Some Homebrew Tome Style Feats...

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Maxus
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Post by Maxus »

I got bored.

Banter [General]
You’ve turned talking into part of the Art of War
Level: Benefit:
0 Benefit: You may use your Charisma instead of your Dexterity modifier for calculating your dodge bonus.
1: You’re good at running your mouth.

Banter: If you engage an enemy in conversation, he focuses exclusively on you, which may be to his detriment. You and the enemy must understand each other’s language, and he must pass a Will Save (DC 10 + ½ character level + Cha modifier), otherwise he is in Bantering mode for a number of rounds equal to your Charisma modifier. Both you and he take a -3 penalty to attack rolls, and if anyone other than you attacks him, he’s considered flat-footed—but it ends the bantering ends. This may be used a number of times a day equal to your Charisma modifier.

6: Flashy: Your attacks are considered to have the Edge against anyone who has less Charisma and Dexterity than you do. You also use your Charisma instead of your Str for melee damage rolls when you have the Edge.

11: Your personality continues to prove useful.

Improved Banter: You don’t take the -3 penalty to attack rolls when Bantering.

16:
The Curious Durability of Motormouths: You gain DR X/-, where X is your Charisma modifier + 3, while bantering.

Setup: When you’re engaged with Banter with an enemy, the first ally’s attack to hit him is a full-damage critical hit.
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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CatharzGodfoot
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Post by CatharzGodfoot »

I like the idea of [General] level-based feats that apply benefits to multiple skills.
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Koumei
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Post by Koumei »

Cerebral Assassin [Skill]
You out-think your foes, aiming to win before battle starts, and fooling your foes into walking into your expertly laid traps.

Benefit: As a Swift action, you may call an opponent's attention towards you. This brief distraction grants all allies a +1 bonus to strike them until your next turn, and +1d6 damage.

4+ ranks in Bluff: Anyone who misses you in melee by 5 or more points suffers damage equal to 1d6 + your Intelligence modifier.

9+ ranks in Bluff: The bonuses improve to +2 and +2d6 respectively. Additionally, if you make a trap, the DC to spot and disarm is equal to the Craft (Trap) check result. Yeah, it's that hard. The trap deals extra damage (if a damage-dealing trap) equal to your Int modifier.

14+ ranks in Bluff: The bonuses improve to +3 and +3d6. Anyone who misses you in melee combat takes damage equal to your Int modifier. If they miss by 5 or more, they fall prone in the adjacent square of your choice. Whenever you attack a flat-footed foe, they must make a Will save (DC 10 + half your HD + your Int modifier) or be Dazed or Blinded for one round.

19+ ranks in Bluff: As a standard action, you may perform a low blow against a target. As part of this, you may make a feint attempt. If it succeeds, your attack is against their flat-footed AC as normal. Additionally, if the feint succeeds, your attack (if successful) deals additional damage equal to your Bluff modifier and renders them prone. They also are Stunned for one round, and lose access to one limb of your choice.

You may also quickly throw or spit a spray of sand, grit or whatever to blind foes. This is a move action, and affects all in a 10' cone (Ref negates, DC 10 + half your HD + your Cha modifier) or one target of a ranged touch attack. If they are hit, they are blinded for 3 rounds.
Last edited by Koumei on Mon Jun 30, 2008 12:48 pm, edited 1 time in total.
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Maxus
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Post by Maxus »

Koumei wrote:Cerebral Assassin [Combat]
You out-think your foes, aiming to win before battle starts, and fooling your foes into walking into your expertly laid traps.

Benefit: As a Swift action, you may call an opponent's attention towards you. This brief distraction grants all allies a +1 bonus to strike them until your next turn, and +1d6 damage.

4+ ranks in Bluff: Anyone who misses you in melee by 5 or more points suffers damage equal to 1d6 + your Intelligence modifier.

