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Messages - Kethrian

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2181
Gaming Advice / Re: [PF] Questions about charging and difficult terrain
« on: November 16, 2011, 10:58:15 PM »
Actually, knights can be charged just fine.  Their threatened area is only difficult terrain for anyone who starts their turn in it.

Also, if only a patch of the path is difficult terrain, the charger can still make it if he succeeds on a jump check to leap over that patch (or any other obstacle).  When you're airborne, you're not hindered anymore.

2182
Min/Max 3.x / Re: The Ideal Sorcerer Spell Selection
« on: November 16, 2011, 03:51:26 AM »
Arcane Spellsurge, because casting 2 spells per round is better than just 1 per.

2183
The only restriction I've ever seen is that you can't take multiple ACFs to replace the same thing.  They're basically just customization options you can pick and choose.  Even racial variant levels aren't an all-or-nothing thing, you can take as many or as few of those as you'd like, too.

2184
Homebrew and House Rules (D&D) / The Mind Blade-Focused Soulknife
« on: November 16, 2011, 12:50:24 AM »
   The soulknife has always felt like a very underpowered class to me.  And from what I've seen on other forums, there are many ideas on how to fix it.  I've always felt that the soulknife was built to be a front line combatant type, similar to a fighter but with stealth and mobility, so all the variations which instead try to give them psionic powers and extra power points go in the wrong direction.  Also, there are two PrCs in CP (Soulbow and Illumine Soul) which become far less useful options when you improve the soulknife, so I took the base concepts from them and folded them into the class as further options.  And so, here is my take on the class:

The Mind Blade-Focused Soulknife

Alignment: Any

Hit Die: d10


Saves
Lv   Base Attack Bonus   Fort   Ref     Will   Class Abilities
1+1+0+2+2Mind Blade, Weapon Focus (Mind Blade), Wild Talent
2+2+0+3+3Throw Mind Blade
3+3+1+3+3Psychic Strike +1d8
4+4+1+4+4+1 Mind Blade, Weapon Specialization (Mind Blade)
5+5+1+4+4Free Draw, Shape Mind Blade
6+6/+1+2+5+5Mind Blade Enhancement +1, Speed of Thought
7+7/+2+2+5+5Psychic Strike +2d8, Soulknife Ability
8+8/+3+2+6+6+2 Mind Blade, Weapon Mastery (Mind Blade)
9+9/+4+3+6+6Soulknife Ability
10+10/+5+3+7+7Mind Blade Enhancement +2
11+11/+6/+1+3+7+7Psychic Strike +3d8, Soulknife Ability
12+12/+7/+2+4+8+8+3 Mind Blade, Greater Weapon Focus (Mind Blade)
13+13/+8/+3+4+8+8Soulknife Ability
14+14/+9/+4+4+9+9Mind Blade Enhancement +3
15+15/+10/+5+5+9+9Psychic Strike +4d8, Soulknife Ability
16+16/+11/+6/+1+5+10+10+4 Mind Blade, Greater Weapon Specialization (Mind Blade)
17+17/+12/+7/+2+5+10+10Soulknife Ability
18+18/+13/+8/+3+6+11+11Mind Blade Enhancement +4
19+19/+14/+9/+4+6+11+11Psychic Strike +5d8, Soulknife Ability
20+20/+15/+10/+5+6+12+12+5 Mind Blade, Weapon Supremacy (Mind Blade)

Class Skills (4+int mod skill points per level, x4 at 1st level): Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex)


Weapon and Armour Proficiency: Soulknives are proficient with all simple weapons, their Mind Blade, regardless of the form it takes, light armour, and shields (except tower shields).

Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind.  The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder.  For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2).  Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
   The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action.  The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below).  A mind blade is considered a magic weapon for the purpose of overcoming DR.
   A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon.  He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Focus.  Powers or spells that upgrade weapons can be used on a mind blade.
   A soulknife’s mind blade improves as the character gains higher levels.  At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
   Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save.  On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again.  On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat.

Wild Talent: A soulknife gains Wild Talent as a bonus feat.  (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)

Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
   Whether or not the attack hits, a thrown mind blade then dissipates.  A soulknife of 3rd level or higher can make a Psychic Strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy.  This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability).  Creatures immune to mind-affecting effects are immune to Psychic Strike damage.  (Unlike the rogue's sneak attack, the Psychic Strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
   A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
   Once a soulknife has prepared his blade for a Psychic Strike, it holds the extra energy until it is used.  Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
   At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s Psychic Strike increases as shown on the Table above.

