Feats for one handed fighting

I have clarified it to mean not benefiting from any weapon or shield in the off hand, so if you, say, disarmed someone and held their weapon (as swashbucklers often do) you would not be penalized for it. Or if you were leading a damsel to safety with your hand and were set upon by the evil chancellor before you could escape the ball you just crashed via Dynamic Entry.
 
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I'm coming in late, but I like them. Need to be consistent with "En Garde" vs "With One Hand Behind my Back"

There should be one that allows you to wield your weapon in your off hand (with no weapon in your main hand) at, say, -2 TH, for at least 2 rounds. Then, you can switch hands as an immediate action (to your main hand) and ops have to save or be shaken for 1d3 rounds. I would call this ability "I am not left-handed."
 

I'm coming in late, but I like them. Need to be consistent with "En Garde" vs "With One Hand Behind my Back"

There should be one that allows you to wield your weapon in your off hand (with no weapon in your main hand) at, say, -2 TH, for at least 2 rounds. Then, you can switch hands as an immediate action (to your main hand) and ops have to save or be shaken for 1d3 rounds. I would call this ability "I am not left-handed."

There is no designated "main hand" in 3.5, they removed ambidexterity feat and all allusions to one hand being more accurate than the other. "Off-hand" only comes into play when using Two-Weapon Fighting for addtional attack(s), otherwise, you're just attacking without penalty.

And I don't like that. I think the Einhander feat has something like that. It's a funny little homage the first time, it'd quickly just become overdone.
 

Quoting Dandu, so my post doesn't end up being out of context this time. :p
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En Garde
[General], [Fighter], [Tactical]
Prerequisite: BAB +3, Combat Expertise, Dodge
The En Garde feat allows for three tactical maneuvers.

Lash Out: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand. When you make a melee attack with one or more melee weapons (including a standard attack, full attack, combat maneuver, or even a strike maneuver) with a weapon wielded in one hand and nothing in your off hand, you can make an additional attack at your highest bonus with a -5 penalty. This attack uses your weapon and deals damage as normal.
Riposte: To use this maneuver, you must designate an opponent with the Dodge feat. Whenever this opponent misses you, you may make an attack of opportunity against him.
Dynamic Entry: In order to use this feat, you must make a dashing entrance of the type that would make ladies swoon, such as swinging on board an adjacent ship via rope, crashing through a stained glass window into a church, or dropping into a ballroom from atop a chandelier. When doing so, you take no damage from falling or debris incurred by your actions.

Derring-do
[General], [Fighter], [Tactical]
Prerequisite: BAB +6, Combat Expertise, Dodge, Mobility, With One Hand Behind My Back

The Derring-Do feat feat enables you to perform two tactical maneuvers.

Fence Like A Devil: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, and reduce your movement speed by 5 feet. As a result, your gain an extra 5 feet of reach with it.
Parry Like A Fiend: To use this maneuver, you must reduce the number of attacks you make every round by one. This allows you to apply the Dodge feat to one additional target per six points of BAB you possess.
Dance Like An Angel: In order to use this feat, you must take a full round action to display your skill with your weapon. All onlookers within a hundred feet must make a Will saving throw (DC 10 + 1/2 your character level + your Dex modifier) or be fascinated for 1 round.

Singlehanded Victory
[General], [Fighter], [Tactical]
Prerequisite: BAB +9, Combat Expertise, Dodge, Mobility, With One Hand Behind My Back, Derring-Do
The Singlehanded Victory feat enables three tactical maneuvers.

Sure Strike: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, and not have designated an opponent with the Dodge feat. In return, you may treat your weapon as if it were wielded in two hands, with the additional benefit of being able to make combat maneuver checks with it. Combat maneuver checks that your weapon was already capable of making recieve a +2 competence bonus.
Good Placement: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, and forgo your Strength bonus to weapon damage. In return, you may apply your Dexterity bonus to your weapon damage.
Blade Flurry: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, move no more than 5 feet since the end of the last turn, and have designated a target with your Dodge feat. On each successful melee attack you make against the designated opponent, you may choose one square you threaten that is adjacent to him and apply your attacks to creatures in those two squares equally. You may apply these extra attacks on attacks of opportunity, but not cleave attempts.
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Lash Out: Specify an attack action, so AoOs (which are not actions) can't all be double hits. Unless that's your intent, but that seems a little too strong.
Riposte: This is a powerful ability that many prestige classes (like Blade Bravo) don't give until 2/3 the way through them or even as the capstone. This does not belong in the 1st feat in the chain, IMO.
Dynamic Entry: You originally had it as those viewing were Fascinated for 1 round (I think, it was really late, might be imagining that). I was fine with that, don't know why you changed it.

Derring-do: Change it to "...perform three tactical maneuvers..." Change With One Hand Behind My Back to En Guard. ;)
Fence Like a Devil: It went from "can't have moved more than 5 ft" to "reduce speed by 5 ft"... It really didn't need a buff, getting reach is quite good, I think you should change it back, reducing speed by 5 ft is pitifully trivial.
Parry Like a Fiend: I still like the idea of "infinitely many dodge buddies, but only those you're in melee with and you can't count others past the first for abilities that work on foes you're dodging" I suggested, but this is simpler and seems balanced.
Dance Like An Angel: It'd be fine if it lasted round/BAB, as long as you concentrated on (standard action, as usual) maintaining your display. Fascinated is easy to break if anyone does anything threatening, it's not that powerful a condition.

