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High level abilities for Fighters and Paladins
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<blockquote data-quote="Arkhandus" data-source="post: 1165766" data-attributes="member: 13966"><p>These are a few fighter-only feats I made for my game...</p><p> </p><p><span style="font-size: 9px"><strong>Armor Familiarity:</strong> On Achieving 6th-level or higher, as a feat the fighter may take Armor Familiarity. Armor Familiarity increases the maximum dexterity bonus of a chosen armor by 1 point when the fighter wears such armor. The armor check penalty of the chosen armor is also reduced by 1 point when the fighter wears it. The fighter must have Dodge and Endurance in order to gain Armor Familiarity. Armor Familiarity cannot be gained for shields. The fighter may take this feat as a bonus feat or as a regular one.</span></p><p> </p><p><span style="font-size: 9px"><strong>Combat Versatility:</strong></span><span style="font-size: 9px"> After achieving at least 6th-level, as a feat the fighter may take Combat Versatility. Combat Versatility reduces the fighter's nonproficiency penalty with all weapons by 1 point. The fighter must have Weapon Focus with at least three different weapons in order to gain Combat Versatility, and those three weapons must differ in more than just size. One must be a ranged weapon, and one other must be a melee weapon. For instance, to qualify for this feat the fighter may have Weapon Focus in the longsword, composite longbow, and battleaxe, but could not qualify with simply Weapon Focus in the shortsword, greatsword, and scimitar. Generally, use a weapon's damage type and general shape as guidelines; for example, there are many kinds of swords, but rapiers and shortswords are used differently, while all maces are similar to morningstars and flails, but a flail is also used differently. The fighter may take this feat as a bonus feat or as a regular one. Combat Versatility may be gained up to three times, in total reducing nonproficiency penalties for weapons by 3, but each of those additional times, the fighter must possess another Weapon Focus feat, with another different weapon.</span></p><p> </p><p><strong><span style="font-size: 9px">Weapon Expertise:</span></strong><span style="font-size: 9px"> On achieving 10th-level or higher, as a feat the fighter may take Weapon Expertise. Weapon Expertise grants the fighter a +2 dodge bonus to Armor Class when wielding a chosen weapon. The fighter must have Weapon Focus and Weapon Specialization with that weapon to take Weapon Expertise. The fighter may not gain Weapon Expertise with a projectile weapon, only with melee weapons and throwing weapons, as projectile weapons are not built durable enough for deflecting or blocking attacks. The fighter may take this feat as a bonus feat or as a regular one.</span></p><p> </p><p><strong><span style="font-size: 9px">Lethal Blow:</span></strong><span style="font-size: 9px"> On achieving 12th-level or higher, as a feat the fighter may take Lethal Blow. Lethal Blow increases the critical multiplier of a chosen weapon by 1. The fighter must have both Weapon Focus and Weapon Specialization with that weapon to take Lethal Blow. If the weapon is a ranged weapon, the critical multiplier increase only applies if the target is within 90 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one.</span></p><p> </p><p><strong><span style="font-size: 9px">Grandmaster:</span></strong><span style="font-size: 9px"> On achieving 16th-level or higher, as a feat the fighter may take Grandmaster. Grandmaster adds a +1 attack and damage bonus with a chosen weapon. The fighter must have Weapon Focus, Weapon Specialization, and Weapon Expertise with that weapon to take Grandmaster. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 60 feet, because only at that range can the fighter strike precisely enough to hit more effectively. In addition, the fighter's Weapon Specialization damage bonus with that weapon becomes effective up to 60 feet as well. The fighter no longer automatically misses with the chosen weapon on a natural attack roll of 1. The fighter gets an additional +3 attack bonus on any threat roll they make with the chosen weapon. The fighter may take this feat as a bonus feat or as a regular one.</span></p><p> </p><p> </p><p><span style="font-size: 9px">And this is a mid- to high-level paladin ability I made up for that game...</span></p><p> </p><p><strong>Righteous Fury:</strong> Once per day, a paladin of 10th-level or higher may go into a righteous fury, supernaturally bolstering his strength and combat abilities with righteousness. When doing so, the paladin gains a +4 enhancement bonus to Strength and a +2 sacred bonus to armor class. This effect lasts for a number of rounds equal to the paladin’s Charisma modifier (if positive), to a minimum of 1 round. Activating this ability is a free action.