Death or Glory (feat)

Yeah, it's hard to come up with good mechanics for this one - obviously, it's supposed to represent one desperate all-or-nothing attack where either you take the foe down in one blow or you get chopped down in return.

Perhaps, since you taking it when you get an extra attack, it should dump the extra attack, make it a full-attack action and deal double damage. For every additional 5 levels/BAB, increase the multiplier by x1. Now, you're making one deadly lunge, putting your all into the attack. Leave in the part about the free counterattack afterward (opponent's attack multiplier is one lower), and I think it about balances it.

Death or Glory (Combat)
You're determined that the foe who towers above you is going down first.
Prerequisites: Str 13, Power Attack, BAB 6+
Benefit: Against a creature one size category or more larger than you, you can make a single melee attack as a full-round action. On a hit, you double the damage dealt to the opponent. For every additional +5 to your BAB, you increase the damage multiplier by one. After you resolve you attack, the opponent can spend an immediate action to make a single melee attack against you, with the damage dealt being one multiplier less than your attack (thus, if you attack with a x3 damage multiplier, the opponent attacks with a x2 damage multiplier)
Special: You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike or Greater Vital Strike.
 

log in or register to remove this ad

Or we could take it in a completely new direction: someone that just in general becomes scary deadly when near death himself.


Death or Glory (Combat)
If you must go to hell, you're going to make sure you at least have some traveling companions!
Prerequisites: Con 15, Diehard, BAB +6
Benefit: If you are at exactly 0 hp remaining or less, you gain a +4 bonus on all attack rolls and saves against mind-affecting and fear effects, and all physical melee damage you inflict is doubled (extra damage dice beyond the weapon's base damage dice are not multiplied). If you are in a Rage, as the Barbarian class ability or similar, rounds spent at 0 or lower hp do not expend a round of your daily rage allotment.
Special: You lose the benefits of this feat for the round on any round that you take the Run, Withdraw, or Total Defense actions, or a partial action version thereof. The benefits are regained on the following round at the start of your turn.
 
Last edited:

Or we could take it in a completely new direction: someone that just in general becomes scary deadly when near death himself.


Death or Glory (Combat)
If you must go to hell, you're going to make sure you at least have some traveling companions!
Prerequisites: Con 15, Diehard, BAB +6
Benefit: If you are at exactly 0 hp remaining or less, you gain a +4 morale bonus on all attack rolls and saves against mind-affecting and fear effects, and all physical melee damage you inflict is doubled (extra damage dice beyond the weapon's base damage dice are not multiplied). If you are in a Rage, as the Barbarian class ability or similar, rounds spent at 0 or lower hp do not expend a round of your daily rage allotment.
Special: You lose the benefits of this feat for the round on any round that you take the Run, Withdraw, or Total Defense actions, or a partial action version thereof. The benefits are regained on the following round at the start of your turn.
Ooh, now that does fit the theme well. I like this change.
 

Or we could take it in a completely new direction: someone that just in general becomes scary deadly when near death himself.


Death or Glory (Combat)
If you must go to hell, you're going to make sure you at least have some traveling companions!
Prerequisites: Con 15, Diehard, BAB +6
Benefit: If you are at exactly 0 hp remaining or less, you gain a +4 morale bonus on all attack rolls and saves against mind-affecting and fear effects, and all physical melee damage you inflict is doubled (extra damage dice beyond the weapon's base damage dice are not multiplied). If you are in a Rage, as the Barbarian class ability or similar, rounds spent at 0 or lower hp do not expend a round of your daily rage allotment.
Special: You lose the benefits of this feat for the round on any round that you take the Run, Withdraw, or Total Defense actions, or a partial action version thereof. The benefits are regained on the following round at the start of your turn.

Without having previously looked at the feat, this is what I would have thought that it should do.
 

...Huh. PF made the rage benefits morale bonuses. Making my feat's bonus untyped, then, cause it was intended to be a good feat for Barbarians. *shakes fist at Pathfinder*
 

Use Lunge + any reach weapon, and/or be Large or larger (under the effects of enlarge person, for instance). You acquire a 15+ foot reach and, striking from this distance, a Large creature couldn't retaliate at all.

Note that the feat only indicates that the target must be Large or larger, not that it must be larger than you are. Add in Vital Strike and you're looking at some serious hurt that does not leave you open to a counterattack (notwithstanding the -2 AC penalty from Lunge).
 

Pets & Sidekicks

Remove ads

Top