Some Homebrew Tome Style Feats...

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traverse
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Post by traverse »

I got bored, so I put together a Jump skill feat of my own, though it's more of a secondary jump feat when compared to the two already posted in this thread. Hopefully it's not weak against a flight culture.

Traceur [Skill]
You jump across rooftops and run along park railings, because you highly suspect it makes you look KICK ASS.
Jump ranks:
0: You gain a +3 bonus to your Jump checks.
4: If you deliberately jump or fall downward within arm's reach of a wall or similar vertical surface, you can move yourself sideways along the wall. traveling up to 5 feet horizontally for every 10 feet you fall. You can move up to your full movement horizontally in this fashion (so long as the wall is wide enough), even if that distance, plus your falling distance, exceeds your normal movement rate. Treat any jump or fall as 20 feet shorter than it actually is.
9: While moving you can traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall, taking damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.
14: You do substantial damage if you deliberately leap down to attack a foe beneath you. You must drop at least 20 feet. You must roll to hit; this qualifies as a charge attack, with all relevant bonuses and penalties. If you hit, you deal damage as normal, plus an extra 2d6 points for every 10 feet of distance beyond the first 10 feet, to a maximum of 20d6. You still take whatever damage you would normally take from the fall.
19: You can fall any distance without harm while within arm's reach of a wall or similar vertical surface.

EDIT: Feh, I'll also post my 'what hath I wrought' business, also from being bored. A slightly keyed down version of the tomes Blind-Fight feat, dependent on Listen, built for those persons who want to play a blind monk or whatever. It kind of goes against how expansive a tome feat should be, though it's still far more than anyone other than Daredevil could be expected to do. Just cut out the 'you're blind' and the prereq and tack on a '-Fight' to the name it's a Blind-Fight replacement, ta-dah.

Blind!
You've figured out how to punch people without having to see them.
Prerequisite: Must be taken at level 1.
Listen ranks:
0: You gain +4 to your Listen checks, and the ability to take 10 on any Listen check, regardless of your condition (save for dead, deafened, or unconscious). You can make one Listen check each round as a free action. Listen is always a class skill for you. Oh, yeah, AND YOU'RE BLIND.
4: In melee, you may reroll your miss chances caused by concealment. An invisible attacker gets no advantages related to hitting you in melee. You take only half the usual penalty to speed for being unable to see.
You can attempt a DC 24 Listen check to pinpoint the location of all creatures within 30 ft., as long as you have line of effect to them. Creatures attempting to move silently in range instead make an opposed Move Silently check with a +10 bonus. This check does not find incorporeal creatures.
When making Listen checks, you might learn more about the source of a noise.

Code: Select all

Check beats the DC by:  Extra information learned.
5                       The the size and speed of the source of the noise.
10                      The type of armor the creature wears and what it carries, if anything.
15                      The creature’s type and subtypes.
9: You gain blindsight in a 5 ft. radius. You no longer take the penalty on Strength and Dexterity-based checks for not being able to see, nor suffer a movement penalty.
14: Your blindsight improves to a 30 ft. radius. You can extend the Listen check to pinpoint all creatures within 30 ft. to 90 ft., but the DC for the modified check is 34. You take no penalty to Search checks for not being able to see. You may ignore the chance to miss a target because of concealment.
19: Invisible ranged attackers do not get a bonus to hit you, and you may apply your dexterity to your armor class against them. You can no longer be caught flat footed.

Penalties taken due to blindness:
No Dexterity bonus to AC.
+2 to hit on any attacks made against you.
-4 penalty on most Strength and Dexterity-based checks.
-4 penalty on Search checks.
Automatic failure of Spot checks and similar abilities (such as reading).
Must make Listen checks to detect creatures. All creatures are considered invisible to you.
Even if pinpointed, a creature still has total concealment against you.
Cannot benefit from abilities such as precision damage bonuses.
Cannot use target spells except by touch.
Movement speed cut in half.

