I'll see what I can post later today, I've got two assignements due today and I've got assignments due over the next two weeks before the semester ends.
Also, I want to know if we can get re-training of things like feats between adventures/levels, and if other scaling feats that were written up can be presented?
Specifically:
Intelligent Fighter [Combat]
You outsmart people...so you can stab them in the face.
Benefit: You have the Edge over opponents when your Intelligence is greater than both their Intelligence and their Dexterity.
+1: You may use your Int bonus on both melee and ranged attack rolls. Yes, you're very smart.
+6: Ghost Step: You may use your Int bonus in place of Charisma when you feint. Additionally, you may do a special feint, called a Ghost Step, when you take a move action to move around your opponent while staying in melee range. This feint may be based on BAB or your ranks in Bluff, plus your Int bonus. If it's successful, your opponent loses his Dex bonus (like normal) and you deal an additional Xd6 (X is equal to your Int Bonus) damage when you stab him in the ass, as long as the ass is stabbed before the enemy's next turn. This bonus damage is not multiplied on a critical hit, and Ghost Step may only be used once per round.
+11: You may use your Int bonus on both melee and ranged damage rolls.
+16: Manipulate: With your enormous brain, you're perfectly suited to tricking an enemy into doing what you want them to. You may do a special Feint as a swift action once a round.
If you succeed, designate an action, movement, or ability of the enemy. You must be aware of this ability, either by having seen it yourself or by succeeding on an appropriate knowledge check. On the enemy's turn, it performs the action you designated, as long the action does not violate its sense of self-preservation.
You may 'manipulate' the opponent into moving to a particular spot, or attacking you with a particular ability, weapon, or spell. Any attacks must be directed at you or one of your allies, although it is possible to trick an enemy into using, for example, a breath weapon on you while you're in the middle of its group of comrades. If you use this ability in consecutive rounds, take a -5 penalty for each round you've used this.
Common Manipulations include:
-Enemy follows you to keep melee distance (requires you to actually move)
-Enemy uses a spell-like ability on you or an ally of yours
-Enemy uses a particular weapon when it attacks.
-Enemy attacks you.
-Flying enemy lands to attack more directly.
-Enemy, for some inexplicable reason, decides they don't want to teleport for a round.
[This would replace Weapon Finesse; and while I won't specialize so much in Dex, I can't afford to dump it as it is important for my various sneaking skills, granting of cleave attacks]
Doesn't matter. Just a random idea.
[spoiler]and, this is something that is just more thematic, but would the following work?
Scholar [Skill]
Knowledge is power.
This is a skill feat that scales with your ranks in your highest Knowledge skill.
Benefits: If your knowledge check to identify an opponent gives a result of at least 15 + the foe's CR, you have The Edge against that opponent until its CR increases.
4: You may take 10 on knowledge skill checks.
9: You are adept at identifying monsters' weaknesses. With a swift action and an appropriate knowledge check (DC 15 + creature's CR), for 5 rounds, you gain either a +2 insight bonus to attack and damage against a creature or a +2 insight bonus to the save DC of any save you force it to make (your choice which). You may not take 10 on this check.
14: When you make a successful knowledge check using the 9-rank ability of this feat, your attacks also ignore the target creature's DR and hardness for 5 rounds.
19: All your attacks have a doubled critical threat range.
[This would require me to actually specialize in one of my knowledge skills, most of them have 7 ranks max, meaning shaving points from among them, or collecting them from some other skill]
[This would replace Point Blank Shot; of course, I might just replace PBS with Combat School isntead][/spoiler]
Also, I want to know if a character can be considered to be "wielding" armour spikes it they already have a weapon in all of their current hands? +1 Armour spikes of Parrying and Spellstrike look pretty useful, but my character had a kusari-gama in both of his hands. Would I need to get Multi-weapon fighting to be counted as using them, or not, or what else would I have to do?
Some more questions on skills:
Craft: how is the Craft skill going to work? If you have ranks, you can just craft things (the rule that people on the Den use, and Kaelik looks like is using), or do you need to have specialized spending of skills (i.e. you need to actually spend skills in something like Craft (Armour), but you can't make anything else other than armour?)?
Mostly because if I can, I'd like to be able to reduce the cost of the mundane component (i.e. the not magic part) of my weapon and armour. Mostly because my gear is expensive, and the character is pretty gear-reliant.
Perform:(I am playing a Bard, afterall) The PHB insanity that is the Perform skill or the one from the
Bards Suck thread that Frank wrote up (which is the bard that I'm using).
Before that can even be done, Perform needs the following adjustment:
You are trained in several types of artistic expression and know how to put on a show. Possible Perform types include ballad, buffoonery, chant, comedy, dance, drama, drums, epic, flute, harp, juggling, limericks, lute, mandolin, melody, mime, ode, pan pipes, puppetry, recorder, shalm, storytelling, trumpet, and tuba (the DM may authorize other types). You are trained in one form of performance per rank.