Been away for ages it seems, back a bit, so lets see if all this still hangs on. Okay, just want to say a few introductionary words before I get on with the actual postage. This isn't a complete list in any way of the Combat Feats I am working for for my revamp of D&D. And I would also like to explain the actual project that I have headlessly engulfed myself in. I have started doing a revamp of D&D to make it fit me better.
I have come across so many alternate rules over my time as a D&D player, rules that I loved, that my game is hardly D&D anymore. And I got the idea long time ago to revamp the system to make it fit my taste better. Of course, this doesn't mean that it should fit everybody's taste better. One of the very fundamental things I have done is to remove all classes, including prestige classes, and replaced them with four basic classes. Combat Class, Toughness Class, Magic Class and Artisan Class. Each class gains two feats from level 1 and an additional feat each level, so the amount of feats available to players is a bit higher. The feats are where I am really trying to put down some work, making them much more varied for the players, enabling them to specialise their character greatly without having to resort to PrC's. I have done some work on the Combat feats, and want to present some of them here. Before I present the feat, I will just post a summary of my Combat Class explanation.
The Combat Class
The Combat Class, as described above, represents how well trained the character is in the use of weapons, be that the sword, the bow or his own fists and feet. Using his Combat Class feats, a character can learn to use a host of specialised attacks. These attacks will often require a certain amount of Rage to use. Rage is accumulated in combat; a character never has any Rage when not engaged in combat. If a character is not in combat, any Rage he has accumulated will dissappear at the rate of one point per round. Each time a character attacks with a melee weapon, be that a sword or his fists, and he hits his opponent and causes damage, he gains one point of Rage. Each time a character has damage inflicted upon him during combat, from any source, he will also gain one point of Rage. The character must take actual damage to gain Rage, is is insufficient for him to be subject to an attack that is either deflected or soaked by his armor.
To read more about the Combat Class, read the Combat section as well as the section containing Combat Feats.
Combat Feats
Axe Focus
Requirements: None
You are much more likely to cause a critical hit when wielding a weapon from the Axe category.
Bonus: When wielding a weapon from the Axe category, your critical hit chance is increased by one.
Axe Mastery
Requirements: Axe Specialisation, Combat Level 8
Your critical hits caused axes cause your opponent to bleed, causing them damage over time.
Bonus: When wielding a weapon from the Axe category, your critical hits cause your opponent to bleed. Every round for the following three rounds, the opponent will suffer one point of damage that cannot be absorbed by armor.
Axe Specialisation
Requirements: Axe Focus, Combat Level 4
You cause more damage with your critical hits done by weapons of the Axe category.
Bonus: When wielding a weapon from the Axe category, you inflict an additional two points of damage on critical hits.
Axe Strike
(Special Attack)
Requirements: Axe Mastery, Combat Level 12
You can perform a special attack while wielding a weapon of the Axe category that automatically causes a critical hit.
Rage Cost: 5
Attack Description: You can perform an Instant attack with any weapon from the Axe category that will automatically cause a critical hit if it hits.
Axe Strike, Improved
(Special Attack Augmentation)
Requirements: Axe Strike, Combat Level 16
Your chance to hit when performing an Axe Strike is increased.
Bonus: When performing an Axe Strike, your gain a +2 bonus to your attack.
Battle Shout: Crazed Roar
(Special Attack)
Requirements: Beserker, Combat Voice, Combat Level 4
You are able to let out a fierce roar that will increase your Rage.
Rage Cost: 0
Attack Description: As a Normal Action, you let out a shriek roar that enrages you, causing you to gain 2 points of Rage.
Battle Shout: Deafening Shriek
(Special Attack)
Requirements: Combat Voice, Combat Level 8
You are able to let out a high-pitched shriek that will deafen your enemies.
