Darkholme
|
Post replacement feats, changes to existing feats, or brand new feats that have improved your game, if you have any. I'm curious what people have.
Also feel free to mention feats from 3pp or 3.x stuff that you use in your pf or that you think would make your pf more interesting.
Particularly interested in cool combat stuff.
| Realmwalker |
Post replacement feats, changes to existing feats, or brand new feats that have improved your game, if you have any. I'm curious what people have.
Also feel free to mention feats from 3pp or 3.x stuff that you use in your pf or that you think would make your pf more interesting.
Particularly interested in cool combat stuff.
Looking for a name for a feat that allows Monks to use their unarmed damage in place of brass knuckles. May allow it to do the same with cestus and gauntlets as well but not sure.
| Thraxital |
I think it would be cool to allow fighter types to research and develop there own feats, within the same strength range of an exsisting feat, but tailored to their character. I also would allow alternate prereqs for feat chains that made sense. For example instead of cleave requiring power attack have it require combat reflexes if that is more your style, as long as you can argue to some degree I would probably allow a lot more choices in this regard. I do not own UC yet though, and hear there is many new play options that might assist in this.
Darkholme
|
Looking for a name for a feat that allows Monks to use their unarmed damage in place of brass knuckles. May allow it to do the same with cestus and gauntlets as well but not sure.
I believe they do that in RAW. I thought that was the point. It's worth noting that the text in the monk class (imp. unarmed strike, para 3) is written in a way that you can get the monk's unarmed strike enchanted, which I find to be totally reasonable. I know most GMs don't run it that way, but thats how I read that paragraph, and when I pointed it out to the other GM's I know, they saw my point. It's not overpowered or anything in play, either (speaking from seeing 2 monks that ran that way pre APG, and one since). Thats essentially what brass knuckles does for a monk anyway.
| Evil Lincoln |
I have a few that I'm proud of...
Brutal Maneuvers, an entry level feat that lets characters deal weapon damage with maneuvers, something I think should be a basic feature.
Battle Adaptation, which lets martial characters re-spec a small number of combat feats with 1 hour of practice.
Both were the product of huge discussions on these forums, so I can't claim all the credit, but they are my babies.
I try to keep my houserules to an absolute minimum, so if I can make something that lets players "opt-in" like a feat, more's the better. Lately it's gotten to be that there aren't enough feat slots for this type of solution (although that hardly applies to Battle Adaptation).
| Realmwalker |
Realmwalker wrote:Looking for a name for a feat that allows Monks to use their unarmed damage in place of brass knuckles. May allow it to do the same with cestus and gauntlets as well but not sure.I believe they do that in RAW. I thought that was the point. It's worth noting that the text in the monk class (imp. unarmed strike, para 3) is written in a way that you can get the monk's unarmed strike enchanted, which I find to be totally reasonable. I know most GMs don't run it that way, but thats how I read that paragraph, and when I pointed it out to the other GM's I know, they saw my point. It's not overpowered or anything in play, either (speaking from seeing 2 monks that ran that way pre APG, and one since). Thats essentially what brass knuckles does for a monk anyway.
It has been nerfed they took that ability away from the weapon. So to handle it and not completely bend over the monk I figured a feat would fit in nicely for that.
| neonmagician |
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Well its not really my creation, but a I added a feat to my game based on the deep pockets class ability of the pathfinder chronciler class. Was aimed and keeping my wife and brother-in-law's character sheets a little less clutered (pack rats in life and in game)
Deep Pockets (Ex)
someone with this feat collects items, picking up small amounts of this or that throughout her travels. As a result, she may carry unspecified equipment worth up to 25 gp per character level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls. As a full-round action, she may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the character can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 25 gp per character level.
In addition, if she takes 1 hour to pack her gear each day, she gains a +4 bonus to Strength to determine her light encumbrance. This does not affect her maximum carrying capacity. The efficient distribution of weight simply encumbers her less than the same amount of weight normally should.
Darkholme
|
It has been nerfed they took that ability away from the weapon. So to handle it and not completely bend over the monk I figured a feat would fit in nicely for that.
... I was unaware of this nerf. It was not at all unclear in the book that thats what it was supposed to do. That's absolutely retarded. You want a feat for monk weapons? Let's make a feat for monk weapons.
