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> 2 new feats Total Offense and Superior Offense, Greetings from Steve Russell
Quillion
  Posted: Sep 12 2004, 07:09 AM
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On the theory that you can never have too many feats and that they take very little of my time to create I will be stopping in from time to time to try to give back to the wheel of time community. Since I am creating these on the fly I am much more open to criticism than I ussually am since I have not spent days and days contemplating the possibilites.

TOTAL OFFENSE [GENERAL]
“The only way to win is a frontal assault.” -- Tem Irenhurn of Garen's Wall
Prerequisite: Int 13. Combat Expertise
Benefit: When you use the full attack action in melee, you can take a penalty of as much as –5 to your armor class and add the same number (+5 or less) as a circumstance bonus to your attack roll. This number may not reduce your armor class below 1. The changes to attack rolls and Armor Class last until your next action and until that time you are flat-footed.
Special: A armsman may select Total Offense as one of his armsman bonus feats.

SUPERIOR OFFENSE [GENERAL]
“If at first you don’t succeed, try a bigger hammer.”—Jonim Ithiya, blacksmith of Tanchico.
Prerequisites: Int 13, Combat Expertise, Total Offense, Superior Expertise, +6 base attack bonus
Benefit: When you use the Total Offense feat to improve your Attack bonus, the number you subtract from your Armor Class and add to your attack roll can be any number that does not reduce your Armor Class below one.
This feat eliminates the +5 maximum for the Total Offense feat
Special: A armsman may select Superior Offense as one of his armsman bonus feats.


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Quillion
Ogre Sage of Pencil Pushers Publishing
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Coming soon for 3P's the Last Dominion:
Night of Fire by Randy Madden (Eosin the Red)
Here There Be Monsters by Steven Russell (Quillion)

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Two Rivers Wolfbrother
Posted: Sep 12 2004, 03:12 PM
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I really like feats that present options, like this. "Up to..."
Do you think Combat Expertise should be a requirement? It seems like the opposite, like a base feat, much like Combat Expertise is. This feels to me like it could be a base feat (Total Offense, I mean). I think it would work well in this capacity as well. Just my constructive piece. Great feats!


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MagusRogue
Posted: Sep 12 2004, 05:01 PM
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This looks like All-Out Attack from Mutants and Masterminds. It was a base feat, without any requirements. There was another one called Accurate Attack, which allows you to subtract from damage and add it to your attack. For an adaption to 3.5, it can't be used with two-handed weapons, and light weapons add twice the damage penalty to attack rolls.


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Quillion
Posted: Sep 12 2004, 08:38 PM
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I the realm of power AC is really on the low end, I would much rather have a bonus to saves than ac and defenitely a bonus to attack vs. AC. The basic reason this is true is because you control when you take an attack you do not control when you make use of your AC.

I have read both of those feats, as I own both AEG's Feat book and Mongoose's Ultimate Feats. However both of the feats you mention do not stop you from having a very low AC (bad dex no armor) and raping the rules to gain a major bonus to damate.

Imagine an attack like this and you used powerattack in conjunction. you could sacrifce all of your base attack bonus and sacrifice you ac, deal double damage with a two handed weapon and have an technical AC of -4or sum such.

A great deal of my work is often inspired by other people who have a great idea but don't make it balanced. This is the reason I created tougher prerequesites so as to balance the power that the feats are offering with the right requirements.


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Quillion
Ogre Sage of Pencil Pushers Publishing
Mythical Gaming!

Coming soon for 3P's the Last Dominion:
Night of Fire by Randy Madden (Eosin the Red)
Here There Be Monsters by Steven Russell (Quillion)

"A hundred thousand lemmings can't be wrong!"--Anonymous
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