Weapon Specialization (Mind Blade): At 4th level, the soulknife gains Weapon Specialization (mind blade) as a bonus feat.

Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action.  He can make only one attempt to materialize the mind blade per round, however.

Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade.  As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium wielder) or a greatsword (damage 2d6 for a Medium wielder, must be used 2-handed).  If a soulknife wields his mind blade with both hands, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.  He still cannot use two hands on a light weapon, however.
   Alternatively, a soulknife can split his mind blade into two weapons, one in each hand.  Most choose a longsword for their main hand and a shortsword for their off-hand.  The normal penalties for fighting with two weapons apply.  However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.

Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade.  He can add any one melee weapon special ability that has an enhancement bonus value of +1, except for the Sizing, Morphing, Throwing or Changeling properties.  If the enhancement has its cost listed in GP instead of a + bonus, then 6,000gp or less is a +1, 6,001 to 16,000 is +2, 16,001 to 30,000 is +3, 30,001 to 50,000 is +4, and 50,001 to 75,000 is +5.  Anything over 75,000gp would be equivalent to a +6 or greater, and is relegated solely to epic levels.  (Calculated using values listed in the Magic Item Compendium).
   At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively.  A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level.
   The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below).  The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.
   A soulknife can reassign the ability or abilities he has added to his mind blade.  To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.

Speed of Thought: A soulknife gains Speed of Thought as a bonus feat at 6th level.  If he already has this feat, he may choose another feat he meets the requirements for instead.

Soulknife Ability: At 7th level and every odd level thereafter, the soulknife can choose one ability from the following list.  Alternatively, he may choose any Psionic Feat, 2-Weapon Fighting, or any feat with 2-Weapon Fighting as a prerequisite, so long as all prerequisites are met.  At epic levels, a soulknife can choose to take another ability option instead of an epic feat.

Bladewind (Su) - The soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
   As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach.  Each fragment functions identically to the soulknife’s regular mind blade.  If the soulknife is at least 13th level, Bladewind can deliver a second attack to each creature, but at a -5 penalty to hit.  And, at 20th level, Bladewind gets a third attack against each, at a -10 penalty to hit.
   When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the Haste spell).
   The mind blade immediately reverts to its previous form after the Bladewind attack.

Camouflage (Ex) - The soulknife can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
 
Evasion (Ex) - The soulknife can avoid even magical and unusual attacks with great agility.  If she makes a successful Ref save against an attack that normally deals half damage on a successful save, she instead takes no damage.  Evasion can be used only if the soulknife is wearing light armor or no armor.  A helpless soulknife does not gain the benefit of evasion.

Expanded Shape Mind Blade - The soulknife can choose 3 simple or martial melee weapons, or a single exotic weapon, to add to his list of shapes available to change his mind blade into.

Extended Throw Range - Each time this ability is taken, the range the mind blade can be thrown increases by +50'.  Once this ability has been taken once, ranged weapon enhancements can be taken for the mind blade, except for the Quick Loading, Returning, or Morphing properties.  Any property that is melee only does not apply to thrown attacks, while ranged only will not apply to melee attacks.

Hide in Plain Sight (Ex) - Prerequisite: Camouflage.  The soulknife can use the Hide skill even while being observed, so long as he is otherwise capable of hiding.

Improved Evasion (Ex) - Prerequisite: Evasion.  This ability works like evasion, except that while the soulknife still takes no damage on a successful Ref save against attacks henceforth she takes only half damage on a failed save.  A helpless soulknife does not gain the benefit of improved evasion.

Knife to the Soul (Su) - When a soulknife executes a Psychic Strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage.  For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses.  A soulknife can combine extra dice of damage and ability damage in any combination.  Any creature immune to Psychic Strike is immune to this ability, as well.
   The soulknife decides which ability score his Psychic Strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the Psychic Strike energy.

Multiple Throw (Ex) - The soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make.  This allows the soulknife to utilize Free Draw more than once in a round, though no more than the number of attack he is allowed in the round.  If he wields two mind blades, he may throw both multiple times in a round, up to the number of melee attacks he would normally get for each.

Penetrating Throw (Ex) - Make a single attack that affects all targets in a line, out to 30' plus 30' for each Extended Throw Range.  All bonus damage or effects that normally affect a single target, such as Psychic Strike or a critical hit, only affect the first target in the line.

