Feats for Fantastic Fighters (also a rogue talent)


Homebrew and House Rules

Grand Lodge RPG Superstar 2012 Top 32

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He who contends for his life against fantasical creatures and wielders of magic must push himself beyond ordinary limits. In order to survive, he trains himself to superhuman(oid?) capability. Here are some feats and rogue talents for those whose martial training lets them engage fantastic obstacles in fantastic ways.

Battlefield Acumen (Combat)
Eyes open, eyes closed; it makes no difference to a seasoned warrior.
Prerequisites: Blind-Fight, fighter level 8th
Benefit: For a number of rounds per day equal to your fighter level, you can gain blindsense out to a range of 30 feet. You must close your eyes (a free action) or otherwise be effectively blinded to use the ability. Using this ability for only part of a given round still counts as 1 round of usage. When you reach fighter level 12th, the range increases to 60 feet and you gain blindsight instead of blindsense.
Special: A monk may select this as a bonus feat beginning at 6th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

Veteran's Will (Combat)
A true warrior has seen many strange things, and is unfazed by the tricks of his enemies.
Prerequisites: Fighter level 6th
Benefit: You gain a bonus to Will saving throws equal to half your fighter level.

Swordsman's Poise (Combat)
There are many things that will try to stop your blade, but your skill allows you to cut through them anyway.
Prerequisites: Fighter level 4th
Benefit: Whenever you make a melee attack roll with a manufactured slashing weapon that results in a natural 15 or higher, you may ignore an amount of damage reduction possessed by the target equal to 2 + half your fighter level, except for DR/epic and DR/—. At 10th level, this ability also applies to DR/—. At 15th level, this ability also applies to DR/epic.
Special: A monk may select this as a bonus feat beginning at 6th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

Uncanny Speed (Combat)
Prerequisites: Fighter level 6th
Benefit: As a free action, you can call upon your inner focus for a burst of speed. You gain the effects of the haste spell for 1 round. You may use this ability once per day, plus one additional time per day for every two fighter levels beyond 6th. This is an extraordinary ability.

Martial Mobility (Combat)
Prerequisites: Fighter level 6th
Benefit: You are always considered to have a running start when jumping, and the Acrobatics DC for jumping is halved.
Additionally, once per day plus one additional time per day for every three fighter levels beyond 6th, you may move up to your speed as a swift action without provoking attacks of opportunity. Whenever you use this movement, you ignore difficult terrain until the beginning of your next turn.
This feat does not function if your speed is currently reduced due to armor, encumbrance, a slow spell, or similar effects.

Warrior's Surge (Combat)
A warrior as experienced as you can push himself beyond normal limits.
Prerequisites: Fighter level 4th
Benefit: As a swift action, you gain a +2 enhancement bonus to a physical ability score of your choice (Strength, Dexterity, or Constituation) for 1 minute. You may use this ability once per day plus one additional time per day for every 2 fighter levels beyond 4th.
Upon reaching fighter level 10th, activating this ability grants your choice of either a +4 enhancement bonus to one physical ability score or a +2 enhancement bonus to each of two physical ability scores. At fighter level 16th, it grants a +6 enhancement bonus to one physical ability score, a +4 enhancement bonus to one physical ability score and a +2 enhancement bonus to a second physical ability score, or a +2 enhancement bonus to each physical ability score. The choice of ability score(s) affected is made each time this ability is used.
Special: A monk may select this as a bonus feat beginning at 6th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

Shock Punch (Combat)
You can punch with such speed and force that you can send a shockwave through the air.
Prerequisites: Improved Unarmed Strike, fighter level 6th
Benefit: As a standard action, you may make a single unarmed strike that affects an area rather than targeting a creature. Make an attack roll as normal, with all applicable bonuses and penalties and apply the result to the armor class of each creature in a 30-foot line. Creatures you miss still take half damage.
You may use this ability twice per day, plus 1 additional time per day for every three fighter levels beyond 6th.
Special: A monk may select this as a bonus feat beginning at 6th level. A monk may instead select this as one of his feats from normal advancement. In either case, he treats his monk levels as levels of fighter for the purposes of this feat.

Sonic Slash (Combat)
You wield your blade with such grace and power that you can cut the air itself.
Prerequisites: Fighter level 10th, Weapon Focus with a light or one-handed slashing weapon
Benefit: As a standard action while wielding a manufactured light or one-handed slashing weapon, you can make a ranged touch attack against a target within 30 feet. This attack deals an amount of slashing damage equal to the weapon's damage dice + your fighter level + your Dexterity modifer. This attack has the same critical threat range as the weapon used, but always deals only double damage on a critical hit.
Starting at fighter level 15th, you may use this ability in place of any attack (except attacks of opportunity) rather than only as a standard action.
Special: A monk may select this as a bonus feat beginning at 10th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

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Rogue Talent:
Martial Focus
While many rogues rely on guile and subtlety, your own talents are more combat-focused. You gain a +2 bonus on Fortitude saving throws. Addtionally, you treat your rogue levels as levels of fighter for the purposes of qualifying for feats and determining their effects.


