Home Brew Tactical Feats

Gaiden

Explorer
I was wondering if anyone has experimented with the notion of tactical feats introduced (to my knowledge anyways) in the Complete Warrior. I was browsing the otherwise terrible book and fancied this section. Finally there was a way to take feat paths a step further by merging various branches rather than having to branch again. Moreover, most (if not all) of those listed feats had tremendous *cool factor*. I realize that the book has only just come out, but I had been thinking of creating some house rules mimicking these feats but was at a loss for the appropriate mechanic. Oriental Adventures posed a sort of free synergy ability labeling it as a combat style where a character would receive an ability/bonus for having a colleciton of themed abilities: skills, feats, and class abilities in conjunction. I never really saw much in the way of published material (except for the one Dragon article on psionic combat styles) and never paid this particular mechanic much attention.

Now that there is a clear method, I'd be interested in hearing what others have conjured up. I'd also be interested to hear if there is any work being done to convert the numerous 5 level fighter PrC's at one time on this website (possibly still today) detailing a focused combat style into such feats.

I know that I for one would like to see a collection of feats detailing special tactical moves matching the special moves of Soul Edge/Caliber characters.
 

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I haven't picked apart the Complete Warrior yet, but I have done some stuff with Soul Caliber as inspiration. These are formated partialy for Spycraft, but you might see some ideas in them :).

Axe Basics
You are experienced with the unique advantages of axes in combat.
Prerequisites: Proficiency (Exotic-Archaic) or Weapon Group Proficiency (Exotic-Martial Arts), base attack bonus +2 or higher.
Benefit: You are proficient with all axes, including the battle axe, broad axe, fire axe, hatchet, large axe, lumber axe, medium axe, and throwing axe, even if you does not have the appropriate Weapon Group Proficiency feat. While wielding an axe, you gain the Improved Disarm feat and your weapon gains the armor piercing and hook qualities.

Axe Mastery
You are a master with all types of axes.
Prerequisites: Chain Basics, base attack bonus +9 or higher.
Benefit: When wielding an axe (as described in the Axe Basics feat), you may take a move-equivalent action to ‘wind up’. Your next attack gains a +2 bonus to attack and damage rolls. This bonus is lost if not used by the end of the following round. Further, if you roll a threat with an axe but does not convert the threat to a critical hit, the weapon automatically inflicts maximum damage (additional variable damage such as from sneak attacks or action dice is still rolled randomly).

Chain Basics
You are quite skilled at fighting with anything that uses a weight on the end of a rope.
Prerequisites: Weapon Group Proficiency (Exotic-Martial Arts), base attack bonus +2 or higher.
Benefit: You gain the following benefits when wielding any chain, chain weapon, or rope weapon: you may attack opponents adjacent to yourself at no penalty. Further, you may improvise a fully effective “weighted chain” (see Modern Arms Guide, page 47) from any piece of flexible material at least 6 feet long (e.g. scrap of rope, electrical cord, strips torn from clothes) and any hard weight (e.g. soda can, statuette, fist-sized rock) in 2 rounds.
Normal: Weapons with the reach or long reach quality impose a –5 penalty to hit adjacent opponents.

Chain Mastery
You are a whirlwind when wielding a rope or chain weapon.
Prerequisites: Chain Basics, base attack bonus +9 or higher.
Benefit: While wielding a chain, chain weapon, or rope weapon you may attack opponents up to 5 ft. father away than normal. Further, opponents only receive one half of their dodge bonuses (round up) against this your attacks with these weapons.

Club Basics
You are highly skilled with various blunt objects.
Prerequisites: Proficiency (Melee), base attack bonus +1 or higher.
Benefit: You are proficient with all types of clubs, baseball bats, batons, and hammers, along with lead pipes, mace, monk cudgel, nightsticks, police flashlights, tonfa, weighted canes, and the wolf teeth club, even if you does not have the appropriate Weapon Group Proficiency feat. When wielding one of these weapons, you may take a move-equivalent action to ‘wind up’. Your next attack gains a +2 bonus to attack and damage rolls. This bonus is lost if not used by the end of the following round. Further, you may cause normal or subdual damage with any of these weapons without suffering a –4 penalty to your attack roll. Further you may use almost any loose object between 2 and 5 feet long (chair, fire extinguisher, large frying pan) as club. The size of this improvised club (small, medium, large) is determined by the GC.

Club Mastery
You are a master with blunt objects.
Prerequisites: Club Basics, base attack bonus +9 or higher.
Benefit: After a successful attack with a club (including all weapons listed in the Club Basics feat), you make a damage roll but may choose to inflict subdual damage to force the opponent to make a Fortitude save (DC of 5 plus the result of the damage roll) or be stunned for one full round. If you take a move-equivalent action to ‘wind up’ as described in the Club Basics feat, your threat range is also increased by 2.

