Brandon Gillespie
Co-owner - Battlegrounds to Board Games
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I have been thinking that I would like to play a lightly armored finesse type fighter and there are not that many defensive feats to help lightly armored fighters. In addition I was thinking that there is no real way for a fighter to be a serious unarmed fighter without multiclassing into Monk. Mind you they should never be as good as a monk of thier level in unarmed combat but they should be able to get more effective in HTH combat IMHO. So here are some feats that I would like to propose. I am in the process of playtesting them in my PFRPG campaign and any constructive critisism is welcome.
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Adroit Parry (Combat)
You may use your weapon to turn away an additional attack per round.
Prerequisites: Dex 15, Int 13, Combat Expertise, Parry, base attack bonus +6.
Benefit: You may attempt to turn away a second successful melee attack roll per round. When you try to parry a second attack in a round, make an attack roll using your second highest base attack bonus. If this attack roll exceeds the melee attack roll made against you, the attack misses and does no damage to you.
Normal: Without this feat, you may parry only one successful attack roll made against you each round.
Brutal Unarmed Strike (Combat)
Your unarmed strikes are more powerful than most creatures of your size.
Prerequisites: Improved Unarmed Strike, base attack bonus +1.
Benefit: Your unarmed attack damage is increased by one die. Thus for a medium-sized creature, unarmed damage is increased from 1d3 to 1d4. Monks do not gain any additional benefit from this feat as their unarmed combat class feature overlaps with this feat. Monks are considered to have this feat automatically for purposes of qualifying for other feats.
Normal: Without this feat, you do normal unarmed damage for a creature of you size.
Deadly Unarmed Strike (Combat)
Your unarmed strikes are deadly and your body truly is a weapon.
Prerequisites: Brutal Unarmed Strike, Improved Unarmed Strike, base attack bonus +5 or Monk.
Benefit: For purposes of dealing unarmed combat, you are considered to deal damage as a Monk with a class level equal to four less than your base attack bonus. Monks may choose this feat even if they do not meet the prerequisites Monks that choose this feat deal unarmed damage as if their class level was four levels higher.
Normal: Without this feat, your unarmed damage does not increase.
Masterful Parry (Combat)
You may use your weapon to turn away yet another attack per round.
Prerequisites: Dex 17, Int 13, Adroit Parry, Combat Expertise, Parry, base attack bonus +11.
Benefit: You may attempt to turn away a third successful melee attack roll per round. When you try to parry a third attack in a round, make an attack roll using your third highest base attack bonus. If this attack roll exceeds the melee attack roll made against you, the attack misses and does no damage to you.
Normal: Without this feat, you may parry no more than two successful attack rolls made against you each round.
Parry (Combat)
You are skilled at using your weapon to turn away the attacks of your foes.
Prerequisites: Dex 13, Int 13, Combat Expertise, base attack bonus +1.
Benefit: Once per round, after a successful melee attack roll is made against you, but before damage is rolled you may attempt a parry to try and turn away the blow. Make an attack roll at your highest base attack bonus. If this attack roll exceeds the attack roll your foe made against you, the blow is turned away and does no damage to you. Attacks must be parried with a melee weapon and the defender must be lightly encumbered and wearing light or no armor. You may never parry a blow if you are denied your Dex bonus and you may only parry a blow when you are flat-footed if you have the Combat Reflexes feat.
Normal: Without this feat, you may not parry any successful attack rolls made against you.
Riposte (Combat)
You are trained to launch a counter-attack as your foe tries to recover his defense.
Prerequisites: Dex 13, Int 13, Combat Expertise, Parry, base attack bonus +1.
Benefit: When you successfully parry an attack made against you by an opponent, that opponent provokes an attack of opportunity from you. Note that you may only take one attack of opportunity in a round unless you have the Combat Reflexes feat.
Normal: Without this feat, you may not make an attack against a foe whose blow you parried.
Superior Parry (Combat)
Such is your martial skill that you may parry a fourth attack per round.
Prerequisites: Dex 19, Int 13, Adroit Parry, Combat Expertise, Masterful Parry, Parry, base attack bonus +16.
Benefit: You may attempt to turn away a fourth successful melee attack roll per round. When you try to parry a fourth attack in a round, make an attack roll using your lowest base attack bonus. If this attack roll exceeds the melee attack roll made against you, the attack misses and does no damage to you.
