Author Topic: Revised combat rules & feats  (Read 64465 times)

Offline RobbyPants

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Revised combat rules & feats
« on: November 30, 2011, 02:03:49 PM »
Note: These rules are meant to be used in combination with my other house rules.



General Rules

Charging:
Charging at an opponent is a full-round action. You must move at least 10 feet to charge, and you may move up to double your base land speed. You make a single melee attack at the end of your movement against the opponent. You gain a +2 bonus to your attack roll and suffer a -2 penalty to AC until the beginning of your next turn.
   Your movement must be in a straight line and must end in a square where you threaten your target. You cannot charge over difficult terrain, although you can jump over any obstacles with a successful Jump check.

Death and Dying:
When you are below zero hit points, you are considered dying, except that you don't necessarily die at -10 hit points. You can survive until the number of hit points you are below zero exceeds your Constitution score or one quarter of your maximum hit points, whichever is greater.

Death from Massive Damage:
Remove this rule.

Feint:
You may make a feint attempt against an opponent as a move action by rolling a Bluff check. This is opposed by your opponent's Sense Motive check plus their Base Attack Bonus. If your check is successful, your opponent is denied their Dexterity bonus to Armor Class against your next melee attack, provided you attack them this round.

Grapple:
You may grapple creatures more than two sizes larger than you, although you must still beat their grapple check as normal.

Iterative Attacks:
All iterative attacks are made at a -5 penalty from your Base Attack Bonus (not cumulative). So, a full attack by someone with a Base Attack Bonus of 16 would be +16/+11/+11/+11 instead of +16/+11/+6/+1.

Overrun:
Use the pre-errata version in the PHB (you can overrun as part of a charge).

Pounce:
A creature with pounce may attack once with every weapon it is wielding at the end of a charge. A weapon only counts as "wielded" if it is ready to be used as soon as the creature begins attacking. So, while all natural weapons are considered wielded, attacking with a sword then dropping the sword as a free action to attack with the gauntlet on the same hand would not make the gauntlet count as "wielded" for that instance of pounce. This does mean that a character wielding a sword in each hand could attack with each sword, though.

Shields:
A character gains the following benefits while wielding a shield (animated shields do not grant these benefits):
  • The character adds their shield bonus to their touch AC, and on checks to resist grapples, bull rushes, disarms, and trips.
  • A heavy or tower shield grants the shield bonus as a bonus to Reflex saves against spells and effects that deal half damage on a successful save. If the save is successful, the character suffers no damage (similar to Evasion, but without the armor restriction).
  • A character wielding a tower shield takes only half damage on a failed Reflex save against a spell or effect that offers half damage on a failed save (similar to Improved Evasion, but without the armor restriction).
  • A character using a tower shield may designate one opponent during their turn. They are considered to have total cover against all ranged attacks and spells from their designated opponent and they cannot attack their opponent with ranged weapons this turn. This has no effect if the character and their designated opponent are in melee combat with each other. It is possible for the designated opponent to affect the character with an area of effect spell, but not a targeted spell.

Two Weapon Fighting:
A character fighting with two weapons may either split their attacks between these weapons however they choose at no penalty. So, a character with a battle axe and light mace with a Base Attack Bonus of +6 could make two attacks with either weapon or one with each.
   Alternately, the character may make a full attack with their main weapon and gain an extra attack with their off-hand weapon, but all of their attacks suffer a -2 penalty to hit. If their off-hand weapon is not light, the attack penalty increases by two on their off-hand weapon, to -4.


Feat Abilities

All players effectively start with the following feats as bonus feats, even if they don’t meet the prerequisites.

Combat Expertise:
You may take a penalty on all of your melee attack rolls until the start of your next turn. During this time, you gain a Dodge bonus to AC equal to the penalty you took to attack rolls. You cannot take a greater penalty than your Base Attack Bonus. If you are also using Power Attack (see below), your combined attack penalty cannot exceed your Base Attack Bonus.

Power Attack:
You may take a penalty on all of your melee attack rolls until the start of your next turn. During this time, you deal extra damage with you melee attacks:
  • Light weapon: +1 point per attack penalty.
  • One-handed weapon: +2 points per attack penalty.
  • Two-handed weapon: +3 points per attack penalty.
You cannot take a greater penalty than your Base Attack Bonus. If you are also using Combat Expertise, your combined attack penalty cannot exceed your Base Attack Bonus. You cannot Power Attack with a weapon while using Weapon Finesse (see below).