Veteran's Will is just too good*. I cannot see any fighter NOT taking it, ever. I'm not opposed to fighters having options to improve their Will save, but with that feat, you might as well just give their chassis Good Will saves and call it a day.

I only skimmed the feats, but that one jumped out at me. I'll look more carefully at them this evening.

* compare to Iron Will, Imroved Iron Will, and Mythic Iron Will.


Veterans Will is the first of many fixex Fighters need. these feats are merely fixes for games that don't want to do excessive chassis tweaking, but i would make a lot of these feats standard fighter abilities.

Grand Lodge RPG Superstar 2012 Top 32

Da'ath wrote:
Veteran's Will is just too good*. I cannot see any fighter NOT taking it, ever. I'm not opposed to fighters having options to improve their Will save, but with that feat, you might as well just give their chassis Good Will saves and call it a day.

Sort of like how every Barbarian takes Superstition?

The barbarian already gets +2 Will while raging, increasing to +3 at 11th. Then they get another +2 to ALL saves for Superstition (and isn't a Rage Power the same cost as a fighter-only feat?) that also scales up every 4th level.

So if we assume equal investment (fighter takes his feat, barbarian takes the rage power, neither takes Iron Will), then we have this arrangement at various levels:

8th: Fighter gets +4 Will, barbarian gets +6 Will and +4 to Fort/Ref.

12th: Fighter gets +6 Will, barbarian gets +8 Will and +5 Fort/Ref.

16th: Fighter gets +8 Will, barbarian gets +9 Will and +6 Fort/Ref.

20th: Fighter gets +10 Will, barbarian gets +11 Will and +7 Fort/Ref.

Even with equal investment, the fighter never catches up with the barbarian's Will save. And then the barbarian gets +7 Fort/Ref on top of that.

So having a fighter option get his will save close to what a barbarian option can do is overpowered?


it isn't overpowered, it brings the fighter closer to the barbarian. however, the fighter also needs an at will pounce equivalent ability as well.

Grand Lodge RPG Superstar 2012 Top 32

Umbriere Moonwhisper wrote:
it isn't overpowered, it brings the fighter closer to the barbarian. however, the fighter also needs an at will pounce equivalent ability as well.

Martial Mobility is my answer to that. It's not at-will, but it's "enough" (I think) and is also a little more versatile because you can ignore difficult terrain and you don't necessarily have to go in a straight line or avoid obstacles like with a charge.


The barbarian's save bonus is also restricted to time spend in rage. Constant and at-will abilities and bonuses are worth more than those with durations, limited use, conditions, etc.

Aside from that, I think you have some pretty good options.


They're not equal, so not valid comparisons. Superstition is conditional, Veteran's Will has no such limitations. Veteran's Will can be taken by any class which allows a character to select feats as if he were Fighter level (-1, -2, -3, /12 fighter levels) and buffs every single one of those classes, as well. Additionally, a barbarian receives this save bonus versus spells, supernatural abilities, and spell-like abilities.

If we're pretending they're equal, you left out the following line(s) from Veteran's Will (bold is mine): You gain a bonus to Will saving throws equal to half your fighter level against spells, supernatural abilities, and spell-like abilities. The fighter cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Edit: I'm trying to help, but if you don't want criticism or flaws pointed out, please let me know and I'll refrain from further posting the thread. I'm definitely getting that impression from the manner in which you responded.

Grand Lodge RPG Superstar 2012 Top 32

Da'ath wrote:

They're not equal, so not valid comparisons. Superstition is conditional, Veteran's Will has no such limitations. Veteran's Will can be taken by any class which allows a character to select feats as if he were Fighter level (-1, -2, -3, /12 fighter levels) and buffs every single one of those classes, as well. Additionally, a barbarian receives this save bonus versus spells, supernatural abilities, and spell-like abilities.

If we're pretending they're equal, you left out the following line(s) from Veteran's Will (bold is mine): You gain a bonus to Will saving throws equal to half your fighter level against spells, supernatural abilities, and spell-like abilities. The fighter cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Yes, Superstition has extra limitations: you can only use it while raging and you have to save against friendly spells.

