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lunar2
2012-06-21, 12:41 PM
I need a benefit for shield specialization. i wanted the armor focus, shield focus, and weapon focus lines to follow the same general pattern, so i need a shield specialization, but i don't know what to do for it.

Weapon Focus (General, Fighter)
Choose one type of weapon, such as greataxe. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You are especially good at using this weapon. (If you have chosen ray, you are especially good with rays, such as the one produced by the ray of frost spell.)
Prerequisites: Fighter 2, proficiency with weapon
Benefit: you gain a +1 bonus to attack rolls with the selected weapon. Once you reach fighter level 6, you gain an additional +1 to attack rolls with the selected weapon. When you attain fighter level 10, you gain a third +1 to attack rolls with the selected weapon.
Special: you can take this feat multiple times. Its effects do not stack. Each time you gain this feat, choose a different weapon that you are proficient with.
A fighter can take this feat as one of her fighter bonus feats.

Weapon Specialization (General, Fighter)
Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Fighter 4, Weapon Focus with weapon
Benefit: You gain a +2 bonus to damage rolls with the selected weapon. At fighter level 12, you gain an additional +2 to damage, and at fighter level 16, you gain a final +2 to damage with the selected weapon
Special: You can take this feat multiple times. Its effects do not stack, each time you gain this feat, choose a different weapon that you have Weapon Focus for.
A fighter can take this feat as one of her fighter bonus feats.

Improved Critical (General, Fighter)
Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus feat. You threaten critical hits more often with this weapon
Prerequisites: Fighter 8, Weapon Focus with weapon
Benefit: Your critical threat range with the chosen weapon is doubled. At fighter level 18, it is tripled instead. This feat stacks with other effects that increase critical threat range, even if those effects wouldn’t normally stack with others.
Special: You can take this feat multiple times. Its effects do not stack, each time you gain this feat, choose a different weapon that you have Weapon Focus for.
A fighter can take this feat as one of her fighter bonus feats.

Weapon Supremacy (General, Fighter)
Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus, Weapon Specialization, and Improved Critical feats. Your skill with this weapon is unmatched.
Prerequisites: Fighter 14, Weapon focus, Weapon Specialization, and Improved Critical with the selected weapon
Benefit: You gain +2 to attack rolls, +4 to damage rolls, and double the base critical threat range of the selected weapon. At fighter level 20, these bonuses increase to +4 attack, +8 damage, and triple critical threat range. These effects stack with Weapon Focus, Weapon Specialization, and Improved Critical.
Special: You can take this feat multiple times. Its effects do not stack, each time you gain this feat, choose a different weapon that you meet the prerequisites for.
A fighter can take this feat as one of her fighter bonus feats.

Multiple Weapon Fighting (General, Fighter)
You’ve learned to fight with a weapon in each hand.
Prerequisites: Dexterity 13, BAB+1
Benefits: The penalty you take for fighting with two or more weapons is reduced to -4 with all weapons, or -2 if the weapons in your off hands are light weapons. You can make as many attacks with your off hand weapons in an attack or full attack action as you can with your main weapon.
Special: A fighter can take this feat as one of her fighter bonus feats.

Multiple Weapon Defense (General, Fighter)
Your multiple weapon fighting style bolsters your defense as well as your offense.
Prerequisites: Multiple Weapon Fighting, BAB +3, Dexterity 15
Benefit: When wielding 2 or more weapons, and not wielding a shield, you gain a +1 shield bonus to AC. When your BAB reaches 9, this shield bonus increases to +2, and at BAB +15, it increases to +3. In addition, you can apply the average of the enhancement bonuses of all your wielded weapons as an enhancement bonus to this shield bonus (round down). You don’t gain the benefit of this feat if one of your weapons is a shield.
Special: A fighter can take this feat as one of her fighter bonus feats.

Dodge (General, Fighter)
You have nearly supernatural reflexes.
Prerequisites: Dexterity 13, base reflex save +2
Benefit: You gain a +1 dodge bonus to AC. This bonus improves to +2 when you reach BAB +6, and +3 when you reach BAB +12.
You gain a +2 bonus to reflex saves.
Special: A fighter can take this feat as one of her fighter bonus feats.

