his Dexterity bonus as per feint rules, he also looses his shield bonus to AC as your strike comes from ground level, striking upwards. This is a full round action that gives a +4 bonus to the bluff check. Enchantments other than normal enhancement bonuses remain unaffected.
    BAB+16: You are a veritable killing machine with your polearm. You may spin it around you as a full-round action, attacking all within range once. Alternatively, you gain a +1 deflection AC per eight points of Base Attack Bonus you possess, with your weapon taking the hit, therefore possibly breaking it. If you avoid an attack by virtue of the defencive aspect of this ability, then you are forced to resolve a sunder attempt against your weapon.


    Bow Specialist [Fighter, Combat Prowess]
    Spoiler
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    You are a master at the art of fighting with bow and arrow.
    Prerequisites: Attack Bonus +1, Dexterity 14.
    Benefit: You gain several advantages according to how high your Base Attack Bonus is.
    BAB+1: You may fire two shots at a time. Doing so imposes a -2 penalty to all attacks in that round. Also, you must fire that extra shot at the same target.
    BAB+6: You may fire more than one extra shot, but doing so imposes an added -5 penalty to that attack from the previous extra shot. So, a second shot would be made at -7 and a third at -12. You cannot make more extra shots than you have attacks with Base Attack Bonus.
    BAB+11: You can launch an attack while moving. This effect stacks with only the first benefit of this feat, enabling you to fire two shots. Also, you now gain your dexterity modifier into your Bow damage if it is higher than the benefit gained from your strength.
    BAB+16: You may shower the enemy with attacks, pinning him down. Choose any five-foot square within range. By expending your full attack on that square you ensure that if the enemy does not remain behind cover, he will definitely be struck once. Roll an attack that cannot miss, it is simply done to check for critical. Any cover between you and your target takes at least two hits per round in accordance to how your attacks damage it. This expends your full attack action and prevents you from striking with any other way. Alternatively, you may choose to threaten a 30ft wide area around you with your bow, incurring attacks of opportunity as normal. Movement in that area does not provoke attacks of opportunity from you, but other ways may.


    Two-Handed Specialist [Fighter, Combat Prowess]
    Spoiler
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    You are a master of two-handed weapons, such as the Greatsword and Greataxe.
    Prerequisites: Attack Bonus +1, Strength 14.
    Bonus: This feat provides several benefits, according to how high the user's Base Attack Bonus is.
    BAB +1: You are able to apply your Strength modifier one more time to your blows when attacking, as not only do you use both hands, but also throw in your body to assisst the blow.
    BAB +6: You can unleash a pommel strike, using any attack in your repertoire. If it hits, it deals 1D4 damage + Strength modifier. If that damage is higher than your enemy's Constitution modifier, consider them stunned in regards to your other attacks of that round.
    BAB +11: You make great, sweeping strikes with your weapon, striking many at the same time. Any time you either miss by your target's Dex Bonus or surpass his AC by five or more, make an additional attack to a target adjacent to the first opponent, dealing equal damage.
    BAB +15: You can make a Helmbreaker attack. A Helmbreaker attack is unaffected by Base Attack Bonus, benefitting only from high Strength and magical (or non-magical) enhancements. If it hits, it instantly is considered a critical hit in regard to the weapon's damage (and of course strength). A rolled critical hit increases the damage by the critical modifier minus one, a greatsword (x2) for example would add the weapon damage and strength one more time, while a greataxe (x3) would add twice the damage and strength bonus. Also, critical-triggered enchantments only activate with normal critical hits, not helmbreaker strikes.


