User:Spazalicious Chaos/The Book of Frenzied Warfare (3.5e Sourcebook)/Character Options
To help take advantage of the updated combat system, below are new options as well as updated options to keep relevancy. Items that share the same name as SRD items use the rules listed in this chapter, superceding the existing SRD material.
Contents
Weapons[edit]
Weapons are very much unchanged, but with new categories and a new rule for ranged attacks.
- Minimum Range: Direct and indirect fire are bullshit categories and no longer exist. Bows and Crossbows do not fire lasers that go in perfectly straight lines, arrows and stones are affected by gravity and feel the same pull your character feels. Hell, high school freshmen in physics even know that if you want something to go as far as possible, you launch it in a 45° angle, letting it follow a parabolic path. Instead, we have a minimum range at which a weapon can be used effectively, as per below:
- Grapple/Same Space: Crossbows, Wands, Scrolls, most spells
- Adjacent: Bows, all thrown weapons, slings
- Short (1d4+1 feet): Light Bombard, Ballistaes
- Medium (2d4+5 feet): Heavy Bombard, Light Catapult
- Long (4d4+10 feet): Heavy Catapult
The weapons automatically miss targets inside their minimum range.
- Massive Weapons: Heads up, would-be seige engineers. Tired of wasting skill point on a profession skill that only turnas up once a campaign? Now you don't have to, bacause seige weapons now are operated by normal attacks. These babies come in three sizes, all staged past two-handed weapons:
- Heavy- While still light enough to be carried around, heavy weapons have no chance of being used unless supported by a source beyond the character using the weapon, like resting it on the torch bearers shoulders or a tripod. Using a heavy weapon incurs a -2 to attack rolls, which is cumulative with the non-proficiency penalty. The Ballista is a heavy weapon.
- Massive- Massive weapons are too big to carry around on one person, and thus need a wagon or something that can haul huge loads. While only one person does the aiming and firing, Massive weapons need a crew of people to assist in load and moving the weapon. Using a Massive weapon incurs a -4 penalty to attack rolls, which is cumulative with the non-proficiency penalty. The Light Catapult and Light Bombard are Massive weapons.
- Super Massive- Super massive weapons are often stationary and can not be moved, though a significantly large team of the heaviest draft animals in fantasy can move a specially outfitted Super Massive weapon from battle to battle. While only one person aims and attacks with the weapon itself, these weapons require a huge crew to assist in all aspects of the attack, from reloading to attacking. Using a Super Massive weapon incurs a -8 penalty to attack rolls, which is cumulative with the non-proficiency penalty. Heavy Catapults, Heavy Bombards, Firespouts and Rams are Super Massive weapons.
Skills[edit]
This book introduces a new set of skills that replaces the Weapon Focus feat tree- Weapon Skills. Weapons each have an associated skill with this variant, which one may put ranks into. One may possess ranks in a weapon skill as per a normal skill, but with the following limits:
- Total Weapon Skill ranks may not exceed Base Attack Bonus x2
- Individual Weapons Skills have a rank cap of Base Attack Bonus +3
These skill are typeless, much like Speak Language, and are therefore unmodified by ability. Weapons that a given class is proficient are considered class skills for buying ranks, while non-proficient weapons are consdiered cross-class skills. For every 4 ranks in a Weapons Skill, the character gains a +1 bonus on attack and damage rolls.
Feats[edit]
This section will divide feats according to the relevant section of combat they are associated with. If a feat shares a name with an SRD feat, the feat listed below superceeds the SRD when implementing the Frenzied Warfare combat system. Let's begin.
Parry Defense[edit]
Deflect Arrows [Fighter]
You can not only follow arrows and bullets in flight, but react sufficiently to defend yourself.Prerequisites: Dex 13, Spot 6 ranksBenefit: When targeted by a projectile attack, such as a bow, acidic spit or a bullet, you may use your Parry defense against it, regardless of whether it orginates from outside your melee reach or not.
Normal: You may not Parry projectile attacks that originate outside your melee reach.
Deflect Touch [Fighter]
Through finely honed motor skills and sense you can avoid being touched while holding your positionPrerequisites: BAB +8, Dex 13, Spot 10 ranks or Blind Fight, Deflect ArrowsBenefit: When targeted by a touch attack, be it ranged or melee, outside or inside your reach, you may use your parry defense against it.