Rage Cost: 6
Attack Description: You let out a high-pitched shriek that affects all enemies within 30 feet of you. Enemies that have no hearing senses are immune to Deafening Shriek. Any enemies within the area of effect must succeed at a Fortitude Saving Throw (DC is equal to your Combat Level) or become deafened for 3 rounds. Deafened opponents cannot receive any verbal commands and they receive a -4 penalty to their Concentration check when casting any spell with a Somatic component.
Battle Shout: Deafening Shriek, Improved
(Special Attack Augmentation)
Requirements: Battleshout: Deafening Shriek, Combat Level 12
Your Deafening Shriek is more likely to affect your enemies
Bonus: When performing a Deafening Shriek, the Fortitude Saving Throw DC to resist the effect is increased by +2.
Battle Shout: Demoralizing Howl
(Special Attack)
Requirements: Combat Level 4, Combat Voice
You are able to let out a forceful howl that intimidates your enemies.
Rage Cost: 5
Attack Description: You let out a howl that affects all enemies within 30 feet of you. Enemies that are immune to Mind-Affect effects are also immune to Demoralizing Howl. Any enemies within the area of effect must succeed at a Will Saving Throw (DC is equal to your Combat Level) or suffer a -2 morale penalty to their attacks for 5 rounds.
Battle Shout: Demoralizing Howl, Enforced
(Special Attack Augmentation)
Requirements: Battle Shout: Demoralizing Howl, Combat Level 8.
Your Demoralizing Howl is more likely to affect your enemies.
Bonus: When performing a Demoralizing Howl, the Will Saving Throw DC to resist the effect is increased by +2.
Battle Shout: Demoralizing Howl, Forceful
(Special Attack Augmentation)
Requirements: Battle Shout: Demoralizing Howl, Combat Level 12.
Your Demoralizing Howl causes your enemies to suffer a greater penalty to their attacks.
Bonus: When you successfully affect an enemy with Demoralizing Howl, the morale penalty they suffer to their attacks is increased from -2 to -4.
Beserker
Requirements: None
You are able to hold more Rage than normal.
Bonus: You are able to contain an amount of Rage points equal to 15 + Constitution Modifier.
Normal: You are able to contain an amount of Rage points equal to 10 + Constitution Modifier.
Combat Voice
Requirements: None
You are able to yell commands and order more loudly in combat.
Bonus: The distance that you can be heard when shouting is doubled.
Dagger Focus
Requirements: Combat Level 4
You attack faster with weapons from the Dagger category.
Bonus: When attacking with weapons from the Dagger category, your attack becomes Instant, making your target unable to counter it with an Interupting action.
Dagger Jab
(Special Attack)
Requirements: Dagger Mastery, Combat Level 16
You are able to counter the attacks of your enemy with a swift, deadly strike.
Rage Cost: 3
Attack Description: As an Interupting Action, you can make a swift attack with your dagger that has a chance to render the target unable any action he was in the process of performing. If the attack hits, it causes normal damage. The target must succeed at a Fortitude Saving Throw (DC is equal to your Attack Bonus with the wielded weapon) or have his action interupted.
Dagger Jab, Improved
(Special Attack Augmentation)
Requirements: Dagger Jab, Combat Level 20
Your Dagger Jabs have a greater chance to disrupt your enemy’s actions.
Bonus: When performing a Dagger Jab, the Fortitude Saving Throw DC of the interupting effect of the strike is increased by +4.
Dagger Throat Blow
(Special Attack)
Requirements: Dagger Jab, Combat Level 24
You are able to silence an opponent with a swift strike against their throat with the hilt of your dagger.
Rage Cost: 10
Attack Description: As an Instant Action, you can make a swift attack against the throat of your enemy. If you hit with Dagger Throat Blow, you cause normal damage to your opponent. The opponent must succed at a Fortitude Saving Throw (DC is equal to your Attack Bonus with the wielded weapon) or become Silenced for 1d4+1 rounds.
