| Post/Author/DateTime | Post |
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| Brir06-06-07, 04:03 PM | What do you think? Greater Bull Rush (Str 17, Power Attack, Improved Bull Rush, BAB+8) +4 to Bull Rush checks and can affect one size larger than the normal. Push him 10tf +10ft/5 points of diference Superior Bull Rush (Str 21, Power Attack, Improved Bull Rush, Greater Bull Rush, BAB+18) +8 to Bull Rush checks and can affect two size larger than the normal. Push him 15ft +15ft/5 points of diference. Do not stacks with Greater Bull Rush. Greater Disarm (Int13, Combat Reflexes, Improved Disarm, BAB+8) You can throw away the weapon disarmed 5ft +5ft/5 points of diference. If you attempts the disarm while unarmed, you end up with the weapon in your hand and you immediately get a meele attack against that opponent as if you hadn't used your attack for the disarm attempt, using the disarmed weapon. Superior Disarm (Int13, Combat Reflexes, Greater Disarm, Improved Feint, BAB+12) You can throw away the weapon disarmed 10ft +10ft/5 points of diference. If you attempts the disarm while unarmed, you end up with the weapon in your hand and you immediately get a meele attack against that opponent as if you hadn't used your attack for the disarm attempt, using the disarmed weapon. The target looses his Dex Bonus to CA against this attack. Greater Feint (Int15, Combat Reflexes, Improved Feint, BAB+12) You can Feint as a meele attack. Can only be used 1/ round. Perfect Feint [Epic] (Int17, Combat Reflexes, Improved Feint, Greater Feint, BAB+24) The target only add 1/2 of the BA to his Sense Motive Check. Greater Grample (Dex13, Str13, Improved Unarmed Strike, Improved Grample, BAB+12) +4 to Grample checks and can affect one size larger than the normal. When you make an Attack your Opponent and Use Opponent's Weapon actions, you just receive -2 penalty to the attacks. Perfect Grample [Epic] (Dex13, Str17, Improved Unarmed Strike, Improved Grample, Greater Grample, BAB+22) +8 to Grample checks and can affect two size larger than the normal. When you make an Attack your Opponent and Use Opponent's Weapon actions, you don't receive penalty to the attacks. Do not stacks with Greater Grample. Greater Overrun (Str17, Power Attack, Improved Overrun, BAB+12) +4 to Overrun checks and can affect one size larger than the normal. Can Overrun 2 opponents with a standard action or charge action. Perfect Overrun [Epic] (Str21, Power Attack, Improved Overrun, Greater Overrun, BAB+26) +8 to Overrun checks and can affect one size larger than the normal. Can Overrun 4 opponents with a standard action or charge action. Do not stacks with Greater Overrun. Improved Trample (Ride 11, Mounted Combat, Trample, BAB+12) +4 to trample checks and can affect one size larger than the normal. Can trample 2 opponents with a standard action or charge action. Perfect Trample [Epic] (Ride 15, Mounted Combat, Trample, Improved Trample, BAB+26) +8 to trample checks and can affect one size larger than the normal. Can trample 4 opponents with a standard action or charge action. Do not stacks with Improved Trample. Greater Critical (Proficiency with the weapon, Improved Critical, BAB+14) If you confirm a critical attack, the next attack will have a critical range threat increased in 2. This only works one time per round. Superior Critical (Proficiency with the weapon, Improved Critical, Greater Critical, BAB+20) If you confirm a critical attack, the next attack will have a critical range threat increased in 2. Perfect Critical [Epic] (Proficiency with the weapon, Improved Critical, Greater Critical, Superior Critical, BAB+30) For each critical attack you confirm on the round, all other attacks until your next action have a critical range threat increased in 2. Greater Sunder (Str17, Power Attack, Improved Sunder, BAB+8) Against Objects you do +2 on damage. You can aim your sunder attack on Natural Weapons or in the limb that holds a Manufactured Weapon of creatures who are two size categories larger than you or smaller, if you suceeds, you do damage and your enemy receives -2 to attacks with this weapon until he heal it with resting, magical healing, regenerating, etc. This penalty do not stack with itself. Superior Sunder (Str21, Power Attack, Improved Sunder, Greater Sunder, BAB+12) Against Objects you do +4 on damage. You can aim your sunder attack on Natural Weapons or in the limb that holds a Manufactured Weapon of creatures who are three size categories larger than you or smaller, if you suceeds, you do damage and your enemy receives -2 to attacks with this weapon until he heal it with resting, magical healing, regenerating, etc. This penalty do not stack with itself. Greater Trip (int13, Combat Reflexes, Improved trip, BAB+8) +4 to Trip Checks and can affect one size larger than the normal. Superior Trip (int13, Combat Reflexes, Improved Trip, Greater trip, BAB+18) +8 to trip checks and can affect two sizes larger than the normal. Shield Counter Attack (Shield Proficiency, Improved Shield Bash, Combat Reflexes, BAB+12) Whenever an opponent miss an attack on you because of the CA and have a shield ready, you can make an attack of oportunity on him with the shield. Dodge