New Blunt Weapon Feat


Homebrew and House Rules

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Hey folks,

I've noticed that in the Combat Feat list blunt weapons are under represented compared to bladed or range weapons. Ergo the following suggestion:

Crushing Critical:

When you confirm a critical blow with a weapon doing blunt damage you receive a bonus sunder check to your opponent's armour. If the sunder check is successful, you do 1 extra point of damage to his armour for every 2 points of your BAB. This bonus damage does not bypass an armour's hardness (IE it is added onto the total damage you do on the sunder check and then the armour's hardness is subtracted from that number to get the amount of damage you do to your opponent's armour if any).

Prerequisites: Critical Focus, BAB +11

Opinions? Too weak? Too strong?

HH


Might be too powerful IMO. For one feat you're getting a) a free sunder attempt with critical hits; and b) a bonus to damage on sunder that more than doubles the power attack rule (+1 per +4 BAB).

Thinking about it, it might not be too bad considering that bludgeoning weapons have 20*2 critical, if you gave the bonus to damage parallel to power attack.

Silver Crusade

Pathfinder Adventure Path Subscriber

I wouldn't take this feat ever, for the very same reasons as I wouldn't take the Improved Sunder tree:

a) combat is about killing enemies, not doing fancy things to them,
b) many opponents don't use armor anyway (anything non-humanoid ?)
c) attack bonus scales up faster than AC, so reducing AC isn't usually making any difference.


Tanis wrote:

Might be too powerful IMO. For one feat you're getting a) a free sunder attempt with critical hits; and b) a bonus to damage on sunder that more than doubles the power attack rule (+1 per +4 BAB).

Thinking about it, it might not be too bad considering that bludgeoning weapons have 20*2 critical, if you gave the bonus to damage parallel to power attack.

The comparable I was thinking about when I was making this was someone wearing +3 plate armour made of steel, which given the fact that the person has to have a BAB of 11 (11th level), that's probably what the melee nasties in his pay grade would be wearing at minimum given that it goes for 9,000 GP and 11th level characters start with 82,000 GP. Said armour has a hardness of 16 and 60 HP.

The top bludgeoning weapon for Damage is 2d6 (Earthbreaker).

Given the fact that he has to crit and confirm to even get the sunder ability and then still has to make the sunder check. The power attack feat requires a single attack roll...Do you really think that 1 to 2 is too powerful?

HH


After coming face-to-face with a raging Barbarian who sundered with an adamantine greataxe, i'll disagree with point a. After all our weapons had been destroyed and being picked off 1 by 1 with no hope of hurting him, i finally saw the wisdom of the sunderer. He even sundered the six daggers i had as a back up. And with the Make Whole spell there's no downside. Of course if you're gonna kill them in the one or two hits that it would take to sunder their weapon then, yeh.

Point b & c i'll agree with tho.


Gorbacz wrote:

I wouldn't take this feat ever, for the very same reasons as I wouldn't take the Improved Sunder tree:

a) combat is about killing enemies, not doing fancy things to them,
b) many opponents don't use armor anyway (anything non-humanoid ?)
c) attack bonus scales up faster than AC, so reducing AC isn't usually making any difference.

Well, given that for 50,000 GP I can buy +5 Plate and a +5 Shield which without any other bonuses (spells or dex or other magic) give me a AC of 29 plus the fact that you get your regular attack damage to your opponent *in addition* to the sunder check I do beg to differ on this feat being non-useful. Remember 11th level characters start with 82,000 GP. Buying those two items still leaves 32,000 for a kick ass melee weapon plus.

But point taken on the non-humanoid argument

HH

Silver Crusade

Pathfinder Adventure Path Subscriber

A melee-focused level 11 character can easily have an attack bonus above +20 (for starters it's +11 BAB, +6-8 attribute, +3-4 enhancement, +2 focus feats). Buff up, flank it, hit it.

Right, that leaves us with sundering weapons, and the fact that Pathfinder unfortunately retains the moronic 3.5 rule that you cannot sunder a magical weapon unless your enhancement bonus exceeds that of the weapon being sundered.

Sunders are nice for occasional situational utility, but they are just not worth sinking your feats into unless you're a Fighter and you already have all the must-have feats.


So, you can assume that an 11th lvl fighter? is gonna have a Str of 26 (at least), they've got a +3 Earthbreaker and assuming that their sunder attempt is successful after critical hit.
Remembering everything's doubled.