Mobility (General, Fighter)
You are skilled at dodging past opponents and avoiding blows.
Prerequisites: Dodge, Dexterity 13
Benefit: When you provoke an attack of opportunity by moving, multiply any dodge bonus to your AC by 4.
Special: A fighter can take this feat as one of her fighter bonus feats.

Spring Attack (General, Fighter)
You are trained in fast melee attacks and fancy footwork.
Prerequisites: Dodge, Mobility, Dexterity 13, BAB +4
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender(s) you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. When your BAB reaches 12, you can make an extra attack at your highest BAB -5 as part of a spring attack. When your BAB reaches 18, you can make a second extra attack at BAB -10.
Special: A fighter can take this feat as one of her fighter bonus feats.

Toughness (General, Fighter)
Prerequisites: Base fortitude save +2, Constitution 13
Benefit: You gain 3 bonus hit points, plus 1 additional hit point per HD per point of constitution bonus (minimum +1).
You gain a +2 bonus to fortitude saves.
Special: A fighter can take this feat as one of her fighter bonus feats.

Die Hard (General, Fighter)
You are too stubborn to die.
Prerequisites: Wisdom 13, Endurance, base will save +2
Benefit: You are not considered disabled when you reach 0 hit points or less. You are not considered dying when your hit points are negative. You are not dead until your hit points are equal to or more than your HD x your Wisdom bonus (minimum 1) below 0 or at -10, whichever is less.
You gain a +2 bonus to will saves
Special: A fighter can take this feat as one of her fighter bonus feats.

Armor Focus (General, Fighter)
Choose one type of armor, such as chain shirt, that you are proficient with. You are harder to hit in this armor.
Prerequisites: Fighter 2, proficiency with selected armor
Benefit: The armor bonus of your selected armor increases by +1 when you wear it. At fighter level 6, this increases by +1, and at fighter 10, an additional +1.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you are proficient with.

Armor Specialization (General, Fighter)
Choose one type of armor, such as chain shirt, for which you have already selected the Armor Focus feat. You are more maneuverable in this armor.
Prerequisites: Fighter 4, Armor focus with selected armor
Benefit: Treat the maximum dexterity bonus of the armor you select as 1 higher than it actually is. Additionally, subtract 1 from the armor check penalty of the selected armor. These benefits increase by 1 at fighter level 12, and an additional +1 at fighter level 16.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you have Armor focus for.

Improved Defense (General, Fighter)
Choose one type of armor, such as chain shirt, for which you have already selected the Armor Focus feat. You learn to take blows on the strongest parts of the armor, and you adjust to the weight of the armor.
Prerequisites: Fighter 8, Armor Focus with selected armor
Benefit: while wearing the selected armor, you gain DR 1/-. Treat the armor type as one lighter than it actually is whenever this would be beneficial to you. At fighter 18, the damage reduction increases to 2/-, and you can treat the armor as 2 types lighter (all armor still counts as at least light armor).
The damage reduction from this feat stacks with similar damage reduction from the armor (such as for adamantine armor), as well as permanent damage reduction (such as from a feat or the barbarian class feature), but not temporary damage reduction, such as from a spell or magic item.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you have Armor Focus for.

Armor Supremacy (General, Fighter)
Choose one type of armor, such as chain shirt, for which you have already selected the Armor Focus, Armor Specialization, and Improved Defense feats. Your skill with this armor is unsurpassed.
Prerequisites: Fighter 14, Armor Focus, Armor Specialization, and Improved Defense for the selected armor
Benefit: Treat the armor bonus of the selected armor as 2 higher than it actually is, the maximum dexterity bonus as 2 higher than it actually is, the armor check penalty as 2 lower than it actually is, and increase the DR granted by Improved Defense by 2/-. At fighter level 20, all these benefits are increased to 4. These effects stack with those granted by Armor Focus, Armor Specialization, and Improved Defense.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you meet the prerequisites for.

Weapon Finesse (General, Fighter)
You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.
Prerequisites: BAB +1
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls and damage rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons.

Intuitive Attack (General, Fighter)
You’ve learned to let instinct guide your strikes.
Prerequisites: Base attack bonus +1.
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls and damage rolls.
Special: A fighter may select Intuitive Attack as one of his fighter bonus feats.

Shield Focus (General, Fighter)
Choose one type of shield, such as a light shield. You are better at blocking attacks with the selected shield.
Prerequisites: Fighter 2, proficiency with selected shield
Benefit: The shield bonus you gain from wielding the shield increases by 1 at fighter level 2, 2 at fighter level 6, and 3 at fighter level 10. In addition, you maintain your shield bonus to AC even when you bash with your shield.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you are proficient with. A fighter can select this feat as one of her bonus feats.

Shield Specialization (General, Fighter)
Choose one type of shield, such as light shield, that you have Shield focus for.
Prerequisites: fighter 4, Shield Focus with selected shield.
Benefit:You gain resistance 1 to acid, cold, electricity, fire force, and sonic damage. At fighter level 12, this resistance improves to 2, and at level 16, it improves to 3. This resistance stacks with resistance granted by the shield, or with permanent resistance, such as that granted by levels in the favored soul class, or racial resistance to certain energy types, but not with resistance granted by other items, or from temporary effects such as spells.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you have Shield Focus for. A fighter can select this feat as one of her bonus feats.


Improved Blocking (General, Fighter)
Choose one type of shield, such as light shield, that you have Shield Focus for. You are able to use your shield to deflect attacks, rather than simply block them.
Prerequisites: Fighter 8, Shield focus with selected shield.
Benefit: you can apply ¼ of your shield bonus from the selected shield (round down, minimum 1) as a cover bonus to touch AC and reflex saves. At level 18, the cover bonus increases to ½. You do not gain this benefit if you are flat-footed.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you have shield focus for. A fighter can select this feat as one of her bonus feats.

Shield Supremacy (General, Fighter)
Choose one type of shield, such as light shield, that you have Shield Focus, Shield Specialization, and Improved Blocking for. You are unsurpassed in your skill with the selected shield.
Prerequisites: Fighter 14, Shield Focus, Shield Specialization, and Improved Blocking with selected shield.
Benefit: You gain +2 AC, +2 energy resistance, and you increase the cover bonus that improved blocking grants by ¼ your shield bonus (round down, minimum 1). At level twenty, these benefits are doubled.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you have Shield focus, Shield Specialization, and Improved Blocking for. A fighter can select this feat as one of her bonus feats.

Craft Masterwork Arms and Armor (Item Creation, Fighter)
You have learned to create weapons, armor, and shields beyond the ability of normal craftsmen.
Prerequisites: BAB +5, Craft (armorsmithing, bowmaking, or weaponsmithing) 8 ranks
Benefit: you can create enhanced versions of normal weapons, armor, and shields. You can add an enhancement bonus to a masterwork weapon as you craft it (but an already crafted item can‘t be improved using this feat). The price of the item is the same as that of an equivalent magic item, but the costs to create are the standard for the craft skill, not magic item creation. Crafting an enhanced masterwork item follows the normal rules for crafting items, but add +5 to the craft DC per point of enhancement bonus. the masterwork component always counts as being worth 300 gp to determine crafting time, no matter what the value actually is. With your DM’s permission, you can add certain special abilities to your weapon, as long as they aren’t inherently magical (Keen or Vorpal may be appropriate, but Flaming Burst would not be). Masterwork enhancement bonuses do not stack with magical enhancement bonuses.
Special: A fighter can select this feat as one of her fighter bonus feats.

So, that’s it for now. It’s definitely an improvement from the baseline feats, hopefully enough to get fighter to tier 4.
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Crossbow Sniper (General, Fighter)
Prerequisites: Weapon Focus (hand, heavy, or light crossbow)
Benefit: When wielding a crossbow that you have weapon focus with, you can add ½ your dexterity bonus as a competence bonus on damage rolls out to the first range increment. You can add precision damage such as sneak attack out to the first range increment or 60 ft., whichever is greater.
Normal: you can add precision damage on ranged attacks within 30 ft.
Special: a fighter can select this feat as one of her fighter bonus feats.

Grenadier (General, Fighter)
Benefit: You are an expert with splash weapons, and attacks that function as splash weapons. When you use a splash weapon or similar effect, gain a +1 bonus on attack and damage rolls (including splash damage). This bonus is increased to +2 at level 10. Increase the range increment of splash weapons by 10 ft.
Special: a fighter can select this feat as one of her fighter bonus feats.

Fiery Fist (General, Fighter)
Prerequisites: Wis 13, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: as a swift action, you can expend 1 of your daily uses of stunning fist to wreathe your fists and feet in flames for 1 round. These flames do not harm you or any of your equipment. Your unarmed strikes deal 1d6 extra fire damage per point of wisdom bonus (minimum 1d6).
You gain a number of extra stunning fist uses equal to your wisdom bonus (minimum 1).
Special: a fighter can select this feat as one of her fighter bonus feats. A monk who has stunning fist can take this feat as her second level bonus feat without meeting the other prerequisites.

Fiery Ki Defense (General, Fighter)
Prerequisites: Wis 13, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: as a swift action, you can expend 1 use of your stunning fist to wreath your body in flame for 1 round. This fire does no damage to you or your equipment. Anyone striking you with a non-reach melee weapon takes 1d6 points of fire damage pe point of wisdom bonus (minimum 1d6). You gain extra uses of your stunning fist equal to your wisdom bonus (minimum 1).
Special: A fighter can select this feat as one of her fighter bonus feats. A monk who took stunning fist can select this feat as her second level bonus feat without meeting the other prerequisites.

Ki Blast (General, Fighter)
Prerequisites: Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: As an attack action, you expend a use of your stunning fist to form and throw a ball of pure ki. This is a medium range force effect that deals 3d6 + Wis (x3 crit). If you use your Fiery Fist in the same round that you use this feat, you can add the fire damage to your Ki Blast. You gain extra uses of your stunning fist equal to your wisdom bonus (minimum +1).
Special: a fighter can select this feat as one of her fighter bonus feats. A monk who has stunning fist and fiery fist can select this feat as her 6th level bonus feat even if she doesn’t meet the other prerequisites.

Penetrating Shot (General, Fighter)
Prerequisites: Point Blank Shot, BAB +10
Benefit: When you make a projectile attack, you can take a standard action to release a mighty shot. This shot takes the form of a 60 ft. line. Make a single attack roll, and compare it to the AC of each creature in the line. Each creature hit by the attack roll takes damage from the attack as normal, including extra damage, such as sneak attack, if applicable. Only the first target hit takes damage from substances such as poison.
Special: a fighter can select this feat as one of her fighter bonus feats.

Short Haft (General, Fighter)
Prerequisites: Weapon Focus with a reach weapon besides whip or spiked chain, BAB +3
Benefit: You threaten, and can attack into, spaces adjacent to you when wielding a reach weapon that you have weapon focus with.
Special: a fighter can select this feat as one of her fighter bonus feats

lunar2
2012-07-09, 01:10 PM
Added a benefit for shield specialization. it gives you minor resistance to all forms of energy. and now... MOAR FEATS!

Insightful Strike (General, Fighter)
You have learned to direct your strikes with surgical precision.
Prerequisites: Base attack bonus +1
Benefit: when wielding a piercing weapon, or a knife such as a dagger or kukri, you can use your intelligence modifier instead of your strength modifier for attacks and damage rolls.
Special: A fighter can select this feat as one of her fighter bonus feats.

Mighty Hurl (General, Fighter)
You can throw weapons faster and harder than normal.
Prerequisites: BAB +1
Benefit: When using thrown weapons, slings, or blowguns, you can add your strength modifier instead of your dexterity modifier on attacks and damage rolls.
Special: This feat assumes the use of a house rule that allows ranged weapons to add your dexterity modifier to damage rolls, and thrown weapons to add ½ your strength modifier to damage rolls on top of the regular damage. If you don’t use this house rule, or a similar rule, this feat does not allow you to deal extra damage with ranged attacks. If you do, you deal 1 ½ times your strength modifier with thrown weapons and slings, since you still add the ½ strength bonus damage.
A fighter can select this feat as one of her bonus feats.

