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Proposal: Dragon 372
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<blockquote data-quote="JoeNotCharles" data-source="post: 4813281" data-attributes="member: 79945"><p>Reaper's Touch: I think this feat should be Shadar-Kai only. It's in an article about Shadar-Kai, every other feat in the article has "Shadar-Kai" as a prereq, and there's nothing about the flavour of this feat that makes it seem LESS shadar-kai specific than the others. It's gotta be a typo that they forgot "Shadar-Kai" in the prereqs.</p><p></p><p>Mechanically, I don't know much about the other classes, but I know a little something about close-combat warlocks. It's already possible to make a warlock that's very effective in close combat. The balancing factor is that your major attacks are all ranged, so you'll draw a lot of OA's. I think allowing this feat in general might make this option too powerful and less tactically interesting, since you can stay up close to help flank/hurt with Armour of Agathys/get Prime Shot without needing to decide whether it's worth drawing an OA to attack.</p><p></p><p>On the other hand, the most powerful close-up Warlock build I know is a Dwarven Infernal Warlock who uses a Pact Craghammer with Dwarven Weapon Training to get a strong melee basic attack it can use when up close. Now with Melee Training they can even base that attack on Con. It's annoying when building chars that they outshine other races by so much for this option - I tried building a Warforged close-up warlock once, and without Dwarven Weapon Training it couldn't come close. So maybe opening up Reaper's Touch would just allow non-Dwarves some parity.</p><p></p><p>On the gripping hand, Dwarven Weapon Training + Melee Training + Pact Craghammer is 2 feats and an expensive magic item, while Reaper's Touch lets you do Eldritch Blast damage in melee right away at level 1. So I think I still prefer to restrict it.</p><p></p><p>Now, I have no problem with a Shadar-Kai Warlock getting this ability because their stat bonuses are very non-optimal for Warlocks, so they're giving something up in exchange. It makes them a bit more viable without putting them over the top.</p><p></p><p>I also don't have a problem with the spiked chain as a double-weapon. It's a full Weapon Mastery feat path, not just a single Superior Weapon Proficiency feat, and having it as one of a very few double weapons gives it more uniqueness. It doesn't have the multiple-weapon-types (both Heavy Blade and Light Blade) problems of the double sword, or even the Defensive property, which was the main thing that got them banned. The only other thing I recall being a worry was that having both ends count as off-hand makes a Tempest fighter too strong, but this is only 2d4 damage weapon so it's not overpowering - for 1 feat you could be using a Waraxe in your main hand and a Scourge in your off-hand (main: +2 hit, 1d12+1 damage - avg 7.5, max 13, off: +3 hit, 1d8+2 damage - avg 6.5, max 10) or you could have a Spiked Chain counting as two off-hands (+4 hit, 2d4+2 damage each - avg 7, max 10, with reach). That's 10% chance more to hit but a fair amout less damage with one attack, and 5% more chance to hit and just slightly more avg damage with the other. Better, but I'd say not overpoweringly so. It's certainly not as bad as the Urgrosh.</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 4813281, member: 79945"] Reaper's Touch: I think this feat should be Shadar-Kai only. It's in an article about Shadar-Kai, every other feat in the article has "Shadar-Kai" as a prereq, and there's nothing about the flavour of this feat that makes it seem LESS shadar-kai specific than the others. It's gotta be a typo that they forgot "Shadar-Kai" in the prereqs. Mechanically, I don't know much about the other classes, but I know a little something about close-combat warlocks. It's already possible to make a warlock that's very effective in close combat. The balancing factor is that your major attacks are all ranged, so you'll draw a lot of OA's. I think allowing this feat in general might make this option too powerful and less tactically interesting, since you can stay up close to help flank/hurt with Armour of Agathys/get Prime Shot without needing to decide whether it's worth drawing an OA to attack. On the other hand, the most powerful close-up Warlock build I know is a Dwarven Infernal Warlock who uses a Pact Craghammer with Dwarven Weapon Training to get a strong melee basic attack it can use when up close. Now with Melee Training they can even base that attack on Con. It's annoying when building chars that they outshine other races by so much for this option - I tried building a Warforged close-up warlock once, and without Dwarven Weapon Training it couldn't come close. So maybe opening up Reaper's Touch would just allow non-Dwarves some parity. On the gripping hand, Dwarven Weapon Training + Melee Training + Pact Craghammer is 2 feats and an expensive magic item, while Reaper's Touch lets you do Eldritch Blast damage in melee right away at level 1. So I think I still prefer to restrict it. Now, I have no problem with a Shadar-Kai Warlock getting this ability because their stat bonuses are very non-optimal for Warlocks, so they're giving something up in exchange. It makes them a bit more viable without putting them over the top. I also don't have a problem with the spiked chain as a double-weapon. It's a full Weapon Mastery feat path, not just a single Superior Weapon Proficiency feat, and having it as one of a very few double weapons gives it more uniqueness. It doesn't have the multiple-weapon-types (both Heavy Blade and Light Blade) problems of the double sword, or even the Defensive property, which was the main thing that got them banned. The only other thing I recall being a worry was that having both ends count as off-hand makes a Tempest fighter too strong, but this is only 2d4 damage weapon so it's not overpowering - for 1 feat you could be using a Waraxe in your main hand and a Scourge in your off-hand (main: +2 hit, 1d12+1 damage - avg 7.5, max 13, off: +3 hit, 1d8+2 damage - avg 6.5, max 10) or you could have a Spiked Chain counting as two off-hands (+4 hit, 2d4+2 damage each - avg 7, max 10, with reach). That's 10% chance more to hit but a fair amout less damage with one attack, and 5% more chance to hit and just slightly more avg damage with the other. Better, but I'd say not overpoweringly so. It's certainly not as bad as the Urgrosh. [/QUOTE]
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