4d6 = 14 (avg)
Str = 24
Enhancement = 6
W/Spec. = 4
Power Attack= 4
C/Critical = 10
=62 pts of dmg. (avg)
52 min
72 max.

average hit - 16 hardness = 46 hp down. So, maybe not overpowered, but be aware that the Crushing Critical dmg will also be doubled, murky territory - your call as DM.

What's wrong with just Imp Sunder & P/Attack?


Gorbacz wrote:

A melee-focused level 11 character can easily have an attack bonus above +20 (for starters it's +11 BAB, +6-8 attribute, +3-4 enhancement, +2 focus feats). Buff up, flank it, hit it.

Right, that leaves us with sundering weapons, and the fact that Pathfinder unfortunately retains the moronic 3.5 rule that you cannot sunder a magical weapon unless your enhancement bonus exceeds that of the weapon being sundered.

Sunders are nice for occasional situational utility, but they are just not worth sinking your feats into unless you're a Fighter and you already have all the must-have feats.

Fair enough, but what is stopping said armoured character of buffing up to the same degree? All of a sudden that AC of 29 becomes AC 40+. Being able to wipe out 29 points of AC in that instance is a good thing, especially when it doesn't cost you melee damage. And +6 to +8 attribute. That assumes 18 strength to start and piling all of your ABs into strength. Maybe it is just me and my building characters by point buy as opposed to rolling but doing something like that is going to leave your guy incredibly unbalanced and probably susceptible to any number of other non-melee strategies that would render him out of action before he would be able to take said armoured character out.

HH

Silver Crusade

Pathfinder Adventure Path Subscriber

What's stopping is that AC bonuses and buffing go up far slower than Attack bonus buffing. Attack bonus benefits from your level (BAB), one easily achieved condition (flanking), several class features (Fgt: weapon mastery, Brb: rage, Pal: smote, Rngr: fav. enemy, Bard: courage), and much more, not to say that majority of spell buffs. AC on the other hand, benefits from far fewer improvements.


Tanis wrote:

So, you can assume that an 11th lvl fighter? is gonna have a Str of 26 (at least), they've got a +3 Earthbreaker and assuming that their sunder attempt is successful after critical hit.

Remembering everything's doubled.

4d6 = 14 (avg)
Str = 24
Enhancement = 6
W/Spec. = 4
Power Attack= 4
C/Critical = 10
=62 pts of dmg. (avg)
52 min
72 max.

average hit - 16 hardness = 46 hp down. So, maybe not overpowered, but be aware that the Crushing Critical dmg will also be doubled, murky territory - your call as DM.

What's wrong with just Imp Sunder & P/Attack?

Not quite sure how an 11th level character can have 24-26 strength or where that 24 strength gives him 24 damage? As for the Imp Sunder/PA combo, you have to choose, sunder or damage to opponent. With CC you get both.

HH


I would have to ask, why just a crushing weapon? A slashing weapon could do this as well.


Dabbler wrote:
I would have to ask, why just a crushing weapon? A slashing weapon could do this as well.

Technically true, but as you can see by the initial message in this thread, I suggested this feat to give bludgeoning weapons more weapon type specific feats as there are already many sharp/pointed/ranged weapon feats.

HH

Silver Crusade

Pathfinder Adventure Path Subscriber
Hockey_Hippie wrote:


Not quite sure how an 11th level character can have 24-26 strength or where that 24 strength gives him 24 damage? As for the Imp Sunder/PA combo, you have to choose, sunder or damage to opponent. With CC you get both.

HH

starting STR 20 (18 + 2 racial)

+6 belt
+2 levels

Hey, we're at 28 !


Gorbacz wrote:
Hockey_Hippie wrote:


Not quite sure how an 11th level character can have 24-26 strength or where that 24 strength gives him 24 damage? As for the Imp Sunder/PA combo, you have to choose, sunder or damage to opponent. With CC you get both.

HH

starting STR 20 (18 + 2 racial)

+6 belt
+2 levels

Hey, we're at 28 !

Fair enough. I'm kind of of the opinion that those Belts/Headbands are rather underpriced by a fair margin given what they do and what the tomes that give you +1 AP bonus cost. Yeah I know, you need to wear them all the time, but when was the last time a GM called you on that?

But that's another argument for another time. So yes, as the rules stand now, you could definitely get up there in Strength. But the fact still remains that you get both damage to your opponent and to his armour in one shot with this feat.

