NRT'S Combat Strikes and Feats [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
NobodyRemembersThis

08-08-07, 03:26 PM
Hey all. This is NRT. I decided for my campaign to implement something similar to the manuevers presented in ToB. However, sicne I don't have that book, I made my own. All of the following abilities are based off of the following new feats:

BASIC COMBAT STRIKES
You learn some basic techniques.
Requirements: Base attack bonus +4, Knowledge [Warfare and Tactics] 6 ranks*
Benefit: Select any two tier 1 basic strikes.
Special: Any strikes known may be used in combat. Strikes cannot be combined with any other attacks that use the same action. Fighters may take this as a bonus feat.

ADVANCED COMBAT STRIKES
You learn advanced techniques
Requirements: Base attack bonus +8, Basic Combat Strikes.
Benefits: You learn two basic (tier 1) or advanced (tier 2) combat strikes.
Special: You may only select a tier 2 strike that you have the corresponding tier 1 strike.
Any strikes known may be used in combat. Strikes cannot be combined with any other attacks that use the same action.
Fighters may take this as a bonus feat.

SUPERIOR COMBAT STRIKES
You learn masterful techniques
Requirements: Base attack bonus +12, Basic Combat Strikes, Advanced Combat Strikes.
Benefits: You learn two basic (tier 1) advanced (tier 2), or Superior (tier 3) combat strikes.
Special: You may only select a tier 2 strike that you have the corresponding tier 1 strike for that set. You may only select a tier 3 strike that you have the corresponding tier 1 and 2 strikes for that set.
Any strikes known may be used in combat. Strikes cannot be combined with any other attacks that use the same action.
Fighters may take this as a bonus feat.

Here are the strikes themselves.STRIKES

SPEED
Rapid Strike (1) - You can get one extra attack per round with a melee weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -3 penalty. You must use the full attack action to use this ability.
Fast Strike (2) -You can get one extra attack per round with a melee weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You may use this ability as a standard action.
Lightning Strike (3) - you may make a single melee attack as a swift action. All attacks take a -2 penalty for the remainder of the round.

POWER
Strong Strike (1)- You may take a -2 penalty to your attack until your next turn and deal +5 damage with all of your melee attacks for 1 round. This does not stack with Power Attack.
Heavy Blow (2)- As a standard action, make a single attack, dealing an additional +10 points of damage. The target is pushed back 5 feet into the square directly behind it. If the square is occupied, he instead falls prone in his starting square.
Brutal Strike (3)- All of your attacks for 1 round deal 1 point of strength damage. You suffer a -4 penalty to your AC until your next turn.


CONDITIONS
Terrifying Strike (1)- make a single melee attack as a standard action. In addition to normal damage, a successful hit inflicts a frightened condition for 1 round and leaves the target shaken for 1 minute.
Wounding Strike (2) - Make a single melee attack as a standard action. In addition to normal damage, the wound continues to bleed, dealing 1 point of damage each round. Multiple Wounding attacks are cumulative. A DC 10 Heal check or any amount of magical healing stops the additional damage. Creatures not subject to critical hits are immune to this ability.
Sickening Strike (3)- Make a single melee attack as a standard action. In addition to your normal damage, a successful hit also inflicts the nauseated condition for 1 round and the sickened condition for 1 minute.

MOVEMENT
Hit and Run (1) - If you move at least 10 feet during a move action, you may make a single attack against a target you threaten as a standard action. Immediately afterward, you may make a 5 foot step away from the target without drawing an attack of opportunity.
Powerful Charge (2) - Make a Charge Attack. This attack does not evoke an attack of opportunity. You deal +10 damage on the charge attack if you successfully hit.
Smashing Rush (3) - Make a touch attack that initiates a bull rush. This attack does not evoke an Attack of Opportunity. Your touch attack deals bludgeoning damage based off of your size plus 1.5 times your strength bonus. Small attackers deal 1d4, medium attackers deal 1d6, and large attackers deal 1d8. You add the damage dealt to your opposed strength check when resolving the bull rush.

TRICKS
Dirty Strike (1) - Initiate a feint as a move equivalent action. If the feint is successful, your next melee attack also dazes the target for 2 round.
Counter Disarm (2) - make a single melee attack as a full attack action. Any time before your next action, you may make an immediate action to initiate a disarm on an opponent targeting you. If successful, the attack does not damage you and the opponent is denied any attacks with that weapon until it is recovered.
Upending Strike (3) -

SHIELD
Absorb Blow (1) - as a move equivelant action, you can use your shield to grant you damage reduction equal to its AC bonus, to a maximum DR of 5/-. You still gain the normal benefits of your shield.
Bash and Slash (2) - You can get one extra attack per round with a shield bash. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this ability.
Deflect attack (3) - as an immediate action, you may use shield to provide a +5 deflection bonus against a single attack. You lose all benefits of your shield until the next round.

Please let me know what you think of the system. Thanks!

*IMC, Knowledge [Warfare and Tactics] is a class skill for fighters. For everyone else's campaigns, use Knowledge [History] 4 ranks. :)
NobodyRemembersThis

08-09-07, 04:58 PM
:bump: No one? :(
NobodyRemembersThis

08-10-07, 05:19 PM
Am I to take it the feats/abilities are fine and balanced?
Traverse

08-10-07, 07:23 PM
I don't know why no one's replied, so I'll put in my two cents.

The BAB requirements are very restricting, and a few of the strikes (Speed, Conditions) are far greater of options than the others.

Perhaps you could drop the BAB and make it all into one feat, but the character can't know more strikes than half of their BAB, and still can't know a 2nd step strike before a 1st step strike, etc. And maybe balance the strikes against each other a bit more.
NobodyRemembersThis

08-11-07, 01:17 PM
Made some pretty substantial changes. How does it look now?
NobodyRemembersThis

08-12-07, 10:23 PM
Well? How about the feats/strikes now?
NobodyRemembersThis

08-15-07, 12:13 AM
:bump: