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View Full Version : D&D 3.x Other Some Fighter Feats for 3.5 cribbed from a class I made.



gooddragon1
2014-06-16, 01:38 PM
Figured I'd take the monster slayer's perks and turn them into feats instead (cuz I'm crazy).

So I'll give them the category [Slayer]


Armor Piercing [Slayer]

Benefit

You gain a +1 bonus on attack rolls against creatures with natural armor.

Special

A character may gain this feat multiple times. Its effects stack. A fighter may select armor piercing as one of his fighter bonus feats.


Elude Touch [Slayer]

Benefit

You gain a +1 dodge bonus on armor class against touch attacks.

Special

A character may gain this feat multiple times. Its effects stack. A fighter may select elude touch as one of his fighter bonus feats.


Heightened Awareness [Slayer]

Benefit

You gain a +1 bonus on initiative rolls and opposed spot and listen checks.

Special

A character may gain this feat multiple times. Its effects stack. A fighter may select heightened awareness as one of his fighter bonus feats.


Resist Attacks [Slayer]

Benefit

You gain a +1 bonus on saving throws against extraordinary, supernatural, and spell-like abilities (applies only once if an ability would be of more than 1 category).

Special

A character may gain this feat multiple times. Its effects stack. A fighter may select resist attacks as one of his fighter bonus feats.


Resist Grappling [Slayer]

Benefit

You gain a +2 bonus on Escape Artist checks made to escape a grapple or pin and on grapple checks made to resist or escape a grapple or to escape a pin.

Special

A character may gain this feat multiple times. Its effects stack. A fighter may select resist grappling as one of his fighter bonus feats.


Sense Weakness [Slayer]

Benefit

You gain a +2 bonus on damage rolls against creatures with damage reduction or hardness (applies twice if they have both).

Special

A character may gain this feat multiple times. Its effects stack. A fighter may select sense weakness as one of his fighter bonus feats.


Slayer's Respite [Slayer]

Benefit

If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you regain a number of hit points equal to twice the number of slayer feats you have plus your fighter level.

Special

A fighter may select slayer's respite as one of his fighter bonus feats.

So, added slayer's respite as an added bonus. Doesn't really make up for the fighter's lack of class features but it helps them out maybe. Anyone can take them though. Not sure if I should add prereqs...

Logic
2014-06-16, 02:06 PM
Armor Piercing is situational and needs more benefit to be worth a feat. Taking this feat once is less useful than Weapon Focus.

Elude Touch is the same asDodge, except that it can be taken more than once and is situational, and therefore less useful than Dodge.

Heightened Awareness might be worthy of a feat slot, but I still think it might be a touch weak. The flat initiative bonus is fine, but situational skill checks are generally not worth a feat.

Resist Attacks seems to be the best of this list, at first glance. I may have to look at it further.

Resist Grappling might be a little weak for a feat, and doesn't seem to fit with the "Slayer" theme.

Sense Weakness is worded a little funny. I could be wrong, but usually objects have hardness and creatures have damage reduction, not both. It might need something added to be worth a full feat.

Slayer's Respite seems like a poor toughness. I think to better fit with the Slayer theme, perhaps heal a number of hit-points equal to 4 times your number of [Slayer] feats whenever YOU down a foe.

Thealtruistorc
2014-06-16, 03:03 PM
Double the bonus on the first two feats. That would maybe make them useable.

gooddragon1
2014-06-16, 03:17 PM
Armor Piercing is situational and needs more benefit to be worth a feat. Taking this feat once is less useful than Weapon Focus.

Elude Touch is the same asDodge, except that it can be taken more than once and is situational, and therefore less useful than Dodge.

Heightened Awareness might be worthy of a feat slot, but I still think it might be a touch weak. The flat initiative bonus is fine, but situational skill checks are generally not worth a feat.

Resist Attacks seems to be the best of this list, at first glance. I may have to look at it further.

Resist Grappling might be a little weak for a feat, and doesn't seem to fit with the "Slayer" theme.

Sense Weakness is worded a little funny. I could be wrong, but usually objects have hardness and creatures have damage reduction, not both. It might need something added to be worth a full feat.

Slayer's Respite seems like a poor toughness. I think to better fit with the Slayer theme, perhaps heal a number of hit-points equal to 4 times your number of [Slayer] feats whenever YOU down a foe.

All these feats deal with common monster problems: natural armor, touch attacks, sneaky monsters, special abilities, stupidly high grapples, and DR. They are not necessarily as powerful as feats that you can take one time (like dodge and weapon focus) but they can be taken multiple times. I do however like the idea for slayer's respite (I like it a lot). However, if you went all in with slayer feats (11 fighter feats, 7 normal, 1 human, 2 flaws: 21 feats) you're healing 84 hit points when you down someone at level 20. Would that be too much? Also some monsters have hardness (http://www.d20srd.org/srd/monsters/animatedObject.htm). Lastly, I'm not completely sold on buffing them. Going to need more responses because I thought if you take them multiple times it could be too strong.

Logic
2014-06-16, 03:33 PM
All these feats deal with common monster problems: natural armor, touch attacks, sneaky monsters, special abilities, stupidly high grapples, and DR. They are not necessarily as powerful as feats that you can take one time (like dodge and weapon focus) but they can be taken multiple times. I do however like the idea for slayer's respite (I like it a lot). However, if you went all in with slayer feats (11 fighter feats, 7 normal, 1 human, 2 flaws: 21 feats) you're healing 84 hit points when you down someone at level 20. Would that be too much? Also some monsters have hardness (http://www.d20srd.org/srd/monsters/animatedObject.htm). Lastly, I'm not completely sold on buffing them. Going to need more responses because I thought if you take them multiple times it could be too strong.

In the event you have a player spend all 21 possible feats on [Slayer] feats, it is unlikely they will down a foe very often. Versatility is key, and healing 84 HP when you could be dealing 100+ damage instead doesn't seem that game breaking.

But then again, most of the players I DM for have a below average grasp of min-maxing and are not great at munchkining. If 4x doesn't seem quite right, how about Fighter level plus twice the number of Slayer Feats?

gooddragon1
2014-06-16, 03:37 PM
In the event you have a player spend all 21 possible feats on [Slayer] feats, it is unlikely they will down a foe very often. Versatility is key, and healing 84 HP when you could be dealing 100+ damage instead doesn't seem that game breaking.

But then again, most of the players I DM for have a below average grasp of min-maxing and are not great at munchkining. If 4x doesn't seem quite right, how about Fighter level plus twice the number of Slayer Feats?

I like that even better. Changing it. Cribbed a lot of the wording from cleave.