Monday, July 31, 2017

Forgive Me for My Synapses - Tweaking Mechanics

We're gonna take a break from races this week to look at some problem mechanics. I've got a grudge against feat taxes and I'm gonna do what I can to excise them. Of course, this has already been done several places on the internet (most notably The Elephant in the Room). Some of these ideas have been shamelessly stolen from those sources. Others are just me condensing feat trees. Honestly, small incremental bonuses aren't worth the feat slot half the time. So we'll see how things go today.

Classes

Firstly (and this is gonna bug a lot of people), condensing all these feats makes Fighter bonus feats more valuable. Therefore, replace any instance of "fighter level # in prerequisites with "base attack bonus +#". Replace the text of any Fighter Training ability with "You may replace your base attack bonus with your class level for the purposes of qualifying for prerequisites." As far as I'm aware, the only classes that get Fighter Training are less than full BAB anyway. Well, Brawler has a weird Martial Training ability, but that also has a secondary effect so it can be easily modified.

Speaking of Brawler, Martial Flexibility becomes far too useful with these rules. So instead of granting Combat feats, it grants Style feats. 

Advanced Tactics

Agile Maneuvers and Weapon Finesse are now just built into the system. You can use either your Strength or Dexterity for CMB and you can use your Dexterity for attacks with weapons that have the Finesse quality. Also, all light weapons inherently have the Finesse quality. Damage is still based off of Strength. Remove any instance of these feats in prerequisites.

Combat Expertise, Deadly Aim, Power Attack, and Quick Draw are now simply combat options for any character with at least a +1 base attack bonus. Replace any instance of these feats in prerequisites with base attack bonus +1 unless it already requires a higher BAB.

Point-Blank Shot is a matter of physics and is just a part of ranged weapon rules. Replace any instance of Point-Blank Shot in prerequisites with Precise Shot unless it already requires Precise Shot. Or IS Precise shot, obviously.

Feats and abilities that require you to select a specific weapon now require you to select a weapon group instead. Exotic Weapon Proficiency is an exception to this change. Anything to do with a deity's favored weapon is also an exception. There might be more exceptions, as well. This does eliminate a few feats.

I'm making a small tweak to the wording of Charge to allow a single melee attack action, rather than a single melee attack. This has the benefit of allowing you to Vital Strike (and use combat maneuvers and maybe other stuff) on a charge, which is great because it helps make Vital Strike less of a wasted feat. Spring Attack's gonna get a wording tweak as well.

Advanced Spellcasting

Any spell that has a number after it (Summon Monster, Beast Shape, etc.), greater or lesser versions (Restoration, Planar Binding, etc.), or any other weird tiered format (Cure Wounds, Inflict Wounds, etc.) has only one version with effects variable dependent upon what level spell slot you use to cast it. If you know Form of the Dragon, you can cast it as a 6th level spell and get the effects of Form of the Dragon 1. Or you can cast it as an 8th level spell and get the effects of Form of the Dragon 3. Not only does this add some versatility to classes with limited spells known, it barely affects classes that have unlimited spells known. Closing the gap.

Modified Feats

Okay, this is the meat of this article. Prepare yourself for a bunch of rules text.

Armor Focus (Combat)
Prerequisite(s):
Base attack bonus +1, proficiency with selected armor.
Benefit(s): Select one group of armor, such as light or heavy. The AC bonus granted by armor from the selected group increases by 1.
If you have a base attack bonus of +6 or higher, the armor check penalty of armor from the selected group decreases by 1 (to a minimum of 0). You also use your character level in place of your base attack bonus for the purpose of armor mastery feat prerequisites.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new group of armor. The Armor Focus feat counts as the armor training class feature for the purpose of armor mastery feat prerequisites and determines what types of armor you can use with armor mastery feats.
This feat replaces the standard Armor Focus and Improved Armor Focus feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Artful Dodge (Combat)
Prerequisite(s):
Int 13
Benefit: If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent and a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within that opponent's threatened area.
You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite.
Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.