Powerful Charge (General, Fighter)
You deal extra damage on a charge
Prerequisites: Medium or larger, Strength 15, BAB +1
Benefit: when Charging, you deal 3 extra points of damage. This bonus increases by 3 for each 5 points of BAB you have (+6 at 5, +9 at 10, +12 at 15, and +15 at 20)
Special: these bonuses apply to dive attacks, and other actions that function as charges. You can only apply this bonus to the first attack made as part of a charge if you have an ability that allows you to make multiple attacks during a single charge.
A fighter can select this feat as one of her bonus feats.

Awesome Blow (General, Fighter)
Your blows can send your opponents flying.
Prerequisites: Str 25, size Large or larger, Improved Bull Rush
Benefit: you can subtract 4 from an attack roll to perform an awesome blow. If you hit a corporeal opponent smaller than yourself, they must make a reflex save (DC equals damage dealt). If they fail the reflex save, they are knocked away and up 5 feet per 10 points of damage dealt (minimum 5 feet). You choose the direction they are knocked in, but they must move in a straight line aand end the movement farther away from you than they started. If the movement causes them to hit an object, they take 1d6 points of damage per 10 feet left of movement (minimum 1d6), and then fall, taking falling damage as appropriate. At the end of the movement, they fall prone.
Special: A fighter can take this feat as one of her fighter bonus feats.

Monkey Grip (General, Fighter)
You can wield bigger weapons than normal.
Prerequisites: Str 13, BAB +1
Benefit: you can wield weapons one size category larger than normal without penalty as the same type of weapon they normally are (light, one handed, or two handed).
Special: a fighter can take this feat as one of her fighter bonus feats.

Oversized Multiple Weapon Fighting (general, Fighter)
Prerequisites: Str 13, Multiple Weapon Fighting
Benefit: You can treat one handed weapons as light weapons for the purpose of two weapon fighting.
Special: A fighter can select this feat as one of her fighter bonus feats.

Multiple Weapon Pounce (General, Fighter)
Prerequisites: Multiple Weapon Fighting, BAB +6
Benefit: When wielding two or more weapons, you can make a full attack at the end of a charge.
Special: A fighter can select this feat as one of her fighter bonus feats.

Multiple Weapon Combat Maneuver (General, Fighter)
Prerequisites: Multiple Weapon Fighting, Improved Trip or Improved Disarm
Benefit: When wielding two or more weapons that grant bonuses to trip or disarm checks, you can add the bonuses from all those weapons to the opposed check to trip or disarm your opponent.
Special: A fighter can select this feat as one of her fighter bonus feats.

Multiple Weapon Rend (General, Fighter)
Prerequisites: Multiple Weapon Fighting, BAB +3
Benefit: when you wield two or more weapons, and hit an opponent with each weapon you wield in a round, you deal extra damage equal to the combined damage of all the weapons you wield. Example: you wield 2 scimitars (1d6+3) and hit a single opponent with each of them. You deal an additional 2d6+6 damage to that opponent.
Special: you can only deal the extra damage to each opponent once per round.
A fighter can select this feat as one of her fighter bonus feats

next time i'll do some ranged combat feats.

Note: a ranger that takes the two weapon fighting combat style gains multiple weapon fighting, then oversized multiple weapon fighting, then either multiple weapon defense or multiple weapon rend.

Yitzi
2012-07-09, 02:55 PM
A number of these, most notably the fighter-only ones, just seem to be scaling feats or collapsing multiple feats into one or both. While that's better than the current method, I prefer having the "scaling" be dependent not on your class level but on how much you're using other feats (i.e. they give a percentage-based boost to other feats.) Still, it's somewhat of a fix, although the numerically-based approach does mean it doesn't help with the "boringness" of the fighter (according to some people anyway).

Spring Attack is nasty at high levels; 3 attacks at full BAB are pretty good even without the mobility advantage.

Toughness is still not that fighter-friendly; he doesn't really need the Fort boost, and the hit points are still only about a 15% boost to his hit points (less if he has more than the minimum CON). The wizards will love it, though, as a mid-level feat.

Die Hard isn't that great for fighters (as they tend not to have high WIS), but the monks and rangers will love it (and clerics and druids go without saying).

