Author Topic: BAB and Combat Feats  (Read 1966 times)

Offline Nytemare3701

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BAB and Combat Feats
« on: April 14, 2012, 12:04:25 AM »
BAB is the main shtick of the fighter types. It's almost like a 7th ability score, but the developers failed pretty hard when it came to making it relevant. Here's my fixes for BAB (with material copied from Tome, since it fixes a large amount of it without my help)

Initiative is BAB + Dex modifier (Spells like nerveskitter or celerity still cause problems, but it's not as severe, and with the spellcasting fixes they may not be worth casting every time.)
BAB is a main component of combat feats, since they scale based on BAB. (some copied directly from tome, some created for the rewrite).

Any character with six or more levels in a class that gives Full BAB progression may now do full attacks as a standard action.
 
Credit
Fighting Defensively works like the old Combat Expertise. (Read the new combat expertise.)


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 have Blindsense out to 60ft, this allows you to know the location of all creatures within 60ft.


Combat Expertise [Combat]
+0: As SRD Combat Expertise.
+1: Retain 1/2 your BAB (so a 4 BAB fighter gets to keep 2 of it and still get 4 AC)
+6: Allow -BAB equal to half your original BAB. (so the BAB 6 fighter could get 9 AC at the cost of a -9 to attack)
+8: As a swift free action, you may give the benefit of your Combat Expertise to an ally within 5 feet for one round. You lose all the benefits of combat expertise until your next turn.
Clarification: All these abilities effectively lower your BAB, meaning they eat your iterative attacks.[/spoiler]

Blitz [Combat]
You go all out and try to achieve goals in a proactive manner.
+0: While charging, you may opt to lose your Dexterity Bonus to AC for one round, but inflicting an extra d6 of damage if you hit.
+1: You may go all out when attacking, adding your Base Attack Bonus to your damage, but provoking an Attack of Opportunity.
+6: Bonus attacks made in a Full Attack for having a high BAB are made with a -2 penalty instead of a -5 penalty.

Combat Looting [Combat]
You can put things into your pants in the middle of combat.
+0: You may sheathe or store an object as a free action.
+1: You get a +3 bonus to Disarm attempts. Picking up objects off the ground does not provoke an attack of opportunity.
+6: As a Swift action, you may take a ring, amulet/necklace, headband, bracer, or belt from an opponent you have successfully grappled. You may pick up an item off the ground in the middle of a move action.

Combat School [Combat]
You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.
+0: First, name your fighting style (such as Hammer and Anvil Technique or Crescent Moon Style, or Way of the Lightning Mace). This fighting style only works with a small list of melee weapons that you have to describe the connectedness to the DM in a half-way believable way. Now, whenever you are using that technique in melee combat, you gain a +2 bonus on attack rolls.
+1: Your immersion in your technique gives you great martial prowess, you gain a +2 to damage rolls in melee combat.
+6: When you strike your opponent with the signature moves of your fighting school in melee, they must make a Fortitude Save (DC 10 + 1/2 your level + your Strength bonus) or become dazed for one round.

Danger Sense [Combat]
Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.
+0: You get a +3 bonus on Initiative checks.
+1: For the purpose of Search, Spot, and Listen, you are always considered to be actively searching. You also get Uncanny Dodge.
+6: You may take 10 on Listen, Spot, and Search checks.

Dodge [Combat]
(Replacing the PHB feat of the same name)
Prerequisites: Dex 13
+1: You may take a 5ft step in addition to your normal movement in a round.
+6:  When you move away from an attacking enemy in melee (by readying an action to move or some other method), you gain +4 AC vs the attack.

Elusive Target [Combat]
You are very hard to hit when you want to be.
+0: You gain a +2 Dodge bonus to AC.
+1: Your opponents do not gain flanking or higher ground bonuses against you.
+6: Your opponents do not inflict extra damage from the Power Attack option.

Expert Tactician [Combat]
You benefit your allies so good they remember you long time.
+0: You gain a +4 bonus when flanking instead of the normal +2 bonus. Your allies who flank with you gain the same advantage.
+1: You may Feint as an Immediate action.
+6: As a move action, you may make any 5ft square adjacent to yourself into difficult ground.

Ghost Hunter [Combat]
You smack around those folks in the spirit world.
+0: Your attacks have a 50% chance of striking incorporeal opponents even if they are not magical.
+1: You can hear incorporeal and ethereal creatures as if they lacked those traits (note that shadows and the like rarely bother to actively move silently).
+6: You can see invisible and ethereal creatures as if they lacked those traits.

Giant Slayer [Combat]
Everyone has a specialty. Yours is miraculously finding ways to stab creatures in the face when it seems improbable that you would be able to reach that high.
+0: When you perform a grab on Grapple maneuver, you do not provoke an attack of opportunity.
+1: You gain a +4 Dodge bonus to your AC and Reflex Saves against attacks from any creature with a longer natural reach than your own.
+6: You have The Edge against any creature you attack that is larger than you. Also, an opponent using the Improved Grab ability on you provokes an attack of opportunity from you. You may take this attack even if you do not threaten a square occupied by your opponent.

Great Fortitude [Combat]
You are so tough, Your belly is like a prism.
+0: You gain a +3 bonus to your Fortitude Saves.
+1: You die at -20 instead of -10.
+6: You gain 1 hit point per level.

Horde Breaker[Combat]
You kill really large numbers of people.
+0: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive).
+1: Whenever you drop an opponent with a melee attack, you are entitled to a bonus cleave attack against another opponent you threaten. You may not take a 5ft step or otherwise move before taking this bonus attack. This Cleave attack is considered an attack of opportunity.
+6: You may take a bonus 5ft step every time you are entitled to a Cleave attack, which you may take either before or after the attack.


Power Attack[Fighter]
You can sacrifice accuracy to hit an enemy for massive damage.
Prerequisites: BAB 1, Strength 14
Benefits: You may sacrifice any number of points of your BAB to gain the following until your next turn:
+damage for each point of BAB sacrificed. (+1 for a light weapon, +2 for a one handed weapon, +3 for a two handed weapon)
+1 to critical threat range for every 5 points of BAB sacrificed.
Note: These bonuses stack with each other, meaning a -5 to your BAB grants +10 damage and +1 threat range.

« Last Edit: January 05, 2019, 03:42:44 PM by Nytemare3701 »