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 1165766, member: 13966"] These are a few fighter-only feats I made for my game... [size=1][b]Armor Familiarity:[/b] On Achieving 6th-level or higher, as a feat the fighter may take Armor Familiarity. Armor Familiarity increases the maximum dexterity bonus of a chosen armor by 1 point when the fighter wears such armor. The armor check penalty of the chosen armor is also reduced by 1 point when the fighter wears it. The fighter must have Dodge and Endurance in order to gain Armor Familiarity. Armor Familiarity cannot be gained for shields. The fighter may take this feat as a bonus feat or as a regular one.[/size] [size=1][b]Combat Versatility:[/b][/size][size=1] After achieving at least 6th-level, as a feat the fighter may take Combat Versatility. Combat Versatility reduces the fighter's nonproficiency penalty with all weapons by 1 point. The fighter must have Weapon Focus with at least three different weapons in order to gain Combat Versatility, and those three weapons must differ in more than just size. One must be a ranged weapon, and one other must be a melee weapon. For instance, to qualify for this feat the fighter may have Weapon Focus in the longsword, composite longbow, and battleaxe, but could not qualify with simply Weapon Focus in the shortsword, greatsword, and scimitar. Generally, use a weapon's damage type and general shape as guidelines; for example, there are many kinds of swords, but rapiers and shortswords are used differently, while all maces are similar to morningstars and flails, but a flail is also used differently. The fighter may take this feat as a bonus feat or as a regular one. Combat Versatility may be gained up to three times, in total reducing nonproficiency penalties for weapons by 3, but each of those additional times, the fighter must possess another Weapon Focus feat, with another different weapon.[/size] [b][size=1]Weapon Expertise:[/size][/b][size=1] On achieving 10th-level or higher, as a feat the fighter may take Weapon Expertise. Weapon Expertise grants the fighter a +2 dodge bonus to Armor Class when wielding a chosen weapon. The fighter must have Weapon Focus and Weapon Specialization with that weapon to take Weapon Expertise. The fighter may not gain Weapon Expertise with a projectile weapon, only with melee weapons and throwing weapons, as projectile weapons are not built durable enough for deflecting or blocking attacks. The fighter may take this feat as a bonus feat or as a regular one.[/size] [b][size=1]Lethal Blow:[/size][/b][size=1] On achieving 12th-level or higher, as a feat the fighter may take Lethal Blow. Lethal Blow increases the critical multiplier of a chosen weapon by 1. The fighter must have both Weapon Focus and Weapon Specialization with that weapon to take Lethal Blow. If the weapon is a ranged weapon, the critical multiplier increase only applies if the target is within 90 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one.[/size] [b][size=1]Grandmaster:[/size][/b][size=1] On achieving 16th-level or higher, as a feat the fighter may take Grandmaster. Grandmaster adds a +1 attack and damage bonus with a chosen weapon. The fighter must have Weapon Focus, Weapon Specialization, and Weapon Expertise with that weapon to take Grandmaster. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 60 feet, because only at that range can the fighter strike precisely enough to hit more effectively. In addition, the fighter's Weapon Specialization damage bonus with that weapon becomes effective up to 60 feet as well. The fighter no longer automatically misses with the chosen weapon on a natural attack roll of 1. The fighter gets an additional +3 attack bonus on any threat roll they make with the chosen weapon. The fighter may take this feat as a bonus feat or as a regular one.[/size] [size=1]And this is a mid- to high-level paladin ability I made up for that game...[/size] [b]Righteous Fury:[/b] Once per day, a paladin of 10th-level or higher may go into a righteous fury, supernaturally bolstering his strength and combat abilities with righteousness. When doing so, the paladin gains a +4 enhancement bonus to Strength and a +2 sacred bonus to armor class. This effect lasts for a number of rounds equal to the paladin’s Charisma modifier (if positive), to a minimum of 1 round. Activating this ability is a free action. [/QUOTE]
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High level abilities for Fighters and Paladins
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