Singlehanded Victory: Also needs to change reference to En Guard
Sure Strike: It's confusing and I don't like it. I don't think this character should be str-based, so giving 1.5x str bonus to damage seems unwarranted. Getting the +4 bonus on disarm (and sunder? hell if I've paid much attention to the sunder rules...) for 2H is fine. Using a rapier or whatever to bull rush, grapple, over run...is just strange. I suggest: reword it to only benefit "graceful, swashbuckler-y maneuvers" like disarm and trip and get rid of the str x1.5 bit completely, and swap this tactic with Riposte from En Guard, as Ripose is a high level ability, and this modified tactic would not be.
Good Placement: It's fine, no issues.
Blade Fury: I can't remember how, but I think this is different than the original....Did the original version require the target to be a dodge buddy? Anyway...I was fine with the original version and I'm fine with this one as well.

Overall, great work!
 

En Garde
[General], [Fighter], [Tactical]
Prerequisite: BAB +3, Combat Expertise, Dodge
The En Garde feat allows for three tactical maneuvers.

Lash Out: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand. When you make a melee attack with one or more melee weapons (including a standard attack, full attack, combat maneuver, or even a strike maneuver) with a weapon wielded in one hand and nothing in your off hand, you can make an additional attack at your highest bonus with a -5 penalty. This attack uses your weapon and deals damage as normal.
Riposte: To use this maneuver, you must designate an opponent with the Dodge feat. Whenever this opponent misses you, you may make an attack of opportunity against him.
Dynamic Entry: In order to use this feat, you must make a dashing entrance of the type that would make ladies swoon, such as swinging on board an adjacent ship via rope, crashing through a stained glass window into a church, or dropping into a ballroom from atop a chandelier. When doing so, you take no damage from falling or debris incurred by your actions.

This is all good in my book.

Derring-do
[General], [Fighter], [Tactical]
Prerequisite: BAB +6, Combat Expertise, Dodge, Mobility, With One Hand Behind My Back

I assume you mean En Garde here.

The Derring-Do feat feat enables you to perform two tactical maneuvers.

Fence Like A Devil: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, and reduce your movement speed by 5 feet. As a result, your gain an extra 5 feet of reach with it.

This is very good. But one-handed wielders don't get much at all in 3e, so I don't think it's too good.

(Also- Shouldn't that be three, where I bolded it?)

However-

Parry Like A Fiend: To use this maneuver, you must reduce the number of attacks you make every round by one. This allows you to apply the Dodge feat to one additional target per six points of BAB you possess.
Dance Like An Angel: In order to use this feat, you must take a full round action to display your skill with your weapon. All onlookers within a hundred feet must make a Will saving throw (DC 10 + 1/2 your character level + your Dex modifier) or be fascinated for 1 round.

Parry Like a Fiend is terrible. Trading an attack for a +1 AC against only a couple of enemies enemies? Meh. I can't see anyone ever using this unless they were fighting a group of dominated allies, if even then. Make this worth using! How about trading your lowest iterative attack for a +2 bonus to AC until the start of your next turn when you make a full attack, or your two lowest attacks for a +3 bonus, or your three lowest attacks for a +4 bonus? That way you always keep one good attack, you still get to choose how many attacks to give up and it's not so fiddly (the biggest problem with Dodge, in my experience, is remembering to consistently use it).

Dance Like an Angel is cool, though I see it getting more use out of combat than in combat. If this was for 4e, I'd add a "shift 2 squares" clause, but I don't think that really fits in 3e.

Singlehanded Victory
[General], [Fighter], [Tactical]
Prerequisite: BAB +9, Combat Expertise, Dodge, Mobility, With One Hand Behind My Back, Derring-Do
The Singlehanded Victory feat enables three tactical maneuvers.

Sure Strike: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, and not have designated an opponent with the Dodge feat. In return, you may treat your weapon as if it were wielded in two hands, with the additional benefit of being able to make combat maneuver checks with it. Combat maneuver checks that your weapon was already capable of making recieve a +2 competence bonus.

This seems okay, but inferior to the cool benefits you can get with the lower level feats. Then again, Power Attack. Hmm. I guess if you have a good Strength, this gets better too. OTOH it may not be thematically appropriate, since these feats seem to largely focus on Dex stuff instead. I dunno.

Is the part I bolded supposed to say "Must have designated"? If this closes off your ability to use your Dodge feat, it also closes off your ability to use the other tactical feats in this chain. I'm assuming that it's a typo as is?

Good Placement: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, and forgo your Strength bonus to weapon damage. In return, you may apply your Dexterity bonus to your weapon damage.

This is pretty okay as a feat in itself, but as a maneuver it feels kind of unexciting. Then again, I've long had a feat for "apply Dex to damage" in my 3e campaign- I think it was in my first rash of homebrewed stuff- so I may have a colored view of it.