HH


Hockey_Hippie wrote:
Gorbacz wrote:
Hockey_Hippie wrote:


Not quite sure how an 11th level character can have 24-26 strength or where that 24 strength gives him 24 damage? As for the Imp Sunder/PA combo, you have to choose, sunder or damage to opponent. With CC you get both.

HH

starting STR 20 (18 + 2 racial)

+6 belt
+2 levels

Hey, we're at 28 !

Fair enough. I'm kind of of the opinion that those Belts/Headbands are rather underpriced by a fair margin given what they do and what the tomes that give you +1 AP bonus cost. Yeah I know, you need to wear them all the time, but when was the last time a GM called you on that?

But that's another argument for another time. So yes, as the rules stand now, you could definitely get up there in Strength. But the fact still remains that you get both damage to your opponent and to his armour in one shot with this feat.

HH

I was being conservative giving him a +4 Belt. 26 Strength is a mod of +8; times 1.5 for holding his weapon 2 handed; doubled for crit = 24.

The tomes are exceedingly expensive because they give an inherent bonus rather than an enhancement bonus.


Tanis wrote:
Hockey_Hippie wrote:
Gorbacz wrote:
Hockey_Hippie wrote:


Not quite sure how an 11th level character can have 24-26 strength or where that 24 strength gives him 24 damage? As for the Imp Sunder/PA combo, you have to choose, sunder or damage to opponent. With CC you get both.

HH

starting STR 20 (18 + 2 racial)

+6 belt
+2 levels

Hey, we're at 28 !

Fair enough. I'm kind of of the opinion that those Belts/Headbands are rather underpriced by a fair margin given what they do and what the tomes that give you +1 AP bonus cost. Yeah I know, you need to wear them all the time, but when was the last time a GM called you on that?

But that's another argument for another time. So yes, as the rules stand now, you could definitely get up there in Strength. But the fact still remains that you get both damage to your opponent and to his armour in one shot with this feat.

HH

I was being conservative giving him a +4 Belt. 26 Strength is a mod of +8; times 1.5 for holding his weapon 2 handed; doubled for crit = 24.

The tomes are exceedingly expensive because they give an inherent bonus rather than an enhancement bonus.

Ok, but in practical game terms, is there any difference? You put your belt on for 24 hours and the effect is the same as one of the tomes only multiplied and what? You wear it when you sleep, bath, when you are entertaining the opposite sex? And even so, does you GM ever call you on any of those things? :)

HH

Silver Crusade

Pathfinder Adventure Path Subscriber

They stack. If you have a +6 belt, then bull's strength and a zillion other enhancement bonuses are useless. Since the tomes provide an inherent bonus, they stack with enhancement bonuses.


Gorbacz wrote:
They stack. If you have a +6 belt, then bull's strength and a zillion other enhancement bonuses are useless. Since the tomes provide an inherent bonus, they stack with enhancement bonuses.

I realize that but that isn't the point I was making. The point I was making is that in practical game terms you can get a Belt which gives you +4 Strength for 16,000 GP and never get called on the fine print of wearing/not wearing it whereas a Tome that gives you +1 Strength costs 27,000 GP. Whether they stack or not is irrelevant to the argument that if the fine print of wearing/not wearing the belt is ignored (as it almost always is) then the belt/headbands are vastly under-priced given the bonuses they give to the wearer.

HH

Silver Crusade

Pathfinder Adventure Path Subscriber

a) the bonus from the belt is of an extremely popular type, meaning that it you can have an equal effect from several other sources (bull's strength being the most obvious one)
b) the belt can be sudered, stolen, dispelled, disjoined, etc.
c) the belt eats up a magic item slot


Gorbacz wrote:

a) the bonus from the belt is of an extremely popular type, meaning that it you can have an equal effect from several other sources (bull's strength being the most obvious one)

b) the belt can be sudered, stolen, dispelled, disjoined, etc.
c) the belt eats up a magic item slot

And if we were talking about a +1 Belt vs a +1 Tome, I'd agree with you, but we are not. We are talking about a +4 Belt that is 11,000 GP cheaper than a +1 Tome

HH

Silver Crusade

Pathfinder Adventure Path Subscriber

All the three factors are disadvantegous enough to warrant the price difference. Once you read the tome there is no way in the game to rob you of your attribute bonus, while the belt can be disabled in several ways, and keeps you from equipping any other magic item on the slot.


