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  1. BATTLE CRY [General, Fighter]
  2. Your voice inspires greatness in battle.
  3. Prerequisite: Cha 15
  4. Benefit: Whenever you use the charge special attack, you may let lose an inspiring battle-cry. If you hit your target, all your allies that can hear you within 60’ get a +1 morale bonus to hit until your next action.
  5. BATTLE CRY Copyright 2003, Ian Cheesman
  6. Balance: 4.20 (Purp 4.00, Pow 4.00, Port 4.33, Comp 4.50, Rule 4.17)
  7.  
  8. ===========
  9.  
  10. ACROBATIC CHARGE [General, Fighter]
  11. Your unexpected attacks have great effect.
  12. Prerequisite: Dodge, Mobility, Tumble 1 rank, Base attack bonus +3
  13. Benefit: You may tumble a distance equal to your speed as part of a charge, avoiding attacks of opportunity as described in the Tumble skill. If you succeed at the Tumble check, and if you make a bull rush, trip, disarm or grapple attack as part of this charge, you gain an additional +2 circumstance bonus to your attack roll and to any other rolls necessary for the maneuver, such as the opposed ability check for a trip attack. You may not use Acrobatic Charge on consecutive rounds.
  14. Normal: You may only Tumble as part of a normal move.
  15. ACROBATIC CHARGE Copyright 2001, Michael J. Kletch
  16. Balance: 4.45 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.25, Rule 4.75)
  17.  
  18. ==========
  19.  
  20. CONTROLLED CHARGE [General, Fighter]
  21. You can still remain defensive when charging.
  22. Benefit: You are able to make a charge attack without suffering a -2 penalty to armor class.
  23. CONTROLLED CHARGE Copyright 2005, Jason D. Kemp
  24. Balance: 4.68 (Purp 4.60, Pow 4.20, Port 4.60, Comp 5.00, Rule 5.00)
  25.  
  26. ======
  27.  
  28. FLEET OF FOOT [General]
  29. You can turn while running or charging.
  30. Prerequisite: Dex 15, Run
  31. Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.
  32. Normal: Without this feat, you can run or charge only in a straight line.
  33. FLEET OF FOOT Copyright 2000, System Reference Document
  34. Balance: 4.10 (Purp 4.25, Pow 4.00, Port 4.25, Comp 4.00, Rule 4.00)
  35.  
  36. =========
  37.  
  38. IMPROVED CHARGE [General, Fighter]
  39. When you charge into combat, your momentum carries a great deal of force and power.
  40. Prerequisite: Str 13, Power Attack
  41. Benefit: When you perform a charge action, you receive a +2 bonus to damage in addition to the +2 to hit.
  42. IMPROVED CHARGE Copyright 2002, OGC Source AEGF
  43. Balance: 4.70 (Purp 4.75, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.75)
  44.  
  45. ========
  46.  
  47. MIGHTY CHARGE [General, Fighter]
  48. You charge with single minded purpose and determination.
  49. Prerequisite: Str 13, Improved Charge, Power Attack, Run, Base attack bonus +6
  50. Benefit: When taking the charge action, you gain an additional +2 to your attack roll and damage roll, but suffer an additional -2 penalty to your AC.
  51. MIGHTY CHARGE Copyright 2002, OGC Source AEGF
  52. Balance: 4.07 (Purp 3.67, Pow 4.00, Port 4.33, Comp 4.33, Rule 4.00)
  53.  
  54. ==========
  55.  
  56. WILLOW STEP [General, Fighter]
  57. You may charge past your enemies with a graceful dancing step.
  58. Prerequisite: Dex 15, Tumble 10 ranks, Dodge, Mobility, Spring Attack
  59. Benefit: When charging, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your speed. You do not provoke an attack of opportunity from the opponent that you attack. You may move through your targets space when doing this.
  60. WILLOW STEP Copyright 2002, OGC Source AEGF
  61. Balance: 3.67 (Purp 4.00, Pow 3.67, Port 3.33, Comp 3.33, Rule 4.00)
  62.  
  63. ==========
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