9+ ranks in Bluff: The bonuses improve to +2 and +2d6 respectively. Additionally, if you make a trap, the DC to spot and disarm is equal to the Craft (Trap) check result. Yeah, it's that hard. The trap deals extra damage (if a damage-dealing trap) equal to your Int modifier.

14+ ranks in Bluff: The bonuses improve to +3 and +3d6. Anyone who misses you in melee combat takes damage equal to your Int modifier. If they miss by 5 or more, they fall prone in the adjacent square of your choice. Whenever you attack a flat-footed foe, they must make a Will save (DC 10 + half your HD + your Int modifier) or be Dazed or Blinded for one round.

19+ ranks in Bluff: As a standard action, you may perform a low blow against a target. As part of this, you may make a feint attempt. If it succeeds, your attack is against their flat-footed AC as normal. Additionally, if the feint succeeds, your attack (if successful) deals additional damage equal to your Bluff modifier and renders them prone. They also are Stunned for one round, and lose access to one limb of your choice.

You may also quickly throw or spit a spray of sand, grit or whatever to blind foes. This is a move action, and affects all in a 10' cone (Ref negates, DC 10 + half your HD + your Cha modifier) or one target of a ranged touch attack. If they are hit, they are blinded for 3 rounds.
Loving it. One thing though...should list it as a skill feat.
Last edited by Maxus on Mon Jun 30, 2008 12:24 pm, edited 1 time in total.
Koumei
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Post by Koumei »

Done.

And the idea came to me while I was mentioning my hatred of the Judges in FFT, and how I wouldn't follow bullshit rules in a street fight, and would be just as likely to KO the referee and then use a weapon in an official wrestling/boxing match. "Just like Triple H... the Game, the cerebral assassin".

I always thought that one was a rather cool title, so now it's a feat for dirty fighters.
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Post by Maxus »

I assume the +4 ability means you get in a free hit on them?

As a side note, I'm coming to believe that anything's possible with the scaling feats. I just had an idea, too.
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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Post by Maxus »

Does anyone else feel like Iron Will, Great Fortitude, and Lightning Reflexes should be [General] feats?
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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Post by Koumei »

Yes, it's a free hit. Well, the damage listed there is automatic - you don't add it to weapon damage or anything, it's just 1d6+Int, because they overextend and stretch a muscle - just as planned! - or something similar.
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Post by Maxus »

I've been re-reading some Rincewind books. It's actually giving me an idea for a couple of feats. Let's see how this looks...

Coward
The feat of choice for Wizzards and other scruffily-bearded cowards, everywhere!
1: Your run multiplier is increased by one for all levels of encumberance and armor. You also gain +3 to Initiative

Rapid Linear Panic: +30 to your speed when you're running away from something. You're also moving so fast, you retain your dexterity bonus, gain a +8 Dodge bonus to AC and draw no AoO's.

Ka-PWING: If you act first, whether in a surprise round or through initiative, you can move your speed as a free action, drawing no attacks of opportunities for doing so.

Legging it:After the initial mad rush to generate some distance, you settle into solid, ground-eating strides which can be kept up indefinitely. You can run for three times as long as you can normally.

6: RLP II: You get another +30 to your speed when running away from something. You also may use one of the following benefits during any given Rapid Linear Panic:
-You may run up walls and across water without penalty to your movement speed.
-You take no penalties for carrying one object or creature that would otherwise slow you down--even one as awkward as a Great Dane or another person. Armor doesn't slow you down, either.
-Your RLP Dodge bonus increases by 4.
-When in RLP, you may corner freely.

I live with the fear: You're not immune to fear. Not by a long shot. But, on the other hand, being afraid doesn't make you lose your head. The worst state of fear you can experience is frightened, and when you're frightened, you don't take the penalties. You also keep your head enough that you can do other things not directly associated with fleeing the threat, as long as you can still do them while running away.