Counter Attack (Dex13, Dodge, Combat Reflexes, BAB+12) Whenever the target of the Dodge feat miss an attack on you because of the CA, you can make an attack of oportunity on him. Shield Fighting Focus (Shield Proficiency, Fighter Level 6) Whenever you have a ready shield in one hand and a one-handed weapon or lighter (that you are proficient) on the other, you receive a +1 on attacks with the weapon, this stacks with Weapon Focus feat. Improved Shield Fighting Focus (Shield Proficiency, Fighter Level 14) Whenever you have a ready shield in one hand and a one-handed weapon or lighter (that you are proficient) on the other, you receive a +1 on attacks with the weapon, this stacks with Weapon Focus feat and Shield Fighting feat. Improved Mounted Combat (Mounted Combat, Ride 9 ranks) When you attack a creature smaller than your monut that is on foot you receive a +2 bonus to attack instead of +1. When you attack a creature of the same size of your monut that is on foot you receive a +1 bonus to attack. Immortal (Con 20, Endurance, Diehard, Thougness, Base Fort+11, BAB+16) You receive no penalty if you hp is 0 or below. If your hp is positive and you reveive a damage that would kill you, you can make a Fortitude check (DC=damage received), if you suceed, you are at -9. A character that would die for loss of temporary Con, like a barbarian, don't need to make that check. Might Cleave (Str13, Cleav, Great Cleav, Power Attack, BAB+12) For each Cleave attack you receive a +2 damage bonus to others cleave attacks until your next action (max+6). Speed Burst (Dex13, Dodge, Mobility, Run) You can increase you speed by 10ft for a number of rounds equal to your Con modifier, but after that you become Fatigued. Improved Speed Burst (Dex15, Dodge, Mobility, Run, Speed Burst) You can increase you speed by 20ft for a number of rounds equal to your Con modifier, but after that you become Fatigued. Tower Shield Specialization (Str17, Tower Shield Proficiency, Fighter Level 6) Using tower shield gives no penalty to attacks. Tower Shield Bash (str21, Tower Shield Proficiency,Tower Shield Specialization, Improved Shield Bash, Fighter Level 8) You can use a Tower Shield to Bash treat it as a one-handed weapon, but you can't use it's CA bonus when you attack with it.(Small-size Damage d6, Medium-size Damage d8, critical x2, type blugeoning) Improved Tower Shield Bash (str21, Tower Shield Proficiency, Tower Shield Specialization, Improved Shield Bash, Tower Shield Bash, Fighter Level 12) You don't lose the Tower Shield AC bonus when you bash with it. |
| Storymaster06-07-07, 02:49 AM | I really like the idea for greater feint. Looks reasonable enough, considering the high prerequisites. |
| CrazyOzzy06-07-07, 08:31 AM | I really like the idea for greater feint. Looks reasonable enough, considering the high prerequisites. Yes, it looks very interesting, but I still don't know why this should not be a simple action in the first place. Does it really take 15 intel and +8 BaB to pretend to attack one place and really attack another? Did WoTC make it hard on purpose to feint because it would make Sneat Attack too powerful? How would this be instead : Greater Feint : Combat Reflexes, +6 BaB and you would lose one attack in doing so. The victim still recieves a Sense Motive check to not be fooled. It should be alot easier to Feint in combat than using up one standard action. If you have 2 attacks you can pretend to attack with one and use your other one to skewer your fooled opponent with a +2 bonus to attack roll, loss of Dex to AC thus making SA applicable. Any thoughts? P.S : your feats look really nice, consider them stolen :D Edit : P.S. 2 : You say Warrior Feats, are these intended as Fighter Bonus Feats only and only available to Fighter? |
| Brir06-07-07, 10:14 AM | Some o them are only for fighters, like the tower shield feats, but they can be used by anyone that want to attack in meele. By stolen you mean broken? Why the +2 bonus to attack roll? |
| CrazyOzzy06-07-07, 11:53 AM | Some o them are only for fighters, like the tower shield feats, but they can be used by anyone that want to attack in meele. By stolen you mean broken? Why the +2 bonus to attack roll? No, not broken hehe, I mean stolen as in I will use them in my games! To be honnest I didn't think about them all so I will have to check their power. About the +2 : my reasoning was that if you launch a fake attack where you are not really going to attack in order to open up the oppnent's defences and you succeed (ie bluff roll), you should get a bonus to hit the opponent since he will be off-guard and maybe off-balance. He is also flat-footed so he loses his Dex bonus to AC. Though on second thought, perhaps only the flat footed part is necessary. Imagine we are fighting you and I : -I make a quick jab to your far right but I do not go through the whole range of motion of the attack in order to get in a good hit the next turn. Here the Bluff vs Sense Motive roll comes in. Will you believe that the fake attack is real, was it faked well enough? Are you composed enough to recognise a fake attack? -You, being in combat and wanting to parry every blow I send your way, will try and parry my fake attack and will go and parry to your far right, probably reaching far and bending down on one knee. This applies only if you failed your Sense Motive roll. -You are now off-guard, off-balance and I am in prime position to skewer you because I only faked the attack far to your right and I while you were preparing to parry it I was preparing a killer blow. Thus the +2 bonus I was suggesting. Sorry if all that seemed like utter drivel, in my head it's pretty clear! |
