14 Swashbuckling Combat and Mobility Feats [Archive] - Wizards Community

Post/Author/DateTimePost
The_Apologist

10-19-07, 09:08 PM
For the swashbuckler in us all, here's a set of feats that can make any character more acrobatic, athletic, showy and awesome:

Kick [General, Fighter]
When focusing your attention on one enemy, you've learned to throw in a little something extra: a flashy kick.
Prereqs: BAB +1, Improved Unarmed Strike
Effect: when making a full-round attack action, you may make a single unarmed strike at your highest base attack bonus to any target within unarmed strike range.
Note: A fighter may take this feat as one of his fighter bonus feats.

Knockdown Kick [General, Fighter]
When you put power behind your kicks you can knock enemies down by the force and momentum of the blow.
Prereqs: BAB +1, Str 13, Improved Unarmed Strike, Kick, Power Attack
Effect: If you make use of your Power Attack feat while making the extra unarmed strike granted by the Kick feat, any enemy struck is immediately subject to a trip attempt. This provokes no attack of opportunity and does not require a melee touch attack to hit, but you are still subject to being tripped in return if you fail your trip attempt.
Note: A fighter may take this feat as one of his fighter bonus feats.

Wall Jump [General]
You have perfected the art of springing off of vertical walls to gain more height from a jump.
Prereqs: Jump 4 Ranks
Effect: When jumping next to a wall, you may spring off of this wall for extra height. If you are making a vertical jump check next to a flat, vertical surface, you may make an additional jump check at the end of his first jump check, this one starting from the maximum height of your first jump check (or the top of the flat surface, whichever is shorter.) You may make a number of consecutive wall jumps equal to half your ranks in the jump skill.

Tuck and Roll [General]
You have learned to fall properly to ablate the force of the fall.
Prereqs: None
Effect: You take half damage from all falls.

Hip Drop [General, Fighter]
You don't simply trip your opponents; you slam them forcefully into the ground.
Prereqs: Int 13, BAB +1, Combat Expertise, Improved Trip
Effect: Any time you succeed on a trip attempt, you deal damage as though with your unarmed strike, plus an additional 2 points of damage.
Note: Unless you take a -4 penalty to the attack roll or have the Improved Unarmed Strike feat, this damage is nonlethal.
Note: A fighter may take this feat as one of his fighter bonus feats.

Ground Control [General, Fighter]
When throwing an enemy into the ground, you can easily knock the wind out of your opponent due to improved technique and force.
Prereqs: Int 13, Str 13, BAB +1, Improved Unarmed Strike, Combat Expertise, Improved Trip, Hip Drop
Effect: Any time you affect a target successfully with your Hip Drop feat and deal at least 1 point of damage, the target must make a Fortitude save (DC = damage dealt) or be stunned for 1 round.
Note: A fighter may take this feat as one of his fighter bonus feats.

Improved Called Shot [General, Fighter]
You have a lot of practice or a certain knack for driving your attacks home where they're most needed.
Prereqs: BAB +1, Int 13
Effect: The penalties for making a called shot are halved.
Note: A fighter may take this feat as one of his fighter bonus feats.

Weapon Toss [General, Fighter]
You have practiced a special trick that allows you to better ensure that a disarmed foe will be without his weapon.
Prerequisites - Int 13, Combat Expertise, Improved Disarm, BAB +2
Effects - With a successful disarm attempt, the enemy's wepaon lands 1d6x5 feet away from them in a random direction instead of within their square. If you disarm an opponent while you are unarmed, you have the option to take the weapon from them or toss it.
Note: A fighter may take this feat as one of his fighter bonus feats.

Weapon Twist [General, Fighter]
You can disarm multiple weapons with one fancy move, no matter how many weapons or limbs your foe may have.
Prerequisites - Int 13, Combat Expertise, Improved Disarm, Weapon Toss, BAB +6
Effects - As a full-round action, you may attempt to disarm all of the enemy's equipped weapons with a single attack. You roll one attack roll, while the enemy rolls an attack roll for each of their weapons. After one failure to disarm, the attempt ends immediately.
Note: A fighter may take this feat as one of his fighter bonus feats.

Limit Fade [General, Fighter]
When driven to desperate extremes, something primal within you awakens and you gain the ability to perform amazing feats. When driven to desperation, you become evasive and hard to hit.
Prerequisites - Dodge
Effects - If your HP drops below 1/2 of your maximum, your dodge ability grants a +4 dodge bonus to AC instead of +1. As soon as your HP equals or exceeds 1/2 of your maximum, you no longer gain the benefits from this feat.
Note: A fighter may take this feat as one of his fighter bonus feats.

