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imp_fireball
2008-11-21, 03:36 PM
Martial Feats

Bullet Rage:
Prerequisites: Rage 1/day, BAB +1, Fast Movement, Endurance, Armored Mobility (optional)

During a rage, your move speed effectively doubles. If you have the armored mobility feat, fast movement may apply even while wearing heavy armor, but only when raging. This effect applies to the above when wearing heavy armor.

Seeking Charge:
Prerequisites: Endurance, Climb (4 ranks)

Instead of scaling walls and boundaries, you appear to run up the former and seemingly float over the latter.

You may climb at your move speed during a charge, as well as include climb, jump, or any combination thereof in conjunction to a charge (includes sideways climbing). During a charge you ignore all territorial obstructions (as if you have woodland stride) while wearing heavy armor.

You may also bull rush a number of opponents in the way of your charge equal to the maximum amount of attacks of opportunity you may make during a round, however you sacrifice AoOs for the duration before your next turn.

If raging, the number of allowable bull rushes doubles, however you still sacrifice all AoOs for the duration prior to your next turn if you perform any bull rushes during your charge at the current round that you choose to make the action.

Failing climb checks during a charge does not disrupt the charge, however you may not make another climb check during that charge (where instead you can have a caster with a readied action to boost you up in case you fail to move past the obstruction, or perhaps you could perform a jump check in a ditch attempt to insure you reach your target).

Greater Seeking Charge
Prerequisites: Awareness, Seeking Charge, Endurance, Climb (4 ranks), BAB +3

You round corners and obstructions with utmost efficiency. Like a minotaur in a maze, you power through an area towards your hapless target with great determination and without pause.

Your charge no longer needs to be linear. As long as their is a path towards your target (that you can scale on successful checks) then the charge applies.

Furious Assault
Prerequisites: Jump (10 ranks), Leap Attack

As long as you do not provoke an AoO, you may charge an adjacent opponent simply by jumping and then applying the gravity as your charge (during the same round), however you must distance yourself at least ten feet (vertical) from the opponent for the jump.

Jumping now counts as a swift action (hopping remains a swift action), except on running starts (where it is still a move action).