Universal At-Will Powers

Aria Silverhands

First Post
Just a few universal at-wills any player can use. In addition to the at-wills, add the following feats:

Improved Disarm (General)
Tier: Heroic
Requirements: Strength 13 or Dexterity 13
Benefits: +4 to disarm attempts.

Improved Sunder (General)
Tier: Heroic
Requirements: Strength 13
Benefits: +2 to sunder attempts, +2 damage on a successful hit

Improved Trip (General)
Tier: Heroic
Requirements: Strength 13 or Dexterity 13
Benefits: +2 to trip attempts and allows the attacker to make a basic melee attack against the target on a successful use of Trip.

Disarm
Universal Attack 1
With brute force or a clever twist, you disarm your target.
At-Will Martial, Weapon
:melee:Standard Action Melee
Target: One creature
Attack: Strength or Dexterity - 2 vs. Reflex
Hit: Target drops held object. Does not work on shields.[/deck]

Sunder
Universal Attack 1

With a savage strike, you attempt to shatter weapons or shields.
At-Will Martial, Weapon
:melee:Standard Action Melee
Target: Weapon, shield or object
Attack: Strength - 2 vs. Reflex, automatically hit unattended objects
Hit: 1[W]+STR damage. Increase to 2[W]+STR at level 21.
Miss: Attackers weapon takes 1[w]+STR damage.

Trip
Universal Attack 1

With a calculated strike, you knock your adversary off balance and prone.
At-Will Martial, Weapon
:melee:Standard Action Melee
Target: One creature
Attack: Strength or Dexterity - 2 vs. Reflex
Hit: Target is knocked prone.
 
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Reflex will often be much lower than ac, so if you use these rules, it is easier to disarm a fight than to hit him. Not good...

I think -5 would be a more appropriate penalty...

I think trip should target fortitude ;)

I would just remove the improved feats, but if you really want them, I suggest this instead:
Improved trip could be at a -2 penalty instead of -5.
Improved disarm could be at a -2 penalty instead of -5.
 

I like them. I would change the penalties to -4 though, and give the feats a +4 bonus to remove those penalties. Also, I'd make it so that if you have Improved Disarm and have a hand free, you can grab the disarmed item rather than having it drop.
 

Falling Icicle said:
I like them. I would change the penalties to -4 though, and give the feats a +4 bonus to remove those penalties. Also, I'd make it so that if you have Improved Disarm and have a hand free, you can grab the disarmed item rather than having it drop.

Considering how 4e combat is, in key ways, more abstract, I would avoid opening a whole new can of worms about handling drops. Playability has to be key here. I would make some abstractions about what being disarmed or sundered means.

Disarmed: -2 to attacks and damage until weapon is reclaimed

Sundered: -1 AC for the remainder of encounter (multiple sunders stack)

For Disarmed, I would make the penalty -5 against REF only against enemies whose dexcriptive text contians a held weapon, if you succeed the enemy is considered to have dropped his weapon and suffers a -2 penalty to attacks and damage until they burn a move action to retrieve their weapon. If one of your allies burns a move action first, to retrieve the weapon, then they retrieve the weapon and the loss lasts for the encounter.

For Sunder, I would make the penalty -5 aganst FOR. Success does STR damage and lowers the opponents AC by 1.

Failure in either case should carry a penalty: such as your opponent gainst combat advantage against you until the end of your next turn.
 

I'd make them feats that are usable once/ encounter. Similar to the Channel Divinity feats. Even make them mutually exclusive Combat Feat: Trip, etc...

It'd be nice to see some more universal feats that give powers, though.
 

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