11: Look, a Distraction!: With a bluff check (as a free action), you can bump other all enemies within 30 feet ten points down the initiative order.
There he is! When you run from hostiles, they must make a will save ( DC 10 + your HD) or give chase exclusively to you. Yeah, the universe hates you like that. On the other hand, they're taking a -10 penalty to their Spot and Listen checks, and when they're attacked by someone other than you, they're surprised.

16: Your run multiplier goes up by 1 (again). You may also gain all of the benefits of RLP II at the same time, and may use any of these abilities, even when *not* running from something. After all, you can't run away in straight lines forever. You'll fall off the edge if keep it up enough.[/b]
Last edited by Maxus on Tue Jul 01, 2008 2:48 pm, 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

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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Post by Aktariel »

Couple of things:

One. ubernoob. The Turnabout feat is great. However, it and Horde Breaker have some very similar tie ins - they have the exact same first level ability (additional AoO's per round equal to Dex mod), and the +16 ability of HB allows you to make AoO's against opponents who attack you in melee.

Also, in the spirit of these feats, the +6 and +11 abilities should really be more different then they are - remember, this is about providing options.

If I take both Horde Breaker and Turnabout, it's great. No lie. At 20th level I get (4+Dex mod)x2 AoO's every round, and I can make two AoO's against anything that would provoke one. But I've essentially wasted two of my... ten abilities granted from these feats. (the +6 ability of TA and part of the +16 ability of HB).

Maybe just a little bit more revising?


Two. Maxus. Flurry of Blows. Great. I always loved the ability to hit people a lot of times. So, I have a couple of questions. One. When I'm greater flurrying, does my attack routine look something like this? (Assuming 20th level, 30 Dex.) BAB: 20/15/15/15, plus... ten flurry attacks at 20 (BAB/2, at full attack bonus), plus ten attacks at 20 for my Dex? For a grand total of... twenty-one attacks at +20 and three attacks at +15? Or do I not get my Dex mod number of attacks when greater flurrying? Just trying to figure this out. Improved Flurry still gives you an additional number of attacks equal to your Dex mod, on top of the 1+[BAB/3] attacks...

Also. The other thing, and I guess this is kind of a nitpick, why don't flaming swords flame when you flurry? I can see Sneak Attack and Rage Dice not applying, and I can kind of see Monk Slam effects not applying (although thats really a shame, given how this was a monk ability originally, and even in Core you could make Stunning Attacks in a flurry), but why don't flaming swords deal an extra +1d6 fire damage? It's not like you can turn them off. It's an inherent part of the weapon.
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Post by ubernoob »

Aktariel wrote:Maybe just a little bit more revising?
Totally open to it. I'm out of town with very limited net for the next week and a half though. Once I get back in town I'll set aside an hour or so to rework them. I'm in the beautiful mountains of colorado right now. I appreciate all the input.
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Post by Maxus »

A couple points:

-I'm actually thinking about rewriting Flurry so your flurry attacks happens in place of your normal attacks. That way, I could say you can use your Dex and your BAB-flurry attacks at all levels without any guilt for your opponent on my part.

-The simplifying of the criticals and the "No Bonus Damage or Effects" is intended to speed things up, and make things a little more sane. You're already rolling a crap-ton of attack and damage dice, so you should be fine. But as with anything I write, use it with whatever modifications you feel like it needs, if you think the concept's worth it.
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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Post by CatharzGodfoot »

If you're using Book of Gears item rules, a flaming sword has a chance of lighting any targets you attack that round on fire.

That should work just fine with a flurry, because at worst you can make a single attack against every enemy in reach an light them all on fire. That's cool, but it isn't overpowered.

All supernatural weapon abilities in Book of Gears are designed along those lines, so they should all work with flurry. The only places where problems still arise are like Blitz and [possibly] Hand of Fire
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
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Mount Flamethrower on rear
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Post by Maxus »

CatharzGodfoot wrote:If you're using Book of Gears item rules, a flaming sword has a chance of lighting any targets you attack that round on fire.