Weapon Finesse:
You may use your Dexterity modifier in place of your Strength modifier when making a melee attack with a light weapon or finesseable weapon (like a rapier or spiked chain). You cannot use Weapon Finesse while Power Attacking with a weapon.
« Last Edit: September 06, 2017, 08:03:34 AM by RobbyPants »
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Offline RobbyPants

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Re: Revised combat rules & feats
« Reply #1 on: November 30, 2011, 02:04:06 PM »
Modified Feats

Arcane Strike [General]
Prerequisite: Base Attack Bonus +1, able to cast 1st level arcane spells.
Benefit: As a swift action, you channel arcane energy into your weapons self by expending an arcane spell slot. Until the end of your turn, all of your melee attacks made with a weapon, natural weapon, or unarmed strike gain a +1 bonus to the attack roll per level of the spell slot and deal an extra 1d4 points of damage per level of the spell slot. This extra damage is untyped and overcomes damage reduction.
   In addition, if you cast an arcane spell, you may spend a swift action to make a single melee attack.

Battle Caster [General]
Prerequisite: Light Armor Proficiency, ability to cast arcane spells
Benefit: You do not suffer arcane spell failure when wearing any armor with which you are proficient. If you are proficient with shields, you must still have a free hand for somatic gestures, like normal, but the shield does not provide an arcane spell failure penalty.

Blind-Fight  [General]
Benefit: You gain blindsight to a radius of five feet. Your blindsight (either from this feat or another source) increases by five feet per five points of your Base Attack Bonus (round down).
Special: A fighter may select this feat as one of his fighter bonus feats.

Brutal Throw [General]
Prerequisite: Strength 13+.
Benefit: When throwing a weapon, you may add your Strength modifier to the attack roll instead of your Dexterity modifier. The range increment for all of your thrown weapons doubles when you do so.
   In addition, you may Power Attack with a thrown weapon, treating it as a one-handed weapon for purposes of calculating the bonus damage. You may also throw a weapon at the end of a charge, and you gain all of the modifiers associated with a charge on this attack. You must throw the weapon along the same line that you charged.
Special: A fighter may select this feat as one of his fighter bonus feats.

Cleave [General]
Prerequisite: Strength 13+
Benefit: When using a one-handed or two-handed melee weapon, you may use it to attack two adjacent targets within your reach for each attack you make. Roll a single attack roll and use it to resolve each attack. You cannot use this ability if you are using Weapon Finesse to attack with the weapon using your Dexterity modifier instead of your Strength modifier.
   You may use this ability with martial strikes or other abilities that trigger on a melee attack as a standard action, but only the first target is affected. The second target only takes damage from a normal melee attack.
Special: A fighter may select this feat as a bonus feat.

Close Quarters Fighting [General]
You are skilled at fighting with weapons up close and personal.
Benefit: You may make grapple attacks without provoking an attack of opportunity. This ability only functions i you are wielding a light weapon, a natural weapon, or have Improved Unarmed Strike and have a free hand (or other appropriate limb for grappling). If you successfully grab your opponent and win the opposed grapple check, you may attack your opponent with your light weapon (or natural weapon or Improved Unarmed Strike) as a free action. You do not suffer the normal -4 penalty for using such weapons while grappled.
  In addition, if you initiate a grapple, you do not suffer any of the penalties for grappling. For example, you retain your Dexterity bonus to Armor Class and may make attacks of opportunity. You lose this benefit if your opponent succeeds on grappling you on their own turn.
Special: A fighter may select this feat as a bonus feat.

Combat Casting [General]
Remove this feat, and treat any prerequisites of it as Skill Focus (Concentration), instead.

Diehard [General]
Prerequisite: Endurance, Constitution 13+.
Benefit: When you are reduced below zero hit points and have enough that you have not died (see Death and Dying), you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you are instead considered staggered, rather than dying.
   While you are below zero hit points, you gain fast healing, healing a number of hit points equal to your hit dice each round. This lasts until you have at least one hit point, at which point, you are no longer staggered (unless some other condition is rendering you staggered). 

Dirty Fighting [General]
You Know how to pull underhanded tricks in combat.
Prerequisite: Bluff 4 Ranks.
Benefit: As a move action, you may make a feint attempt against an opponent up to 30 feet away. If you succeed, the target is considered to be flat-footed until the beginning of your next turn. If you have the Improved Feint feat, this ability may be used as a swift action.
  If you are grappled, you may make an attack with a light weapon, natural attack, or unarmed strike as a standard action. If the attack succeeds and deals damage, your opponent must succeed at a Fortitude save (DC 10 + ½ your Hit Dice + the modifier of the ability used to make the attack roll). If he fails the save, you are released from the grapple (and may exit to any open adjacent square, if any) and he is nauseated until the beginning of your next turn.
Special: A fighter may select this feat as a bonus feat.