Blind-Fight (Combat)
Benefit:
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
If you have 10 or more ranks in Perception, your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
If you have 15 or more ranks in Perception, you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
This feat replaces the standard Blind-Fight, Improved Blind-Fight, and Greater Blind-Fight feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Bodyguard (Combat)
Prerequisite:
Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the Aid Another action to improve your ally’s AC. You may not use the Aid Another action to improve your ally’s attack roll with this attack. If the attack would still hit the ally, you can intercept the attack as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
Normal: Aid Another is a standard action.
Special: This feat replaces the standard Bodyguard and In Harm's Way feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Charging Hurler (Combat)
Prerequisite:
Precise Shot, base attack bonus +1.
Benefit: You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a –2 penalty to your AC until the start of your next turn. If your target is within 30 feet, you gain a +2 bonus on damage rolls.
Special: This feat replaces the standard Charging Hurler and Improved Charging Hurler feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Cleave (Combat)
Prerequisites:
Str 13, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
If you have a base attack bonus of +4 or higher, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action.
Special: This feat replaces the standard Cleave and Great Cleave feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Cleaving Finish (Combat)
Prerequisites:
Str 13, Cleave, base attack bonus +1.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
If you have a base attack bonus of +6 or higher, you can continue to make attacks against foes within your reach.
Special: This feat replaces the standard Cleaving Finish and Improved Cleaving Finish feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Deathless Zealot (Combat)
Prerequisites:
Str 13, Con 13, Endurance, Ironhide, base attack bonus +6.
Benefit: You are not staggered while using the Endurance feat, but if you take a move and a standard action or a full-round action while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Endurance feat, you gain a +2 bonus on melee attacks and damage rolls.
If you have a base attack bonus of +9 or higher, when you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
If you have a base attack bonus of +12 or higher, whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
Special: This feat replaces the standard Deathless Initiate, Deathless Master, and Deathless Zealot feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Deft Maneuvers (Combat)
Prerequisites:
Dex 13
Benefit: You do not provoke an attack of opportunity when performing a dirty trick, disarm, feint, reposition, steal, or trip combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick, disarm a foe, reposition a foe, steal an item from a foe, or trip a foe and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you, tries to disarm, reposition, steal an item from, trip, or perform a feint upon you.
Normal: You provoke an attack of opportunity when performing a dirty trick, disarm, reposition, steal, or trip combat maneuver. Feinting in combat is a standard action.
Special: This feat replaces the standard Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Devastating Strike (Combat)
Prerequisites:
Vital Strike, base attack bonus +9.
Benefit: Whenever you use Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
If you have a base attack bonus of +13 or higher, whenever you use Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from this feat.
Special: This feat replaces the standard Devastating Strike and Improved Devastating Strike feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Disengaging Flourish (Combat)
Prerequisites:
Dex 13, Deft Maneuvers, Dodge, base attack bonus +1
Benefit: As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against.
If you have a base attack bonus of +3 or higher, whenever you use this feat, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack.
Special: This feat replaces the standard Disenganing Feint, Disengaging Flourish, and Disengaging Shot feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.
[[NOTES:Disengaging Feint might be the biggest feat tax in the game. For the price of three feats, you get a worse version of the withdraw action. This feat starts at Disengaging Flourish.]]

Dodge (Combat)
Prerequisite:
Dex 13.
Benefit: You gain a +1 dodge bonus to your AC and a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Special: This feat replaces the standard Dodge and Mobility feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.