That should work just fine with a flurry, because at worst you can make a single attack against every enemy in reach an light them all on fire. That's cool, but it isn't overpowered.

All supernatural weapon abilities in Book of Gears are designed along those lines, so they should all work with flurry. The only places where problems still arise are like Blitz and [possibly] Hand of Fire
Oh, god, Blitz. Yeah, that would be kicking ass right there.

But what's Hand of Fire?
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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Post by ubernoob »

OK, rework number 3 for critique:

Knock Down [Combat]
You like to make people fall on their asses.
Benefits: You may be considered one size category larger for the purposes of any size dependant roll you make (such as a Bull Rush, Overrun, or Lift action). This stacks with all similar abilities such as powerful build.
+1: Any time you hit and deal at least 10 points of damage you may make a free trip attempt. If you succeed you do not gain the standard extra attack on them.
+6: If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a two-handed weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knockback attempts don't provoke attacks of opportunity, and you don't move with the enemy you knock backward. Bull rush rules can be found on page 154 of the Player's Handbook.
If you choose to use this option in conjunction with a trip attempt the target falls prone at the end of the movement.
+11: Every Time you hit an enemy in melee they must make a fort save (DC 10+str mod+ PA bonus damage) or take a cumulative -2 penalty to attack rolls, AC, and checks. This penalty lasts until the start of your next turn. In addition, by spending a swift action you gain a bonus equal to half your BAB on advanced combat technique checks (Trip, Bullrush, etc) for a number of rounds equal to your BAB.
+16: Flying creatures are now subject to your combat maneuvers. If you make a successful trip check against a flying creature (flying creatures get a +4 bonus to resist trips) then you may hurtle them to the ground (use the rules for the +6 bab ability for the check, but regardless of positioning they head straight down). If you hurtle them far enough to strike the ground they take a number of d6 equal to the number of squares they were prevented from moving plus three times your strength modifyer.

If you do not hurtle them into the ground they end thier movement still flying, but must make a move equivilant action to stop themselves from falling further.

Turnabout [Combat]
Turnabout is fair play.
Benefits: Enemies do not gain the standard flanking bonus to attack rolls. You can still be flanked for the purposes of SA and similar.
+1: If an enemy scores a critical hit against you, deals sneak attack damage, or uses a similar crit-tastic ability against you and you live, then on the next turn on your first attack against them if you successfully hit them it is an automatic critical hit.
+6: Every time you are hit in melee you may make an attack of opportunity against the foe that hits you. This AoO is resolved after the attack.
+11: Any time you are attacked in melee you may make an AoO against the enemy that attacks you. This AoO is resolved before the attack and may prevent the attack from happening if it causes the enemy to be unable to attack you in melee. This replaces the +6 ability.

In addition, any dodge bonus you have your allies gain as well as long as they stay within your threatened area.
+16: Any time you make an AoO you may also headbutt the enemy as a free action. This is not considered an attack and simply adds damage equal to a gore attack of a creature of your size +2 times your strength modifier.

How are these?
Last edited by ubernoob on Fri Jul 04, 2008 8:35 pm, edited 2 times in total.
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Post by Surgo »

Improved Uncanny Dodge at level 1? Really?

I don't really see how it's relevant to the idea of 'Turnabout' at all. Seems like it was just randomly tacked on.
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Post by ubernoob »

Surgo wrote:Improved Uncanny Dodge at level 1? Really?

I don't really see how it's relevant to the idea of 'Turnabout' at all. Seems like it was just randomly tacked on.
How about just not granting the flanking bonus?
Edit: IMO, uncanny dodge is way better than IUD.
Last edited by ubernoob on Fri Jul 04, 2008 8:27 pm, edited 1 time in total.
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Post by Surgo »

More than that, I really just want an answer as to why it's in the feat in the first place. Hardly seems fitting for something along the lines of 'turnabout is fair play'.
Last edited by Surgo on Fri Jul 04, 2008 8:36 pm, edited 1 time in total.
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Post by ubernoob »

Surgo wrote:More than that, I really just want an answer as to why it's in the feat in the first place.
I've modified it to be no flanking to attack rolls, which is what I was going for. Better?
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Post by Surgo »

Yeah. I think actually being able to be flanked for the purposes of SA is better fitting for the feat, seeing as how you'll activate your +1 ability.