Dodge [General]
Prerequisite: Dexterity 13+.
Benefit: You gain a +1 Dodge bonus to AC.
   As an immediate action, you may attempt to dodge a single attack that targets you. That attack has a 20% chance to miss you, regardless of the attack roll.
Special: A fighter may select this as a bonus feat.

Einhander [General]
You are skilled at fighting with a weapon in one hand while keeping the other one free.
Prerequisite: Dexterity 13+.
Benefit: When you are wielding a light or one-handed weapon in one hand and have no weapon or shield in the other hand, you may increase your melee reach by 5 feet during your turn. In addition, the critical multiplier of your weapon increases by one. So, a long sword would increase from 19-20/x2 to 19-20/x3, and a battle axe would increase from 20/x3 to 20/x4.
  If you make an attack when you are wielding a light or one-handed weapon in one hand and have no weapon or shield in the other hand, you may take an additional five-foot step this round as a swift action.
  You may also draw or stow any item that could normally be drawn or stowed as a move action with a swift action instead.
Special: A fighter may select this feat as a bonus feat.

Endurance [General]
Prerequisite: Constitution 13+.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
   You are immune to fatigue. Any effect that would normally cause you to become exhausted makes you fatigued instead (you are not immune to fatigue that would normally be exhaustion). Becoming fatigued multiple times does not make you exhausted.
   You can go twice as long as normal before you suffer the effects of starvation, thirst, or suffocation.

Far Shot [General]
Prerequisite: Dexterity 13+.
Benefit: The range increments of all of your ranged weapons increases by 50%.
   Any special attack ability you have that only normally functions within 30 feet (such as Sneak Attack) functions out to an additional 30 feet instead.
Special: A fighter may select this as a bonus feat.

Great Cleave [General]
Prerequisite: Cleave, Strength 13+, Base Attack Bonus +3
Benefit: When using a one-handed or two-handed melee weapon, you may opt to attack everyone within a 90-degree arc of yourself with a range equal to the reach of your weapon. Everyone in the area that you choose takes damage for a normal melee attack plus your Base Attack Bonus. If they succeed at a Reflex save (DC 10 + 1/2 your level + your Strength modifier), they take half damage.
  If you have the ability to make a melee attack as a standard action that has additional affects on the target (such as a martial strike, or a feat like Hamstring or Head Shot), you may use Great Cleave as a standard action. One target in the area is affected by the effect and everyone else takes damage as normal.
  You do not gain the benefits of anything that modifies your attack roll, such as Power Attack, Combat Expertise, or charging. You may not use this ability to initiate a strike.
Special: A fighter may select this feat as a bonus feat.

Great Fortitude [General]
Benefit: You gain a +2 bonus on Fortitude saves and no longer fail Fortitude saves on a natural one. In addition, you gain a 25% fortification ability (you ignore the extra damage from a sneak attack or critical hit 25% of the time). This stacks with any other form of fortification you may have, to a maximum of 100%.

Improved Shield Bash [General]
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still gain all of the defensive benefits of your shield.
   As a standard action or as the attack at the end of a charge, you may make a single powerful shield bash attack against your target. You add 1 1/2 times your Strength modifier to the damage. In addition, the target must succeed on a Fortitude save (DC 10 + ½ you Hit Dice + your Strength modifier) or be dazed for one round.
Special: A fighter may select this as a bonus feat.

Improved Feint [General]
Benefit: You may make a feint attempt as a swift action. When your Base Attack Bonus is +6 or higher, if your feint check is successful, your opponent is denied their Dexterity bonus to all attacks you make this round.
Normal: Feint attempts are a move action.
Special: A fighter may select this as a bonus fighter feat.

Improved Toughness [General]
Prerequisite: Toughness, Base Fortitude +2.
Benefit: You gain DR 1/-. This improves by one point for every Hit Die you have beyond the first, and replaces the damage reduction you gained from taking Toughness. Your damage reduction increases as you gain Hit Dice after taking this feat. This damage reduction stacks with any other damage reduction you have of the same type.
Special: A fighter may select this as a bonus feat.

Iron Will [General]
Benefit: You gain a +2 bonus on Will saves and no longer fail Will saves on a natural one. In addition, if you fail your save, but only by a margin of five or less, the effect only lasts for one round, assuming the original duration is longer.

Lightning Reflexes [General]
Benefit: You gain a +2 bonus on Reflex saves and no longer fail Reflex saves on a natural one. In addition, as an immediate action, you may take a five-foot step. If this puts you out of the area of an effect, you are not affected. Effects that specifically target you still affect you so long as you are a valid target in your new position. Any new modifiers to your AC or saves (due to cover, range increment increases, etc) apply to your new position.

