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Project Phoenix fighter discussion (Forked from: Feat Points)
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<blockquote data-quote="Kerrick" data-source="post: 5029966" data-attributes="member: 4722"><p>Not saying much, but thanks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Agreed. I was doing some work on this last night, and I moved it to L7 and renamed it Combat Awareness - still lags behind the rogue, but it's a bit more useful. I left IUD at 16, but I might swap it and Spell Parry.</p><p></p><p></p><p>I don't know that one. Dazing is pretty obvious - you get smacked upside the head (or even hard enough to knock the breath from your lungs), and you're dazed. It's only a -2 penalty.</p><p></p><p></p><p>Hmm. I had to write out a comparison to see what you're saying, but I get it now. I forgot that since you're getting the damage from both weapons, it makes more sense to simply make 3 dual strikes at +2. Maybe only add half the damage from the off-hand weapon and remove the bonus?</p><p></p><p></p><p>Let me explain it a little better: Once per combat, before init is rolled, you can make a 5-foot step and make a single attack. It's hardly an "I win" card, since dazing is only a -2 penalty for 1 round.</p><p></p><p></p><p>Good idea.</p><p></p><p></p><p>Makes sense. But since it's a Fort save, larger creatures will generally have a better chance of resisting.</p><p></p><p></p><p>You obviously haven't seen some of the semantic debates over the years. If you don't make at least a marginal effort to close loopholes, players will abuse the hell out of things.</p><p></p><p></p><p></p><p>Thanks, but I think I stole it from PHB II.</p><p></p><p></p><p>That one is courtesy of a guy another forum who was helping me with the first fighter revision. I would suggest Improved Grapple and Improved Unarmed Strike at the least.</p><p></p><p></p><p>Oh. Umm... Wow. I looked at that and just scratched my head. What I <em>meant</em> to say was "You can't use this ability creatures that aren't living or that have no discernable anatomy, as well as incorporeal creatures or plants. All other creatures are vulnerable to this ability, even if they are resistant or immune to critical hits or death from massive damage, or if they have damage reduction."</p><p></p><p>Does that make more sense?</p><p></p><p></p><p>Yeah, that. And this is also courtesy of that other guy.</p><p></p><p></p><p>Yeah, see my comments above.</p><p></p><p></p><p>Problem is, it has to be useful for all fighters, whether or not they use a shield. If it were a shield feat/ability, I could easily add a bonus to Reflex saves like I did with Spell Deflection. It is a random ability, but since most fighters have low touch ACs, it could be useful. I might just make it a selectable ability instead and move IUD down to L13.</p><p></p><p>As far as force cage, I can honestly say that in 20 years of gaming, I've seen that spell used precisely once. It was a boss fight against a death knight, a blade bard (this was 2E) and sentient flesh golem; the party mage cast it on himself to protect himself from the knight (unfortunately for him, a ghost slipped through the holes in the bars and killed him).</p><p></p><p></p><p>Got it. Good call.</p><p></p><p></p><p>Ah, you're right. I looked at the <a href="http://www.d20srd.org/srd/epic/feats.htm#damageReduction" target="_blank">Damage Reduction]Epic Feats :: d20srd.org</a> feat; it says that it <em>does</em> stack with feats/class abilities, but not spells or items. I'll use that description instead.</p><p></p><p></p><p>Is that good or bad?</p><p></p><p></p><p>I hadn't considered Cleave, but yeah - it'll work. TWF is specifically called out - if you're attacking with two weapons, the extra attack is with the main hand.</p><p></p><p></p><p>*nod* It's a work in progress. I made some adjustments last night.</p><p></p><p></p><p>I had to fix that one; my version of Blind-Fight negates invisibility without the Perception check (which is probably a bit overpowered for a feat with no prereqs), so I had to tone the feat down to give the -1/-2 AC bonus for concealed enemies, and give the fighter the same thing. If the fighter already has Blind-Fight, he reduces the concealment bonuses to 0 for both. I'm not sure if this would make BF a no-brainer feat for fighters or not; I guess it really depends on if the players fight a lot of concealed opponents. It still gives the fighter an edge over other PCs in that realm, though.