Obviously not getting sneak attacked is superior, but it also doesn't play well with the rest of the feat.
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Post by ubernoob »

Surgo wrote:Yeah. I think actually being able to be flanked for the purposes of SA is better fitting for the feat, seeing as how you'll activate your +1 ability.

Obviously not getting sneak attacked is superior, but it also doesn't play well with the rest of the feat.
Yeah. I just used IUD for ease of writing. The flanking to attack was the purpose. Any other big issues?
For ease of use, I'll repost these at the top of this page:

Knock Down [Combat]
You like to make people fall on their asses.
Benefits: You may be considered one size category larger for the purposes of any size dependant roll you make (such as a Bull Rush, Overrun, or Lift action). This stacks with all similar abilities such as powerful build.
+1: Any time you hit and deal at least 10 points of damage you may make a free trip attempt. If you succeed you do not gain the standard extra attack on them.
+6: If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a two-handed weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knockback attempts don't provoke attacks of opportunity, and you don't move with the enemy you knock backward. Bull rush rules can be found on page 154 of the Player's Handbook.
If you choose to use this option in conjunction with a trip attempt the target falls prone at the end of the movement.
+11: Every Time you hit an enemy in melee they must make a fort save (DC 10+str mod+ PA bonus damage) or take a cumulative -2 penalty to attack rolls, AC, and checks. This penalty lasts until the start of your next turn. In addition, by spending a swift action you gain a bonus equal to half your BAB on advanced combat technique checks (Trip, Bullrush, etc) for a number of rounds equal to your BAB.
+16: Flying creatures are now subject to your combat maneuvers. If you make a successful trip check against a flying creature (flying creatures get a +4 bonus to resist trips) then you may hurtle them to the ground (use the rules for the +6 bab ability for the check, but regardless of positioning they head straight down). If you hurtle them far enough to strike the ground they take a number of d6 equal to the number of squares they were prevented from moving plus three times your strength modifyer.

If you do not hurtle them into the ground they end thier movement still flying, but must make a move equivilant action to stop themselves from falling further.

Turnabout [Combat]
Turnabout is fair play.
Benefits: Enemies do not gain the standard flanking bonus to attack rolls. You can still be flanked for the purposes of SA and similar.
+1: If an enemy scores a critical hit against you, deals sneak attack damage, or uses a similar crit-tastic ability against you and you live, then on the next turn on your first attack against them if you successfully hit them it is an automatic critical hit.
+6: Every time you are hit in melee you may make an attack of opportunity against the foe that hits you. This AoO is resolved after the attack.
+11: Any time you are attacked in melee you may make an AoO against the enemy that attacks you. This AoO is resolved before the attack and may prevent the attack from happening if it causes the enemy to be unable to attack you in melee. This replaces the +6 ability.

In addition, any dodge bonus you have your allies gain as well as long as they stay within your threatened area.
+16: Any time you make an AoO you may also headbutt the enemy as a free action. This is not considered an attack and simply adds damage equal to a gore attack of a creature of your size +2 times your strength modifier.
Last edited by ubernoob on Fri Jul 04, 2008 9:32 pm, edited 1 time in total.
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Post by Aktariel »

ubernoob wrote: Turnabout [Combat]
Turnabout is fair play.
Benefits: Enemies do not gain the standard flanking bonus to attack rolls. You can still be flanked for the purposes of SA and similar.
+1: If an enemy scores a critical hit against you, deals sneak attack damage, or uses a similar crit-tastic ability against you and you live, then on the next turn on your first attack against them if you successfully hit them it is an automatic critical hit.
+6: Every time you are hit in melee you may make an attack of opportunity against the foe that hits you. This AoO is resolved after the attack.
+11: Any time you are attacked in melee you may make an AoO against the enemy that attacks you. This AoO is resolved before the attack and may prevent the attack from happening if it causes the enemy to be unable to attack you in melee. This replaces the +6 ability.

