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Uncanny Initiative (Tactical Feat)
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<blockquote data-quote="Ferrum" data-source="post: 2453774" data-attributes="member: 33089"><p>In a friend’s campaign I’m playing a dwarf-like Barbarian/Fighter, and having some real fun with him. He’s got all the good stand-by’s for feats, Weapon Focus/Spec: Greataxe, Power Attack, Blindfight, Cleave… but in going for the raging fury of damage and destruction I envision him, I’ve got all the rage, damage and destruction, but I’m not feeling the fury.</p><p></p><p> I wanted to add some speed to him, make him seem more break-neck in battle, and the only thing I saw to even come close to that is Improved Initiative, which is boring. I thought about it a bit and wondered why there was no feat tree based off of Imp Init, since trees did wonders for such yawners as Dodge, Imp Unarmed Strike and PB Shot.</p><p></p><p> My bundle of butt-whoop also has the Complete Warrior Tactical feat “Combat Brute” and having liked the way that was laid out, I thought I could try a Tactical feat along the same lines with Imp Init as a prereq. Here it is:</p><p></p><p> Uncanny Initiative (Tactical)</p><p></p><p> You employ exceptional speed and awareness in combat.</p><p>Prerequisites: Improved Initiative, Power Attack, BAB +6</p><p>Benefit: Uncanny Initiative enables the use of three combat maneuvers.</p><p></p><p> Pre-emptive Strike: If player did not initiate an attack during the previous round, he may make an attack of opportunity at his full attack bonus when he himself is attacked before his initiative. If he takes a full attack action on his initiative, this attack of opportunity counts as his first attack and he may only make second and subsequent attacks. He may take any other standard action on his initiative. Attacks of Opportunity do not count as initiated attacks.</p><p></p><p>Quick Attack: Once per encounter the player may trade his attack bonus 1-for-1 to improve his initiative, to act before one target opponent or ally. He cannot increase his initiative by a greater number than his BAB. If he has enough BAB, he moves to one number higher than the target's initiative. If he doesn't have enough BAB to pre-empt the target, he converts all his BAB, and ends up where the trade-off would put him in the initiative order. </p><p></p><p>Accelerated Reaction: Player may make a move action at the end of initiative during a surprise round. </p><p></p><p></p><p> I think it needs some tweeking, I don’t want to find out later that I can exploit it to some disgusting extent. I’d appreciate any Comments, suggestions or ideas.</p></blockquote><p></p>
[QUOTE="Ferrum, post: 2453774, member: 33089"] In a friend’s campaign I’m playing a dwarf-like Barbarian/Fighter, and having some real fun with him. He’s got all the good stand-by’s for feats, Weapon Focus/Spec: Greataxe, Power Attack, Blindfight, Cleave… but in going for the raging fury of damage and destruction I envision him, I’ve got all the rage, damage and destruction, but I’m not feeling the fury. I wanted to add some speed to him, make him seem more break-neck in battle, and the only thing I saw to even come close to that is Improved Initiative, which is boring. I thought about it a bit and wondered why there was no feat tree based off of Imp Init, since trees did wonders for such yawners as Dodge, Imp Unarmed Strike and PB Shot. My bundle of butt-whoop also has the Complete Warrior Tactical feat “Combat Brute” and having liked the way that was laid out, I thought I could try a Tactical feat along the same lines with Imp Init as a prereq. Here it is: Uncanny Initiative (Tactical) You employ exceptional speed and awareness in combat. Prerequisites: Improved Initiative, Power Attack, BAB +6 Benefit: Uncanny Initiative enables the use of three combat maneuvers. Pre-emptive Strike: If player did not initiate an attack during the previous round, he may make an attack of opportunity at his full attack bonus when he himself is attacked before his initiative. If he takes a full attack action on his initiative, this attack of opportunity counts as his first attack and he may only make second and subsequent attacks. He may take any other standard action on his initiative. Attacks of Opportunity do not count as initiated attacks. Quick Attack: Once per encounter the player may trade his attack bonus 1-for-1 to improve his initiative, to act before one target opponent or ally. He cannot increase his initiative by a greater number than his BAB. If he has enough BAB, he moves to one number higher than the target's initiative. If he doesn't have enough BAB to pre-empt the target, he converts all his BAB, and ends up where the trade-off would put him in the initiative order. Accelerated Reaction: Player may make a move action at the end of initiative during a surprise round. I think it needs some tweeking, I don’t want to find out later that I can exploit it to some disgusting extent. I’d appreciate any Comments, suggestions or ideas. [/QUOTE]
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Uncanny Initiative (Tactical Feat)
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