Positive Energy Burst (Su) - Prerequisites: Positive Energy Conduit, Positive Energy Ray.  As a standard action, the soulknife can expend his psionic focus to unleash a burst of positive energy, dealing 1d6 damage per class level to all undead within 60', Will save (DC 10 + ½ class level + Con mod) for half damage.  This uses two of his Positive Energy Rays for the day.

Positive Energy Conduit (Su) - Psychic Strike now carries a link to positive energy, allowing it to deal damage to undead, regardless of its intelligence score, or immunity to mind-affecting.

Positive Energy Healing (Su) - Prerequisite: Positive Energy Conduit.  Once per day per 5 class levels, as an immediate action, the soulknife heals 3d8+class level HP.  This ability automatically activates if the soulknife is reduced to 0 or less HP, and can prevent death if it heals a sufficient amount of damage to keep the soulknife at -9 HP or higher.

Positive Energy Ray (Su) - Prerequisite: Positive Energy Conduit.  As a standard action, the soulknife can make a ranged touch attack against an undead creature with a range of 60'.  If it hits, it deals 1d6 damage per class level to the undead.  Usable once per day per 3 class levels.

Weapon Mastery (Mind Blade): At 8th level, the soulknife gains a further +2 bonus to both attack and damage rolls with his mind blade, as if he had taken the appropriate Weapon Mastery feat.  It applies regardless of whether the mind blade is being used as a melee or ranged weapon, and does not apply to any other weapon.  If the soulknife takes any of the Weapon Mastery feats, they do not stack with this ability.

Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 12th level.

Greater Weapon Specialization (Mind Blade): At 16th level, the soulknife gains Greater Weapon Specialization (mind blade) as a bonus feat.

Weapon Supremacy (Mind Blade): At 20th level, the soulknife gains Weapon Supremacy (mind blade) as a bonus feat.

2185
Homebrew and House Rules (D&D) / Re: Fighters With Class (Abilities)
« on: November 15, 2011, 11:49:59 PM »
Thoughts?  Concerns?  Suggestions?  Feel free to comment on this build.

2186
Gaming Advice / Re: Looking for a certain Weapon property. Does it exist?
« on: November 15, 2011, 11:07:32 PM »
Flails would also be viable targets for that enhancement.  And a spiked chain...  20' reach spiked chain, 40' reach with Enlarge Person  :plot
That's just plain scary.

Yeah, I know!  And then if you tack on the Mage Slayer feat, just imagine the looks of horror from all those poor tier 1 and 2 classes as you step up beside them  :devil

2187
Homebrew and House Rules (D&D) / Fighters With Class (Abilities)
« on: November 15, 2011, 10:53:41 PM »
    I know many people have made their own versions of Fighter rewrites, but I figured I'd take a stab at it, myself.  I figured that the Fighter should be adaptable and flexible, allowing for a large number of build styles.  After reading various other threads on the subject, plus some discussions with others, as well as many hours of thought, I came up with this:

The Fighter With Class (Abilities)

Alignment: Any

Hit Die: d10


Saves
Lv   Base Attack Bonus   Fort   Ref     Will   Class Abilities
1+1+2+0+0Bonus Feat
2+2+3+0+0Bonus Feat
3+3+3+1+1Weapon Aptitude
4+4+4+1+1Bonus Feat
5+5+4+1+1Weapon Specialization
6+6/+1+5+2+2Bonus Feat
7+7/+2+5+2+2Greater Weapon Focus
8+8/+3+6+2+2Bonus Feat
9+9/+4+6+3+3Weapon Mastery
10+10/+5+7+3+3Bonus Feat
11+11/+6/+1+7+3+3Greater Weapon Specialization, Fighter Ability
12+12/+7/+2+8+4+4Bonus Feat
13+13/+8/+3+8+4+4Fighter Ability
14+14/+9/+4+9+4+4Bonus Feat
15+15/+10/+5+9+5+5Fighter Ability
16+16/+11/+6/+1+10+5+5Bonus Feat
17+17/+12/+7/+2+10+5+5Fighter Ability
18+18/+13/+8/+3+11+6+6Bonus Feat
19+19/+14/+9/+4+11+6+6Fighter Ability
20+20/+15/+10/+5+12+6+6Bonus Feat

Class Skills (4+int mod skill points per level, x4 at 1st level): Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Martial Lore (Int), Ride (Dex), Spot (Wis), Swim (Str)


Weapon and Armour Proficiency: Fighters are proficient with all simple and martial weapons, with light and medium armour, and shields (but not tower shields).  They can also pick three of the following, so long as they meet the prerequisites: an exotic weapon proficiency, heavy armour proficiency, tower shield proficiency, an exotic armour proficiency, an exotic shield proficiency, Improved Unarmed Strike.