Dagger Throat Blow, Improved
(Special Attack Augmentation)
Requirements: Dagger Throw Blow, Combat Level 28
Your Dagger Throat Blow has a greater chance to silence your opponent.
Bonus: When performing a Dagger Throat Blow, the Fortitude Saving Throw DC of the silencing effect of the blow is increased by +4.
Dagger Mastery
Requirements: Dagger Specialisation, Combat Level 12
Your whole person becomes faster when wielding a dagger in combat.
Bonus: You gain a +2 bonus to your Initiative when wielding a Dagger in combat, as the lightness of your weapon makes you faster than those opponents wielding bigger, unwieldier weapons.
Dagger Specialisation
Requirements: Dagger Focus, Combat Level 8
You are able to strike so swiftly with a dagger that your opponent has less chance to dodge your attacks.
Bonus: When attacking an opponent with a dagger, your attacks are so fast that the opponent looses 2 points of his Dexterity bonus to his Defence Class. This feat does not decrease the Defence Class of any opponent that has no Dexterity bonus, and the feat cannot decrease the Dexterity bonus of the enemy to a negative amount.
Hammer Deathdealer
Requirements: Hammer Fury, Weapon Grand Mastery with a weapon from the Hammer category, Combat Level 30
You are able to instantly slay any opponent that has been stunned by your hammer.
Bonus: When you hit an opponent with a hammer that has been stunned by your Hammer Focus feat, the opponent has to succeed at a Fortitude Saving Throw (DC is equal to your Attack Bonus with the wielded bonus) or die. Creatures immune to effects that cause death are also immune to this feat.
Hammer Focus
Requirements: Combat Level 4
You are able to stun your opponents when wielding weapons from the Hammer category.
Bonus: When you deal damage to an enemy with a critical hit using a weapon from the Hammer category, your enemy have to succeed at a Fortitude Saving Throw (DC is equal to your Attack Bonus with the wielded weapon) or be stunned for 1 full found.
Hammer Fury
Requirements: Hammer Mastery, Combat Level 20
You inflict more damage to any stunned foes that you attack with hammers.
Bonus: When you strike a stunned opponent with a hammer, you cause an additional 5 points of damage with your blows.
Hammer Mastery
Requirements: Hammer Specialisation, Combat Level 12
You are able to stun your enemy for a longer period of time while wielding a hammer.
Bonus: The stun duration of a critical hit with a weapon from the Hammer category is increased from 1 round to 2 rounds.
Hammer Specialisation
Requirements: Hammer Focus, Combat Level 8
The enemy is less likely to avoid the stunning effect of your critical hits done with weapons from the Hammer category.
Bonus: The Fortitude Saving Throw DC for resisting the stunning effect from Hammer Focus is increased by +2.
Shield Focus
Requirements: None
You are able to defend yourself better with a shield than an unskilled wielder.
Bonus: The Defence Bonus of any shield you wield is increased by +1.
Shield Mastery
Requirements: Shield Specialisation, Combat Level 8
You are able to deflect magic spells and effect with your shield.
Bonus: When wielding a shield, you gain a +1 bonus to your Reflex Saving Throw.
Shield Specialisation
Requirements: Shield Focus, Combat Level 4
You are able to absorb more damage when wielding a shield.
Bonus: The Armor Bonus of any shield you wield is increased by +1.
Weapon Ferocity
Requirements: Weapon Mastery (With the same weapon type as Weapon Ferocity is going to apply for), Combat Level 18.
You are far more ferocious when wielding the weapon you have specialised in using, gaining more rage with every single blow.
Bonus: You gain one additional point of Rage whenever you damage an opponent with the weapon type of your choice. This bonus Rage stacks with the bonus Rage gained from Weapon Mastery, causing the total Rage to be gained on a critical hit to be 3 points.
Special: This feat cannot be chosen more than once. Once chosen, the character has chosen to specialise so greatly in the weapon type that the feat applies to that he is unable to specialise in other weapons to the same extent.
