Some Homebrew Tome Style Feats...

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ubernoob
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Some Homebrew Tome Style Feats...

Post by ubernoob »

I can't believe the crap you have to take for prereqs. We're converting our martial characters over to Races of War rules soon, and I want to design some feats balanced against the Tome feats to see just what is reasonable to do. I want to usethe printed dervish, so will have three bonus feats max from classes.

Here are the printed feats I was trying to fit into the build:
Dodge/Expeditious Dodge (RotW)
Power Attack
EWP:Spiked Chain
Improved Trip
Weapon Focus(Spiked Chain) - prereq
Knock-Down (SRD, Diety feats section)
Combat Expertise
Improved Bullrush
Knockback (RoS)
Robilar's Gambit (PH2)
Mobility
Combat Reflexes
Deadly Defense (CS)
Acrobatic Strike (PH2)
Elusive Target (CW)
Karmic Strike (CW)
Stormguard Warrior (ToB)
Shock Trooper (CW)
Combat Brute (CW)
Melee Evasion (PH2)

Quite a lot, huh? Even strongly optimized I only get about half of those. Under tome rules I get the following for free:
Power Attack
EWP:Spiked Chain
Improved Trip (mostly)
Combat Expertise (better, actually)
Improved Bullrush (mostly)

Combat School covers weapon focus pretty well.
The Tome version of Elusive Target covers dodge and CW elusive target.
Horde Breaker covers Combat Reflexes and generally fits the combat style I want.
Whirlwind... is just plain good for a dervish.

Here are my attempts at some Tome Style feats:


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 8:43 pm, edited 1 time in total.
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Post by Maxus »

To get in the spirit of thing, I submit this to be ripped to shreds.

(Yeah, I plagiarized a lot of it from the Mental Weaponry feat.)

Ki Shot [Skill: Concentration]
You belong in a series that has a Z on the end of it.

Benefit: You have a supernatural ability to shoot energy out of your empty hand as an attack action It has a range increment of 60 feet (1d6 damage x3, unaffected by your size). It may only travel as far as 3 range increments before it dissipates harmlessly.

4: You may improve one of your ki shot's attributes by one step (damage 1d8, 19-20 threat range, or x4 critical). You also gain a touch attack as a supernatural ability which does 1d8 damage, useable as a standard action. Both your ranged attack and your touch deal additional damage equal to half of your ranks in Concentration.


9: Your ki shot is now treated as though it were a force effect and it deals Force damage. It can now travel out to 10 range increments before dissipating.

14: Your range increments with your ki shot double, and one of its attributes increases by a step (your touch attack likewise increases in damage). Both it and your touch attack now deal 1 point of additional damage for each rank of concentration you have. This replaces the similar benefit gained at 4 ranks of concentration.

19: Your ki shot can strike targets with touch attacks. Two of its attributes improve by a step. Your ki shot now travels until it hits a creature or object, giving you unlimited range increments (You still take distance penalties).

Edit: Should it do Fire damage at first?

Edit-Edit: I was looking it over, and saw I forgot the damage increase at 14 ranks. I also ran the numbers, and the way the weapon-attribute bonuses stack up...Your ki shot can have a maximum of 1d12 damage, OR a threat range of 17-20, OR a critical multiplier of +6.
Last edited by Maxus on Thu Jun 26, 2008 12:37 pm, edited 4 times in total.
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Post by JonSetanta »

One problem: the name "Mental Archery".

The flavor is bad. Very bad. I would even prefer "Buddha Palm" over that.
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Post by NoDot »

Better yet: lump it in with the rest of the Soul Knife stuff and make it a general feat.

Psychic Weapon [general]
No, I am not a Soul Knife.
Benefit: As a Free Action once per turn, you may create in your hand(s) or emit from your hand(s) one of the following created from "distilled psychic energy:"

1) A one-handed melee weapon with a reach of five feet (or as appropriate for a creature of your size) which deals 1d8/20/x2 base damage.
2) A two-handed melee weapon with a reach of five feet (or as appropriate for a creature of your size) which deals 1d12/20/x2 base damage.
3) Emit from one hand a projectile with a range incrament of 50 ft. which does 1d4/20/x2 base damage. (This essentially functions as a Hand Crossbow.)
4) Emit from two hands in unison a single projectile with a range incrament of 100 ft. which does 1d6/20/x2 base damage. (This essentially functions as a Hand Crossbow.)
5) Create in one hand a shield (or shield-like effect) which has a Shield Bonus of 4. You do not incur Arcane Spell Failure (in the other hand) for using this effect.

