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View Full Version : D&D 3.x Other Master of his Weapon (3.5 Feat fix; PEACH)



Zaydos
2015-03-12, 08:01 PM
So not sure if people consider this worth-while/a good approach but I've decided to try to make Weapon Focus/Weapon Specialization/etc a little more powerful and more importantly fun.

To do this I have begun with giving every weapon in the Player's Handbook an additional benefit with Weapon Focus (this is in addition to +1 to hit), and if people think it's worth while I intend to do the same with Weapon Specialization.

This is also made with two, somewhat odd house rules/assumptions. 1) Power Attack with one-handed weapons works how it does with two-handed weapons, and with light weapons how it works with one-handed weapons (this is not really necessary in any of the numbers, just something done to make two-handers less dominant). 2) Hand and a Half Sword and Waraxe deal 2d6 damage, because... it's really not worth the feat to get them.

So the question is basically this: Do you think this is an interesting way to go about it and should I continue? Actually since I only intend to do the weapon specific bonuses for WF/WSpec, I'll post the changes to the rest below the WF table. So do people think they might use this/should I make/post Weapon Specialization advantages?

Bonus Type Parry: A parry bonus reflects using a weapon defensively to actively ward off attacks. This bonus applies to your touch AC and is lost when you would lose your Dex bonus to AC (like a dodge bonus). It is functionally identical to a Dodge bonus except that unlike a Dodge bonuses multiple Parry bonuses do not stack with each other.

Weapon Focus Benefits Table

WeaponAdditional benefit
Axe, Orc DoubleDamage increases to 1d10 (1d8)/1d10 (1d8). If wielded as a two handed weapon (instead of as a double weapon) damage increases to 2d6.
Axe, Throwing Damage increases to 1d8 (1d6), range increment becomes 20-ft.
Battleaxe Damage increases to 1d10.
Chain, Spiked Critical modifier becomes x3.
Club Damage becomes 1d8 (1d6 if Small)
Dagger Range increment becomes 20-ft, gain +1 parry bonus to AC, +2 if you are also wielding another weapon which grant parry bonuses.
Dagger, Punching Ignore 2 points of armor/natural armor bonus to target’s AC.
Falchion You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Flail When you use this weapon to make a trip or disarm attempt you gain a(n additional) +1 bonus to the check.
Flail, Dire When you use this weapon to make a trip or disarm attempt you gain a(n additional) +1 bonus to the check.
Flail, Heavy When you use this weapon to make a trip or disarm attempt you gain a(n additional) +1 bonus to the check.
Gauntlet +1d6 damage if used in a grapple, may use monk unarmed damage with and treat as a monk special weapon.
Gauntlet, Spiked Use for unarmed damage in grapples, +2d6 damage if used in a grapple.
Glaive You may use this weapon against adjacent foes as if it were not a reach weapon.
Greataxe You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Greatclub Damage increases to 2d8 (2d6)
Greatsword You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Guisarme You may use this weapon against adjacent foes as if it were not a reach weapon.
Halberd Gain a +2 bonus on trip attempts using a halberd.
Hammer, Gnome hooked Damage becomes 1d8 (1d6)/1d8 (1d6) and crit multiplier becomes x4 with both heads. If used as a two-handed weapon damage increases to 1d10.
Hammer, Light Critical modifier becomes x3, range increment becomes 30-ft.
Handaxe Damage increases to 1d8 (1d6).
Kama Gain +2 to trip attempts with, may use monk unarmed damage with (as monk -4 levels)
Kukri Gain +1 parry bonus to AC, +2 if you are wielding two weapons which grant parry bonuses.
Lance Damage die becomes 1d10 (1d8)
Longspear You may use this weapon in one hand.
Longsword Gain +1 parry bonus to AC.