Focused Weapon Katas
You have honed your skill with monk weapons such that you can fight as well with them as with your unarmed attacks.
Prerequisites: Wis 15, monk level 3.
Benefit: When making an attack using any weapon on the monk list, you can deal either the weapon's normal base damage, or deal the monk's unarmed strike damage, at your choice.
Normal: Monks use the base weapon damage with their weapons if they choose to use them.
Exotic Weapon Kata
Your training incorporates some weapons which are unusual for a monk, and you have learned to use these weapons as well the weapons common to monks.
Benefit: Choose 3 martial or simple weapons not on the monk list. You gain proficiency with these weapons, and they count as monk weapons for all purposes.
Normal: Those weapons are not monk weapons, and therefore cannot be used with flurry of blows, or other monk abilities.
(Yes I know its better than mwp and ewp. Those feats suck.)
Here are a couple of new Weapon Proficiency Feats while I'm on the subject. In my games I don't use the standard weapon categories, and fighters don't get "all martial weapons" at level 1. I have them grouped according to weapon similarity like in UA. However, I grant additional groups, and exotic weapons, upon BAB increase. When you learn new exotic weapons, you can pick an exotic weapon that belongs to any group you're proficient with.
For the people who use the standard system of proficiencies, here are a couple weapon proficiency feats, that suck a bit less.
Exotic Weapon Expertise
You can use a few more complicated weapons.
Benefit: Choose four exotic weapons that are in weapon proficiency groups you have, that you are not proficient with. If your proficiencies are not from weapon proficiency groups, but have ‘Martial Weapon Proficiency’ from your class, with all martial weapons, you may choose any exotic weapons. If you have other, class–specific proficiencies, ask your DM which weapons are acceptable, based on the weapons you are proficient with. You are now proficient with those weapons.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: This feat may be taken multiple times. Its effects do not stack. Each time, you gain proficiency with four different exotic weapons.
Weapon Proficiency Group (Axes)
You understand how to use axes and axe-like weapons.
Benefit: You make attack rolls with the following weapons normally: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).
Exotic Weapons: dwarven waraxe (one-handed use), orc double axe.
Exotic Weapons(Combo): dwarven urgrosh (must also have Weapon Proficiency Group [spears and lances]).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Basic Weapons)
You understand how to use a few basic weapons.
Benefit: You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Bows)
You understand how to use bows.
Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow.
Exotic: elven double bow, greatbow, composite greatbow.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Claw Weapons)
You understand how to use weapons strapped to the hands.
Benefit: You make attack rolls with the following weapons normally: punching dagger, spiked gauntlet.
Exotic: bladed gauntlet, claw bracer, panther claw, stump knife, tiger claws, ward cestus.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Crossbows)
You understand how to use crossbows.
Benefit: You make attack rolls with the following weapons normally: heavy crossbow, crossbow, repeating heavy crossbow, and repeating crossbow.
Exotic: great crossbow, hand crossbow.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Firearms)
You understand how to use firearms.
Benefit: You make attack rolls with the following weapons normally: light flintlock pistol, flintlock pistol, heavy flintlock pistol, musket.
Exotic: blunderbuss.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Flails and Chains)
You understand how to use flails and chain weapons.
Benefit: You make attack rolls with the following weapons normally: light flail and heavy flail.
Exotic: chain-and-dagger, dire flail, scourge, spiked chain, three section staff, whip, whip-dagger.
Exotic Weapons(Combo): gyrspike (must also have Weapon Proficiency Group [heavy blades]).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Heavy Blades)
You understand how to use large bladed weapons.
Benefit: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar, and bastard sword (twohanded use).
Exotic: double scimitar, bastard sword (one-handed use), khopesh, mercurial longsword, mercurial greatsword.
Exotic Weapons(Combo): gyrspike (must also have Weapon Proficiency Group [flails and chains]).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Light Blades)
You understand how to use light bladed weapons.
Benefit: You make attack rolls with the following weapons normally: dagger, punching dagger, rapier, and short sword.
Exotic: elven thinblade, kukri, sapara, triple dagger, war fan.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Maces and Clubs)
You understand how to use maces and clubs.
Benefit: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, maul, quarterstaff, sap, and warmace (two-handed use).
Exotic: double mace, warmace (one-handed use), tonfa.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Picks and Hammers)
You understand how to use picks and hammers.