Normal: You may not parry ranged touch attacks that originate from outside your melee reach or against melee touch attacks period.
Glide [Fighter]
You gave up on stopping attacks, and instead allow them to glide harmlessly away from you.Prerequisites: Str 13, Dex 13, BAB +10Benefit: When using a Parry defense, missed attacks only damage your weapon if a second attack roll against your Parry defense is made successfully, this time a success damages the weapon.
Normal: If an attack misses a Parry defense, damge is rolled against the defenders choice of their weapon or shield (if they are using a shield.)
Defended Leap [Fighter]
You jump through the walls of uplifted spears with no fear, as you parry each strike from below.Prerequisites: Str 13, Dex 13, Jump 8 ranks, Deflect ArrowsBenefit: Whenever you purposely afflict the airborne condition upon yourself (such as jumping or dropping off a cliff) you use your Parry defense instead of your surprise defense.
Normal: When airborne all attacks target your Surprise defense.Special: If you possess Agile Leap you may choose to use your Parry or your Dodge defense
Dodge Defense[edit]
Dodge [Fighter]
You have refined your reflexes and movements into a fluid state that makes you difficult to hit.Prerequisites: Dex 13Benefit: You gain a +1 Dodge bonus to your Dodge defense. This bonus doubles against attacks made by your target.
Improved Dodge [Fighter]
Your reflexes and movements are fluid and graceful, dancing you accross the field and away from the slings and arrows of war.Prerequisites: Dex 15, DodgeBenefit: You gain a +2 Dodge bonus to your Dodge defense. This bonus doubles against attacks made by your target.
Special: The benefits of this feat stack with Dodge.
Greater Dodge [Fighter]
You move like water, flowing around attacks without a scratch on your skin or a flaw in your grace.Prerequisites: Dex 17, Dodge, Improved DodgeBenefit: You gain a +3 Dodge bonus to your Dodge defense. This bonus doubles against attacks made by your target.
Special: The benefits of this feat stack with Dodge and Improved Dodge.
Swift Dodge [Fighter]
Since dodging is about getting out of the way, you decided to train for getting way out of the way.Prerequisites: Dex 15, Dodge, MobilityBenefit: When using your Dodge defense against an attack you may take a 10 foot step instead of a 5 foot step.
Normal: When using your Dodge defense you take an immediate 5 foot step.
Agile Leap [Fighter]
While soaring through the air, you perform timely twists and flips that confound your assailants.Prerequisites: Str 13, Dex 13, Jump 8 ranks, Dodge, MobilityBenefit: Whenever you purposely afflict the airborne condition upon yourself (such as jumping or dropping off a cliff) you use your Dodge defense instead of your surprise defense.
Normal: When airborne all attacks target your Surprise defense.Special: If you possess Defended Leap you may choose to use your Parry or your Dodge defense
Disarm[edit]
Improved Disarm [Fighter]
A flick of the wrist and a twist of the blade later, your foe stands weaponless.Prerequisites: Int 13, Combat ExpertiseBenefit: You gain a +4 to the Disarm manuever, and while Disraming you do not provoke and attack of opportunity, regardless of whether the attempt succeeds or not.
Normal: The Disarm manuever provikes an attack of opportunity on a failed attempt.
Lethal Disarm [Fighter]
Your opponent disarmed and no time to waste as your blade sinks into fleash before his steel hits the ground.Prerequisites: Int 15, BAB +4, Improved Disarm, Combat ReflexesBenefit: Any opponent you disarm provokes an immediate attack of opportunity from you.
Disarm and Fling [Fighter]
In one fluid motion you disarm your foe and send his weapon sailing into another.Prerequisites: Dex 15, Int 17, BAB+8, Improved Disarm, Deflect ArrowsBenefit: On a successful Disarm manuever you can make an immediate ranged attack with the disarmed weapon. This weapon has a range increment of 5 feet, but otherwise is resolved as per a normal attack with a thrown weapon.
Special: If you have the Deflect Touch feat, you may use this feat to cause a touch attack to hit anyone within your targets natural reach. This is resolved normally, but the attack can not exceed the targets natural reach.
Fient[edit]
Improved Fient [Fighter]
With rush and flair you make a false attack, fooling your foe into an exposed position.Prerequisites: Int 13, Combat ExpertiseBenefit: You gain a +4 bonus to performing the Fient manuever, and also you never provoke an attack of opportunity while Fienting, regardless of the Fients success or failure.