Blade Flurry: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, move no more than 5 feet since the end of the last turn, and have designated a target with your Dodge feat. On each successful melee attack you make against the designated opponent, you may choose one square you threaten that is adjacent to him and apply your attacks to creatures in those two squares equally. You may apply these extra attacks on attacks of opportunity, but not cleave attempts.

This one is pretty awesome. I like it.
 

There is no designated "main hand" in 3.5, they removed ambidexterity feat and all allusions to one hand being more accurate than the other. "Off-hand" only comes into play when using Two-Weapon Fighting for addtional attack(s), otherwise, you're just attacking without penalty.

And I don't like that. I think the Einhander feat has something like that. It's a funny little homage the first time, it'd quickly just become overdone.

Your opinion is invalid as it disagrees with mine. Please report to headquarters for further assimilation.

I think it would combine well with abilities where you sacrifice current attacks for future benefits.
 

Blargh! I missed that Dandu removed the "+1 additional Dodge AC per Fighter bonus feat" part. Yeah, 2-4 guys you're dodging for just +1 AC is pretty meh. I guess it was supposed to combo with Riposte, but I'd still prefer if that went to the level 9 feat.
 

Lash Out: Specify an attack action, so AoOs (which are not actions) can't all be double hits. Unless that's your intent, but that seems a little too strong.
It will only work on attacks made on your turn.
Riposte: This is a powerful ability that many prestige classes (like Blade Bravo) don't give until 2/3 the way through them or even as the capstone. This does not belong in the 1st feat in the chain, IMO.
How about if I change it to "miss by more than 5 points"?
Dynamic Entry: You originally had it as those viewing were Fascinated for 1 round (I think, it was really late, might be imagining that). I was fine with that, don't know why you changed it.
The simple answer is that you are crazy.
Fence Like a Devil: It went from "can't have moved more than 5 ft" to "reduce speed by 5 ft"... It really didn't need a buff, getting reach is quite good, I think you should change it back, reducing speed by 5 ft is pitifully trivial.
I'm going to go for "reduce speed by half".
Dance Like An Angel: It'd be fine if it lasted round/BAB, as long as you concentrated on (standard action, as usual) maintaining your display. Fascinated is easy to break if anyone does anything threatening, it's not that powerful a condition.
Sure.
Sure Strike: It's confusing and I don't like it. I don't think this character should be str-based, so giving 1.5x str bonus to damage seems unwarranted. Getting the +4 bonus on disarm (and sunder? hell if I've paid much attention to the sunder rules...) for 2H is fine. Using a rapier or whatever to bull rush, grapple, over run...is just strange. I suggest: reword it to only benefit "graceful, swashbuckler-y maneuvers" like disarm and trip and get rid of the str x1.5 bit completely, and swap this tactic with Riposte from En Guard, as Ripose is a high level ability, and this modified tactic would not be.
I'll replace Sure Strike with Riposte.
Parry Like a Fiend is terrible. Trading an attack for a +1 AC against only a couple of enemies enemies? Meh. I can't see anyone ever using this unless they were fighting a group of dominated allies, if even then. Make this worth using! How about trading your lowest iterative attack for a +2 bonus to AC until the start of your next turn when you make a full attack, or your two lowest attacks for a +3 bonus, or your three lowest attacks for a +4 bonus? That way you always keep one good attack, you still get to choose how many attacks to give up and it's not so fiddly (the biggest problem with Dodge, in my experience, is remembering to consistently use it).
I think I will change it so that the Dodge feat applies to all enemies.

Yes, I realize this means archers. You are just that good at parrying.

Yes I realize this applies against warlocks. You are just that good at parrying.
Dance Like an Angel is cool, though I see it getting more use out of combat than in combat. If this was for 4e, I'd add a "shift 2 squares" clause, but I don't think that really fits in 3e.
Au contraire: [ame]http://www.youtube.com/watch?v=AuYRaoM5Xuc[/ame]
Is the part I bolded supposed to say "Must have designated"? If this closes off your ability to use your Dodge feat, it also closes off your ability to use the other tactical feats in this chain. I'm assuming that it's a typo as is?
Yes, typo.
 
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I'm thinking of having Dynamic Entry inflict a -5 penalty to initiative checks for your enemies.

Also, renamed Good Placement to Not Left Handed. Thoughts?
 
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I read Blade Flurry about 4 times and its still kind of confusing to me.

I can see it going a couple of ways. First is it supposed to allow you to attack squares you threaten whenever you make an attack? For example. You attack X but are threatening Y and Z. So you hit X twice. You can now attack Y twice assuming you meet the conditions.

Or...You attack X twice and threaten Y and Z. Y provokes an attack of opportunity so you get two attacks of opportunity against Y when he does assuming you meet the conditions. Or do you get 3 attacks of opportunity?

If the latter is the case do these extra attacks of opportunity count towards your alloted amount for that round?

The feats look pretty cool. Not quite my style but definetly flashy, cool, useful, and flavorful!
 

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