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Thread: A few revised feats
- Join Date
- Oct 2006
- Pittsburgh, PA
A few revised feats
No real rhyme or reason to this post. It's mostly an overhaul of some of the core feats, to make them more usable in-game.
Prerequisite: Dexterity 13
Benefit: Gain a dodge bonus to armor class equal to 1/5 your character level, minimum 1. (ex, +1 at 1st level, +2 at 10th, +3 at 15th, +4 at 20th)
Remove this feat from the prerequisite tree for any feat line which also includes Mobility (Shot on the Run, etc)
Prerequisite: Dexterity 13
Benefit: Gain a +5 inherit bonus to base land speed, and a +4 dodge bonus to armor class against attacks of opportunity provoked by your movement.
Natural Spell [Metamagic]
Prerequisite: Wild Shape, Caster Level 5
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
A Natural Spell uses up a spell slot two levels higher than the spell's actual level.
Prerequisite: Dexterity 15, Mobility, 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 you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You canít 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.
Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.
Benefit: Increase all current and future hit die by one size category (ex, d4->d6->d8->d10->d12->3d6). Do not recalculate already existing hit points.
Prerequisite: Dexterity 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6, for a total penalty of -2 with each hand. During a full attack, you may make one attack with your off-hand weapon for each attack you make with your main hand, at the same base attack bonus. For example, a 6th level fighter would make two attacks with his main hand at +6 and +1, and two attacks with his off hand at +6 and +1.
Improved Two-Weapon Fighting
Prerequisite: Two-Weapon Fighting, Dex 17, BAB +6
Benefit: Any time you can attack with your main hand, you may also attack with your off-hand as part of the same action, and at the same BAB.
Greater Two-Weapon Fighting
Prerequisite: Two-Weapon Fighting, Improved Two-Weapon Fighting, Dex 19, BAB +11
Benefit: You no longer suffer a penalty on attack rolls for fighting with two-weapons. In additions, when making combat maneuvers like disarm and trip attempts, you may make two attempts with the same action.
Prerequisite: Two-Weapon Fighting, BAB +3
Benefit: When wielding two weapons, you gain a shield bonus to AC equal to the number of two-weapon fighting feats you possess (counting this one). When you are fighting defensively or using the total defense option, this bonus increases to two times the number of two-weapon fighting feats you possess.
Improved Two-Weapon Defense
Prerequisite: Two-Weapon Fighting, Two-Weapon Defense, BAB +6
Benefit: When fighting with two weapons, if an opponent makes a melee attack and misses by less than the bonus from your Two-Weapon Defense feat, you may make an attack of opportunity with your off-hand weapon. Improved Two-Weapon Fighting does not apply to this action.
Greater Two-Weapon Defense
Prerequisite: Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, BAB +11
Benefit: When making your attack of opportunity from Improved Two-Weapon Defense, you may attack with both weapons, as per Improved Two-Weapon Fighting.
Prerequisite: Two-Weapon Fighting, Improved Two-Weapon Fighting, BAB +6
Benefit: While fighting with two weapons, you may make a full attack at the end of a charge.
A note on Two-Weapon Fighting:
SpoilerYou'll notice that I have not, in fact, reduced the number of TWF feats. That's intentional. You'll also notice that the first-stage feat replaces virtually the entire original line. Successive feats add new abilities, rather than serving as a tax on the fighting style.
Last edited by Grod_The_Giant; 2012-01-04 at 11:54 PM.
- STaRS: The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.
- Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
- Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
- D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.
- Join Date
- Oct 2009
Re: A few revised feats
Good stuff, Maynard. I'll probably amend these in my game as you suggest. The TWF feats have always seemed kinda meh to me, and I like your better.