Weapon Focus
Requirements: None
You are adept at handling a single type of weapon with excellence.
Bonus: You gain a +1 bonus to attack with a single weapon type of your choice. The bonus only applies to the chosen weapon type.
Special: This feat can be chosen more than once, each time applying to a new weapon type.
Weapon Grand Mastery
Requirements: Weapon Ferocity (With the same weapon type as Weapon Grand Mastery is going to apply for), Combat Level 24.
You are deadly while wielding a single type of weapon, enabling you to strike additional times at your opponent.
Bonus: When you cause a critical hit with a weapon of the chosen type, you gain an additiona, free attack with your full attack bonus that can be used at any opponent within melee range.
Weapon Mastery
Requirements: Weapon Specialisation (With the same weapon type as Weapon Mastery is going to apply for), Combat Level 12.
You gain additional rage when wielding the weapon that you have specialised in using.
Bonus: You gain one additional point of Rage whenever you damage an opponent with a critical hit with a weapon type of your choice. This bonus only applies to the chosen weapon type. Weapon Mastery can only be chosen for melee weapons.
Special: This feat can be chosen more than once, each time applying to a new weapon type.
Weapon Specialisation
Requirements: Weapon Focus (With the same weapon type as Weapon Specialisation is going to apply for), Combat Level 6.
You wield a single weapon type with far more deadliness than you do other weapons.
Bonus: You gain a +1 bonus to damage with a single weapon type of your choice. The bonus only applies to the chosen weapon type.
Special: This feat can be chosen more than once, each time applying to a new weapon type.
Phew, that was fun editing. Anyways, as you can see, I use two different terms for weapons, that is, weapon type and weapon category. A Longsword is a weapon type, and it is in the weapon category labelled One-Handed Swords. I know that the concept of Rage is very inspired from WOW (I found it an excellent system to add alot of variety into combat, to make it more interesting than the usual hack'n'slack). My whole revamp contains alot of things "stolen" from other sources, such as the Grim'n'Gritty rules and other tidbits. I honestly don't care about stealing the stuff I like, why not use what you can if you want to make a system that works for you.
I have come across so many alternate rules over my time as a D&D player, rules that I loved, that my game is hardly D&D anymore. And I got the idea long time ago to revamp the system to make it fit my taste better. Of course, this doesn't mean that it should fit everybody's taste better. One of the very fundamental things I have done is to remove all classes, including prestige classes, and replaced them with four basic classes. Combat Class, Toughness Class, Magic Class and Artisan Class. Each class gains two feats from level 1 and an additional feat each level, so the amount of feats available to players is a bit higher. The feats are where I am really trying to put down some work, making them much more varied for the players, enabling them to specialise their character greatly without having to resort to PrC's. I have done some work on the Combat feats, and want to present some of them here. Before I present the feat, I will just post a summary of my Combat Class explanation.
The Combat Class
The Combat Class, as described above, represents how well trained the character is in the use of weapons, be that the sword, the bow or his own fists and feet. Using his Combat Class feats, a character can learn to use a host of specialised attacks. These attacks will often require a certain amount of Rage to use. Rage is accumulated in combat; a character never has any Rage when not engaged in combat. If a character is not in combat, any Rage he has accumulated will dissappear at the rate of one point per round. Each time a character attacks with a melee weapon, be that a sword or his fists, and he hits his opponent and causes damage, he gains one point of Rage. Each time a character has damage inflicted upon him during combat, from any source, he will also gain one point of Rage. The character must take actual damage to gain Rage, is is insufficient for him to be subject to an attack that is either deflected or soaked by his armor.
To read more about the Combat Class, read the Combat section as well as the section containing Combat Feats.
Combat Feats
Axe Focus
Requirements: None
You are much more likely to cause a critical hit when wielding a weapon from the Axe category.
Bonus: When wielding a weapon from the Axe category, your critical hit chance is increased by one.
