A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    May 2013

    Default Fixing feat starvation, with more feats! And... some other Martial help... eventully

    This thread, on March 4th 2018, has been restructured to be more navigable and better labeled, as the previous setup was somewhat confusing to me and sloppy as heck. I like directories and nested spoilers, too, because it makes reviewing my work a lot easier. Some alterations to the feats themselves have happened.

    The Index (single post mode, because linking them by thread is awkward as you have to get the quote link)
    Ranger Fighting Style feats
    "Staple" feats
    Last edited by Morphic tide; 2018-03-09 at 07:43 AM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    May 2013

    Default Ranger Fighting Styles

    This post has been redone to be where I stick Ranger Fighting Styles. My hope is to give them decent variety in options so as to not be stuck with a simple choice of type of combat.

    Spoiler: Sure Shot
    Show
    [Combat]
    Prerequisites: Dex 15
    Benefit: You get a bonus of one-quarter(1/4) your BAB on ranged attack and damage rolls made against enemies within the first range increment of your weapon. In addition, the range increment of attacks you make with ranged and thrown weapons increases by one-half(1/2) and you do not suffer the normal -4 penalty for making ranged attacks into melee within the first two range increments.
    Special: A Fighter may take Sure Shot as one of their bonus feats. This feat counts as Point Blank Shot, Far Shot and Precise Shot for feat prerequisites. A 2nd level Ranger that has chosen the Archery combat style may gain the effects of Sure Shot instead of Point Blank Shot, even if they lack the prerequisites, but only while they are not wearing Medium or Heavy armor.


    Added scaling for the one thing you actually need to scale and getting the effects of two other feats on top of it. And it doesn't screw with prerequisites. Also, replacing the Combat Style feats. Because why not let the fix fully apply to Rangers?

    Spoiler: Improved Sure Shot
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    [Combat]
    Prerequisites: Dex 17, Sure Shot, BAB +6
    Benefit: Instead of being lost, the bonus to attack and damage rolls from Sure Shot decreases by one for each range increment beyond the first a target is. Additionally, the range increment of attacks you make is increased by 2.5 ft. for each +1 BAB you have, rounding down to the nearest 5ft. increment. For example, if you have BAB +11, then the range increment of attacks with ranged and thrown weapons you make is increased by 25ft.
    Special: A Fighter may take Improved Sure Shot as one of their bonus feats. A 6th level Ranger that has chosen the Archery combat style may gain the effects of Improved Sure Shot instead of Manyshot, even if they lack the prerequisites, but only while they are not wearing Medium or Heavy armor.

    ---

    Scaling range bonus and making the bonus from attacks get lower at longer range instead of disappearing. This is the sort of thing I will do for feat chains, improving the previous effect in some way and adding another effect of similar theme. In this case, the theme is Sniping.


    Spoiler: Swift Shot
    Show
    [Combat]
    Prerequisites: Dex 15
    Benefit: After each ranged attack you would normally make during a Full Attack action you may make an additional attack at a -2 penalty from the previous attack. For example, if you would make two attacks during a normal Full Attack, you may make four attacks instead, with the two additional attacks having a -2 and -7 penalty from the first attack. If you have more attacks from another source, such as the Haste spell, you do not gain an additional attack after it from this feat.

    If your base attack bonus is +6 or higher, you may make two attacks with a ranged or thrown weapon at a -4 penalty for each as a standard action. For each additional +5 of BAB you have, you may make another attack by increasing the penalty by 2. For example, at BAB +11, you may make three attacks as a standard action with a -6 penalty on each attack, or two attacks with a -4 penalty to each.
    Special: A Fighter may take Swift Shot as one of their bonus feats. This feat counts as Rapid Shot for feat prerequisites, and counts as Manyshot for feat prerequisites when you have BAB +6 or more. A 2nd level Ranger that has chosen the Archery combat style may gain the effects of Swift Shot instead of Point Blank Shot, even if they lack the prerequisites, but only while they are not wearing Medium or Heavy armor.

    ---

    No cap on extra attacks from the Manyshot part, so a level 21 Fighter gets five attacks as a standard action at a -10 penalty. And the Rapid Shot part scales because why wouldn't it? TWF gets the same thing for melee, so the ranged equivalent of extra attack spam focus comes in. And the Rapid Shot/Manyshot equivalent doesn't need Sure Shot so that you can ignore the precision focused feats to go full arrow spam. Also, alternative Combat Style choice.

    Spoiler: Improved Swift Shot
    Show
    [Combat]
    Prerequisites: Dex 17, Swift Shot
    Benefit: Whenever you make a Full Attack or use the Standard Action ability granted by Swift Shot, all penalties on attack rolls are reduced by one-fifth(1/5) of your BAB. Additionally, for each attack you make with a ranged or thrown weapon against a target, whether it hits or not, their Dexterity bonus is reduced by one until the beginning of your next round. They count as being Flatfooted if their Dexterity bonus is reduced to zero, and their dexterity bonus cannot be reduced below zero with this effect.
    Special: A Fighter may take Improved Sure Shot as one of their bonus feats. A 6th level Ranger that has chosen the Archery combat style may gain the effects of Improved Swift Shot instead of Manyshot, even if they lack the prerequisites, but only while they are not wearing Medium or Heavy armor.