Tome of Battle Rules: Your Fighter level is your initiator level, if you are single-classed, and is treated as a martial adept class when calculating your initiator level if you multiclass with non-martial adept classes.  If you multiclass Fighter with another martial adept class, both classes count fully.  For every 6 Fighter levels, you may take the Martial Study feat one additional time, to a maximum of 6 times at level 18.  Fighters may recharge their manoeuvres learned through the Martial Study feat by either making a full attack or spending a full-round action to do nothing more than refocus their thoughts.  They must not activate any manoeuvres during their turn while attempting to recharge them.

Bonus Feats: At 1st level and every even level, a Fighter gains a bonus feat.  These bonus feats can be any listed as Fighter bonus feats, and the Fighter can ignore any prerequisite ability score minimums, but must still meet all other prerequisites.  This only applies to feats taken as bonus feats through Fighter levels, and not to feats gained any other way.  A Fighter can instead choose to take one of the Fighter Abilities listed below, instead of a feat.

Weapon Aptitude: At level 3, the Fighter can now change any one Weapon Focus feat to another weapon of his choice as a full-round action.  He must still be proficient in the chosen weapon.  Any feats with Weapon Focus as a prerequisite automatically change to match the new selection as well, with the exception of Weapon Supremacy.  He may only change one Weapon Focus feat at a time, regardless of how many times he has taken the feat.

Weapon Specialization: At 5th level, Fighters get Weapon Specialization in all weapons they have Weapon Focus for, for free.

Greater Weapon Focus: At 7th level, Fighters get Greater Weapon Focus for free in every weapon they have taken Weapon Focus for.

Weapon Mastery: At level 9, the Fighter gets the appropriate Melee Weapon Mastery or Ranged Weapon Mastery for whichever weapon(s) he has taken Weapon Focus for.

Greater Weapon Specialization: At level 11, the Fighter gains Greater Weapon Specialization in each weapon he has taken Weapon Focus for.

Fighter Ability: In place of selecting a bonus feat at even levels, a fighter may instead select any Fighter Ability they qualify for from the list below. At 11th level, and each odd level thereafter, fighters may select one ability from the list without sacrificing a bonus feat.  The Fighter must have the minimum number of class levels to pick that ability.  All Fighter abilities are extraordinary, and may be used as often as the Fighter desires, unless stated otherwise.  Each ability may be taken only once, unless otherwise specified.

Agile Charge - When you make a charge, you can make up to your Dexterity bonus (min 1) turns of up to 90 degrees each during the movement.  Fighter Level 4+

Agile Riposte - When an opponent within reach misses you with an attack, you may make an attack of opportunity against him.  Usable once per round.  If you have Opportunistic, you may use the extra attacks of opportunity to instead grant you more uses per round of Agile Riposte.  Fighter Level 1+

Armoured Manoeuvrability - Worn armour limits your agility less than normal.  Increase the maximum Dexterity value of any worn armour or shield by 2, and reduce the armour check penalty by 1.  Increase these bonuses by 1 for every 5 levels of fighter you have.  Fighter Level 4+

Arterial Strike - By aiming your blow to hit a vital artery, you can cause your foe to bleed out much more quickly than normal.  You must be wielding a slashing or piercing weapon to use this ability, and it only functions against living creatures that have blood or a similar flowing substance.  You take a -2 penalty to the attack roll, but if you hit, your foe starts bleeding out from the wound, losing an additional 1 HP per round at the start of its turn, until it heals some HP or receives a heal check (DC 10 + ½ class level + either your Strength or Intelligence modifier) to stanch the wound.  The bleeding from multiple Arterial Strikes stack, but all can be healed at the same time.  Fighter Level 4+

Battle Anticipation - As an immediate action, you may choose to act as though you had readied your action.  You may take a standard action however you like, as you did not need to declare it beforehand, and readjust your initiative accordingly.  You can take no actions on your next turn.  Fighter Level 12+

Battle Tempo - Prerequisite: Battle Anticipation.  You improve your ability to read the flow of battle, and when you use Battle Anticipation, you may instead take your full turn.  Your swift action for the next round is still consumed, and you cannot take any actions on the next round.  Fighter Level 16+

