New Tactical Feats
Posted: Thu Mar 04, 2004 2:46 am
Energy Master
Prereqs: Ability to cast 5 spells with an energy descriptor that cause hp damage, at least one of them 3rd level.
Pyromaniac: Any spell you cast with the [fire] or [electricity] descriptor sets things on fire. Things follow the normal rules for setting on fire, though objects with a hardness exceeding 8, creatures with the [fire], [electricity], or [water] subtype, or fire immunity do not catch on fire unless they possess sufficient amounts of flammable equipment.
Sundering Blast: Any spell you cast with an energy descriptor does full damage against objects and also ignores the first 5 points of energy resistance possessed by the target(s).
Back Blast: Target a creature benefitting from cover from a burst or ray spell that deals hp damage that can also deal damage to objects. Treat the object as the original target; if the damage from the spell is sufficient to destroy the object, the difference between the spell's damage and the object's hp is passed along to the targeted creature and he does not receive the benefit of cover (reflex saves, improved evasion, AC bonus). The caster must still be able to target the creature for rays, but burst spells that destroy cover deal spillover damage to those benefitting it even if the spellcaster was unaware of their location.
Professional Wrestler
Prereqs: Improved Unarmed Strike, Improved Grapple, Clever Wrestler or Close Quarters Fighting, BAB +5.
Wedge: If a creature with the swallow whole ability has you in its maw but fails on any grapple check to swallow you, you automatically get to make a grapple check of your own or make a light attack at a -4 penalty.
Master of the Dogpile: As appropriate, you may still take attacks of opportunity as if you were not grappled against creatures who try to join the grapple.
Close-Quarters Fighting: In a grapple, you may draw and use one-handed melee weapons at a -4 penalty, as if they were light weapons; if you have more than one set of arms or the improved grab special ability, you may draw and use a two-handed weapon in the same manner.
Assassination
Prerequisites: 5d6 Sneak Attack Damage, Sleight of Hand 9 Ranks, Hide 9 Ranks
Chink in the Armor: Against corporeal creatures with an anatomy, but no vital organs such as many constructs, undead, some plants, etc., you may now deal half of your sneak attack damage against the creature for the remainder of the encounter after your initial hit. This ability also applies to characters protected by fortification armor or similar enchantments.
Sniper's Eye: For each 1d6 worth of sneak attack damage you forgo, the penalty for sniping while hiding is reduced by -5, to a minimum of 0.
Glint of Steel: You are able to sneak attack creatures that have vitals but you cannot reach (because of size differences) in your threat range as if you could reach their vitals normally. This ability does not bypass fortification armor or similar enchantments.
Divine Channeler:
Prerequisites: Ability to channel positive or negative energy. Caster Level 6.
Energy of True Fear: A channeler of energy does not break the awe or rebuke effect by approaching their foes.
Energy of True Destruction: Against an unattended object or objects, a channeler of energy may use a turn attempt on it in an attempt to destroy it. A channeler of energy rolls a normal turning check, but with special stipulations: The channeler's turning check represents the maximum hardness he can affect and the turning damage the amount of actual hp damage deat to the objects. If the channeler can affect more HD than the object has, he can affect more objects up until the maximum hit dice if he chooses.
Dual Energy Channeler: When preparing spells, a channeler of energy may petition the force they pray to whether to channel positive or negative energy (as a cleric) in addition to normal preparation. Any creatures commanded by the channeler are freed. This does not remove the moral reprocussions from channeling energy; thus a godless cleric of an evil deity may never be able to use this ability, while a good cleric of Wee Jas may be able to channel both kinds of energy freely.
Prereqs: Ability to cast 5 spells with an energy descriptor that cause hp damage, at least one of them 3rd level.
Pyromaniac: Any spell you cast with the [fire] or [electricity] descriptor sets things on fire. Things follow the normal rules for setting on fire, though objects with a hardness exceeding 8, creatures with the [fire], [electricity], or [water] subtype, or fire immunity do not catch on fire unless they possess sufficient amounts of flammable equipment.
Sundering Blast: Any spell you cast with an energy descriptor does full damage against objects and also ignores the first 5 points of energy resistance possessed by the target(s).
Back Blast: Target a creature benefitting from cover from a burst or ray spell that deals hp damage that can also deal damage to objects. Treat the object as the original target; if the damage from the spell is sufficient to destroy the object, the difference between the spell's damage and the object's hp is passed along to the targeted creature and he does not receive the benefit of cover (reflex saves, improved evasion, AC bonus). The caster must still be able to target the creature for rays, but burst spells that destroy cover deal spillover damage to those benefitting it even if the spellcaster was unaware of their location.
Professional Wrestler
Prereqs: Improved Unarmed Strike, Improved Grapple, Clever Wrestler or Close Quarters Fighting, BAB +5.
Wedge: If a creature with the swallow whole ability has you in its maw but fails on any grapple check to swallow you, you automatically get to make a grapple check of your own or make a light attack at a -4 penalty.
Master of the Dogpile: As appropriate, you may still take attacks of opportunity as if you were not grappled against creatures who try to join the grapple.
Close-Quarters Fighting: In a grapple, you may draw and use one-handed melee weapons at a -4 penalty, as if they were light weapons; if you have more than one set of arms or the improved grab special ability, you may draw and use a two-handed weapon in the same manner.
Assassination
Prerequisites: 5d6 Sneak Attack Damage, Sleight of Hand 9 Ranks, Hide 9 Ranks
Chink in the Armor: Against corporeal creatures with an anatomy, but no vital organs such as many constructs, undead, some plants, etc., you may now deal half of your sneak attack damage against the creature for the remainder of the encounter after your initial hit. This ability also applies to characters protected by fortification armor or similar enchantments.
Sniper's Eye: For each 1d6 worth of sneak attack damage you forgo, the penalty for sniping while hiding is reduced by -5, to a minimum of 0.
Glint of Steel: You are able to sneak attack creatures that have vitals but you cannot reach (because of size differences) in your threat range as if you could reach their vitals normally. This ability does not bypass fortification armor or similar enchantments.
Divine Channeler:
Prerequisites: Ability to channel positive or negative energy. Caster Level 6.
Energy of True Fear: A channeler of energy does not break the awe or rebuke effect by approaching their foes.
Energy of True Destruction: Against an unattended object or objects, a channeler of energy may use a turn attempt on it in an attempt to destroy it. A channeler of energy rolls a normal turning check, but with special stipulations: The channeler's turning check represents the maximum hardness he can affect and the turning damage the amount of actual hp damage deat to the objects. If the channeler can affect more HD than the object has, he can affect more objects up until the maximum hit dice if he chooses.
Dual Energy Channeler: When preparing spells, a channeler of energy may petition the force they pray to whether to channel positive or negative energy (as a cleric) in addition to normal preparation. Any creatures commanded by the channeler are freed. This does not remove the moral reprocussions from channeling energy; thus a godless cleric of an evil deity may never be able to use this ability, while a good cleric of Wee Jas may be able to channel both kinds of energy freely.