Options 1-4 are considered also to be Magic Weapons, reguardless of level, are always considered to be under the effect of Greater Magic Wepaon with a caster level equal to the character level tof the creator of the effect. The final option is considered to under the effect of the Magic Vestment spell with a caster level equal to the character level of the effect's creator.

All these effects (including the bonuses above) are considered to be Extraordinary Abilities.

In adition, for every character level of the effect's creator, you may add another effect from the ones listed below. (Some of these require multiple level's equivalent to "purchase.") These effects may be reallocated each time an effect is created.

<insert cool list here>
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Post by Maxus »

sigma999 wrote:One problem: the name "Mental Archery".

The flavor is bad. Very bad. I would even prefer "Buddha Palm" over that.
THANK YOU FOR THAT.

The name was bothering me, too, and you made me click with something slightly better.
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 »

No critique? I'd like commentary on balance and refinement suggestions.
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Post by Judging__Eagle »

NoDot wrote:Better yet: lump it in with the rest of the Soul Knife stuff and make it a general feat.

Psychic Weapon [general]
No, I am not a Soul Knife.
Benefit: As a Free Action once per turn, you may create in your hand(s) or emit from your hand(s) one of the following created from "distilled psychic energy:"

1) A one-handed melee weapon with a reach of five feet (or as appropriate for a creature of your size) which deals 1d8/20/x2 base damage.
2) A two-handed melee weapon with a reach of five feet (or as appropriate for a creature of your size) which deals 1d12/20/x2 base damage.
3) Emit from one hand a projectile with a range incrament of 50 ft. which does 1d4/20/x2 base damage. (This essentially functions as a Hand Crossbow.)
4) Emit from two hands in unison a single projectile with a range incrament of 100 ft. which does 1d6/20/x2 base damage. (This essentially functions as a Hand Crossbow.)
5) Create in one hand a shield (or shield-like effect) which has a Shield Bonus of 4. You do not incur Arcane Spell Failure (in the other hand) for using this effect.

Options 1-4 are considered also to be Magic Weapons, reguardless of level, are always considered to be under the effect of Greater Magic Wepaon with a caster level equal to the character level tof the creator of the effect. The final option is considered to under the effect of the Magic Vestment spell with a caster level equal to the character level of the effect's creator.

All these effects (including the bonuses above) are considered to be Extraordinary Abilities.

In adition, for every character level of the effect's creator, you may add another effect from the ones listed below. (Some of these require multiple level's equivalent to "purchase.") These effects may be reallocated each time an effect is created.

<insert cool list here>
I did this: mental weaponry

Mental Weaponry [Skill: Concentration]

Benefit: As an free or immediate action, you may create any melee ot thrown weapon or weapons which you are proficient with in your main hand and/or your off hand(s).

This weapon or weapons have all the attributes of the original and deal damage as if they were a normal weapon of it's type. You may dismiss these weapons as a free action. If any weapon ever leaves your grasp, it dissipates. It has a hardness and hit point value equal to what normal weapon that you are creating.

Concentration also becomes a class skill for you at all levels.

This ability is based of of your ranks in the Concentration Skill as noted below.

Ranks: Benefit
4: You can ranged attacks with your Mental Weapons. If the weapon you wish to attack with does not normally have a range increment, it now has a range increment of 10 feet. The Mental Weapons never actually leaves your hand, you simply can make ranged attacks with it instead of melee attacks. In addition, your Mental Weapons deal 1 point of damage per 2 ranks you have in the Concentration Skill.
9: Your Mental Weaponry is treated as though it were a Force effect and it deal Force damage. [Note: this is now an energy type and thus bypasses DR and Hardness, it can also hit incorporeal targets]
14: Your range increments with your Mental Weaponry double. In addition your Mental Weaponry deals extra damage per hit equal to your ranks in concentration; this replaces the similar benefit gained at 4 ranks in concentration.
19: Your Mental Weaponry can strike targets with Touch Attacks.

Special: A Samurai may use one set of Mental Weapons as his ancestral weapon, as long as its form is exalted by the Samurai's warrior culture. The Samurai may select more than one weapon to qualify; however all weapons thus chosen must be weapons that he can wield at the same time. Thus a Daisho (Katana and Wakisashi) is permissable for most creatures that can use two weapons. A Glaive and a Greatsword are not, unless the creature can wield both at the same time.



