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| Haruspex03-19-07, 11:58 PM | FIGHTER X’S FANTASTICAL FIGHTER FEATS Ladies and gentlemen of the forum, we stand at a threshold. For too long has the fighter class been the butt of many snide and derogatory comments. No longer, I say! As a dedicated spokesperson of our noble profession, I humbly present to you a number of feats designed to end this perception. Predictably, our enemies will claim that these feats are inappropriate, overpowered, lacking flavor, and all such rubbish. They would say that, because they are part of a conspiracy to keep the fighter down. Resist them! Spread these feats far and wide for my- I mean our, glory. Your brother in arms, Fighter X (http://boards1.wizards.com/showthread.php?t=801644) BRIGAND STRIKE As your foe foolishly leaves his defenses open, you punish him with a solid blow and a swift follow through before he can recover. Prerequisites: Fighter level 4th, Bluff 3 ranks. Benefits: If you successfully hit and deal damage with a melee attack against a creature that has been denied his Dexterity bonus to AC, you get an immediate, extra melee attack against that creature. This attack uses the same weapon and the same attack bonus as the attack that triggered this feat. If your opponent was denied his Dexterity bonus to AC because of a feint, he is denied his Dexterity bonus to AC for your extra attack as well. You may only gain one extra attack per round with this feat. In addition, you may add your fighter level as a bonus to Bluff checks made to feint an enemy. Special: A fighter may select Brigand Strike as one of his fighter bonus feats. CAESAR’S GAMBIT Just as Caesar defended himself from both sides against the Gauls, so too do you keep your enemies from using their numbers to their advantage. Prerequisites: Fighter level 6th, Combat Expertise Benefits: At the beginning of your turn, you may choose to take a -6 penalty on all your attack rolls. If you do this, you may not be flanked until the beginning of your next turn. The penalty to attack rolls applies until the beginning of your next turn. If you are wielding a shield, you may take a -3 penalty instead. Special: A fighter may select Caesar’s Gambit as one of his fighter bonus feats. DISINTEGRATING STRIKE Summoning all your might, and then some, you strike an object with enough force to disintegrate it. Prerequisites: Fighter level 14th, Power Attack, Improved Sunder. Benefits: You may make an attack against an object with the aim of disintegrating it. You must declare your use of this ability before making any rolls. Roll your attack and damage as normal, even if the object would be immune to damage (such as a wall of force). If you deal 100 damage or more, the object is affected as though by a disintegrate spell (no save). Each time you use this ability you take a cumulative -1 penalty on attack and damage rolls until you can get a good night’s rest. This is an extraordinary ability, even though it replicates a spell. Special: A fighter may select Disintegrating Strike as one of his fighter bonus feats. Notes: This is the toned-down version of Forcecage Buster. FRUGAL WARRIOR By limiting yourself to the bare essentials, you find that you can push yourself that little bit further when in mortal danger. Prerequisites: Fighter level 1. Benefits: You gain a number of discipline points equal to your fighter level squared. As a swift action, you may spend a number of discipline points to gain an equal bonus on one saving throw, a skill check with a skill that you have at least one rank in, one attack roll, or one damage roll. You may also spend discipline points to gain a commensurate dodge bonus to AC against one attack. Your discipline points are replenished at the beginning of every day. Maintaining this discipline pool requires some sacrifices, however. For the purpose of this feat, your possessions fall into two distinct categories: restricted items and unrestricted items. Restricted Items:You may have in your possession at any one time one steed, one suit of armor, four weapons, and two shields. The market value of any one of these cannot exceed (your fighter level x 100) gp. The price of a steed includes whatever armor or equipment you equip it with. Restricted items may be magical, if you can meet the market value requirements. Unrestricted Items:You may possess any number of unrestricted items, but the market value of each item cannot exceed (your fighter level x 100) gp. Ammunition for ranged weapons is unrestricted. Unrestricted items cannot be magical. If you break any of these conditions, you lose access to your discipline points for as long as you are in breach plus one week. Special: A fighter may select Frugal Warrior as one of his fighter bonus feats. Notes: This is the toned-down version of Vow of Poverty version 2.0. INTUITIVE VISION By concentrating, you can sense the faint traces of energy that come from all things. However, viewing the world in this way is somewhat disconcerting. Prerequisites: Fighter level 10th, Listen 6 ranks, Alertness, Blind-fight. Benefits: At the beginning of your turn you may take a -1 penalty to attack rolls and AC until the beginning of your next turn. Until the beginning of your next turn you gain blindsight out to 5 feet. You may increase the penalty by an additional -1 to increase the range by another 5 feet. Your penalty to attack rolls and AC from this ability may not exceed your fighter level. Special: A fighter may select Intuitive Vision as one of his fighter bonus feats. Notes: This is the toned-down version of Blind Swordsman. LORD OF WAR [TACTICAL] You are the epitome of combat, a paragon of the warrior ideal. Prerequisites: Fighter level 18th, Strength 13, Dexterity 13, Intelligence 13, Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Grapple, Improved Unarmed Strike, Mounted Combat, Power Attack, Intimidate 21 ranks. Benefits: The Lord of War feat enables the use of ten tactical maneuvers. Overpower: To use this maneuver you must be on foot and make a successful melee attack with a two-handed weapon or a one-handed weapon held in two hands. Make an opposed Strength check against the opponent. If you lose, there is no additional effect. If you win, your opponent falls prone. Outmaneuver: To use this maneuver, you must be on foot and designate a specific foe to be affected by your Dodge feat. If that foe makes a melee attack against you and misses, you may move up to your base speed. This movement does not provoke attacks of opportunity as long as you stay within the threatened area of that foe. You may only use this maneuver once a round. Checkmate: To use this maneuver you must not move for the entire round and use Combat Expertise with an attack roll penalty of -5. Until the beginning of your next turn any foe who casts a spell, manifests a power, uses a spell-like ability, uses a psi-like ability, or makes an attack in your threatened area provokes an attack of opportunity from you. This does not let you make more attacks of opportunity than you would normally be able to. Your opponents can sense that these actions will provoke attacks of opportunity from you. Pummeling Blow: To use this maneuver you must use your Power Attack feat and take a penalty of at least -9 on your attack roll. All your attacks this round must be against the same target. If any of your attacks this round hit and deal damage, next round your attacks against that target ignore damage reduction and hardness. Unstoppable Charge: To use this maneuver you must be mounted and move at least 80 feet in a straight line. The next round you must make a charge action within 45 degrees of your previous movement. You gain a +1 bonus to attack and damage for every 20 feet you moved in the round before the charge. If any opponent has readied an action against your charge, your attacks are resolved first. Terrifying Decapitation: To use this maneuver you must pin an opponent. Make an opposed grapple check to deal damage. If your grapple check is at least 10 points higher than your opponent’s, you deal damage as normal and may then make an opposed Strength check as a free action. If you win the Strength check by at least 10 points, you rip your opponent’s head off, in most cases killing him instantly. You may then make a special free Intimidate check against all enemies who can see you. You gain a bonus on this check equal to the HD of the creature you decapitated. Any opponents who you succeed against are panicked as long as you hold the decapitated head. If your opponent is not killed by the removal of his head, you do not gain the special free Intimidate check. Battlefield Carnifex: You may coup de grace an opponent as a swift action or a move action, neither of which provokes attacks of opportunity. Eternal Warrior: You may sleep in heavy armor without any chance of fatigue. Your Strength is counted as 20 higher for the purposes of your carrying capacity and encumbrance. Wearing armor of any kind does not reduce your speed. You do not take penalties to Listen checks when asleep, and may go for ten times as long as a normal member of your race without food or water before checking for starvation or thirst. Commander at Arms: You may attract followers as though you had the Leadership feat. This functions as the Leadership feat with a few differences. Firstly, you only attract followers, not cohorts. Secondly, your effective Leadership score for this purpose is equal to twice your character level plus your Charisma modifier as well as the other modifiers listed on the Leadership feat. Thirdly, the followers granted by this feat must be either fighters or warriors. If you have the Leadership feat, keep track of the cohorts and followers granted by that feat separate from this ability. Debilitating Shot: Whenever you make a successful attack with a ranged weapon, the target must make a Fortitude save (DC = 10 + ½ fighter level + Dexterity modifier) or fall prone and be dazed for one round. Special: A fighter may select Lord of War as one of his fighter bonus feats. SEA HEDGEHOG RUPTURE When swallowed by an enemy, you enter an adrenaline-fueled frenzy that enables you to savagely tear your way out. Prerequisites: Fighter level 8th, Improved Grapple, Escape Artist 5 ranks. Benefits: Whenever you are swallowed whole, you may attempt to escape with any weapon you possess. If one attack does more than twice the damage required to break free (or more than four times if you used an inappropriate weapon), you deal an additional 1d6 damage per fighter level to the swallowing creature. The creature must then make a Fortitude save with a DC equal to 10 + half your fighter level + your Strength modifier or eject all other swallowed creatures and take 2 points of Constitution damage. In addition, you may add your fighter level as a bonus to Escape Artist or grapple checks made to escape a grapple. Special: A fighter may select Sea Hedgehog Rupture as one of his bonus feats. Notes: This is the toned-down version of Swallow This!. SHOCKWAVE You take a deep breath and exhale forcefully, tearing the air apart in the immediate vicinity. This ability, impressive as it is, takes a great physical toll on you. Prerequisites: Fighter level 12th, Con 13, Endurance, must be able to breathe. Benefits: You may use a shockwave as a full-round action which provokes attacks of opportunity. This is an extraordinary ability. All creatures and unattended objects within 30 feet of you take 1d6 sonic damage per fighter level. You take 2 points of Constitution damage each time you use this ability. You may take 4 points of Constitution damage instead; if you do this ability deals 1d8 damage per fighter level. Either way, you become fatigued after using the shockwave. You may choose to become exhausted instead; if you do, the shockwave deals maximum damage. Special: A fighter may select Shockwave as one of his bonus feats. Notes: This is the toned-down version of Omnislash. SPELL-BREAKER Through rigorous study, far beyond what your fellow warriors would ever attempt, you learn how to counter magic wielders. Prerequisites: Fighter level 8th, Magical Aptitude, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks. Benefits: You learn the most rudimentary secrets of an ancient order that spent their lives combating magic-users. Select an opponent to focus on. You must be able to see or otherwise perceive the target to focus on it. If you have the Dodge feat and have used it, your Dodge target must be the one you focus on. When your target casts a spell, you make a Spellcraft check (DC = 15 + spell level). This check is a free action. If this check succeeds, you identify the spell and may choose one of the actions below: Dodge: You gain a dodge bonus to AC equal to your ranks in Spellcraft against that spell (up to a maximum of your fighter level). Obviously this only helps if the spell requires an attack roll and targets you. Resist: You gain Spell Resistance equal to your fighter level + 10 against that spell. Overcome: You gain a bonus to your saves against that spell equal to your ranks in Spellcraft (up to a maximum of your fighter level). Special: A fighter may select Spell-Breaker as one of his bonus feats. Notes: This is the toned-down version of Go To Hell, Spellcasters!. More on the way if I can think of anything |