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Martial Exploits - Trip, Disarm, and Sunder
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<blockquote data-quote="ren1999" data-source="post: 5490512" data-attributes="member: 85179"><p>We've got to look at these "exploits", "feats", "powers", "utilities" whatever.. as natural progressions of becoming a better weapons fighter.</p><p></p><p>Can anyone see any of the "feats" below as repetitive? Are there any worthy feats to add? I'm revising this and here is what I have so far.</p><p></p><p> <strong>Strong Attack</strong></p><p> requires 1st level, Athletics Skill;</p><p> standard melee attack;</p><p> 1 adjacent target, +1 adjacent target at 11th and 21st level; </p><p> attacker rolls attack 1d20 + strength modifier + half level + or – attack condition modifiers versus target’s armor class defense;</p><p> <strong>Weapon Proficiency</strong></p><p> requires 2nd level, Athletics Skill;</p><p> at-will utility;</p><p> each weapon counts as 1 separate power that must be learned;</p><p> attacker gets +1 attack roll bonus with trained weapon, +1 attack roll bonus at 11th and 21st level;</p><p> <strong>Feint Attack</strong></p><p> requires 3rd level, Athletics Skill;</p><p>minor action in addition to standard attack;</p><p> attacker adds a +1 bonus to 1d20 + charisma modifier and +5 if trained in Bluff Skill versus target’s 1d20 + wisdom modifier and +5 if trained in Intuition Skill;</p><p> +1 Bluff Skill bonus at 11th and 21st level;</p><p>[FONT=&quot]on a hit, the target grants the attacker +2 combat advantage for the standard attack;[/FONT] </p><p> <strong>Precise Attack</strong></p><p> requires 4th level, Athletics Skill;</p><p> standard melee or ranged attack;</p><p> 1 target;</p><p> attacker rolls attack 1d20 + dexterity modifier + half level + or – attack condition modifiers versus target’s reflex defense;</p><p> on a hit, weapon damage + level;</p><p> <strong>Call Shot</strong></p><p> requires 5th level, Athletics Skill;</p><p> standard melee or ranged attack;</p><p> 1 target;</p><p> -5 to the attack roll to try to hit the target’s head, on a hit, the target is dazed till the end of the target’s next turn;</p><p> -4 to the attack roll to try to hit the target’s legs, on a hit, the target is slowed till the end of the target’s next turn;</p><p> -3 to the attack roll to try to hit the target’s arms, on a hit, the target is weakened till the end of the target’s next turn;</p><p> </p><p> </p><p> <strong>Shield Bash</strong></p><p> requires 5th level;</p><p> <strong>Trip Target</strong></p><p> requires 5th level;</p><p> <strong>Kick Target</strong></p><p> requires 5th level;</p><p> <strong>Punch Target</strong></p><p> requires 5th level;</p><p> <strong>Pummel Target</strong></p><p> requires 5th level;</p><p> </p><p> <strong>Parry Defense</strong></p><p> requires 1st level;</p><p> <strong>Armor Proficiency</strong></p><p> requires 2nd level;</p><p> <strong>Dodge Defense</strong></p><p> requires 3rd level;</p><p> <strong>Close Quarters</strong></p><p> requires 4th level;</p><p> <strong>Keep Distance</strong></p><p> requires 5th level;</p><p> </p><p> <strong>Range Attack</strong></p><p> requires 1st level;</p><p> <strong>Disarm Weapon</strong></p><p> requires 6th level;</p><p> <strong>Sunder Weapon</strong></p><p> requires 7th level;</p><p> <strong>Off-Hand Weapon</strong></p><p> requires 8th level;</p><p> <strong>Sneak Attack</strong></p><p> requires 9th level;</p><p> </p><p> <strong>Toughness Training</strong></p><p> requires 6th level;</p><p> <strong>Improve Initiative</strong></p><p> requires 7th level;</p><p> <strong>Run Fast</strong></p><p> requires 8th level;</p><p> <strong>Shift Self</strong></p><p> requires 9th level;</p><p> <strong>Pull Push</strong></p><p> requires 10th level;</p><p> </p><p> <strong>Blind Target</strong></p><p> requires 5th