Might of Arms (3.5e Feat)

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Author: DaTedinator
Date Created: January 12th, 2010
Status: Transferred
Editing: Clarity edits only please
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Might of Arms [Tactical] Use your enemy's strength against him? Ridiculous! Use your strength against him.Prerequisites: BAB +6, Power Attack, two Iron Heart maneuvers, no Setting Sun maneuvers.Benefit: This feat enables the use of three new combat options.

  • Strike Harder: Once per round, when a target makes a successful melee attack against you and deals less damage than your ranks in Balance, they provoke an attack of opportunity from you.
  • Last Longer: To use this option, you must be fighting defensively, or using Combat Expertise to take at least a -2 penalty on attack rolls. You gain a +2 dodge bonus to AC against opponents with more HP than you.
  • Be Stronger: Whenever making an opposed check with an opponent, and your total roll is lower than your ranks in Balance, you may choose to reroll once, with a -2 penalty. You must choose whether or not to reroll before hearing the results of the roll.

Special: If you later gain any Setting Sun maneuvers, you immediately lose the benefit of this feat. You may replace it with Distant Horizon one level after you meet the prerequisites.



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Article BalanceHigh +
Identifier3.5e Feat +
PrerequisiteBAB +6 +, Power Attack +, two Iron Heart maneuvers + and no Setting Sun maneuvers. +
RatingUndiscussed +
SummaryThe best way to win is to be better than your opponent. Duh. +
TitleMight of Arms +
TypeTactical +