Single one-handed weapon fighting, no shield [Archive] - Wizards Community

Post/Author/DateTimePost
Elrabin

01-29-08, 12:47 AM
I have a player who is interested primarily in using a single one-handed weapon to attack with. However, he does not want to be burdened by a shield. He asked me yesterday whether there were any feats similar to Duelist in Star Wars: KOTOR. The duelist chain provided attack bonuses and damage bonuses for using a single one-handed sword.

Are there any feats that anyone can point me to that would be good choices for a character of this sort?
mplindustries

01-29-08, 02:48 AM
Einhander in PHB2 is...ok I guess. Its also the only feat I know of that caters to using just one weapon. Classwise, so does the Duelist (though thats a pretty lousy class for the most part).

If its a finesseable weapon, Deadly Defense from Complete Scoundrel is almost a must have. If you have the feats for Expertise and Deadly Defense, it provides a better penalty to damage ratio than power attack (though it never scales up). -2 to hit for +1d6 damage and +2 AC is pretty nice.

To be honest, my choice for a One-Handed Weapon fighter would start as a Swashbuckler 3/Monk 1 with the Kung Fu Genious/Carmendine Monk feat, and I'd TWF with my chosen one-hander and Unarmed attacks. I mean, what swashbuckling type didn't throw in those gut kicks or haymakers every once in a while? I know it doesn't fit the "single weapon" thing mechanically, but it still does thematically. Even though your strength bonus is halved for your "offhand" attacks, your intelligence bonus to damage isn't. Power attack also becomes a pretty cool option at that point, as it will provide the full benefit to both "hands." Oh, and the funny thing is, Einhander still absolutely works because you are holding nothing in your offhand.

Unfortunately, D&D is just not set up for the single weapon style without "cheating."
Elrabin

01-29-08, 04:26 PM
Well he's going to be a Warblade from Book of Nine Swords, so I guess I'll just steal the duelist feats from KOTOR and allow him to take those instead. Maybe I'll make up a few more.
mplindustries

01-29-08, 05:51 PM
Well he's going to be a Warblade from Book of Nine Swords, so I guess I'll just steal the duelist feats from KOTOR and allow him to take those instead. Maybe I'll make up a few more.

If he's willing to do Swordsage, he can use the variant to get monk unarmed damage increases, and do the same thing, using Dex to damage with the Shadowblade feat instead of int with Swashbuckler.

Otherwise, I'd say Warblade is already just about the best way to make a single one-handed weapon viable, since you generally won't be getting full attacks with strikes.

I think creating new feats because someone wants to do something suboptimal is a bad idea. I suggest you put the feats up here before using them to make sure they are balanced. It'd be very hard to balance them, because using a single weapon should not do as much damage as dual-wielding or using a two-hander, so the only direction you can go is with attack bonuses (which basically equate to damage anyway with Power Attack). It'd be decidedly tricky.

And the wording of the feat would be even harder, because I can't think of a way to exclude someone dual-wielding with an unarmed attack, gauntlet, or spiked armor without extremely byzantine wording.
Watsyurname529

01-29-08, 06:00 PM
It is actually unoptimal doing nothing with your off-hand and trying to fight. Although if he's dead set on doing this, you'll probably have to make some feats to help out. Although I would post them here first to get some feedback on them.
tyrecian

01-29-08, 09:51 PM
I had a cleric that did this in one of my campaigns. He used a scimitar, and frequently used it 2handed and go the enhanced str, as well as using PA (RSoP codzilla persistent killer tank maniac, and the lead singer in a band since his followers were all bards).

The only thing that might have enhanced his already considerable death dealing capacity would be the WF, specialist and mastery line of feats that finish up in the PHBII, IIRC. Those mastery feats make it worthwhile, comparing to core.

The RSoP did it so that he could cast while he was murdering enemies (in the name of Pelor, of course). I am assuming that your PC is going to do it so that he can always have a free hand for climbing of whatever, not too terrible. Although honestly at the early levels he might rethink that strategy when a shield can give him +2 AC for cheap b4 he gets the feats to make it really cool.

Also point him to Expertise, since many of his attacks will be using this I am sure. Familiarize him with the rules for attacking defensively, and aid another, so that he will be an effective tank.