Mace, Light Critical multiplier becomes x3.
Mace, Heavy Critical multiplier becomes x3.
Morningstar Critical multiplier becomes x3.
Nunchaku Gain additional +2 to disarm attempts with (including to avoid being disarmed in response), may use monk unarmed damage with (as monk -4 levels)
Pick, Light Damage increases to 1d6 (1d4).
Pick, Heavy Damage die increases to 1d8 (1d6).
Quarterstaff If wielded as a 2 handed weapon the damage die is increased to 1d10 (medium) or 1d8 (small). If wielded as a double weapon you gain a +2 parry bonus to AC.
Ranseur You may use this weapon against adjacent foes as if it were not a reach weapon.
Rapier Gain a +1 parry bonus to AC.
Sai Range increment becomes 20-ft, may use monk unarmed damage with (as monk -6 levels)
Sap When used against a flat-footed opponent deals +1d6 damage and critical modifier becomes x3.
Scimitar Gain a +1 parry bonus to AC.
Scythe Damage die becomes 2d6 (2d4)
Shield, Heavy Weapon Focus (Heavy Shield) now includes the Shield Specialization (Heavy Shield) feat and vice versa.
Shield, light Weapon Focus (Light Shield) now includes the Shield Specialization (Light Shield) feat and vice versa.
Siangham Critical modifier becomes x3, may use monk unarmed damage with (as monk -4 levels)
Sickle Crit range becomes 19-20/x2 (this is a change to the base weapon’s stats not a multiplier)
Shortspear Range increment becomes 30-ft.
Spear You may use this weapon in one hand.
Spiked Armor Damage increases to 1d8 (1d6).
Spiked Shield, Heavy Weapon Focus (Heavy Shield) now includes the Shield Specialization (Heavy Shield) feat and vice versa.
Spiked Shield, Light Weapon Focus (Light Shield) now includes the Shield Specialization (Light Shield) feat and vice versa.
Sword, Hand and a Half Gain +1 parry bonus to AC and you gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Sword, Short Gain +1 parry bonus to AC, +2 if you are wielding two weapons which grant parry bonuses.
Sword, two-bladed Gain a +2 parry bonus to AC. If wielded two-handed damage increases to 1d10 (1d8)
Trident Critical modifier becomes x3, range increment becomes 20-ft.
Unarmed Strike +2 bonus to Grapple checks and Trip attempts.
Urgrosh, dwarven Damage becomes 1d10 (1d8)/1d8 (1d6); if wielded as a two handed weapon damage becomes 2d6 (1d10) or 1d10 (1d8).
Warhammer Critical modifier becomes x4.
Waraxe, Dwarven Damage increases to 2d8 (2d6) and you gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Whip You may damage creatures with a whip regardless of their armor/natural armor, and may use it to grab objects within reach and pull them to your hand (same action as doing so with your own hand would take).
Bolas Range increment increased to 20-ft, +2 bonus on trip attempts with them.
Crossbow, Hand Damage becomes 1d8 (1d6) and if you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Heavy Ignore 2 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Light Ignore 1 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Repeating Heavy Ignore 2 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Repeating Light Ignore 1 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Dart Range increment increases to 40-ft.
Javelin You suffer no penalty when using a javelin in melee.
Longbow For every attack you have made against a target without them moving you may ignore 1 point of range penalty. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Net You may fold a net in 1 round. Range increment becomes 20-ft.
Shortbow For every attack you have made against a target without them moving you may ignore 1 point of range penalty. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Shuriken Range increment becomes 30-ft, may use monk unarmed damage with (as monk -6 levels)
Sling You may load a sling as a free action, and do not suffer a penalty to hit when using stones instead of bullets. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.

