For my 5E Proposal,
I'm toying with the idea of uniting all the best feats together and turning them all into powers that can be acquired just as wizards and clerics can acquire spells and prayers.
This is what I have so far but could use some help and suggestions.
I do have some design goals here. I want powers to be available according to how difficult they might be to learn in relation to each other.
For example, a fighter begins training and becomes comfortable with the weapon, learns how to feint, dodge a little, then after a long time can even disarm a weapon or use a fist or foot or an off-hand weapon as the Musketeers learned.
For spells and prayers I have the same idea, organize the spells according to what they do and guess to see which spells would be harder to learn than others...
Weapon Proficiency
type: martial exploit
requirement: fighter type class level 1
effect: each weapon counts as a separate learned power, +1 attack roll with the weapon
level-up: +1 attack roll with the weapon at 11th and 21st level
Feint Attack
type: martial exploit
requirement: fighter type class level 2
action: encounter
roll: wisdom versus will for a successful hit
effect: the fighter tries to outwit, fake out and throw off the balance of the foe
Disarm Weapon
type: martial exploit
requirement: fighter type class level 3
action: encounter
roll: strength versus armor class or dexterity versus reflex
effect: the fighter pounds or slings the foe's weapon loose forcing the foe to ready his weapon again waisting a standard action
Off-Hand Weapon
type: martial exploit
requirement: fighter or rogue type class level 4
action: minor at-will secondary attack
effect: can use a smaller off-hand weapon in addition to the primary weapon during the round
Windmill Attack
type: martial exploit
requirement: fighter type class level 5
action: daily
effect: the fighter can attack one foe doing 3[w]+modifier damage or 3 foes doing 1[w]+modifier damage
Fumble Foe
type: martial exploit
requirement: fighter or rogue type class level 6
action: encounter
effect: can confuse foes who then accidentally attack and damage themselves or each other
Hilt Attack
type: martial exploit
requirement: fighter class level 3
action: encounter
roll: strength versus armor class
effect: stuns the foe in addition to 1d4 or less bludgeoning damage
Shield Bash
type: martial exploit
requirement: fighter class level 4
action: minor, encounter
roll: strength versus armor class
effect: stuns and pushes the foe 1 square in addition to 1d6 or less bludgeoning damage
Precise Attack
type: martial exploit
requirement: fighter or rogue class level 1
action: encounter
roll: dexterity versus reflex
effect: looks for chinks in the armor to strike vulnerable flesh
Parry Defense
type: martial exploit
requirement: fighter or rogue class level 1
effect: +1 to armor class and reflex
level-up: +1 to armor class and reflex at 11th and 21st level
Armor Proficiency
type: martial exploit
requirement: fighter or rogue class level 2
effect: reduces armor penalty by -1, each armor type counts as a different armor proficiency power
level-up: -1 to armor penality at 11th and 21st level
Dodge Defense
type: martial exploit
requirement: fighter or rogue class level 3
action: encounter
effect: the foe successfully hits but must reroll the attack
Close Quarters
type: martial exploit
requirement: fighter or rogue class level 4
action: encounter
effect: the foe attacks at -2 and suffers an ac-2 and reflex-2 penalty
level-up: -1 to attack, ac and reflex at 11th and 21st level
Keep Distance
type: martial exploit
requirement: fighter or rogue class level 5
action: encounter
effect: the foe attacks at -2
level-up: -1 to attack at 11th and 21st level
Punch Foe
type: martial exploit
requirement: fighter class level 2
action: minor, encounter
roll: strength versus armor class
effect: weakens the foe in addition to 1d4 or less bludgeoning damage
Kick Foe
type: martial exploit
requirement: fighter class level 2
action: minor, encounter
roll: strength versus armor class
effect: slows the foe in addition to 1d4 or less bludgeoning damage
Grab Foe
type: martial exploit
requirement: fighter or rogue class level 3
action: encounter
roll: dexterity versus reflex
effect: the foe is restrained
save: must reroll dexterity versus reflex every round to maintain the grab
Trip Foe
type: martial exploit
requirement: fighter class level 3
action: minor, encounter
roll: strength versus armor class
effect: knocks the foe prone in addition to 1d4 or less bludgeoning damage
Blind Foe
type: martial exploit
requirement: fighter or rogue class level 4
action: minor, daily
effect: an precise cut above the eyes dumps blood obscuring vision, in addition to the weapon damage the foe is blinded
Shift Foe
type: martial exploit
requirement: fighter or rogue class level 4
action: encounter
roll: dexterity versus reflex
effect: the foe is shifted 1 square
level-up: +1 square at 11th and 21st level
Fleetness +speed
Toughness +hp
Lightning Reflexes +ref
Iron Will +will
Improved Initiative +init
Weapon Finess dex instead of strength
Precise Shot
Quick Draw
Rapid Reload
________
Rogue Type Skill Powers (See Pathfinder or 4th Edition)
Pick Pocket - rogue 1
Open Lock - rogue 1
Stealth Evade - rogue 1
Disable Device - rogue 1
Appraise Item - class level 1
Bluff Others - class level 1
Disguise Self - rogue 2
Escape Artist - rogue 2
Sleight of Hand - rogue 2
Sneak Attack - rogue 2
Craft Poison - rogue 2
Acrobatic Move - rogue 3
Climb Surface
Extend Diplomacy
Intimidate Others
Aid Ally
Bandage Ally
Handle Animal
Forage Food
Build Shelter
Survival Skill
Pass Without Trace
Swim Skill
Ride Horse
I'm toying with the idea of uniting all the best feats together and turning them all into powers that can be acquired just as wizards and clerics can acquire spells and prayers.
