gibbo88
2012-03-16, 08:50 PM
Hi all, looking for some feedback on the potential exploitation of the following feat. The idea is that it takes 3 very situational feats and combines them into one, the idea being trying to help the poor sword and board fighter.
Tactical Shielding
- Requires; Shield specialisation (Any)
- When using the shield type with which you have your specialisation you can use each of these combat manouvers once per round.
1. Shield Charge: If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return. (requires BAB +3)
2. Shield Slam: As a full-round action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 your character level+your Str modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. (Requires BAB +6)
3. Stop 'em Dead: When an opponent charges you you can make a special save (1d20 + str + BAB + any size modifiers) vs their attack roll (including the bonus for charging). IF the charger fails they are knocked prone, if the chargee fails the attack is resolved normally. (requires BAB +3)
Tactical Shielding
- Requires; Shield specialisation (Any)
- When using the shield type with which you have your specialisation you can use each of these combat manouvers once per round.
1. Shield Charge: If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return. (requires BAB +3)
2. Shield Slam: As a full-round action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 your character level+your Str modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. (Requires BAB +6)
3. Stop 'em Dead: When an opponent charges you you can make a special save (1d20 + str + BAB + any size modifiers) vs their attack roll (including the bonus for charging). IF the charger fails they are knocked prone, if the chargee fails the attack is resolved normally. (requires BAB +3)