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Type

of

Feat:

General

Prerequisite:

Can

only

take

this

feat

at

1st-level.

Specifics:

Character

gains

a

+2

bonus

on

Initiative

and

a

+2

bonus

on

Spot

checks.

Use:

Automatic.

Type

of

Feat:

General

Prerequisite:

Base

Attack

Bonus

+1,

Called

Shot.

Required

for:

Stunning

Fist.

Specifics:

A

character

with

this

feat

is

able

to

make

a

special

stun

attack

in

melee.

He

makes

an

attack

roll

with

a

-4

penalty,

and

if

the

hit

successfully

deals

damage

the

defender

must

make

a

Discipline

check

with

a

DC

equal

to

the

attacker's

attack

roll.

If

the

defender

fails,

he

or

she

is

dazed

for

12

seconds.

Use:

Selected.

Type

of

Feat:

General

Prerequisite:

Base

attack

bonus

+2.

Specifics:

The

character

knows

brutal

and

effective

fighting

tactics.

By

sacrificing

all

other

attacks

during

the

round,

the

character

can

elect

to

perform

a

dirty

fighting

move

that

will

deal

an

extra

1d4

points

of

damage.

This

mode

cannot

be

used

with

power

attack.

Use:

Combat

Mode.

Feat NameOld EffectNew EffectNotes
Epic Spells1 spell can be taken at onceCan take multiple times

You'd have a successor feat which the second one has 2 uses instead of 1 use per day, hopefully that would work.

Blooded
No Format
No Format

Type

of

Feat:

General

Prerequisite:

Can

only

take

this

feat

at

1st-level.

Specifics:

Character

gains

a

+3

bonus

on

Initiative

and

a

+3

bonus

on

Spot

checks.

Use:

Automatic.

Starting feat improvement. All the starting feats related to skills generally give +4 total. However the +2 spot was all that was really relevant. Increase it to +3 and increase the initiative bonus makes sense.

Uses ruleset.2da changes needed:

BLOODED_INITIATIVE_BONUS 3

BLOODED_SPOT_BONUS 3

Thugnoformat

Type

of

Feat:

General

Prerequisite:

None.

Specifics:

Character

gains

a

+2

bonus

on

Initiative

checks

and

a

+2

bonus

on

Persuade

checks.

Use:

Automatic.

No Format

Type

of

Feat:

General

Prerequisite:

None.

Specifics:

Character

gains

a

+3

bonus

on

Initiative

checks

and

a

+3

bonus

on

Persuade

checks.

Use:

Automatic.

Not a level 1 only feat!

As Blooded, we increase to +3 each since Initiative isn't as useful. The reason for not +4 is that Smooth Talk is a +4 bonus, so this would just be purely better (unless we implement some specific conversation edits for Smooth Talk). This therefore is strictly better than Skill Focus: Persuade but that is required for Greater Skill Focus.

THUG_PERSUADE_BONUS 3

THUG_INITIATIVE_BONUS 3

Sap
No Format
No Format

Type

of

Feat:

General

Prerequisite:

Base

Attack

Bonus

+4,

Called

Shot.

Specifics:

A

character

with

this

feat

is

able

to

make

a

special

stun

attack

in

melee.

The

target

creature

must

at

most

large

sized.

The

character

makes

an

attack

roll

with

a

-6

penalty,

and

if

the

hit

successfully

deals

damage

the

defender

must

make

a

Discipline

check

with

a

DC

equal

to

the

attacker's

attack

roll.

If

the

defender

fails,

he

or

she

is

dazed

for

6

seconds.

Use:

Selected.

Increased requirements (+4 BAB and Called Shot)

Make it so it only does 6 seconds of Daze. -6 to hit so worse than Knockdown but the effect is generally better and isn't size dependent.

To be honest this is more a "maybe" change. Put in for now and test. A bigger thing would be adding more active feats that need to hit and apply some scripted effect. More difficult to add though (although a toggle on/off, which applies a On Hit effect to your weapon, might do).

Might be good as a fighter/divine champion bonus feat.

SAP_TO_HIT_MODIFIER -6

SAP_EFFECT_DURATION 6.0f

Dirty Fighting
No Format
No Format

Type

of

Feat:

General

Prerequisite:

Base

attack

bonus

+2.

Specifics:

The

character

knows

brutal

and

effective

fighting

tactics.

By

sacrificing

all

other

attacks

during

the

round,

the

character

can

elect

to

perform

a

dirty

fighting

move

that

will

deal

an

extra

1d8

points

of

damage.

This

mode

cannot

be

used

with

power

attack or other combat modes.

Use:

Combat

Mode.

1d8 extra damage for a feat is not the craziest (great for smaller characters too, with lower powered weapons even when 2 handed). You need more investment in levels for 2 attacks, and some feats for 2 weapon fighting, but it makes the feat go from "Meh" to "useful before level 5" at least.

DIRTY_FIGHTING_BONUS_DICE 8













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