Adjusted blindness penalties beyond 19 Listen skill points:
Automatic failure of Spot checks beyond a 30 ft. radius and similar abilities (such as reading).
Must make Listen checks to detect creatures beyond a 30 ft. radius. All creatures beyond a 30 ft. radius are considered invisible to you.
Cannot benefit from abilities such as precision damage bonuses beyond a 30 ft. radius.
Cannot use target spells beyond a 30 ft. radius.
[/b]
Last edited by traverse on Tue Jan 27, 2009 3:41 pm, edited 1 time in total.
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Post by SunTzuWarmaster »

Traverse, those suck.

Blind! is not as good as Blindfighting (which doesn't require you to be blind and allows you to move your full movement speed). If you want to play a blind character, it almost has to be a flavor choice because the first things you have to have the feat do are to get your movement back, get your dodging back. and get your way of locating enemies back.

Any parkour-related feat will suck, always, unfortunately (I've tried to come up with something, but it never works). When it comes right down to it, running along walls is a 3rd level ability (Spiderclimb), and at higher levels is something you just tack on to whatever boots you have for 7500 gold (http://www.d20srd.org/srd/magicItems/Wo ... erClimbing). Also, most parkour moves can be duplicated by existing skills. For instance, a wall run is: http://www.wizards.com/default.asp?x=dn ... 05a&page=5 (run up a wall for a round if you have 12 jump ranks and 5 tumble ranks). Considering a fall 10 feet shorter than it is a DC 15 Tumble check.
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Post by Maxus »

SunTzuWarmaster wrote:
Any parkour-related feat will suck, always, unfortunately (I've tried to come up with something, but it never works). When it comes right down to it, running along walls is a 3rd level ability (Spiderclimb), and at higher levels is something you just tack on to whatever boots you have for 7500 gold (http://www.d20srd.org/srd/magicItems/Wo ... erClimbing). Also, most parkour moves can be duplicated by existing skills. For instance, a wall run is: http://www.wizards.com/default.asp?x=dn ... 05a&page=5 (run up a wall for a round if you have 12 jump ranks and 5 tumble ranks). Considering a fall 10 feet shorter than it is a DC 15 Tumble check.
I've worked at it too, at a friend's request. Here's what I came up with, for better or for worse.


Walk of the Ninja [Skill, Balance]
Benefit: You gain a speed boost every 5 ranks in Balance, in 10-foot increments.
+0 You take no movement penalties for difficult terrain, and you get an +4 dodge bonus against any AoO's you provoke by moving from one space to another
+4 You can move up walls and across water, as long as you end your movement on a (relatively) flat, solid surface.
+9 You may freely move across any surface, whether it be liquid or solid, no matter if it’s horizontal, vertical or would require you to violate gravity by walking across the ceiling.
+14 You may freely air walk, as the spell, as a Supernatural ability.
+19 With an immediate action, you may effectively teleport yourself away to a distance equal to your movement speed

Spring Crazy [Combat]
Benefit: At the beginning of your turn, you can designate either your own or an adjacent square as occupied for purposes of flanking, this lasts until your next turn. Yes, this means you can flank with yourself.
+1: You can feint to avoid drawing an AoO when passing through threatened squares. You get a +2 Synergy check on this feint if you have 5 ranks in Tumble.
+6: You’re so crazy, you can use solid surfaces, objects and corporeal creatures to perform a Spring. A Spring is a special Jump check which may, at the user’s option, travel in a direct line in a direction of the user’s choosing. The distance traveled is as per a usual Jump check. Each Spring costs an Attack of Opportunity.
*When springing off a creature, make a Reflex save against a DC of his BAB + the Ability Modifier he uses for attack rolls. If you succeed, you may spring off of him. If you fail, you get hit.
*When using a solid surface, make a check versus DC 15, and the wall or floor won’t hurt you if you fail.
*When using an object, it’s DC 15. Again.
*You may perform multiple Springs per round and, if you can continue to make the checks, spring from one enemy to another.
+11: As an immediate action and using an AoO, you may make a Reflex save or a Tumble check, against an enemy’s attack roll, to negate his attack and spring off of it, as the +6 ability. If you succeed, the enemy attack, and his subsequent attacks against you that round miss.
+16: Your Springs may, at your option, include an attack of opportunity at the creature you used as a springboard, or AoO’s any creature you pass during the course of your Spring.
Last edited by Maxus on Wed Jan 28, 2009 3:38 am, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by SunTzuWarmaster »

Yea, that is workable, but it doesn't have the feel of the Traceur.

