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  1. - Top - End - #1
    Barbarian in the Playground
     
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    Default Anyone up for homebrewing some fighter feats?

    So, here's the deal. I'm trying to give the fighter a little boost. So, obviously, versatility should help, if just a bit. So, I thought, let's homebrew some feats. These should be on par with normal feats, not with fighter feats (because they are obviously worse.)
    I'll start, and would greatly appreciate if you would continue.
    Brunt Blow
    Prerequisite: Power Attack, Fighter Level 2nd
    When you hit an enemy, you may move him 5ft.

    Dancing Strike
    Prerequisite: Brunt Blow
    Whenever you hit an enemy, you may switch places with him.
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    Default Re: Anyone up for homebrewing some fighter feats?

    One little trick for fighters to increase them 'oomph' is to make feast scale to level like spells and everything else in the does.

    for instance make weapon focus be +1 attack plus +1 per every 4th base attack bonus and weapon specilization and dodge the same


    then there isn;t so much as making them feast but saying that at X BAB you cna do combat maneuver feast

    i.e. at BAB of +1 you get the option to power attack, and at BaB of +3 you get improved bullrush, etc etc

    really just making feats scale doubles the fighter's versaility and power.

    Its not a feat in my games instead its just a given rule, but you could certainly make it so, i made it where if you attack succeeds by over 5 points you deal extra damage

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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by segtrfyhtfgj View Post
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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by Amechra View Post
    Wow, thanks!
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    Default Re: Anyone up for homebrewing some fighter feats?

    Piercing Attack

    Requirements: Strength 13, Power Attack [Melee Weapon] or Point Blank Shot [Ranged Weapon], +4 Base Attack Bonus

    Benefit:
    For every 5 points your attack passes the AC of a target you deal 1d6 extra damage. You must use either a weapon with which you can power attack for the melee version of this feat or a composite bow with a strength adjustment of at least +1 for the ranged version of this feat. The attack must deal piercing damage for this feat to apply.

    Special:
    You can gain this feat two times. Its effects do not stack. Each instance of this feat applies to only melee or ranged.


    CREDIT: I got this idea from a Zelda d20 game that a DM hosted and it intrigued me.
    Last edited by gooddragon1; 2012-12-02 at 12:02 AM.
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    Default Re: Anyone up for homebrewing some fighter feats?

    So, do you have any other areas that you want Fighter feats brewed for?
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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by Amechra View Post
    So, do you have any other areas that you want Fighter feats brewed for?
    Mainly the ability to do spectacular deeds beyond mortal bounds. The list you linked was quite comprehensive for combat maneuvers, so other types of powers are greatly appreciated.
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    Default Re: Anyone up for homebrewing some fighter feats?

    Instead of (or in addition to) 4e-style "move the enemy" versatility feats, consider feats that let the fighter change the rules slightly (e.g. change what abilities are used for what purposes), or switch some statistics for others. Existing feats of this sort are Weapon Finesse, Combat Expertise, Power Attack, etc. But there's opportunity for far more; if done right, it could mean that a fighter can choose the right selection of feats to use for each enemy and get a major power boost that way.

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    Default Re: Anyone up for homebrewing some fighter feats?

    Here are a few feats designed to let characters (mostly fighters, although barbarians could benefit) spend more time full-attacking and hitting things, and less time moving. Efficient use of the action economy is one of the problems melee characters suffer from.

    Combat Sprint
    Requirements: STR 14, medium armor proficiency

    A character may ignore movement penalties caused by wearing armor or carrying a medium load, for a number of rounds per day equal to his Constitution score.

    Extended Step
    Prerequisite: Combat Sprint

    A character may move 10' rather than 5' when taking the 5' step movement.

    En Passant
    Prerequisite: Combat Reflexes

    If a character passes within range of an enemy while moving back out of range, they may take one of their attacks of opportunity at that enemy with a -4 penalty to-hit
    Last edited by J-H; 2012-12-02 at 11:50 AM.

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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by J-H View Post

    Combat Sprint
    Requirements: STR 14, medium armor proficiency

    A character may ignore movement penalties caused by wearing armor or carrying a medium load, for a number of rounds per day equal to his Constitution score.
    Hmm, con-score is a large number, but wouldn't "no speed-penalty at all" be more streamlined (and, I'd argue, not overpowered).