Mobility [General]
Prerequisite: Dexterity 13+, Dodge.
Benefit: You gain a +4 Dodge bonus to AC against attacks of opportunity.
   You may move through squares occupied by enemies (you provoke attacks of opportunity as normal). You may not bull rush or overrun opponents when you move through them while using this ability.
   You gain a +4 bonus on checks to escape a grapple.
Special: A fighter may select this as a bonus feat.

Monkey Grip [General]
Prerequisite: Strength 13+, Base Attack Bonus +3.
Benefit: You may wield a melee weapon one size larger than normal without any penalty to your attack roll. It is still treated as being the same category (light, one-handed, or two-handed) for all purposes. So, for example: a medium character could still use a large short sword (light) in a grapple.
   A larger-sized two-handed weapon increases your reach by five feet, but does not give you a reach longer than what a creature one size larger would get wielding the same weapon. For example: a medium creature wielding a large greatsword would have a reach of 10 feet (a large creature with the same weapon would have a 10 foot reach) and a medium character with a large glaive would have a 15 foot reach (increasing their normal 10-foot reach by 5 feet, which is less than a large creature's 20-foot reach with the same weapon). A small creature with a medium greatsword would still only have a 5-foot reach (as a medium creature with the same weapon only has a 5-foot reach), but a small creature with a medium glaive would have a 10-foot reach (Adding 5 feet to their normal 5-foot reach while not exceeding a medium creature's 10-foot reach with the same weapon).
Special: A fighter may select this as a bonus feat.

Point Blank Shot [General]
Prerequisite: Dexterity 13+.
Benefit: All ranged attacks you make within 30 feet have a +2 bonus to hit.
   Any ranged attack with a weapon that hits a target within the first range increment gains a competence bonus to damage equal to one plus half your Base Attack Bonus, round down.
Special: A fighter may select this as a bonus feat.

Precise Shot [General]
Prerequisite: Dexterity 13+.
Benefit: You do not suffer the normal -4 penalty for firing into melee.
   You may add your Dexterity modifier to damage rolls when making ranged attacks with weapons. If you do so, you do not add your Strength modifier.
Special: A fighter may select this as a bonus feat.

Rapid Shot [General]
Prerequisite: Dexterity 13+.
Benefit: When making a full attack with ranged weapons, you may make an additional attack at your full Base Attack Bonus, but all of your attacks for this round suffer a -2 penalty to hit.
   When your Base Attack Bonus is +6 or higher, you may make two additional attacks, the first at your full Base Attack Bonus and the second with a -5 penalty, but all of your attacks for this round suffer a -4 penalty to hit.
Special: A fighter may select this as a bonus feat.

Shield Specialization [General]
Prerequisite: Shield proficiency.
Benefit: Your shield bonus to AC increases by +1 for all shields with which you are proficient. Any shield bash attack you make has a +1 competence bonus to the attack roll and a competence bonus to damage equal to ½ your Base Attack Bonus, round down.
   When wielding a tower shield (if you are proficient), you may designate any number of targets to gain total cover against their ranged attacks (see Combat for more rules on tower shields).
Special: A fighter may select this as a bonus feat.

Toughness [General]
Benefit: You gain a number of Hit Points equal to the number of Hit Dice you have. Every time you gain a new Hit Die, you gain an additional Hit Point.
   Also, you gain DR 1/-. This improves by one point per four Hit Dice you have. Your damage reduction increases as you gain Hit Dice after taking this feat. This damage reduction stacks with any other damage reduction you have of the same type.
Special: A fighter may select this as a bonus feat.
   Note that, unlike the original version, you may only take this feat once.

Two Weapon Defense [General]
Prerequisite: Two Weapon Fighting, Dexterity 15+ or Base Attack Bonus +1.
Benefit: When fighting with two weapons, you add a Shield Bonus to your AC equal to 1 plus the number of attacks granted by your Base Attack Bonus (+2 for BAB 0 – 5, +3 for BAB 6 – 10, +4 for BAB 11 – 15, +5 for BAB 16+).
   As an immediate action, you may attempt to parry a melee attack against you. Roll an attack roll with one of your weapons. If it is greater than or equal to the attack roll you are parrying, the opponent’s attack misses. Effectively, this attack roll replaces your AC if it is greater against that one attack. This uses one of your attacks of opportunity for the round.
Special: A fighter may select this as a bonus feat.

Two Weapon Fighting [General]
Prerequisite: Dexterity 15+ or Base Attack Bonus +1.
Benefit: When fighting with two weapons, you may make a full attack with each weapon. Each weapon gets the full number of attacks allocated to you based on your Base Attack Bonus.
   Your penalty for fighting with two weapons is reduced by two. This removes the normal -2 penalty for fighting with two weapons, but you still take a -2 penalty if your off-hand weapon is not light.
Special: A fighter may select this as a bonus feat.