Benefit: You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, lucerne hammer, warhammer, scythe, and maul (two handed use).
Exotic: dire pick, double hammer, gnome battlepick, gnome hooked hammer, maul (one-handed use).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Polearms)
You understand how to use polearms.
Benefit: You make attack rolls with the following weapons normally: glaive, guisarme, halberd, and ranseur.
Exotic: heavy poleaxe.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Slings and Thrown Weapons)
You understand how to use slings and handheld thrown weapons.
Benefit: You make attack rolls with the following weapons normally: dart and sling.
Exotic: bolas, chakram, gnome calculus, halfling skiprock, orc shotput, shuriken, throwing iron.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Spears and Lances)
You understand how to use spears and javelins.
Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, spear, and trident.
Exotic: duom, greatspear, harpoon, manti, spinning javelin.
Exotic Weapons(Combo): dwarven urgrosh (must also have Weapon Proficiency Group [axes]).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Weapon Proficiency Group (Dwarven Weapons)
You were trained in the use of Dwarven Cultural Weapons
Benefit: You make attack rolls with the following weapons normally: battleaxe, heavy pick, warhammer.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: When using any weapon with “dwarven” in its name, you treat it as a non-exotic weapon in any Weapon Proficiency Group it is in.
Weapon Proficiency Group (Drow Weapons)
You were trained in the use of Drow Cultural Weapons
Benefit: You make attack rolls with the following weapons normally: hand crossbow, crossbow, longsword, rapier.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: When using any weapon with “elven” or “drow” in its name, you treat it as a non-exotic weapon in any Weapon Proficiency Group it is in.
Weapon Proficiency Group (Elven Weapons)
You were trained in the use of Elven Cultural Weapons
Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, composite longbow, longsword, and rapier.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: When using any weapon with “elven” in its name, you treat it as a non-exotic weapon in any Weapon Proficiency Group it is in.
Weapon Proficiency Group (Wild-Elven Weapons)
You were trained in the use of Wild-Elven Cultural Weapons
Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow, longspear, spear.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: When using any weapon with “elven” in its name, you treat it as a non-exotic weapon in any Weapon Proficiency Group it is in.
Weapon Proficiency Group (Wood-Elven Weapons)
You were trained in the use of Wood-Elven Cultural Weapons
Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow, glaive, shortglaive*.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: When using any weapon with “elven” in its name, you treat it as a non-exotic weapon in any Weapon Proficiency Group it is in.
* A shortglaive is a simple blade mounted onto a pole, totalling 5 feet in length. Treat it as a glaive without reach, that weighs 7 lbs.
Weapon Proficiency Group (Halfling Weapons)
You were trained in the use of Halfling Cultural Weapons
Benefit: You make attack rolls with the following weapons normally: dagger, sling.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: When using any weapon with “halfling” in its name, you treat it as a non-exotic weapon in any Weapon Proficiency Group it is in.
Weapon Proficiency Group (Orc Weapons)
You were trained in the use of Orc Cultural Weapons
Benefit: You make attack rolls with the following weapons normally: greataxe, falchion.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: When using any weapon with “orc” in its name, you treat it as a non-exotic weapon in any Weapon Proficiency Group it is in.
Weapon Proficiency Group (Gnome Weapons)
You were trained in the use of Gnome Cultural Weapons
Benefit: You make attack rolls with the following weapons normally: light pick, light hammer, kukri.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: When using any weapon with “gnome” in its name, you treat it as a non-exotic weapon in any Weapon Proficiency Group it is in.
| Detect Magic |
Rending Claws
Your claws rip and tear through flesh.
Prerequisite: Changeling
Benefit: If you hit an opponent with both of your claw attacks, you deal an additional 1d6 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
Shape Change
You can assume many shapes.
Prerequisite: Changeling, 3rd level
Benefit: You can cast alter self as a supernatural ability once per day, but can do so only to take the shape of female members of other races. At 5th level this ability allows you to cast monstrous physique I as a supernatural ability to assume the shape of a hag. At 7th level this ability allows you to cast monstrous physique II as a supernatural ability to assume the shape of a large hag. Your caster level is equal to your Hit Dice, though the duration is 10 minutes per level
Terrifying Gaze
Your gaze can instill fear in your enemies.
