
Todd Johnson |
So, I'm working on coding a game server using the PFRPG and 3.5 rules, with some obvious variants to account for how a coded combat turn system would work vs. an open ended narrative tabletop. In the process, I'm coming up with some new feat thoughts as well. I'm putting it up to the DM community at large to give me feedback as to whether some of the variants and house rules balance and/or fit the spirit of an original rule.
In the process, if you like a variant or house rule I come up with, feel free to use it. Open Source will drive the world into the future. :)
First, a new feat idea, with the question put to you - Does it Balance?
- HAYMAKER [Combat]
You can funnel all your momentum into one mighty, reckless swing, aiming to make a crushing blow against an opponent.
Prerequisites: +11 BAB, Power Attack, Cleave
As a full attack action, forego all your iterative attacks to make a single melee attack against a single opponent at your maximum BAB, at a penalty of -4 on the attack roll. You also take a -4 penalty to your AC until your next turn. If you hit, multiply the damage roll by the number of attacks you would normally make. If you score a critical hit, add the critical multiplier to the number of times you multiply the original damage.
You do not get multiple damage for iterative attacks granted through spells (like Haste) or special abilities (like Flurry of Blows) or from multi-weapon fighting. This attack can not be used as a sneak attack or any other sort of precision strike.
If it looks familiar to anyone, yes, it's sort of adapted from the HERO system maneuver of the same name.

Todd Johnson |
Second is a variant of an existing feat. It's actually a Duelist's ability, but I lean toward some of the more-accessible Prestige abilities also being feats for those who want to pure class and are willing to spend a feat point for it. So I've added prerequisites and turned it into a combat feat:
- PARRY [Combat]
Prerequisites: Dex 13, BAB +6, Combat Expertise
Your quickness and martial skill is such that you can sometimes parry even a telling blow from your opponents.
Once per round, you may parry an opponent's successful melee attack with a successful REFL save against the opponent's attack roll. If you succeed, the attack is avoided, and you may not make another parry attempt in this round. In situations where you lose your dodge bonus to AC, you are also unable to parry.
You can only parry an attack from an opponent up to one size category larger than you. If you attempt to parry unarmed against an armed opponent, your roll is made at a -4 penalty. If your weapon is a smaller size category than your opponent's, you take a -1 penalty on your REFL save for each size difference. If your opponent's weapon is smaller, you make your roll at a +1 bonus for each size category yours is larger.
This is essentially turning the Parry ability into something more on the lines of Deflect Arrows for melee attacks.