Martial Fighting: Custom Feats [Archive] - Wizards Community

Post/Author/DateTimePost
coral85

04-03-07, 03:29 PM
I'm currently running a game with a few friends of mine that centers around a band of barbarians that pride themselves in hand-to-hand fighting. But not like monk finesse fighting; Brutal fighting. I though however, that the feats available weren't brutal enough or had a monk in mind, so I set to create my own feat like that would give a fighter, barbarian, or any other class, more emphasis in choosing hand to hand fighting as their main combat form. Now this is mostly custom material, and I'm sure it'll have some problems at first. I've tried to focus on giving the hand to hand fighter more options in combat than simple damage. Just let me know what you guys think; tips, comments.

This isn't all of it, as I have to go to work at can't type the rest out, I'll post the rest later as an edit.

General Feats :

Martial Prowess
The subject has learned to focus their unarmed attacks to deal
devastating amounts of damage and has honed their grappling ability.

Prerequisites: Imp. Unarmed Strike, BAB +1
Benefit : All unarmed strikes deal 1d8+Str modifier worth of damage, and a +2 bonus on all grapple checks.

Improved Martial Prowess
The subject has further focused their unarmed attacks, leading to
defeating foes in a fraction of the blows.

Prerequisites: Martial Prowess, BAB +4
Benefit : All Unarmed attacks deal 1d10+Str modifier worth of damage, and a +4 bonus on all grapple checks. This bonus to grapple layers, (does not stack) with the +2 bonus provided by Martial Prowess, but does stack with the benefits provided by Improved Grapple.

Greater Martial Prowess
The subject has mastered their unarmed attacks, and are just as deadly in hand-to-hand fighting as any armed foe.

Prerequisites : Improved Martial Prowess, BAB +9
Benefit : All unarmed attacks deal 2d6+Str Modifier worth of damage, and a +6 grapple. This grapple bonus layers (does not stack) with the +4 or the +2 provided by earlier feats. This bonus does however stack with the benefits provided by Improved Grapple.


Counter-draw
The subject isn’t willing to let their grappled opponent draw a weapon inside a grapple.

Prerequisite : Improved Grapple
Benefit : When an opponent begins to draw a weapon within a grapple the subject is allowed a free attack against them. Any damage done is added as a grapple bonus to the subject’s opposed grapple to prevent the opponent from drawing his weapon.

Pin Focus
The subject has practiced to an extra extent to pin, and maintain pins in combat.

Prerequisites : Improved Grapple
Benefit : The subject may add an additional +2 to all grapple checks to begin, or maintain pins against opponents. This +2 stacks with the bonuses provided by improved grapple, and the Martial Prowess feats.

Strength Focus
The subject has focused the power of his feats of sheer strength.

Prerequisites : Str 15
Benefit : The subject adds +4 to break checks, and strength checks, and opposed strength checks. This feat stacks with the benefits of destructive rage.

Parting Blow
The subject upon losing a grapple won’t let his opponent go without giving him something to remember him by.

Prerequisite : Improved Grapple, Combat Reflexes, BAB +3
Benefit : If an opponent manages to break a grapple with the subject, the subject is allowed a free attack against him before the grapple is resolved. (So this attack, is with a light weapon is at a -4, and with a larger weapon is impossible) The extra attack provided by this feat is considered an attack of opportunity. This feat doesn’t allow the subject an extra attack if the grapple is willingly absolved.

Opportunistic Grapple/Trip/Disarm/Bullrush/
Overrun/Sunder
The subject excels at performing particular combat techniques against flatfooted targets.

Prerequisites: The Improved feat of the appropriate combat technique (i.e. Improved Disarm for Opportunistic Disarm)
Benefit :
The subject gains a +4 (in addition to the bonus provided by any appropriate “Improved” feat) against targets who are flatfooted in performing the particular combat technique.

Fighting Styles : All Martial Prowess Fighting Styles may only be performed once any given round, but additional normal attacks (unless noted otherwise) can be added during a full attack action.


Kicking Finesse
Prerequisites : Dex 15, Combat Expertise, BAB +6, Imroved Martial Prowess

The subject has practiced and perfected two dexterous kicking techniques:

Snap Kick: The subject performs a quick snap kick that may knock an opponent to the ground. The subject makes a normal attack that deals 1d10+Str damage and if successful, gets a free trip attempt against the target. If the attempt fails, the target can attempt to trip to subject for free. The benefit of avoiding opposed trip attempts provided by improved trip does not count for this attempt.
Round House: As a full round action the Subject performs an arching kick that can hit many adjacent foes. The subject makes one attack that deals 1d10 + Str Damage, but may attack up to three adjacent foes with one attack roll. Str damage is applied to all targets, but precision based damage, such as sneak attack or a scout’s skirmish damage is only applied to the first target hit.

All Body Fighting :
Prerequisites : Martial Prowess, Power Attack, BAB +3

The subject has learned to use other parts of their bodies as weapons.