Edit: made creating weapons free in your round, or immediate in an other person's round.
Last edited by Judging__Eagle on Thu Jun 26, 2008 5:34 am, edited 1 time in total.
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Post by Maxus »

ubernoob wrote:No critique? I'd like commentary on balance and refinement suggestions.
EDIT: I really could use more sleep...I just fully processed you have links up to the relevant abilities in the Turnabout feat.

Hm. Okay, the second one might be okay. Some of the tradeoffs seem a little harsh, but maybe you could soften them up. I'm sure others will disagree, though.

The first one, though, could stand to have the power turned up a bit more. Some of the abilities would be better replaced by a Momentum class feature--if you run around knocking different people over, you gain stacking bonuses up to a certain point. You could also probably throw in a dazing/stunning feature that happens on people you trip or bull rush.
Last edited by Maxus on Thu Jun 26, 2008 12:51 pm, edited 1 time 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 Maxus »

Eh...Since I don't have anything else to do right now...

Ki Bomb
There really should be a TV show which does this kind of thing. Or at least a character class

0: As a full-round action, you may build up and then expel some of your body's energy in an explosive ki bomb. It inflicts 1d10 fire [(or maybe Light?)]damage, hits on a ranged touch attack, has a range increment of 50 feet.

1: Your ki bomb is now a spread which extends out 5 feet from the target square.
6:Your ki bomb now does 1d8 damage per two character levels.
11:Charge it up!--for every round you spend a standard action 'charging up' your ki bomb, the ki bomb's radius increases by 10 feet and your damage die increases by one step. You may spend a number of rounds charging up equal to your character level divided by 4. If you are hit before you can fire off a charged ki bomb, you must make a concentration check equal to 10 + Half of the damage inflicted + 3 for every round you were charging up.
16: Your ki bomb now inflicts 1d6 damage per character level. It now is a Force effect and inflicts Force damage. Obi-Wan taught you well.
Last edited by Maxus on Thu Jun 26, 2008 1:29 pm, edited 1 time 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 Maxus »

Here's something I'm unsure of...

Flurry of Blows [Combat]
"...How many times did you hit him?" I asked. "I lost count at eight."
"Fourteen." he said.
"Whooaa..."

Benefit: Flurry: You gain the ability to flurry as a full-round action. A flurry is a Full Attack action with additional 'Flurry' attacks (see below). You have a number of Flurry attacks equal to your Dexterity modifier.

Flurry attacks are similar to normal attacks, but have these differences:

-They can only be melee attacks.

-Their default attack bonus is BAB-5

-You do not gain more Flurry attacks by wielding two weapons.

-Flurry attacks cannot be used to inflict bonus damage or additional effects. Therefore, none of the effects like the extra 1d6 damage from a Flaming weapon, a Rogue's Sneak Attack, a Barbarian's Rage Dice, nor the myriad effects a Monk's Slam attack can have, apply to Flurry attacks.

-Flurry attacks cannot score critical hits. Instead, they inflict full weapon damage upon a critical threat (assuming their attack roll is high enough to hit).
BAB: Benefit
+1: Whenever you attack, you gain an extra attack at your full attack bonus.

+6: Improved Flurry: As as a full-round action, your gain additional Flurry Attacks equal to 1 + [BAB/3]. These are in addition to the Flurry attacks granted by your dexterity modifier.

+11: Flurry is a standard action.

+16: Greater Flurry: When you use Flurry, all of the Flurry attacks are at your full attack bonus. You may use an Improved Flurry as a standard action. When you spend a full-round action to use Greater Flurry, you deal a number of Flurry attacks equal to [BAB/2].[/i]

Edit: How's that?
Last edited by Maxus on Thu Jun 26, 2008 11:58 pm, edited 2 times in total.
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Post by NoDot »

A few things:

1) I made the Psychic Weapon feat like I did for a few reasons. One was so that anyone could wield it, not just those with Concentration as a class skill. Second was that since the weapon had no type to the damage, adding one, as well as increasing the base damage, increasing the critical range or damage, and increasing the reach of the weapon, could be done through the other abilities-that list I decided not to include. (For the record, all of the abilities I just listed would've been only a single level's cost. Yes, the two-handed melee weapon form would've dealt 3d12/20/x2 damage at second level.)

