d20m: two talents

So here are two talents for an advanced class that I'm working on. Do you think that they're going to be too powerful or not? The idea for the class is a fast-drawing duelist/gunman. I've based these off the negotiator's React First talent. In general, D&D doesn't place much importance on being first in the initiative order, but it seems like it could be more crucial in D20M since one good shot can kill an opponent.

#1 (at 4th or 5th level?)
Fast Reaction:
The character gains the ability to react first in a combat situation. The character must first be aware of possible danger and declare the use of his Fast Reaction talent prior to the start of combat. If he does this, he gains a free readied action to draw his weapon and a free readied action to attack with that weapon. The character can only use the weapon he selected for his weapon focus ability, and he may not initiate the combat himself. Fast Reaction allows no move more than one 5ft step. The character gets to act before any initiative checks are made, in effect giving him the benefit of surprise.

#2 (level 8?)
Instant Reaction:
The character gains the ability to react first w/a full attack in a combat situation. To do so he must be aware of possible danger and declare the use of his Instant Reaction talent prior to the start of combat. If he does this, he gains a free readied action to draw his weapon(s) and a free readied action to make a full attack. Instant Reaction allows the character to use multiple attacks from his BAB, and additional attacks from a second weapon. The character can only use the weapon he selected for his Weapon Focus ability, he may not initiate the combat himself, and he must spend one Action Point whether combat takes place or not. He may not move more than one 5ft step. In the first round of combat after using instant reaction, the character loses his attack although he may still make a move action.

Anytime a player thinks there might be trouble, he'd naturally use his fast reaction. Not so bad b/c I want the class to be sort of a twitchy gunman type, but I made Instant Reaction cost an AP whether he gets to use it or not. A full attack against flat footed opponents, and then a move (assuming he wins init.) seems pretty bad-ass. But Bullseye (+3d6dmg for 1AP) seems way better in comparison as Instant Reaction can only be used before the first round of combat. Also, like the Negotiator, the Gunman can't be the one to set it off.
 

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IMO an "always go first" ability breaks quite a few of the game mechanics associated with initiative roles and other feats that improve initiative.

I'd make these talents that raise initiative as opposed to "always go first" abilities.
 

Yeah, I guess it's overly complex for basically being an automatic success on initiative. Plus, I realized that there would have to be special rules for what would happen if there were two people who both had this ability. But I really like quickdraw...
Maybe I'll use bonuses to avoid being surprised, due to quick reactions.
 

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