Weapon Focus Benefits Table

WeaponAdditional benefit
Buckleraxe, DwarvenYour shield bonus when wearing a buckleraxe increases by 1 (this counts as Shield Specialization for the purpose of prerequisites), in addition the damage when you use your buckleraxe as a weapon is increased to 1d8 (1d6).
Sword, Elven Courtblade You gain a +1 parry bonus to AC, and the damage die increases to 2d6.
Greathammer, GoliathDamage increases to 2d8 (2d6; Large 3d8). 1/encounter when you hit a creature with this weapon if their remaining health afterwards is less than the damage you dealt with the attack you may attempt a trip attempt against them as a free action; this trip attempt does not provoke an attack of opportunity, and your opponent cannot react to trip you back.
Greatsword, MercurialDamage increases to 2d8 (2d6). When you hit a creature with this weapon they suffer a -1 penalty to AC for 1 round.
Hammer, ThrowingIf you throw the hammer at an enemy within 10-ft you can cause it to ricochet and return to your hand. In addition its critical modifier becomes x3 and range increment becomes 30-ft.
Lonsword, MercurialDamage increases to 2d8 (2d6). When you hit a creature with this weapon they suffer a -1 penalty to AC for 1 round.
MaulDamage increases to 2d6 (1d10). Critical Multiplier increases to x4 and you gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Quickrazor, GnomishYou are able to draw, attack, and sheath your quickrazor as part of an attack of opportunity and are treated as armed with it during other creature's turns. In addition your bonus to Bluff checks made to feint in combat when wielding a gnomish quickrazor is increased to +4.
Sword, Elven Courtblade You gain a +1 parry bonus to AC, and the damage die increases to 2d6.
Sword, Elven Lightblade You gain a +1 parry bonus to AC, increasing to +2 if you wield another weapon which grants a parry bonus. You gain a +2 bonus to Feint attempts.
Sword, Elven Thinblade You gain a +1 parry bonus to AC. You gain a +2 bonus to Feint attempts.
Swordcatcher, GnomishYou gain a +1 parry bonus to AC, increasing to +2 if you wield another weapon which grants a parry bonus. 1/encounter as an immediate action you may attempt to catch a melee attack directed upon you; if you do so your parry bonus to AC increases by 2 against that attack and if they miss you may attempt to disarm the opponent as a free action which does not provoke an attack of opportunity.
Turtoiseblade, GnomishYour shield bonus when wearing a turtoiseblade increases by 1 (this counts as Shield Specialization for the purpose of prerequisites), in addition when attacking with it you may ignore 2 points of the target's AC derived from Armor or Natural Armor.
Warpike, DwarvenYou may attack adjacent enemies.
Crossbow, GreatIgnore 2 points of armor/natural armor bonus to target’s AC, this increases to 4 points if they are no further than 15-ft from you. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.

