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*Pathfinder & Starfinder
Feats to make weapon size more significant
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<blockquote data-quote="Square Peg" data-source="post: 4884025" data-attributes="member: 84799"><p>So it seems to be pretty widely accepted that if you want to do the big damage, Two-Handed Weapons is the way to go. The Power Attack 2 for 1 deal (or 3 for 1, lol Leap Attack) makes putting out frankly embarrassing amounts of damage pretty easy.</p><p></p><p>This is not yet another Two-handed vs Two-weapon thread, btw.</p><p></p><p>Anyway, in my next game (Pathfinder, btw) I'm looking at how to make similar feats that give a similar boon to characters who want to focus on defense or precision. So I'm modifying Combat Expertise and making another feat I've tentatively named Precision Strike.</p><p></p><p>Combat Expertise: Prerequisites: Int 13.</p><p>Benefit: You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. Subtract an amount up to your Intelligence modifier +2 (or your base attack bonus, whichever is lower, minimum 1) from your melee attack rolls for 1 round. Add the same amount as a Dodge bonus to your armor class for 1 round. If you are attacking with a one handed weapon, and not attacking with any other weapon in the round, the dodge bonus instead is equal to 1.5 times the attack penalty, rounded down.</p><p></p><p>The Int mod +2 modifier is a slight variation of the Pathfinder rules. Anyway, this will let someone more fencing-oriented or doing sword-and-board get more bang for their buck. I was debating doing a 2 for 1 deal, but that seemed like going a bit too far. </p><p></p><p>Precision Strike: Prerequisite: Dex 13</p><p>Benefit: You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. Add an amount up to your Dexterity modifier +2 (or your base attack bonus, whichever is lower, minimum 1) too your attack rolls for 1 round. If an attack made in this round is successful, subtract 2 points from the weapon damage for every 1 point of attack bonus you gain from this feat. If the weapon damage drops to zero or below, your attack does no damage, and any extra effects the attack might have (sneak attack damage, ability drain, elemental damage) does not occur. If you are attacking with a single light weapon, and not attacking with any other weapon in the round, you may only subtract 1 point of damage for each point of attack bonus from this feat. </p><p>For example, Lidda is a eighth level Rogue with a +2 Flaming Rapier, a Dex of 16 and a Strength of 12. She does a Precision Strike on a flat-footed opponent, and adds 2 to her attack roll. She hits, and rolls her weapon damage, 1D6 +3 for a total of 6. She subtracts 4 from this damage, and ends up with 2. Since her weapon damage was greater than zero, she adds her sneak attack damage and the extra 1D6 fire damage from the flaming property of her rapier. Her second attack that round also gets a +2 bonus to attack, and also hits. Unfortunately, she rolls a 1 on the weapon damage die and only does 4 damage. This is reduced to zero damage, and so she does not get to add her sneak attack damage, nor the fire damage from the flaming property.</p><p></p><p>So, what do you think? Does it seem balanced? Do you think it will work in game? Am I a terrible fool who throw in the towel and burn my DMG in shame? Let me Know! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Square Peg, post: 4884025, member: 84799"] So it seems to be pretty widely accepted that if you want to do the big damage, Two-Handed Weapons is the way to go. The Power Attack 2 for 1 deal (or 3 for 1, lol Leap Attack) makes putting out frankly embarrassing amounts of damage pretty easy. This is not yet another Two-handed vs Two-weapon thread, btw. Anyway, in my next game (Pathfinder, btw) I'm looking at how to make similar feats that give a similar boon to characters who want to focus on defense or precision. So I'm modifying Combat Expertise and making another feat I've tentatively named Precision Strike. Combat Expertise: Prerequisites: Int 13. Benefit: You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. Subtract an amount up to your Intelligence modifier +2 (or your base attack bonus, whichever is lower, minimum 1) from your melee attack rolls for 1 round. Add the same amount as a Dodge bonus to your armor class for 1 round. If you are attacking with a one handed weapon, and not attacking with any other weapon in the round, the dodge bonus instead is equal to 1.5 times the attack penalty, rounded down. The Int mod +2 modifier is a slight variation of the Pathfinder rules. Anyway, this will let someone more fencing-oriented or doing sword-and-board get more bang for their buck. I was debating doing a 2 for 1 deal, but that seemed like going a bit too far. Precision Strike: Prerequisite: Dex 13 Benefit: You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. Add an amount up to your Dexterity modifier +2 (or your base attack bonus, whichever is lower, minimum 1) too your attack rolls for 1 round. If an attack made in this round is successful, subtract 2 points from the weapon damage for every 1 point of attack bonus you gain from this feat. If the weapon damage drops to zero or below, your attack does no damage, and any extra effects the attack might have (sneak attack damage, ability drain, elemental damage) does not occur. If you are attacking with a single light weapon, and not attacking with any other weapon in the round, you may only subtract 1 point of damage for each point of attack bonus from this feat. For example, Lidda is a eighth level Rogue with a +2 Flaming Rapier, a Dex of 16 and a Strength of 12. She does a Precision Strike on a flat-footed opponent, and adds 2 to her attack roll. She hits, and rolls her weapon damage, 1D6 +3 for a total of 6. She subtracts 4 from this damage, and ends up with 2. Since her weapon damage was greater than zero, she adds her sneak attack damage and the extra 1D6 fire damage from the flaming property of her rapier. Her second attack that round also gets a +2 bonus to attack, and also hits. Unfortunately, she rolls a 1 on the weapon damage die and only does 4 damage. This is reduced to zero damage, and so she does not get to add her sneak attack damage, nor the fire damage from the flaming property. So, what do you think? Does it seem balanced? Do you think it will work in game? Am I a terrible fool who throw in the towel and burn my DMG in shame? Let me Know! :D [/QUOTE]
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Feats to make weapon size more significant
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