    Shield Specialist [Fighter, Combat Prowess]
    Spoiler
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    You are a master of using a shield and a single-handed weapon, such as a sword or morningstar.
    Prerequisites: Attack Bonus +1, Constitution 14.
    Benefit: This feat provides a set of several bonuses, according to how high the user's Base Attack Bonus is.
    BAB+1: You can make a free shield bash attack at your highest attack, even without having proficiency. If it hits, it provides a +1 bonus to your next attack that round. This bonus improves by for every 10 points of attack bonus that you gain.
    BAB+5: You can, once per round, hide your weapon behind your shield. If your enemy fails a Sense Motive check with a DC of 10+your Attack Bonus, he is considered to be flatfooted against that attack.
    BAB+10: Any time your enemy is deprived of his Dexterity Bonus against you, while you use a shield and a single handed weapon, you may press the attack into your enemy's defence. You deal an extra 1D8+ your dexterity bonus points of damage, which multiply in case of a critical but are considered presicion damage. At the same time, you may move into your enemy's square without drawing any Attack of Opportunity.
    BAB+15: If the target of a mellee attack that missed by five or more, you may immidiately make an Attack of Opportunity against that target. Once per encounter, if the target of a ranged attack (be it spell or arrow, as long as the enemy rolls a dice to hit), you may roll your Fortitude to harmlessly deflect it off your shield.


    Double-Weapon Specialist [Fighter, Combat Prowess]
    Spoiler
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    You are a master of using a double-weapon, such as a two-bladed sword.
    Prerequisites: Attack Bonus +1, Dexterity 14, Two-Weapon Fighting.
    Benefit: This feat provides a number of benefits in accordance to how high your Base Attack Bonus is.
    BAB+1: As long as you wield a double weapon, add +1 to your AC. This bonus increases by one for every 10 points of attack bonus above one that you gain.
    BAB+6: When moving through threatened squares, you may choose to twirl your weapon and attack your enemy before they manage to. You may expend any attack in your repertoire (those afforded by Attack of Opportunity, Base Attack Bonus and for using a second weapon) to strike your enemy before their attack is made. Expending your attacks thusly prevents you from using them until your next turn. For example, a sixth level fighter with Double-Weapon Specialist and Combat reflexes with 14 Dexterity could attack up to four opponents as he moves through their threatened spaces, but he would be unable to make another attack, be it normal or of Opportunity until his next turn. You can only hit a single enemy once with this skill for every three squares of his threat range that you move through.
    BAB+11: You may twirl your weapon in front of you in a deadly storm of blades. Anything passing withing a five-ft long hemisphere in front of you is attacked once for each end of your weapon (including weapons for which you do not need Improved Sunder), without rolling an attack, it is considered to always hit but without a critical. Naturally, that also protects against arrows and most attacks, including magical projectiles or ray attacks, but not magic missile effects. You cannot perform this action for more than your Constitution modifier times two in an encounter or become tired.
    BAB+15: Your attacks are impossible to guard against completely. Every time one end of the weapon misses, you gain a +2 bonus to attack and damage to the other end's attack. This effect stacks and lasts through the rounds as long as you keep attacking using full attacks each round.


    Weapon Mastery (Select Weapon) [Fighter, Combat Prowess]
    Spoiler
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    You are a master of a single weapon.
    Prerequisites: Proficiency with selected weapon
    Benefit: This feat provides a number of benefits associated with your selected weapon, in accordance to how high your Base Attack Bonus is.
    BAB+0: The character gains +1 to attack rolls to hit with this weapon.
    BAB+5: The character doubles the threat range of the selected weapon. Also, if fighting with two weapons, your chosen weapon counts as light if it is a matched pair with your main hand.
    BAB+8: The character gains a +2 to damage rolls with selected weapon.
    BAB+13: The weapon is like a part of your body. If it touches anything you can feel it as if you had touched it with your own hands. You can use the weapon of choice to do anything you could normally do with your hands, but at a safety distance.
    Special: This feat replaces the following feats: Weapon Focus, Improved Critical and Weapon Specialization. For their Greater versions, the character needs to go into epic levels in my games.