    Quote Originally Posted by Amechra View Post
    Just read trough them, nice feats. Esp. like weapon focus, and the high lvl. ones. Perhaps some of them could use some scaling?

    Here's a few of mine, partly to let the shield count:

    Shield deflector
    Requirements: Fighter 8, Dex 12
    See the shine of my shield? I polish it every morning.

    If you have dex-bonus to AC, and are being subjected to a magical effect that targets touch AC, make an attack roll with your shield. You may use this in place of touch AC.

    At +12 BAB you may send it back, with a -5 penalty to the touch attack roll, providing your shield is at least +1.

    Arrow Catcher
    Requirements: Fighter 5, Dex 12
    A porcupine, but a live one.

    If any ranged attack would hit you,and you have a positive AC, you may catch the arrow with your shield. Doing so gives a (cumulative) -4 to AC until the start of your next turn, and prevents you from full-attack the next turn.

    At +8 BAB the penalty is lowered to -3, at +10 to -2, at +12 to -1 and at +14 the AC-penalty is removed altogether, along with the full-attack-restriction.

    Protect Comrade
    Requirements: Fighter 3, 14 Wis or Fighter 8, wielding a shield.
    That's my bard your smashing there!

    You may defend a willing ally in battle. You move into his square, and may substitute your saves, HP and AC for his. He may take no action, other than ending the protection, you can only take a standard action.

    A fighter 10 can move 5ft/round while doing this, +15BAB lets you do a full attack while protecting your comrade.

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    Default Re: Anyone up for homebrewing some fighter feats?

    Wow... now I want to use Embed Weapon with a weapon that reacts violently to anyone else trying to wield it. Imagine the look on their face when they finally manage to wring that thing out only to realize that they've brought a curse down on themselves by doing so.

    So all of the feats that say "This feat is treated as if it were the Fleshgrinding property." are designed so that they don't stack? They would be especially handy in low-money campaigns, wouldn't they?

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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by Durazno View Post
    Wow... now I want to use Embed Weapon with a weapon that reacts violently to anyone else trying to wield it. Imagine the look on their face when they finally manage to wring that thing out only to realize that they've brought a curse down on themselves by doing so.

    So all of the feats that say "This feat is treated as if it were the Fleshgrinding property." are designed so that they don't stack? They would be especially handy in low-money campaigns, wouldn't they?
    Precisely.

    I kinda had to rewrite Dancing and Brilliant Energy to make them "mundane", but hey, I think wielding 5 weapons and cutting straight through walls are fine things to do!

    Plus Flicker-Arm Speed lets you get into a caster PrC! That lets you, among other things, act normally in a Time Stop effect.

    I'm thinking of adding in some feats to the Hungry Blade feat chain that let it give you more benefits, especially if you take the Soulbane Strike feat chain, but I'm not sure yet.

    Also, I am contractually bound to mention Combat Techniques.

    I've got some ideas for out-of-combat Fighter feats...
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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by Zelkon View Post
    So, here's the deal. I'm trying to give the fighter a little boost. So, obviously, versatility should help, if just a bit. So, I thought, let's homebrew some feats. These should be on par with normal feats, not with fighter feats (because they are obviously worse.)
    I'm always up for homebrewing some fighter feats. Check my extended signature. But what do you mean by, "These should be on par with normal feats, not with fighter feats (because they are obviously worse.)"?

    I'll start, and would greatly appreciate if you would continue.
    Brunt Blow
    Prerequisite: Power Attack, Fighter Level 2nd
    When you hit an enemy, you may move him 5ft.
    Anyway, I think this would probably work better as part of a tactical feat.

    Bullying Bruiser [TACTICAL]
    Prerequisites: Str 13, Power Attack, Improved Bull Rush, Base Attack +6
    Benefit: This feat grants you the following three tactical options.

    Swat Aside - Whenever you accept a penalty to your attack roll using your Power Attack feat and hit a creature you may push that creature up to 5ft away from you in any direction for every -2 penalty you accepted to your attack roll.

    Knock-Down - Whenever you accept a penalty to your attack of -5 or more using your Power Attack feat and hit a creature you may choose to force that creature to succeed at a Reflex save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being Knocked Prone.

