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D&D Older Editions, OSR, & D&D Variants
Martial Style Feat Handbook
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<blockquote data-quote="MwaO" data-source="post: 9580233" data-attributes="member: 12749"><p>Paragon Paths (to be added)</p><p><strong><span style="color: rgb(0, 0, 245)">Arkhosian Blademaster</span> </strong>– Solid AP feature for encouraging focus fire, though anti-initial alpha strike. Good useful powers. If only it didn't require the entry feat</p><p><strong>Arrowhead Commander </strong>— exploitable F11/F16, except Warlords at a base tend to not push/slide/pull with their good powers. Taking a -2 penalty for cover for the style feat and the various options though not great, particularly because none of the powers of this paragon path do forced movement.</p><p><strong><span style="color: rgb(140, 26, 245)">Harrowing Swarm Archer</span></strong> <span style="color: rgb(0, 0, 0)">— maybe if you have a consistent way of doing ongoing damage, the +2 to hit is beneficial. But mostly bad powers except the U12.</span></p><p><strong><span style="color: rgb(0, 0, 0)"><span style="color: rgb(0, 0, 245)">Huntmaster</span> </span></strong><span style="color: #000000">– Very good AP feature, F11, and U12. The problem is the build belonging to this paragon path and I suspect it is a Ranger|Warden hybrid with a Hungry Spear enchantment, so as to be able to throw a spear with twin strike.</span></p><p><span style="color: rgb(140, 26, 245)"><strong>Ironstar Mauler</strong> </span><span style="color: #000000">— +1 to hit is nice, maybe the -2 to saving throws is relevant, the AP feature is probably never getting sufficient use.</span></p><p><strong><span style="color: rgb(0, 0, 0)"><span style="color: rgb(0, 0, 245)">Kulkor Arms Master</span> </span></strong>–– CA grant and AP features are solid, U12 is good, the attack powers do basic multi-attacking</p><p><strong><span style="color: rgb(0, 0, 245)">Rampaging Brute</span> — </strong>interesting F16, strong E11, particularly with the AP feature. Good U12. Probably not getting hit with OAs when charging because if you're doing this, you're a charge build and you likely have a Badge of the Berserker</p><p><strong><span style="color: rgb(0, 0, 0)">Reaving Axe Savant</span></strong> — relatively easy +2 to activate, solid AP feature, assuming you can throw an Axe for Hurling Charge, goes well with E11. The problem is the rest of the path.</p><p><strong><span style="color: rgb(0, 0, 245)">Red Cloak</span></strong> <span style="color: rgb(0, 0, 0)">—ok AP feature, F11 interesting, F16 allowing multiple immediates on misses, E11 Dance of the Cloak is fantastic. This probably wants to be some sort of Defender|Rogue hybrid</span></p><p><strong>Steel Vanguard Master</strong> — solid AP feature, decent F16, F11 ok, ok E11. Nothing super special</p><p><strong><span style="color: rgb(0, 0, 245)">Zephyr Warchief</span></strong> — Strong U12 though limited burst size, good AP feature, solid F16, useful E11. Mostly getting to Dark Blue on the strength of the U12.</p></blockquote><p></p>
[QUOTE="MwaO, post: 9580233, member: 12749"] Paragon Paths (to be added) [B][COLOR=rgb(0, 0, 245)]Arkhosian Blademaster[/COLOR] [/B]– Solid AP feature for encouraging focus fire, though anti-initial alpha strike. Good useful powers. If only it didn't require the entry feat [B]Arrowhead Commander [/B]— exploitable F11/F16, except Warlords at a base tend to not push/slide/pull with their good powers. Taking a -2 penalty for cover for the style feat and the various options though not great, particularly because none of the powers of this paragon path do forced movement. [B][COLOR=rgb(140, 26, 245)]Harrowing Swarm Archer[/COLOR][/B] [COLOR=rgb(0, 0, 0)]— maybe if you have a consistent way of doing ongoing damage, the +2 to hit is beneficial. But mostly bad powers except the U12.[/COLOR] [B][COLOR=rgb(0, 0, 0)][COLOR=rgb(0, 0, 245)]Huntmaster[/COLOR] [/COLOR][/B][COLOR=#000000]– Very good AP feature, F11, and U12. The problem is the build belonging to this paragon path and I suspect it is a Ranger|Warden hybrid with a Hungry Spear enchantment, so as to be able to throw a spear with twin strike.[/COLOR] [COLOR=rgb(140, 26, 245)][B]Ironstar Mauler[/B] [/COLOR][COLOR=#000000]— +1 to hit is nice, maybe the -2 to saving throws is relevant, the AP feature is probably never getting sufficient use.[/COLOR] [B][COLOR=rgb(0, 0, 0)][COLOR=rgb(0, 0, 245)]Kulkor Arms Master[/COLOR] [/COLOR][/B]–– CA grant and AP features are solid, U12 is good, the attack powers do basic multi-attacking [B][COLOR=rgb(0, 0, 245)]Rampaging Brute[/COLOR] — [/B]interesting F16, strong E11, particularly with the AP feature. Good U12. Probably not getting hit with OAs when charging because if you're doing this, you're a charge build and you likely have a Badge of the Berserker [B][COLOR=rgb(0, 0, 0)]Reaving Axe Savant[/COLOR][/B][COLOR=rgb(0, 0, 245)] [/COLOR]— relatively easy +2 to activate, solid AP feature, assuming you can throw an Axe for Hurling Charge, goes well with E11. The problem is the rest of the path. [B][COLOR=rgb(0, 0, 245)]Red Cloak[/COLOR][/B][COLOR=rgb(0, 0, 245)] [/COLOR][COLOR=rgb(0, 0, 0)]—ok AP feature, F11 interesting, F16 allowing multiple immediates on misses, E11 Dance of the Cloak is fantastic. This probably wants to be some sort of Defender|Rogue hybrid[/COLOR] [B]Steel Vanguard Master[/B] — solid AP feature, decent F16, F11 ok, ok E11. Nothing super special [B][COLOR=rgb(0, 0, 245)]Zephyr Warchief[/COLOR][/B][COLOR=rgb(0, 0, 245)] [/COLOR]— Strong U12 though limited burst size, good AP feature, solid F16, useful E11. Mostly getting to Dark Blue on the strength of the U12. [/QUOTE]
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