Battlefield Tactician - You may add the greater of your Intelligence or Wisdom bonus to all opposed rolls for bull rush, disarm, grapple, intimidate, overrun, sunder, and trip.  Fighter Level 1+

Bell Ringer - You may make a precision strike against a target within 30' as a standard action.  If you hit, you deal normal damage, and the target must make a Fortitude save (DC 10 + ½ class level + either your Strength or Dexterity modifier) or be dazed for 1 round, plus 1 round for every 6 levels of fighter you have.  Fighter Level 4+

Body Blow - As a standard action, you line up a strike to a crucial part of your foe's physiology.  Your target must be within 60', and if you hit, you deal 1d4 damage per 5 fighter levels to one physical ability of your choice (Strength, Dexterity, or Constitution) in addition to the normal damage.  Fighter Level 6+

Blur of Steel - You gain an extra attack at your highest bonus when making a full attack, but all attacks for 1 round take a -2 penalty.  Does not stack with other sources granting extra attacks.  Counts as Rapid Shot for qualifying for prerequisites.  You may take this ability up to twice, gaining a second extra attack, and increasing the total penalty to -4 on attack rolls for the round.  Fighter Level 4+ for the 1st, Level 10+ for the 2nd.

Chink in the Armour - By spending a full-round action studying your target, who must be within 60', you find a weak point.  On your next turn, all your attacks against the studied foe count as touch attacks.  If you do not attack that foe on your next turn, the benefits of this ability are wasted.  Fighter Level 6+

Cleaving Sunder - Prerequisites: Improved Sunder and Cleave.  If you successfully destroy a wielded or held item (weapon, shield, wand, etc) with a sunder, you may immediately make a cleave attack against that foe.  If you have Great Cleave and drop the foe you cleaved with this ability, you may continue cleaving other targets, as per Great Cleave.  Fighter Level 4+

Crippling Blow - As a standard action, make an attack against a foe within 30' and choose one of its limbs.  If you hit, you deal normal damage, and debilitate that limb.  If you picked a leg, reduce the target's base speed by a percentage equal to the number of crippled legs (50% for a biped, 25% for a quadruped, etc); if you chose a wing,  reduce the fly speed similarly to the leg injury; if you picked a limb with a natural attack or wielding a weapon, the foe takes a -5 penalty to attack rolls with it; if you attacked the head, the foe takes a -2 penalty on all d20 rolls.  These penalties stack if the limb qualifies for more than one of these penalties, but further attempts to cripple the same limb while it still suffers the penalties only extend the duration.  The penalties last for 1 minute or until the target receives healing equal to the damage this attack dealt.  Fighter Level 8+

Death Blow - As a full-round action, you make a precisely calculated attack.  The target must be within 30', and if you hit, he must make a Fortitude save (DC 10 + ½ class level + either your Strength or Intelligence modifier) or die.  If your target succeeds on his saving throw, he instead takes double damage from the attack.  If the target is immune to death effects, the Death Blow automatically fails, and you instead just deal normal damage if you hit.  Fighter Level 12+

Dirty Trick - Using a handful of dirt or spitting hot pepper juice, or any number of other tricks, you seek to blind your opponent.  As a swift action, you may pick one creature within 5' of you, which must make a Reflex save (DC 10 + ½ class level + either your Intelligence or Charisma modifier) or become blinded for 1d4+1 rounds.  Each time you use this ability in the same encounter, the DC lowers by 2, as your foes learn to expect it.  If a given foe has not observed your previous attempts, he does not benefit from a reduced save DC.  Fighter Level 2+

Eagle Eyes - The maximum range on feats or special abilities that have a hard range limit, such as Sneak Attack or Point Blank Shot, is increased by +100%.  This may be taken multiple times, increasing the range limit by another +100% each time.  Fighter Level 2+

Focused Power - By taking a brief moment to focus, you can channel some extra force into your attacks.  As a swift action, you can add half your fighter level to the damage of your attacks until the end of your turn.  Fighter Level 6+

Furious Assault - As a standard action, you can deliver a full attack, though every attack takes a -2 penalty.  If you have Reckless Assault as well, the penalty to AC for charging returns to -2, and the attack penalty from Furious Assault is reduced to -1.  Fighter Level 11+

Greater Disarm - Prerequisite: Improved Disarm.  If you successfully disarm your opponent, you may choose any square within your reach to have the weapon drop in, including your own square, if you wish.  Fighter Level 2+

Greater Trip - Prerequisite: Improved Trip.  You are treated as one size category larger when determining the maximum size of creature you can trip, as well as for calculating opposed rolls on trips, whether you are tripping or being tripped.  May be taken up to twice.  Fighter Level 4+ for the 1st, Level 12+ for the 2nd.

