Feats? [Archive] - Wizards Community

Post/Author/DateTimePost
TheEndIsNear

10-06-07, 05:10 PM
Could some people please help me find in what book those feats are:
1. A feat that makes your rage stronger (might rage?)
2. I heard of this on a while ago here on the forums, it lets you take AoOs againts opponents who attack and miss you
3. A feat that makes your charge attacks double damage or something like that?

Thank you very much in advance

thank you

D-End
Tordak

10-06-07, 06:19 PM
I'm not sure this is what you're looking for, but here
1. Reckless Rage, Races of Stone (+2 str, +2 con, additional -2 AC)
2. There's one in the dragon compendium, don't remember the exact name, but I think you need to fight on the defensive to use it. PH2 might have something similar (I don't have the books with me right now). Some prestige class also allow that (blade bravado, gnome PrC, races of stone);
3. Leap attack (complete adventurer) makes you're power attack stronger when you charge. As for just doubling charge damage, if you're not a rider (or cavalier or the like), I think I saw one feet that those it with a piercing weapon, maybe in complete champion or scoundrel, one of the recent books, but I'm not sure which book, sorry I can't help you more.
TheEndIsNear

10-06-07, 09:10 PM
Thank you VERY much but I don't yet understand how charging works, you have to move a distance(20 or 10 feet I think) then you can attack the enemy once with a weapon or I don't know and you deal an extra 1.5 damage? or something?

I don't get it

D-End

P.S. I know this isn't the good place but for giant throwing a stone he only deals 1D4 damage? Isn't that abit low for a medium sized rock?
TheEndIsNear

10-06-07, 09:36 PM
I think the rage feat is mighty rage but dunno what book...
Tordak

10-06-07, 11:08 PM
There is a feat called mighty rage but it's in the Epic level Handbook. When you rage and have this feat you gain +8 str, +8 con, +4 will save, -2 dex (replaces regular benefits). It is now built in the barbarian level progression. I supposed it could still be usefull for high level barbarian who took a prestige class that doesn't improve his rage ability. There might be another mighty rage, but it would be in one of the forgotten realm campaign setting books.

As for charge, here's how we deal with it in our games (I pretty sure it's the correct interpretation). Charge is a full round action. You must move at least 10 ft to gain the benefit of a charge, and you can move up to double your normal movement (that's base + penalty from armor + penalty for other circomstances). All this movement must be in straigh line, doesn't matter if it's only 10 ft or if it's 20 or 40 ft. There are feats that allow you to make direction change during a charge (one is sidestep charge, EPH 3.5, you can make one change up to 90 degree, it's a general feat). But if you don't have this feat, it's all straigh! You must charge in straigh line also mean that there cannot be obstacle along the path you're taking. If you're using a grid, check in the player handbook to see how this works out for diagonals or straigh lines. You must stop your movement on the square adjacent to the opponenet you're attacking that is the closest to your starting position (that finishing square must be empty). It might sound hard, but I once played a pretty tough fighter who would charge pretty much once or twice every fight, it's really not very complicated. You deal your regular damages at the end of the charge, but you get +2 to your attack bonus which could be use to power attack. I'm not sure, but there might be a feat that enables you to deal 2x the damages, and once again mounted combattants with lance can get that benefit)

As for leap attack, to use it you need to jump at least 10 ft as part of a charge, with the jump at the end of the charge (you land next to your opponent). Jumping 10 ft is DC 10 with a 20 ft running start or DC 20 if yu do a standing jump. This gives you 2 advantages : you can ignore rough terrain over which you jump (some terrain won't allow you to charge; check DMG or PH for more details), and you deal an additional 100% of damage from power attack. So if you take a 5 points penalty to your AB to power attack, you deal an extra 5 point with a one-handed weapon, 10 with a 2-handed, 10 with 1-h and youleap, and 20 with 2-handed and leap attack. The rest of your damages are dealt normally. It quickly becomes really nasty:)

I'm not sure about the giant, but there is a rule at the end of the complete warrior on how much damage objects not normally desing as weapons deal. It's in the section on imporvised weapons. Also, normally a giant deal 2d6 or 2d8 damage with a rock (once again, races of stone can help: there's a feat called rock hurling that large creatures and creatures with the powerfull built racial feature can take, and these rock do 2d6 damages. You should get Races of Stone, I think you would love that book...)

hope this helps :D
Dracomorph

10-07-07, 03:03 AM
Don't forget that charging lowers your AC by 2 until your next turn.

Other than that, I think you covered everything, and very well, too.
TheEndIsNear

10-07-07, 09:18 AM
thank you, I have races of stone but I didn't put alot of attention on it yet...

This is all for Bosh: my sand giant god (we made a campaign where everynoe makes a god and give it a lvl in the 150-200) and we use it as a god wich we can use once in the game (one fight) if our character is knocked down to -10 HP he gets -9 and becomes stable and for my barbarian, Bosh comes out...

I love Bosh

D-End

(we tried it, with noe attack he killed a great wyrm gold thrice over (in the 2286 damage))(and since them he tripled in power)