Martial Effects: House Rules
Back
- Weapon Type: Light Wpns
Revised All non-blunt light weapons gain the 'Finesse' type. If Weapon Finesse is selected as a feat, it applies to all weapons with the Finesse weapon type. With Weapon Finesse a character adds their Dexterity instead of Strength to hit and their strength otherwise.
.
- Weapon Focus (feat)
Revised now apply to weapon groups instead of a specific weapon by default.
.
- Deft Maneuvers.......... [remove Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal]
New Feat. You do not provoke an attack of opportunity when performing a disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. May be used as a prerequisite for the relevant greater combat maneuver feats.
.
- Powerful Maneuvers .......... [remove Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder]
New Feat. You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. May be used as a prerequisite for the relevant greater combat maneuver feats.
.
- Dodge (feat) .......... [remove Mobility]
Revised A combatant gains a +1 dodge bonus to their AC. This bonus increases to +4 against attacks of opportunity caused when moving out of or within a threatened tile. A condition that makes the combatant lose their Dex bonus to AC also renders a loss of the benefits gained with this feat.
.
- Combat Expertise (feat)
Revised A combatant can willfully increase their ACTIVE defense by reducing their PASSIVE defense. A combatant may choose to take a 2 point penalty on reflex saving throw rolls and a -1 on all combat maneuver (CMB) checks to gain a +1 dodge bonus to their Armor Class and Combat Maneuver Defense checks. When the combatant's base attack bonus reaches +4, and every +4 thereafter, the penalty increases by 2/&1 point, respectively, and the dodge bonus increases by 1/&1 point, respectively. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. A character must maintain a positive base reflex saving throw to make this conversion. [Any effect that lowers his reflex save will lower this conversion opportunity.]
- Point Blank (feat) .......... [remove Precise Shot]
Revised: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. And because when aiming at targets inside of thirty feet, tend to be times when you are fighting indoors into a melee; (or what is about to be a melee) You have also learned the ability to shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4pt penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other. Melee you are aiming at needs not to be inside of 30 feet away. This feat will suffice for any feat tree which requires Precise Shot.