    Pummel - Whenever you move a creature adjacent to a solid surface and you could, under other circumstances, move the creature further, or whenever you hit a Prone creature with a melee attack, you deal that creature 1d6 damage per two points of your Base Attack Bonus + double your Strength modifier. This damage is in addition to any damage you would normally deal that creature.
    Last edited by Ziegander; 2012-12-04 at 04:36 PM.
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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by Ziegander View Post
    I'm always up for homebrewing some fighter feats. Check my extended signature. But what do you mean by, "These should be on par with normal feats, not with fighter feats (because they are obviously worse.)"?



    Anyway, I think this would probably work better as part of a tactical feat.

    Bullying Bruiser [TACTICAL]
    Prerequisites: Str 13, Power Attack, Improved Bull Rush, Base Attack +6
    Benefit: This feat grants you the following three tactical options.

    Swat Aside - Whenever you accept a penalty to your attack roll using your Power Attack feat and hit a creature you may push that creature 5ft away from you in any direction for every -1 penalty you accepted to your attack roll.

    Knock-Down - Whenever you accept a penalty to your attack of -4 or more using your Power Attack feat and hit a creature you may choose to force that creature to succeed at a Reflex save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being Knocked Prone.

    Pummel - Whenever you move a creature adjacent to a solid surface and you could, under other circumstances, move the creature further, or whenever you hit a Prone creature with a melee attack, you deal that creature 1d6 damage per two points of your Base Attack Bonus + double your Strength modifier. This damage is in addition to any damage you would normally deal that creature.
    This is absolutely great. Thanks so much. Where can I find more tactical feats?
    Last edited by Zelkon; 2012-12-02 at 07:43 PM.
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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by Ziegander View Post
    I'm always up for homebrewing some fighter feats. Check my extended signature. But what do you mean by, "These should be on par with normal feats, not with fighter feats (because they are obviously worse.)"?
    Fighters get nearly 20 feats over their career. The feats couldn't be designed on par with other ones, because the fighter gets 20 of them instead of, what, 7?
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    Default Re: Anyone up for homebrewing some fighter feats?

    Bad Zelkon! That is thinking that got the Fighter in the dire straits that it is in!

    Why?

    Because, for Fighters, feats are essentially their class features!
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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by Amechra View Post
    Bad Zelkon! That is thinking that got the Fighter in the dire straits that it is in!

    Why?

    Because, for Fighters, feats are essentially their class features!
    I was mocking that. I was saying that was the wrong way to go.
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    Default Re: Anyone up for homebrewing some fighter feats?

    Ah.

    Jolly good.
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    Default Re: Anyone up for homebrewing some fighter feats?

    You might want some kind of a limitation on Swat Aside - unless the idea is for them to be able to knock a guy sailing 20 feet through the air with an ordinary attack. (I don't have much experience with Power Attack, actually - I guess it might not be that often that you knock people more than 5 or 10 feet...)

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    Default Re: Anyone up for homebrewing some fighter feats?

    Level 20 chargers could send someone 100'.
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    Default Re: Anyone up for homebrewing some fighter feats?

    I've got an idea for a feat, maybe with a Cleave dependency. After the fighter knocks an enemy unconscious (or dead), the final blow can also throw the unconscious enemy into another enemy, knocking him prone.

    I'm worried it's too situational, though.

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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by 4th number View Post
    I've got an idea for a feat, maybe with a Cleave dependency. After the fighter knocks an enemy unconscious (or dead), the final blow can also throw the unconscious enemy into another enemy, knocking him prone.

    I'm worried it's too situational, though.
    I like it.
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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by Zelkon View Post
    This is absolutely great. Thanks so much. Where can I find more tactical feats?
    You're welcome! I'm glad you liked it. Tactical feats were introduced in Complete Warrior and have been scattered throughout the supplementals ever since. Some good ones can be found in Tome of Battle as well.
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    Default Re: Anyone up for homebrewing some fighter feats?

    Quote Originally Posted by Ziegander View Post
    You're welcome! I'm glad you liked it. Tactical feats were introduced in Complete Warrior and have been scattered throughout the supplementals ever since. Some good ones can be found in Tome of Battle as well.
    Yeah, I found a list at DNDTOOLS.eu. I just went ahead and added them all to the fighter bonus feats. What's the worst that could happen. My fighter fix also makes feats floating, so now the fighter has good variety and good feats, as well as maneuvers and other stuff. It's probably approaching tier 2.
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    Default Re: Anyone up for homebrewing some fighter feats?