If it becomes successful, i would include an NPC around 10th level that cuts off his hand while he is captive, or in a grand fight after disarm and grapple/pin. Then he can truly be a pirate!
1 ton ghost

01-30-08, 03:02 PM
despite all the feat, weapon styles and bla bla bla, i have found practicality to be one of the better means for this argument.
keeping an open hand is nice for when you need to fetch a potion, grab a rope, open a door, etc. if you can force your opponent's hand in specific environs (urban being most common i've found), this works to your advantage in spades.
Shadowhowler

01-30-08, 11:31 PM
He asked me yesterday whether there were any feats similar to Duelist in Star Wars: KOTOR. The duelist chain provided attack bonuses and damage bonuses for using a single one-handed sword.



Just a small point... but the Duelist Feats from KotOR your thinking of each added +1 to attack and +1 to AC, and did nothing for damage. There were three levels of them, so you maxed out at +3 to attack and AC after burning three feats.

As an above poster mentioned, the only thing I can think of that aproximates this in 3.5 D&D is the Dueliest PrC... which is very 'Meh' to say the least.
Elrabin

02-01-08, 01:28 PM
Well the player in question actually does sword-based martial arts as his other hobby (I don't know what it's called), and has trained with a single sword and with a two-handed sword. He finds two weapons to be distracting and a two-handed sword too limiting on his maneuverability. Since he prefers to use one single-handed sword in real life because it doesn't limit his movement as much and can make quicker strikes than with a two-hander, he was just wanting that to be represented in the game world.

A fencer has advantages over a two-weapon fighter, so it's not entirely true to say that one single-handed weapon and no shield is a completely sub-optimal choice.

Anyway, he doesn't necessarily want damage, he was the one that recommended that I allow him to take those duelist feats from KOTOR. So here would be the feats I would open up for him.

Duelist [General]
Prereq: BAB +1
Effect: You gain +1 to Attack and +1 to your AC while weilding a single one-handed weapon and nothing in your off-hand.

Improved Duelist [General]
Prereq: BAB +6, Duelist
Effect: You gain an additional +1 to Attack and +1 to AC while wielding a single one-handed weapon and nothing in your off-hand. This stacks with the bonuses from Duelist (for a total of +2 to Attack and AC).

Advanced Duelist [General]
Prereq: BAB +11, Improved Duelist
Effect: You gain an additional +1 to Attack and +1 to AC while wielding a single one-handed weapon and nothing in your off-hand. This stacks with the bonuses from Duelist and Improved Duelist (for a total of +3 to Attack and AC).
BruceLeeroy

02-01-08, 03:30 PM
Those feats are very meh.
Character

02-01-08, 03:57 PM
Might I suggest a bonus to bluff checks involving feinting for either the second and/or third feat in the chain. Also a bonus to balance checks while in combat. Something along the lines of a tactical feat with optional tricks would also be nice. Maybe getting up from prone could be improved without the burden of something else in your off hand. Just some ideas. Simply getting +1 to AC and To Hit rolls is a bit dull after the first feat in the chain.
ZiggZagg

02-01-08, 04:19 PM
I have a character right now, using a shortsword and the Shadowblade feat, and my damage is somewhat decent right now and I don't have anything in my off hand. I am a swordsage and I just make good use of the strikes, by combining the right boosts and strikes like Burning Blade and Claw at the moon and such. You just have to be creative and look for the right opportunities, which is what being a swordsman is all about
Shadowhowler

02-01-08, 11:20 PM
Well the player in question actually does sword-based martial arts as his other hobby (I don't know what it's called), and has trained with a single sword and with a two-handed sword. He finds two weapons to be distracting and a two-handed sword too limiting on his maneuverability. Since he prefers to use one single-handed sword in real life because it doesn't limit his movement as much and can make quicker strikes than with a two-hander, he was just wanting that to be represented in the game world.

Be careful with this.

I have Martial Arts and Fencing experince myself. However, the level of knowledge my hobby interist in these skills gives me would pale in comparasion to what even a level 1 Fighter in D&D would have. Your talking about a gameworld where such a character deals with weapon combat day in, day out, as a means of survival... and fights constantly, against varried opponents.

To often I see people with some passing knowledge of a combat form think that this means they are some sort of expert on how these things should be handled in the D&D world. More often then not, such a person is vastly overestemating the width and bredth of their knowledge.

Also... while practical hands on knowledge of weapons is useful to add realism to a game... a working knowledge and experince with the game in qustion is also usefull, as is some historical knowledge of melee combat to put it into perspective. NOBODY alive today has as good an understanding of the ins and outs of armed melee combat as your average adventures would.