Greater Weapon Focus: Your bonus to hit from Weapon Focus increases to +2. 1/encounter you may re-roll a single attack roll and use the better of the two rolls.

Greater Weapon Specialization: Your bonus to damage from Weapon Specialization increases to +6 and you may score critical hits upon creatures regardless of their type, as long as they are not incorporeal or amorphous.

Improved Critical: As normal, but you automatically confirm critical threats. (This was really just so that it was better than Keen)

Weapon Precision [Fighter]:
You are a true master of your weapon able to strike a foe with a skilled precision that seems to ignore the chaos of the battlefield.
Prerequisites: Greater Weapon Focus, Fighter level 15+.
Benefit: When you take this feat select a weapon you have Greater Weapon Focus in. Whenever you make an attack with the selected weapon you may roll 2d20 and use the better result (if an effect causes you to re-roll this attack re-roll both dice). This cannot be used in conjunction with the re-roll granted by Greater Weapon Focus.
Special: You may take this feat multiple times each time you do you must select a different weapon.

Zaydos
2015-03-13, 01:12 PM
Went ahead and did Weapon Specialization. Tell me what you think.

Note: Bonuses to attack dependent upon taking an attack penalty with Power Attack require you to suffer the penalty to your attack roll and not shift it in some other way.

Weapon Specialization Benefits Table

WeaponAdditional benefit
Axe, Orc DoubleApply Strength and a half with main hand to damage and Strength with off-hand, if wielded two handedly critical hits stun foes for 1 round, Fort negates (DC 10 + ½ fighter level + Str mod).
Axe, ThrowingMay use Power Attack with, Range increment becomes 30-ft.
BattleaxeApply Strength and a half to damage when wielded one handed (or full strength as off-hand weapon).
Chain, Spiked+1 bonus to trip and disarm attempts with.
ClubMay make an extra attack at highest attack bonus with, but all attacks suffer a -2 penalty until end of turn (if dual wielding clubs you may use this ability with main and off-hand but the -2 penalty stacks); this ability may be used on an attack action as well as on a full attack
Dagger Range increment becomes 30-ft, Parry bonus increases to +2 to AC, +3 if you are also wielding another weapon which grant parry bonuses.
Dagger, Punching Ignore 4 points of armor/natural armor bonus to target’s AC, 1/encounter make a melee attack as a touch attack.
FalchionYou gain an additional +1 to hit for every -4 to attack you suffer from Power Attack.
FlailIgnore Parry bonuses to AC or 1 point of Dexterity/Dodge bonuses, damage die increases to 1d8 (1d6)
Flail, Dire Ignore Parry bonuses to AC or 1 point of Dexterity/Dodge bonuses, damage die increases to 1d8 (1d6)/1d8 (1d6)
Flail, Heavy Ignore Parry bonuses to AC or 1 point of Dexterity/Dodge bonuses, damage die increases to 2d6 (1d10)/2d6 (1d10).
GauntletCritical hits stun foes for 1 round, Fort negates (DC 10 + ½ Fighter level + Str).
Gauntlet, Spiked+1d6 damage/3 fighter levels if used in a grapple.
GlaiveCritical threat range becomes 19-20, this is not a multiplier and stacks with Keen, Improved Critical, etc.
Greataxe Critical hits stun foes for 1 round, Fort negates (DC 10 + ½ Fighter level + Str).
Greatclub1/round you may attempt a free bull rush attempt if you hit your target’s AC by 5 or more, this attempt does not provoke AoOs, and you do not enter the opponents square and cannot push them more than 5-ft
Greatsword You gain an additional +1 to hit if you suffer -4 to attack from Power Attack. This increases by another +1 if you suffer a -10, and another at -20.
GuisarmeYou gain a +2 bonus on trip attempts using this weapon.
HalberdWhenever a creature charges you it provokes an attack of opportunity (this attack of opportunity does not get double damage).
Hammer, Gnome hooked 1/encounter when you successfully strike a creature with the hammer head you may declare it a stunning blow as a swift action. The target must make a Fortitude save (DC 10 + ½ fighter level + Str mod) or be stunned for 1 round; they suffer a -4 penalty on their save if after the attack they have less hit points remaining than the attack dealt. The critical threat range of the piercing head increases by 1, this increase is applied after all multiplier.
Hammer, Light May use Power Attack with, deals power attack damage as a two-handed weapon.
HandaxeYour wounds cause living foes to bleed, taking 2 damage a round, per hit, for Strength modifier rounds or until they receive magical healing or a DC 15 Heal check. Critical hit inflicts 10 bleeding damage for Strength modifier rounds or until they receive magical healing or a DC 15 Heal check.
Kama Your wounds cause living foes to bleed, taking 2 damage a round, per hit, for Strength modifier rounds or until they receive magical healing or a DC 15 Heal check, may use monk unarmed damage with
Kukri Your wounds cause living foes to bleed, taking 2 damage a round, per hit, for Strength modifier rounds or until they receive magical healing or a DC 15 Heal check. Critical hit inflicts 4 bleeding damage for Strength modifier rounds or until they receive magical healing or a DC 15 Heal check.
LanceWhen you strike a creature with a mounted charge you may knock a creature back and to the ground. On a hit this functions as a free trip attempt and bull rush attempt neither of which provoke attacks of opportunity nor require a touch attack or entering the target’s square. If you fail your opponent cannot react to trip you back, and you may knock a target up to 5-ft per 20-ft you traveled in this charge without moving with them (min 5-ft, you may not travel with them). Resolve both checks separately (you may knock a creature back but fail to trip them)
LongspearYou may attack adjacent targets, and whenever a creature charges you it provokes an attack of opportunity (this attack of opportunity does not get double damage).
Longsword Gain +2 parry bonus to AC.
