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Thread: New feats for melee combatants
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2007-02-19, 10:22 PM (ISO 8601)
- Join Date
- Oct 2005
New feats for melee combatants
Beat Them Back [Fighter]
Prerequisites
BAB +11, Power Attack, Improved Bull Rush
Benefits
Whenever you make a full attack in melee, your opponent takes a -2 penalty to attacks against you for every successful attack you make against that opponent. These penalties last for one round.
Bound By Blood [Fighter]
Prerequisites
BAB +12, Dex 13, Dodge, Mobility, Spring Attack
Benefit
If an opponent you made a full attack against last round attempts to move away from you, you may attempt to stay with them. You can follow them for a distance up to your base land speed, minus any movement you made last round.
If the opponent attempts to escape by flying, you may attempt to grab onto them. Make a melee touch attack and a grapple check. Your opponent reverses their size modifier for this check (so a large creature takes a -4 penalty). If successful, you can hold on long enough to make a full attack next round, after which you fall to the ground. You must have a hand free to do this.
Cut Off From The Planes [Fighter]
Prerequisites
BAB +12, Penetrate Magic, Knowledge (the planes) 2 ranks
Benefits
If you make a successful attack with a Cold Iron weapon, the opponent struck cannot use teleportation spells or effects for the next round unless they succeed on an opposed caster level check, for which you use you BAB as your caster level. You gain a +5 bonus on this check. You oppoent takes a -5 penalty if they have damage reduction penetrated by Cold Iron, or are otherwise vulnerable to it.
Eviscerate [Fighter]
Prerequisites
BAB +20, Combat Expertise, Improved Critical, Power Attack, Weapon Supremecy and Crushing Strike, Driving Attack or Slashing Flurry
Benefits
Whenever you score a critical hit with the weapon you chose for Weapon Supremecy, the opponent struck must make a Fortitude save (DC 10+1/2 BAB+Str mod). If they fail the save, they take 4 Constitution damage, are nauseated for 1 round and sickened for 1d4+1 round. If they pass the save they take 2 Constitution damage and are sickened for 1 round. If you have a feat or other ability to use an ability other than Strength for melee attack rolls, you may apply that ability to the DC of this ability.
Penetrate Magic [Fighter]
Prerequisite
BAB +4, Knowledge (arcana) 2, Spellcraft 2
Benefit
You can penetrate a small amount of magical damage reduction when armed with a Cold Iron weapon. You may ignore an amount of DR/magic equal to half your BAB. You may ignore an amount of DR/alignment equal to 1/4 your BAB. This is a supernatural ability.
Shatterspell [Fighter]
Prerequisites
BAB +12, Improved Sunder, Penetrate Magic
Benefits
When armed with a Cold Iron weapon, you can destroy part of an object made of Force. By making a melee attack with this weapon, you can destroy an amount of Force equal in size to your combat space if you succeed on an opposed caster level check against the caster of the spell. You use your BAB as your caster level for this check. This is a supernatural ability.Last edited by Dhavaer; 2007-02-21 at 06:21 PM.
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5E Sorcerous Origin: Arcanist
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2007-02-20, 10:04 AM (ISO 8601)
- Join Date
- Feb 2005
- Location
- Western Australia
- Gender
Re: New feats for melee combatants
I like Beat Them Back, but how long do the penalties last?
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2007-02-20, 01:39 PM (ISO 8601)
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- Oct 2005
Re: New feats for melee combatants
One round. I must have forgotten to put that in.
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5E Sorcerous Origin: Arcanist
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2007-02-20, 01:44 PM (ISO 8601)
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- Jan 2007
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- Tallinn, Estonia
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Re: New feats for melee combatants
Penetrate magic seems... Obsolete. You probably HAVE a magical weapon by then.
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2007-02-20, 01:49 PM (ISO 8601)
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- Jun 2006
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- Fairfield, CA
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Re: New feats for melee combatants
Define "successful attack" for Beat Them Back.
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2007-02-20, 01:51 PM (ISO 8601)
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- Oct 2005
Re: New feats for melee combatants
Hits and effects. Generally this would be damage, but I'm pretty sure there's feats that negate damage in exchange for a different effect.
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5E Sorcerous Origin: Arcanist
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2007-02-20, 02:10 PM (ISO 8601)
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- Jun 2006
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- Fairfield, CA
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Re: New feats for melee combatants
You should probably put that in text, because some munchkin could define "successful attack" as "successfully swinging the sword, regardless of connection or not."
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2007-02-20, 02:20 PM (ISO 8601)
Re: New feats for melee combatants
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2007-02-20, 02:21 PM (ISO 8601)
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- Oct 2005
Re: New feats for melee combatants
Fixed. 'Successful' in D&D apparently means the attack roll was successful, it's used in a few other ability descriptions.
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5E Sorcerous Origin: Arcanist
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2007-02-21, 05:47 PM (ISO 8601)
- Join Date
- Oct 2005
Re: New feats for melee combatants
Combat Expertise [General], [Fighter]
Prerequisite
Int 13
Benefit
When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Special
If you are wielding a shield and one-handed or light weapon when you use this feat, the dodge bonus gained is doubled. You cannot add the bonus from this feat when wielding a two-handed weapon.Thanks to Veera for the avatar.
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5E Sorcerous Origin: Arcanist
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2007-02-21, 06:13 PM (ISO 8601)
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- Jun 2005
- Location
- Newfoundland
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Re: New feats for melee combatants
"Whenever you make a full attack, your opponent takes a -2 penalty to attacks against you for every successful attack you make against that opponent."
Does this apply to touch attacks as well? Pretty easy way for even casters to gain an effective +2 to AC.
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2007-02-21, 06:21 PM (ISO 8601)
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- Oct 2005
Re: New feats for melee combatants
I just noticed I left the 'melee' out of that feat text. But if you can get a caster to make a full attack, I odn't see a problem.
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5E Sorcerous Origin: Arcanist
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2007-02-22, 06:05 PM (ISO 8601)
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- Jun 2005
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- Newfoundland
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Re: New feats for melee combatants
Actually, never mind the caster remark, I just noticed the '[Fighter]' part. So casters, unless they're cross class, won't be taking this feat anyway.
Don't fighter-specific feats usually have "fighter level X" rather than "BAB +X" as a prerequisite? Just a wording quibble.
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2007-02-22, 06:16 PM (ISO 8601)
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- Jun 2006
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- Fairfield, CA
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Re: New feats for melee combatants
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2007-02-23, 01:20 AM (ISO 8601)
- Join Date
- Oct 2005
Re: New feats for melee combatants
Yeah, the [Fighter] designation means that Fighters can take it as a bonus feat, not that you need Fighter levels.
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2007-02-23, 07:13 PM (ISO 8601)
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- Jan 2007
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- in my house
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Re: New feats for melee combatants
What about making the frenzied berzerkers surpreme cleave into a feat?