
Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Here's a few ideas.
Greater Manyshot
You can fire multiple arrows at multiple targets.
Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, you can fire one additional time this round. You do not take a -2 penalty on attack rolls, as you would if you were using Rapid Shot.
Off-Hand Feint
When wielding two-weapons, you can use an off-hand weapon to quickly feint.
Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.
Benefit: You must be wielding more than one weapon to use this feat. As a full-round action, perform a feint, then make a full attack using only one of your weapons.
Normal: Using feint in combat is a standard action.
Off-Hand Parry
When wielding two-weapons, you can use an off-hand weapon to deflect attacks.
Prerequisites: Dex 19, Double Slice, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Feint, Two-Weapon Fighting, base attack bonus +11.
Benefits: You must be wielding more than one weapon to use this feat. As a full-round action, gain the benefits of the total defense action, then make a full attack using only one of your weapons. You cannot fight defensively, make attacks of opportunity, or use the Combat Expertise feat this round.
Normal: Using total defense is a standard action.
Two-Weapon Tempest
You are more than a master at fighting two-handed.
Prerequisites: Dex 19, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend, Weapon Swap, base attack +16.
Benefits: You must be wielding more than one weapon to use this feat. As a full-round action, make a full attack using only one of your weapons. Each time one of your attacks with this weapon hits, you also automatically hit with any one other weapon you wield. This automatic hit does not score a critical hit, even if the attack that triggered it did.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Here's a few more ideas.
Call for Blood (Combat)
You can fill your allies with battle fury.
Prerequisites: Cha 17, Call to Arms, Rally the Troops, base attack bonus +11.
Benefit: Once per round, as part of a charge action, you may shout a war cry. Except for yourself, each ally that heard your war cry gains a +2 morale bonus on melee attack rolls for one round.
Call to Arms (Combat)
You can call your allies into battle.
Prerequisites: Cha 13, base attack bonus +1.
Benefit: Once per round, as part of drawing a weapon, you may shout a war cry. Except for yourself, each ally that heard your war cry may immediately draw one weapon as a free action, even though it is not that creature's turn.
Rally the Troops (Combat)
You can rally routed allies.
Prerequisites: Cha 15, Call to Arms, base attack bonus +6.
Benefit: As a move action, shout a war cry. Except for yourself, each ally that heard your war cry may immediately attempt one new saving throw against each fear effect currently affecting it. Each effect against which an ally successfully saves ends immediately.

David Jackson 60 |

I also like the concept of additional grappling feats. Here are my own suggestions on the topic. I'm sure this type of thing only really facinates people interested in grappling, but still it seems like there are a few of us on here.
Superior Grappling (general)
You are specifically trained in grappling maneuvers.
Prerequisite:Improved Grappling, 17 Strength, BAB +8
Benefit:Lower the amount you have to overcome a DC while making a grappling attempt by 5 when attempting to Grab, Grapple, or Pin an opponent. (Example: Pinned would now require a DC+10 check instead of a DC+15)
Wiry Grappler(general)
You may not be the biggest grappler, but you're wiry...and that counts for something.
Prerequisite:Improved Grappling, 15 Strength, BaB+6
Benefit:When grappling an opponent one size larger than you, you can treat it as the same size for grappling checks.
Clinch-fighter (general)
You suffer no penalty for grappling with one hand.
Prerequisite: Improved grappling, 13 Strength BaB +4
Benefit:You do not take the -4 penalty for grappling with a light weapon in your hand.
Takedown (combat)
You are adept at knocking opponents down while grappling.
Prerequisite:Improved Grappling, BaB +4
Benefit:If you have an opponent Held, grabbed, or grappled from a grapple attempt, on the following round you can attempt to knock them prone. This requires a successful grapple check of DC+10 or better. If successful, the opponent it knocked prone and the grapple is ended.
Special:The effects of superior grappling apply to this feat.
Submission Hold (combat)
You are able to apply painful maneuvers to opponents you have pinned.
Prerequisite: Improved Grappling, Takedown, BaB +8
Benefit:If you have pinned an opponent with a successful grappling check, on the following round you can attempt to damage your opponent causing one of several effects with another successful grapple check. You must declare which one is being attempted before the grappling roll.
Joint-lock: You bend an opponents joints the wrong way, causing him to become fatigued. You must succeed your grapple check by DC+15.
Wrench: You wrench on a part of your opponents anatomy causing your opponent to be sickened for 1d4 rounds. You must succeed your grapple check by DC+15.
Pummel: You slam your opponent around, causing him to be dazed for 1d4 rounds. You must succeed your grapple check by DC+15
Special:The effects of superior grappling apply to this feat.
Greater Submission hold (combat)
You are an expert at applying brutal maneuvers to an opponent you have pinned.
Prerequisite:Improved Grappling, Takedown, Submission Hold, BaB +10
Benefit:If you have pinned an opponent with a successful grappling check, on the following round you can attempt to damage your opponent causing one of several effects with another successful grapple check. You must declare which one is being attempted before the grappling roll.
Crank: You have cranked on the neck, spine or other vital structural component of your opponent causing them to become exhausted. You must succeed your grapple check by DC+20.
Slam:] You beat, hammer, and perhaps even pick up your opponent and drop them on their head if possible, causing them to become stunned for 1d4 rounds. You must succeed your grapple check by DC+20.
Choke: You restrict the vitals of your opponent forcing them into unconsciousness for 1d4 rounds. You must succeed your grapple check by DC+25.
Special:The effects of superior grappling apply to this feat.
Quick submission (general)
Prerequisite: Improved Grapple, Takedown, Submission hold, Greater submission hold, BaB +12
Benefit: You can attempt to use the Submission hold, or Greater Submission hold feats when you have an opponent grappled, with a -2 penalty to your grapple roll.
Normal: Without this feat, you must have an opponent pinned to use the Submission hold or Greater submission hold feats.