    Finesse Fighter [Fighter, Combat Prowess]
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    You fight with grace over brawn, preferring accurate strikes to wild, powerful blows.
    Prerequisites: Attack Bonus +3, Higher Dexterity than Strength score.
    Benefit: This feat provides a set of benefits according to how high the user's Base Attack Bonus is.
    BAB+3: You may substitute your Dexterity score for your Strength for purposes of attack rolls.
    BAB+6: You may substitute your Dexterity score for your Strength for purposes of damage rolls.
    BAB+10: You may, as a full-round action, move up to an opponent, strike and keep moving. You may only make one such attack and may not make a total move longer than your speed. You draw attacks of Opportunity as normal for leaving threatened space.
    BAB+15: You may, in the place of a standard attack, attempt to slice away at your enemy's armor bindings. This attack has is made at the target's AC+5. If successful, reduce the target's armor bonus by one quarter and give that penalty added to his Armor Check Penalty. This attack may only be attempted once per round.
    Special: This feat substitutes the following feats: Weapon Finess, Superior Weapon Finesse and Spring Attack.


    Single Weapon Specialist [Fighter, Combat Prowess]
    Spoiler
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    You are a master at the use of a single-handed weapon, such as a longsword, foregoing the need for a shield.
    Prerequisites: Attack Bonus+1, Dexterity 14
    Benefit: This feat provides a number of benefits in accordance to how high your Base Attack Bonus is. All benefits are possible when in light or no armor and without a shield in the off hand or another weapon, except in the case of Two-weapon Fighting feat and Two-weapons Specialist Combat Prowess feat.
    BAB+1: You may parry attacks as they come. Add your Intelligence or Wisdom modifier to your AC, whichever is higher. Stacks with other feats.
    BAB+5: You may make a set-up attack. This attack removes halves all stat-granted bonuses to damage and is made at a +2 difficulty. If successful, you substract half your Dexterity Bonus from your enemy's AC, as your strikes weaken his stance and leave him open to better strikes. You may not penalize your opponent for more than your BAB to his AC or ten, whichever is lower. This penalty is substracted from his base AC and Dexterity bonus if applicable.
    BAB+10: You may, as a full round action, force your enemy to switch place with you by making a Tumble check DC20 (a Bluff check DC15 grants a +2 bonus) and make an attack that can take up to a full round to use (but not multiple strikes or flurry of blows or similar ability) at your target's flank. Your enemy looses his Dexterity and shieldbonus to his AC, halves his armor bonus to his AC for one attack. You or your enemy may draw attacks of opportunity from others however.
    BAB+15: You may make a lethal strike once per enemy encountered. To perform it, you must first have fought the target for at least five rounds or seen him fight for the same amount. Also, your enemy must be either stunned or somehow loose his Dexterity modifier to AC. Make an attack without your Base Attack Bonus. If it lands, the target must make a Fortitude save DC 15+the modifier of the stat responcible for your weapon damage. If he fails he dies, if he succeeeds he still receives a critical hit from you, which may in all truth kill him outright. After the blow, you are wide open for attack and are considered flat-footed. You cannot make any other attack when using this manouevre, but it can be used with other attacks of the same chain. The Death attack is in fact a precision-style damage type, meaning you can't perform it against an enemy without discernible and reachable anatomy or against an enemy immune to critical hits.



    To come: Crossbow Specialist and Unarmed Fighting Specialist. Any other ideas for such feats?
    Last edited by Soulblazer87; 2010-09-26 at 01:05 PM. Reason: Edited as required

  2. - Top - End - #2
    Pixie in the Playground
     
    SwashbucklerGuy

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    Default Re: Fighter's Feat Gallore [Feats]

    I like how they scale with your BAB, but I'm pretty sure all prerequisites for ability scores on feats are supposed to be odd. Also:

    Two-Weapons Specialist
    -"The striking weapon is selected randomly (In other words, toss a coin)." Should be It has a 50% chance of missing. Unless the side of the coin counts.
    -Your figure-eight stance/maneuver is nice in theory, but hard to execute. First, you would need to designate a direction for the PC, then hope the DM doesn't send them to your back. I recommend you have it so your wielding your weapons and maneuvering them in a figure-eight in each hand. With your constant repositioning, no enemy without reach is able to avoid your sunder attempt. This way you don't have any blind spots.
    -For the last one, how long does it last? The first part should be -2 to AC untyped instead of for shields for simplicity, the second part is a whopper by comparison. Do I hit more often or do I remove 5-20 DR of any type present. Either limit the type of DR reduced like this and its maximum reduction, or add to the AC penalty.

