These ideas came to me as I play my current character a half-dragon/halfling monk, looking at some of Sean K. Reynold's website content and my work on some charismatic NPC kobolds. I know Technik4 did something along the lines of my Stunning fist feat but I can't find it anymore. I'd greatly appreciate any help balancing these feats.
Thanks,
Joe
Improved Clever Wrestling
Prerequisites: Clever Wrestling (MotW) , Dex 13+, Str 13+, BAB: 4
You are skilled at using your opponents unwieldy body against him.
Benefit: On all grapple checks an opponent larger than you gains only half their size bonus to their grapple check.
Pole Vaulting
Prerequisites: Dodge, Mobility, Jump or Tumble 4 ranks, Dex 13+, Str 13+, BAB: 4, proficient with reach weapon, must be a masterwork weapon
Benefit: You may use a reach weapon as part of a move action to make a vaulted leap over an obstacle. Including the jump or tumble when vaulting you may not exceed your double move and attack in the same round. If this obstacle is an opponent you must make a jump or tumble check to clear his threatened zone. You gain 5' in height by vaulting.
Example: Ember has proficiency with the Longspear. She sees a falanx of shield bearers and know the enemy mage must be there. The evil sorceror Gradnock must be stopped or the party will be decimated in a few seconds. She makes a charge, clears the shield bearers with a tumble check, and savages the enemy mage with a flying kick.
Alternate Example: Brede, the great mounted fighter, wields a heavy lance while on his horse. He surveys the battlefield and notices his page has, once again, wandered in front of the orcs. There is no way for his horse to change course and manuever through the enemy.
Using his lance he vaults over the obstacle, makes a dex check to grab the boy and continues to hustle him away from combat. He draws his bastard sword, glowers at the orcs then whistles for his horse, Astyanax, to return.
(Brede) "Boy, that was my favorite lance."
(Page Boy, voice cracking and speaking with a lisp) "Sa-sa-Sorry, ssssir."
Bluff Defensively
Prerequisites: Bluff: 4 ranks, Int 13+, Expertise
Benefit: When making a Bluff check to misdirect or feignt, you gain the same bonus as if fighting defensively. You also gain the additional bonus normally receive from fighting defensivley with 5 or more ranks in tumble.
Combat Feignting
Prerequisites: Bluff Defensively, Bluff: 4 ranks, Int 13+, Expertise
Benefit: When making a bluff check to misdirect or feignt, you gain +4 bonus to your attempt.
Grab and Toss
Prerequisites: Improved Grapple, Str 15+
Benefit: You may throw a pinned opponent and deal damage normally.
When you have successfully pin an opponent, you may elect to throw your opponent a number of feet equal to the difference of your opposed grapple check.
While doing so you provoke an attack of opportunity from your non-grappled opponents. When your opponent is tossed, he provokes movement related AoOs and must make a reflex save (DC: 10) to avoid falling prone.
Grapple with Weapon
Prerequisites: Improved Grapple, Str 15+, proficient with weapon
Benefit: Normally you cannot grapple with a weapon and only deal unarmed damage to a pinned opponent.
You must you use a two-handed weapon or two weapons in conjunction. Whether using the flat of a greatsword, one end of a quarterstaff, or by entangling your opponent with nunchaku, you can use your opponents momentum against them and start a grapple. You porvoke an attack of opportunity for using your weapon in such a non standard way and the standard rules for two weapon fighting apply to the check. You may use your weapons damage against a pinned opponent.
Double Weapon as shield
Prerequisite: Proficient with weapon, shield proficiency, double weapon must be one size category larger than you.
Benefit: When holding a double weapon in one hand, you may treat it as a large shield.
When holding a double weapon in one hand for whatever reason (in order to cast a spell, deflect arrows, drink a potion, etc.) you may treat the double weapon as a large shield. Your weapon enhancement bonus does NOT apply to your AC. You may not make an attack with the weapon, make a shield bash attempt, use expertise, or fight defensively while using a double weapon as a shield. If making an attack with another weapon in your free hand, normal two weapon fighting penalties apply.