Donovan Vig |

Combat maneuvers...eck. Reeks of ToB, which was awful. Unbalanced and typical of some of the odd "what if" gunkthat came out of the end days of 3.5.
I feel that the current system is just fine, albeit with a few MINOR revisons or tweaks. If it aint broke, why are we fixing it? Anyone feel the current combat system is broken? Please explain this to me, I am a bit slow on fridays.

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I'd like to see something like this as an incentive for the dagger-wielding rogue (although it would be good feat for a monk or brawler, as well):
Embrace of Steel
Sure, his is bigger than yours. But by slipping inside your opponent's reach, you're able to land devastating blows.
Choose an adjacent opponent. As a free action, you slip past your opponent's guard, provoking an attack of opportunity. Your opponent is considered flat-footed to you until your next turn. You may use this feat as part of a charge or between a move action and standard attack.
Restriction: You must be wielding a dagger, kukri, starknife, war-razor or any weapon listed in the "Close Combat" fighter weapon group to use this feat.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
To give something that follows Arcane Strike:
Weapon Abjuration (Combat)
You can convert a magic weapon's enhancement bonus into an abjuration effect.
Prerequisites: Arcane Strike, ability to cast at least one 3rd-level arcane spell of the abjuration school.
Benefits: Whenever you attack with a magic weapon this round, you take a -1 penalty on attack and damage rolls, but your attack deals +2d6 points of damage if it hits an extraplanar creature.
Weapon Conjuration (Combat)
You can convert a magic weapon's enhancement bonus into a conjuration effect.
Prerequisites: Arcane Strike, ability to cast at least one 3rd-level arcane spell of the conjuration school.
Benefits: Whenever you attack with a magic weapon this round, you take a -1 penalty on attack and damage rolls, but your attack deals +1d6 points of acid damage.
Weapon Divination (Combat)
You can convert a magic weapon's enhancement bonus into a divination effect.
Prerequisites: Arcane Strike, ability to cast at least one 3rd-level arcane spell of the divination school.
Benefits: Whenever you attack with a magic weapon this round, you take a -1 penalty on attack and damage rolls, but your attack ignores any miss chance due to concealment or total concealment if you know your target's exact location.
Weapon Enchantment (Combat)
You can convert a magic weapon's enhancement bonus into an enchantment effect.
Prerequisites: Arcane Strike, ability to cast at least one 3rd-level arcane spell of the enchantment school.
Benefits: Whenever you attack with a magic weapon this round, you take a -1 penalty on attack and damage rolls, but your attack deals an additional 1d4 points of non-lethal damage. This additional damage is a mind-affecting effect that ignores damage reduction.
Weapon Evocation (Combat)
You can convert a magic weapon's enhancement bonus into an evocation effect.
Prerequisites: Arcane Strike, ability to cast at least one 3rd-level arcane spell of the evocation school.
Benefits: Whenever you attack with a magic weapon this round, you take a -1 penalty on attack and damage rolls, but your attack deals +1d4 points of force damage.
Weapon Illusion (Combat)
You can convert a magic weapon's enhancement bonus into an illusion effect.
Prerequisites: Arcane Strike, ability to cast at least one 3rd-level arcane spell of the illusion school.
Benefits: Whenever you attack with a magic weapon this round, you take a -1 penalty on attack and damage rolls, but your attack causes your target to be dazzled for 1 round if hits. Blind creatures and creatures that are already dazzled ignore this effect.
Weapon Necromancy (Combat)
You can convert a magic weapon's enhancement bonus into a necromancy effect.
Prerequisites: Arcane Strike, ability to cast at least one 3rd-level arcane spell of the necromancy school.
Benefits: Whenever you attack with a magic weapon this round, you take a -1 penalty on attack and damage rolls, but your attack deals +2d6 points of damage if it hits an undead creature.
Weapon Transmutation (Combat)
You can convert a magic weapon's enhancement bonus into a transmutation effect.
Prerequisites: Arcane Strike, ability to cast at least one 3rd-level arcane spell of the transmutation school.
Benefit: Whenever you attack with a magic weapon this round, you take a -1 penalty on attack and damage rolls, but your attack counts as adamantine, cold iron, and silver for the purpose of overcoming damage reduction. (Hardness applies against your attack, as normal.)