    Polearm Specialist
    This needs a little work.
    -BAB+1: Free actions in combat can be powerful, being able to haft your polearm as a free action is incredibly powerful. Being able to make an AoO against a foe at 10ft, then 5ft in the same round is overpowered. Also, using the butt of your polearm as an offensive option is technically redundant. You can also already use it as a double weapon, but you need all the feats to make it worthwhile to the player. In all honesty, Just being able to haft your polearm (Preferably as a swift action) at level 1 is more than generous enough.
    -BAB+6: Nice ability, but the language is a little messy. Here's how I'd write it; If an enemy moves within 5ft of you, you may make a Bull Rush attempt as an attack of opportunity once per round.
    -BAB+11: Since it's normally a standard action to bluff anyway, This attack should be a full-attack option with either an increased Bluff DC (+5 or +10) or only make it deny either the dodge ac or shield ac, since that can be a lot.
    -BAB+16: This is basically a Whirlwind Strike, +2-3 deflection AC and a sunder attempt for every enemy you strike. This isn't worth it normally, but if you change it so there's no AC or Sunder attempts and make it so everyone struck has to check against a Bull Rush attempt or be knocked prone or knocked back. Something like that would far more palatable to most PCs.

    I like where you're taking these, keep up the good work. I need to cook dinner now, but I'll be back to review the rest later.
    Danger is my middle name, and you can't spell danger without "ARRRRRR!!!".

  3. - Top - End - #3
    Dwarf in the Playground
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    Default Re: Fighter's Feat Gallore [Feats]

    Quote Originally Posted by bondpirate View Post
    Two-Weapons Specialist
    -"The striking weapon is selected randomly (In other words, toss a coin)." Should be It has a 50% chance of missing. Unless the side of the coin counts.
    -Your figure-eight stance/maneuver is nice in theory, but hard to execute. First, you would need to designate a direction for the PC, then hope the DM doesn't send them to your back. I recommend you have it so your wielding your weapons and maneuvering them in a figure-eight in each hand. With your constant repositioning, no enemy without reach is able to avoid your sunder attempt. This way you don't have any blind spots.
    -For the last one, how long does it last? The first part should be -2 to AC untyped instead of for shields for simplicity, the second part is a whopper by comparison. Do I hit more often or do I remove 5-20 DR of any type present. Either limit the type of DR reduced like this and its maximum reduction, or add to the AC penalty.
    I'll answer to the best of my (rather limited at the time for sure) ability.
    For the first one: No, it's 50% one hand and 50% the other, remember, you already made your attack roll. Essentially, you sacrifice an attack to increase your chances of actually hitting, but it's hard to predict exactly which weapon will break through your enemy's guard.
    For the second one: I know what you mean. I though I wrote it, but I'm going through an insomnia phase, so I might have forgotten to. You designate a hemisphere in front of your character (think Shield spell) and you are limited there and only there. Besides, forcing your enemy to suffer through your sunder attempts is exactly the point here. Keep in mind that an agile enough fighter (or rogue or what have you) could simply go around the character and stab him in the back. In which case, I would allow a rogue a sneak attack for hitting the flank (I tend to at least try to narrate positioning, so someone who makes use of it should get benefits).
    The third one. It's permanent, as long as you are wielding weapons and not using the first benefit of the feat. Essentially, you strike with both weapons at the same spot at the same time. Doing so forces much greater strain on the enemy to defend properly. Which is why it's much easier to penetrate damage reduction since it comes from being able to quickly heal wounds or tough skin. The reason I phrased it that way is because, if your enemy has no shield or armor, doing that attack is pointless. And no, you don't get both bonuses, either one or the other, so you must choose; increase chances of striking or increase damage a bit. Damage reduction, apart from the x/- is really mostly ignored by prepared players who carry proper equipment with them.