    Here's a few feats that I've had for a while and have never posted. The idea was to make feats that fighters could use as standard actions, giving them interesting and helpful things to do when they're not making full attacks. I hope they help.

    CLEAR THE AREA
    Prerequisites: Base Attack Bonus +5, Power Attack, Proficiency with any hafted reach weapon
    Benefit: When adjacent to multiple enemies, you can use your polearm to force them to step back. To use this feat, you take a standard action to whirl your polearm in a circle around your body. Any foes adjacent to you must succeed on a Reflex save (DC 10 + your BAB) or be forced straight back five feet. If this movement would result in the opponent moving into lava, off a cliff, into water that requires a Swim check, or other similarly hazardous situation, the opponent moves to the closest non-hazardous square instead of into the hazardous situation. Creatures affected by this feat do not provoke attacks of opportunity from you, though they do provoke attacks of opportunity from other creatures if they move more than five feet.
    Normal: Hafted reach weapons have no ability to affect opponents in base contact with their wielder.
    Special: A fighter may select Clear the Area as one of her fighter bonus feats.

    CONCUSSING BLOW [General, Fighter]
    Prerequisite: Power Attack, BAB +6
    Benefit: As a standard action or a single attack as part of a charge or spring attack, you target an opponent’s head with a powerful blow. You must use the Power Attack feat to reduce your BAB by at least one to use this feat. If you hit, in addition to taking damage as normal, the target is dazed for one round and deafened for a number of rounds equal to your Strength modifier. The target can make a Fortitude save (DC = damage dealt) to negate the deafness. The save DC increases by 2 if you are wielding a bludgeoning weapon.
    Special: A fighter may select Concussing Blow as one of her fighter bonus feats.

    KEEP YOUR DISTANCE [General, Fighter]
    Prerequisites: Proficiency with any hafted piercing weapon, BAB +5
    Benefit: A spear’s construction makes it ideal for striking at the limit of its reach. You have learned to use this capability to your advantage to keep your foes at an awkward distance. As a standard action you attack an enemy with a hafted piercing weapon. If you hit, in addition to taking damage as normal, your opponent is unbalanced and takes a -2 penalty to AC and attack rolls for 1 round. If they attempt to attack you with a melee weapon before your next turn, the penalties increase to -4.
    In order for an enemy to be affected by this maneuver, he must have reach equal to or less than yours. For example, a human wielding a shortspear may use this maneuver on any foe with a 5-foot reach. A human wielding a longspear may use this maneuver on any foe with up to a 10-foot reach.
    Special: A fighter may select Keep Your Distance as one of her fighter bonus feats.

    LEG-BREAKING BLOW [General, Fighter]
    Prerequisites: Power Attack, Improved Trip, BAB +9
    Benefit: You swing your weapon low, aiming to break your opponent’s kneecaps or slash his Achilles tendon with a single accurate strike. You make an attack as a standard action or a single attack as part of a charge or spring attack. You must use the Power Attack feat to reduce your BAB by at least one to use this feat. If you hit, in addition to taking damage as normal, the target is knocked prone, his land speed is reduced to 5 feet and he cannot run or charge. He can stand up as normal but the speed reduction persists until he receives at least 10 points of magical healing. The target can make a Reflex save (DC = damage dealt) to negate the speed reduction.
    Special: A fighter may select Leg-Breaking Blow as one of her fighter bonus feats.

    BLINDING MIRROR [General, Fighter]
    Prerequisites: Proficiency with shields, Int 13+, BAB +5
    Benefit: Whenever you are using a metal shield or weapon of any type, you may use it to reflect bright lights into an opponent’s eyes. As a standard action you maneuver your shield or weapon to catch the light and direct it toward your target. The target must make a Reflex save or be blinded for one round and dazzled for an additional three rounds. Creatures that do not rely on eyes for sight are immune to this effect.
    You can maintain the reflection as a swift action, though you cannot take any other action using your shield or weapon (whichever you are using in conjunction with this feat) while maintaining the reflection. Each round you maintain the reflection adds one additional round to the duration of the blinding effect. The target is still dazzled for only three rounds after the blinding effect ends. You must be outside during the day, within the radius of a daylight spell or spell that emits a similar intensity of light, or have similar access to bright light (via windows or spells, for example) in order to use this feat.
    Special: A fighter may select Mirror Shield as one of her fighter bonus feats.

