Buster [Combat]
Who would've thought that two-feet of solid steel would be so good with breaking things?
Special: This feat only applies to the first attack of a full attack.
Benefit: Whenever you hit with a weapon wielded two-handed the stricken must make a Reflex save vs 10 + 1/2 level + Str mod or be knocked prone.
+1: Any creature you succesfully knock prone with this feat is also disarmed*. If they weren't holding any weapons, then they are incapable of performing unarmed strikes, using natural weapons or casting spells for 1 round
+6: Whenever you hit with a weapon wielded two-handed you deal sundering damage to any armor (Including natural) the stricken is wearing. If you succesfully knocked them prone, you also deal sundering damage to all weapons disarmed. If they aren't wearing any armor, then they get an AC, Will, Fort and Ref penalty equal to your Str mod for 1d4 rounds. If they aren't holding any items, then they are incapable of performing unarmed strikes, using natural weapons or casting spells for 1d4 rounds.
+11: If the stricken would be knocked prone, they are instead blown away, nauseated for 1d4 rounds rounds and prone. They also count as helpless for as long as they are both prone and nauseated.
+16: If the stricken were to be blown away, they are instead hurled, as if under the violent thrust effect of the Telekinesis spell. This effects creatures of a weight range of 25 x BAB pounds, hurling them at any creature within a range of 10 x BAB feet dealing 1d6 per 25 pounds of hurled creature of damage and 1 point per 25 pounds of hurled creature of sundering damage to armor to both creatures. The creature hurled at must make a Reflex save vs 10 + 1/2 level + Str mod or be knocked prone, disarmed and have the same sundering damage dealt to held items. The hurled still ends up nauseated and prone as above.
*Any bonus or penalty to disarm also effects this feat. For example, if they have a +4 bonus against being disarmed, they must fail their Reflex save by 4 to be disarmed even if they fall prone. If they have a -4 penalty to being disarmed, they must suceed their Reflex save by 4 or be disarmed, even if they don't fall prone.
Mad Charge [Combat]
You charge the enemy, waving your phallacy like a maniac.
Special: This feat only works when wielding a weapon two-handed.
Benefit: Whenever you bull rush, any enemy you would normally* provoke an AoO from, instead provokes an AoO from you. You only get one attack in to each of them and continue your bull rush as normal.
+1: Anyone you hit during a bull rush, including with a melee attack from an AoO and the bullrush itself, must make a Reflex save vs 10 + 1/2 level + Str or be knocked prone.
+6: Anyone you hit during a bull rush, including with a melee attack from an AoO and the bullrush itself, that would be knocked prone is instead blown away, as well as knocked prone.
+11: When a creature is blown away by this feat, they are nauseated for 1d4 rounds and count as helpless while they are both prone and nauseated.
+16: When you sucesfully bullrush a creature, every other creature within ten feet is hurled as if under the violent thrust effect of the Telekinesis spell. This effects creatures of a weight range of 25 x BAB pounds, hurling them at any creature within a range of 10 x BAB feet dealing 1d6 per 25 pounds of hurled creature of damage. The creatures hurled at must make a Reflex save vs 10 + 1/2 level + Str mod or be knocked prone. The hurled creatures are also prone.
*Normally includes if you didn't have the Juggernaut [Combat] feat or if an opponent were not flat-footed or other above norm circumstances.
[Feats] Buster & Mad Charge
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[Feats] Buster & Mad Charge
Last edited by God_of_Awesome on Tue Feb 02, 2010 6:12 am, edited 3 times in total.
Frank on the Fighter (Abridged)
FrankTrollman wrote:...God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.
...
So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.
-Username17
Re: [Feats] Buster & Mad Charge
Destroying magic items is without honor.God_of_Awesome wrote:Buster [Combat]
So those who are unable to make attacks of opportunity (due to being flat-footed, for instance) are immune? That does not make any sort of sense.God_of_Awesome wrote:Mad Charge [Combat]
Benefit: Whenever you bull rush, any enemy you would normally* provoke an AoO from, instead provokes an AoO from you. You only get one attack in to each of them and continue your bull rush as normal.
