Reports from the Battle Front. Improved X feats and tactical feats.

I don't know about that--the lightning mace style only gives an extra attack on a crit threat. That functionally works out about the same as moving maces from x2 to x3 crit. (Although it is less likely to do the massive x3 damage and more likely to do some extra damage since there are rolls to confirm for each extra attack worth of damage). That just brings light maces even with shortswords and handaxes for damage. Now, I suppose that making it "an extra attack" means that a rogue could apply sneak attack damage again but it's still going to be at most one extra attack per ten attacks (19-20 threat range with Imp Crit).

Suffice it to say, that feat didn't overly impress me. Nor did most of the feats. They're interesting but the requirements (I think ALL of them require two weapon fighting--even the halberd style which is interesting because the halberd fighter can't normally do anything with two weapon fighting since it's not a double weapon) are very steep and the weapon styles are often very suboptimal to start with (axe and dagger for instance). I can see someone making good use of them to force a save vs. Move equivalent conditions but, on the whole, they weren't very impressive. The only one I thought of actually using with a character is the quarterstaff one.

Darklone said:
I do like these weaponstyle feats, but they are silly. No Rapier/Main-gauche feat? Silly. And they are not balanced vs each other... that feat that gives an additional attack (I think light maces) rocks too much.
 

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Yeah, E-B, those feats feel... strained... as though they were looking for weird combinations to encourage odd weapon-pairings. Still, with the idea now firmly in the public domain (if not actually OGC) I am sure we'll see many more such variations. Some of them at least should be interesting! ;)
 

Darklone said:
I do like these weaponstyle feats, but they are silly. No Rapier/Main-gauche feat? Silly. And they are not balanced vs each other... that feat that gives an additional attack (I think light maces) rocks too much.

...erm, isn't there a rapier/dagger feat that lets you do a free disarm if you hit with both attacks? I'm fairly certain I saw something along those lines.

J
 
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Complete Warrior weapon style feats:

Anvil of Thunder - target hit w/ axe + hammer becomes dazed if fails Fort save
Bear Fang - free grapple attempt against target hit w/ dagger + axe
Crescent Moon - free disarm attempt against target hit w/ dagger + sword
Hammer's Edge - target hit w/ sword + hammer falls prone if fails Fort save
High Sword Low Axe - free trip attempt against target hit w/ sword + axe
Lightning Mace - gain extra attack after scoring threat* while wielding two maces
Net and Trident - make combined attack w/ net + trident
Quick Staff - gain extra dodge bonus when wielding quarterstaff
Spinning Halberd - gain doge bonus and extra attack when making full attack w/ halberd
Three Mountains - target hit twice w/ mace, morningstar, or greatclub becomes nauseated if fails Fort save

* Yes, it really says that in the full feat description, too. Apparently you do not need to confirm the critical.
 

I think the feats are fairly well balanced. The ones with the weaker benefits also include a sword in the mix, and swords are generally better weapons than the weapons the other feat use. So you lose a bit on your two-weapon combo, and gain a bit on your standard fighting style.

Falling prone may not be as nasty as being dazed, but it does give +4 to hit, nd puts your foe ina situation where they have to either stand up (giving you a free attack) or just stay there on the ground.

Bear Fang has the additional clause that if you succssfully grapple, you drop your axe, but immediately take a free attack with your dagger.
 

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