Limit Sweep [General, Fighter]
When driven to desperate extremes, something primal within you awakens and you gain the ability to perform amazing feats. When driven to desperation and outnumbered, you become a vicious and driven warrior that strikes many opponents.
Prerequisites - Cleave
Effects - If your HP drops below 1/2 of your maximum, your gains a single cleave attack in a round if you hit a target with a melee attack, regardless of whether or not you drop your target. As soon as your HP equals or exceeds 1/2 of your maximum, you no longer gain the benefits from this feat.
Note: A fighter may take this feat as one of his fighter bonus feats.

Limit Break [General, Fighter]
When driven to desperate extremes, something primal within you awakens and you gain the ability to perform amazing feats. When driven to desperation, you strike even harder when putting more power behind your blows.
Prerequisites - Power Attack
Effects - If your HP drops below 1/2 of your maximum, your power attack ability adds an extra +1 damage to each melee attack for each -1 penalty taken to attack rolls. As soon as your HP equals or exceeds 1/2 of your maximum, you no longer gain the benefits from this feat.
Note: A fighter may take this feat as one of his fighter bonus feats.

Limit Defense [General, Fighter]
When driven to desperate extremes, something primal within you awakens and you gain the ability to perform amazing feats. When driven to desperation, you gain greater concentration on defending yourself when focusing on defense at the expense of offensive capabilities.
Prerequisites - Combat Expertise
Effects - If your HP drops below 1/2 of your maximum, your combat expertise ability adds an extra +1 AC for each -1 penalty taken to attack rolls. As soon as your HP equals or exceeds 1/2 of your maximum, you no longer gain the benefits from this feat.
Note: A fighter may take this feat as one of his fighter bonus feats.

Limit Quick [General, Fighter]
When driven to desperate extremes, something primal within you awakens and you gain the ability to perform amazing feats. When driven to desperation, you gain the superhuman ability to act immediately.
Prerequisites - Improved Initiative
Effects - If your HP drops below 1/2 of your maximum, you may immediately move yourself in the initiative order to the turn right after the turn of the enemy who dealt the damage to drop you below half of your maximum HP. In effect, this allows you to act immediately after dropping below half HP. This feat may only be utilized once per week.
Note: A fighter may take this feat as one of his fighter bonus feats.

(Note: Standard disclaimer applies. I don't own very many splatbooks, so if I've copied or almost-copied something that already exists, or if I've taken the name of something, it wasn't intentional.)
Lokathor

10-19-07, 10:31 PM
Kick has been printed in a way in Tome Of Battle, but it was called Snap Kick. Slightly different mechanics were used there though. Kick seems too strong, it's like flurry but without the -2 to attacks.

Knockdown was in Sword and Fist (oh so long ago) but you had to deal at least 10 damage in a single hit to generate the automatic trip attempt.

Wall jump is cool.

Tuck and Roll seems fair enough, since falling damage isn't too common (at least, in the games i play). Maybe require 4 ranks in Tumble.

Hip Drop is like Improved Trip... but way better since it's an automatic hit with +2 damage.

Ground control is fair and cool.

Improved Called Shot... what? What are your called shot rules?

Weapon Toss is very cool. 1d6x5 goes up to 30ft though, which seems kinda far for a weapon to slide along the ground in most situations. 1d3+1 maybe? It's just a realism issue though, not a balance one.

Weapon Twist seems just bad. Disarming is already a limited ability in general, but a feat to spend a full round action to disarm two weapon fighters that stops as soon as you miss one attack roll? The fighter should just spend iterative attacks to get rid of the extra weapons.

Limit Fade is very FF, but Dodge is kinda weak. I'd want to see some play testing, but it seems about right. I'd require BAB +3 or something.

Limit Sweep seems really strong. I'd specify that you can't attack the same target with the cleave attack and require BAB +3 or +6.

Limit Break is similarly strong and I'd restrict it to BAB +3.

Limit Defense is, again, probably a +3 ability. Mostly it lets you push a foe to needing a 20 to hit you while you don't quite need 20 to hit him. In a party, the foe will probably give up and go on to someone else. Alternately, you'll suddenly be hit with several area attacks that ignore AC.

Limit Quick is interesting..... but 1/week is maybe not good enough. I'd add on some requirements (Base Reflex Save, likely) and then let it be a 1/day power.
DX2052

10-20-07, 12:05 AM
Some of these look like they would make spiked chain fighters even better.

In other news this topic fails for lacking a feat that gives unarmed strikes knock back >_> <_<