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Ideas for Figher/Rogue Powers/Feats
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<blockquote data-quote="ren1999" data-source="post: 5894156" data-attributes="member: 85179"><p>For my 5E Proposal,</p><p>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. </p><p></p><p>This is what I have so far but could use some help and suggestions. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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...</p><p></p><p>Weapon Proficiency</p><p>type: martial exploit</p><p>requirement: fighter type class level 1</p><p>effect: each weapon counts as a separate learned power, +1 attack roll with the weapon</p><p>level-up: +1 attack roll with the weapon at 11th and 21st level </p><p></p><p>Feint Attack</p><p>type: martial exploit</p><p>requirement: fighter type class level 2</p><p>action: encounter</p><p>roll: wisdom versus will for a successful hit</p><p>effect: the fighter tries to outwit, fake out and throw off the balance of the foe</p><p></p><p>Disarm Weapon</p><p>type: martial exploit</p><p>requirement: fighter type class level 3</p><p>action: encounter</p><p>roll: strength versus armor class or dexterity versus reflex</p><p>effect: the fighter pounds or slings the foe's weapon loose forcing the foe to ready his weapon again waisting a standard action</p><p></p><p>Off-Hand Weapon</p><p>type: martial exploit</p><p>requirement: fighter or rogue type class level 4</p><p>action: minor at-will secondary attack</p><p>effect: can use a smaller off-hand weapon in addition to the primary weapon during the round</p><p></p><p>Windmill Attack</p><p>type: martial exploit</p><p>requirement: fighter type class level 5</p><p>action: daily</p><p>effect: the fighter can attack one foe doing 3[w]+modifier damage or 3 foes doing 1[w]+modifier damage</p><p></p><p>Fumble Foe</p><p>type: martial exploit</p><p>requirement: fighter or rogue type class level 6</p><p>action: encounter</p><p>effect: can confuse foes who then accidentally attack and damage themselves or each other</p><p></p><p>Hilt Attack</p><p>type: martial exploit</p><p>requirement: fighter class level 3</p><p>action: encounter</p><p>roll: strength versus armor class</p><p>effect: stuns the foe in addition to 1d4 or less bludgeoning damage</p><p></p><p>Shield Bash</p><p>type: martial exploit</p><p>requirement: fighter class level 4</p><p>action: minor, encounter</p><p>roll: strength versus armor class</p><p>effect: stuns and pushes the foe 1 square in addition to 1d6 or less bludgeoning damage</p><p></p><p>Precise Attack</p><p>type: martial exploit</p><p>requirement: fighter or rogue class level 1</p><p>action: encounter</p><p>roll: dexterity versus reflex</p><p>effect: looks for chinks in the armor to strike vulnerable flesh</p><p></p><p>Parry Defense</p><p>type: martial exploit</p><p>requirement: fighter or rogue class level 1</p><p>effect: +1 to armor class and reflex</p><p>level-up: +1 to armor class and reflex at 11th and 21st level</p><p></p><p>Armor Proficiency</p><p>type: martial exploit</p><p>requirement: fighter or rogue class level 2</p><p>effect: reduces armor penalty by -1, each armor type counts as a different armor proficiency power</p><p>level-up: -1 to armor penality at 11th and 21st level</p><p></p><p>Dodge Defense</p><p>type: martial exploit</p><p>requirement: fighter or rogue class level 3</p><p>action: encounter</p><p>effect: the foe successfully hits but must reroll the attack</p><p></p><p>Close Quarters</p><p>type: martial exploit</p><p>requirement: fighter or rogue class level 4</p><p>action: encounter</p><p>effect: the foe attacks at -2 and suffers an ac-2 and reflex-2 penalty</p><p>level-up: -1 to attack, ac and reflex at 11th and 21st level </p><p></p><p>Keep Distance</p><p>type: martial exploit</p><p>requirement: fighter or rogue class level 5</p><p>action: encounter</p><p>effect: the foe attacks at -2</p><p>level-up: -1 to attack at 11th and 21st level </p><p></p><p>Punch Foe</p><p>type: martial exploit</p><p>requirement: fighter class level 2</p><p>action: minor, encounter</p><p>roll: strength versus armor class</p><p>effect: weakens the foe in addition to 1d4 or less bludgeoning damage</p><p></p><p>Kick Foe</p><p>type: martial exploit</p><p>requirement: fighter class level 2</p><p>action: minor, encounter</p><p>roll: strength versus armor class</p><p>effect: slows the foe in addition to 1d4 or less bludgeoning damage</p><p></p><p>Grab Foe</p><p>type: martial exploit</p><p>requirement: fighter or rogue class level 3</p><p>action: encounter</p><p>roll: dexterity versus reflex</p><p>effect: the foe is restrained</p><p>save: must reroll dexterity versus reflex every round to maintain the grab</p><p></p><p>Trip Foe</p><p>type: martial exploit</p><p>requirement: fighter class level 3</p><p>action: minor, encounter</p><p>roll: strength versus armor class</p><p>effect: knocks the foe prone in addition to 1d4 or less bludgeoning damage</p><p></p><p>Blind Foe</p><p>type: martial exploit</p><p>requirement: fighter or rogue class level 4</p><p>action: minor, daily</p><p>effect: an precise cut above the eyes dumps blood obscuring vision, in addition to the weapon damage the foe is blinded</p><p></p><p>Shift Foe</p><p>type: martial exploit</p><p>requirement: fighter or rogue class level 4</p><p>action: encounter</p><p>roll: dexterity versus reflex</p><p>effect: the foe is shifted 1 square</p><p>level-up: +1 square at 11th and 21st level</p><p></p><p>Fleetness +speed</p><p>Toughness +hp</p><p>Lightning Reflexes +ref</p><p>Iron Will +will</p><p>Improved Initiative +init</p><p>Weapon Finess dex instead of strength</p><p></p><p>Precise Shot</p><p>Quick Draw</p><p>Rapid Reload</p><p></p><p>________</p><p>Rogue Type Skill Powers (See Pathfinder or 4th Edition)</p><p></p><p>Pick Pocket - rogue 1</p><p>Open Lock - rogue 1</p><p>Stealth Evade - rogue 1</p><p>Disable Device - rogue 1</p><p></p><p>Appraise Item - class level 1</p><p>Bluff Others - class level 1</p><p></p><p>Disguise Self - rogue 2</p><p>Escape Artist - rogue 2</p><p>Sleight of Hand - rogue 2</p><p>Sneak Attack - rogue 2</p><p>Craft Poison - rogue 2</p><p></p><p>Acrobatic Move - rogue 3</p><p></p><p>Climb Surface</p><p>Extend Diplomacy</p><p>Intimidate Others</p><p></p><p>Aid Ally</p><p>Bandage Ally</p><p></p><p>Handle Animal</p><p>Forage Food</p><p>Build Shelter</p><p>Survival Skill</p><p>Pass Without Trace</p><p></p><p>Swim Skill</p><p>Ride Horse</p></blockquote><p></p>
[QUOTE="ren1999, post: 5894156, member: 85179"] 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 [/QUOTE]
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