Mace, LightMay score critical hits against undead. 1/encounter may perform a shattering strike which deals +1d8 damage/2 fighter levels, you must use this ability before making the attack roll.
Mace, Heavy May score critical hits against undead. 1/encounter may perform a shattering strike which deals +1d8 damage/2 fighter levels, you must use this ability before making the attack roll.
MorningstarCritical damage multiplier becomes x4. Ignore 2 points of AC from Armor and/or Natural Armor.
Nunchaku Ignore parry bonuses to AC. 3/encounter may attempt a trip attempt on a hit foe as a swift action, may use monk unarmed damage with.
Pick, LightCritical threat range increases by 1, this increase is applied after all multiplier.
Pick, Heavy Critical threat range increases by 1, this increase is applied after all multiplier.
QuarterstaffIf wielded as a 2 handed weapon you may make a free bull rush attempt against a struck foe 1/round, this bull rush does not require you to move or provoke attacks of opportunity but you cannot follow along with your opponent. If wielded as a double weapon you gain a +3 parry bonus to AC.
Ranseur You gain a +2 bonus to opposed attack rolls made to disarm (and avoid being disarmed) with this weapon.
Rapier Gain a +2 parry bonus to AC.
Sai Range increment becomes 30-ft, gain a +1 parry bonus to AC when using and may use monk unarmed damage with.
SapThe first time each round you use this weapon against a flat-footed opponent you deal double damage.
ScimitarGain a +2 parry bonus to AC.
Scythe Critical threat range increases by 1, this increase is applied after all multiplier.
Shield, HeavyWhen you make an attack with your shield you may apply one and a half times your Strength bonus to damage (as a two-handed weapon) even if it is used as an off-hand weapon.
Shield, light 1/round as a free action usable when it is not your turn (though you must not be flat-footed) may attempt a Reflex save against a DC of the attack roll of an attack which hits you to make it miss.
Siangham1/encounter may make a melee attack as a touch attack. May use monk unarmed damage with.
Sickle Crit multiplier becomes x3.
Shortspear May make an extra attack at highest attack bonus with, but all attacks suffer a -2 penalty until end of turn (if dual wielding clubs you may use this ability with main and off-hand but the -2 penalty stacks); this ability may be used on an attack action as well as on a full attack
SpearEntering a square you threaten with this weapon provokes an attack of opportunity (this attack is made after the square is entered).
Spiked ArmorCritical multiplier becomes x3, when used as part of a grapple you deal an additional 1d8 damage.
Spiked Shield, Heavy As Heavy Shield.
Spiked Shield, Light As Light Shield.
Sword, Hand and a Half Gain +2 parry bonus to AC and you gain an additional +1 to hit if you suffer -4 to attack from Power Attack. This increases by another +1 if you suffer a -10, and another at -20.
Sword, Short Gain +2 parry bonus to AC, +3 if you are wielding two weapons which grant parry bonuses.
Sword, two-bladed Gain a +3 parry bonus to AC. If wielded as a two-handed weapon you gain an additional +1 to hit if you suffer -4 to attack from Power Attack. This increases by another +1 if you suffer a -10, and another at -20.
Trident Range increment becomes 30-ft. Whenever a creature charges you it provokes an attack of opportunity (this attack of opportunity does not get double damage).
Unarmed Strike Gain monk unarmed combat with your unarmed strikes and/or stack fighter and monk levels to determine unarmed damage.
Urgrosh, dwarven Apply Strength and a half to damage with axe head when used as main hand weapon or full strength as off-hand weapon. Whenever a creature charges you it provokes an attack of opportunity (this attack of opportunity does not get double damage) which may only be made with the spear head. When wielded in two hands critical hits with the axe-head stun foes for 1 round, Fort negates (DC 10 + ½ Fighter level + Str).
Warhammer1/encounter when you successfully strike a creature you may declare it a stunning blow. The target must make a Fortitude save (DC 10 + ½ fighter level + Str mod) or be stunned for 1 round; they suffer a -4 penalty on their save if after the attack they have less hit points remaining than the attack dealt.
Waraxe, DwarvenApply Strength and a half to damage with axe head when used as one-handed weapon or full strength as off-hand weapon. Critical hits stun foes for 1 round, Fort negates (DC 10 + ½ Fighter level + Str).
Whip You may make attacks of opportunity with your whip, and do not provoke attacks of opportunity yourself. Also when you strike a creature with your whip you may attempt to demoralize it as a free action, once you have used this on a creature you cannot use it on the same creature for 24 hours.
Bolas Range increment increased to 30-ft, may attack 2 adjacent creatures at once.
Crossbow, Hand When sniping with a hand crossbow you suffer half the normal hide penalty.
Crossbow, Heavy You may make attacks with this weapon as ranged touch attacks.
Crossbow, LightIgnore another 3 points of armor/natural armor bonus to target’s AC.
Crossbow, Repeating Heavy You may make attacks with this weapon as ranged touch attacks.
Crossbow, Repeating Light Ignore another 3 points of armor/natural armor bonus to target’s AC.
Dart Range increment increases to 60-ft. You may throw an additional dart as part of a attack or full attack.
Javelin Range increment increases to 50-ft. You may throw an additional dart as part of a attack or full attack.
Longbow You gain an additional +4 damage within 30-ft.
Net The Escape Artist check to escape your net is increased by +5 or one half your fighter level (whichever is higher), and you may use a net on creatures one size category larger than normal. Range increment becomes 30-ft.
Shortbow When sniping with a shortbow you suffer half the normal hide penalty.
Shuriken Range increment becomes 50-ft, may use monk unarmed damage with.
Sling You may use Power Attack with your sling (despite it being a ranged weapon) as if it were a two-handed weapon. Your critical hit multiplier increases to x3.

