
Gulian |

Followed the Shields Up thread, and the one which brought the entire discussion up in the first place.
So I decided to make a few feats that could possibly intensify mundane melee combat and make martials a little more reliable in a bigger variety of combat situations.
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Block
Prerequisites:
Combat Reflexes, BBA +1, Shield Focus (any)
As an Attack of Opportunity, you may convert any incoming attack against you into sunder check upon your shield. This can be done any number of times per round as long as there are still attacks of opportunity left to use for this purpose, however each consecutive block in the same round lowers one's CMD by 2. (Cannot go lower than 10.)
This must be done before the Game Master announces the success of the attacking monster.
Bucklers: +4 CMD against said check. Unable to block ranged attacks.
Light Shield : +2 CMD
Light Metal Shield: No bonus.
Heavy Shield : No bonus.
Heavy Metal Shield (I can't stop laughing): -2 CMD.
Tower Shield: -4 CMD. When utilizing the cover ability, you may designate a direction. All attacks incoming from said direction are automtically blocked, however all attack incoming from said direction also automatically succeed in the sunder check, damaging the shield. Each consecutive block used in this manner incurs a fortitude save check with a DC equal to the damage recieved by the shield, with the base DC bonus increasing by 2 for every attack.
This expends all attacks of opportunity for said round.
This bonus to the DC ends on your next turn.
(So, say, a guy with a 2hander comes at you. Hits for 16 damage. The DC is a 16 fortitude save. Then he hits you again for, say 18. That attack is 20 DC. (18 +2) Then he does so again for 14 -> DC 18 (14 +4) and so on. This bonus is not counted against each enemy individually, but works against each next attack.)
Parry
Prerequisities:
Combat Reflexes, BBA +1, Weapon Focus (Any)
Works just like Block, except with weapons. Each consecutive parry lowers CMD by 5. (Cannot drop lower than 10.)
Light Weapons: +2 CMD
Non-light: No bonus
Two-handed: -2 CMD
Improved Parry
Prerequisites:
Combat Reflexes, Weapon Focus (Any)
BBA +7 or Weapon Training class ability.
Decrease the CMD penalty per parry to 3.
Counterattack
Prerequisites:
Combat Reflexes, BBA +5, Weapon Focus (Any)/Shield Focus.
After the opponent you were trying to block has failed to overcome your CMD, you may attack him as an attack of opportunity.
This attack deals weapon damage + 1x STR mod regardless of weapon used and the amount of hands it is held in.
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None of the feats above are useable while Raging or under similar effects.
All two-handed weapons get a +2 CMB bonus to sunder checks agains blocking targets.
This bonus is instead +4 if they are parrying.
Must have proficiency in said weapons to recieve these bonuses.
Fighter Weapon Mastery's immunity to sunders and disarms does not count towards block and parry.
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Spell Deflect
Prerequisites:
Combat Reflexes, BAB + 10, Parry/Block, Shield/Weapon Focus, Knowledge (Arcana) and Spellcraft 10 ranks each.
Expending all attacks of opportunity for a round, you may make a combat maneuver check against a spell being cast at you as an immediate action an amount of times per day equal to your Charisma modifier.
The DC for this is 15 + Spell Level + Half enemy caster level.
The maximum level of spells you can block in this manner is equal to the enhancement bonus enchanted upon the item you use to block it with.
(Basically to block level 6 spells, you need a +6 shield or weapon.)
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Metastrike
Prerequisites:
Weapon Focus, BAB +10/Weapon Training class feature, Combat Expertise
You may make a strike that ignores Block and Parry a number of times per day equal to your INT modifier. These can be any strikes, but must be declared as such before the defending player declares a block or parry.
(Basically, say, you have 16 INT. You can make 3 attack, even those in a full attack, unblockable. Per day.)