Coil Basics
You are skilled with weapons that use flexibility to gain power.
Prerequisites: Proficiency (Exotic-Archaic) or Weapon Group Proficiency (Exotic-Martial Arts), base attack bonus +2 or higher.
Benefit. When wielded by you the flail, nunchaku, scourge, and whip all gain the coil quality (see Modern Arms Guide, page 14). You are considered proficient with all weapons with the coil quality, even if you does not have the appropriate Weapon Group Proficiency feat. Once per round, if you miss (but did not error) during an attack with a weapon with the coil quality, you may immediately make an additional single attack upon the same opponent as a free action. This attack suffers a –4 penalty in addition to any modifiers that applied to the attack that triggered it. Further, you gain a +2 bonus to all Feint attempts while wielding these weapons.

Coil Mastery
You are a master with coil weapons.
Prerequisites: Coil Weapon Basics, base attack bonus +9 or higher.
Benefit: You may add one half the amount your attack roll beat your opponent’s defense (rounded down) as a circumstance bonus to the damage inflicted by the attack when wielding a weapon with the coil quality. Further, if you hit with a weapon with the coil quality, you make a damage roll but may choose to forgo inflicting damage to immediately make a grappling attack on the same opponent as a free action, gaining a bonus to all of your grapple checks equal to your damage roll.

Fencing Basics
You have trained in the use of various fencing weapons.
Prerequisites: Weapon Group Proficiency (Melee), base attack bonus +2 or higher.
Benefit: Balance is always considered a class skill for you. You are considered proficient with the rapier, scholar’s sword, seven piece sword and straight sword piercers even if you does not have the necessary Weapon Group Proficiency feat. You gain the Combat Expertise and Weapon Finesse feats whenever you is wielding a fencing weapon (including fencing foils, rapiers, sabers, scholar’s swords, seven piece swords, straight sword piercers, or sword canes).

Fencing Mastery
You are a deadly opponent when using fencing weapons.
Prerequisites: Fencing Basics, base attack bonus +9 or higher.
Benefit: You gain several benefits when wielding a fencing weapon. You gain a +2 bonus on all disarm checks made with fencing weapons. Once per round, if you miss (but did not error) during an attack with a fencing weapon, you may immediately make an additional single attack upon the same opponent as a free action. This attack suffers a –4 penalty in addition to any modifiers that applied to the attack that triggered it. Further, while so armed, opponents must be at least 2 levels higher than you to attempt to flank you. If you already has the Uncanny Dodge ability, opponents must be 6 levels higher than you to flank you.

Garrote Basics
You are an expert at choking the life out of your enemies.
Prerequisites: Weapon Group Proficiency (Melee), base attack bonus +2 or higher.
Benefit: In the your hands, the garrote gains a threat range of 18-20. Further, if you score a threat while grappling with an opponent while armed with a garrote, that opponent must immediately begin making Drowning checks at the end of each round, starting at a DC of 10. These checks continue until you release him, the opponent escapes, or the opponent dies.

Garrote Mastery
You are a master of the silent kill.
Prerequisites: Garrote Basics, base attack bonus +9 or higher.
Benefit: In your hands, the garrote gains a threat range of 15-20. Further, if you succeeds on an attack to begin a grapple, you may, as a free action, make a Move Silently check. The results of this check are applied to both you and your opponent. You may, as a move-equivalent action, make a new Move Silently check and apply the results of that check to both yourself and your opponent if the result is superior to your present total. This continues until the opponent succeeds in escaping from the grapple.

Greatsword Basics
You are well-practiced in the use of the larger swords.
Prerequisites: Weapon Group Proficiency (Exotic-Archaic), base attack bonus +2 or higher.
Benefit: You gain several benefits when wielding the following “greatswords”: chainsaw, half-staff sword, large sword, scimitar, two-handed sword, and zweihander. You gain the Cleave feat while wielding a greatsword. Up to twice per round, you may accept a –4 penalty to your initiative total to inflict an additional +1d4 damage on all of your greatsword attacks that round.

Greatsword Mastery
You are a master of the largest swords.
Prerequisites: Greatsword Basics, base attack bonus +9 or higher.
Benefit: You gain the Combat Expertise feat and your attacks gain the takedown quality (see Modern Arms Guide, page 17) while wielding a greatsword.

Guard Weapon Basics
You have practiced with several styles that use a small weapon in the off hand for protection.
Prerequisites: Proficiency (Exotic-Archaic) or Weapon Group Proficiency (Exotic-Martial Arts), base attack bonus +2 or higher.
Benefit: The wakizashi gains the guard quality when wielded in the off hand by you. You are considered proficient with all small weapons with the guard quality, even if you do not have the appropriate Weapon Group Proficiency. When you are holding a small weapon with the guard quality in your off hand, you gains the Two Weapon Fighting feat and +1 bonus to defense against melee, unarmed, and hurled attacks.