Weapon Focus [General]
Prerequisite: Base Attack Bonus +1.
Benefit: Pick a group of weapons (see Unearthed Arcana) with which you are proficient. You gain a +1 competence bonus on attack rolls with those weapons.
Special: A fighter may select this as a bonus feat.

Weapon Specialization [General]
Prerequisite: Combined Fighter and Warblade level 4+, Weapon Focus with selected group of weapons.
Benefit: Pick a group of weapons (see Unearthed Arcana) that you have selected with the Weapon Focus Feat. You gain a competence bonus to damage equal to half your Base Attack Bonus, round down.
Special: A fighter may select this as a bonus feat.




New Feats

Blinding Attack [General]
Prerequisite: Base Attack Bonus +3.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Fortitude save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be blinded for 1d4 rounds.
  If you make an attack of opportunity that deals damage, your opponent must make a Fortitude save (same DC as above) or suffer a 20% miss chance on all attacks until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.

Bodyguard [General]
Prerequisite: Base Attack Bonus +1.
Benefit: As an immediate action, you may grant your shield bonus to any ally’s AC as well as any other benefits you gain while wielding your shield. You must be wielding a shield to do this and your ally must be within the melee reach of your shield. You lose the benefits of your shield until the beginning of your next turn.
   As an immediate action, you may switch places with any one willing ally within your unarmed melee reach. Any effect you interrupt that targets your ally targets you instead. If your ally is in an area of effect, they still are still in danger unless your original position was out of the area.
   As an immediate action, you may move up to your base land speed to intercept an attack against an ally. You intercept the charge or ranged attacks of an attacker, and you must be able to place yourself directly in the path of the attack or charge. You become the new target of the attack. Using this ability uses your move action on your next turn instead of your swift action.
Special: A fighter may select this as a bonus feat.

Cheap Shot [General]
Prerequisite: Base Attack Bonus +3.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Fortitude save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be nauseated for 1d4 rounds.
  If you make an attack of opportunity that deals damage, your opponent must make a Fortitude save (same DC as above) or be sickened until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.

Disorienting Attack [General]
Prerequisite: Base Attack Bonus +6.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Will save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be confused for 1d4 rounds.
  If you make an attack of opportunity that deals damage, your opponent must make a Will save (same DC as above) or be shaken until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.

Finesse [General]
Prerequisite: Dexterity 13+.
Benefit: You may add you Dexterity modifier to melee damage rolls in place of your Strength modifier when using the Weapon Finesse combat option.
Special: A fighter may select this as a bonus feat.

Hamstring [General]
Prerequisite: Base Attack Bonus +3.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Fortitude save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or have his base speed reduced to five feet for 1d4 rounds.
  If you make an attack of opportunity that deals damage, your opponent must make a Fortitude save (same DC as above) or have his base speed reduced by ten feet (to a minimum of five feet) until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.

Head Shot [General]
Prerequisite: Base Attack Bonus +6.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Fortitude save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be dazed for one rounds.
  If you make an attack of opportunity that deals damage, your opponent must make a Fortitude save (same DC as above) or be staggered until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.

Improved Power Swing [General]
Prerequisite: Improved Bull Rush, Power Swing, Strength 17+, Base Attack Bonus +6.
Benefit: When using the Power Swing feat, if your opponent collides with anyone else during this movement, they each take 1d6 points of non-lethal damage per two points of your Base Attack Bonus plus 1 1/2 times your Strength modifier. Your opponent falls prone and the other creature he collides with must succeed on a Reflex save (DC 10 + ½ your Hit Dice + your Strength modifier) or fall prone as well. A creature with four or more legs or the Stability trait adds a +4 bonus to this saving throw. If the creature rolling the saving throw is larger than the other one, it adds a +4 bonus to its saving throw.
   If your opponent collides with someone, his movement stops in their square.
Special: A fighter may select this as a bonus feat.

Panache [General]
You have style in combat and relish the opportunity to show off.
Prerequisite: Balance 4 Ranks or Tumble 4 ranks.
Benefit: When you make a melee attack while balancing on a surface one-foot wide or less, swinging from a rope (or chandelier or anything similar), or while tumbling, you may deal an extra 1d6 points of damage on each attack this round. This bonus damage increases by 1d6 points for every five points of your Base Attack Bonus.
  While using this ability, if you take a move action to move, you may make a melee attack as a standard action at any point of your movement. You may opt to initiate a strike that has an activation time of a standard action during your movement, instead.
Special: A fighter may select this feat as a bonus feat.