*Normally includes if you didn't have the Juggernaut [Combat] feat.
Re: [Feats] Buster & Mad Charge
watGod_of_Awesome wrote:Buster [Combat]
Who wouldn't that two-feet of solid steel would be so good with breaking things?
Last edited by erik on Sun Jan 31, 2010 3:36 pm, edited 1 time in total.
Alright, after seeing you guys flail around, I took a few minutes to make my own feat.
Two-Handed Figthing [Combat]
"You honestly thought you could just walk up to me while I was holding this?
+0:Bigger is Better - You get a +3 bonus to trip and disarm attempts while wielding a two-handed weapon.
+1:Follow Through - While wielding a two-handed weapon, you may make an extra attack action on any opponent you successfully bullrush or trip.
+6:Lunge - While wielding a two handed you may make an attack at up to double your normal reach as an immediate action. Doing this counts as an attack of opportunity.
+11:None Shall Pass - Any creature you strike with an attack of opportunity with a two-handed weapon must make a fortitude save (DC 10+ 1/2 level + your Strength bonus) or be considered checked* until their next turn.
+16:Much Better - While weilding a two handed weapon your reach is doubled, you may still strike adjacent opponents.
[*]Checked is a mostly unused condition, it means they're prevented from forward movement. I'd never seen any ability use the 'checked' condition. Figured it needed some love.
It makes you trip and disarm better (fuck you status effects), lets you deal a bit of damage to people you fuck up, lets you fuck people up on their own turn without them being able to retaliate much, prevents people from fucking up your friends, and then lastly helps you fuck people up from that much further away.
Note that disarms and trips are attack actions.
Two-Handed Figthing [Combat]
"You honestly thought you could just walk up to me while I was holding this?
+0:Bigger is Better - You get a +3 bonus to trip and disarm attempts while wielding a two-handed weapon.
+1:Follow Through - While wielding a two-handed weapon, you may make an extra attack action on any opponent you successfully bullrush or trip.
+6:Lunge - While wielding a two handed you may make an attack at up to double your normal reach as an immediate action. Doing this counts as an attack of opportunity.
+11:None Shall Pass - Any creature you strike with an attack of opportunity with a two-handed weapon must make a fortitude save (DC 10+ 1/2 level + your Strength bonus) or be considered checked* until their next turn.
+16:Much Better - While weilding a two handed weapon your reach is doubled, you may still strike adjacent opponents.
[*]Checked is a mostly unused condition, it means they're prevented from forward movement. I'd never seen any ability use the 'checked' condition. Figured it needed some love.
It makes you trip and disarm better (fuck you status effects), lets you deal a bit of damage to people you fuck up, lets you fuck people up on their own turn without them being able to retaliate much, prevents people from fucking up your friends, and then lastly helps you fuck people up from that much further away.
Note that disarms and trips are attack actions.
Last edited by Utterfail on Sun Jan 31, 2010 6:48 pm, edited 1 time in total.
Failing since 1989
I suppose this signature has run it's course.
I suppose this signature has run it's course.
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Re: [Feats] Buster & Mad Charge
I didn't know that. Fixed.Starmaker wrote: So those who are unable to make attacks of opportunity (due to being flat-footed, for instance) are immune? That does not make any sort of sense.
UtterFail: Well, okay.
I mean, great feat, I just didn't think of that but what with the status effect hate?
Last edited by God_of_Awesome on Mon Feb 01, 2010 1:20 am, edited 1 time in total.
Frank on the Fighter (Abridged)
FrankTrollman wrote:...God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.
...
So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.
-Username17
- God_of_Awesome
- Knight-Baron
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- Joined: Sat Aug 22, 2009 7:19 am
Re: [Feats] Buster & Mad Charge
Haha, Engrish.erik wrote:watGod_of_Awesome wrote:Buster [Combat]
Who wouldn't that two-feet of solid steel would be so good with breaking things?
Frank on the Fighter (Abridged)
FrankTrollman wrote:...God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.
...
So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.
-Username17