2) Your Flurry's +6 ability is the exact same as Blitz's +16 ability.
Last edited by NoDot on Thu Jun 26, 2008 5:49 pm, edited 1 time in total.
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Post by ubernoob »

So, a little underpowered... I'll think about improvements.
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Post by ubernoob »

Knock Down [Combat]
You like to make people fall on their asses.
Benefits: You gain a +4 bonus to size dependant combat techniques and never provoke AoOs for using them.
+1: Any time you hit and deal at least 10 points of damage you may make a free trip attempt.
+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 (so if the movement puts them out of reach you do not recieve an AoO for the trip).
+11: Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.

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.
+16: Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.

Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe hack, you may also push that foe one square to the left or right.

Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.

Turnabout [Combat]

Turnabout is fair play.
Benefits: As Combat Reflexes (PHB)
+1: For every two points of combat expertise you use, you gain +1d6 to melee damage on attacks with that penalty.
+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.
+16: Double the number of AoOs you may take in a round. Anything that would normally provoke an AoO on you now provokes two.


Thoughts?
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Post by Koumei »

I like them. They're rather cool - especially Knock Down. I was a fan of the 3E Knockdown+Karmic Strike combo back when I was getting used to the rules, and this just allows for a pinball effect with a PC bouncing around, launching enemies all over the place.

And that is awesome.

Full marks for handing out abilities instead of/in addition to numbers.
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Post by ubernoob »

Koumei wrote:I like them. They're rather cool - especially Knock Down. I was a fan of the 3E Knockdown+Karmic Strike combo back when I was getting used to the rules, and this just allows for a pinball effect with a PC bouncing around, launching enemies all over the place.

And that is awesome.

Full marks for handing out abilities instead of/in addition to numbers.
So, on par with races of war feats? I just kind of threw abilities I like that synergize together. I'm unsure of the balance.
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Post by Maxus »

Good job!

I'd be interested in those feats now.
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 »

Want to turn your character into Kratos? Here's a feat that should help.


Brutal Grappler [Combat]

BAB: Benefit
+0: +3 to Grapple checks.

+1: You may perform a coup de grace against a pinned opponent against whom you have the Edge.

+6: When you perform a coup de grace either unarmed or with a natural weapon in a grapple, you may opt to break an opponent’s limb. The damage done with the coup de grace is not lethal damage—rather, it is used for the DC for the Fort save ( DC 10+ half weapon damage + Your Str mod, large creatures gain a +3 bonus for each size larger and small creatures -3 for each size smaller.) used to resist the bone-breaking. If victim fails the save, he takes a number of d6’s equal to one quarter of his HD in non-lethal damage and the limb is rendered useless (a broken arm may not use a weapon nor grant a shield bonus; a broken leg reduces speed by half for bipeds, a quarter for quadrupeds, takes a full-round action to move). A broken bone may be healed by 16 points of healing for a Medium creature, halving for each size category smaller and doubling for each size category larger.

+11: After Holding On to an opponent, you may spend a standard action and a grapple check each round “optimizing” your grapple. Optimizing can be adjusting your grip on the opponent, or climbing up a larger opponent to reach a better spot to attack. After spending a round optimizing, you may perform a coup de grace. You may also use a one-handed weapon to attack any time you are allowed to attack in a Grapple.

+16: When you take a coup de grace, you may elect to take a coup de grace that instead maims the opponent. Maiming usually involves the loss of a body part. Examples of maiming include pulling or cutting an appendage of off the victim, pulling an eye (or eyes) out, or inflicting a horrible wound (punching hard enough to break the skin and the bones underneath and other), and so on.

Maiming requires a Fort save. The DC is (10 + Half-damage dealt + Str mod. Opponents at 50% HP take a -3 penalty to their saves, and opponents at 25% hit points take a -8.) A failed save means a successful maiming, the infliction of a wound (which could be the loss of an arm or leg) and lethal damage equal to a maximized critical hit.

Maiming must be half-way believable (for example, you can’t cut off a limb with a weapon that is too short to cut all the way through.) At the DM’s option, fatal maiming options are available, and then the sky’s the limit.
Last edited by Maxus on Fri Jun 27, 2008 1:13 pm, edited 1 time 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 ubernoob »

Maxus wrote:Good job!