Lastly, not everyone WANTS realism in their games. D&D is certainly NOT designed with realism in mind. Of the RPG's I play, it is one of if not the least realistic in it's combat system. Thats fine... it's about having fun, high fantasy... and the system is based more around user function and play balance then realistic depiction of melee combat. I like to add realism to my games... but a lot of people don't.



A fencer has advantages over a two-weapon fighter, so it's not entirely true to say that one single-handed weapon and no shield is a completely sub-optimal choice.



Modern day sport fencing is done with a single weapon. Historicly, however, in REAL gentelmenly combat, fencer's used a off hand dagger more often then not. So it's fair to say that those that used fencing as a real combat form prefered two weapons... which says somthing about which style is more effective.
mplindustries

02-02-08, 12:19 AM
Duelist [General]
Prereq: BAB +1
Effect: You gain +1 to Attack and +1 to your AC while weilding a single one-handed weapon and nothing in your off-hand.

Improved Duelist [General]
Prereq: BAB +6, Duelist
Effect: You gain an additional +1 to Attack and +1 to AC while wielding a single one-handed weapon and nothing in your off-hand. This stacks with the bonuses from Duelist (for a total of +2 to Attack and AC).

Advanced Duelist [General]
Prereq: BAB +11, Improved Duelist
Effect: You gain an additional +1 to Attack and +1 to AC while wielding a single one-handed weapon and nothing in your off-hand. This stacks with the bonuses from Duelist and Improved Duelist (for a total of +3 to Attack and AC).

Ooh, those are not just weak, they're boring. That would make using a single weapon feel tedious, as if you had to take all three.

Guy#1: What are you doing with your character?
Guy#2: I want to dual-wield, so three of my feats are taken. Its hard to fit anything else in. Stupid TWF line. How about you?
Guy#1: I'm going to use a single one-hander, so three of my feats are taken, too. Stupid Duelist line.
Guy#3: Suckers. All I need is power attack to use a two-handed weapon. And hey, if I want to out AC both you, I can pick up Improved Buckler Use. That leaves with me with only fun feats to take now.
Guy#2: Yeah, well, when I hit with a fistful of Sneak Attack on every swing, you'll see it was well worth it.
Guy#1: I'm going to go cry over here now.

It still gives no mechanical benefit, except now you've made three feats that are going to feel like dead weight by the end. Good feats need to be scaleable. I created some stuff a while back for a culture whose warfare centered around the Keris (http://en.wikipedia.org/wiki/Kris).

I know the Keris itself won't help you, but the feats, if reworded slightly (since most also require the single weapon to be light), most certainly would.

Keris
Exotic, Light or One-handed*
Damage: 1d6
Critical: x4 or 18-20/x2
Weight: 2 lbs.
Type: Piercing or Slashing
Special: +2 to Disarm. A Keris cannot be effectively wielded in two hands.
Description: A short asymmetrical blade with a strong point and a pistol-style grip that may be curved, serrated, and/or “wavy.” It can count as either a light or one-handed weapon depending on which is more beneficial for the circumstances. Thus, for example, a Keris can be used with weapon finesse and power attack equally well, is useable during a grapple, and suffers no penalty for being light when making a disarm attempt.

[Culture] Adept
Prerequisite: [Culture], Flurry of Blows or Decisive Strike class feature
Benefit: You gain proficiency in the Keris, and may treat it as a "special monk weapon."
Special: A [Culture] monk may take this as their 1st, 2nd, or 6th level bonus feat.

Flashing Blade Dance
Prerequisites: [Culture], +6 BAB, Weapon Focus: Any Light Weapon
Benefit: As long as you wield only a single light weapon for which you have taken weapon focus, you gain a (cumulative) +1 dodge bonus to AC for each attack roll you make until the beginning of your next turn.
Special: For the purposes of this feat, a weapon that does not require a free hand (such as an unarmed strike, natural attack, armor spikes, etc.) is not considered "wielded" as long as you do not use it to attack. If you attack with a second weapon of any kind, your dodge bonus is lost for the current turn.

Keris Duelist
Prerequisites: [Culture], +3 BAB, Weapon Finesse, Weapon Focus: Keris
Benefit: When striking a foe denied his dexterity bonus to armor class, you may add your dexterity bonus to attack and damage rolls, as long as you wield only a single keris.
Special: You may not add your dexterity bonus to your attack rolls twice (ie once from Weapon Finesse and once from this feat). However, through this feat, you may add both your strength and dexterity bonuses to attack rolls.
Special: For the purposes of this feat, a weapon that does not require a free hand (such as an unarmed strike, natural attack, armor spikes, etc.) is not considered "wielded" as long as you do not use it to attack. If you use this feat to add your dexterity bonus to hit and damage rolls, you may not use any other weapon to threaten spaces or make attack rolls until your next turn.