Greater Whirlwind - Prerequisite: Improved Whirlwind.  When you use the Whirlwind Attack feat, you may make a second attack against each foe within your melee weapon's reach, though the second attack is at a -5 penalty.  If your reach is only 5', you instead may make a full attack against every foe adjacent to you.  Fighter Level 15+

Guardian's Threat - If a foe you threaten attacks someone other than you, you may make an attack of opportunity against it.  You may only use this ability once against a foe using a full attack.  Fighter Level 4+

Hammer Blow - If you score a critical hit with a bludgeoning weapon or confirm a critical against a foe that is immune to criticals, you hit your foe so hard that you cause severe internal and structural damage.  Not only do you automatically knock your target prone, but it takes a penalty to its attack rolls, damage rolls, skill checks, and ability checks equal to the critical multiplier of your weapon.  This penalty lasts until the creature is healed to full HP.  Penalties from multiple critical hits stack.  If you have a weapon that deals multiple damage types, you can only use one of this, Puncturing Wound, or Severing Strike if you have them as well.  Fighter Level 15+

Head Shot - You take a little extra time to line up a devastating strike to your foe's head or nervous system or the like.  As a standard action, you make an attack against a foe within 60', and if you hit you deal 1d4 damage per 5 fighter levels to one mental ability of your choice (Intelligence, Wisdom, or Charisma), in addition to the attack's normal damage.  Fighter Level 6+

Ignore the Pain - As a move action, you steel yourself against the pain of your injuries.  You gain a number of temporary HP equal to 4x your fighter level.  You may only use this ability if your current HP are below your maximum HP by at least your character level or hit dice, and you are in combat.  You can only use this ability once per encounter.  These temporary HP do not stack, and last for up to 10 minutes.  Fighter Level 6+

Improved Whirlwind - Prerequisite: Whirlwind Attack.  When using the Whirlwind Attack feat, you may strike at all opponents in reach, instead of just adjacent foes.  If your reach is only 5', you may instead make two attacks against each adjacent opponent at your highest attack bonus.  Fighter Level 8+

Master Flanker - You may choose any square adjacent to you as an additional square you occupy for the purposes of flanking others, regardless of whether the square is occupied or not, even if it is filled by a wall or other obstruction.  Fighter Level 4+

Opportunistic - You may make an extra attack of opportunity per round, plus one for every 5 fighter levels you have.  You must still abide by all other rules governing attacks of opportunity.  If you have Agile Riposte and/or Redirect Attack, you may instead spend these extra attacks of opportunity to use either of those other abilities an extra time.  Fighter Level 2+

Parry - You are exceptionally well trained at parrying incoming blows.  Whenever you are targeted by an attack that uses an attack roll, and you are aware of it and not denied your Dexterity bonus to AC, you may choose to expend an attack of opportunity to attempt to parry it.  If you have a shield in your off-hand, you may choose to parry with it, otherwise you must use whatever melee weapon you wield.  You make an attack roll, but must use your Dexterity modifier instead of Strength, unless your weapon is wielded in two hands.  If you choose to use your weapon, the roll is at -5.  If you choose your shield, the roll does not take any off-hand penalties, and gets a bonus equal to the AC bonus you get from your shield.  Your AC is equal to your Parry result for the incoming attack.  You may choose to parry any attack after having seen the attack roll, but before any results have been applied.  Fighter Level 1+

Puncturing Wound - If you confirm a critical hit with a piercing weapon, even if the target is immune to critical hits, you manage to pierce a vital location.  The foe is no longer able to take full-round actions until it is fully healed, and has a -5 penalty to all concentration checks until then.  If your weapon has a x3 critical multiplier, it is limited to a single action each round and the concentration penalty is -10.  If the weapon is a x4 or greater multiplier, the foe can only make a move action each round, in addition to the concentration penalty.  If you have a weapon that deals multiple damage types, you can only use one of this, Hammer Blow, or Severing Strike if you have them as well.  Fighter Level 15+

Reckless Assault - You may make a full attack at the end of a charge, but if you do, the AC penalty for charging increases to -5.  If you have Furious Assault as well, the penalty to AC for charging returns to -2, and the attack penalty from Furious Assault is reduced to -1.  Fighter Level 6+