Power Swing [General]
Prerequisite: Improved Bull Rush, Strength 15+, Base Attack Bonus +1.
Benefit: When attacking with a two-handed weapon and using the Power Attack ability, if your attack hits, you may attempt a bull rush against your opponent as a free action. If your strength check beats your opponents, he moves backwards as if you had performed a normal bull rush against him, except that you do not move with him. It is possible to move your opponent more than five feet with this check even though you do not move with him, although this movement does not provoke attacks of opportunity.
You do not have to push your opponent directly away from you. You may direct your opponent up to 90 degrees to the right or left instead, so long as they move in a straight line. You may use this ability to bull rush an opponent more than one size category larger than you. You gain a bonus on your bull rush check equal to the penalty you took with Power Attack.
Special: A fighter may select this as a bonus feat.

Resonating Strike [General]
Prerequisite: Strength 15+, Base Attack Bonus +6.
Benefit: When attacking with a two-handed melee weapon, once per round, you may attempt to stun one of your foes. If your attack is successful and deals damage, your opponent must roll a Fortitude save (DC 10 + ½ your Hit Dice + your Strength modifier) or be slowed for one round and they may not take attacks of opportunity until their next turn.
Special: A fighter may select this as a bonus feat.

Terrifying Strike [General]
Prerequisite: Base Attack Bonus +3, Intimidate 4 Ranks.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Will save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be frightened for 1d4 rounds.
  If you make an attack of opportunity that deals damage, your opponent must make a Will save (same DC as above) or be shaken until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.

Trip Shot [General]
Prerequisite: Base Attack Bonus +1.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Reflex save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or fall prone. He counts as being tripped for purposes of activating abilities like the Improved Trip feat.
  If you make an attack of opportunity that deals damage, your opponent must make a Reflex save (same DC as above) or fall prone and count as tripped (as above).
Special: A fighter may select this as a bonus fighter feat.
« Last Edit: December 27, 2013, 08:14:10 AM by RobbyPants »
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Offline Seerow

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Re: Revised combat rules & feats
« Reply #2 on: November 30, 2011, 02:44:35 PM »
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Dodge [General]
Prerequisite: Dexterity 13+.
Benefit: You gain a +1 Dodge bonus to AC.
   As an immediate action, you may attempt to dodge a single attack that targets you. That attack has a 20% chance to miss you, regardless of the attack roll.
Special: A fighter may select this as a bonus feat.

An immediate action for 20% against one attack is nowhere near worth it. This feat should give 20% against all attacks from the dodge target without having to spend an action, or a much higher chance of dodging the one attack per round.

Offline RobbyPants

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Re: Revised combat rules & feats
« Reply #3 on: November 30, 2011, 03:01:22 PM »
Yeah. Compared to the parry ability, it should probably be closer to 50%. Would that be worth it, in your opinion?
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Offline Seerow

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Re: Revised combat rules & feats
« Reply #4 on: November 30, 2011, 03:13:00 PM »
Yeah. Compared to the parry ability, it should probably be closer to 50%. Would that be worth it, in your opinion?

Two Weapon Defense would still be the better feat. Your attack bonus is probably better than their attack bonus, so you get a better than 50% miss chance, it only takes an opportunity action instead of an immediate action, and TWD gets a flat +2-5 bonus to AC on top of it.

Have dodge give a similar bonus to AC that TWD gets, and make the miss chance also be able to apply to spells (maybe just reflex saves and rays.) You get the extra versatility in what you can use it against in exchange for a somewhat lower dodge rate, and a higher action cost.

Offline Slaughterhouserock

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Re: Revised combat rules & feats
« Reply #5 on: November 30, 2011, 03:35:42 PM »
Greater Two Weapon Fighting [General]
Prerequisite: Improved Two Weapon Fighting, Dexterity 19+ or Base Attack Bonus +6.
Benefit: When making a feint attempt using Improved Two Weapon Fighting, you do not have to forgo you attacks with one of your weapons.
Special: A fighter may select this as a bonus feat.

Improved Two Weapon Fighting [General]
Prerequisite: Two Weapon Fighting, Dexterity 17+ or Base Attack Bonus +3.
Benefit: When fighting with two weapons, you may forego your attacks with one of your weapons to make a special feint attempt as a swift action. Roll either a Bluff check or d20 + your Base Attack Bonus + your Charisma modifier. This is opposed by your opponent’s Spot check, Sense Motive check, or d20 + their Base Attack Bonus + their Wisdom modifier. If your check beats theirs, they are denied their Dexterity bonus to Armor class against all of your attacks from your other weapon until the end of your turn.
Special: A fighter may select this as a bonus feat.

