New Feats open for critique

An intelligent idea, but far too powerfult to be part of a tactical fea (IMO), as you suggested, a good take on it would be to create it as a feat... requiring:

Power Attack, Charisma 15+, Strength 13+, bardic music, Cleave, Power Attack, Intimidate 8 ranks.

Yes, the same requiremets as the tactical feat, but not part of it...

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The ECL (or CR when there's not an ECL) thing is a must.

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We'd need another "move" for Herald of the Battlefield
 

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For some time I've been thinking on replacing the +2 Bonus from Weapon Specialization into a +1d6 and the +4 from Greater Weapon Specialization into a +2d6.

Opinions?
 

I'd like to keep the Herald of the Battlefield feat as is, but have the additional effects as "add-ons" that need new feats.

True Terror of the Battlefield (Bardic Music, Tactical)
You have learnt to harness your battle skill to increase the terror you inflict in your enemies when fighting.
Prerequisites: Str 13+, Cha 17+, Bardic Music, Cleave, Great Cleave, Herald of the Battlefield, Power Attack, Intimidate 15 ranks.
Benefit: The True Terror of the Battlefield feat allows the use of three manoevres.

Improved Terror of the Battlefield: To use this manoevre, you must have felled 2 or more foes with your cleave attempts. Instead of making any further use of Great Cleave, you may spend 2 uses of Bardic music to terrify opponent within your reach into inaction. Every foe within your reach must make a will save (DC 5 + 1/2 your ranks in Intimidate + your Charisma modifier + ECL of the more powerful of the fallen foes) or become dazed for 1 round and shaken for 3 rounds.
Using Improved Terror of the battlefield uses two of your Bardic Music uses for the day. Improved Terror of the Battlefield is a mind-affecting, fear effect.

True Terror of the Battlefield: To use this manoevre, you must have felled 3 or more foes with your cleave attempts. Instead of making any further use of Great Cleave, you may spend 3 uses of Bardic music to terrify opponents within 5 feet times 1/2 your character level into inaction. Every foe within this range must make a will save (DC 5 + 1/2 your ranks in Intimidate + your Charisma modifier + ECL of the most powerful of the fallen foes) or become dazed for 1 round and shaken for 1 minute. These foes must be able to see you.
Using True Terror of the battlefield uses two of your Bardic Music uses for the day. Improved Terror of the Battlefield is a mind-affecting, fear effect.

Horror of the Battlefield: To use this manoevre, you must have used a coup de grace to kill a helpless foe. As a free action, you may spend a use of Bardic Music for the day to make a gaze attack against one foe within 30 feet. They must make a will save (DC 5 +1/2 your ranks in Intimidate + your Charisma modifier + 1/2 the ECL/CR of the foe you coup de graced) or become panicked for 1 round.
Using Horror of the Battlefield uses one of your Bardic Music uses for the day. Horror of the Battlefield is a mind-affecting, fear effect.

EDIT: Fixed typos, fixed formatting.

Scary bard....lol :)

Weapon Specialisation.
Interesting idea there Land Outcast. Keep in mind though that the average roll for 1d6 is 3.5, so you end up with a lot more damage on average. I'd feel better about the dice being d4s. While still higher in damage on average, it's close enough in power to the original feat while still maintaining some randomness.
1d6 = average 3.5 vs weapon specialisation = 2
2d6 = average 7 vs greater weapon specialisation = 4

Of course, if you're happier having a lot more damage output, that's cool, too.
 
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While I'll stand by my preference for using d4s for variability, using d6s won't break the game or anything. Go for it! It makes fighters and other characters able to get Weapon Specialisation (such as warblades) a bit more special.

Edit: Me, I like the reliability of Weapon Specialisation, although I houseruled them in my previous game to deal 3 and 6 extra damage, respectively.
 
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Been thinking a little, and came up with this one.

Way of the Wolf (tactical)
You have trained to work well with others, and can support your allies in a variety of ways.
Prerequisites: Base attack bonus +6, Cha 13+, Int 13+, Combat Expertise, Point Blank Shot, Precise Shot, Bluff 3 ranks, Spot 3 ranks.
Benefit: The Way of the Wolf feat enables the use of three manoevres.

Ranged Assist: To use this manoevre you must be within 30 feet of an allied character in melee with a foe and be using a ranged weapon. If you are within 30 feet of both your ally and the foe, you may make an attack roll against AC 10 as a standard action. If you succeed, your ally gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters with this manoevre can aid assist the same friend, and similar bonuses (such as the aid another action) stack.

The Clever Wolf outwits its prey: To use this manoevre, you and an ally must be flanking an opponent in melee. You may increase the bonus your ally receives for flanking by an amount equal to the amount you reduce yours by (limited by your actual flanking bonus, usually 2). If you reduce your flanking bonus to 0, you may not use attacks that rely on flanking, though you continue to grant your ally the ability to make such attacks.
For every ally in melee with an opponent beyond the first, you gain an additional +1 bonus on attack rolls due to flanking.