A couple of things, though: first, those aren't huge limitations. You reach a point (especially by the time the difference between Good and Poor saves really starts to be a major thing) where you can be raging during almost every round of combat. So "only while you're raging isn't that much of a limitation, especially at the levels where Will saves matter most. In fact, it can actually be helpful, because of the other drawback: if you want a buff cast on you this combat, you just wait to rage until after it's cast. If you absolutely need a spell cast on you (maybe a heal?) during combat, you can drop out of rage, get healed, drink a potion of lesser resto to un-fatigue, then get right back in. And when the fight's over and you want the cleric to patch you up, you stop raging and no longer suffer that drawback.

So the drawbacks are minor.

Second, did you miss the enormous disparity between the bonuses involved? Veteran's Will is lagging behind Superstitious rage for most levels of the game, and even that is only looking at Will saves. Superstition is also giving bonuses to Fort and Reflex, while Veteran's Will doesn't touch those. How does that affect the balance?

Finally, when was the last time that you made a Will save against something that wasn't a spell, SLA, or Su ability?


Jiggy wrote:
Yes, Superstition has extra limitations: you can only use it while raging [...] you stop raging and no longer suffer that drawback.

I'm not sure why you quoted me to argue against using it during Rage as a limiting factor. I made no such argument.

However, all those "ifs" are not a valid argument. If-based arguments fall apart the moment the "if" condition can't be met. We don't all play the same party composition and we don't all have the materials on demand whenever we want them. In an ideal situation, can a barbarian ignore the rules set in place for his class? Yes. I do not, however, see where anyone argued otherwise.

Jiggy wrote:
Second, did you miss the enormous disparity between the bonuses involved? Veteran's Will is lagging behind Superstitious rage for most levels of the game, and even that is only looking at Will saves. Superstition is also giving bonuses to Fort and Reflex, while Veteran's Will doesn't touch those. How does that affect the balance?

We have different definitions of the word "enormous". A 1-2 point disparity in Will is not enormous. The difference between Good and Poor Will saves eventually becomes enormous. You list the bonus as though it were just flat added to Fortitude and Reflex saves. While extraordinary effects that target Will are sparse, this is not the case with Fortitude and Reflex.

Jiggy wrote:
Finally, when was the last time that you made a Will save against something that wasn't a spell, SLA, or Su ability?

I did a quick search on the PRD. Here's a brief list I found before I got bored.

Barbarian, Terrifying Howl (Ex) Will save.
Bard (Detective) Show Yourselves (Ex) Will save.
Cavalier, Supreme Charge (Ex) Will save.
Guardian, Adamantine Mind (Ex), Will save. (Mythic)
Sorcerer, Maestro Bloodline, Fascinate (Ex). Will save.
Summoner; Eidolon, Frightful Presence (Ex). Will save.
Trickster, Menacing Whisper (Ex) Will save. (Mythic)
Trickster, No One of Consequence (Ex) Will save. (Mythic)
Universal Monster Rules, Frightful Presence (Ex). Will save.

If all you wanted to do was buff their Will saving throw to Good, I'd have no complaints. If all you wanted to do was grant them some way to slip out of mind-affecting effects a number of times per day, I'd have no complaints.

You also failed to address one concern I clearly pointed out: "Veteran's Will can be taken by any class which allows a character to select feats as if he were Fighter level (-1, -2, -3, /12 fighter levels) and buffs every single one of those classes, as well."

Does the Magus (and its various archetypes) also need this boost to Will saves, on top of their Good Will save? Do Eldritch Knights need the boost?

Anyway, best of luck.

Sovereign Court

Aren't you afraid that Veteran's Will would become a required feat for fighters, rather than merely an attractive option?

Grand Lodge RPG Superstar 2012 Top 32

Da'ath wrote:

You also failed to address one concern I clearly pointed out: "Veteran's Will can be taken by any class which allows a character to select feats as if he were Fighter level (-1, -2, -3, /12 fighter levels) and buffs every single one of those classes, as well."

Does the Magus (and its various archetypes) also need this boost to Will saves, on top of their Good Will save? Do Eldritch Knights need the boost?

Working with the Eldritch Knight is intentional, because for some reason EKs don't already get good Will saves. So I actually managed to help fix that, too.

The magus I had actually overlooked. That said, he can't take it until 13th level and only gets half value out of it. So it's like Iron Will, except he has to wait until very late in his career to take it for a slight increase in power. So I guess for campaigns that go all the way to 20, it might be a tad strong, but doesn't seem like that big of a deal at the levels where the gap between it and Iron Will would start to become meaningful for a magus.

Was there anyone else you were thinking of as well?

Sczarni

I didn't see any problem with Veteran's Will. Since it scales with fighter level, it discourages dipping and most other classes won't get a benefit from it.

I suggested a fighter feat in another thread that gave a bonus to Spellcraft checks, and granted a bonus to save against any spell the fighter had correctly identified. It would solve two problems in one-- bolstering the fighter's saves, and giving him a reason to invest in Int for more skill points. Did you want other people to post homebrew feats here, or just feedback on your own?


