Angel Tarragon
Dawn Dragon
In my homebrew I have a variant build of the rogue, whereby they gain bonus feats in addition to class abilities at every level. The bonus feats are gained when the rogue would gain a Sneak Attack bonus. Basically, when the rogue would gain a bonus feat I allow them too take any feat they meet the requirements for, but is basically for taking the Sneak Attack feat [McWod]. I've been contemplating allowing them access to the feats below as well. Basically, they are the Skirmish class ability from the Scout class (which I do not allow imc), divided into two feats. Thoughts?
[sblock=Skirmish Feats]Improved Skirmish [General]
You are quite adept at landing blows after short moves.
Prerequisite: Skirmish, base reflex save +3
Benefit: You gain a +1 competence bonus to your skirmish attacks during any round in which you have moved at least ten feet. This bonus applies as soon as the character has moved ten feet and lasts until the start of the next turn
Special: You can take this feat multiple times. For each increase, you must have taken the skirmish feat a number of times equal to the competence bonus aimed for. The competence bonus can never go above +5.
Skirmish [General]
You rely on mobility to deal extra damage and improve your defense.
Prerequisite: Dexterity 13
Benefit: You deal an extra 1D6 damage on all attacks you make during any round in which you move at least 10 feet.
This extra damage only applies against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
You lose this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Special: You can take this feat multiple times. Each time your skirmish attack improves by 1D6 damage, but can never exceed more than +1d6/four character levels.[/sblock]
[sblock=Skirmish Feats]Improved Skirmish [General]
You are quite adept at landing blows after short moves.
Prerequisite: Skirmish, base reflex save +3
Benefit: You gain a +1 competence bonus to your skirmish attacks during any round in which you have moved at least ten feet. This bonus applies as soon as the character has moved ten feet and lasts until the start of the next turn
Special: You can take this feat multiple times. For each increase, you must have taken the skirmish feat a number of times equal to the competence bonus aimed for. The competence bonus can never go above +5.
Skirmish [General]
You rely on mobility to deal extra damage and improve your defense.
Prerequisite: Dexterity 13
Benefit: You deal an extra 1D6 damage on all attacks you make during any round in which you move at least 10 feet.
This extra damage only applies against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
You lose this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Special: You can take this feat multiple times. Each time your skirmish attack improves by 1D6 damage, but can never exceed more than +1d6/four character levels.[/sblock]