I have mild reservations about adding a 10' speed boost every 5 levels (This adds more and more attacks someone with a Whirlwind feat). On the whole,
I like it though.
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Post by Maxus »

SunTzuWarmaster wrote:Yea, that is workable, but it doesn't have the feel of the Traceur.
I'm not sure what a Traceur is, but I figure if a player wants to go nuts describing the flips and rolls and bounces, they're welcome to.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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traverse
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Post by traverse »

Maxus wrote:I'm not sure what a Traceur is, but I figure if a player wants to go nuts describing the flips and rolls and bounces, they're welcome to.
Crazy go nuts traceur (free-running, parkour) playlist.

Walk of the Ninja and Maxnome's Super Jump (Really? Super Jump?) Would definitely work. If athletics isn't one skill, Traceur shouldn't be accomplished in one feat anyway.
SunTzuWarmaster wrote:Blind! is not as good as Blindfighting.
Inorite, when Alertness and Blind Fighting are combined they're just Blind! but SUPERAWESOME! Someday, (/me sniffles.) I'll look back and be okay with that.

EDIT: Not one to take giving up, Blind!, part 2, presented as a rewrite of Alertness and Blind Fighting. Along with Ghost Hunter, you're a powerhouse sans eyes. In reality, I was just wondering about the overlap between these two feats, and the fact that Blind Fighting gave you the ability to sense things burrowing around 120 feet below the ground. (Also, epic usage of the listen skill to detect illusions? Chyeah, right.)

Alertness [Skill]
Your ears are so sharp you probably wouldn’t miss your eyes.
Listen Ranks:
0: You gain a +3 bonus to Listen checks.
4: You can make a Listen check once a round as a free action. You don’t take penalties for distractions or ambient noise on your Listen checks.
9: You gain blindsense equal to 5 feet for every point invested in the Listen skill. You gain blindsight equal to 1/4 that distance, rounded up. Divide any distance penalties you take on Listen checks by two.
14: You may make a Listen skill check instead of a will saving throw against any illusion with an aural component. You gain an immediate saving throw when any illusion with an aural component enters your blindsense range.
19: You can hear through magical silence and similar effects, but you take a -20 penalty on your check. Divide any distance penalties you take on Listen checks by five.

Blind Fighting [Combat]
You don’t have to see to kill.
+0: You may reroll your miss chances caused by concealment.
+1: While in darkness, you may move your normal speed without difficulty.
+6: You may ignore your miss chances caused by concealment. You gain blindsight to 20 feet.
+11: You can use blacklight as a spell-like ability 1/encounter, only centered on yourself, with a caster level equal to your character level.
+16: You cannot be caught flat footed.
Last edited by traverse on Wed Jan 28, 2009 6:56 pm, edited 4 times in total.
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Prak
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Post by Prak »

player of mine wrote this up, what do you guys think?

Shield Specialization
Benefit-Shield Specialization: Increase Shield Bonus +1
+1-Shield Ward: Gain Shield Bonus to Touch AC and against Bull Rush, Disarm, Grapple, Overrun, and Trip
+6-Improved Shield Bash(PHB)
+11-Active Shield Defense Make AoO without penalty while fighting defensively
+16-Agile Shield Fighter Reduce two weapon penalties to -2 on each attack when shield bashing
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Post by TOZ »

Ninja'd you there Prak.

Adding the results here to keep a nice consolidated thread.