Prerequisite: Changeling, 5th level
Benefit: As a standard action, you can fix your gaze on an enemy within 60 feet. The target must succeed a Will saving throw (DC 10 + 1/2 the your Hit Dice + your Charisma modifier) or be frightened for 1d4 rounds. This is a mind-affecting, fear-based ability. A changeling may use this ability once per day at 5th level, and twice per day upon reaching 9th level.
Conjure Hellfire
You can summon hellfire to smite your foes.
Prerequisites: Dhampir, 5th level
Benefit: You can cast fireball once per day as a spell-like ability. The damage dealt by this ability is both fire and unholy, thus bypasses fire resistance. A target reduced to fewer than 0 hit points by this ability is burned to ashes, unable to be raised by anything short of true resurrection. You may use this ability twice per day at 9th level, and three times per day at 13th. Your caster level is equal to your Hit Dice.
Dark Metamorphosis
You can take the shape of feral creatures.
Prerequisites: Dhampir, 5th level
Benefit: You may cast beast shape I once per day as supernatural ability to take on the shape of a worg. At 7th level this ability allows you to cast beast shape II as a supernatural ability to take on the shape of dire worg. At 9th level this ability allows you to take the shape or a bat or dire bat. The bat shapes you can assume with this ability possess a fiery bite which deal an additional 1d6 points of fire damage on a successful hit. Every 1d4 rounds while in bat shape you may make use of breath weapon which deals 1d8 points of fire damage in a 15-foot cone. Your caster level is equal to your Hit Dice, though the duration is 10 minutes per level.
Unnatural Celerity
You are extremely fast.
Prerequisites: Dhampir, 5th level
Benefit: You receive a 10 feet enhancement bonus to your speed. You may cast haste (self only) once per day as a supernatural ability. Your caster level is equal to your Hit Dice.
Unnatural Charm
Your words hold great power.
Prerequisites: Dhampir, 3rd level
Benefit: You may cast charm person once per day as a supernatural ability. At 5th level, you may cast suggestion once per day as a supernatural ability. Your caster level is equal to your Hit Dice.
Darkholme
|
Something occurred to me last night.
While I think this is reasonable for Melee attacks, it may be broken to give the boosted damage on ranged attacks, usable with a flurry. d10+str shuriken may be a bit ridiculous. Here's a revised (melee only) version.
Focused Weapon Katas
You have honed your skill with monk weapons such that you can fight as well with them as with your unarmed attacks.
Prerequisites: Wis 15, monk level 3.
Benefit: When making an attack using any weapon on the monk list, you can deal either the weapon's normal base damage, or deal the monk's unarmed strike damage, at your choice. This ability does not apply to weapons that use ranged attacks or ranged touch attacks.
Normal: Monks use the base weapon damage with their weapons if they choose to use them.
| Spyder25 |
Stoneflesh (SU):
You're able to turn you flesh to stone like your ancestors before you.
Prerequisites: Dwarf, 1st Level only
Benefit:For a number of rounds per day equal to the dwarf's character level + Constitution Modifier, as a swift action, a dwarf gains a +2 natural armor bonus to their AC. The rounds don't have to be consecutive and its a swift action to end this ability. While under the effect of Stoneflesh the dwarf's speed is reduced to 10 ft and he can only run at 3x his speed.
| Detect Magic |
Stoneflesh (SU):
You're able to turn you flesh to stone like your ancestors before you.
Prerequisites: Dwarf, 1st Level only
Benefit:For a number of rounds per day equal to the dwarf's character level + Constitution Modifier, as a swift action, a dwarf gains a +2 natural armor bonus to their AC. The rounds don't have to be consecutive and its a swift action to end this ability. While under the effect of Stoneflesh the dwarf's speed is reduced to 10 ft and he can only run at 3x his speed.
I like this one. I'd add that while the ability is in use the dwarf is immune to poison effects.
| Revan |
I smashed each of the Improved and Greater [Maneuver] feats together, and added a little extra to their initial power, like so:
•Improved Bull Rush [Prerequisites: Power Attack, BAB +1] You do not provoke Attacks of Opportunity when you attempt a Bull Rush combat maneuver. You gain +2 to CMB and CMD for the purposes of Bull Rushing. In addition, you may bull-rush a target into a solid object. If you do, his movement ends as normal; in addition, he takes 1d6 bludgeoning damage for every square he would have moved if he did not impact the solid object, and must make a Fortitude save (DC=damage taken), or fall prone. When your BAB reaches +6, the bonus to CMB and CMD improves to +4, and when you bull-rush an enemy, his movement provokes attacks of opportunities from your allies (but not from you.)