level;</p><p> <strong>Daze Target</strong></p><p> requires 5th level;</p><p> <strong>Grab Target</strong></p><p> requires 5th level;</p><p> <strong>Immobilize Target</strong></p><p> requires 5th level;</p><p> <strong>Mark Target</strong></p><p> requires 5th level;</p><p> </p><p> <strong>Knock Prone</strong></p><p> requires 5th level;</p><p> <strong>Restrain Target</strong></p><p> requires 5th level;</p><p> <strong>Slow Target</strong></p><p> requires 5th level;</p><p> <strong>Stun Target</strong></p><p> requires 5th level;</p><p> <strong>Weaken Target</strong></p><p> requires 5th level;</p></blockquote><p></p>
[QUOTE="ren1999, post: 5490512, member: 85179"] We've got to look at these "exploits", "feats", "powers", "utilities" whatever.. as natural progressions of becoming a better weapons fighter. Can anyone see any of the "feats" below as repetitive? Are there any worthy feats to add? I'm revising this and here is what I have so far. [B]Strong Attack[/B] requires 1st level, Athletics Skill; standard melee attack; 1 adjacent target, +1 adjacent target at 11th and 21st level; attacker rolls attack 1d20 + strength modifier + half level + or – attack condition modifiers versus target’s armor class defense; [B]Weapon Proficiency[/B] requires 2nd level, Athletics Skill; at-will utility; each weapon counts as 1 separate power that must be learned; attacker gets +1 attack roll bonus with trained weapon, +1 attack roll bonus at 11th and 21st level; [B]Feint Attack[/B] requires 3rd level, Athletics Skill; minor action in addition to standard attack; attacker adds a +1 bonus to 1d20 + charisma modifier and +5 if trained in Bluff Skill versus target’s 1d20 + wisdom modifier and +5 if trained in Intuition Skill; +1 Bluff Skill bonus at 11th and 21st level; [FONT="]on a hit, the target grants the attacker +2 combat advantage for the standard attack;[/FONT] [B]Precise Attack[/B] requires 4th level, Athletics Skill; standard melee or ranged attack; 1 target; attacker rolls attack 1d20 + dexterity modifier + half level + or – attack condition modifiers versus target’s reflex defense; on a hit, weapon damage + level; [B]Call Shot[/B] requires 5th level, Athletics Skill; standard melee or ranged attack; 1 target; -5 to the attack roll to try to hit the target’s head, on a hit, the target is dazed till the end of the target’s next turn; -4 to the attack roll to try to hit the target’s legs, on a hit, the target is slowed till the end of the target’s next turn; -3 to the attack roll to try to hit the target’s arms, on a hit, the target is weakened till the end of the target’s next turn; [B]Shield Bash[/B] requires 5th level; [B]Trip Target[/B] requires 5th level; [B]Kick Target[/B] requires 5th level; [B]Punch Target[/B] requires 5th level; [B]Pummel Target[/B] requires 5th level; [B]Parry Defense[/B] requires 1st level; [B]Armor Proficiency[/B] requires 2nd level; [B]Dodge Defense[/B] requires 3rd level; [B]Close Quarters[/B] requires 4th level; [B]Keep Distance[/B] requires 5th level; [B]Range Attack[/B] requires 1st level; [B]Disarm Weapon[/B] requires 6th level; [B]Sunder Weapon[/B] requires 7th level; [B]Off-Hand Weapon[/B] requires 8th level; [B]Sneak Attack[/B] requires 9th level; [B]Toughness Training[/B] requires 6th level; [B]Improve Initiative[/B] requires 7th level; [B]Run Fast[/B] requires 8th level; [B]Shift Self[/B] requires 9th level; [B]Pull Push[/B] requires 10th level; [B]Blind Target[/B] requires 5th level; [B]Daze Target[/B] requires 5th level; [B]Grab Target[/B] requires 5th level; [B]Immobilize Target[/B] requires 5th level; [B]Mark Target[/B] requires 5th level; [B]Knock Prone[/B] requires 5th level; [B]Restrain Target[/B] requires 5th level; [B]Slow Target[/B] requires 5th level; [B]Stun Target[/B] requires 5th level; [B]Weaken Target[/B] requires 5th level; [/QUOTE]
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