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Community
General Tabletop Discussion
*Pathfinder & Starfinder
New Feat (and possible Tumble variant)
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<blockquote data-quote="comrade raoul" data-source="post: 1630723" data-attributes="member: 554"><p>Here's another combat feat, designed as a culminating feat for an agile combatant who relies heavily on movment, based on the CW Dervish class:</p><p></p><p><strong>Tempest Attack [General, Fighter]</strong></p><p>You can perform an amazing sequence of attacks on the move.</p><p><strong>Prerequisites:</strong> Dex 15+, Dodge, Mobility, Spring Attack, Int 13+, Expertise, Whirlwind Attack, base attack bonus +12 or higher.</p><p><strong>Benefit:</strong> When taking a full attack action with a melee weapon, you may still move up to your speed. However, after you attack when using this feat, you must move a minimum of five feet before you attack again (if you cannot move in this way, you can't finish your attack), and you cannot move into a square you have just exited (although you can return to that square later in the full attack). You are still subject to attacks of opportunity when moving in this way, although you may tumble normally as part of your movement.</p><p>You cannot use this feat while wielding a reach weapon or a shield larger than a buckler, or if your speed has been reduced by armor, excess equipment, or loot.</p><p></p><p>It's an awfully strong feat, but I think movement requirement between attacks and the feat's prerequisites (particularly Whirlwind Attack) do much to balance it. By the time a character has the required base attack bonus, Whirlwind Attack has become a very weak feat -- the circumstances in which the whirlwind attack is more effective than the three attacks normally provided by a full attack action are very uncommon (especially if the character isn't using a reach weapon).</p><p></p><p>Despite the prerequisites, Tempest Attack may still be a bit too powerful if use the default tumble rules, since a major balancing point is that it more or less always exposes the user to attacks of opportunity provoked by his movement. However, by the time a character has the requisite base attack, he may also have enough ranks in Tumble to negate any attacks of opportunity he might expose himself to. If this worries you, you may be interested in the tumble variant I use (and in whose context I designed the feat). Here, tumbling doesn't negate attacks of opportunity, but rather helps you avoid them:</p><p></p><p><em>Tumbling Past Opponents</em></p><p>You may use the Tumble skill to tumble past opponents as part of normal movement; doing so helps you avoid attacks of opportunity provoked from them by your movement. Decide prior to initiating your move whether you will tumble at one-half your speed or your full speed; if you tumble at half your normal speed, you gain a bonus on your skill check (see below).</p><p></p><p>When you move past an opponent in such a way that your movement provokes an attack of opportunity, make a skill check at DC 20. You gain a +10 bonus to this check if you have chosen to tumble at half your speed. If you fail your check, your opponent gains a +2 circumstance bonus to his attack roll for his attack of opportunity. If you succeed, you gain a +1 dodge bonus to your AC against the attack of opportunity, and an additional +1 bonus for every two points by which your check result exceeds 20. For example, a check result of 37 yields a +9 AC bonus.</p><p></p><p>You can also attempt to tumble <em>through</em> a square that your opponent occupies. Treat this just like tumbling past an opponent, but increase the DC to 25. If you fail your check, or if your opponent successfully hits you with his attack of opportunity, you remain in the square that you left to enter your opponent's occupied square, and your movement ends immediately.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 1630723, member: 554"] Here's another combat feat, designed as a culminating feat for an agile combatant who relies heavily on movment, based on the CW Dervish class: [b]Tempest Attack [General, Fighter][/b] You can perform an amazing sequence of attacks on the move. [b]Prerequisites:[/b] Dex 15+, Dodge, Mobility, Spring Attack, Int 13+, Expertise, Whirlwind Attack, base attack bonus +12 or higher. [b]Benefit:[/b] When taking a full attack action with a melee weapon, you may still move up to your speed. However, after you attack when using this feat, you must move a minimum of five feet before you attack again (if you cannot move in this way, you can't finish your attack), and you cannot move into a square you have just exited (although you can return to that square later in the full attack). You are still subject to attacks of opportunity when moving in this way, although you may tumble normally as part of your movement. You cannot use this feat while wielding a reach weapon or a shield larger than a buckler, or if your speed has been reduced by armor, excess equipment, or loot. It's an awfully strong feat, but I think movement requirement between attacks and the feat's prerequisites (particularly Whirlwind Attack) do much to balance it. By the time a character has the required base attack bonus, Whirlwind Attack has become a very weak feat -- the circumstances in which the whirlwind attack is more effective than the three attacks normally provided by a full attack action are very uncommon (especially if the character isn't using a reach weapon). Despite the prerequisites, Tempest Attack may still be a bit too powerful if use the default tumble rules, since a major balancing point is that it more or less always exposes the user to attacks of opportunity provoked by his movement. However, by the time a character has the requisite base attack, he may also have enough ranks in Tumble to negate any attacks of opportunity he might expose himself to. If this worries you, you may be interested in the tumble variant I use (and in whose context I designed the feat). Here, tumbling doesn't negate attacks of opportunity, but rather helps you avoid them: [i]Tumbling Past Opponents[/i] You may use the Tumble skill to tumble past opponents as part of normal movement; doing so helps you avoid attacks of opportunity provoked from them by your movement. Decide prior to initiating your move whether you will tumble at one-half your speed or your full speed; if you tumble at half your normal speed, you gain a bonus on your skill check (see below). When you move past an opponent in such a way that your movement provokes an attack of opportunity, make a skill check at DC 20. You gain a +10 bonus to this check if you have chosen to tumble at half your speed. If you fail your check, your opponent gains a +2 circumstance bonus to his attack roll for his attack of opportunity. If you succeed, you gain a +1 dodge bonus to your AC against the attack of opportunity, and an additional +1 bonus for every two points by which your check result exceeds 20. For example, a check result of 37 yields a +9 AC bonus. You can also attempt to tumble [i]through[/i] a square that your opponent occupies. Treat this just like tumbling past an opponent, but increase the DC to 25. If you fail your check, or if your opponent successfully hits you with his attack of opportunity, you remain in the square that you left to enter your opponent's occupied square, and your movement ends immediately. [/QUOTE]
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