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    Titan in the Playground
     
    Zaydos's Avatar

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    Default Some Immediate Action Options for Tier 4/5 classes

    As a prefatory note these options are not necessarily intended to all be used together, although there is nothing that I am immediately aware of that would prevent them from being used in combination. Active defense options for Swashbucklers, Knights, and other non-core tier 4/5 classes should probably be devised at some point.

    "Alternate" Class Features

    Active Defense - Overall Note: Ultimately this is intended as a (mostly) freebie to power up lower tier mundanes and the half casters. If you don't want to hand it out for free make it require a feat requiring Level 3+ in the relevant class. In the case of Fighter and Monk remove the DR/mettle/counter attack making that a separate Improved Active Defense - Fighter/Monk feat requiring level 9+ (this does allow Monk to get the full effect 2 levels earlier), and in the case of Paladin reduce the bonus to +2 until 8th level and do not grant the temporary hit points. Alternatively for the fighter/barbarian ones in this case make it not be based upon class level but BAB and possibly even remove the class level requirement for BAB +3, and all could be made to be based on Character level if they were feats instead of (mostly) freebies handed out to make them a little more interesting/worth going in for more than 2 levels.

    Active Defense - Fighter

    At 3rd level a Fighter can trade all class features they would normally gain under the special table of their class (i.e. nothing) to gain an Active Defense. As an immediate action they may gain a +2 dodge bonus to AC against an attack they are aware of, or a +2 to a Fortitude save or Will save against an effect that they are aware of before succeeding or failing the save.

    At 5th level this ability improves granting an additional +2 to AC or +1 to a save (+4/+3). At 9th level it improves further allowing the fighter to make an attack of their own at a -5 penalty with a held weapon against the source of the attack or effect if the attack misses or the fighter successfully makes their saving throw and they have a weapon with which they can attack the creature. At 11th level it improves further granting an additional +2 to AC or +1 to the save (+6/+4). At 13th level it improves further granting the fighter DR 5/- against the attack or the benefits of Mettle against the effect. At 15th level it improves further granting the fighter an additional +2 to AC or save (+8/+6). At 17th level it also grants DR 10/- against the attack and SR 10 + Fighter level against the effect.

    Active Defense - Heroic Warrior

    As my fighter fix a Heroic Warrior can trade their Master of Arms ability at 3rd, 7th, 11th, and 15th level to gain the benefits gained by a Fighter from their Active Defense at 3rd, 5th, 11th, and 15th level. Why the disparity? Fighter's is designed to encourage Fig 5/PrC, Heroic Warrior's is not.

    Active Defense - Barbarian

    At 3rd level a Barbarian can trade Trap Sense to gain an Active Defense. The barbarian never gains Trap Sense but may, as an immediate action gain a +2 dodge bonus to AC against one attack, a +1 bonus to a Fortitude save against an effect they are aware of, or while raging a +1 bonus to a Will save against an effect they are aware of. Whenever their trap sense would improve the bonus granted by their Active Defense increases by 1.
    Special: You may still trade a bonus to Trap Sense for another alternate class feature however the bonus from your Active Defense is reduced by 1 and if this is the original iteration of Trap Sense then you do not gain Active Defense until 6th level.

    Active Defense - Rogue

    At 3rd level a Rogue can trade Trap Sense to gain an Active Defense. The rogue gains Trap Sense at one half the normal rate but may, as an immediate action, gain a +2 dodge bonus to AC against one attack, a +1 bonus to a Reflex save against an effect they are aware of. At 6th level and every 3rd level thereafter (when a rogue's trapsense would normally improve) the bonus granted by this ability increases by +1. In addition beginning at 12th level if the attack or effect misses the rogue can move 5 ft, increasing to 1/2 their speed at 18th level.
    Special: You may still trade a bonus to Trap Sense for another alternate class feature however the bonus from your Active Defense is reduced by 1 and if this is the original iteration of Trap Sense then you do not gain Active Defense until 6th level.

