Idea 1 - Wpn Feats

Technik4

First Post
-Weapon Feats-

Each of these feats can only be taken if proficiency in the specific weapon is had, and in many cases only if weapon focus is had by the potential weilder. Additionally, all of these benefits only occur while wielding the appropriate weapon(s) in the prereqs. Feel free to add to this list.

Tight Grasp [Weapon Feat]
You are especially adept at disarming opponents with a gauntlet.
Prerequisite: Proficiency in Gauntlet
Benefit: You gain a +4 bonus to disarm someone when using your gauntlet.

Double Stab [Weapon Feat]
You stab especially quick.
Prerequisite: Weapon Focus- Dagger or Weapon Focus- Rapier
Benefit: You may make an additioanl attack at your highest attack bonus using the full-attack action. This attack and all others for the rest of the round are made at -2.

High Stakes Gambit [Weapon Feat]
You are able to launch a volley of darts in an instant.
Prerequisite: Weapon Focus- Dart
Benefit: You may throw a volley of 3 darts when you use the full-attack action, make 3 seperate attack rolls at your highest BAB. These attacks and all others for the rest of the round are at -3.

Experienced Slinger [Weapon Feat]
You scoff at others who don't use or respect the sling.
Prerequisite: Weapon Focus- Sling
Benefit: You may use your STR modifier to add damage to your sling attack. You may deal subdual damage without the -4 attack penalty.

Mighty Chucker [Weapon Feat]
You hurl spears like a heroine out of legend.
Prerequisite: Weapon Proficiency- Javelin or Weapon Proficiency- Half-Spear or Weapon Proficiency- Shortspear
Benefit: You add STR+half to all thrown weapon attacks, but you must have both hands free to throw. A buckler does not impede your throwing, while a small shield (or better) does.

Experienced Glaiver [Weapon Feat]
You charge with confidence with your trusty glaive.
Prerequisite: Weapon Focus- Glaive
Benefit: You do not suffer the -2 AC penalty for charging when wielding a glaive.

Trippy Flourish [Weapon Feat]
People often think you are tripping too much.
Prerequisite: Weapon Focus- Halbred or Weapon Focus- Guisarme
Benefit: You gain a +4 to your trip attacks and checks to defend against tripping when wielding a halbred or guisarme.

Sappy Attack [Weapon Feat]
You feel like a sap just for reading this
Prerequisite: Weapon Proficiency- Sap
Benefit: When you confirm a critical there is a chance the
opponent is also stunned for 1d4 rounds. Your opponent must make a Fort Save DC 10+damage dealt, on a failure he is stunned for 1d4 rounds, no effect if passed.


Flailing Maneuvers [Weapon Feat]
People think you are nuts.
Prerequisite: Weapon Focus- Light Flail or Weapon- Focus- Heavy Flail, or Weapon Focus- Dire Flail.
Benefit: You gain an +4 bonus to disarm (does not stack with the weapon's bonus) and a +2 bonus to trip opponents when using any flail.

Tridentius Chargus Defensus [Weapon Feat]
You have a reputation for not getting charged, ever.
Prerequisite: Weapon Proficiency- Trident
Benefit: You do quadruple damage when you set a trident against a charge.

Gnome's Delight [Weapon Feat]
You know how to pick 'em.
Prerequisite: Weapon Proficiency- Light Pick or Heavy Pick
Benefit: +2 intimidate and +2 bluff (feint). Additionally, you may add your wisdom modifier to any critical threats when using a pick.

Scything Reach
Never knew you could cut corn that far eh?
Prerequisite: Weapon Focus- Scythe
Benefit: You have reach 10 ft. when wielding a scythe. You may still hit and threaten foes adjacent to you.

Halbredier
Unlike other halbrediers, you reach with a true reaching accent.
Prerequisite: Weapon Focus- Halbred
Benefit: You have reach 10 ft. when wielding a halbred. You may still hit and threaten foes adjacent to you.

Agile Poker
You surprise people who don't think you can adjust so quickly.
Prerequisite: Weapon Focus- Glaive, Guisarme, Longspear, or Ranseur.
Benefit: You may hit and threaten foes within 5 ft. of you when wielding a Guisarme, Longspear, or Ranseur.



Thats all for now, I'll update when I have more time.

Technik
 
Last edited:

log in or register to remove this ad


Double Stab: Should that be with only the wepon you take weapon focus in?

High Stakes Gambit: So, as a full round action one can throw 3 datrs, but all the darts are at -4 to hit? And how are you making other attacks if throwing the darts takes a full round action?

Mighty Chucker: Does this apply to all thrown weapons or only the ones in re prerequiste? And how does a small shield hinder you?