In addition, any dodge bonus you have your allies gain as well as long as they stay within your threatened area.
+16: Any time you make an AoO you may also headbutt the enemy as a free action. This is not considered an attack and simply adds damage equal to a gore attack of a creature of your size +2 times your strength modifier.
I still take issue with the "this replaces the +6" line. My beef with it was not that it wasn't clear if you got both, but the fact that +11 did replace the +6 ability. It's a waste to give them that. It's better than nothing, true, but looking at all of the Tome feats, they build on each other, and provide different abilities at each level.

No, I don't have a better suggestion ATM. Sorry. Been a very long day. I'll have a chance to take a better look at it in a couple, if you really want.
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Post by ubernoob »

Aktariel wrote:
ubernoob wrote: Turnabout [Combat]
Turnabout is fair play.
Benefits: Enemies do not gain the standard flanking bonus to attack rolls. You can still be flanked for the purposes of SA and similar.
+1: If an enemy scores a critical hit against you, deals sneak attack damage, or uses a similar crit-tastic ability against you and you live, then on the next turn on your first attack against them if you successfully hit them it is an automatic critical hit.
+6: Every time you are hit in melee you may make an attack of opportunity against the foe that hits you. This AoO is resolved after the attack.
+11: Any time you are attacked in melee you may make an AoO against the enemy that attacks you. This AoO is resolved before the attack and may prevent the attack from happening if it causes the enemy to be unable to attack you in melee. This replaces the +6 ability.

In addition, any dodge bonus you have your allies gain as well as long as they stay within your threatened area.
+16: Any time you make an AoO you may also headbutt the enemy as a free action. This is not considered an attack and simply adds damage equal to a gore attack of a creature of your size +2 times your strength modifier.
I still take issue with the "this replaces the +6" line. My beef with it was not that it wasn't clear if you got both, but the fact that +11 did replace the +6 ability. It's a waste to give them that. It's better than nothing, true, but looking at all of the Tome feats, they build on each other, and provide different abilities at each level.

No, I don't have a better suggestion ATM. Sorry. Been a very long day. I'll have a chance to take a better look at it in a couple, if you really want.
Hmm. I was thinking flat out preventing attacks was too powerful for an AoO at level 6, but that taking the hit to get a free attack was about right. Upgrading karmic strike to robilar's gambit if you will. Maybe just drop the +6 ability and move the sharing of dodge bonuses to that?
Aktariel
Knight-Baron
Posts: 503
Joined: Fri Mar 07, 2008 7:54 pm

Post by Aktariel »

But... Robilar's Gambit and Karmic Strike do the same thing. Well, not exactly, but you resolve your AoO after their attack in both cases.
<something clever>
ubernoob
Duke
Posts: 2444
Joined: Sat May 17, 2008 12:30 am

Post by ubernoob »

Aktariel wrote:But... Robilar's Gambit and Karmic Strike do the same thing. Well, not exactly, but you resolve your AoO after their attack in both cases.
Robilar's specifies it resolves after. Karmic has strange wording that I've seen interpretted by pretty smart guys as being able to prevent an attack by say tripping someone after they hit, but before you take damage. I want to stay away from that kind of poor wording.

In any case, I felt that upgrading at 11 and providing the dodge ability as a "replacement" was the right level order. *shrug*

It's a little wonky compared to Tome stuff, but I feel the power level is about right. If you have a good suggestion to make it less clunky I would love to hear it.
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