“Miraculous Secret of the One”
Prerequisites: [Culture], Keris Duelist, +6 BAB
Benefit: You may add your wisdom modifier to damage rolls when wielding only a single keris.
Special: For the purposes of this feat, a weapon that does not require a free hand (such as an unarmed strike, natural attack, armor spikes, etc.) is not considered "wielded" as long as you do not use it to attack. If you use this feat to add your wisdom bonus to damage rolls, you may not use any other weapon to threaten spaces or make attack rolls until your next turn.

Nomad’s Flourish
Prerequisites: [Culture], +1 BAB, Sleight of Hand 4 ranks
Benefit: You may make an attack roll instead of a Bluff check to feint in combat. If you wield only a single light weapon, you receive a +2 bonus to feint checks, and you may feint as either a move or attack action, rather than a standard action.
Special: If you also have the Improved Feint feat, you may also feint as a swift action, as long as you wield only a single light weapon. When using this feat, feint checks count as attack rolls for the purposes of Flashing Blade Dance.
Special: For the purposes of this feat, a weapon that does not require a free hand (such as an unarmed strike, natural attack, armor spikes, etc.) is not considered "wielded" as long as you do not use it to attack. If you use this feat to gain a +2 bonus to feint checks or to feint as a swift, move, or attack action, you may not use any other weapon to threaten spaces or make attack rolls until your next turn.
1 ton ghost

02-02-08, 12:56 PM
Be careful with this.

I have Martial Arts and Fencing experince myself. However, the level of knowledge my hobby interist in these skills gives me would pale in comparasion to what even a level 1 Fighter in D&D would have. Your talking about a gameworld where such a character deals with weapon combat day in, day out, as a means of survival... and fights constantly, against varried opponents.
good point. there is a difference between a hobby and a vocation in terms of conviction, adaptability, and ability to learn.

To often I see people with some passing knowledge of a combat form think that this means they are some sort of expert on how these things should be handled in the D&D world. More often then not, such a person is vastly overestemating the width and bredth of their knowledge.

understandable. i fence and took kendo formal training, did/do well I guess, no state champ or anything. this was long indoctrination, theory, practice, etc. very regimented. however, my bro and i went target shooting w/ my father all the time in informal streaks, nothing formal there. just weekends on a farm, nothing major, occaisionally go hunting, etc. we learned and got better simply by "using", not by taking classes or anything.

i am arguably a better shot w/ most small arms than i am a fencer despite the extensive training and sparring. weird i know, but it happens.

and your last portion; yeah, ego plays a big part given the anonymity of the web here. seems like everyone that bought a katana at a Renn Fair and posts here thinks they're the next Zatoichi or some sh-t. i own one, a modest one (a gift from an ex), but am ONLY proficient in it's bamboo equivalent, not bisecting samurais or coworkers w/ the real one. granted, i have some familiarity w/ it's non-lethal equivalent, but i'm just not sure how i would measure up in a real fight. Hell, not sure i'm ready to be killed/kill for that matter...

Also... while practical hands on knowledge of weapons is useful to add realism to a game... a working knowledge and experince with the game in qustion is also usefull, as is some historical knowledge of melee combat to put it into perspective. NOBODY alive today has as good an understanding of the ins and outs of armed melee combat as your average adventures would.
for the most part that's true given the proclivity of firearms useage, but i would not want to test your theory against a SEAL, Spetsnaz, etc. i'm sure there are many martially inclined vocations/arts that are competant if not masterful in direct application of armed (melee) combat.
historically speaking, yeah, some formal education helps in game, but you can see where the game was designed for "ease" not realism. we've found historical knowledge laregly useful for martial tactics and a good POV/understanding of politics, but expressing that as per the written rules in melee combat, it's practically useless.

Modern day sport fencing is done with a single weapon. Historicly, however, in REAL gentelmenly combat, fencer's used a off hand dagger more often then not. So it's fair to say that those that used fencing as a real combat form prefered two weapons... which says somthing about which style is more effective.

there is no such thing as "REAL gentlemanly combat." the Romantic ideal was alive and well, a flowery notion and poetic to the extreme. but, one tends to lose nearly all pretense when another is trying to kill you for honor's sake and so forth. self-preservation trumps pretty much any posturing 100%.
i am familiar w/ main gauche but have not employed them myself when fencing. i'm not sure how often they were used as most historical documentation simply puts, "sir john doe and brad doe fought a gallant duel and 1 was the victor." they exist which is evidence to their use, i'm just not sure how often is all.
Shadowhowler

02-03-08, 02:54 AM
for the most part that's true given the proclivity of firearms useage, but i would not want to test your theory against a SEAL, Spetsnaz, etc. i'm sure there are many martially inclined vocations/arts that are competant if not masterful in direct application of armed (melee) combat.