Jiggy wrote:
Was there anyone else you were thinking of as well?

wasn't talking to me, and i actually love the feat, but is it confirmed that war priests count as fighters yet?


Jiggy wrote:
Was there anyone else you were thinking of as well?

Two magus archetypes: mymidarch and kensi. I think, ultimately you could bypass any potential exploitation by changing the text to "a fighter may substitute his Fortitude save for his Will save against mind-affecting a spells and effects." However, that's not equal to he numerical value you want to apply.

Swordsman's Poise: I really, really like the concept behind this feat. I only have two questions regarding it: 1. why 2+ half your level and not simply 1/2 level (minimum 1)? 2. Why dr/epic at 15th and not a higher level instead? I don't recall seeing dr/epic till later levels, though I may be mistaken. 3. Okay, I lied. Three questions. Why manufactured weapons only, as this would be awesome for the unarmed monks DR penetration issues?


The difference between weak and strong saves is a big deal. The difference between strong and ludicrous saves is far less so. Going from needing to roll a 14 to needing to roll an 4 is big. Going from needing a 4 to needing a 1 is not so big.

Two magus archetypes can dump will more safely if he has the feats to burn and doesn't mind falling for dominates until level 9. That's hardly relevant in normal play and avoiding it is certainly not worth fixing the wrongheaded decision to give fighters, EKs, and Swashbucklers weak will saves.

Grand Lodge RPG Superstar 2012 Top 32

Da'ath wrote:
Swordsman's Poise: I really, really like the concept behind this feat. I only have two questions regarding it: 1. why 2+ half your level and not simply 1/2 level (minimum 1)?

Because I felt like someone who devotes themselves to the art of swordsmanship to the point of being able to cut through a monster's defenses should be able to bypass DR 5 (which is almost universally the lowest, most basic tier of DR) sometime before 10th level. So 2 + half level felt about right.

Quote:
2. Why dr/epic at 15th and not a higher level instead? I don't recall seeing dr/epic till later levels, though I may be mistaken.

Mostly I just wanted it to kick in before the fighter's weapon starts doing all the work. Currently, being a high-level fighter means little more than having enough plusses to let your gear do its job; but ultimately a commoner with a +6-equivalent sword can cut into the Tarrasque just fine if he rolls a 20 to hit.

I want the fact that you're a high-level fighter to mean something more than just being high level. Therefore, I wanted fighter levels to "get there" before the weapon did.

Quote:
3. Okay, I lied. Three questions. Why manufactured weapons only, as this would be awesome for the unarmed monks DR penetration issues?

For one thing, there's already a lot of DR a monk can bypass with unarmed strikes as long as he's got a ki point left. Also, it was a flavor choice for this feat; note that I also left out natural weapons, hammers, picks, etc. Feel free to make equivalent and differently-flavored feats for other types of weapons.

Sovereign Court

A random thought that popped into my mind;

Magic Weapon Mastery
Requires: Fighter level (X)
Benefit: When wielding a magic weapon in which you're proficient, use it's complete enhancement-equivalent bonus to determine the enhancement bonus to hit and damage (and for penetrating DR), to a maximum of +5.
(For example: a +1 keen flaming sword would be used as a +3 sword.)


Ascalaphus wrote:

A random thought that popped into my mind;

Magic Weapon Mastery
Requires: Fighter level (X)
Benefit: When wielding a magic weapon in which you're proficient, use it's complete enhancement-equivalent bonus to determine the enhancement bonus to hit and damage (and for penetrating DR), to a maximum of +5.
(For example: a +1 keen flaming sword would be used as a +3 sword.)

Good Idea makes fighters more powerful at medium high levels. I would remove the maximum of +5 limit, just let fighters get an additional +5 to attack an damage with their +5 vorpal sword. By the time they are that level they need the extra damage to keep up with casters.

you could do something comparable for armor and shields.

The level requirement would need to be at least 12 probably more like 15. Could maybe require knowledge (arcana) ranks. I think that would make sense, though unless you give fighters 4+int skills it would be taxing.

As far as high power, high level skills, what about fast healing? I've always thought it would be a good way for martial classes to be more effective compared to casters, enter each combat with full health, Would enable the party to adventure longer as the cleric isn't blowing all there spells on healing.

Lesser Fast Healing
Prerequisites: Toughness, Con 15+, 11 d10 or d12 hit die.
Benefit: Whenever you have half your total hit points you gain fast healing 1.

Greater Fast Healing
Prerequisite: Toughness, lesser fast healing, Con 17+, 17 d10 or d12 hit die
Benefit: You have fast healing 1 at all times

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