</p><p></p><p></p><p>I was thinking of giving the fighter an ability similar to Slippery Mind, maybe called Force of Will - he can make a second save to throw off mind-affecting abilities through sheer force of will.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5029966, member: 4722"] Not saying much, but thanks. :) Agreed. I was doing some work on this last night, and I moved it to L7 and renamed it Combat Awareness - still lags behind the rogue, but it's a bit more useful. I left IUD at 16, but I might swap it and Spell Parry. I don't know that one. Dazing is pretty obvious - you get smacked upside the head (or even hard enough to knock the breath from your lungs), and you're dazed. It's only a -2 penalty. Hmm. I had to write out a comparison to see what you're saying, but I get it now. I forgot that since you're getting the damage from both weapons, it makes more sense to simply make 3 dual strikes at +2. Maybe only add half the damage from the off-hand weapon and remove the bonus? Let me explain it a little better: Once per combat, before init is rolled, you can make a 5-foot step and make a single attack. It's hardly an "I win" card, since dazing is only a -2 penalty for 1 round. Good idea. Makes sense. But since it's a Fort save, larger creatures will generally have a better chance of resisting. You obviously haven't seen some of the semantic debates over the years. If you don't make at least a marginal effort to close loopholes, players will abuse the hell out of things. Thanks, but I think I stole it from PHB II. That one is courtesy of a guy another forum who was helping me with the first fighter revision. I would suggest Improved Grapple and Improved Unarmed Strike at the least. Oh. Umm... Wow. I looked at that and just scratched my head. What I [I]meant[/I] to say was "You can't use this ability creatures that aren't living or that have no discernable anatomy, as well as incorporeal creatures or plants. All other creatures are vulnerable to this ability, even if they are resistant or immune to critical hits or death from massive damage, or if they have damage reduction." Does that make more sense? Yeah, that. And this is also courtesy of that other guy. Yeah, see my comments above. Problem is, it has to be useful for all fighters, whether or not they use a shield. If it were a shield feat/ability, I could easily add a bonus to Reflex saves like I did with Spell Deflection. It is a random ability, but since most fighters have low touch ACs, it could be useful. I might just make it a selectable ability instead and move IUD down to L13. As far as force cage, I can honestly say that in 20 years of gaming, I've seen that spell used precisely once. It was a boss fight against a death knight, a blade bard (this was 2E) and sentient flesh golem; the party mage cast it on himself to protect himself from the knight (unfortunately for him, a ghost slipped through the holes in the bars and killed him). Got it. Good call. Ah, you're right. I looked at the [url=http://www.d20srd.org/srd/epic/feats.htm#damageReduction]Damage Reduction]Epic Feats :: d20srd.org[/url] feat; it says that it [I]does[/I] stack with feats/class abilities, but not spells or items. I'll use that description instead. Is that good or bad? I hadn't considered Cleave, but yeah - it'll work. TWF is specifically called out - if you're attacking with two weapons, the extra attack is with the main hand. *nod* It's a work in progress. I made some adjustments last night. I had to fix that one; my version of Blind-Fight negates invisibility without the Perception check (which is probably a bit overpowered for a feat with no prereqs), so I had to tone the feat down to give the -1/-2 AC bonus for concealed enemies, and give the fighter the same thing. If the fighter already has Blind-Fight, he reduces the concealment bonuses to 0 for both. I'm not sure if this would make BF a no-brainer feat for fighters or not; I guess it really depends on if the players fight a lot of concealed opponents. It still gives the fighter an edge over other PCs in that realm, though. I was thinking of giving the fighter an ability similar to Slippery Mind, maybe called Force of Will - he can make a second save to throw off mind-affecting abilities through sheer force of will. [/QUOTE]
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