Endurance
Benefit:
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day. A character without this feat who is reduced to negative hit points is unconscious and dying.
Special: This feat replaces the standard Endurance and Diehard feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Familiar Bond
Prerequisite(s):
Iron Will.
Benefit(s): You gain a familiar, as the wizard arcane bond class feature. Your total Hit Dice are used as your wizard level for determining the familiar’s abilities.
Special: You can never have more than one familiar.
This feat replaces the standard Familiar Bond and Improved Familiar Bond feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Flexible Wizardry
Prerequisite(s):
Spell Mastery, wizard level 1st.
Benefit: When you prepare your spells each day, you can choose to keep a number of spell slots equal to your Intelligence modifier (minimum 1) flexibly prepared. Instead of preparing a single spell within each of these slots, you can partially prepare two spells. Anytime after you prepare these flexible slots, you can spend a full-round action to finalize one slot, choosing one of the two spells to be finished and fully prepared in that slot.
If you have a wizard level of 8 or higher, you can flexibly prepare an additional 4 spells. Furthermore, you can finalize one of these slots with a standard action instead of a full-round action.
Special: This feat replaces the standard Flexible Wizardry and Improved Flexible Wizardry feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Great Fortitude
Benefit:
You get a +2 bonus on all Fortitude saving throws. Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Special: This feat replaces the standard Great Fortitude and Improved Great Fortitude feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Impaling Critical (Combat, Critical)
Prerequisite:
Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon’s damage dice plus the extra damage dice from your weapon’s properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.
If you have a base attack bonus of +13 or higher, while you are using this feat to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon comes out, instead of dealing the damage normally, you can deal bleed damage equal to your weapon’s damage dice result once per round at the start of that opponent’s turn.
Special: This feat replaces the standard Impaling Critical and Improved Impaling Critical feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Improved Unarmed Combat (Combat)
Benefit:
You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. While using natural weapons, you can apply the effects of feats that have Improved Unarmed Combat as a prerequisite.
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.
Special: If you are a monk, you can use natural weapons with your flurry of blows class feature.
This feat replaces the standard Improved Unarmed Strike, Feral Combat Training, and Improved Grapple feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Improvised Weapon Mastery (Combat)
Benefit:
You do not suffer any penalties for using an improvised weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon and you receive a +1 circumstance bonus on attack rolls made with thrown splash weapons..
If you have a base attack bonus of +8 or higher, increase the amount of damage dealt by improvised weapons by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). Improvised weapons have a critical threat range of 19–20, with a critical multiplier of ×2.
Special: This feat replaces the standard Catch Off-Guard, Throw Anything, and Improvised Weapon Mastery feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Iron Will
Benefit: You get a +2 bonus on all Will saving throws. Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Special: This feat replaces the standard Iron Will and Improved Iron Will feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Lightning Reflexes
Benefit:
You get a +2 bonus on all Reflex saving throws. Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Special: This feat replaces the standard Lightning Reflexes and Improved Lightning Reflexes feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Lightning Stance (Combat)
Prerequisites:
Dex 15, Dodge, base attack bonus +6.
Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
If you have a base attack bonus of +11, when you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
Special: This feat replaces the standard Wind Stance and Lightning Stance feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Penetrating Strike (Combat)
Prerequisites: Weapon Focus, base attack bonus +12, proficiency with weapon group.
Benefit: Your attacks made with weapon groups selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).
If you have a base attack bonus of +16 or higher, your attacks made with weapon groups selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).
Special: This feat replaces the standard Penetrating Strike and Greater Penetrating Strike feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Powerful Maneuvers (Combat)
Prerequisites:
Str 13
Benefit: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush, drag, overrun a foe, or sunder an item and targets of your overrun attempts may not choose to avoid you. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to bull rush, drag, or overrun you, or sunder your gear.
Normal: You provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver.
Special: This feat replaces the standard Improved Bull Rush, Improved Drag, Improved Overrun, and Improved Sunder feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Precise Shot (Combat)
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
If you have a base attack bonus of +11 or higher, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
If you have a base attack bonus of +16 or higher, as a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this ability if you move this round.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Special: This feat replaces the standard Precise Shot, Improved Precise Shot, and Pinpoint Targeting feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.