Stunning Strike
Prerequesite: Str 13+, Wis 13+, Extra Stunning Attack, Monk Level 3rd
Benefit: You may substitute one Stunning Fist attempt for every 3 monk levels you posess to add 1d6 damage to any single unarmed melee attack. You still attack normally. First, declare that you are using Stunning Strike ahead of time. On a failed melee attack, the stunning strike is lost and you have one less Stunning Fist attempt for the day. On a succesful stike add the additional damage per number of channeled Stunning Fist attempts.
For example, Ember, as a 6th level monk with a strength of 14, declares she will use up two stunning fist attempts as stunning strikes. She clarifies that she will make a stunning strike (for 2d6 extra damage) with her first iterative attack and is not making a flurry of blows. She makes a successful unarmed melee attack that deals 1d8 + 2d6 + 2.
Ambiguous Mongrel Heritage
Prerequsite: must be taken at 1st level
Benefit: Somewhere in your blood 2 or more generations prior there is the blood of another humanoid race mingled with the dominant blood type that identifies you clearly as X. This is most useful for monstrous heroes but also is applicable when the PC is interacting with his traditional racial foes. Even if just for a moment, an audience may be granted by your traditional enemy where normally no allowances would be made.
Flavor: "Hey, Willan, come 'ere an have a look at that. Is it just me? There's something about dat dere Kobold . . . I'm not sure what it is. He's built like one of those, whatcha call 'em, "Tallfellows" you see on the Halfling side of town. But he talks like those human barbarian tribes up in the wild northern provinces. Either way, he makes a better trap than any gnome in this town. I gots me three bears yesterday with dat trap of his . . . wait a minute. What'd you say? Hmmmm. You know, you're right. He does look a bit like a gnome if you tilt your head a bit. Well, as I was saying, 3 of 'em. Big Brown ones too. I'll have to show you sometime. . ."
Breath Attack Channeling
Prerequistes: Cha 13+, Int +13, Must be a half-dragon
Benefit: You can channel your breath attack to use another spell or spell-like ability like a sorceror of half your level from the following list:
Alter Self
Couldwalking
Endure Elements
Featherfall
Fly
Icewalking
Locate Object
Sleep
Speak with Animals
Spiderclimb
Waterbreathing
Thanks,
Joe
Improved Clever Wrestling
Prerequisites: Clever Wrestling (MotW) , Dex 13+, Str 13+, BAB: 4
You are skilled at using your opponents unwieldy body against him.
Benefit: On all grapple checks an opponent larger than you gains only half their size bonus to their grapple check.
Pole Vaulting
Prerequisites: Dodge, Mobility, Jump or Tumble 4 ranks, Dex 13+, Str 13+, BAB: 4, proficient with reach weapon, must be a masterwork weapon
Benefit: You may use a reach weapon as part of a move action to make a vaulted leap over an obstacle. Including the jump or tumble when vaulting you may not exceed your double move and attack in the same round. If this obstacle is an opponent you must make a jump or tumble check to clear his threatened zone. You gain 5' in height by vaulting.
Example: Ember has proficiency with the Longspear. She sees a falanx of shield bearers and know the enemy mage must be there. The evil sorceror Gradnock must be stopped or the party will be decimated in a few seconds. She makes a charge, clears the shield bearers with a tumble check, and savages the enemy mage with a flying kick.
Alternate Example: Brede, the great mounted fighter, wields a heavy lance while on his horse. He surveys the battlefield and notices his page has, once again, wandered in front of the orcs. There is no way for his horse to change course and manuever through the enemy.
Using his lance he vaults over the obstacle, makes a dex check to grab the boy and continues to hustle him away from combat. He draws his bastard sword, glowers at the orcs then whistles for his horse, Astyanax, to return.
(Brede) "Boy, that was my favorite lance."
(Page Boy, voice cracking and speaking with a lisp) "Sa-sa-Sorry, ssssir."
Bluff Defensively
Prerequisites: Bluff: 4 ranks, Int 13+, Expertise
Benefit: When making a Bluff check to misdirect or feignt, you gain the same bonus as if fighting defensively. You also gain the additional bonus normally receive from fighting defensivley with 5 or more ranks in tumble.
