Difference between revisions of "Princess:Tactical Feats"

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* Whirling Cloak: AT=M, melee touch attack, if you hit your opponent may not make AoO until start of your next turn.
 
* Whirling Cloak: AT=M, melee touch attack, if you hit your opponent may not make AoO until start of your next turn.
  
Combat Panache[F]: P: Persuasion 6,
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Combat Panache[F]: P: Intimidate 6, Persuasion 6, Perform 6.
 
* todo
 
* todo
 
* todo
 
* todo
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Woodland Archer[F]: P: BAB 6, Point Blank Shot.
 
Woodland Archer[F]: P: BAB 6, Point Blank Shot.
* todo
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* Adjust: AT=M, you gain +4 bonus on your next archery attack roll within 1 round.
 
* todo
 
* todo
 
* Moving Sniper: You may move during your sniping.
 
* Moving Sniper: You may move during your sniping.

Revision as of 21:56, 18 February 2010

Complete Warrior

Combat Brute[F]: P: BAB 6, Improved Overrun.

  • Cleaving Overrun: You may make one attack at -2 against enemy overruned by you.
  • Heedless Charge: While making a charge using Power Attack, you may convert up to half your attack roll penalty to AC penalty.
  • Momentum Swing: In the round after charge when you use power attack to augment non-charge attack your damage bonus is multiplied by 1.5.

Elusive Target: P: BAB 6, Dodge.

  • Negate Power Attack: Power Attack damage bonus against you is halved.
  • todo
  • Cause Overreach: If you provoke AoO and foe misses you you may make free trip attempt against him. Opponent may not trip you on failed attempt.

Formation Expert: P: BAB 6, Shield Wall.

  • Lock Shield: If you're adjacent to ally with a shield your shield AC is increased by 1, if you're adjacent to two allies with the shield then shield AC is increased by 2.
  • Step into the Breach: If ally in line with you fall you may take move action or 1sq step to move to his position as if you readied action to do so.
  • Wall of Polearms: If you're adjacent to ally with a same weapon type as you you gain +1 on that weapon attacks, if you're adjacent to two allies with same weapon type as you, then you gain +2 on attacks with that weapon. Double these bonuses if you and your allies are using spears or polearms.

Shock Trooper[F]: P: BAB 6, Improved Bull Rush.

  • Advancing Blows: In the next round after successful bull rush you gain bonus on attack and damage rolls against bull-rushed opponent equal to squares moved.
  • Directed Bull Rush: For each square you bull rush your opponent during a charge you also may push that opponent right or left.
  • Domino Rush: If you bull rush one opponent into occupied space you may make trip attempt against him, and if the space is occupied by another opponent you may attempt to trip both of them. They do not get a chance to trip you on your failed attempt.

Player's Handbook II

Blood Spiked Charger[F]: P: BAB 6, Power Attack, Weapon Focus:Armour Spikes, Weapon Focus:Shields.

  • Spiked Avalanche: Str x 2 bonus damage on charge while using spiked shield or armour spikes.
  • Spiked Rebuke: When opponent misses your full AC but "hit" your AC without shield and fight defensively, you gain +2 on attack rolls against him on your next action.
  • Spiked Slam: AT=FR, you provoke AoO. Make a spiked shield attack, this attack gains Str x 2 +size die bonus damage.

Combat Cloak Expert[F]: P: Dex 15, BAB 6, Combat Expertise, Dodge.

  • todo
  • Cloaked Strike: May feint with a cloak one action faster. On a successful feint you may choose either opponent's shield AC or dodge AC.
  • Whirling Cloak: AT=M, melee touch attack, if you hit your opponent may not make AoO until start of your next turn.

Combat Panache[F]: P: Intimidate 6, Persuasion 6, Perform 6.

  • todo
  • todo
  • Sneering Glower: AT=M, you must damage opponent first. Make an intimidate check, if it is successfull, thn opponent takes Cha penalty on attack rolls against you.

Einhander[F]: P: BAB 6, Acrobatics 3.

  • Narrow Profile: +2 dodge AC while fighting defensively.
  • todo
  • Offhand Swap: Once opponent per encounter you may feint as a free cation.

Shadowstriker[F]: P: Stealth 9.

  • Evade Notice: todo
  • Fade Away: AT=FR, make an attack then a move. Make a Stealth check as a part of the move with +5 bonus if your attack hit.
  • Ghost Strike: May feint using Stealth vs Awareness roll.

Races of the Wild

Woodland Archer[F]: P: BAB 6, Point Blank Shot.

  • Adjust: AT=M, you gain +4 bonus on your next archery attack roll within 1 round.
  • todo
  • Moving Sniper: You may move during your sniping.

Tome of Battle

Clarion Commander: P: BAB 6, White Raven Defence.

  • Following Up: After hitting an opponent you may spend M-action and target provokes AoO from chosen ally.
  • Perpetual Flanking: If you make successful melee attack against opponent, this enemy is treated as flanked by you and your allies for 1 r.
  • Pile On: If you used aid another to help ally to hit an opponent and your ally succeeds, you may make i attack against this enemy.

Faith Unswerving: P: BAB 6, Devoted Bulwark.

  • Keep up the Pressure: If you hit an opponent, any time before your next turn you may spend a i action to follow this enemy up to your move, if your opponent moves.
  • Take One for the Team: If opponent attacks adjacent ally, as i you may roll 2d10+your AC + 10 versus his attack roll. If you succeed his attack hits you instead.
  • One Last Strike: If enemy drops you below 0 hp, as a free action you may choose to move up to 1 sq and make an attack with +5 bonus as a free action. You fall unconscious after this attack. You may use this ability even if enemy attack killed your character.

Gloom Razor: P: BAB 6, Shadow Blade, Stealth 6.

  • Lingering Gloom: If foe misses you due to concealment you may spend s-action to become invisible for one turn.
  • Moving Shadows: If you hit opponent and move 2 during your turn, your opponent is flat-footed against your first attack on the next turn.
  • Shadow Slip: If you hit your opponent you may move as a f to any square adjacent to him.

Reaping Talons: P: BAB 6, Two-Weapon Fighting.

  • Focused Assault: If you use fighting defensively, on the next round as a FR action you may make one melee attack on highest AB against each opponent who attacked you previous round.
  • Cornered Predator: If you hit opponent twice during a round you gain +2 on attacks against this opponent during the following round for each enemy who threatens you.
  • Talon Shield: If you hit opponent twice during a round while fighting defensively, you gain 2 shield AC.