The new Weapon Finesse makes STR pretty much irrelevant for certain builds.

Craft Masterwork Arms and Armor is next to useless in most campaigns, due to the slow speed of crafting. Even if you intentionally push the DC up to 50 (which pretty much requires you to be near epic and have a ton of craft-boosting features in order to do it with a take 10), it'll take you a month to craft a simple +1 chain shirt; something actually appropriate for the level you'd need to reach that point would take years.

Insightful Strike probably won't be very useful to fighters, but the rogues will love it.

lunar2
2012-07-10, 12:25 PM
@boring. yeah, except for awesome blow (which most fighters won't have access to, since you need to be large). most of these feats improve existing abilities rather than allow new ones.

weapon finesse, intuitive attack, and insightful strike are build specific (less so for weapon finesse, more so for the other two), but do allow for builds much different than the norm for fighters (the bookworm warrior that takes full advantage of knowledge devotion, for example) especially since these feats are meant to be used with my "fixed" fighter (really just a few extra bonus feats, more class skills, and more skill points). i didn't want to mess with the flavor of the fighter, i just wanted to give it more of what it tries to do. also, they were meant to replace strength entirely. a halfling finesse fighter shouldn't have to worry about his strength score at all, nor should an archer who manages to get caught in melee (idiot that he is).

@scaling bonuses. i didn't want to make the feats too powerful when you get them, but i wanted them to remain relevant at higher levels. several of them do get more powerful even when you first get them, though. improved critical stacking with keen weapons, for example. as for feats combining with other feats, you do get some of that, such as multi weapon rend and multi weapon pounce working well together.

@die hard. true, but i already had toughness to represent physical health, and dodge to represent quick reactions, so i envisioned die hard as being simply too stubborn to die. even with only the minimum wisdom, though, it keeps you fighting while negative (so you essentially gain 10 extra HP) and at level 11 the expanded "cushion" comes into effect so that you die at -11, instead of negative 10. on an intuitive attack fighter, you could get more HP out of this than toughness, as written.

@ toughness. this was, of course, just combining toughness, improved toughness, and great fortitude. i'll change it so that it's CON bonus to HP per HD instead of a flat +1, though. btw, you can never have too much of a save bonus.

@spring attack. that's fine. melee needs nice things too. :smallsmile:
if it's really that much of a problem, then i'll drop it to two attacks, or make them iteratives, like a full attack.


@Craft Masterwork Arms and Armor. what if i changed it so that masterwork counts as costing 300 gp for crafting time, no matter what the actual enhancement bonus is. also, there is still the stacking abilities trick (which i noticed right away). a masterwork +1/keen/speed/vorpal sword with magic +1/+9 worth of abilities. might get a DMG thrown at you, but it would certainly be fun in the process.

nonsi
2012-07-11, 12:40 AM
Weapon Supremacy increasing crit is crazy - it means that almost every attack is a crit.

Why did you put a level limit on the bonuses of Multiple Weapon Defense & Dodge to +3.

Spring Attack should fully combine Bounding Assault & Rapid Blitz (and also the Tempest's Two Weapon Spring Attack, for those that have MWF).

Amechra
2012-07-11, 03:43 AM
Just a question, but... have you seen Pyromancer999's feat chains? He handles scaling by having his feats scale based off of the number of feats you take of that type.

So, for example, you could have Weapon Focus add a bonus to hit equal to 1+1/2 the number of [Fighter] feats that you have.

Another idea is to look at the Combat Focus feats in the PHB 2, where they are based around the idea of a "Combat Focus", where you enter it for X rounds upon making your first successful attack in an encounter, and you can either keep the Focus to get a passive boost (like knowing the HP of adjacent creatures, or Fast Healing), or can leave it to activate some special ability.

All of them get some bonus to their main feature upon you having X number of Combat Focus feats. So maybe, if you want to add something to the fighter, do something similar. I mean, I've been meaning to write more Combat Focus feats, but feats aren't my strong suit...

lunar2
2012-07-11, 12:46 PM
Weapon Supremacy increasing crit is crazy - it means that almost every attack is a crit.