    Quote Originally Posted by bondpirate View Post

    Polearm Specialist
    This needs a little work.
    -BAB+1: Free actions in combat can be powerful, being able to haft your polearm as a free action is incredibly powerful. Being able to make an AoO against a foe at 10ft, then 5ft in the same round is overpowered. Also, using the butt of your polearm as an offensive option is technically redundant. You can also already use it as a double weapon, but you need all the feats to make it worthwhile to the player. In all honesty, Just being able to haft your polearm (Preferably as a swift action) at level 1 is more than generous enough.
    -BAB+6: Nice ability, but the language is a little messy. Here's how I'd write it; If an enemy moves within 5ft of you, you may make a Bull Rush attempt as an attack of opportunity once per round.
    -BAB+11: Since it's normally a standard action to bluff anyway, This attack should be a full-attack option with either an increased Bluff DC (+5 or +10) or only make it deny either the dodge ac or shield ac, since that can be a lot.
    -BAB+16: This is basically a Whirlwind Strike, +2-3 deflection AC and a sunder attempt for every enemy you strike. This isn't worth it normally, but if you change it so there's no AC or Sunder attempts and make it so everyone struck has to check against a Bull Rush attempt or be knocked prone or knocked back. Something like that would far more palatable to most PCs.
    Alright for my beloved polearms.
    The first one: You can only change haft once per round, even though it's free to do so. Also, if you spend your AoO, you don't get another one because it's got a larger range. AoOs are still resolved as normal, you just change your weapon handling. From holding it for long range (from the middle and bottom for a spear as an example) to short range double-weapon fighting (one quarter away from either edge) to even (at DM's approval) two-handed style for shorter range bashing. I'll change it to swift action though if you want, it makes no difference to me.
    The second one: Alright, I'll replace it. It's what I originally planned anyway, but I guess I messed up wording it.
    The third one: Alright to that one too. Once I wake up, I'll fix it as you said. Or I could have the bluff action be free, but I think that would be a tad too much.
    The fourth one: Again, it's either the whirlwind (to the normal range of the weapon, no haft-switching for that one) or the defence bonus. Which defence bonus isn't really that much, just an overglorified shield, one that breaks easily too may I add. After all, if the enemy misses due to the added AC by your polearm, you have to resolve a sunder attempt against it. Which means, if you abuse that defence fighting form, you could find yourself holding the remains of your former polearm at hand. That would have been nasty right?

    Anyway, thanks for the support. I really don't have anyone to play with right now, so balancing and de-bugging them is kinda hard. Still, I try to make the fighters actually defeat some monster at one point. Though, I should probably fix the single-weapon death attack to only affect certain sizes. It would be beyond hilarious to see a halfling death-attack a colossal dragon. How would that be? By tickling him?

    Anyway, I'm off to hopefully sleep. I'll await your review and ideas on this. It really, really helps me :D

  4. - Top - End - #4
    Ettin in the Playground
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    Default Re: Fighter's Feat Gallore [Feats]

    Potential problem: barbarians are already a lot better than fighters, and this would give barbs the same bonus. I suggest that most classes with full BAB only get 4, while fighters get unlimited.

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    Default Re: Fighter's Feat Gallore [Feats]

    Quote Originally Posted by 137ben View Post
    Potential problem: barbarians are already a lot better than fighters, and this would give barbs the same bonus. I suggest that most classes with full BAB only get 4, while fighters get unlimited.
    Or, alternatively, up the BAB requirments (say double) and then let the fighter add his fighter level to BAB to determine the benifits.

  6. - Top - End - #6
    Titan in the Playground
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    Default Re: Fighter's Feat Gallore [Feats]

    Minor questions:

    -What is Two Weapon Proficiency? It's a requirement for Two Weapon Specialist.