    Active Defense - Paladin

    At 8th level a Paladin can trade their special class features gained (again nothing) to gain an Active Defense. The paladin gains the ability to as an immediate action grant themselves or a creature within their melee reach a +4 sacred bonus to AC or any one saving throw. At 13th level the protected creature also gains temporary hit points equal to the paladin's Charisma modifier. At 17th level the bonus increases to +6.

    Active Defense - Ranger

    At 3rd level a Ranger can trade their Endurance bonus feat to gain an Active Defense. The Ranger gains the ability to, as an immediate action, grant themselves a +1 dodge bonus to AC against an attack they are aware of. If the attacker is one of the ranger's favored enemies the bonus is increased to +2 and can be applied freely to any saving throw as well as AC, against a Favored Enemy they have at least +4 against the bonus increases to +4, against a Favored Enemy they have at least +8 again it is increased to +6, and against a Favored Enemy they have +10 against they also gain DR 5/-, Mettle, and Improved Evasion.

    Active Defense - Monk

    At 3rd level a Monk can trade nothing because poor poor monk to gain an Active Defense. The Monk gains the ability to, as an immediate action, grant themselves a +1 dodge bonus to AC against an attack they are aware of or a +1 to a save against an effect they are aware of. This bonus increases by +1 per 2 levels beyond 3rd they obtain, but can never be greater than the Monk's AC bonus from the monk class. Beginning at 11th level you are also considered to have Mettle and Evasion for the save if any, and gain DR equal to the AC bonus/-.

    Marshal's Aid (Marshal and/or Fighter)

    At 5th level a Marshal may trade nothing because they gain nothing and are a poor poor "why did you take more than 2 levels in this class" class or at 7th level a Fighter can trade nothing to gain Marshal's Aid. As an immediate action you may attempt to verbally direct and aid a creature up to 30 ft away. That creature must be able to hear you to gain this aid. This functions as Aid Another except for its range and immediate action nature.

    Battle Scamper: (Rogue Special Ability)

    A rogue may select Battle Scamper as one of the special abilities they gain at 10th, 13th, 16th, and 19th level. As a swift action you may move up to 1/2 your speed.

    Improved Battle Scamper: (Rogue Special Ability)

    A rogue may select Improved Battle Scamper as one of the special abilities they gain at 13th, 16th, and 19th level but must have Battle Scamper to do so. You may use Battle Scamper as an immediate action when an attack misses you or you succeed at a Reflex save. When you use Battle Scamper you now move at up to your full speed.

    Exploit Opening: (Rogue Special Ability)

    A rogue may select Exploit Opening as one of the special abilities they gain at 10th, 13th, 16th, and 19th level. When a creature misses you with an attack you may make an attack against them as an immediate action, assuming you are holding a weapon you may attack them with. This attack deals sneak attack damage even if the target is not denied their Dexterity modifier or flanked, however they must still be vulnerable to critical hits, be within your sneak attack range, may not have concealment, and fit all other requirements as a target of a sneak attack.

    Feats:

    Defensive Mastery [General, Fighter]
    You are adept at active defense, able to perform it more easily.
    Prerequisites: Any Active Defense as described above.
    Benefit: You may use Active Defense a second time each round but the bonuses granted by the second use are reduced to 1/2 (rounded up). This second use is a free action. If you have Active Defense - Fighter and get to make 2 bonus attacks in a round this way the second one is at -10 instead of just -5. DR and SR granted by Active Defense - Fighter and temp hp granted by Active Defense - Paladin are not halved.

    Harrying Pursuit [General, Fighter]
    You are skilled at pressing combat and keeping a foe within your reach.
    Prerequisites: BAB 3+.
    Benefit: Whenever a creature moves out of a square you threaten you may move up to your speed as an immediate action as long as you end your movement adjacent to that creature. On your next turn if you take a move action to move your movement made as part of it is reduced by the distance you moved with this feat.

    Improved Active Defense [General, Fighter]
    Your Active Defense is particularly skilled.
    Prerequisites: Any Active Defense as described above.
    Benefit: You gain an additional +2 to AC and/or save when you use an Active Defense.

    Masterful Parry [General, Fighter]
    You are a true master of your weapon able to turn aside the blows of others and strike them with its edge in return.
    Prerequisites: Weapon Focus (any melee weapon), Weapon Specialization (any melee weapon), Fighter level 6+.
    Benefit: You gain a +1 bonus to AC when wielding a melee weapon you have the Weapon Focus feat for increasing to +2 if you have Greater Weapon Focus; if you are wielding two such weapons this bonus does not stack. In addition when wielding a melee weapon you have Weapon Specialization for and an opponent misses you then you may, as an immediate action, make an attack against that opponent.

    Parrying Smite [General]
    You are able to channel a portion of your divine wrath into a shield to strike down upon a foe.
    Prerequisites: Paladin level 3+.
    Benefit: When you are attacked or included in the targets or area of a spell or effect you may expend a use of Smite Evil as an immediate action to gain a sacred bonus to AC and saves against Evil creatures equal to your Charisma modifier until the start of your next turn, and the creature triggering this effect takes damage equal to your paladin level from pure divine wrath if they are Evil aligned.

    You gain an additional daily use of Smite Evil.
    Special: If using paladins of other alignments, or simply if using Blackguards this can be modified to work with Smite Good to work on Good creatures using your Paladin of Tyranny/Slaughter or Blackguard level.
    Special: You may also use Soulborn and Smite Opposition in place of Paladin and Smite Evil in which case the bonus and damage apply to creatures which your smite opposition would function upon.

    Skill Tricks:


    Commanding Direction
    You are able to manage and direct skillfully to aid others.
    Prerequisites: Diplomacy 5 ranks, and one of Handle Animal, Knowledge (History), Knowledge (Local), Knowledge (Nobility and Royalty), Profession (Siege Engineer), Craft (Shipbuilding) or other Craft or Profession which requires the coordination of a group under your supervision 5 ranks.
    Benefit: As an immediate action you may attempt to verbally direct and aid a creature up to 30 ft away. That creature must be able to hear you to gain this aid. This functions as Aid Another except for its range and immediate action nature and you may replace whatever type of check it would normally be with a DC 10 Intelligence or Wisdom check, or a Charisma check if it is lower than the higher of those two scores.

    Leaping Dodge
    You are able to dive in a deep leap at a moment's notice to avoid an opponent's blow, or simply position yourself.
    Prerequisites: Jump 9 ranks, Tumble 9 ranks.
    Benefit: As an immediate action you may make a Jump check to move, as a (standing) long jump. If you do so you must make a Tumble check (DC 15 + distance leaped) or fall prone where you land.

    Ride the Wave
    When you avoid an area of effect you can roll with the force to the very edge of its blast.
    Prerequisites: Evasion, Balance 5 ranks, Jump 5 ranks, Tumble 5 ranks.
    Benefit: When you succeed at a Reflex save for half damage against an area of effect spell you may move to the square outside of its area. This movement does not provoke attacks of opportunity.
    Last edited by Zaydos; 2016-01-23 at 02:50 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
    Barbarian in the Playground
     
    Goblin

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    Jul 2012
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    Sinus Concordiae, Selene
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    Default Re: Some Immediate Action Options for Tier 4/5 classes

    I'd seriously consider a name change. Perhaps Auspicious Offensive?
    Last edited by thoroughlyS; 2016-01-30 at 02:25 PM.
    Goblin in the Playground

    Most 3.5 thing I've ever seen: RAW on RAW. Love you, Curmudgeon.

  3. - Top - End - #3
    Titan in the Playground
     
    Zaydos's Avatar

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    Erutnevda

    Default Re: Some Immediate Action Options for Tier 4/5 classes

    Quote Originally Posted by Jsketchy View Post
    I'd seriously consider a name change. Perhaps Auspicious Offensive?
    I was thinking about chink in armor/defense I didn't even think about possible other meanings. Changed it to Exploit Opening.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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