Why did you put a level limit on the bonuses of Multiple Weapon Defense & Dodge to +3.

Spring Attack should fully combine Bounding Assault & Rapid Blitz (and also the Tempest's Two Weapon Spring Attack, for those that have MWF).

yes, weapon supremacy on a high threat range weapon (such as a falchion) will get you to 6-20 at level 20 (3-20 if the falchion is keen). but, this is at level 20, when the wizard can flat out kill the majority of enemies with a single spell slot, or create his own demiplane to hide in while he astral projects (ignoring time properties for a second, since no sane DM would allow that) to adventure with the party. even the beguiler and dread necromancer get minionmancy. a falchion is still a 2x crit weapon, so it's still a bunch of crits for small damage.

@MWD and Dodge. MWD is actually higher than +3, since you add the average enhancement bonuses of your weapons to the shield bonus (so +8 shield bonus, once the caster is done with Greater Magic Weapon). Dodge now applies to all enemies, not just one, and also gives a reflex save bonus. both are balanced against the new weapon focus, armor focus, and shield focus, which also give +3 bonuses.

@ spring attack. i have no idea where those feats are, or what they do, so i can't add them in. besides, i've already got one person saying spring attack is too powerful as is.

@feat chains. i don't like the idea of basing the power of one feat off of another feat like that. that locks you into certain builds. with that method, once you take weapon focus, you need to take weapon specialization et. al. just to get a proper benefit from weapon focus. by basing it off level, though, you get the full benefit from weapon focus even if that's the only feat you take from the chain (such as a barbarian dipping fighter for a couple of extra feats). while a straight fighter certainly does get enough feats to go weapon focus line, armor focus line, shield focus line, weapon focus line again (for the shield), and MWF, Toughness, and Dodge (Endurance and Die Hard if he takes 2 flaws), most people won't want to play a straight fighter 20, even if he is an unstoppable beast in melee. which reminds me, i really need to get some ranged feats done, or fighter will still be stuck in melee.

@ Combat Focus. i'll definitely take a look at them. the fighter currently can pump his numbers enough, he needs a few abilities.

NeoSeraphi
2012-07-11, 01:02 PM
You should make some cool feats for exotic weapon users. I dont know why, but when I think of someone wielding a spiked chain or a kurisari-gama, I picture that guy as a fighter. Plus it would help make exotic monk builds more interesting. You know, monks who want to wield nunchaku or sais instead of fist-fighting

lunar2
2012-07-11, 01:38 PM
things like spinning the nunchaku around to fascinate or daze the opponent, maybe? that's the only one that comes to mind off the bat. kusari-gama can already take advantage of Multi Weapon Combat Maneuver, if that counts. i suppose i could make a feat that allows you to use staff-like double weapons as 2 handed reach weapons instead (quarterstaff isn't an exotic weapon, but it is a monk weapon). i could also see using a spiked chain or a whip to start a grapple, and pulling your opponent around within your threatened squares. i'll have to look through the exotic weapons, and see what i can come up with (whip + pulling people around would be great for a Scorpion (MK) character).

Amechra
2012-07-11, 07:45 PM
Well, here's the thing; you could set it up that the Fighter just counts his level as the number of Fighter feats he has, if that would be higher than the number he actually has.

And by "feat chain", I really meant "feat type"; in other words, Weapon Focus would scale based off of you having, say, any X Fighter feats.

In other words, look at [Aberrant] and [Abyssal Heritor] feats for a better look at what I was saying.

Techwarrior
2012-07-11, 08:01 PM
I agree with Amechra in concept. However, with where you're going with this, I think that the scaling feats should only scale for fighters. Other classes have class features that scale. Why should the barbarian get as much out of a fighter feat if the fighter can't dip a barbarian level for full rage (i am not suggesting he should). So whereas the barbarian takes weapon focus and gets the first benefit, the fighter gets that and the scaling stuff.

toapat
2012-07-11, 08:36 PM
i would request that you format the feats so that these portions of each feat are bolded:

Name [Type]
Prerequisite
Benefits
Normal
Special

This adds a flow to the formatting that makes it much easier to read

Comments: First and foremost, your changes to Weapon Focus are about as friendly to everyone that isnt a fighter or a warblade as an Engraged Dire Tarrasque is to the local ecosystem

lunar2
2012-07-12, 02:38 PM
I agree with Amechra in concept. However, with where you're going with this, I think that the scaling feats should only scale for fighters. Other classes have class features that scale. Why should the barbarian get as much out of a fighter feat if the fighter can't dip a barbarian level for full rage (i am not suggesting he should). So whereas the barbarian takes weapon focus and gets the first benefit, the fighter gets that and the scaling stuff.