    -Why does Double-Weapon Specialist not require proficiency of any kind?

    -Why does Single-Weapon Specialist require Weapon Mastery to take, but nothing else does? This punishes Single Weaponers with an extra feat tax, something no other Specialist feat here does. Single Weaponers are already bad, don't feat tax them even more.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Dwarf in the Playground
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    Default Re: Fighter's Feat Gallore [Feats]

    @137ben: Yes, I can see your point. I simply tried to allow players with fighter variants to get in too. Apparently I had also forgotten the fact that barbarians get full martial proficiency (which makes no sense really to see a barbarian wielding rapiers...) I'll see about editing them.

    @Nero24200: Possibly even more than just double. The point is, I tried to ease fighters into getting these abilities. It would make no sense to just know how to wield a sword adequately and then at level 16 take a feat that instantly makes you a master at its use...

    @arguskos:Alright I'll reply at each question in a row:
    - Two Weapon Proficiency is the first of a series of feats in Phb that let you actually fight with two weapons rather than just have a second weapon in your off-hand. Unfortunately it also needs Ambidexterity to work properly, but I'm not going to fix every Feat problem in the game in one post. Personnaly, I do away with ambidexterity, away with the off-hand penalties and sum up all two-weapon proficiency feats in one... Seriously, the way it's now is simply annoying.
    - Guess I forgot to edit that (along with a lot else it seems...) I should probably add a proficiency with at least one double weapon.
    - I'll edit that out too now that you mention it.

  8. - Top - End - #8
    Ettin in the Playground
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    Default Re: Fighter's Feat Gallore [Feats]

    The other thing that needs clarity: your "dominant class" can change. If you have 4 of these feats as a fighter 8/ wizard 7, and then take two more wizard levels, what happens?

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    Dwarf in the Playground
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    Default Re: Fighter's Feat Gallore [Feats]

    Well simple; you can't take any more because you have shifted your focus way too much. Though, I could also add a clause saying that each Fighter feat taken outside the Bonus Feats the fighter class gives affords you a virtual +1 or +2 to your fighter levels to determine if you can take more. It would level it up a bit no?

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    Default Re: Fighter's Feat Gallore [Feats]

    Quote Originally Posted by Soulblazer87 View Post
    Two Weapon Proficiency is the first of a series of feats in Phb that let you actually fight with two weapons rather than just have a second weapon in your off-hand. Unfortunately it also needs Ambidexterity to work properly, but I'm not going to fix every Feat problem in the game in one post. Personnaly, I do away with ambidexterity, away with the off-hand penalties and sum up all two-weapon proficiency feats in one... Seriously, the way it's now is simply annoying.
    That sounds like 3.0. Almost everyone on these boards that plays uses 3.5, so that would explain the confusion.
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    Default Re: Fighter's Feat Gallore [Feats]

    Ah I see. I'll try to re-write them in 3.5 then. It's possible I just messed up the spelling, I'll have to search it again. But the point remains the same; you need to be able to use two weapons to specialize in two weapons, which is kinda obvious now that I think about it. Anyway, cutting off my sarcastic moment here, just to avoid people bashing my head more than I bash it myself (yay insanity!), I'll get to editing them. Go me... *Bashes my head on a wall*

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    Default Re: Fighter's Feat Gallore [Feats]

    Quote Originally Posted by Soulblazer87 View Post
    Well simple; you can't take any more because you have shifted your focus way too much. Though, I could also add a clause saying that each Fighter feat taken outside the Bonus Feats the fighter class gives affords you a virtual +1 or +2 to your fighter levels to determine if you can take more. It would level it up a bit no?
    But if you have more than the maximum allowed fighter feats (because you changed your focus to a class with lower BAB), do you get to keep the feats you already have, or do you lose them?

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    Default Re: Fighter's Feat Gallore [Feats]

    You keep them, you just can't take any more until you get back to leveling as a fighter or fighter-like class.