Redirect Attack - When an opponent adjacent to you misses you with a melee attack, you may pick another opponent adjacent to you and within reach of the attacker.  The attacker must then reroll his attack against the new target.  Usable once per round.  If you have Opportunistic, you may use the extra attacks of opportunity to instead grant you more uses per round of Redirect Attack.  Fighter Level 1+

Severing Strike - If you are wielding a slashing weapon and score a critical hit (or succeed on a critical hit against a foe that has immunity), you manage to sever one of the foe's limbs.  Randomly determine which limb, other than the head, that gets severed, in addition to the damage.  You can only sever a limb of a creature up to your size if your weapon has a x2 critical multiplier, one size category larger than yourself for a x3, or two sizes bigger if your weapon has a x4 or more critical multiplier.  If you have a weapon that deals multiple damage types, you can only use one of this, Hammer Blow, or Puncturing Wound if you have them as well.  Fighter Level 15+

Shield Blocker - If you wield a one-handed or light weapon in your primary hand and a shield in your off-hand, you may add your shield bonus to your saving throws.  Fighter Level 4+

Shield Defender - If you wield a one-handed or light weapon in your primary hand and a shield in your off-hand, you may grant your shield bonus to AC to all allies adjacent to you.  If you have Shield Blocker, you may also grant its bonus to their saving throws as well, and if you have the Shield Ward feat, you may also add the bonus to their touch ACs.  These are still shield bonuses for the purposes of stacking.  Fighter Level 2+

Shield Master - If you wield a one-handed or light weapon in your primary hand and a shield in your off-hand, increase your shield bonus to AC by +1, and a further +1 for every five fighter levels you have.  Counts as Shield Specialization feat for the purpose of prerequisites.  Fighter Level 1+

Shield Striker - If you wield a one-handed or light weapon in your primary hand and a shield in your off-hand, you may treat your weapon as one category heavier (light becomes one-handed, one-handed becomes two-handed) for purposes of the Power Attack feat and opposed disarm rolls, and deal damage with the weapon as if it were one category larger.  Fighter Level 6+

Silencing Strike - By delivering your blow to the right spot, you can silence your foe, by damaging his larynx or driving the wind from him, or some other method.  As part of an attack, you deliver a precise attack to a creature within 30'.  If it hits, your attack deals subdual damage instead, but the enemy is also rendered mute for 1d4 rounds + either your Strength or Intelligence bonus, unless they make a Fortitude save (DC 10 + ½ class level + either your Strength or Inttelligence modifier).  If the creature is immune to subdual damage, it cannot be muted with this ability.  Fighter Level 4+

Snap Strike - As an immediate action, you can make a single attack, albeit at a -5 penalty.  Fighter Level 14+

Steadfast Determination - You may reroll a failed saving throw, but must choose to reroll before the outcome is determined, and you must use the second resuld even if it is lower.  Usable once per day for every 6 fighter levels you have, but you cannot make more than one reroll per save attempt.  May be taken multiple times.  Fighter Level 6+

Supreme Cleave - Prerequisite: Great Cleave.  You may move after successfully cleaving a target and continue the next cleave attack after your movement, so long as you have not already moved during your turn.  If you also have Tactical Positioning, you may use it during the Supreme Cleave as well, and it does not count as your movement for the turn.  Fighter Level 8+

Tactical Positioning - As an immediate action, you may take a 5' step, so long as you are able to move freely.  Does not count as your 5' step for the turn and so may be used in addition to your regular 5' step or other movement.  If used in conjunction with your regular 5' step, you may take a single 5' step through difficult terrain.  If used during another creature's turn, it can be used to interrupt an attack, should the step take you out of reach or behind total cover, or to give you other benefits of your new position such as cover or concealment.  If used for such, it must be taken before the attack roll is made.  Fighter Level 8+

Unerring Accuracy - A natural 1 on an attack roll is no longer an automatic miss.  Fighter Level 15+

Unshakable - You gain immunity to Fear effects.  Fighter Level 1+

Vicious Criticals - Choose a weapon you have Weapon Focus for.  With that weapon, the critical multiplier is increased by 1.  This ability will switch to the new weapon whenever you use your Weapon Aptitude ability.  Fighter Level 12+

Wall of Thorns - For your foes, your threatened squares to cost an additional 5' to enter.  Fighter Level 6+
-----

    Because Fighters now get the Weapon Focus chain of feats for free, those feats are changed from Fighter levels as a prerequisite to an equivalent Base Attack Bonus, with the exception of Weapon Supremacy.