Second Chance (Combat)
Prerequisites:
Base attack bonus +6.
Benefit: When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at your highest base attack bonus.
If you have a base attack bonus of +11 or higher, when you reroll a missed attack using this feat, you can still make the rest of your attacks that turn, albeit at a –5 penalty to each attack.
Special: This feat replaces the standard Second Chance and Improved Second Chance feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Shield Focus (Combat)
Prerequisites:
Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
If you have a base attack bonus of +6 or higher, you reduce the armor check penalty of any shield you are using by 1. You also use your character level in place of your base attack bonus for the purpose of shield mastery feat prerequisites.
If you have a base attack bonus of +8 or higher, increase the AC bonus granted by this feat to 2.
Special: This feat replaces the standard Shield Focus, Improved Shield Focus, and Greater Shield Focus feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Shield Slam (Combat)
Prerequisite:
Shield Proficiency
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
If you have a base attack bonus of +6 or higher, any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check. This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn.
Special: This feat replaces the standard Improved Shield Bash and Shield Slam feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Shield Specialization (Combat)
Prerequisites:
Proficiency with selected shield, Shield Focus, base attack bonus +4.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.
If you have a base attack bonus of +12 or higher, you gain an additional +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, once per day you may negate a critical hit, and damage is instead rolled normally.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.
This feat replaces the standard Shield Specialization and Greater Shield Specialization feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Shot on the Run (Combat)
Prerequisites:
Dex 13, Dodge, Precise Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack action at any point during your movement.
If you have a base attack bonus of +6 or higher, once per encounter, when using the withdraw action, you can make a single ranged attack action at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon. You cannot attack when using the withdraw action.
Special: Starting at 6th level, a ranger with the archery combat style may select Shot on the Run as a combat style feat.
This feat replaces the standard Shot on the Run and Parting Shot feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Sidestep (Combat)
Prerequisites: Dex 13, Dodge.
Benefit: Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent’s threatened area. This movement does not provoke attacks of opportunity. Additionally, when an opponent charges you, you gain a +4 dodge bonus to your AC. If the charger’s attack roll misses you and his movement ends while he is adjacent to you, you can switch places with the opponent as an immediate action, and he is considered to be flanked by you until the end of your next turn. You can’t use the benefits of this ability if you ready an action to set a weapon with the brace special quality against a charging foe.
Special: This feat replaces the standard Sidestep, Improved Sidestep, and Juke feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Snap Shot (Combat)
Prerequisite:
Dex 13, Rapid Shot, Weapon Focus, base attack bonus +6.
Benefit: While wielding a ranged weapon from a weapon group with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
If you have a base attack bonus of +9 or higher, you threaten an additional 5 feet.
If you have a base attack bonus of +12 or higher, whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have base attack bonus +20.
Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.
Special: This feat replaces the standard Snap Shot, Improved Snap Shot, and Greater Snap Shot feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.


Staggering Critical (Combat, Critical)
Prerequisites:
Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
If you have a base attack bonus of +17 or higher, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
This feat replaces the standard Staggering Critical and Stunning Critical feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Stalwart
Prerequisite:
Endurance, base attack bonus +4.
Benefit: While using the total defense action, fighting defensively action, or combat expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian’s, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.
If you have a base attack bonus of +11 or higher, double the DR you gain from this feat, to a maximum of DR 10/—.
Special: This feat replaces the standard Stalwart and Improved Stalwart feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Step Up (Combat)
Prerequisite:
Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
If you have a base attack bonus of +3 or higher, when using this feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
If you have a base attack bonus of +6 or higher, when using this feat to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
Special: This feat replaces the standard Step Up, Following Step, and Step Up and Strike feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Surprise Follow-Through (Combat)
Prerequisites:
Str 13, Cleave, base attack bonus +1.
Benefit: When using Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.
If you have a base attack bonus of +8 or higher, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.
Special: This feat replaces the standard Surprise Follow-Through and Improved Surprise Follow-Through feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Tiring Critical (Combat, Critical)
Prerequisites:
Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This ability has no additional effect on a fatigued or exhausted creature.
If you have a base attack bonus of +15 or higher, your target immediately becomes exhausted. This ability has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
This feat replaces the standard Tiring Critical and Exhausting Critical feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Two-Weapon Fighting (Combat)
Prerequisite:
Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
If you have a base attack bonus of +6 or higher, you get a second attack with your off-hand weapon, albeit at a –5 penalty.
If you have a base attack bonus of +11 or higher, you get a third attack with your off-hand weapon, albeit at a –10 penalty.
Special: This feat replaces the standard Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, and Two-Weapon Defense feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.