    As for barbarians; yes, they can take these feats, and possibly all of them too. However, a barbarian wouldn't be able to take these feats and all other nice things, cutting from his Rage feats. So, in the end, the fighter is just about the only one who makes full use of these feats. So, yeah he may be a bit stronger, but I'm also working on some ways to strengthen the fighter, mostly scouring the forums and playing 'mix-and-match' with what I see around. Again, Races Of War has very good material to beef up your fighter to even Tier 1.

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    Default Re: Fighter's Feat Gallore [Feats]

    Quote Originally Posted by Soulblazer87 View Post
    Ah I see. I'll try to re-write them in 3.5 then. It's possible I just messed up the spelling, I'll have to search it again. But the point remains the same; you need to be able to use two weapons to specialize in two weapons, which is kinda obvious now that I think about it. Anyway, cutting off my sarcastic moment here, just to avoid people bashing my head more than I bash it myself (yay insanity!), I'll get to editing them. Go me... *Bashes my head on a wall*
    ...that feat no longer exists. You can always use two weapons, you just do it badly if you lack Two Weapon Fighting. Basically, there is no proficiency feat, but there is instead a penalty obviating feat.

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    Default Re: Fighter's Feat Gallore [Feats]

    Yes, I know. It's reality smashing its hammer on your character and saying 'bad boy! You can't wield two swords at the same time like they were toothpicks!'. Basically, if you're not trained to use two weapons at the same time, doesn't mean that you can't, just that you suck at it. So, since you're going to be specializing at it, it stands to reason that you at least learn how to not cut yourself with a longsword on each hand and a shortsword at each leg (I'm just breaking up laughing at Kira Bi's fighting style in Naruto, dude's wielding eight swords at the same time!).

    These feats are supposed (and partially actually failing) to depict a fighter's extreme skill in wielding a weapon he has specialized in. It goes above 'mere mortal' feats and makes him a freaking killing machine, able to tackle as dangerous monsters as any wizard. Or well, at least raise him to a respectable Tier 2 or Tier 3. As he is on SRD... he sucks badly.

    But I digress; these feats are to be taken early on, showing how your feats actually grow with you.

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    Default Re: Fighter's Feat Gallore [Feats]

    They're interesting to say the least, but they have some problems, and don't really add much to the power of the fighter. I agree, options are nice, but they usually have too high of a cost to go with them. In depth reviews for the first two are below, and I will look at the rest in an hour or two.

    However, it is worth noting I don't know much about fighters, so I won't comment on the balance of the feats as compared to other abilities of the same level... I'll try to comment where I can though.

    Quote Originally Posted by Soulblazer87 View Post
    Two-Weapons Specialist [Fighter, Combat Prowess]You are a master at the use of two single-handed weapons at the same times, such as a longsword and a short sword.
    Prequisites: Attack Bonus +1, Dexterity 14, Two-Weapon Fighting.
    Benefit: This feat provides a set of bonuses dependant on the user's Base Attack Bonus as follows.
    BAB+1: You may make a double strike. Sacrifice any one attack from your main and off-hand attacks. Combine the two attack bonuses to one to determine if the blow land. The striking weapon is selected randomly (In other words, toss a coin).
    This is ok, and provides a nice way to overcome combat penalties, but what if neither attack has a bonus to hit? I'd suggest allowing you to simply add the BAB of the second weapon to the first.
    BAB+6: If an attack misses you by five or more, you may either make an attack of opportunity or a disarm attempt with your off-hand. You may do this only once per round.
    Seems ok, but if I have iterative attacks, which bonus do I use? Highest would be assumed, but most feats clarify.
    BAB+11: You may twirl your weapons in front of you in two separate 8-figures. Any weapon that tries to attack you from your front hemisphere is subject to a Sunder attempt before it has a chance to hit. Also, all opponents within five feet of you in that hemisphere (the direction of which you select and is for both weapons) are subject to two attacks, one for each weapon, per round. The curtain of steel provides a +2 bonus to those behind the hemisphere. This is a full-round action.
    As was said above, this is incredibly clunky. Unless the party is already using the Facing variant rules, most won't know what the "front hemisphere" actually is, let alone understand that they need to declare which way they're going to point their blender-o-doom. I'd either replace it or find a way to simplify it.
    BAB+16: You may either cancel out up to two points of shield bonus from your enemy if you attack with both hands at least once or treat your target's Damage Reduction, if present, halved. This is a standard part of attacking but prevents you from using other abilities gained from this or other Combat Prowess feats.
    Sounds ok, but your wording is odd. I'd suggest "When making a full attack with two weapons, you can either halve your target's damage reduction, or treat their AC as two points lower for all attacks you make this round."
    Special: If you also possess the Single Weapon Specialist feat, the two feats stack, but with certain stipulations. When using the Single Weapon Specialist bonus while you possess two hands, your BAB is considered to be five points less than normal for purposes of determining what abilities you can use. Re-sheathing one blade or dropping it undoes that bonus and so does simply not using one of them.
    Once again, a victim of unusual wording. You will always "possess two hands", so I would recommend changing it to "wield a weapon in each hand".