•Improved Dirty Trick—You do not provoke Attacks of Opportunity when you attempt a Dirty Trick combat maneuver. You gain +2 to CMB and CMD for the purpose of Dirty Tricks. In addition, the conditions you impose with a Dirty Trick last for 1d4 rounds, plus 1 for every 5 points by which your attack roll exceeded the target’s CMD, or until the target takes a move action to end the condition. When your BAB reaches +6, the bonus to CMB and CMD increases to +4, and ending the conditions you impose requires a standard action.
•Improved Disarm [Prerequisites: Dex and Int 13, Weapon Precision]—You do not provoke Attacks of Opportunity when you attempt the Disarm combat maneuver. You gain +2 to CMB and CMD for the purpose of Disarm attempts. In addition, you do not suffer a penalty to disarm attempts when you are unarmed. When your BAB reaches +6, the bonus to CMB and CMD increases to +4, and when you successfully disarm an opponent, you may choose to cause the item(s) to land 15 ft. from their previous wielder in a direction of your choice.
•Improved Drag [Prerequisites: Str 13] You do not provoke attacks of opportunity when you attempt the Drag combat maneuver. You gain +2 to CMB and CMD for the purpose of Drag attempts. In addition, you may attempt to drag a creature with enough force to disrupt its balance; the target must make a Reflex save with a DC equal to the difference between your attack roll and its CMD, or fall prone when its movement ends. When your BAB reaches +6, the bonus to CMB and CMD increases to +4, and when you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you.)
•Improved Feint [Prerequisites: Int or Cha 13] You gain a +2 bonus to CMB and Bluff checks for the purpose of feinting in combat, and a +2 bonus to CMD and Sense Motive checks for the purpose of resisting feints. You may attempt to feint as a Move action. When your BAB reaches +6, the bonuses increase to +4, and opponents you feint lose their Dexterity bonus to AC until the beginning of your next turn.
•Improved Grapple—You do not provoke attacks of opportunity for attempting to use the Grapple combat maneuver. You gain a +2 bonus to CMB and CMD for the purpose of grapple checks. In addition, when you control the grapple, you take only half the penalties from the Grappled condition. When your BAB reaches +6, the bonus to CMB and CMD increases to +4, and you may attempt to maintain a Grapple as a move action. In addition, you no longer take penalties from the Grappled condition if you control the grapple, unless you pin an opponent, in which case, you suffer the full penalties of the Grappled condition instead of losing your Dexterity bonus to AC.
•Improved Overrun [Prerequisites: Power Attack, Str 13] You do not provoke attacks of opportunity for attempting to use the Overrun combat maneuver. You gain a +2 bonus to CMB and CMD for the purpose of Overrun attempts. Targets of your Overrun attempts cannot choose to avoid you. When your BAB reaches +6, the bonus to CMB and CMD increases to +4. Targets of your Overrun provoke attacks of opportunity when they are knocked prone.
•Improved Reposition—[Prerequisites: Int 13] You do not provoke attacks of opportunity for attempting the Reposition combat maneuver. You gain a +2 bonus to CMB and CMD for the purpose of Repositioning. In addition, you may attempt to reposition a target into an intrinsically dangerous square, though they gain a +4 bonus to CMD if you do. When your BAB reaches +6, the bonus to CMB and CMD increases to +4, and movement from repositioning provokes attacks of opportunity from all of your allies (but not you)
•Improved Steal—[Prerequisites: Combat Expertise, Dex 13] You do not provoke attacks of opportunity when performing a Steal combat maneuver. You gain a +2 bonus to CMB and CMD for Steal attempts. When your BAB reaches +6, the bonus to CMD and CMD increases to +4, and when you successfully steal an item during combat, the target does not notice the theft until the combat is over, or until he attempts to use the item.