Regarding the bolded bits, if you have both feats, do you deny the opponents' Dex bonus against both weapons, or just one?  As it stands it's unclear whether you deny them their bonus with both, though I assume that is the intention.
« Last Edit: November 30, 2011, 04:28:42 PM by Slaughterhouserock »
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Offline RobbyPants

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Re: Revised combat rules & feats
« Reply #6 on: November 30, 2011, 09:43:17 PM »
Two Weapon Defense would still be the better feat. Your attack bonus is probably better than their attack bonus, so you get a better than 50% miss chance, it only takes an opportunity action instead of an immediate action, and TWD gets a flat +2-5 bonus to AC on top of it.
Actually, it takes both an immediate action and one AoO. It may or may not be necessary. I threw it in there because it's "using a weapon" to block, and possibly for balance reasons (although that part is hard to tell).


Have dodge give a similar bonus to AC that TWD gets, and make the miss chance also be able to apply to spells (maybe just reflex saves and rays.) You get the extra versatility in what you can use it against in exchange for a somewhat lower dodge rate, and a higher action cost.
I think you're right that it needs some sort of increase. +1 per 5 points of BAB might be a good amount.


Regarding the bolded bits, if you have both feats, do you deny the opponents' Dex bonus against both weapons, or just one?  As it stands it's unclear whether you deny them their bonus with both, though I assume that is the intention.
For Greater TWF, it denies them for both. Good catch.
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Offline SneeR

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Re: Revised combat rules & feats
« Reply #7 on: December 01, 2011, 01:30:51 AM »
What if Dodge granted a 5% miss chance per point of BAB? I think fighters deserve to skip a hit every round at 20th level.
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Offline RobbyPants

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Re: Revised combat rules & feats
« Reply #8 on: December 01, 2011, 08:29:19 AM »
What if Dodge granted a 5% miss chance per point of BAB? I think fighters deserve to skip a hit every round at 20th level.
I like the idea at high levels, but it seems really week at low levels. Before BAB+4, it's worse than how it's currently printed, and Seerow made a good point that it's pretty weak as-is. Even adding that to a scaling Dodge bonus, it still seems a bit light at low levels.

Is a flat percentage-based miss chance (constant, no need for activation) too much? It's be better than the Child of Shadow stance (not that that's necessarily the be all and end all of balance).

Another option is to keep the Dodge bonus to AC constant, but have the PC assign the miss chance to one attacker (sort of like 3E's Dodge feat). So, you get a scaling Dodge bonus based on BAB, and a flat 20% miss chance against all attacks from one opponent (which is assigned once per round). Other than the hassle of having to remember to reassign it, I think I like this approach the best. Thoughts?
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Offline SneeR

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Re: Revised combat rules & feats
« Reply #9 on: December 01, 2011, 01:35:16 PM »
I think it should be a flat dodge bonus that increases maybe every 5 BAB. But I think that the immediate action miss chance that scales 5%/BAB really rewards fighters without cash investment. After all, AC becomes less relevant at higher levels.

It more like you want a high AC so your opponent can't power attack for his whole BAB, just some on it. The miss chance would kick in at higher levels and really start to be a lifesaver once per round--definitely extending melee longevity!

Idea:
Dodge bonus of 2+(2 per 5 BAB) spitballing there
and once per round activate immediate miss chance against one attack of 5% per BAB
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Offline Seerow

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Re: Revised combat rules & feats
« Reply #10 on: December 01, 2011, 01:47:22 PM »
What if we approached dodge from a different angle?

Once per round, after seeing the result of an opponents attack, you can choose to make them reroll that attack as a free action. They must take the result of the second roll regardless of whether it is better or worse.



At worst, this becomes a crit mitigation technique at high levels if your AC has become irrelevant (oh crap they crit me, reroll that attack please), and any time your AC is relevant, then it is a pretty decent technique to reduce incoming damage. Probably not as good as the TWD, but making it a free action goes a long way towards making it worthwhile anyway.

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Re: Revised combat rules & feats
« Reply #11 on: December 01, 2011, 01:56:10 PM »
That's a little to meta for my liking.
"Oh, he scored a crit!? Well, dang, I dodge, then!"

I feel that dodge is a very active defense, not something that should be mechanically identical to most luck-based powers...
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Re: Revised combat rules & feats
« Reply #12 on: December 01, 2011, 02:08:37 PM »
Well, the thing I don't like about the re-roll method is both that you get different results depending on how well the guy can hit you (if he hits you on a natural 6 or better, it's only a 25% miss chance) and unless you're using it to stop a crit, you set yourself up to get critted instead (5% of the time). I'd rather it be only a good-or-break-even thing, and not something that might set you up to end up worse.

That being said, how about this:

You gain a Dodge bonus to AC equal to one plus one point per 5 points of BAB. Once per round, as a free action, you may designate an opponent to dodge. All successful attack rolls from that opponent have a 20% chance to miss you until the beginning of your next turn.