The Pack brings down the quarry: To use this manoevre, you and at least one ally must be in melee with an opponent. You may use the Aid Another action to assist you allies' trips, disarms, and feints.
If an ally makes a trip attempt against your opponent before your next action, you grant them a +2 bonus on their opposed strength check instead of on the initial touch attack. If you have the Improved Trip feat, this bonus increases to +4.
If an ally makes a disarm attempt against your opponent before your next action, you grant them a +2 bonus on their opposed attack roll. If you have the Improved Disarm feat, this bonus increases to +4.
If an ally makes a feint attempt against your opponent before your next action, you may add half your ranks in bluff as a circumstance bonus to your ally's bluff check. If you have the Improved Feint feat, you also benefit from the result of your ally's feint attempt, if successful.

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A little unsure of these specifics, as it is a blend of a ranged and melee style, but all three relying on teamwork. Comments?

Edit: Made The Pack manoevre a bit more open, fixed an omission from Ranged Assist (sorry!), gave a bonus for additional allies for The Clever Wolf, altered prerequisites a bit.
 
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hum...
I feel something wrong about this one...

The fact is that, the way D&D is designed, the one who delivers the most bamage wins, and against opponents of similar power, this means the one who hits more often.

Aid Another is used little... meant for those opponents you can't hit.
but if it is a check against the opponent's AC, then most (if not all) will prefer to have a shot for an attack themselves rather than giving a mere +2 (when they can already hit).

The Clever Wolf... just sounds difficult.
More attracting than Ranged Assist (which isn't much to say), and it will see some use...

The pack...
Too niche. IMO. Even for a tactical feat, you look at most tactical feats and they don't require much of a special circumstance to see use (not many people trip... not that many at least)


I find the actions weak overall, and Ranged Assist just being ignored.
Also, the requirements are a bit wonky:
Fighter level 8 with 10 cros-class ranks in Spot and Bluff (most of the time: no other skills)
Ranger level 9 with 10 cross-class ranks in Bluff (And Ranged Combat Style)
Rogue level 12

At those levels it is far too small the benefit, I belive... Maybe if you made it so that it could be gotten at 6th level...

Example:
Prerequisites: Bab +5, Point Blank Shot, Combat Expertise, Improved Trip
Ftr 6
Rngr 6 (with Ranged Combat Style)
Rogue 9

just a pair of ideas, you see...
 

BLADEBOUND SPIRIT
You have, in some way, melded you essence with that of an ancestral weapon.
Prerequisites: Weapon Focus (ancestral weapon)
Benefit: As a swift action you can manifest your ancestral weapon by sacrificing 25% of your hit points. The ancestral weapon appears on your hand at the manifesting time, and has a +1 enhancement every four effective character levels you possess.
For every two consecutive rounds you are separated from your ancestral weapon, you gain a negative level (up to the ancestral weapon's enhancement).
You can have the ancestral weapon manifested for up to 10 consecutive minutes per level per manifesting, every 10 minutes thereafter, you gain a negative level (up to the ancestral weapon's enhancement).
Note: You can't actually have a weapon enhancement greater than +5, further enhancements may be chosen for their equivalency (example: "+6 enhancement" = "+5 keen").

ATTUNED BLADEBOUND SPIRIT
Prerequisites: Bladebound Spirit, Weapon Focus (ancestral weapon), Bab +5
Benefit: As a swift action you can summon your ancestral weapon by sacrificing 15% of your hit points. The ancestral weapon has a +1 enhancement every three effective character levels you possess.
Note: You can't actually have a weapon enhancement greater than +5, further enhancements may be chosen for their equivalency (example: "+6 enhancement" = "+5 keen").

AMALGAMATED BLADEBOUND SPIRIT
Prerequisites: Attuned Bladebound Spirit, Bladebound Spirit, Weapon Focus (ancestral weapon), Bab +10
Benefit: As a swift action you can summon your ancestral weapon by sacrificing 5% of your hit points. The ancestral weapon has a +1 enhancement every two effective character levels you possess.
Note: You can't actually have a weapon enhancement greater than +5, further enhancements may be chosen for their equivalency (example: "+6 enhancement" = "+5 keen").

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Not even sure about it being a good mechanic...
 
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Cool, thanks for the quick answer!

On the Prequisites, I had been wavering a bit on the BAB requirement, and went for the harshest option first as I felt it easier to come back from that than make it harder.

The Ranged Assist should have been againt AC 10, just like Aid another. Very bad typo, sorry about that. It's now corrected.

Clever Wolf is inteded mainly for fighters (or anyone) who wants to help the rogue who is flanking hit the enemy for a good sneak attack. I see your point, though and added a bonus to the flanking bonus based on allies.

The Pack, yeah...it is focused. I was mainly thinking for a Wolf's trip ability, but I can see it expanded further. Also, adding bonuses if you have the relevent feat.
 


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