Author Topic: [Archived] BaB and Combat Feats  (Read 2420 times)

Offline Nytemare3701

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[Archived] BaB and Combat Feats
« on: November 07, 2011, 08:04:35 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 ½ 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).
Combat Maneuvers get a bonus if yours is higher.
• 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]



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 60’, this allows you to know the location of all creatures within 60’.
+11: You have Tremorsense out to 120’, this allows you to “see” anything within 120’ that is touching the earth.
+16: You cannot be caught flat footed.


Combat Expertise [Combat]
(click to show/hide)

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.
+11: Every time you inflict damage upon an opponent with your melee attacks, you may immediately use an Intimidate attempt against that opponent as an immediate action.
+16: You may make a Full Attack action as a Standard Action.

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.
+11: If you are grappling with an opponent, you may activate or deactivate their magic items with a successful Use Magic Device check. You may make Appraise checks as a free action.
+16: You can take 10 on Use Magic Device and Sleightof Hand checks.

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.
+11: You may take 10 on attack rolls while using your special techniques. The DC to disarm you of a school-appropriate weapon is increased by 4.
+16: You may add +5 to-hit on any one attack you make after the first each turn. If you hit an opponent twice in one round, all further attacks this round against that opponent are made with The Edge.

Danger Sense [Combat]
Maybe Spiders tell you what’s up. You certainly re- act 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.
+11: You may make a Sense Motive check (opposed by your opponent’s Bluff check) immediately whenever any creature approaches within 60’ of you with harmful intent. If you succeed, you know the location of the creature even if you cannot see it.
+16: You are never surprised and always act on the first round of any combat.

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.
+11: You may take 5ft steps even when it isn't your turn.
+16: You may sacrifice attacks of opportunity to make 5 foot steps. An enemy doesn't need to provoke you to do this. You just use up the potential energy on movement instead.

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.
+11: Diverting Defense – As an immediate action, you may redirect an attack against you to any creature in your threatened range, friend or foe. You may not redirect an attack to the creature making the attack.
+16: As an immediate action, you may make an attack
that would normally hit you miss instead.

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 5’ square adjacent to yourself into difficult ground.
+11: For determining flanking with your allies, you may count your location as being 5’ in any direction from your real location.
+16: You ignore Cover bonuses less than full cover.

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.
+11: Your attacks count as if you had the Ghost Touch property on your weapons.
+16: Any Armor or shield you use benefits from the Ghost Touch quality.

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.
+11: When you attempt to trip an opponent, you may choose whether your opponent resists with Strength or Dexterity.
+16: When involved in an opposed bull rush, grapple, or trip check as the attacker or defender, you may negate the size modifier of both participants. You may not choose to negate the size modifier of only one character.

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.
+11: You gain DR of 5/-, which stacks with any other DR.
+16: You are immune to the fatigued and exhausted conditions. If you are already immune to these conditions, you gain 1 hit point per level for each condition you were already immune to.

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 5’ step or otherwise move before taking this bonus attack. This Cleave attack is considered an attack of opportunity.
+6: You may take a bonus 5’ step every time you are entitled to a Cleave attack, which you may take either before or after the attack.
+11: You may generate an aura of fear on any opponents within 10’ of yourself whenever you drop an opponent in melee. The save DC is 10 + the Hit Dice ofthe dropped creature.
+16: Opponents you have the Edge against provoke an attack of opportunity from you by moving into your threatened area or attacking you.


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: November 16, 2015, 05:36:51 PM by Nytemare3701 »

Offline midnight_v

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Re: [Realmz Project] BaB and Combat Feats
« Reply #1 on: November 09, 2011, 03:05:22 PM »
Hmm... I was waiting for you to credit frank and k like you did Bk with that paladin, my head almost exploded.

Okay that being said. . . there are some obvious oversights, I note you removed combat style, and I get that because its one of those things that needed some editing, but one of the things that needs to be fixed is power attack isn't a feat. Its not even feat worthy from a conceptual stand point if you think about it. No one honestly needs to try to swing harder instead of more precise power attck should be a thing describe as a combat action along with bullrush and trip. You could make an "Improved Power attacK" feat that did a few different things but as it stands, its just really poor thematically and mechanically.
I think lots of us Bg's have read the tomes and if you want to scale the tome classes back somewhat yet give some semblance of quadratic power to well everyone but casters... you can do that, but it looks like you might need to go over some of it again with a fine toothed comb.
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Offline Nytemare3701

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Re: [Realmz Project] BaB and Combat Feats
« Reply #2 on: November 10, 2011, 07:05:55 AM »
I totally agree. I've only given this section a small amount of attention so far.

About the power attack though...I definitely see power attack as a feat. It's all about balancing power and accuracy. When you add more strength to a swing your whole stance and style changes accordingly, and if you haven't trained for it then it can be a disaster. I might make a maneuver that is a "lesser" power attack, while this one stays the feat.