Vital Strike (Combat)
Prerequisites:
Base attack bonus +6.
Benefit: When you use an attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
If you have a base attack bonus of +11 or higher, roll the weapon’s damage dice for the attack thrice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses.
If you have a base attack bonus of +16 or higher, roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses.
Special: This feat replaces the standard Vital Strike, Improved Vital Strike, and Greater Vital Strike feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Weapon Focus (Combat)
Prerequisites:
Proficiency with selected weapon group, base attack bonus +1.
Benefit: Select a weapon group. You gain a +1 bonus on all attack rolls you make using weapons from the selected group.
If you have a base attack bonus of +8 or higher, the bonus on attack rolls increases to +2.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.
This feat replaces the standard Weapon Focus and Greater Weapon Focus feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Weapon Specialization (Combat)
Prerequisites:
Proficiency with selected weapon group, Weapon Focus with selected weapon group, base attack bonus +4.
Benefit: Select a weapon group for which you already have Weapon Focus. You gain a +2 bonus on all damage rolls you make using weapons from the selected weapon group.
If you have a base attack bonus of +12 or higher, the bonus on damage rolls increases to +4.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.
This feat replaces the standard Weapon Specialization and Greater Weapon Specialization feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Whip Mastery (Combat)
Prerequisite:
Weapon Focus (flails), base attack bonus +2.
Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.
If you have a base attack bonus of +5 or higher, while wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.
If you have abase attack bonus of +8 or higher, You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes.
Attack: You cannot use your whip to attack while you are using it to grapple an opponent.
Damage: When dealing damage to your grappled opponent, you deal your whip’s weapon damage rather than your unarmed strike damage.
Free Hands: You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to grapple.
Reach: Rather than pulling your grappled opponent adjacent to you when you successfully grapple and when you move the grapple, you must keep him within your whip’s reach minus his own reach to maintain the grapple. If the difference in reach is less than 0, such as is the case for a Medium whip wielder and a Gargantuan creature, you cannot grapple that opponent with your whip. If you have to pull a creature adjacent to you to grapple it with your whip, you still provoke an attack of opportunity from that opponent unless you have the Improved Grapple feat.
Tie Up: While adjacent to your opponent, you can attempt to use your whip to tie him up. If you do so to an opponent you have grappled rather than pinned, you take only a –5 penalty on the combat maneuver check rather than the normal –10.
Normal: Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.
Special: This feat replaces the standard Whip Mastery, Improved Whip Mastery, and Greater Whip Mastery feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Okay...I probably missed some stuff, but this is as good as its getting right now. Let me know what you think.

Until next time.

QUARANTINE

This is where I'm shoving things that may be problematic until I figure out what to do about them.

Eldritch Heritage
Prerequisites:
Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.
Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using this feat, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer.
If you are 5th level or higher, you gain the 3rd-level power of the bloodline you selected.
If you are 11th level or higher, you gain the 9th-level power of the bloodline you selected.
If you are 17th level or higher, you gain the 15th-level power of the bloodline you selected. Additionally, for purposes of using this feat, treat your character level as your sorcerer level for all your sorcerer bloodline powers granted by this feat.
Special: This feat replaces the standard Eldritch Heritage, Improved Eldritch Heritage, and Greater Eldritch Heritage feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Elemental Focus
Benefit:
Choose one energy type (acid, cold, electricity, or fire). Add +2 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.
This feat replaces the standard Elemental Focus and Greater Elemental Focus feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Sap Master (Combat)
Prerequisite:
Sneak attack +1d6.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.
If you have sneak attack +3d6 or higher, whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.
Special: This feat replaces the standard Sap Adept and Sap Master feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.
 
Spell Focus
Benefit:
Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
This feat replaces the standard Spell Focus and Greater Spell Focus feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

Spell Penetration
Benefit:
You get a +4 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Special: This feat replaces the standard Spell Penetration and Greater Spell Penetration feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.
 
Uncanny Concentration
Benefit:
You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather, you get a +6 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled, and you gain a +2 bonus on all other concentration checks.
Special: This feat replaces the standard Combat Casting and Uncanny Concentration feats and counts as those feats for the purpose of satisfying prerequisites that require those feats.

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