Two New Feats, Critique Please

RisnDevil

First Post
A while ago, quite a while ago, Morrus posted a feat Brutal Hit. I liked it, alot, though I had one complaint....I, and the group I play with, tend to play on a much higher power level. As a result of this, I "re-tooled" the feat a bit to work with our power level, and created another feat to go with it. (I apologize for how wordy this is, I don't know how to explain things quickly or easily..... :heh: .)

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Brutal Hit
Prerequisits: Str 21+, BAB 16+, Power Attack, Cleave, Great Cleave
Benefit: When making a melee attack with a weapon in your primary hand, or a primary natural attack, before making the attack roll, you can designate the attack to be a Brutal Hit. On a successful hit, a Brutal Hit deals an additional point of damage for every point above the target's AC MINUS your Str damage bonus. This additional damage is not multiplied on a critical hit. You cannot cleave off of a Brutal Hit.
Special: You cannot use Brutal Hit on AoOs or any attack which you also use Weapon Finesse.
Special: You may select Brutal Hit as a Fighter Bonus Feat.

Weakening Hit
Prerequisits: Str 21+, BAB 16+, Power Attack, Cleave, Great Cleave, Improved Sunder, Brutal Hit
Benefit: When sundering an object with a melee weapon in your primary hand, or a primary natural attack, before making the attack roll, you can designate the attack to be a Weakening Hit. If you successfully hit and beat the object's hardness by at least 1 + Str bonus, you lower the object's hardness by 1 until repaired.
Special: You may select Weakening Hit as a Fighter Bonus Feat.

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With the Brutal Hit revision, they will be able to make more than one Brutal Hit a round, though I tried to limit just how many. They SHOULD not get more than four Brutal Hits around, and though it may seem like alot, I like it better that way. I was considering making both Epic though, any thoughts?

Thanks in advance,
RisnDevil
 

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Brutal Hit seems fine mechanically, but watch out for the playability factor (its ease of use).

So at high levels you are already rolling 4 attacks a round with all kinds of dice for damage. Now...take on the fact that for every attack that hits you have to actually find out what the AC is, subtract that from your attack roll and your str bonus and then add that number in with all the other crazy damage bonuses you get. For some, that can be a little daunting when combined with all the numbers you already have to deal with.

Personally, Weakening Hit seems....weak:) Sunder monkies can already smash through weapons in one or two hits. I personally couldn't see anyone taking this feat.
 
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Having never seen a "sunder-monkey," I cannot take that account into effect. I was considering making Weakening Hit just a part of Brutal Hit, but thought it would be a bit much. My thought for weakening hit was more aimed towards high-hardness, high-HP, reenforced items.

So, do you think making Weaking Hit part of Brutal Hit a bit much? Oh, and I am not worried too much about the complexity issues, as with many things, I feel that if it is worth it, and you want it, then the players will track it just fine (and if they forget, they all know it is THEIR loss, not mine :] ).
 

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