This is what I have so far but could use some help and suggestions.
I do have some design goals here. I want powers to be available according to how difficult they might be to learn in relation to each other.
For example, a fighter begins training and becomes comfortable with the weapon, learns how to feint, dodge a little, then after a long time can even disarm a weapon or use a fist or foot or an off-hand weapon as the Musketeers learned.
For spells and prayers I have the same idea, organize the spells according to what they do and guess to see which spells would be harder to learn than others...
Weapon Proficiency
type: martial exploit
requirement: fighter type class level 1
effect: each weapon counts as a separate learned power, +1 attack roll with the weapon
level-up: +1 attack roll with the weapon at 11th and 21st level
Feint Attack
type: martial exploit
requirement: fighter type class level 2
action: encounter
roll: wisdom versus will for a successful hit
effect: the fighter tries to outwit, fake out and throw off the balance of the foe
Disarm Weapon
type: martial exploit
requirement: fighter type class level 3
action: encounter
roll: strength versus armor class or dexterity versus reflex
effect: the fighter pounds or slings the foe's weapon loose forcing the foe to ready his weapon again waisting a standard action
Off-Hand Weapon
type: martial exploit
requirement: fighter or rogue type class level 4
action: minor at-will secondary attack
effect: can use a smaller off-hand weapon in addition to the primary weapon during the round
Windmill Attack
type: martial exploit
requirement: fighter type class level 5
action: daily
effect: the fighter can attack one foe doing 3[w]+modifier damage or 3 foes doing 1[w]+modifier damage
Fumble Foe
type: martial exploit
requirement: fighter or rogue type class level 6
action: encounter
effect: can confuse foes who then accidentally attack and damage themselves or each other
Hilt Attack
type: martial exploit
requirement: fighter class level 3
action: encounter
roll: strength versus armor class
effect: stuns the foe in addition to 1d4 or less bludgeoning damage
Shield Bash
type: martial exploit
requirement: fighter class level 4
action: minor, encounter
roll: strength versus armor class
effect: stuns and pushes the foe 1 square in addition to 1d6 or less bludgeoning damage
Precise Attack
type: martial exploit
requirement: fighter or rogue class level 1
action: encounter
roll: dexterity versus reflex
effect: looks for chinks in the armor to strike vulnerable flesh
Parry Defense
type: martial exploit
requirement: fighter or rogue class level 1
effect: +1 to armor class and reflex
level-up: +1 to armor class and reflex at 11th and 21st level
Armor Proficiency
type: martial exploit
requirement: fighter or rogue class level 2
effect: reduces armor penalty by -1, each armor type counts as a different armor proficiency power
level-up: -1 to armor penality at 11th and 21st level
Dodge Defense
type: martial exploit
requirement: fighter or rogue class level 3
action: encounter
effect: the foe successfully hits but must reroll the attack
Close Quarters
type: martial exploit
requirement: fighter or rogue class level 4
action: encounter
effect: the foe attacks at -2 and suffers an ac-2 and reflex-2 penalty
level-up: -1 to attack, ac and reflex at 11th and 21st level
Keep Distance
type: martial exploit
requirement: fighter or rogue class level 5
action: encounter
effect: the foe attacks at -2
level-up: -1 to attack at 11th and 21st level
Punch Foe
type: martial exploit
requirement: fighter class level 2
action: minor, encounter
roll: strength versus armor class
effect: weakens the foe in addition to 1d4 or less bludgeoning damage
Kick Foe
type: martial exploit
requirement: fighter class level 2
action: minor, encounter
roll: strength versus armor class
effect: slows the foe in addition to 1d4 or less bludgeoning damage
Grab Foe
type: martial exploit
requirement: fighter or rogue class level 3
action: encounter
roll: dexterity versus reflex
effect: the foe is restrained
save: must reroll dexterity versus reflex every round to maintain the grab
Trip Foe
type: martial exploit
requirement: fighter class level 3
action: minor, encounter
roll: strength versus armor class
effect: knocks the foe prone in addition to 1d4 or less bludgeoning damage
Blind Foe
type: martial exploit
requirement: fighter or rogue class level 4
action: minor, daily
effect: an precise cut above the eyes dumps blood obscuring vision, in addition to the weapon damage the foe is blinded
Shift Foe
type: martial exploit
requirement: fighter or rogue class level 4
action: encounter
roll: dexterity versus reflex
effect: the foe is shifted 1 square
level-up: +1 square at 11th and 21st level
Fleetness +speed
Toughness +hp
Lightning Reflexes +ref
Iron Will +will
Improved Initiative +init
Weapon Finess dex instead of strength
Precise Shot
Quick Draw
Rapid Reload
________
Rogue Type Skill Powers (See Pathfinder or 4th Edition)
Pick Pocket - rogue 1
Open Lock - rogue 1
Stealth Evade - rogue 1
Disable Device - rogue 1
Appraise Item - class level 1
Bluff Others - class level 1
Disguise Self - rogue 2
Escape Artist - rogue 2
Sleight of Hand - rogue 2
Sneak Attack - rogue 2
Craft Poison - rogue 2
Acrobatic Move - rogue 3
Climb Surface
Extend Diplomacy
Intimidate Others
Aid Ally
Bandage Ally
Handle Animal
Forage Food
Build Shelter
Survival Skill
Pass Without Trace
Swim Skill
Ride Horse
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