Weapon Focus Benefits Table

WeaponAdditional benefit
Buckleraxe, DwarvenYour shield bonus when wearing a buckleraxe increases by another 1, in addition you apply your full strength bonus to attacks with the buckleraxe as an off-hand weapon, and half again as much when using it as a main hand weapon.
Greathammer, Goliath1/encounter when you successfully strike a creature you may declare it a stunning blow. The target must make a Fortitude save (DC 10 + ½ fighter level + Str mod) or be stunned for 1 round; they suffer a -4 penalty on their save if after the attack they have less hit points remaining than the attack dealt.
Greatsword, MercurialWhen you use Power Attack you gain an additional +1 to damage per 2 points of penalty you take (even if your penalty is reassigned to AC). On a critical hit the target is flat-footed for 1 round.
Hammer, ThrowingMay apply Power Attack benefits to thrown attacks with, treating it as a two-handed weapon. In addition 1/round when you hit a target you may spend a swift action to cause the hammer to ricochet from your target to another target within 10-ft making an extra attack against them at the same bonus (if this 2nd target is within 10-ft of you, then you may have the hammer ricochet back to you).
Longsword, MercurialApply Strength and a half to damage when wielded one handed (or full strength as off-hand weapon). On a critical hit the target is flat-footed for 1 round.
Maul1/encounter when you successfully strike a creature you may declare it a stunning blow. The target must make a Fortitude save (DC 10 + ½ fighter level + Str mod) or be stunned for 1 round; they suffer a -4 penalty on their save if after the attack they have less hit points remaining than the attack dealt.
Quickrazor, GnomishYou may add your Dexterity bonus to damage with a quickrazor in place of your Strength bonus.
Sword, Elven Courtblade You gain a +2 parry bonus to AC, and your critical threat range increases by 1 after multipliers.
Sword, Elven Lightblade You gain a +2 parry bonus to AC, and your critical threat range increases by 1 after multipliers.
Sword, Elven Thinblade You gain a +2 parry bonus to AC, and your critical threat range increases by 1 after multipliers.
Swordcatcher, GnomishYou gain a +2 parry bonus to AC, increasing to +3 if you wield another weapon which grants a parry bonus. If you successfully disarm a creature you may make an attack of opportunity against them.
Turtoiseblade, GnomishYour shield bonus when wearing a turtoiseblade increases by another 1, in addition 1/encounter when attacking with it you make a melee attack as a touch attack.
Warpike, DwarvenWhenever a creature charges you it provokes an attack of opportunity (this attack of opportunity does not get double damage).
Crossbow, GreatYou may make attacks with a great crossbow as ranged touch attacks.

Also some more new fighter feats. Changed Superior Accuracy (post above) to Weapon Precision and made the following feat Superior Accuracy.

Close-Quarters Archery [Fighter]
You are adept in the use of bows in close quarters, avoiding openings while penetrating deep into your target.
Prerequisites: Point Blank Shot, Weapon Focus in a ranged or thrown weapon.
Benefits: When making a ranged attack with a weapon you have Weapon Focus in you do not suffer attacks of opportunity. In addition when making a ranged attack with a weapon you have Weapon Focus in you gain +1 to hit and damage against targets within 10-ft.

Deadly Critical [Fighter]
With a single clean strike you can kill even the most powerful foes.
Prerequisites: Improved Critical.
Benefits: When you score a critical hit with a weapon with a x4 or higher critical damage multiplier against a living creature the target must make a Fortitude save (DC 10 + 1/2 your BAB + your Strength modifier) or die instantly.

Disorienting Bludgeon [Fighter]
You strike a foe with the power to leave them off-balance and disoriented.
Prerequisites: Weapon Specialization and Greater Weapon Focus with a bludgeoning weapon.
Benefits: When you strike a foe with a bludgeoning weapon they suffer a -2 penalty to AC for one round. If you score a critical hit they must make a Fortitude save (DC 10 +1/2 BAB + Str mod) or be rendered flat-footed for 1 round.

Improved Parry [Fighter]
You are skilled at deflecting attacks, protecting yourself from the blows of others.
Prerequisites: BAB +4, Weapon Focus (any weapon which grants a parry bonus)
Benefits: When wielding a weapon which grants you a parry bonus to AC that parry bonus is increased by 1. In addition, 1/encounter, as an immediate action, you may increase your parry bonus by +6 against a single melee attack.

Measured Blow [Fighter]
When making a single deliberate strike you are able to push harder into your foe, a powerful strike which can fell the mighty.
Prerequisites: BAB +11, Weapon Focus.
Benefits: When wielding a weapon for which you have the Weapon Focus feat, you may make a single attack as a standard action, if you do it deals double damage.

Mighty Shield Bash [Fighter]
When you strike a foe with your shield you are able to push them away from you.
Prerequisites: Improved Shield Bash, Weapon Focus (Heavy Shield)
Benefits: When wearing a heavy shield you gain a +2 bonus on opposed checks made as part of a Bull Rush or Overrun attempt, as well as on Reflex saves to reduce damage from Trample attacks.
In addition when you strike a foe with a heavy shield you may, as a swift action, attempt to push them back. This functions as a bull rush attempt, but unlike a normal bull rush you do not enter their square and cannot move with them to push them further than 5-ft away. If you could have pushed them at least 15-ft you may choose to knock them prone either in their current square instead of pushing them or after pushing them 5-ft.