I'd still feel comfortable with my assertion being apllied to any morden day special forces type. SEAL's, for example, have excelent training in melee combat, mostly with knife and club style weapons... but they are also trained in MANY weapons, as well as many other skills. Also, a SEAL only goes into combat now and again... and melee combat even less. A melee-centric adventurer (Fighter, WarBlade, Barbarian, whatever) in a D&D setting LIVES by the sword. Trains constantly, fights often and against opponents that do not even exist in our world to draw comparasions to. Thus, the assumed level of skill for such a character... an adventure who makes their very living seeking out monster to fight with weapons... is far beyond what anyone in modern day reality could even presume to posess, and I'd even say beyond what historic melee fighters could posess, since the whole 'Adventure' template and the monster they face have never really existed.


historically speaking, yeah, some formal education helps in game, but you can see where the game was designed for "ease" not realism. we've found historical knowledge laregly useful for martial tactics and a good POV/understanding of politics, but expressing that as per the written rules in melee combat, it's practically useless.


As I stated in my post, D&D is about the LEAST realisim concerned game I have played, and the most diffcult to add a sense of realism to. What I shoot for in D&D is a sense of internal logic. I allow the Game world to create the 'rules of reality'... and I try to apply comon sense to those rules and their aplication. Some players just accept that D&D and realism do not belong in the same sentence... and some try to add TOO much realism to their games, thsu breaking down the system as writen in ways they may not even understand... until it's too late.


there is no such thing as "REAL gentlemanly combat." the Romantic ideal was alive and well, a flowery notion and poetic to the extreme. but, one tends to lose nearly all pretense when another is trying to kill you for honor's sake and so forth. self-preservation trumps pretty much any posturing 100%.
i am familiar w/ main gauche but have not employed them myself when fencing. i'm not sure how often they were used as most historical documentation simply puts, "sir john doe and brad doe fought a gallant duel and 1 was the victor." they exist which is evidence to their use, i'm just not sure how often is all.


The 'real gentlemanly combat' idea is all a matter of perspective. The point is that Rapier's and Fencing was an urban form of combat, not a style of warfare. On the battlefield... weapons suited for war were used. Fencing was developed as a way for 'Gentleman' (In this case meaning slightly aristocratic people of some means) to settle disputes... and a culture of 'honor' was formed around this fighting style.

As for you not employing a main gauche while fencing, I'm not surprised. Thatw as my point. Modern day sport fencing has very little in comon with how it was likely practiced in the days when one could legal chalenge another to a duel to the death... and such practices were routinly carried out. I'm *NOT* by any means a history expert, but I have some passing intrest in this subject, and it's my understanding that more often then not, one would fight with the main gauche or some form of off hand dagger.

At any rate... there is little reason to assume that fighting with nothing in the off hand would be a better option then having a weapon in the off hand. At the very least... you could just not use the dagger in your off hand and have the same effect as fighting with just one weapon. However... as has been famously said about the gun sometimes... 'It's better to have it and not need it then need it and not have it.'
mplindustries

02-03-08, 04:55 AM
SEAL's, for example, have excelent training in melee combat, mostly with knife and club style weapons

HA! SEALS train with clubs! Anyway, enough immature laughs.

D&D is not realistic. Everyone knows that. I actually had a very long post very similar to these typed up and ready to go, but then I saw the actual feats and thought he wouldn't actually look at my suggestions if I made fun of his justifications for a few paragraphs.

I also propose that everyone involved with roleplaying knows at least a little be about historical combat and weapons, and its not all that impressive to rattle off facts about "duels were really like this" or "greatswords were really used like that" and whatnot. There is no best sword. Lets leave it at that.

Also, compliment me on my feats. I mean come on, the whole point of posting is so that other people think you're cool.
Prime32

02-03-08, 09:09 AM
There was a thread before where it was suggested that single-wielding lets you add 1.5x your Dex modifier with Weapon Finesse. As for AC bonuses, they work best if you use the "armour as damage reduction" (http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm) rules.
Cartigan

02-03-08, 09:14 AM
Well he's going to be a Warblade from Book of Nine Swords, so I guess I'll just steal the duelist feats from KOTOR and allow him to take those instead. Maybe I'll make up a few more.
Why? The whole of Tome of Battle is powerful enough. He doesn't need you to hold his hand to make it so he isn't supposedly weakened by his idiotic choice of combat.
Shadowhowler

02-04-08, 04:54 AM
HA! SEALS train with clubs! Anyway, enough immature laughs.