    Polearm Specialist [Fighter, Combat Prowess]
    You are a master at the use of polearms, such as the spear and halberd.
    Prerequisites: Attack Bonus +1, Strength 14.
    Benefit: This feat provides several benefits in accordance to the Base Attack Bonus of the user.
    BAB+1: You may shift the haft of your polearm. You can either use it as a double weapon with the off-hand having the same statistics as a club, enabling you to fight in closer range, or hold it by one end and as a full-attack action make a single attack against an enemy five feet away from your maximum range. Shifting your grip is a free action. Using the polearm as a double weapon can benefit from the Double Weapon Specialist feat but it does not stack with the other benefits of this feat. If you choose to use your weapon as normal, it may benefit from the Two-Handed Specialist feat, at the DM's discretion at what kind of strikes are possible. Even if allowed to use the Two-Handed Specialist feat, your BAB is considered to be five points lower in regards to the available options. Shifting the haft of the weapon can only be done once per round and you do not gain extra Attacks Of Opportunity from doing so. In other words, if you use a spear to threaten at 10ft and your enemy passes through, you cannot instantly in his round shift to double weapon fighting and gain another, you have to wait your turn.
    It works, but you're missing some clarifying points. When I use the haft as a club, does it also reduce my reach by 5 feet? It is probably assumed, but I would clarify, lest the powergamers descend....
    BAB+6: If an enemy enters your inner range, you may quickly lash out with an attack from the haft to deter your opponent. If an enemy moves within 5ft of you, you may make a Bull Rush attempt as an attack of opportunity once per round and you can push him back only up to outside your threat range.
    Sounds fair, no suggestions.
    BAB+11: Once per round, you may make an attack from below the enemy. He is forced to roll against your Bluff skill. If he fails, apart from loosing his Dexterity bonus as per feint rules, he also looses his shield bonus to AC as your strike comes from ground level, striking upwards. This is a full round action that gives a +4 bonus to the bluff check. Enchantments other than normal enhancement bonuses remain unaffected.
    Entering the feat doesn't require Bluff, but Bluff is needed to use an ability? I'd recommend changing it, possibly allowing them to use their character level or BAB in place of their ranks in Bluff for the check. Also, Shield bonuses to AC aren't commonly used by enemies - I'd change it to a static bonus to-hit.
    BAB+16: You are a veritable killing machine with your polearm. You may spin it around you as a full-round action, attacking all within range once. Alternatively, you gain a +1 deflection AC per eight points of Base Attack Bonus you possess, with your weapon taking the hit, therefore possibly breaking it. If you avoid an attack by virtue of the defensive aspect of this ability, then you are forced to resolve a sunder attempt against your weapon.
    You're using the spear for a deflection bonus to AC, but instead of deflecting the attacks, they're striking it? I'd either change it to a Shield bonus, or remove damaging the weapon.

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