The Fighter only feats (weapon focus line, armor focus line, and shield focus line) do scale by fighter level. a barbarian 8/fighter 2 gets +1 from weapon focus, while a fighter 10 gets +3. i didn't do the same thing with the feats that aren't fighter specific, because those aren't just for fighters. toughness, dodge, and die hard are for anyone who meets the prerequisites, and so improve based on character level. spring attack is for any martial character, and so improves based on BAB, etc.

@Amechra i understand what you were saying (aberrant and draconic feats immediately popped into my head) i just don't like that style of basing the power of feats on the number of vaguely related feats you have. a fighter 20 who took only his 11 bonus feats as fighter feats should have the same benefit from any one of them as a fighter who took all 21 possible feats (11 bonus, 7 level, 1 human, 2 flaws) as fighter feats. The fighter who spent more feats gets his extra benefit from having more feats, not from each individual feat being more powerful.

also, i goofed earlier, when i said a barbarian gets the same benefit from weapon focus as a fighter. he doesn't, unless he takes 10 levels of fighter, at which point he's not a barbarian with a fighter dip, he's a "barbarian fighter".

@toapat: good. while many of these feats are class independent (they're on the fighter bonus feat list, but they aren't just for fighters), the focus lines are exclusively for fighters (ToB won't be used in any campaign i run for the foreseeable future, because i want to keep the class selection limited), and therefore should give the greatest benefit to those who work the hardest to take advantage of them (those who take straight fighter, or certain prestige classes).

toapat
2012-07-12, 04:32 PM
@toapat: good. while many of these feats are class independent (they're on the fighter bonus feat list, but they aren't just for fighters), the focus lines are exclusively for fighters (ToB won't be used in any campaign i run for the foreseeable future, because i want to keep the class selection limited), and therefore should give the greatest benefit to those who work the hardest to take advantage of them (those who take straight fighter, or certain prestige classes).

except that with what you did, you possitively **** on anyone who doesnt autoqualify as a fighter for taking PrCs (In other words, only Fighters and Warblades), as the most common prerequisite for combat PrCs is Weapon Focus.

lunar2
2012-07-12, 04:39 PM
I'll just need to rework the entry requirements for PRCs meant for other classes. or, they could take a 2 level fighter dip, which already features in many builds. that still gives them the exact same benefit that weapon focus always has, plus they can pick a more generic feat like toughness or power attack for their first level feat.

Techwarrior
2012-07-12, 09:55 PM
I'm not afraid of other classes not getting the full benefit of the Fighter feats. They're Fighter feats, the Fighter should get some benefit. Warblade does present a bit of a damper in that though... Perhaps something like the following.

A Fighter may qualify for Fighter specific feats normally. Other classes may get benefits from feats that are Fighter specific, however they gain a decreased benefit from the feat. For every non-Fighter level the character has, they may have an effective Fighter level for the purposes of continued bonuses from feats they have equal to 1/2 their base attack bonus. This stacks with real Fighter levels for this purpose. A character with effective Fighter levels does NOT qualify for feats requiring a Fighter level.

lunar2
2012-07-14, 11:16 AM
I updated toughness and spring attack. toughness now gives you Con bonus (min 1) extra HP per HD. Spring attack now makes iterative attacks, but prevents AoOs from anyone you attack as part of it.

I went through the PHB2, and got to some of those feats that I liked. those are in the first post, after the dashes. i looked at combat focus and the related feats. i didn't like the format (feats whose power depends on other feats), but i like the idea. i'll get back to those, after i go back to the PHB and handle some ranged feats, stunning fist, and power attack.