Normal: Without this feat, you may parry a maximum of three successful attack rolls made against you each round.
Unarmed Parry (Combat)
You have trained to use your body to deflect an attacker's blow.
Prerequisites: Dex 13, Int 13, Combat Expertise, Improved Unarmed Strike, Parry.
Benefit: Your hands are as tough as iron and you may attempt to turn parry a blow using an unarmed strike instead of a melee weapon. Make an attack roll to parry as normal, using the appropriate base attack bonus. In addition, you suffer a -4 penalty to this attack roll to reflect the difficulty of trying to deflect a blow without using a melee weapon. If this roll exceeds the attack roll made against you, the attack misses you and does not damage.
Normal: Without this feat, you may not parry a blow against you if you are not wielding a melee weapon.
| Dogbert |
I see you read Wizard magazine's swashbucklers special too. Yeah, I also think their Parry feats are one of the best things under the sun for melee classes. Let me contribute with some additional feats of my own :)
Illustrated
Prerequisites: Intelligence 12
Your training took place in a society were education was either more redily available or had a more integral focus.
Benefit: Select a number of cross-class skills equal to your Intelligence modifier +3. Those skills now become class skills for you. This feat can be taken multiple times.
Special: Fighters can take this feat as a Fighter bonus feat.
Bachellor
Prerequisite: Intelligence 14
You have had extensive training in your respective areas of expertise.
Benefits: You gain an additional 2 skill points plus 1 per character level. Every time you gain a level, you gain an additional skill point.
Cutthroat
Prerequisite: Base Attack Bonus +3
You’re well-versed in the art of taking hostages and using human shields.
Benefits: You don’t suffer the usual -4 penalty when attempting to Grapple a target without having both hands free.
Normal: When grappling, you must have both hands free or suffer a -4 penalty to your Combat Maneuver roll.
Special: Fighters can take this feat as a Fighter bonus feat.
Harrier
Prerequisites: Spring Attack, Improved Critical.
You have specialized on single, precision attacks during hit-and-run.
Benefits: When using Spring Attack in combat, your attacks inflict double damage.
Special: Fighters can take this feat as a Fighter bonus feat.
Special Tactics: Giants
Prerequisites: Combat Expertise, Fighter level 6
You can exploit the weaknesses of large opponents in combat.
Benefits: Your opponents lose their size modifier (if positive) to their CMB both when trying to resist your Combat Maneuvers or when trying to use Combat Maneuvers on you.
Normal: A character’s CMB is calculated adding his BaB + Strength Modifier + Size Modifier.
Special Tactics: Non-bipeds
Prerequisites: Combat Expertise, Fighter level 2
You can hog-tie a giant spider if you set your mind to it.
Benefits: Your opponents lose their CMB modifier for having more than two legs when trying to resist your Combat Maneuvers or when trying to use Combat Maneuvers on you.
Normal: Some Combat Maneuvers include a +2 CMB modifier for each additional leg your opponent has.
Special Tactics: Spellcasters I
Prerequisites: Combat Expertise, Fighter level 4
You could disrupt the concentration of the Dalhi Llama.
Benefits: When attempting to disrupt an opponent’s spellcasting by inflicting damage, your opponent adds an amount to the DC of his Spellcraft check equal to your Fighter level.
Normal: The DC of a Spellcraft check to cast a spell if you’re damaged while casting is 10 + Damage Dealt + Spell Level.
Special Tactics: Spellcasters II
Prerequisites: Special Tactics: Spellcasters I, Spellcraft: 5 ranks.
You have studied the theory behind spell magic in depth in order to know how to defend yourself better against it.
Benefits: You gain a +3 bonus on all saving throws versus spells and Spell-like Abilities.
Brandon Gillespie
Co-owner - Battlegrounds to Board Games
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I like the feats you put up there, but I am not sure why a fighter should be able to take Illustrated as a bonus feat though. I will try these feats out in my game and see how they work out!
edit - by the way, I did get some inspiration for the parying feats from the Swashbuckler issue, however there are considerable differences in the mechanics and prerequisites of the feats. For instance the ability to parry more than one blow not only requires a higher base attack bonus and unlike an AoO gets more difficult with each additional parry, tops out at 4 parries per round and requires more feats.