Fighter Skills/Feats/Abilities
Fighter Skills/Feats/Abilities
Skill: Feint: Would allow a fighter to catch an opponent off guard in order to make a critical strike. The opponent would lose his dex bonus for one round of attacks and the fighter gain +1 on the next attack.
*EDIT* skill against reflex save.
Improved Feint (Feat)- allows a fighter to attempt a feint with more success and more often.
*EDIT* skill against reflex save.
Improved Feint (Feat)- allows a fighter to attempt a feint with more success and more often.
- Brar
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Re: Fighter Skills/Feats/Abilities
*coughs*
Perhpas making the bluff skill would be the way to go then
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Feint
Feinting is a standard action. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target's Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting in this way against a nonhumanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a nonintelligent creature, it's impossible.
Feinting in combat does not provoke attacks of opportunity.
Feinting as a Move Action
With the Improved Feint feat, you can attempt a feint as a move action instead of as a standard action.
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Improved Feint
Prerequisites
Int 13, Combat Expertise.
Benefit
You can make a Bluff check to feint in combat as a move action.
Normal
Feinting in combat is a standard action.
A fighter may select Improved Feint as one of his fighter bonus feats.
Your friendly house-elf,
Brar
Brar
Re: Fighter Skills/Feats/Abilities
Bluff isn't actually a combat action though, FK doesn't work in the same way with skills so it would actually have to be a feint skill rather than just a bluff check.
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Re: Fighter Skills/Feats/Abilities
... it does works the same way for listen/sneak, spot/hide, so why not for bluff/sense motive ?
And well, a feint is only a smaller part of a bluff actually
It is a combat action in DnD, so why not makes it a combat in FK too? If we're becoming closer and closer to DnD, we may as well keep the original skill names no?
And well, a feint is only a smaller part of a bluff actually
It is a combat action in DnD, so why not makes it a combat in FK too? If we're becoming closer and closer to DnD, we may as well keep the original skill names no?
Your friendly house-elf,
Brar
Brar
- Alvirin
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Re: Fighter Skills/Feats/Abilities
I would also add a skill no available in D&D but that would be of great importance, taking in consideration the bidimensional nature of FK.
Tumble (Warriors (all the guilds), Rogues (all the guilds) )
It would work as follow:
First; when you tumble, you can't do anything other than tumbling, nor even attack, if you succeed at your tumble check you disengage from your enemies that aren't using ranged or reach weapons, meaning they stop attacking you but you are still considered in combat, so at this point they will attack you again if you are alone, or either you or a partymate if grouped. Of course this would not have any effect against a wizard using ranged spells but it would prevent you from physical attacks that might be doing while casting.
Secondly:
By typing flee (and a direction), you would flee towards that direction if successful.
Tumble (Warriors (all the guilds), Rogues (all the guilds) )
It would work as follow:
First; when you tumble, you can't do anything other than tumbling, nor even attack, if you succeed at your tumble check you disengage from your enemies that aren't using ranged or reach weapons, meaning they stop attacking you but you are still considered in combat, so at this point they will attack you again if you are alone, or either you or a partymate if grouped. Of course this would not have any effect against a wizard using ranged spells but it would prevent you from physical attacks that might be doing while casting.
Secondly:
By typing flee (and a direction), you would flee towards that direction if successful.
Re: Fighter Skills/Feats/Abilities
I'm just imaging a full plate wearing warrior trying to tumble lol
I could see a rogue doing this due to the leathers but plate?
I could see a rogue doing this due to the leathers but plate?
R.I.P.
You will never be forgotten..
In memory of Stephanie
and the best damn RPing I have ever had!
Thank you
You will never be forgotten..
In memory of Stephanie
and the best damn RPing I have ever had!
Thank you
Re: Fighter Skills/Feats/Abilities
Tumble gives a +1 AC per every 5 points.
Including someone wearing full plate.
Including someone wearing full plate.
This land shall come to the God who knows the answer to War. -Ninety-Nine Nights
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Re: Fighter Skills/Feats/Abilities
They can try, but they are unlikely to succeed due to armor check penalty of full plate.Maybel wrote:I'm just imaging a full plate wearing warrior trying to tumble lol
I could see a rogue doing this due to the leathers but plate?
Only in NWN... that's not a standard DnD rule as far as I know....Selveem wrote:Tumble gives a +1 AC per every 5 points.
Including someone wearing full plate.
But you do get a bonus for fight defensively if you have 5 rank in Tumble.
Your friendly house-elf,
Brar
Brar
Re: Fighter Skills/Feats/Abilities
Ah, my bad, you're right! <3
This land shall come to the God who knows the answer to War. -Ninety-Nine Nights
Re: Fighter Skills/Feats/Abilities
So, a percentile chance to tumble in combat like the dodge skill?
Re: Fighter Skills/Feats/Abilities
We now have Sense motive which is the check against this?Briek wrote:Skill: Feint: Would allow a fighter to catch an opponent off guard in order to make a critical strike. The opponent would lose his dex bonus for one round of attacks and the fighter gain +1 on the next attack.
*EDIT* skill against reflex save.
Improved Feint (Feat)- allows a fighter to attempt a feint with more success and more often.
Could it be a possibility now?