Normal: A failed Fient manuever provokes an attack of opportunity.
Greater Fient [Fighter]
Wasting no time you fool your target into exposing himself and strike before he realizes his mistake.Prerequisites: Int 15, BAB+4, Improved Fient, Combat ReflexesBenefit: On a successful Fient manuever your target provokes an attack of opportunity.
Beast Fient [Fighter]
By studying the worlds beasts you have learned to use their survival instincts against them.Prerequisites: Int 15, Wis 15, Improved Fient, Handle Animal 6 ranksBenefit: You take only a -5 penalty to Fient a target of animal intelligence. This penalty goes away entirely when fighting a target of any animal intelligence species you have defeated in combat previously.
Normal: When using Fient on a creature of animal intelligence you take a -10 penalty.
Steal[edit]
Improved Steal [Fighter]
Mastering the art of combat thievery, you steal with great efficiency.Prerequisites: Int 13, Combat ExpertiseBenefit: You gain a +4 bonus when using the Steal manuever, and do not provoke an attack of opportunity when Stealing.
Normal: Steal provokes an attack of opportunity.
Greater Steal [Fighter]
Your hands are ghosts, phasing in and out of the pockets of your targets at a whim.Prerequisites: Int 15, Dex 13, Improved Steal, Slight of Hand 8 ranksBenefit: The size/location penalties for Stealing items are halved, rounded down.
Handless Theft [Fighter]
Whether you use teeth or pinky, you get what you want.Prerequisites: Int 15, Dex 17, Improved Steal, Greater Steal, Slight of Hand 16 ranksBenefit: You no longer need a free hand to use the Steal manuever. However, you still need a free appendage that could grasp the target item (fingers wrapped around a sword, teeth in a grapple, etc.) and you lose the benefits of Greater Steal if so encumbered.
Normal: You need a free hand to use Steal.Special: If you possess Improved Disarm your weapon counts as a free appendage
Dirty Trick[edit]
Improved Dirty Trick [Fighter]
Refusing to be bound by silly words like "fair" and "honor", you use all the cheaters tactics in a fight.Prerequisites: Int 13, Combat Expertise, Improved Unarmed StrikeBenefit: You gain a +4 bonus to the Dirty Trick manuever, and you never provoke an attack of opportunity when using a Dirty Trick.
Normal: Using a Dirty Trick provokes an attack of opportunity.
Greater Dirty Trick [Fighter]
When you put someone down, you make sure they stay down.Prerequisites: Int 15, BAB+4, Improved Dirty TrickBenefit: The conditions you inflict with the Dirty Trick manuever last 1d4 rounds.
Normal: Dirty Trick inflicts conditions for one round.
Cruel Trick [Fighter]
It is not enough that you disable your foes. You must cripple them.Prerequisites: Int 15, BAB+10, Improved Dirty Trick, Greater Dirty Trick, may not be Lawful GoodBenefit: You deal full weapon damage with whatever attack you have readied whenever performing the Dirty Trick manuever.
Normal: Dirty Trick inflicts a condition instead of dealing damage.
Lock Blades[edit]
Improved Lock [Fighter]
Trained in the finer arts of swordplay, you have learned how to disable a foes weapon without giving him the opportunity to run.Prerequisites: Int 13, Combat ExpertiseBenefit: You gain a +4 bonus to the Lock Blades manuever, and never provoke an attack of opportunity when using Lock Blades.
Normal: Lock Blades provokes an attack of opportunity.
Double Bind [Fighter]
A master of disablement, you can situate your weapon to interupt the motions of two weapons.Prerequisites: Str 13, Dex 13, Int 13, BAB+6, Improved Lock BladesBenefit: By taking a -5 penalty to the initial attack, you can use Lock Blades to disable two of your opponents attacks with only one of your weapons.
Normal: Lock Blades disables only one weapon.
Shear [Fighter]
A master of disablement, you can rip off the fangs and claws of your foes.Prerequisites: Str 13, Dex 13, Int 13, BAB+6, Improved Lock Blades, Improved Disarm, Lethal DisarmBenefit: By when locked with a natural attack, you may make a disarm attempt. Success indicates that you deal normal weapon damage to your target and disable the attack your were locked with until the target is healed of damage equal to that dealt.
Normal: You can not disarm a natural attack.