anthony Valente |

I like the concept of combat feats presented in Alpha. I'd like to add a concept as to how combat feats should be designed, which is based on spellcasting:
1) You should be able to use one per round, much like a spell caster casts one spell per round (in general)
2) You should not have to use one combat feat to unlock another (as has been proposed). You should be able to use any combat feat you have available, much like a caster can cast any spell available.
3) You should have unlimited use of your known combat feats, unlike spells.
4) Combat feats should be less powerful than spells, but still remain potent and useful. Each combat feat should be limited in its scope. This concept of less powerful combat feats in relation to spells takes into account that spells are available for only a limited time per day, whereas combat feats would potentially be always available.
5) Combat feats that are very potent should be limited in their use by restrictions as to when you can use them. (can't think of any examples at the moment)
6) Combat feats should have levels of power (much like spells) and characters should be able to obtain them in similar fashion as spell casters aquire spells (learn two new combat feats upon advancing a level) may seek a tutor (instead of buying a scroll and copying it, etc.)
7) Unlike most spell casters, characters should be limited to the number of combat feats known as they are powers that are always available.

anthony Valente |

Throwing this out on the table:
Lightning Counter-Strike:
You react to your opponent's attack with blinding speed, delivering an attack of your own a split-second before your foe strikes.
Prerequisites: Improved Initiative, Dex 15+, BAB +15
Benefit: As an immediate action, you may make a single melee attack at your highest base attack bonus at one opponent you threaten who strikes at you. You may not use this feat while you are flat-footed, or otherwise denied your dexterity bonus to your armor class. You must be aware of the the attack. The use of this feat uses up the use of a combat feat on your following turn.

David Jackson 60 |

As much as I love new offensive options (especially ones involving grappling) they aren't first on my list to be added.
My first pick would be ones that can let the fighter have the simple option of defending a given area, hence the reasons I posted those feats.
The fighter not being able to "protect" via combat has always seemed like a massive shortfall. I like the idea of "drawing aggro" in D&D about as much as I like the idea of having pixie-sticks violently jammed up my nostrils, hence ones that allowed the fighter to protect a given area would be first.
I think when considering new feats, the starting point should be where there are significant shortfalls in the game first...and sweet new combat options second (although I would like to see them as well).
The first one that comes off the top of my head is the fighters ability to protect.
Anybody have any others?

Moondarq |
Demiurge 1138 wrote:How does Dodge work? Do you get a +1 dodge bonus to AC all the time, so long as you say "I'm using my Dodge feat"? If so, why bother specifying?Unless they change something, Dodge only works for 1 enemy. If a character is fighting 2 orcs at once, he picks an orc and until his next turn, he only gets the +1 against that one orc.. even if it dies. That's why you specify.
They did change the Dodge feat. It now gives a straight AC bonus against all enemies.
But since it is a Combat Feat, you don't get to use Dodge on the same round you use another feat.

anthony Valente |

Another idea....
One way that combat feats could be differentiated from general feats is that combat feats could scale with level while general feats could remain static. Suppose Dodge is left as a combat feat. Assuming that you can use one combat feat per round, that +1 to AC won't be all that welcoming at the higher levels and would probably never get used over feats that are obtained at high levels. Change Dodge to something to the effect of: +1 to AC for every four points of BAB, then it retains its usefulness.