I'd be interested in those feats now.
*does a point by point comparison with RoW feats*

The only thing I'm concerned about is the +1 benefit of turnabout. That seems to give to much bang for the buck IMO. How about this as the revision:
+1: For every two points of expertise you use you gain 3 AC instead of 2.
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Post by NoDot »

Does Knock Down's +0 benefit violate the RoW idea a bit? Perhaps it should be just "You always have The Edge when preforming size-based combat techniques.{"
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Post by Surgo »

+16 would be okay if people want that sort of thing, I guess (I don't), but it seems entirely useless in the face of other options.
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Post by ubernoob »

NoDot wrote:Does Knock Down's +0 benefit violate the RoW idea a bit? Perhaps it should be just "You always have The Edge when preforming size-based combat techniques.{"
That could work. +4 to the check simulates being one size catagory larger (per juggernaught) and I felt that not provoking AoOs on a failure would be good. You actually need edge to get the AoO from the trip. Is that reasoning unsound?
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Post by Username17 »

You should specify I think that Knockdown doesn't give you an attack of opportunity for successfully tripping a dude. Not that it isn't funny, but attack loops lose their charm real fast at the actual table.

-Username17
Koumei
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Post by Koumei »

FrankTrollman wrote:You should specify I think that Knockdown doesn't give you an attack of opportunity for successfully tripping a dude. Not that it isn't funny, but attack loops lose their charm real fast at the actual table.
Yeah. My Imp. Trip, Knockdown & Karmic Strike character annoyed the DM. As a half dragon ork, he couldn't deal less than 10 damage, so every hit resulted in a trip attempt, and he even managed to trip his share of dragons and the like. Each time he did the hit + trip, he got a free hit. Still, that couldn't actually result in another trip, as you can't trip someone on the floor.

Still, it was practically "Have a free attack, and all the others are at +2".

Say Frank, have you looked at my multi-segment monsters? Does it seem workable to you?

---

Based on something K said, regarding benefits for sucking up to deities:

Deific Attention
You have a friend in high places.

Prerequisite: Worship a specific deity that you don't tend to piss off.

Know (Religion) is always a class skill for you. Additionally, once per day you may cast a single 1st level spell as a spell-like ability. This spell must come from a domain the deity possesses, and if it has any expensive material components or an XP cost, you must still pay it.

4+ ranks of Know (Religion): You gain one Domain power that your deity can grant, using your character level for anything that relies on cleric levels.

9+ ranks of Know (Religion): Your deity can sometimes intervene and save your ass. Once per day, if an attack would reduce you to 0 HP or less, you can elect for your deity to step in and halve the damage. You are still knocked prone, so it looks like you were killed, in case you want to play dead and not attract the wrong kind of attention

14+ ranks of Know (Religion): You now gain an additional spell-like ability once per day. It must also come from a domain list your deity offers, and has the same exception on costs, but it may be of any level up to and including 6th.

19+ ranks of Know (Religion): Once per day, you may smite the enemies of your deity, given some half-assed justification. This grants you a +4 bonus to hit, and deals an additional amount of Holy or Profane damage equal to 3d6 plus your character level plus your Charisma modifier. If this slays the enemy of your deity, they are so pleased that you may, at any point before the end of the day, activate a Heal spell upon yourself.

---

I tried to make it so that even Clerics could take it if they decide they're the super-special-gorgeous-favourite of their deity. At the same time, it's also a nice benefit for anyone else, and a vague reason to worship gods even if you're not a divine caster - while still costing a feat, so they're not inherently better than atheists.
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Maxus
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Post by Maxus »

I like it.

It actually reminds me of a Favored Soul someone played once. Because the group tended to go bang off in unexpected directions, that character was ruled to be in near-constant, personal contact with his god, who was actually his celestial ancestor, some fifteen or twenty generations back.

It wasn't that sweet a deal. It seemed to be rather like the Voice and Garion's relationship--the god apparently spent most of his time making dry comments. And people looked at the Favored Soul funny when he'd be muttering stuff like, "Please be quiet, sir, I'm trying to listen."
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!
ubernoob
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Post by ubernoob »

FrankTrollman wrote:You should specify I think that Knockdown doesn't give you an attack of opportunity for successfully tripping a dude. Not that it isn't funny, but attack loops lose their charm real fast at the actual table.

-Username17
That's a good idea. Will do once I get at a computer again.
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