Lord Foul wrote:Deft Manoeuvres appears to have a wider spread than those feats it replaces, allowing a greater range of application than any one of those feats, but it also seems underpowered compared with any one of them. While that makes sense in terms of overall balance, it may not be so good if he only wanted one of those combat manoeuvres as a preferred fighting style. I note that Improved Trip grants an extra melee attack, which I'd guess may be the principal reason for choosing it. That isn't there in the new feat, so all it really gives is the avoidance of the attack of opportunity, which can also be avoided by using a weapon or taking Improved Unarmed Strike, and the reduced +2 bonus on the check. I have to wonder whether that is enough to warrant taking it instead of something with a clear benefit.
I see what happened. I didn't do my research properly. I had looked at Improved feats on the pathfinder wiki when I looking over Deft Manoeuvres which is also a pathfinder feat. They all looked the same so Deft Manoeuvres made sense. What I didn't realize was that at the trip and disarm feats had been nerfed in pathfinder, that feint wasn't the same kind of feat, and that dirty trick, steal, and reposition were introduced in pathfinder.
the +4 makes sense since we agreed to use the 3.5 rules for most things and the way CMD works in PF for most fighters it work out to the same numbers. So we'll up Deft Manoeuvres to a +4 bonus. I'm also fine with having the feat give the extra attack for trip attempts, and it making feints a move action. With the extra Manoeuvres thrown in there we'll see Rowan do more than just trip up everyone.
Lord Foul wrote:Mighty Deeds of Arms sounds like a nice way to add some colour to combat style and descriptions. I'm guessing there's a typo in there as rolling 3 or higher on a d3 is just rolling a 3 (if you meant d4 that works much better and fits the progression at the end). That does make a difference as it either means roll max on the die or roll above half, which is the difference between useless and useful.
No typo. 3 or higher is correct. The threshold stays the same and the deed die increases. So Ikoma's read on it is correct. With the 4th level of the feat you have an 80% chance to score an extra 3-10.
Lord Foul wrote: I have two or three concerns with it as a feat. First, the progression seems costly; that's a four feat sink to get maximum effect, of a 50% chance for an extra 6-10 damage. Second, how does this feat work with all the other combat/weapon enhancers that give bonuses to hit and damage (Weapon Specialisation etc)? Four of those chosen well could easily match this on every attack with no chance of failure.
They would probably stack. This feat wouldn't negate those feats, I might have to review it that situation seems broken though.
Lord Foul wrote: Finally, as stated there is no limit to the number of times it can be used, so is the idea that it can be used on every attack roll? If so that makes it worth having, but also means it will become commonplace, rather than the Mighty Deed it purports to be.
Yes you can use it every attack but The mightiness doesn't come from it's rarity but its descriptive use. Remember you also declare a creative action you you are trying to do. Examples from the DCC book include attacks that blind, disarm, pushback, trip, throw, defend, or rally.
I was thinking about this and Should we create a new thread for the characters? This Forum is so quiet these days i don't think anyone will mind.Arbuthnott wrote:I'll need to note down the page no. of this...![]()
Arbuthnott wrote:I was only really planning on taking Improved Trip, and that extra attack is no joke. A single feat covering all of the different combat manouvers is lovely, but perhaps less useful then I initially thought; I am also taking Improved Unarmed Strike which, as you said, overlaps with Deft Manouvers heavily.
I'm not seeing the overlap. Unarmed strike allows you to do Deft Manoeuvres as though your were armed(No AOO) and the damage can be lethal or subdual your choice.