•Improved Sunder [Prerequisites: Str 13, Power Attack, BAB +1] You do not provoke attacks of opportunity when you attempt the Sunder combat maneuver. You gain a +2 bonus too CMB and CMD for the purposes of Sundering attempts. In addition, for every 5 points by which your attack roll exceeds the opponents CMD, reduce the items Hardness by 1 point for the purposes of resolving damage on that attack. When your BAB reaches +6, the bonus to CMB and CMD increases to +4, and when you destroy a worn or wielded item with a Sundering attempt, any excess damage is transferred to the wearer or wielder.
•Improved Trip [Prerequisites: Dex 13] You do not provoke attacks of opportunity when performing the Trip combat maneuver. You gain a +2 bonus to CMB and CMD for the purposes of Trip attempts. In addition, when you successfully Trip an opponent, you may immediately make a single melee attack against that opponent. When your BAB reaches +6, the bonus to CMB and CMD increases to +4, and creatures you trip provoke attacks of opportunity.
I did something similar to the Two Weapon Fighting line:
• Two Weapon Fighting [Prerequisite: Dex 15] Your penalties for fighting with two weapons are reduced; the penalty for your primary hand lessens by two, and the one for your off-hand lessens by 6. In addition, you may attack once with each weapon as a standard action. When your Dexterity reaches 17 and your BAB reaches +6, you may make a second additional attack with your offhand weapon when you make a full attack. When your Dexterity reaches 19 and your BAB reaches 11, you may make a third additional attack with your offhand weapon when you make a full attack.
Some of my originals:
• Size Matters Not [Prerequisites: Ki Throw, BAB +10] You know that through superior discipline and force of will, the least drop of water may topple the mightiest mountain. As a free action, select a creature larger than you, and spend 1 ki point per size category difference; if you do, then until the beginning of your next turn, you are considered the same size as your target for the purposes of using Combat Maneuvers against that creature, or defending against its combat maneuvers. A monk may select Size Matters Not as a bonus feat at 14th level. A qingong monk may select this feat as 14th level Ki Power.
• Sword Saint [Prerequisites: Monk, Proficiency with selected weapon, Weapon Focus in selected weapon] You have mastered an esoteric style of martial arts which incorporates mastery of a single weapon, turning it into an extension of your body and will. Select a weapon. That weapon is now considered to have the ‘Monk’ descriptor when you are wielding it, allowing you to use it in a Flurry of Blows, or with any other feat or ability which requires the ‘Monk’ descriptor on the weapon. In addition, you are considered to be a fighter of your level for the purpose of weapon-specific feats such as Weapon Specialization. A Weapon Adept monk may select this as a bonus feat at 1st level.
• Willow Strength [Prerequisites: Ki Pool class feature] As long as you have at least 1 ki point remaining, you may substitute Wisdom for Strength for the purposes of calculating CMB and CMD. A monk may select Willow Strength as a bonus feat at 6th level.
| Spyder25 |
Spyder25 wrote:I like this one. I'd add that while the ability is in use the dwarf is immune to poison effects.Stoneflesh (SU):
You're able to turn you flesh to stone like your ancestors before you.
Prerequisites: Dwarf, 1st Level only
Benefit:For a number of rounds per day equal to the dwarf's character level + Constitution Modifier, as a swift action, a dwarf gains a +2 natural armor bonus to their AC. The rounds don't have to be consecutive and its a swift action to end this ability. While under the effect of Stoneflesh the dwarf's speed is reduced to 10 ft and he can only run at 3x his speed.
I actually never thought of that. It wouldn't make it too OP would it?
| Detect Magic |
Detect Magic wrote:I actually never thought of that. It wouldn't make it too OP would it?Spyder25 wrote:I like this one. I'd add that while the ability is in use the dwarf is immune to poison effects.Stoneflesh (SU):
You're able to turn you flesh to stone like your ancestors before you.
Prerequisites: Dwarf, 1st Level only
Benefit:For a number of rounds per day equal to the dwarf's character level + Constitution Modifier, as a swift action, a dwarf gains a +2 natural armor bonus to their AC. The rounds don't have to be consecutive and its a swift action to end this ability. While under the effect of Stoneflesh the dwarf's speed is reduced to 10 ft and he can only run at 3x his speed.
The duration of the ability isn't very long, so I wouldn't think so.
Other Considerations:
- I don't see poison used very often.
- DCs are already rather low.
- Some classes receive resistance/immunity already.