Stamina System Notes

The following upgrades would occur if we adopt the Stamina system in this game. Stamina pool is (BAB+Con mod) and regenerates at a rate of 1 point per full minute of rest.

Lieutenant Croft (8 Stamina Points)

Two-Weapon Fighting: You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can’t reduce the penalty below 0.

Quick Draw: As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action.

Swashbuckler: Provided you are holding both a melee weapon and a loaded range weapon, you may spend 3 Stamina points to make one attack of opportunity with your ranged weapon, rather than your melee weapon.

Precise Shot: As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.

Point Blank Shot: You can spend up to 6 stamina points to increase this feat’s range by 5 feet for each stamina point you spent.

Rapid Reload: When reloading a crossbow or firearm, you can spend 5 stamina points to reduce the reload time by one step; a standard action becomes a move action, a move action becomes a swift action, and a swift action becomes a free action. The weapon you are reloading doesn’t need to be the one you chose when you took this feat. If the weapon already has a reload time of one free action, when you make a full attack with the weapon, you can spend 2 stamina points to gain a +1 bonus on all damage rolls with the weapon during that full attack.

Deadly Aim: When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.

Weapon Finesse: You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn. (Irrelevant)

Improved Critical: When you hit with an attack and the roll fails to threaten a critical hit by 3 or less, you can spend 5 stamina points to attempt to deal double damage anyway. Roll as if confirming a critical hit. If this confirmation roll succeeds, your attack is still not a critical hit, but it deals double damage.

Battle Cry: You can spend 5 stamina points when an ally under your battle cry’s effect decides to reroll a saving throw against a fear effect and end the feat’s effect. When you do, that ally continues to be affected by the Battle Cry after she rerolls the saving throw.

Miriam Gainsborough (9 Stamina Points)

Deadly Aim: When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.

Point Blank Shot: You can spend up to 6 stamina points to increase this feat’s range by 5 feet for each stamina point you spent.

Precise Shot: As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.

Vital Strike: After rolling the damage of a Vital Strike attack, you can spend 2 stamina points to reroll up to two of the weapon’s damage dice. (For weapons with more than one damage die, count all the weapon’s base damage dice together as one.) You must take the second result, even if it’s lower.

Improved Critical: When you hit with an attack and the roll fails to threaten a critical hit by 3 or less, you can spend 5 stamina points to attempt to deal double damage anyway. Roll as if confirming a critical hit. If this confirmation roll succeeds, your attack is still not a critical hit, but it deals double damage.

Doctor Reed (8 Stamina Points)

Dragon Style: On your second and all subsequent unarmed strike attacks made in a round, you can spend 3 stamina points before making each attack to add 1-1/2 times your Strength modifier to that attack’s damage roll.

Dragon Ferocity: When you use this feat to make a foe shaken with a critical hit or a successful Stunning Fist attempt, you can spend 5 stamina points to also sicken that foe for 1d4 rounds.

Weapon Focus (Claw/Bite): Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

Feral Combat Training: At the start of your turn, you can spend any number of stamina points. Until the beginning of your next turn, for every 2 stamina points you spent this way, you can apply the effects of Feral Combat Training to a single natural weapon attack made with a natural weapon other than the weapon chosen with this feat.

Lady Locust (9 Stamina Points)

Combat Expertise: You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent. Irrelevant unless we also get Combat Stamina for free?

Combat Reflexes: When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.

Quick Draw: As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action.

Weapon Focus (Rapier): Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

Improved Critical – SPECIAL: Swashbucklers gain Improved Critical as a class feature, not a feat. As a balancing factor in this being quite powerful, it makes sense that they cannot improve this feature with Stamina.

Stamina System Notes

The Hunt HellKey Riklurt