Shieldbearer [Combat]
"And my shield."
+0: You may add your Strength modifier to your BAB for the purposes of working out whether you have the Edge for shield bashes, as well as the Edge for defending against bull rushes, trips and disarms.
+1: You add your shield's AC bonus to your touch AC as well.
+6: Any opponent struck by a shield bash must make a Fortitude save (DC 10+1/2 your character level+your Str mod). If they fail, they receive a penalty on all skill checks, ability checks and saves equal to your Str modifier for 1d4 rounds.
+11: As an immediate action, you may lose your shield bonus until your next action, but instead grant it to an adjacent ally for as long as you do not have it.
+16: Your shield bashes are so awesome that each time you hit with one, your opponent is automatically bull rushed, using your damage as the distance you have 'moved' (rounded up to the nearest 5ft), and you move with an opponent that you bull rush in such a way. If you actually perform a bull rush while using a shield, you receive a bonus on the roll equal to your Strength modifier (essentially, gaining it twice).


Light on Your Feet [Skill]
Gravity has very little hold on you.
Balance Ranks:
0: You treat all jumps as if you had a running start.
4: Your jumping distance is not limited by your height.
9: You make take any part of your move along any surface (including water or vertical surfaces, but not 'air') as long as you end on a horizontal surface. If you do not, you fall as appropriate.
14: You gain a fly speed (clumsy) equal to your base land speed.
19: You gain a fly speed (perfect) equal to double your base land speed.
Last edited by TOZ on Thu Apr 09, 2009 9:43 pm, edited 2 times in total.
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Post by koz »

You forgot this, TOZ!
me, earlier wrote:On a related note: Shield bashing should really get its time in the sun. Something like this, perhaps?

Shield Bash

You can perform a shield bash in place of any number of normal weapon attacks (including as part of a full attack). Make an attack roll, using the shield's enhancement bonus to AC as an enhancement bonus on the attack roll. The attack roll is computed as a normal melee weapon attack. If it hits, the shield deals 1d8 damage (or 1d10 if it's a great shield), plus the user's Strength modifier, and any enhancement bonus it has. Any other bonuses a character receives for melee attacks that could apply to this attack do. However, you do not receive your shield's bonus to AC for that round.
Edge: If you have the Edge on your opponent, you do not lose your shield's benefit to AC after performing a shield bash.
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Post by TOZ »

Ack, I did. Apologies for that. Thanks again for the help with mine, and I'm stealing your IUS for my next game, FYI.
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Post by koz »

TOZ wrote:Ack, I did. Apologies for that. Thanks again for the help with mine, and I'm stealing your IUS for my next game, FYI.
No problem, and enjoy the stealage. Hope your game goes well. :D
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Post by Avoraciopoctules »

Inspired by a picture I saw. Don't know the source.
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Pointy Stick Mastery [Combat]
Everyone's impressed with what you can do with a nice long shaft in your hands.
Benefit: You may use a spear, longspear, halberd, quarterstaff, or lance in one hand. You can also better utilize spears and similar objects for polevaulting. They give you a bullshit bonus to Jump checks equal to your level.

+1: If using a spearlike reach weapon, you may also make attacks with it (and threaten) in normal melee range. If using a spearlike melee weapon such as a halberd, you may also treat it as a reach weapon (so if you are a Medium creature with an appropriately sized halberd, you threaten both adjacent targets and those 10 feet away.).

+6: As an Attack action, you may use a spearlike weapon to make an attack as a line that goes out to Short range. You don't need to make an attack roll, and if you deal enough damage to destroy a wall or similar obstacle, the line continues through it. However, targets can make a Reflex save (DC = 10 + 1/2 Character level + Strength mod) for half damage.

+11: You may now make spear attacks against any target within Short range. Though you don't threaten these targets, you can use this with feats like Whirlwind. Your line attack goes out to Medium range.

+16: Spearlike weapons now threaten out to Short range. You can make spear attacks against targets in Medium range, and your Line attack goes out to Long range.