Experienced Glaver: Is this when charging with the Galive or any weapon?

Trippy Flourish: With just the weapons listed or any tripping weapon? And bonus to resist being tripped always apply or just when welding the weapon?

Sappy Attack: Does the feint bonus apply if using any wewapon or only the sap?

And I could go on. The feats are okay, but really need to be defined better.
 

"Each of these feats can only be taken if proficiency in the specific weapon is had, and in many cases only if weapon focus is had by the potential weilder. Additionally, most of these benefits only occur while wielding the appropriate weapon(s). "

Sorry, I meant for the definition of a [Weapon Feat] to be that it only works for that particular weapon.

The thrown weapon cannot be used with a shield because my reasoning was thus:

Using a weapon with 2 hands gets you Str+half damage. Since you don't really throw something with 2 hands, although perhaps a large enough spear you could, you can't use a shield in the other hand when you throw it.

For High Stakes Gambit the idea was a low-level character could take the feat for multiple (albeit weak) ranged attacks. Its ideal for a wizard or rogue who wont be getting multiple attacks for a while. At first I had that attack and all other attacks at -2, but that seemed bordering on too powerful, perhaps it should be -3. The other attacks for the rest of the round apply to say a monk taking the skill, if he makes an AoO's, they will also be at -4.

Any of the bonuses only apply when wielding any of the weapons in the prereqs. Sorry for any confusion.

Technik
 


Exotic Update

Kama Kaze [Weapon Feat]
You know this art, a deadly blend of near-suicidal frenzying and a kama.
Prerequisite: Weapon Focus- Kama or Halfling Kama
Benefit: When charging with a kama you make your full complement of attacks, though you may not use flurry of blows with this. If you do, your AC penalty increases to -4.

Spinning Kukri [Weapon Feat]
You have learned the deadly art of kukri throwing.
Prerequisite: Weapon Focus- Kukri
Benefit: You may throw a kukri with a range of 10 ft (as a dagger).

Nunchaku Master [Weapon Feat]
You are a gifted wielder of the nunchaku.
Prerequisite: Weapon Focus- Nunchaku or Halfling Nunchaku
Benefit: When using the Fight Defensively attack action, your AC bonus is +4 instead of +2.

Double Sword Technique [Weapon Feat]
The ways of the double sword are innate to you.
Prerequisite: Weapon Focus- Double Sword
Benefit: You gain a +1 attack bonus when using the full attack action, with the 2-bladed sword.

Double Axe Maneuvers [Weapon Feat]
You are skilled with the hefty double axe.
Prerequisite: Weapon Focus- Double Axe
Benefit: You may treat the damage dice for the double axe as d10s instead of d8s when using the full attack action.

Legolas Strike [Weapon Feat]
You use creative methods to dispatch your opponents.
Prerequisite: none
Benefit: You may use bolts and arrows as weapons without the -4 penalty.

Overhead Strike [Weapon Feat]
The force behind your sword is unbelievable.
Prerequisite: Weapon Focus- Bastard Sword
Benefit: You may add 2x your strength modifier instead of 1 and a half when wielding a bastard sword with 2 hands.

Routine Reloading [Weapon Feat]
Reloading a small crossbow is as natural as farting.
Prerequisite: Weapon Proficiency- Hand Crossbow or Weapon Proficiency- Light Crossbow
Benefit: You may reload a hand crossbow or a light crossbow as a free action once per round.
Special: This feat can be taken more than once, each time it is taken you can reload as a free action 1 additional time.


Thats all again for now, I hope you don't mind any humor I threw into the flavor or the names, its all fun till someone gets offended ;)

Add or criticize, I dont bite...

Technik
 

My single problem is with Sappy Attack. The very nature of the weapon (a bag of sand) prevents the weapon from doing anything BUT subdual damage. Maybe I'm just too picky. Other than that, a great concept has been hatched.
 

The one's I like:

Double Stab (Dagger only, can't be combined with TWF)
Experienced Slinger
Mighty Chucker
Experienced Glaiver
Trippy Flourish
Flailing Manuevers
Tridentius Chargus Defensus
Halbredier
Agile Poker
Nunchaku Master
Routine Reloading


Pretty much all of the ones that make crappy weapons better. I find that good weapons don't need to be made any better. Honestly, I have rarely seen these weapons in combat:

dagger, sling, thrown weapons, glaive, halberd, spears, guisarme, flails, trident, halberd, nunchaku, crossbows

Your feats make these weapons a viable choice. Not overpowered, but still a bit more effective. I think I may even use these in my next game. Good job.
 



Remove ads

Top