Bullywug Breakdance

the Jester

Legend
This is a new tactical feat, along the lines of those in CW. Is it balanced? How are the prereqs? I also posted the homebrewed prereq.

BULLYWUG BREAKDANCE (Tactical)

You have studied the techniques of the bullywugs, who have had leaders that performed frighteningly well with their spears, and have learned several devastating spear techniques.

Prerequisites: Jump (7 ranks), Always Ready, Combat Reflexes, Hold the Line, Skill Focus (jump), Weapon Focus (any spear)

Benefits: Following the bullywug techniques, you gain access to the following three maneuvers:

Death Leap: When you move and jump to attack an enemy from above with your spear you inflict double damage.

Trick Flank: When an enemy moves to attack you and you did not move in your last turn, if you are wielding a spear and there is a square adjacent to you from which you would flank that enemy, you may take a 5’ step and an attack of opportunity on that enemy from flanking as an immediate action. If you choose to take a 5’ step, you must step into flanking, but if multiple squares allow you to flank, you may choose which square to step into.

Avoid Charge: When you are being charged and you take an attack on the charger (whether an attack of opportunity, a readied action or what have you) you may choose to leap away at the last instant instead of taking the attack. You make a Jump check and move the indicated distance perpendicular to the line of the charge; if this carries you out of reach of the charger, his charge continues to the limit of his charge range.


ALWAYS READY (General, Fighter)

Your skill with a spear makes you always ready to intercept charges.

Prerequisites: Combat Reflexes, Hold the Line, Weapon Focus (any spear)

Benefit: While wielding a spear in which you have Weapon Focus, for damage purposes you are always considered ready to attack a charging opponent. If you hit an enemy that is charging you with your spear, you deal double damage. This feat does not give you any extra attacks, but all attacks that you make on opponents that are charging you are affected.

***

What do you guys think?
 

log in or register to remove this ad


Here's my suggestions:

1) Make stuff more explicit. For the Death Leap ability, make a DC for each opponent size (prolly too complicated), or require a specific downward distance traveled to take advantage (5 ft. seems reasonable), which would in turn set the DC.

2) Given the stinkyness of Skill Focus (Jump), you may want to grant some kind of bonus vs. opponents who jump or who you jump down upon. For example, allow a Death Leap to count as a Charge action.

3) Don't frogs have long tongues? How about this in place of the 2nd (overly complex) ability:
- Toad Tongue Lunge: As a standard action, you may make a single attack using a Spear (for which you have Weapon Focus) at a range 5 ft. farther than normal. You do not threaten a larger area than normal.

-- N
 

I like the idea of more tactical feats, and this one is cool.

I don't like skill focus (jump) as a prerequisite. Ick. Maybe just require more ranks in jump?

The second ability is confusing and might be broken with a longspear. Do you have to take a 5' step into flanking to get said attack of opportunity?

Concerning the third ability, I don't see why the person charging must continue their full distance if they missed. That full distance could take them off a cliff or very far away.

About always ready: Be careful about this one. If someone with this feat specifically readies an action, the readied attack and the AoO(s) are all doing double damage. A bigger than medium creature could be truly fearsome with this.

Overall, I agree with the "be more explicit" idea. There are a bunch of things I could see happening with these feats, but I'm not sure how many are intended.
 
Last edited:

Pets & Sidekicks

Remove ads

Top