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Quartersatff Rethought

I like the equipment bonus idea... that's the kind of thing that's usually pretty circumstantial in my game. A player will ask me whether or not he can derive any sort of bonus on a jump check by using his staff. Or more often, he'll simply inform me that he uses it to vault forward without actually expecting any kind of bonus, and I'll decide right then to grant one. Once a precedent is set....

I think I'd be inclined to add utility to the quarterstaff with a specific feat, however, rather than changing the way the weapon works in the core system... thus requiring some sort of "Staff Fighter" feat rather than Exotic Weapon Proficiency or whatever.
 

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The Warblade build I'm currently working on would like to claim that there's little wrong with the Quarterstaff as-is. (Although some decent quarterstaff-specific feats to improve it would not be unappreciated ...)

It's the only double weapon that doesn't require wasting a feat on EWP. People think double weapon is a worthless designation -- but it's not, on the right build.

On a build with both Power Attack and TWF, double weapons are the only way to avoid spending an action on switching between two-handed attacks (e.g. when you don't have an opportunity to make a full attack) and TWF fulll attacks (e.g. when you have lots of bonus damage on your attacks, or when you are using a maneuver like Dancing Mongoose).

This probably still doesn't lead to the most powerful melee build in all existence, but it's a decent setup nonetheless. And these homebrewed quarterstaff rules would prevent my build idea from working.
 

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