Guard Weapon Mastery
You are a master of using a second weapon for defense.
Prerequisites: Guard Weapon Basics, base attack bonus +9 or higher.
Benefit: When you are holding a small weapon with the guard quality in your off hand, you gain the Combat Expertise feat and each time an opponent misses you with a melee or unarmed attack by 5 or more, that opponent’s initiative total is reduced by 2.

Paired Weapon Basics
You may use two weapons at the same time to attack and confuse your enemies.
Prerequisites: Weapon Group Proficiency (Exotic-Archaic) or Weapon Group Proficiency (Exotic-Martial Arts), base attack bonus +2 or higher.
Benefit: You receive several benefits when wielding two of the same weapons from the following list: baton, butterfly sword, emei piercers, kama, machete, retractable baton, sai, scholar’s sword, short sword, tiger hook, tonfa, war fan. You gain the Two Weapon Fighting feat and a +2 bonus to all Feint attempts while so armed. Further, you may add one half the amount your attack roll beat your opponent’s defense (rounded down) as a circumstance bonus to the damage inflicted by the attack when wielding one the weapons listed above in each hand.

Paired Weapon Mastery
When fighting with two weapons your attacks flow with unusual speed and efficiency.
Prerequisites: Paired Weapon Basics, base attack bonus +9 or higher.
Benefit: You may now benefit from the Paired Weapons Basics feat with two different weapons from the paired weapons list in your hands. You also gain the Ambidexterity feat while so armed. Further, each time you successfully hits an opponent with one of these weapons, your initiative total is increased by +2.

Polearm Basics
You are skilled at fighting with polearms from around the world.
Prerequisites: Weapon Group Proficiency (Exotic-Archaic) or Weapon Group Proficiency (Exotic-Martial Arts), base attack bonus +2 or higher.
Benefit: You are considered proficient with all polearms and pole weapons even if does not have the required weapon group proficiency. When wielding a polearm or pole weapon, you may attack opponents adjacent to yourelf at no penalty. Further, all of your attacks with polearms and pole weapons gain the armor piercing quality (See Modern Arms Guide, page 14).
Normal: Weapons with the reach or long reach quality impose a –5 penalty to hit adjacent opponents.

Polearm Mastery
You are able to take maximum advantage of the reach provided by polearms.
Prerequisites: Polearm Basics, base attack bonus +9 or higher.
Benefit: After making a successful attack with a polearm or pole weapon, you may immediately take a 5-ft. bonus step. This is in addition to your normal 5-ft. bonus step. Further, you gain the Combat Expertise feat while wielding a polearm or pole weapon.

Small Blade Basics
You are an experienced knife fighter.
Prerequisites: Weapon Group Proficiency (Melee), base attack bonus +2 or higher.
Benefit: You are proficient with broken bottles, curved daggers, daggers, iron combs, iron rings, kama, punch daggers, scalpels, short swords, sickles, stilettos, straight razors, switchblades, and all types of knives, even if you does not posses the appropriate Weapon Group Proficiency feat. You gain the Weapon Finesse and Quick Draw feats when wielding these weapons. Further, opponents only receive one half of their dodge bonuses (round up) against your attacks with these weapons.

Small Blade Mastery
You are a master knife fighter.
Prerequisites: Sword Basics, base attack bonus +9 or higher.
Benefit: You gain a +4 all checks to oppose a feint attempt while armed with a short blade (as described in the Short Blade Basics feat). Further, you gain the Snake Strike feat when wielding a short blade. Finally, Sleight of Hand is always considered a class skill for you.

Spear Basics
You are skilled at fighting with various spears.
Prerequisites: Proficiency (Exotic-Archaic) or Weapon Group Proficiency (Exotic-Martial Arts), base attack bonus +2 or higher.
Benefit: You are proficient with the double headed spear, flying fork, harpoon, light lance, spear, tiger fork, trident and wolf spear, even if you does not have the appropriate Weapon Group Proficiency feat. These weapons gain the guard quality when wielded by you. Further, your threat range with these weapons is increased by 1 during a charge action.

Spear Mastery
You are a master with spears.
Prerequisites: Spear Basics, base attack bonus +9 or higher.
Benefit: You are able to use any spear (as described in the Spear Basics feat) one handed, but only in your main hand (even if you have the Ambidexterity feat). Further, you gain the Swift Strike feat while wielding these weapons. Finally your threat range during a charge action is increased by 1 (stacking with the bonus from Spear Basics for a total of +2 during a charge).