Axe Mastery
Requirements: Axe Specialisation, Combat Level 8
Your critical hits caused axes cause your opponent to bleed, causing them damage over time.
Bonus: When wielding a weapon from the Axe category, your critical hits cause your opponent to bleed. Every round for the following three rounds, the opponent will suffer one point of damage that cannot be absorbed by armor.
Axe Specialisation
Requirements: Axe Focus, Combat Level 4
You cause more damage with your critical hits done by weapons of the Axe category.
Bonus: When wielding a weapon from the Axe category, you inflict an additional two points of damage on critical hits.
Axe Strike
(Special Attack)
Requirements: Axe Mastery, Combat Level 12
You can perform a special attack while wielding a weapon of the Axe category that automatically causes a critical hit.
Rage Cost: 5
Attack Description: You can perform an Instant attack with any weapon from the Axe category that will automatically cause a critical hit if it hits.
Axe Strike, Improved
(Special Attack Augmentation)
Requirements: Axe Strike, Combat Level 16
Your chance to hit when performing an Axe Strike is increased.
Bonus: When performing an Axe Strike, your gain a +2 bonus to your attack.
Battle Shout: Crazed Roar
(Special Attack)
Requirements: Beserker, Combat Voice, Combat Level 4
You are able to let out a fierce roar that will increase your Rage.
Rage Cost: 0
Attack Description: As a Normal Action, you let out a shriek roar that enrages you, causing you to gain 2 points of Rage.
Battle Shout: Deafening Shriek
(Special Attack)
Requirements: Combat Voice, Combat Level 8
You are able to let out a high-pitched shriek that will deafen your enemies.
Rage Cost: 6
Attack Description: You let out a high-pitched shriek that affects all enemies within 30 feet of you. Enemies that have no hearing senses are immune to Deafening Shriek. Any enemies within the area of effect must succeed at a Fortitude Saving Throw (DC is equal to your Combat Level) or become deafened for 3 rounds. Deafened opponents cannot receive any verbal commands and they receive a -4 penalty to their Concentration check when casting any spell with a Somatic component.
Battle Shout: Deafening Shriek, Improved
(Special Attack Augmentation)
Requirements: Battleshout: Deafening Shriek, Combat Level 12
Your Deafening Shriek is more likely to affect your enemies
Bonus: When performing a Deafening Shriek, the Fortitude Saving Throw DC to resist the effect is increased by +2.
Battle Shout: Demoralizing Howl
(Special Attack)
Requirements: Combat Level 4, Combat Voice
You are able to let out a forceful howl that intimidates your enemies.
Rage Cost: 5
Attack Description: You let out a howl that affects all enemies within 30 feet of you. Enemies that are immune to Mind-Affect effects are also immune to Demoralizing Howl. Any enemies within the area of effect must succeed at a Will Saving Throw (DC is equal to your Combat Level) or suffer a -2 morale penalty to their attacks for 5 rounds.
Battle Shout: Demoralizing Howl, Enforced
(Special Attack Augmentation)
Requirements: Battle Shout: Demoralizing Howl, Combat Level 8.
Your Demoralizing Howl is more likely to affect your enemies.
Bonus: When performing a Demoralizing Howl, the Will Saving Throw DC to resist the effect is increased by +2.
Battle Shout: Demoralizing Howl, Forceful
(Special Attack Augmentation)
Requirements: Battle Shout: Demoralizing Howl, Combat Level 12.
Your Demoralizing Howl causes your enemies to suffer a greater penalty to their attacks.
Bonus: When you successfully affect an enemy with Demoralizing Howl, the morale penalty they suffer to their attacks is increased from -2 to -4.
Beserker
Requirements: None
You are able to hold more Rage than normal.
Bonus: You are able to contain an amount of Rage points equal to 15 + Constitution Modifier.
Normal: You are able to contain an amount of Rage points equal to 10 + Constitution Modifier.