Penetrating Lunge [Fighter]
You puncture scale and plate, striking straight into the weakest spot of a foe's armor.
Prerequisites: Weapon Specialization and Greater Weapon Focus with a piercing weapon.
Benefits: When wielding a piercing melee weapon you may treat an opponent's AC bonus from Armor and Natural Armor as 1 less for each round you have attacked them within the last 10 minutes. In addition 1/encounter you may spend a swift action to make your next melee attack with a piercing weapon as a melee touch attack.

Reactive Shot [Fighter]
You watch the battlefield with a keen eye, able to take advantage of the slightest opening to release a deadly quarrel.
Prerequisites: Point Blank Shot, Weapon Specialization in a ranged or thrown weapon.
Benefits: When a creature within 30-ft of you provokes an attack of opportunity due to an action other than making a ranged attack or movement (including rising from prone) and you are wielding a ranged or thrown weapon you have Weapon Specialization in you may make an attack of opportunity with it.

Sublime Archer
Combining your knowledge of the sublime way with your skill with the bow, developing the ability to loose the deadly arrows of a god of war.
Prerequisites: Point Blank Shot, Weapon Specialization (any ranged weapon).
Benefits: You can initiate martial strikes from select disciplines with ranged weapons you have Weapon Specialization in out to 1 range increment. The strike must be one that targets one creature. A strike that targets multiple creatures or objects cannot be used with Sublime Archer. You may use this ability with strikes from the following disciplines: Desert Wind, Devoted Spirit, Diamond Mind, Iron Heart, Shadow Sun, Crone's Hex (http://www.giantitp.com/forums/showthread.php?402957-Crone-s-Hex-%283-5-Supernatural-heavy-Martial-Discipline-WiP%29), Crushing Avalanche (http://www.giantitp.com/forums/showthread.php?401600-Crushing-Avalanche-%28Cold-themed-Martial-Discipline%29), Edge of Apocalypse (http://www.giantitp.com/forums/showthread.php?368346-The-Edge-of-Apocalypse-%28Martial-Discipline%29), Flashing Lightning (http://www.giantitp.com/forums/showthread.php?401420-Flashing-Lightning-%28Electricity-themed-Martial-Discipline%29), Lunar Spirit (www.giantitp.com/forums/showthread.php?253718-Lunar-Spirit-(Martial-Discipline)), Protean Hunter (http://www.giantitp.com/forums/showthread.php?306670-Protean-Hunter-%28Martial-Discipline-PEACH%29), and Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29).

Setting Sun was not included because it is a discipline of throws and grappling which causes oddities with ranged attacks.
Stone Dragon was not included for thematic reasons due to its basis on throwing your weight behind heavy blows and importance of (non-martial) stance.
Tiger Claw was not included because of the number of maneuvers that require leaping over a target and do not really function as ranged attacks.
White Raven was not included due to charge maneuvers. Might should change that.
Darting Viper (http://www.giantitp.com/forums/showthread.php?402488-Darting-Viper-%28Martial-Discipline%29) was not included due to emphasis on pressure points which just felt odd for ranged attacks.
Feral Hunger (http://www.giantitp.com/forums/showthread.php?306672-Feral-Hunger-%28Martial-Discipline%29) was not included since it requires natural weapons.
Jeering Monkey (http://www.giantitp.com/forums/showthread.php?402121-Jeering-Monkey-%28mobility-themed-discipline%29) was not included since it involves stealing weapons from people's hands, switching positions with them (which it shares with Setting Sun I realized while working on Crone's Dream), and moving to smack things.

Superior Accuracy [Fighter]
You are capable of carefully weighted attacks, your blows striking deep into an enemy as they puncture through their armor.
Prerequisites: Fighter level 6+, Weapon Specialization.
Benefits: When you take this feat select a single weapon you have Weapon Specialization with. When making attacks with that weapon you deal +1 damage for every 2 points above their AC your attack roll was.
Special: You may take this feat multiple times. Each time you do, you must choose a different weapon.

Zireael
2015-03-13, 02:53 PM
I like the way you're thinking. If I could, I'd steal it for my computer game, but it'd be a b*tch and a half to implement :smallwink:

The only part I don't like is the shield specialization effects - free bull rush attempt? Too powerful IMHO. Maybe something about being able to shield bash for free.

Also, how do you use Power Attack with ranged/thrown weapons? I'd change it to adding your Str bonus to damage for the thrown axes and Dex bonus to damage for sling.