Headbutt : The Subject leans far into his target’s space to use their head as a devastating, and disorienting weapon. The subject takes an attack of opportunity but then may make an attack that deals 1d12+Str damage, if successful, the target then must make a FOR save DC (10+1/2 subject’s level +Str Modifier) or be dazed for 1 round.
Drop Smash : The subject uses the his own body, and the momentum provided by gravity to deliver a terrible and destructive body slam down upon his prone enemy. The subject may make an attack (with a -4) against a prone target that deals 2d10+2x Str modifier but then (whether the attack is successful or not) is prone. All Power attack damage dealt during this attack is considered as if the subject is using a 2 handed weapon.

Strong Punches :
Prerequisites : Martial Prowess, Str 17, Power Attack, BAB +1

The subject has honed the ability to deliver unusually strong punches.

Haymaker : The subject puts a lot of weight behind this punch in an attempt to harm and push back a foe. The subject may perform an attack that deals 2d6+str damage and if successful, gets a free bullrush attempt (at a -4). The most the foe can be pushed back with this attempt is 5 feet, and the subject doesn’t move at all.
Double Hand Smash: In an attempt to add more weight and power behind an attack, the subject clasps one hand in the other and swings more powerfully. The subject can make an attack that deals 2d6+1 and ½ times Str modifier. If successful, the subject must make a FOR save DC 10+1/2 lvl + Str Modifier or be staggered for one round. This attack is considered to be a two handed attack. All other normal strikes (as in a full attack action) after this deals normal Str and no power attack bonus damage (but still receive the negative).

Speed-fighting :
Prerequisites : Martial Prowess I, 15 dex, Dodge, Mobility, BAB +4, Improved Unarmed Strike

The subject has practiced and honed his ability to bound from one place to another, delivering practiced, flurries of strikes.

Quick Foot :The subject uses his enhanced mobility as a boon to his fighting technique, sneaking in when his subject’s guard is down, striking, and moving out before his subject can react to his fullest. The subject, as a full round action, can move 10 feet, make a strike and make a strike at a -2 that deals 1d8+str, +1d6 skirmish damage, then move 10 feet after his attack. The subject takes all Attacks of opportunity normally, but may tumble or make use of mobility at all appropriate times.
Flurry Strikes : The subject uses a practiced technique of precise, quick jabs in lieu of stronger, more devastating ones. As a full attack action the subject may flurry as a monk of his level does (with appropriate penalties, damages and the monk flurry base attack bonuses.)

Manipulative Grapples :
Prerequisites : Improved Grapple, Clever Wrestling, BAB +2, Martial Prowess,

By practicing the ability to manipulate objects, and people in grapples, the subject has gained the ability to perform two combat maneuvers while in a grapple with an opponent.

Weapon Hold : As part of a full attack action while in a grapple the subject may make a grapple check in place of an opposed disarm check to disarm his opponent of his weapon. If it is possible to attack with the weapon in a grapple the subject may do so as a free action (with the appropriate -4 for attacking in a grapple) if it isn’t possible, the subject may break the grapple as a free action to receive his free attack.
Pull Down : As part of a full attack action the subject may make an opposed grapple check instead of a trip attempt to trip his opponent. The Subject must make all the necessary attacks to initiate a grapple, and still takes all appropriate attack of opportunities from adjacent enemies. Once tripped the subject can break grapple as a free action and continue his attacks as normal (not prone) or can decide to continue his grapple to instead apply unarmed strike damage (as normal.) If the subject decides to continue his grapple the subject isn’t considered prone once the grapple is resolved.

Pin Focus :
Prerequisites : Improved Grapple, Clever Wrestling, Greater Martial Prowess, Pin Focus*, +6 BAB

By focusing on fighting techniques while pinning an opponent the subject has learned two devastating pin techniques.

Pain Hold : By wrenching and pulling on particular joints and muscles of his opponent, the subject can inflict devastating pain and ligament damage on his foes. As a full round action the subject can make an opposed grapple check on a pinned opponent at a -4 and if successful, can choose to deal either 1d4+1 str damage, or 1d4+1 dex damage. This damage functions the same as normal ability damage, except that it is healed at a rate of 1 point per hour.
Sleep Hold : By applying pressure to important arteries and pressure points, the subject can deal damage that wears their opponents down, until they’re rendered completely unconscious. The subject may attempt to maintain a pin as a full round action, and if successful, deal sub-dual damage equal to their normal unarmed damage x2.

Combat Tossing :
Prerequisites : Improved Grapple, Clever Wrestling, +6 BAB, Strength Focus* Improved Martial Weapon Prowess, Prone Fighting

By using his own brawn, the subject is able to deal damage and manipulate his opponent by tossing them from one place to another.

Martial Toss : After successfully initiating a pin the subject may then make a strength check with a -4 for each size category larger the opponent is over the subject, and then throw the opponent, dealing 1d8 damage per 5 feet thrown. After the dice damage is calculated, add 1 ½ times STR modifier. The opponent must weight no more than the subject’s lift off ground capacity. The distance thrown is dependant on the following table :

Str Chk: Distance Thrown: Damage Dealt:
5-10 5 ft 1d8+1½ str
11-15 10ft 2d8+1½ str
16-20 15ft 3d8+1½ str
21-25 20ft 4d8+1½ str
26-30 25ft 5d8+1½ str

The subject may never throw someone more than 25 feet.