Combat Voice
Requirements: None
You are able to yell commands and order more loudly in combat.
Bonus: The distance that you can be heard when shouting is doubled.
Dagger Focus
Requirements: Combat Level 4
You attack faster with weapons from the Dagger category.
Bonus: When attacking with weapons from the Dagger category, your attack becomes Instant, making your target unable to counter it with an Interupting action.
Dagger Jab
(Special Attack)
Requirements: Dagger Mastery, Combat Level 16
You are able to counter the attacks of your enemy with a swift, deadly strike.
Rage Cost: 3
Attack Description: As an Interupting Action, you can make a swift attack with your dagger that has a chance to render the target unable any action he was in the process of performing. If the attack hits, it causes normal damage. The target must succeed at a Fortitude Saving Throw (DC is equal to your Attack Bonus with the wielded weapon) or have his action interupted.
Dagger Jab, Improved
(Special Attack Augmentation)
Requirements: Dagger Jab, Combat Level 20
Your Dagger Jabs have a greater chance to disrupt your enemy’s actions.
Bonus: When performing a Dagger Jab, the Fortitude Saving Throw DC of the interupting effect of the strike is increased by +4.
Dagger Throat Blow
(Special Attack)
Requirements: Dagger Jab, Combat Level 24
You are able to silence an opponent with a swift strike against their throat with the hilt of your dagger.
Rage Cost: 10
Attack Description: As an Instant Action, you can make a swift attack against the throat of your enemy. If you hit with Dagger Throat Blow, you cause normal damage to your opponent. The opponent must succed at a Fortitude Saving Throw (DC is equal to your Attack Bonus with the wielded weapon) or become Silenced for 1d4+1 rounds.
Dagger Throat Blow, Improved
(Special Attack Augmentation)
Requirements: Dagger Throw Blow, Combat Level 28
Your Dagger Throat Blow has a greater chance to silence your opponent.
Bonus: When performing a Dagger Throat Blow, the Fortitude Saving Throw DC of the silencing effect of the blow is increased by +4.
Dagger Mastery
Requirements: Dagger Specialisation, Combat Level 12
Your whole person becomes faster when wielding a dagger in combat.
Bonus: You gain a +2 bonus to your Initiative when wielding a Dagger in combat, as the lightness of your weapon makes you faster than those opponents wielding bigger, unwieldier weapons.
Dagger Specialisation
Requirements: Dagger Focus, Combat Level 8
You are able to strike so swiftly with a dagger that your opponent has less chance to dodge your attacks.
Bonus: When attacking an opponent with a dagger, your attacks are so fast that the opponent looses 2 points of his Dexterity bonus to his Defence Class. This feat does not decrease the Defence Class of any opponent that has no Dexterity bonus, and the feat cannot decrease the Dexterity bonus of the enemy to a negative amount.
Hammer Deathdealer
Requirements: Hammer Fury, Weapon Grand Mastery with a weapon from the Hammer category, Combat Level 30
You are able to instantly slay any opponent that has been stunned by your hammer.
Bonus: When you hit an opponent with a hammer that has been stunned by your Hammer Focus feat, the opponent has to succeed at a Fortitude Saving Throw (DC is equal to your Attack Bonus with the wielded bonus) or die. Creatures immune to effects that cause death are also immune to this feat.
Hammer Focus
Requirements: Combat Level 4
You are able to stun your opponents when wielding weapons from the Hammer category.
Bonus: When you deal damage to an enemy with a critical hit using a weapon from the Hammer category, your enemy have to succeed at a Fortitude Saving Throw (DC is equal to your Attack Bonus with the wielded weapon) or be stunned for 1 full found.
Hammer Fury
Requirements: Hammer Mastery, Combat Level 20
You inflict more damage to any stunned foes that you attack with hammers.
Bonus: When you strike a stunned opponent with a hammer, you cause an additional 5 points of damage with your blows.