Heh... that IS somewhat funny. :D
MagusBlack

02-06-08, 07:42 PM
Well for Defense:
Dodge, Mobility and Mighy Are Fallen
Single Sword Style

If he's not afraid of being surounded then Circle Student and Circle Master...both which improve your AC and Attack rolls, though it works for any melee weapon style.

Combat Expertise, Improved Combat Expertise and Riptose for improved AC and free counter-attack.

I'm sure someones got more.
Legdiwena

02-06-08, 08:00 PM
What is Mighty Are Fallen?
Optimator

02-07-08, 05:50 PM
Sounds third-partyish.
mplindustries

02-07-08, 06:51 PM
Mighty are Fallen is from Dragon #309

Its pretty weak. I'd recommend Elusive Target over this one.
MagusBlack

02-10-08, 01:09 AM
Its not really all that bad considering how often you people use Power Attack. A +4 to AC when someone uses Power Attack is nice because they lose accuracy in leaps and bounds.

Even just one point to PA activates it, and in doing so increases your AC, effectivly, by 5 (one for his lose of BAB and 4 by use of this feat.)


Elusive Target only works on 1 target so it wont help you if your fighting more than one foe...on the other hand combineing the two is an effective tatic indeed.:D

Mighty Are Fallen and Elusive Target: Negates benfit of power attack with penalties still active and improves AC by 4. Now that is nice even if its only against one person.
sblaxman

02-11-08, 01:30 PM
Meh, a lot of the posts here are too focused on the character not being "powerful" enough... if he wants to have an einhand fighter, let him. I would agree that you need to give him some better feats than +1/+1 per feat.... maybe something along the lines of the x1.5 dex to attack if he's a fencer style character.

One option would be to make a PrC with him that is based on one hand fighting styles, that way you can build the abilities as bonus feats. I'm not a fan of most of the PrCs, so I usually just work with players to build ones more focused on their imaging of their character.

Maybe something like
+1/+1 at level 1, 4, 7, 10
+1 AC when fighting a single opponent at 3/6/9
etc... look at dualist, find where it stinks and just make it better if you want. If the books are no good, fix em

Who cares if it isn't "optimal"... if he wants to go that way let him and have fun with it.
heretic888

02-11-08, 04:23 PM
I have a player who is interested primarily in using a single one-handed weapon to attack with. However, he does not want to be burdened by a shield. He asked me yesterday whether there were any feats similar to Duelist in Star Wars: KOTOR. The duelist chain provided attack bonuses and damage bonuses for using a single one-handed sword.

Are there any feats that anyone can point me to that would be good choices for a character of this sort?

Hi Elrabin,

Yes. Martial Study from Tome of Battle.

Your player's character will learn a powerful 1/encounter ability, as well as possibly picking up a new permanent class skill (such as Hide, Tumble, or Concentration).

Pretty much any maneuver with "Initiation Action: 1 standard action" in its entry will kick ass for one-hander warriors.

Laterz.
Tectorman

02-29-08, 02:00 PM
On the Duelist feat(s) from KOTOR, they are in a system where you get bonus feats based on your class and your class usually would give you more feats than what we in D&D would normally get.

My suggestion: make it one feat that improves with level.

Duelist [General]
Prereq: BAB +1
Effect: You gain +1 to Attack and +1 to your AC while weilding a single one-handed weapon and nothing in your off-hand.
Special: When your BAB reaches +6, your bonus to Attack and AC while weilding a single one-handed weapon and nothing in your off-hand increase to +2. The bonus increases to +3 once your BAB reaches +11.
Krusk

02-29-08, 02:38 PM
People seem to think that a feat i made a bit ago is half-decent. My players occasionally take it when it fits their concept, but i dont have everyone deciding this is their concept now suddenly.

http://forums.gleemax.com/showthread.php?p=14314112#post14314112

is the link to the thread it is in.
ultimate_tracker

02-29-08, 10:52 PM
i was think when i was reading these post that maybe you could make a feat thats vice versa of combat expertise, -ac for attack bonus, basically you find an opening in the openents defense but you know that going for the fit will leave you open.