Pull Down : Using one’s own weight and momentum, the subject grabs his opponent and pulls him to the ground.

As part of a full attack action the subject may make a touch attack, and then may make a trip attempt at a +8 (without accepting Attacks of Opportunity given that he hasn’t taken Improved Trip.) After the attempt, if successful, both parties are prone. If unsuccessful, the subject can remain standing, and can complete his attack action as normal.

Dirty Moves:
Prerequisites : Bluff 7 ranks, Combat Expertise, Improved Feint, +10 BAB, Greater Martial Prowess

By taking full advantage when his opponent his least defending himself, the subject has learned two devastating moves.

Sucker Punch: Waiting until his opponent is least expecting it, the subject hits him where it will do the most damage. After making a successful improved feint attempt, the target may, as a standard action, make one attack that deals 2d6+str damage + ½ their HD (rounded down) in d4’s. This extra damage counts as and behaves like sneak attack damage in all respects.

Dirty Kick : The subject injures his opponent in such a way as to leave him dazed, and feeling nauseous. As part of a full attack action against a flat footed target, (or as a standard action if combined with an improved feint action) the subject may make an attack that deals 2d6+str damage, and if the opponent fails a FORT save DC 10+INT modifier+1/2 subject’s HD, he is nauseated for one round.

Attacking the Senses :
Prerequisites : Bluff 4 ranks, Combat Expertise, Improved Feint, Improved Martial Weapon Prowess

The subject has learned that an opponent with hampered senses is easier to fight, and is less dangerous, and accordingly has learned two fighting moves to achieve just that.

Earclap : The subject, as part of a full attack action may make a normal attack that deals normal damage +1d12, in addition to deafening the target for 1 minute if they fail a save DC 10+1/2 subject’s HD + Subject’s INT modifier. This condition can be reversed with a Heal check DC 25, or a restoration spell.

Gouge : The subject, as part of a full attack action against a flat footed target, or as part of a successful improved feint attempt, may make a normal attack that deals normal damage, and if the target fails a FORT save DC 10+1/2 subject’s HD+ subject’s INT modifier they are blinded for 1d4+1 rounds.

Critical Strikes :
Prerequisites : Power Attack, Improved Martial Prowess, Improved Sunder, Str 17

The subject has trained at focusing all his strength into single points in his punch, allowing him to perform more devastating punches, and to do more damage than usual to objects.

Power Strike : The subject, as part of a full attack action may double his threat range, and gain the benefit of power critical (+4 on confirming a critical hit) of all unarmed attacks during the round. The subject also deals an additional 1d6 damage on a confirmed critical hit.

Sundering Strike : The subject, as part of a full attack action may deal an additional 1d8 damage versus undead, constructs, plants, and objects. In addition to this, the subject may critical on undead, constructs, plants, and objects.

Disabling Grapples
Prerequisites: Improved Grapple, Clever Wrestling, Power Attack, Pin Focus, Greater Martial Prowess, STR 19

The subject, by damaging the limbs of his opponent is able to disable his enemies into submission.

Arm Sunder : The subject attacks the bones and ligaments of his opponent’s arm. As a full round action while in a grapple, the subject may make an opposed grapple check; if successful the opponent must make a FORT save DC 10+1/2 subject’s HD + subject’s STR modifier or take 2 points of CON damage and suffer a -4 penalty to hit/damage for the next hour. The CON damage behaves like normal ability damage. A heal DC 30 check can repair the arm, or a restoration, or regenerate spell. The opponent must have arms for the this be effective.

Disable Mobility : The subject attacks the bones and ligaments of his opponent’s leg. As a full round action while in a grapple, the subject may make an opposed grapple check; if successful the opponent must make a FORT save DC 10+1/2 subject’s HD+ subject’s STR modifer or take 2 points CON damage and suffer a -50% speed reduction for the next hour. The CON damage behaves like normal ability damage. A heal DC 30 check can repair the leg, or a restoration or regenerate spell. The opponent must have legs for this to be effective.
Tim4488

04-03-07, 04:00 PM
Several of these are neat. However, Superior Unarmed Strike already exists (ToB) and makes your Martial Prowess sort of unnecessary. (It scales damage with level, for example, instead of needing new feats). You may like to check it out.
coral85

04-03-07, 06:22 PM
Well, I unfortunately don't have ToB, but with a little gumption I may be able to convince a friend to buy it. I'm sure there's a way I can get these to work out with that feat as a prerequisite instead of Martial Prowess.
Tim4488

04-03-07, 06:50 PM
Some of the later feats should be noted as Tactical feats, too. Just noticed. Sorry this is so spotty, I haven't had time to read them all thoroughly so I'm skimming and trying to help superficially first.