D&D Tactical and Rogue Feats
Before, I did a series of Feats based on Charisma and social characters, and you can find those here if you're interested. Since I'm bored, I figured I'd write up some for tacticians which aren't just +1 to Reflex saves, etc.
ETA: A couple more Feats
Master Sargeant: (Requirements: 12+ Wisdom) The character has an innate understanding of small group tactics, and how to utilize the diverse resources of the average adventuring party to their best advantage. When he is commanding up to 8 allies in a fight, his allies gain +1 to their AC for every round they /obey/ his orders, whether those orders are given before the attack or shouted during the fight. This feat cannot be used during a round where the character is flatfooted, and requires the character be able to see the field of battle.
Scout's Wisdom: This character can expand his tactical knowledge to include the optimal use of terrain and natural surroundings. This character can maximize cover: when personally directing someone into cover (including himself), that cover will count as one level more complete than normal. However, those under cover take a -2 penalty to attack without breaking cover. If a character breaks cover, they have to be personally directed back to regain the benefits of this feat. A character using this Feat in conjunction with the Hide skill gains a +2 competence bonus to the skill roll.
Captain's Charge: If one charging warrior is a frightening proposition, an entire line of them is terrifying...and a character with this feat knows exactly how to direct a charge to do the most damage. Every character who is charging under a character with this feat's direction doubles their charge attack bonus (including any bonuses from relevant, charge-related feats), and halves their AC penality. However, because this requires the characters to move within a line, all characters move on the slowest Initiative, and all must be unmounted, or mounted with the same type and quality of mount, to benefit from this feat. The character directing the charge must also participate in it, and there must be more than one character charging in concert for anyone to benefit from this feat.
General's Eye: (Requirements: Wisdom 15+, Master Sargeant) An experienced campaigner with this feat expands her knowledge of group tactics to cover entire battlefields. As long as they have a clear view of the field, and can communicate with their subordinates (through runners, flags, horns, or magic), they can take advantage of the shifting tides of battle to better position their forces. All units moving in accordance with their General's command recieve a +2 to all attack and defence rolls, and a +1 morale bonus versus charm and fear effects.
Star Formation: (Requirements: Master Sargeant) Using his knowledge of small-group tactics, a character with this Feat can ensure that his squad or party benefits from optimal character placement and movement. No character in line of sight who is obeying this character's commands can be caught flatfooted on a round where the character with Star Formation is not, and when three or more characters are obeying the tactician's direct commands, no one in the formation can be flanked.
Reinforce: (Requirements: Wis 12+) A character with this Feat can monitor the condition of his party, and gets a chance to intervene on the behalf of a faltering ally. If an ally within line-of-sight takes damage in an attack, the tactician can call for reinforcements. Any character within a 5' step may immediately move in to help reinforce the targetted character, and take damage on their behalf. The damage gets divided evenly between the number of total characters, reinforcements and the original target, with any fractions rounded up. The character with Reinforce does not have to be among the reinforcements for characters to benefit from this Feat.
ETA: A couple more Feats
Master Sargeant: (Requirements: 12+ Wisdom) The character has an innate understanding of small group tactics, and how to utilize the diverse resources of the average adventuring party to their best advantage. When he is commanding up to 8 allies in a fight, his allies gain +1 to their AC for every round they /obey/ his orders, whether those orders are given before the attack or shouted during the fight. This feat cannot be used during a round where the character is flatfooted, and requires the character be able to see the field of battle.
Scout's Wisdom: This character can expand his tactical knowledge to include the optimal use of terrain and natural surroundings. This character can maximize cover: when personally directing someone into cover (including himself), that cover will count as one level more complete than normal. However, those under cover take a -2 penalty to attack without breaking cover. If a character breaks cover, they have to be personally directed back to regain the benefits of this feat. A character using this Feat in conjunction with the Hide skill gains a +2 competence bonus to the skill roll.
Captain's Charge: If one charging warrior is a frightening proposition, an entire line of them is terrifying...and a character with this feat knows exactly how to direct a charge to do the most damage. Every character who is charging under a character with this feat's direction doubles their charge attack bonus (including any bonuses from relevant, charge-related feats), and halves their AC penality. However, because this requires the characters to move within a line, all characters move on the slowest Initiative, and all must be unmounted, or mounted with the same type and quality of mount, to benefit from this feat. The character directing the charge must also participate in it, and there must be more than one character charging in concert for anyone to benefit from this feat.
General's Eye: (Requirements: Wisdom 15+, Master Sargeant) An experienced campaigner with this feat expands her knowledge of group tactics to cover entire battlefields. As long as they have a clear view of the field, and can communicate with their subordinates (through runners, flags, horns, or magic), they can take advantage of the shifting tides of battle to better position their forces. All units moving in accordance with their General's command recieve a +2 to all attack and defence rolls, and a +1 morale bonus versus charm and fear effects.
Star Formation: (Requirements: Master Sargeant) Using his knowledge of small-group tactics, a character with this Feat can ensure that his squad or party benefits from optimal character placement and movement. No character in line of sight who is obeying this character's commands can be caught flatfooted on a round where the character with Star Formation is not, and when three or more characters are obeying the tactician's direct commands, no one in the formation can be flanked.
Reinforce: (Requirements: Wis 12+) A character with this Feat can monitor the condition of his party, and gets a chance to intervene on the behalf of a faltering ally. If an ally within line-of-sight takes damage in an attack, the tactician can call for reinforcements. Any character within a 5' step may immediately move in to help reinforce the targetted character, and take damage on their behalf. The damage gets divided evenly between the number of total characters, reinforcements and the original target, with any fractions rounded up. The character with Reinforce does not have to be among the reinforcements for characters to benefit from this Feat.
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