    RINGING STEEL STRIKE [General, Fighter]
    Prerequisites: BAB +3
    Benefit: As a standard action or as a single attack as part of a charge or spring attack, you smash down on your opponent’s weapon, striking in the precise location that sets the weapon vibrating violently or causes the wielder significant pain. You must succeed on an opposed attack roll to do so, though you do not provoke an attack of opportunity when using this ability. If you succeed, your opponent takes a -2 penalty to attack and damage rolls for as long he wields that weapon, up to a maximum number of rounds equal to your Strength modifier. The penalty imposed by this feat increases by an additional +1 when your BAB reaches +5, +10, +15, and +20.
    Special: A fighter may select Ringing Steel Strike as one of her fighter bonus feats.

    RESOUNDING BLOW [General, Fighter]
    Prerequisites: Str 13+, Power Attack, BAB +5
    Benefit: You make an attack as a standard action or a single attack as part of a charge or spring attack, targeting your opponent’s chest. If your attack connects, the target is knocked straight back 5 feet and nauseated for 1 round while he fights for breath. The target can negate both effects with a successful Fortitude save (DC = damage dealt). The save DC increases by 2 if you use a bludgeoning weapon to deliver the attack.
    Special: A fighter may select Resounding Blow as one of her fighter bonus feats.
    Last edited by Mephibosheth; 2013-03-14 at 07:39 AM.
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  26. - Top - End - #26
    Ettin in the Playground
     
    Amechra's Avatar

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    Default Re: Anyone up for homebrewing some fighter feats?

    Check the post I linked; one of the feats essentially allows you to use any of the above as an attack action a few times per encounter.

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    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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    Pixie in the Playground
     
    RangerGuy

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    Default Re: Anyone up for homebrewing some fighter feats?

    I haven't seen many Ranged Feats. not like any other class anyway so i made this . . .


    Archery Ace
    Prerequisites: B.A.B. 16 Lvl 16 Fighter Dex. 19 Precise Shot Point Blank Shot.
    Benefit: With becoming a decent master of the Bow. You are able to make attacks against an enemies Touch A.C. rather then normal A.C.
    Special: A Fighter may choose this as a Bonus Feat.
    There Is Chaos in Order and Order in Chaos.

    Does the Walker choose his Path or the Path the Walker?

    "Time to roll the Dice." Mat Cauthon

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  28. - Top - End - #28
    Ettin in the Playground
     
    Amechra's Avatar

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    Default Re: Anyone up for homebrewing some fighter feats?

    Check the mega-post that I put up; most of the feats there work with bows (it opens up stuff like Stunning Fist on an arrow, which is pretty cool, if I say so myself), and one of the feats lets you straight-out shoot a pair of arrows for each attack you get.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  29. - Top - End - #29
    Pixie in the Playground
     
    RangerGuy

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    Default Re: Anyone up for homebrewing some fighter feats?

    NIce i saw that. those are awesome
    There Is Chaos in Order and Order in Chaos.

    Does the Walker choose his Path or the Path the Walker?

    "Time to roll the Dice." Mat Cauthon

    http://www.nodiatis.com/pub/20.jpg

  30. - Top - End - #30
    Bugbear in the Playground
     
    dspeyer's Avatar

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    Mar 2008

    Default Re: Anyone up for homebrewing some fighter feats?

    I'll drop a link to my shield feats.

    Also, I'm not sure if I've posted this before, but:

    Center of Mass Attack
    Ignoring gaps and seems, you drive your spear straight through the center of the enemies armor. When attacking with a piercing weapon, you can designate the attack a Center of Mass attack. Resolve against touch AC, but decrease base damage by 2 points for every point that the target's normal AC exceeds its touch AC. If base damage is decreased to zero, treat the attack as a miss and therefore do not roll energy or precision damage. (For purposes of this feat, base damage is anything besides energy or precision).
    Special: A fighter can take this as a bonus feat.

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