| Brir06-07-07, 12:31 PM | I think that a creature is flat-footed already because he's off-guard, the +2 would be give bonus two times for the same thing. I'm sorry about my fault on the interpretation, its because English is not my first language, so sometimes I just don't understand some words... like "utter drivel". |
| tarkin06-07-07, 01:15 PM | Greater Bull Rush Good. Perfect Bull Rush Name and bonus size seems more appropriate for an Epic feat. Maybe making this feat BAB 17 or so? Greater Disarm OOOH, I like this one. Cool. But why tell them what they can not do if they have a free hand. Just say "You can't ..." Perfect Disarm I think Perfect is more appropriate for Epic feats, so I don't like this feat name. But the power level is good. Confused about the "lose his Dex bonus" explain further. Greater Feint Good feat, but needs a higher pre=req level. 12+ seems good for this one. Perfect Feint This name and feat seem more appropriate for Epic. A set bonus might be better for a "better than greater, non-epic version" Greater Grample +4 again seems a bit much. Boost this feat upto BAB 12+ and you have something mroe reasonable. Perfect Grample This one looks like a good Epic feat again. Greater Overrun This one looks a bit strong again. Make the BAB 12 and I like it. Or remove one of the 3 benefits (bonus, size, more opponents) Perfect Overrun Again, this looks Epic to me. Improved Trample This needs a BAB pre-req, but otherwise is good. Maybe 10+? Greater Trample This needs a high BAB pre-req, maybe 16, but otherwise is good. Greater Critical (Proficiency with the weapon, Improved Critical, BAB+14) I would prefer "all other attacks get +4 to confirm" instead of +2 to crit range. It barely looks acceptable to me, but honestly is one killer feat for a TWFer. Perfect Critical Definitely an Epic feat, and needs more pre-reqs as it is a GOOD epic feat. Boost that BAB to 21. Greater Sunder (Str17, Power Attack, Improved Sunder, BAB+8) I like this one a lot. Very good feat. Perfect Sunder Good feat, bad name. Perfect implies epic again. Greater Trip +4 alone is powerfull. Daing looks to me like another feat. Perfect trip This is definitely an Epic feat. Stunning is a kill move. Shield Counter Attack Looks too easy. Maybe boost that BAB upto 12? Dodge Counter Attack Again, boost the BAB. Shield Fighting Focus I like this one. Question, what about the bastard weapons? They tend to be unclear about which category they fit in. Improved Shield Fighting Focus I might boost this bab level to 14+, but otherwise this looks good. Improved Mounted Combat Good feat. Immortal Good feat, but more like BAB 16+ Might Cleave Nice feat, you should make it clear that it stacks, but also consider putting in a limit of +6. There are enough Cleave abuses out there for this limit to be important. For non-abusive things, 3 cleaves seems to be enough to me. Speed Burst Good feat. Tower Shield Specialization Good feat. Tower Shield Bash This looks good to me. Improved Tower Shield Bash This looks good to me. |
| Someone06-07-07, 01:35 PM | I'm with tarkin- I like what they do, but the "perfect ..." feats should really be epic feats, if only because of how powerful they are. Mainly, that the perfect versions have double the bonus of the greater versions. Maybe if they were +6 rather than +8. I might split Speed Burst into two feats instead of having two options under one feat. i.e. the first feat gives +10 move for fatigue, and the second gives +20 feet, but only for fatigue. As an alternative to Mighty Cleave, how about: Cleave Specialization: You deal an additional +2 damage with cleave attacks. Along those lines, there would be: Trip Specialization: You deal an additional +2 damage with the extra attacks generated by the Improved Trip feat. I think those would be on par with Weapon Specialization. |
| Brir06-07-07, 04:43 PM | Edited. Thanks for your opinions. Shield Fighting Focus I like this one. Question, what about the bastard weapons? They tend to be unclear about which category they fit in. Well, the Players Handbook says that the Bastard Sword is an One-Handed Exotic Meele Weapon, and the feat works with it, but if the character hasn't proficiency with bastard sword, it is going be a 2-Handed Martial Meele Weapon and the character cant use it with the feat even with a floating shield, because the feat says one one-handed weapon or lighter in one hand and a shield in the other. I dont know how it would works for races like thri-kreens, with four or more arms. Cleave Specialization: You deal an additional +2 damage with cleave attacks. Along those lines, there would be: Trip Specialization: You deal an additional +2 damage with the extra attacks generated by the Improved Trip feat. I liked it. |