Combat Feignting
Prerequisites: Bluff Defensively, Bluff: 4 ranks, Int 13+, Expertise
Benefit: When making a bluff check to misdirect or feignt, you gain +4 bonus to your attempt.
Grab and Toss
Prerequisites: Improved Grapple, Str 15+
Benefit: You may throw a pinned opponent and deal damage normally.
When you have successfully pin an opponent, you may elect to throw your opponent a number of feet equal to the difference of your opposed grapple check.
While doing so you provoke an attack of opportunity from your non-grappled opponents. When your opponent is tossed, he provokes movement related AoOs and must make a reflex save (DC: 10) to avoid falling prone.
Grapple with Weapon
Prerequisites: Improved Grapple, Str 15+, proficient with weapon
Benefit: Normally you cannot grapple with a weapon and only deal unarmed damage to a pinned opponent.
You must you use a two-handed weapon or two weapons in conjunction. Whether using the flat of a greatsword, one end of a quarterstaff, or by entangling your opponent with nunchaku, you can use your opponents momentum against them and start a grapple. You porvoke an attack of opportunity for using your weapon in such a non standard way and the standard rules for two weapon fighting apply to the check. You may use your weapons damage against a pinned opponent.
Double Weapon as shield
Prerequisite: Proficient with weapon, shield proficiency, double weapon must be one size category larger than you.
Benefit: When holding a double weapon in one hand, you may treat it as a large shield.
When holding a double weapon in one hand for whatever reason (in order to cast a spell, deflect arrows, drink a potion, etc.) you may treat the double weapon as a large shield. Your weapon enhancement bonus does NOT apply to your AC. You may not make an attack with the weapon, make a shield bash attempt, use expertise, or fight defensively while using a double weapon as a shield. If making an attack with another weapon in your free hand, normal two weapon fighting penalties apply.
Stunning Strike
Prerequesite: Str 13+, Wis 13+, Extra Stunning Attack, Monk Level 3rd
Benefit: You may substitute one Stunning Fist attempt for every 3 monk levels you posess to add 1d6 damage to any single unarmed melee attack. You still attack normally. First, declare that you are using Stunning Strike ahead of time. On a failed melee attack, the stunning strike is lost and you have one less Stunning Fist attempt for the day. On a succesful stike add the additional damage per number of channeled Stunning Fist attempts.
For example, Ember, as a 6th level monk with a strength of 14, declares she will use up two stunning fist attempts as stunning strikes. She clarifies that she will make a stunning strike (for 2d6 extra damage) with her first iterative attack and is not making a flurry of blows. She makes a successful unarmed melee attack that deals 1d8 + 2d6 + 2.
Ambiguous Mongrel Heritage
Prerequsite: must be taken at 1st level
Benefit: Somewhere in your blood 2 or more generations prior there is the blood of another humanoid race mingled with the dominant blood type that identifies you clearly as X. This is most useful for monstrous heroes but also is applicable when the PC is interacting with his traditional racial foes. Even if just for a moment, an audience may be granted by your traditional enemy where normally no allowances would be made.
Flavor: "Hey, Willan, come 'ere an have a look at that. Is it just me? There's something about dat dere Kobold . . . I'm not sure what it is. He's built like one of those, whatcha call 'em, "Tallfellows" you see on the Halfling side of town. But he talks like those human barbarian tribes up in the wild northern provinces. Either way, he makes a better trap than any gnome in this town. I gots me three bears yesterday with dat trap of his . . . wait a minute. What'd you say? Hmmmm. You know, you're right. He does look a bit like a gnome if you tilt your head a bit. Well, as I was saying, 3 of 'em. Big Brown ones too. I'll have to show you sometime. . ."
Breath Attack Channeling
Prerequistes: Cha 13+, Int +13, Must be a half-dragon
Benefit: You can channel your breath attack to use another spell or spell-like ability like a sorceror of half your level from the following list:
Alter Self
Couldwalking
Endure Elements
Featherfall
Fly
Icewalking
Locate Object
Sleep
Speak with Animals
Spiderclimb
Waterbreathing
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