EDIT 1:
Added Quarterstaff. Removed "The benefits of using a lance while mounted now also apply when you aren't." because I'm not sure whether that makes lances too awesome with this feat. Right now, I see people dual-wielding lances and charging, and that troubles me.

EDIT 2:
Added the picture I mentioned in an sblock at the top of this post.

EDIT 3:
Clarified reach for the +1 benefit. Thank you, Quantumboost.

----------------------------------------------------------------------

I'm thinking about whether or not to limit the person using the feat to one spear at a time, but that's mainly because I made this feat so I could have a character using a spear and sword at the same time.

Trying to think an interesting Tome feat for swording people.
Last edited by Avoraciopoctules on Fri Dec 18, 2009 5:30 am, edited 8 times in total.
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Post by Quantumboost »

Avoraciopoctules wrote:+1: If using a spearlike reach weapon, you may also make attacks with it in normal melee range. If using a spearlike melee weapon, you may also treat it as a reach weapon.
If you have a melee-range spear, you can choose to not threaten adjacent squares?

Otherwise, it may be useful to include a range for the reach.
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Post by Avoraciopoctules »

I think it's clearer now.
+1: If using a spearlike reach weapon, you may also make attacks with it (and threaten) in normal melee range. If using a spearlike melee weapon such as a halberd, you may also treat it as a reach weapon (so if you are a Medium creature with an appropriately sized halberd, you threaten both adjacent targets and those 10 feet away.).
Thank you.
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Post by Kaelik »

Um....

I don't think that 300ft-400ft reach is a great idea to just be handing out in a single feat.
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Post by Mask_De_H »

Kaelik wrote:Um....

I don't think that 300ft-400ft reach is a great idea to just be handing out in a single feat.
Unless this feat makes you Son Goku of course. But true, several hundred feet reach as a feat just seems off. Super special awesome artifact spear yeah, any spearlike weapon no.
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Post by Avoraciopoctules »

That seems perfectly valid. I'd like to keep the line attack in some form, but I'm certainly open to replacing the craziness of the +11 and +16 abilities. Any thoughts? I'm trying to think of something useful for fighting closer in.

My first idea was something that would let you take a five foot step whenever you make an attack with the spear, but that feels like it infringes on the territory of other feats.

Perhaps something that lets you knock people around?

------------------edit, not finished-----
Akula and I are debating over how to best implement an Iajutsu feat. Here’s my current interpretation (design goals: don’t encourage people to have a bunch of different weapons they draw, attack with once, then put away or discard, don’t encourage people to repeatedly quickdraw in one round):

Iajutsu [Combat]
Your policy of putting things off until you really have to start work extends to combat
Benefit: You may draw a weapon or other item as a free action. You threaten out to your reach regardless of whether you have a weapon ready, and if someone provokes an Attack of Opportunity from you, you may draw a weapon before you strike.

+1: When attacking with the first weapon you drew this round,

+6: If you did not have a weapon readied at any point in the previous round, the first attack you make this round is an automatic threat.

+11: [multi-strike]

+16:


And here’s his:
Quickdraw Master [Skill]
0: You may draw your weapon as part of an attack or standard action. You also are crazy fast and gain a +2 to initiative.
4: Foes are Flatfooted against melee attacks made by a weapon you have drawn this round. If you have a death attack, you may instead opt to be considered to have already studied your opponent on your next attack.
9: Attacks made by a weapon drawn this round ignore DR and Hardness.
14: If you draw a weapon and make a melee attack with it as a standard action, if you hit, you may opt to do no damage and instead stun your target for 1d4 rounds on a failed Fortitude saving throw. (DC=10+1/2 level+Dex mod)
19: When you draw a weapon winds explode from you, dealing 10d6 slashing damage and knocking prone everyone within 20'.
Any thoughts or suggestions?
Last edited by Avoraciopoctules on Sat May 01, 2010 12:24 am, edited 2 times in total.
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