    ---

    This increases accuracy of specific modes of arrow spam to get you to hit more of them. You also become more likely to hit as the attack number goes up because their AC starts dropping. And Rogues will love it for making landing Sneak Attacks at range much easier, because you can provoke Flatfooted a lot easier.



    Spoiler: Twin Weapon Fighting
    Show
    [Combat]
    Prerequisites: Dex 15(No BAB requirement so that Rangers can keep it as a level one feat)
    Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Whenever you would be able to make an attack, you may make an additional attack with your off hand, up to your BAB divided by five(BAB/5) times per round.
    Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each.
    Special:This feat counts as Two Weapon Fighting for prerequisites. When your BAB is +6 or higher, it counts as Improved Two Weapon Fighting for feat prerequisites. When your BAB is +11 or higher, it counts as Greater Two Weapon Fighting for feat prerequisites.

    ---

    The point here is that it scales up endlessly and it doesn't only apply to your standard attacks. The intended reading is that you can trigger it off of itself to preserve the function of the original Two Weapon Fighting feat, while also letting you unload it on Attacks of Opportunity if desired, or other conditional attacks that you want to capitalize on. And it's not locked behind a feat tax!
    Last edited by Morphic tide; 2018-03-04 at 05:35 AM. Reason: Renamed post, put things into nested spoilers for page space

  3. - Top - End - #3
    Pixie in the Playground
     
    NinjaGuy

    Join Date
    Apr 2007
    Location
    St. Louis, MO
    Gender
    Male

    Default Re: Fixing feat starvation, with more feats! And... some other Martial help... eventu

    You may want to take a look at Monte Cook's _Collected Book of Experimental Might_, or the earlier release of the material that was split into two books, at the time. You may have already seen it, and come up with this anyway, but I thought it bore mentioning.
    Remember: On the Internet, no one knows how old you are. Until you hit "Send".

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    May 2013

    Default Re: Fixing feat starvation, with more feats! And... some other Martial help... eventu

    Quote Originally Posted by shuyung View Post
    You may want to take a look at Monte Cook's _Collected Book of Experimental Might_, or the earlier release of the material that was split into two books, at the time. You may have already seen it, and come up with this anyway, but I thought it bore mentioning.
    Never seen it, and a minute of Googling(which is apparently an actual word now, according to the GitP spell checker) didn't turn up more than a basic overview. This is making feats that fix Martials as the starting point, I'll try to come up with more fixes that work for both 3.X and PF. Cross-referencing is going to be hellish, but I'll likely write up some PRCs to give sufficiently badly needed effects.

  5. - Top - End - #5
    Bugbear in the Playground
    Join Date
    May 2013

    Default "Staple" feats

    This post is for the replacements to stuff like Power Attack and Weapon Focus. Things that aren't locked to any given kind of character, owing to their mechanical usefulness for a significant variety of them.

    Spoiler: Weapon Mastery
    Show
    [Combat]
    Prerequisites: BAB +1, proficiency with chosen weapon
    Benefit: You get a bonus to attack rolls equal to one-quarter(1/4) your BAB and a bonus to damage rolls equal to one-half(1/2) your BAB with attacks made using a chosen weapon.
    Special: This may be chosen by a Fighter as one of their bonus feats. You may select this feat multiple times, choosing a new weapon for it to apply to each time. This feat counts as Weapon Focus for prerequisites. When you have BAB +4 or greater, this feat counts as Weapon Specialization for prerequisites. When you have BAB +8, this feat counts as Greater Weapon Focus for prerequisites. When you have BAB +12 or greater, this feat counts as Greater Weapon Specialization for prerequisites.

    ---

    The compacting of so many feats into a single one probably messes up something, but this way a Fighter can afford to generalize more and other people can get the benefits of specializing in a weapon.


    Spoiler: Grand Blow
    Show
    [Combat]
    Prerequisites: Str 15
    Benefit: On your turn, before you make an attack, you may choose to take a penalty on attack roles up to your BAB until the start of your next turn and gain a bonus to your damage rolls equal to the penalty. If an attack this feat has been used on kills, knocks Unconscious, or knocks Prone an enemy, you may make an additional attack against an adjacent enemy in reach. This may reoccur once per three BAB per BAB-derived attack, minimum once.
    Special: A fighter may select Grand Blow as one of his fighter bonus feats. This feat counts as Power Attack and Cleave for prerequisites. When you have BAB +4 or greater, this feat counts as Great Cleave for prerequisites.

    ---

    Previously, this included Improved Sunder (and was per-turn rather than per-iterative for that matter, but this way retains more of the original functionality for vast scale mook clearing, once reach goes up enough), but that makes more sense as a separate set about . The requirement of some Power Attack for the Cleave makes super high bonuses a bit less problematic, as does capping Great Cleave to a BAB amount.

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