Staff Basics
In your hands a simple stick turns into a dangerous weapon.
Prerequisites: Weapon Group Proficiency (Melee), base attack bonus +2 or higher.
Benefit: While wielding a bo stick, quarterstaff, short staff, or staff you gain the Two Weapon Fighting feat and you may inflict subdual damage with your attacks without suffering a –4 penalty to your attack rolls. Further, while so armed, opponents must be at least 2 levels higher than you to attempt to flank you. If you already has the Uncanny Dodge ability, opponents must be 6 levels higher than you to flank you. Finally, you are able to quickly adapt common objects into formidable weapons. You may use any available pipe, rod, broom handle or other long, narrow item at least 4 feet long as a regular quarterstaff after 2 rounds spent getting the feel for the weight or altering the item (e.g. breaking the brushes off of a broom).

Staff Mastery
Your mastery of the staff allows you to pin your opponents in place.
Prerequisites: Sword Basics, base attack bonus +9 or higher.
Benefit: While wielding a bo stick, quarterstaff, short staff, or staff you gain the Combat Expertise feat. Further, opponents hit by your staff attacks must make a Reflex save (DC of 5 plus your melee attack bonus) or be considered entangled with their bonds anchored. This effect lasts until the opponent makes a successful opposed strength check with you as a standard action or you is no longer adjacent to the opponent. You may keep up to three opponents entangled in this fashion at one time, and may release any opponent you has entangled at any time as a free action.

Sword Basics
You are highly skilled with all manner of medium swords.
Prerequisites: Proficiency (Exotic-Archaic) or Weapon Group Proficiency (Exotic-Martial Arts), base attack bonus +2 or higher.
Benefit: You gain the Power Attack feat while attacking with a bastard sword, broadsword, eastern broadsword, ghost head broadsword, katana, medium sword, nine-ring broadsword, unicorn horn sword, or wooden sword, and is considered proficient with all of those weapons even if you does not have the appropriate Weapon Group Proficiency. Further, if you roll a threat with these weapons but does not convert the threat to a critical hit, the weapon automatically inflicts maximum damage (additional variable damage such as from sneak attacks or action dice is still rolled randomly), and you may immediately move to the opposite side of your opponent as a free action if that square is unoccupied.

Sword Mastery
The fluidity and power of your attacks with a sword is amazing.
Prerequisites: Sword Basics, base attack bonus +9 or higher.
Benefit: While attacking with any of the weapons listed in the Sword Basics feat, if the attack succeeds, you may add one half the amount by which that attack roll succeeded (rounded down) as a circumstance bonus to your next attack roll with a sword. This bonus is lost if not used by the end of the following round. Further, if you use your Power Attack feat and misses by an amount equal to or less than the penalty from power attacking, the attack still succeeds, but you lose the damage bonus from power attack and the damage inflicted is reduced by one half (round up).

Thrown Blade Basics
You are highly skilled with various thrown weapons.
Prerequisites: Weapon Group Proficiency (Hurled), base attack bonus +2 or higher.
Benefit: You gains several benefits when wielding the following “thrown blades”: ball bearings, chakram, spike balls, throwing arrows, throwing darts, throwing knives, and any type of shuriken. You may draw any thrown blade as a free action an unlimited number of times per round. You may make cover fire, suppressive fire, and burst (both narrow and wide) actions with thrown blades. Finally, Sleight of Hand is always considered a class skill for you.

Thrown Blade Mastery
You are a master of the many throwing blades.
Prerequisites: Thrown Blades Basics, base attack bonus +9 or higher.
Benefit: You gain the following benefits when wielding thrown blades (as described in the Thrown Blades Basics feat): you may make Strafe an Autofire attacks with these weapons of up to 5 volleys. All bursts and volleys made by you with thrown blades use only two shots each. Finally, you gain a +10 competence bonus to Sleight of Hand checks made to conceal any thrown blades on your person.

Thrown Weapon Basics
You are well versed in a variety of exotic throwing weapons.
Prerequisites: Weapon Group Proficiency (Hurled), base attack bonus +2 or higher.
After a successful attack with a bola, boomerang, sling, slingshot, throwing axe, or throwing disk, you make a damage roll but may choose to inflict subdual damage to force the opponent to make a Fortitude save (DC of 5 plus the result of the damage roll) or be stunned for one full round (see Spycraft Espionage Handbook, page 177). Further, you gain the Point Blank Shot feat and adds your Strength modifier (if positive) to attack rolls with these weapons and the javelin.

Thrown Weapon Mastery
You are a master of many exotic throwing weapons.
Prerequisites: Thrown Weapons Basics, base attack bonus +9 or higher.
Benefit: You suffer only a –1 to your attack rolls for each range increment after the first when attacking with a bola, boomerang, javelin, sling, slingshot, throwing axe, or throwing disk. Further, you gain the Increased Precision and Shot on the Run feats when attacking with those weapons.
 

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