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- THE QUEST TO MAKE SHIT NOT JANKY AS FUCK
- Step 1. The unfucking of various feats.
- A) Remove doubled bonuses from both Power Attack and Weapon Specialization, which means they read as follows:
- Power Attack [Combat, Style]
- Hitting hard is hitting smart.
- This feat has been significantly altered, as have feats that were once similar to it.
- Prerequisite: Base attack bonus +1
- Benefit: As a swift action, you may enter the Power Attack style. This style lasts until you dismiss it as a free action. While the style is active, you gain a +2 bonus on all weapon damage rolls. If you are making an attack with a two-handed melee weapon, you may add twice your strength bonus to damage rather than 1½ your strength bonus. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +2, and every 2 points thereafter, the bonus to damage increases by +1. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
- Special: You can assume you start an encounter with at least one style feat active, if you have any. The activation time for style feats is purely to tax switching styles.
- Weapon Specialization [Combat]
- This feat has been greatly improved and combined with Greater Weapon Specialization. It now reads as follows:
- Prerequisites: Proficiency with selected weapon group, Weapon Focus with selected weapon group.
- Benefit: You gain a +2 bonus on all damage rolls you make using a weapon focus group. This bonus increases by another +1 for every 2 BAB you gain.
- B) Split Armor Specialization into two different feats- Medium Armor Specialization and Heavy Armor Specialization. They read as follows:
- Medium Armor Specialization [Combat]
- Prerequisite: Medium Armor Proficiency; Armor Training I, or BAB 5+.
- Benefit: Increase the AC bonus given by medium armor you wear by 1 point for every 5 points of base attack bonus you possess; your reflex saving throw also increases by 1 for every 5 points of base attack bonus you possess when you wear medium armor.
- Heavy Armor Specialization [Combat]
- Prerequisite: Heavy Armor Proficiency, Medium Armor Specialization; Armor Training II, or BAB 7+.
- Benefit: Increase the AC bonus given by heavy armor you wear by 1 point for every 4 points of base attack bonus you possess, and increase any source of damage reduction you or your armor possesses by the same amount.
- -Greater Armor Specialization requires a BAB of +9 and either Medium or Heavy Armor Specialization.
- C) Additional feats have been beaten with the stick of change. Feats with Heroic components do not have their Heroic use altered. Some feats may have simple changes, and the whole entry will not be posted. Feats not mentioned at all have been deemed fine as they are. The adjusted feats are as follows, in alphabetical order and separated by Heroic and Standard:
- Armored Sanctuary [Combat, Heroic]
- You've trained to use your armor to take the brunt of the blows from the occult.
- Prerequisites: Heavy Armor Specialization; Armor Training III or BAB 14+
- Benefit: While wearing heavy armor you are proficient in, you gain spell resistance equal to your BAB.
- Bodyguard [Combat, Heroic]
- Your swift strikes ward off enemies attacking nearby allies.
- This feat has been combined with Combat Patrol.
- Prerequisite: Combat Reflexes, Mobility
- Benefit: You may use Aid Another as a movement action. In addition, as a full-round action, you may set up a combat patrol, increasing your threatened area by half your movement speed until the beginning of your next turn. While combat patrol is active, you can use harass opponent to affect all creatures you threaten.
- Special: You may not use intercepting shield in the same round that you use any of the benefits from the bodyguard feat, or vice-versa.
- -Penetrating Strike [Combat, Heroic] and other feats that are dependent on an SoS variant class feature will not be played with until the classes are finished and the choice to switch over to Full SoS has been made.
- -Quadrupeds may use the Acrobatic Charge [Combat].
- Cleave [Combat]
- That oughta finish the pack o' ye! Now get yer corpses off me arse!
- Prerequisites: Str 13, Power Attack.
- Benefit: When using the power attack style, your attack actions can strike up to two foes simultaneously if they are adjacent and within reach, but you take a -5 penalty to your attack rolls. Two separate attack rolls are used for the same attack on both targets.
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