Zaydos
2015-03-13, 03:12 PM
I like the way you're thinking. If I could, I'd steal it for my computer game, but it'd be a b*tch and a half to implement :smallwink:

I imagine it would be.


The only part I don't like is the shield specialization effects - free bull rush attempt? Too powerful IMHO. Maybe something about being able to shield bash for free.

That's actually one of my least favorite as well. I will note, though, that a shield bash is an attack with a shield, so it's a free bull rush on a shield bash and I will clarify that it only functions when attacking with the shield. That said it feels like it should be a feat all its own and I have an idea for one I like more, even if it is more boring (flat damage increase).


Also, how do you use Power Attack with ranged/thrown weapons? I'd change it to adding your Str bonus to damage for the thrown axes and Dex bonus to damage for sling.

You already add Strength bonus to damage with thrown weapons (and the sling). There's actually a feat (Power Throw) which allows Power Attacking with all thrown weapons (Complete Adventurer), though it always functions as a one-handed weapon and isn't worth taking, especially with the existence of Bloodstorm Blade (which gets the ability to treat thrown weapon attacks as melee attacks allowing for PA and Str to hit at 2nd level in addition to other class features).

I'm thinking of adding my favorite exotic weapons from other books, so if someone has a request for some to be added, let me know.

ezkajii
2015-03-16, 05:22 PM
I really like this. It brings a lot of the flavor and fun back into the Fighter class, which honestly has been kind of a lot of "here, have a billion feats, few of which are even remotely exciting." It also gives lots of options for weapon specialists which I think is an area that 3.5 kind of neglected. I didn't read through each individual benefit, mostly because I'm not terribly familiar with a lot of the weapons in the first place, but I didn't see anything that looked wildly unbalanced one way or the other. By itself, this feat change doesn't do enough, I don't think, to bring the standard fighter up a tier, so to speak, but I don't think it should - there're plenty of full-on fighter fixes for that.
I particularly like the new fighter feats you've introduced. There is a very real possibility I will appropriate all or most of this material into one of my games. Really solid stuff here.

Zaydos
2015-04-15, 01:18 PM
Expanded for Natural Weapons

I went for the most common/basic. If I missed one that you consider important let me know.



Weapon
Additional Benefits (Weapon Focus)


Bite
You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.


Claw
If wielded as a secondary natural weapon your Strength bonus to damage is increased by +1 after being halved, this cannot increase it above your normal Strength bonus. If wielded as a primary natural weapon this instead applies to each of your secondary natural weapons


Gore
You can set your gore attack against a charge (as a readied action), if you do it deals double damage on the triggered attack.


Slam
If you hit a creature with a slam attack you gain a +4 bonus to Bull Rush attempts made against them during your next turn, or a +2 to those made against them during this turn. This does not apply to checks made to resist their attempts to Bull Rush you.


Sting
Ignore 2 points of armor/natural armor bonus to target’s AC.


Tail
Critical Multiplier increases to x3


Tentacle (Vine, or similar)
You gain a +2 bonus to grapple and trip attempts.


Wing
If you hit a creature with a wing attack it suffers a -4 on Spot checks for 1 round, and a 5% miss chance unless it has blindsight or a similar ability.





Weapon
Additional Benefits (Weapon Specialization)


Bite
You gain an additional +1 to hit if you suffer -4 to attack from Power Attack. This increases by another +1 if you suffer a -10, and another at -20.


Claw
Your wounds cause living foes to bleed, taking 2 damage a round, per hit, for Strength modifier rounds or until they receive magical healing or a DC 15 Heal check.


Gore
Whenever a creature charges you it provokes an attack of opportunity (this attack of opportunity does not get double damage).


Slam
If you hit a creature with a slam attack you may attempt to Bull Rush them as a swift action, you do not need to move into their square and do not provoke attacks of opportunity but may not move along with them unless you also spend a move action.


Sting
Ignore 4 points of armor/natural armor bonus to target’s AC, 1/encounter make a melee attack as a touch attack.


Tail
Apply an additional bonus to damage equal to 1/2 your Strength modifier


Tentacle (Vine, etc)
+5-ft reach with tentacle attacks.


Wing
First time you strike a target with your wing each round they must make a Reflex save (DC 10 +1/2 your effective fighter level + Str modifier) or treat all creatures as if they had concealment until the end of round. This does not affect creatures which do not rely upon sight.

ezkajii
2015-04-17, 09:04 AM
If I missed one that you consider important let me know.

The only one I can think of is gore. What you put up looks really good though!