Hammer Mastery
Requirements: Hammer Specialisation, Combat Level 12
You are able to stun your enemy for a longer period of time while wielding a hammer.
Bonus: The stun duration of a critical hit with a weapon from the Hammer category is increased from 1 round to 2 rounds.
Hammer Specialisation
Requirements: Hammer Focus, Combat Level 8
The enemy is less likely to avoid the stunning effect of your critical hits done with weapons from the Hammer category.
Bonus: The Fortitude Saving Throw DC for resisting the stunning effect from Hammer Focus is increased by +2.
Shield Focus
Requirements: None
You are able to defend yourself better with a shield than an unskilled wielder.
Bonus: The Defence Bonus of any shield you wield is increased by +1.
Shield Mastery
Requirements: Shield Specialisation, Combat Level 8
You are able to deflect magic spells and effect with your shield.
Bonus: When wielding a shield, you gain a +1 bonus to your Reflex Saving Throw.
Shield Specialisation
Requirements: Shield Focus, Combat Level 4
You are able to absorb more damage when wielding a shield.
Bonus: The Armor Bonus of any shield you wield is increased by +1.
Weapon Ferocity
Requirements: Weapon Mastery (With the same weapon type as Weapon Ferocity is going to apply for), Combat Level 18.
You are far more ferocious when wielding the weapon you have specialised in using, gaining more rage with every single blow.
Bonus: You gain one additional point of Rage whenever you damage an opponent with the weapon type of your choice. This bonus Rage stacks with the bonus Rage gained from Weapon Mastery, causing the total Rage to be gained on a critical hit to be 3 points.
Special: This feat cannot be chosen more than once. Once chosen, the character has chosen to specialise so greatly in the weapon type that the feat applies to that he is unable to specialise in other weapons to the same extent.
Weapon Focus
Requirements: None
You are adept at handling a single type of weapon with excellence.
Bonus: You gain a +1 bonus to attack with a single weapon type of your choice. The bonus only applies to the chosen weapon type.
Special: This feat can be chosen more than once, each time applying to a new weapon type.
Weapon Grand Mastery
Requirements: Weapon Ferocity (With the same weapon type as Weapon Grand Mastery is going to apply for), Combat Level 24.
You are deadly while wielding a single type of weapon, enabling you to strike additional times at your opponent.
Bonus: When you cause a critical hit with a weapon of the chosen type, you gain an additiona, free attack with your full attack bonus that can be used at any opponent within melee range.
Weapon Mastery
Requirements: Weapon Specialisation (With the same weapon type as Weapon Mastery is going to apply for), Combat Level 12.
You gain additional rage when wielding the weapon that you have specialised in using.
Bonus: You gain one additional point of Rage whenever you damage an opponent with a critical hit with a weapon type of your choice. This bonus only applies to the chosen weapon type. Weapon Mastery can only be chosen for melee weapons.
Special: This feat can be chosen more than once, each time applying to a new weapon type.
Weapon Specialisation
Requirements: Weapon Focus (With the same weapon type as Weapon Specialisation is going to apply for), Combat Level 6.
You wield a single weapon type with far more deadliness than you do other weapons.
Bonus: You gain a +1 bonus to damage with a single weapon type of your choice. The bonus only applies to the chosen weapon type.
Special: This feat can be chosen more than once, each time applying to a new weapon type.
Phew, that was fun editing. Anyways, as you can see, I use two different terms for weapons, that is, weapon type and weapon category. A Longsword is a weapon type, and it is in the weapon category labelled One-Handed Swords. I know that the concept of Rage is very inspired from WOW (I found it an excellent system to add alot of variety into combat, to make it more interesting than the usual hack'n'slack). My whole revamp contains alot of things "stolen" from other sources, such as the Grim'n'Gritty rules and other tidbits. I honestly don't care about stealing the stuff I like, why not use what you can if you want to make a system that works for you.