Fighting Deffensivly Feat

Sindenky

First Post
I'm looking for and and all feats that work with or around defensive fighting and total defense.

In particular i recall reading a feat, many times, that after fighting defensively for one round you get +4 to your next attack roll. Reason i liked that is because you take the penalty on your 1st attack and then keep fighting with +2 AC and no AP.

Now i haven't been able to find it and its upsetting me. Any help would be greatly appreciated.

Would also love to know any good sites for gun and steam punk variants for a dnd campaign.
 

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Try here: http://www.crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf
Page 43-44 seem the most helpful, but feel free to poke around.

The feat you're thinking of is Defensive Strike, from C.Warrior. Do note that normally a total defense action means no attacks of opportunity, so you should stick to fighting defensively, IMO.

You'll want 5 Tumble ranks for the bonus. If Oriental Adventures is available, it added the rule that every....ten(?) ranks after the first five further increases the fighting defensive / total defense AC bonuses by +1 and +2 respectively, iirc.

Also get the Cautious trait.

Combat Expertise stacks with defensive fighting, and is worth getting.

Exhausting Defense tactical feat may or may not be worth your time. It has a long setup time on its own, it helps to have a spellcaster to make enemies fatigued or exhausted for you to speed the process up.

Deadly Defense (C.Scoundrel) lets you deal +1d6 damage when fighting defensively and not using a shield.

On the other hand, Shield Ward (requires Shield Specialization, both in PHB 2) would add your shield AC to touch AC and against combat maneuvers like tripping and is a solid option for a tank character.

In any case, go Rogue 4 or Barbarian 2, or Warblade 2...get Uncanny Dodge from somewhere! All the Expertise and defensive fighting bonuses to AC are considered dodge bonuses. You do NOT want to get caught flatfooted and lose them. Likewise, 5 ranks in balance is a worthy investment -- any creature balancing (narrow or uneven surface, grease spell, etc...) loses its dex to AC...unless it has 5 ranks in balance. UD and Balance ranks alone will protect you from the majority of situations where you could lose all your massive AC bonuses.

It's slightly unrelated, but I really think if you have the feats for it (you need Dodge and Mobility, though the latter can be gained as a +1 armor enhancement in Magic Item Compendium), Elusive Target tactical feat from C.Warrior would help your character alot. Negating Power Attack completely and making enemies pay dearly for flanking you are strong options.
 

By far the best reply i could have asked for lol.
This camping very much so allows Oreintal adventures, im being the Samurai in it and going to go into Ronin class in it.

The campaign is a steam punk type world were guns have become the norm. Everyone in the campaign are doing different variants of gunslinger:
A Duskblade Gunmage
A Scout with a rifle(i said he shoulda gone duel pistols and run up walls lol)
A Sniper (not sure on the class yet)
And an Archer that's going to be an arcane trickster

And then I'm going to be a lone Samurai, living by the way of the sword, and when I'm using defensive fighting I'm going to say I'm deflecting the bullets and cutting them in half lol.
 


Complete champion has this war devotion feat which improves the bonuses from fighting defensively.

In particular i recall reading a feat, many times, that after fighting defensively for one round you get +4 to your next attack roll. Reason i liked that is because you take the penalty on your 1st attack and then keep fighting with +2 AC and no AP.

Sounds like stormguard warrior from tome of battle, but IIRC, it merely helps to offset the attack penalties from expertise, but does not eliminate it altogether.

Complete warrior also has some quarterstaff defense feat as well.
 

OP, first of all...the Samurai in OA is actually decent I suppose (don't touch the C.Warrior version with a 10 ft pole!), but I'm still going to recommend you make your Samurai with the Warblade class instead. The Warblade can easily fit the flavor of a samurai, and is much more powerful. It also means you can get Balance and Tumble ranks and Uncanny Dodge all within the one class. The way your Warblade plays is dependent on the disciplines you learn your maneuvers from. Iron Heart is partly (lists 1/3 to half the total maneuvers) available for viewing free online here. Diamond Mind, you'd need Tome of Battle to look at. I think those two dsicplines make for a great Samurai (and have a lot of synergy between them). The Unnerving Calm (based around Diamond Mind, also in the book) feat gives you a sort of "staredown" ability, if you want one.

If you've never heard of Tome of Battle or maneuvers, the latter are basically once per encounter feats of prowess, some of them quasi-magical. You can also use your class's recovery mechanic to regain expended maneuvers to use again. Like spellcasting, your Initiator Level (IL) determines what level maenuvers you can learn. If you stay single classed, your IL will simply be equal to your Warblade level. So, for example, just as a Wizard level 3 gains access to level 2 spells, a level 3 Warblade gains access to level 2 maneuvers, and so forth.

Now, the other thing I wanted to say was...be realistic. If this setting has abundant gun use, don't expect to face nearly as many melee enemies as a normal D&D game. In fact, I'd say expect in every combat that YOU wll have to advance on the enemy, and they will likely try and play keep away from you. Practically, this leads to two major consequences.

1) Unless you get Pounce (a level 5 Tiger Claw maneuver or simple 1 level dip in Barbarian will give you this, though the latter requirs you be nonlawful to enter the class) or tons of swift/free action teleporting or movement abilities, you will seldom get to full attack. Don't plan on it. This is another reason Warblade is nice. A very maneuverable class with balance and tumble, and most strike maneuvers are standard actions that give bonus damage or effects that make them comparable to the damage of a full attack, so you can feel free to fight on the move.
2) Ranged defense is critically important. I know as a samurai you probably don't want a shield. But...it'd help so much! Not only for the Shield Ward feat I mentioned. It also means that you can get the Augment Crystal of Arrow Deflection (Magic Item Compendium), which is a very affordable magic item to add +1, +3, or +5 (for the least, lesser, and greater versions) to your AC against ranged attacks. It can only be placed on shields, though.

Sounds like stormguard warrior from tome of battle, but IIRC, it merely helps to offset the attack penalties from expertise, but does not eliminate it altogether.

I alreay answered this question. Stormguard Warrior is an always useful feat and could definitely help his character (the fighting defensive tactic is actually applicable to him, and making touch attacks on a round he goes for full defensive fighting means he could still reasonably "hit" with many of them, setting up a devastating "counter attack" the following round where he gets +5 damage for each successful touch). But he was looking for Defensive Strike.

Complete warrior also has some quarterstaff defense feat as well.

Quick Staff. He's probably using a katana, though.
 

i love your idea and if i didn't already love the character I've made i would prob do it.

I don't plan to full attack that often, and if i could i would use the CW Samurai just for "One strike two cuts" because of that.

But the OA Kensai will give the ability to whirlwind attack as a standard action. This means I'm going to get a good number of attacks in. I'm also going to use the Tumble varian in OA allowing me to(in time and with the right points) take a 10-foot step in place of a 5-foot step.

My DM added Tumble as a class skill for my Samurai. And i will prob get the charge things as well allowing me to close some ground.

The feat i was thinking of was the feat that gives you +4 to the attack roll against someone who missed you when using total defense. When i read it before i was reading Total Defense as Fighting defensively.

I'm going to pick up plenty of combat feats that give me bonuses when fighting defensively and using dodge, this will make it fun for me to try to get into melee wile everyone is shooting.

Thank you.
 

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