Edit: added several new abilities to the list, lowered the requirements for several others.
Edit 2: added Tarkisflux's clarification for Fighter Ability, and added several more abilities after brainstorming with a friend.

2188
Gaming Advice / Re: Greater Flyby Attack + Draining Touch?
« on: November 15, 2011, 08:46:20 PM »
Also, I believe the monk's drain takes effect upon the first hit, not the first attack, so he can miss a few, then hit, and still drain.

2189
Gaming Advice / Re: Can anything prevent a Druid from wildshaping?
« on: November 15, 2011, 08:41:04 PM »
Shove him in a box too small for him to wildshape into anything bigger?

2190
Gaming Advice / Re: Looking for a certain Weapon property. Does it exist?
« on: November 15, 2011, 08:38:36 PM »
Flails would also be viable targets for that enhancement.  And a spiked chain...  20' reach spiked chain, 40' reach with Enlarge Person  :plot

2191
Gaming Advice / Re: Wizard's Spellbook and 0-level spells
« on: November 15, 2011, 08:34:06 PM »
There are 16 or so cantrips for wizards in the PHB, so I just let my players pick that many from any books they want.

2192
Gaming Advice / Re: Looking to Convert a couple DR from 3.0
« on: November 13, 2011, 01:55:24 AM »
Yeah, the DR rules change when you really start getting into the epic CRs, but since the Armageddon Beast is only a CR 25, it should be a good boss-level threat to ECL 20 PCs, much like the Tarrasque.

2193
Gaming Advice / Re: Looking to Convert a couple DR from 3.0
« on: November 13, 2011, 01:33:49 AM »
3.5 rules have basically capped DR at no more than 15 points, with possible rare exceptions.  The Armageddon Beast would likely be 15/epic.  As for the Soulkeeper, if it's CE, then yes, 10/cold iron and good sounds about right.  If it's LE, then change it to silver and good.

2194
Gaming Advice / Re: Understanding a swarm's area
« on: November 13, 2011, 01:28:45 AM »
I'd have to agree that it's probably just multiple 10' square swarms being shifted about.  Still, I would also say that swarms are immune to penalties for "squeezing".

2195
There is a fundamental flaw with Blizzard.  By the time you can cast it, the radius of the area is bigger than the range!  So even if you targeted it at maximum range, you'll still catch yourself at least 140' within the area, and lose over half of the spell's area due to being unable to go beyond the range limits.  Even if you centred it on yourself, it would fill the range and still want to go further.  This spell needs the Enlarge Spell feat just to make it usable, which is a terrible flaw in any spell.

2196
Gaming Advice / Re: Highest CL caps for spells and boosts
« on: November 12, 2011, 12:42:11 AM »
Wings of Flurry and Maw of Chaos are uncapped, giving you potentially unlimited damage...

2197
Gaming Advice / Re: Murderous Mist (Sp Comp) doesn't deal [fire] damage?
« on: November 11, 2011, 10:26:02 PM »
And yet Jet of Steam does fire damage...

2198
Gaming Advice / Re: Miss chance stacking.
« on: November 10, 2011, 10:21:43 PM »
Considering that the images need to look and act just like you to be effective, they should be the last thing checked for.  They need to be just as blurry and blinky to keep you indistinguishable from them.  If they weren't, I'd just always aim for the blurry guy that keeps popping in and out of sight, and ignore the others.

2199
Gaming Advice / Re: Wings of Flurry
« on: November 10, 2011, 07:12:28 PM »
Okay, so several of you think it should be read as saying "creatures", which it doesn't mention, instead of "targets", like in the description, or "foes", like in the flavour text.  And everyone basically agrees that it should have a dice cap.

After talking to my group, we came to the consensus that "targets" should be the way to go.  If a sorcerer gets himself in a situation where no allies are within 30', but several enemies are, he's already pretty much screwed himself.  And "targets" gives the enemies a way to be within the area but unaffected, simply by making sure he's invisible/hidden/whatever, whereas "foes" will hit him unless he's got full cover.  And that it'll be capped at 15d6.

2200
Gaming Advice / Re: Wings of Flurry
« on: November 10, 2011, 06:37:56 PM »
So the general consensus, then, is that every D&D group should establish its own RAI for the spell.  Because by RAW, it's quite comparable to about a 7th lv spell?

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