(perhaps the wording can be better)
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Offline Seerow

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Re: Revised combat rules & feats
« Reply #13 on: December 01, 2011, 02:10:00 PM »
That's a little to meta for my liking.
"Oh, he scored a crit!? Well, dang, I dodge, then!"

I feel that dodge is a very active defense, not something that should be mechanically identical to most luck-based powers...

Maybe make it so you declare it before they roll, and make it so that they have to roll twice, and take the lowest? It accomplishes more or less the same goal, but proactively rather than reactively.

Personally I see no problem with a reactive defense though.

Offline SneeR

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Re: Revised combat rules & feats
« Reply #14 on: December 01, 2011, 02:14:35 PM »
Robby, that looks...


Those I do have a suggestion. What if there were a feat Greater Dodge that made that miss chance 20% or 5% x BAB, whichever is greater? That way Dodging like crazy becomes a real option with a bit of investment!
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Offline Seerow

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Re: Revised combat rules & feats
« Reply #15 on: December 01, 2011, 02:21:00 PM »
Robby, that looks...


Those I do have a suggestion. What if there were a feat Greater Dodge that made that miss chance 20% or 5% x BAB, whichever is greater? That way Dodging like crazy becomes a real option with a bit of investment!

5x BAB against all attacks from a turn from a given target is a bit over the top. 100% dodge rate against someone, even at level 20, is too much. Especially for 2 feats.

Drop it to 4%xBAB (cap at 80%) and make activating the higher dodge rate require an immediate action (while the 20% is passive and doesn't require an action), and it would be all right.

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Re: Revised combat rules & feats
« Reply #16 on: December 01, 2011, 02:25:38 PM »
Robby, that looks...
Ha! I haven't seen that in forever! He's right up there with the Defenestrator!


Those I do have a suggestion. What if there were a feat Greater Dodge that made that miss chance 20% or 5% x BAB, whichever is greater? That way Dodging like crazy becomes a real option with a bit of investment!
I have mixed feelings on it. Obviously, you wouldn't take it until BAB +5, but whatever. Still, once you get to really high levels, it lets you completely negate one target. Sure, you're looking at characters in the high teens of levels, but it's next to impossible to overcome that sort of resistance.

I'm not sure a greater version is necessary. I know a flat 20% isn't super spectacular, but it's just there to slowly chip away at the damage you'd normally take (20% of it, to be specific).


Side question:
Would it be better to just be a flat 20% miss chance against all opponents with no bonus to AC? That's the sort of thing that doesn't need to scale at all and doesn't require conscious thought to "activate". The downside is the DM is rolling two rolls against that player every attack, but maybe that's no biggie.
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Offline SneeR

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Re: Revised combat rules & feats
« Reply #17 on: December 01, 2011, 02:56:09 PM »
That's really quite powerful...
Perhaps you take an AC penalty while you are in "Dodge Mode?" After all, twisting out of the way of attacks may have counterintuitive effects by leading you into other attacks...

Needs high prereqs if you don't want a mitigating factor.
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Offline Seerow

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Re: Revised combat rules & feats
« Reply #18 on: December 01, 2011, 02:59:57 PM »
That's really quite powerful...
Perhaps you take an AC penalty while you are in "Dodge Mode?" After all, twisting out of the way of attacks may have counterintuitive effects by leading you into other attacks...

Needs high prereqs if you don't want a mitigating factor.

A flat 20% miss chance is basically a level 1 stance, that can already be picked up with a feat. Only you no longer need to move 10 feet every round, so it's a little bit better. Not enough so to be gamebreaking at any level.

My only problem with it is as mentioned the miss chance on every attack means lots of extra die rolling, which can be annoying. Mind you, it's extra die rolling casters already make happen when they get attacked, so it's probably not anything abnormal for most tables, so probably isn't a terrible solution.

Offline RobbyPants

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Re: Revised combat rules & feats
« Reply #19 on: December 01, 2011, 08:58:49 PM »
A flat 20% miss chance is basically a level 1 stance, that can already be picked up with a feat. Only you no longer need to move 10 feet every round, so it's a little bit better. Not enough so to be gamebreaking at any level.

My only problem with it is as mentioned the miss chance on every attack means lots of extra die rolling, which can be annoying. Mind you, it's extra die rolling casters already make happen when they get attacked, so it's probably not anything abnormal for most tables, so probably isn't a terrible solution.
Those were my thoughts the first time I suggested it. You don't take a stance and you don't have to move 10 feet, but you do burn a feat.

My only other suggestion would be a scaling Dodge bonus to AC (1 + 1 per 5 BAB) and a 50% miss chance against one attack roll per round after it hits (possibly an immediate action).
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