Gorbacz wrote:
All the three factors are disadvantegous enough to warrant the price difference. Once you read the tome there is no way in the game to rob you of your attribute bonus, while the belt can be disabled in several ways, and keeps you from equipping any other magic item on the slot.

I think I'll agree to disagree :)

HH


Gorbacz wrote:

A melee-focused level 11 character can easily have an attack bonus above +20 (for starters it's +11 BAB, +6-8 attribute, +3-4 enhancement, +2 focus feats). Buff up, flank it, hit it.

Right, that leaves us with sundering weapons, and the fact that Pathfinder unfortunately retains the moronic 3.5 rule that you cannot sunder a magical weapon unless your enhancement bonus exceeds that of the weapon being sundered.

Sunders are nice for occasional situational utility, but they are just not worth sinking your feats into unless you're a Fighter and you already have all the must-have feats.

Actually due to the way they work in Pathfinder your -10 attack rolls are best used to do fancy stuff like this.

Also here's the Pathfinder version of my favorite unique weapon:

Shatterspike wrote:

Aura strong evocation; CL 13th Slot none; Price 4,315 gp; Weight 4 lbs.

This intimidating weapon appears to be a longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe's weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent's weapon. Shatterspike can damage weapons with an enhancement bonus of +4 or lower.

Construction Requirements Str 13, Craft Arms and Armor, Improved Sunder, Power Attack, shatter; Cost 2,315 gp

That's +4 to damage when sundering weapons. The 3.5 version was infinitely better, GIVING improved sunder to you and if you had it a +4 to damage as well as dealing extra damage to the weapon.

Keep in mind if you have two of these you can use all the off handed attacks to attack CMD and with Greater Sunder completely ignore their AC, going for magic equipment to debuff them. If they're wearing light armor, take an offhand attack to destroy that in one hit. Ask your GM to let it be enchanted (Mine was fine with it) and throw spell storing on it with a damage spell that affects objects (half damage is better than none).

Doing "Fancy stuff" to foes prevents damage, which is something almost no one ever does (tripping for example stops full attacks). In PF this is amazing because weapons have the same HP regardless of size and even if they have more they don't have any more hardness aside from magical weapons. At 2+ hits a round that's one round where you eat a weapon with two shatter spikes, stopping all damage the target does. For one on one fights this is amazing. Fire Giants actually like to fight in melee, trying to go for the casters and so they can quickly slay the fighters. Unfortunately, Sir Shatterspikes downs his weapon in one round so that's the end of that.

Now here's the thing: You can take a sunder in place of an attack. Any penalties apply so we're at a -2 (+2/4 from feats, so meh). The question here is if your BAB at the CURRENT attack applies (And it's not a penalty). Because if not, Sundering with my left hand at -4 at secondary attacks. If yes, this becomes not nearly as broken. However, RAW (Doubtful as intended) my -10 attacks actually have a use since I can sunder with them at only a -4.

Average damage for a two-weapon fighter stacking strength (started 17+2, current 22) at 6th level with two of these is 1d8+10 per hit, no power attack, +12 to hit primary +10 to hit secondary. With this build you're best off starting turn one walking up, two-handing the shatterspike and breaking their stuff, then drawing another and two-weaponing it. Each hit to a weapon deals 1d8+13 basic damage, plus power attack bonuses. At this level, average damage is 21.5 from a power attack sunder, 17.5 without. Two hits and a +1 weapon is out of commission. A regular weapon is done with power attack unless you roll a 1 or 2 on the damage. The bonus to sunder is +20/+18 since shatterspike acts as a +4 weapon. This can usually kill an 8th level fighter's one-handed weapon in one round unless he has a +2 weapon: Then power attack becomes necessary and a bit of a gamble. I would suggest wielding one weapon with two hands in that case to raise the damage on weapon hit to 26.5. If both attacks hit the Hardness 14 weapon takes an average of 25 damage, breaking a two hander and destroying a one-hander. If it's wooden hafted this just becomes silly and they lose. If you don't destroy it it's going to be broken in all likelihood on two of these attacks hitting.

At high level, you get an Adamantine weapon and deal a ton more damage. IF the DM is nice at 6th level you can make a shatterspike adamantine for just +3000. Bypass all hardness below 20 (which only a +5 metal weapon that you can't sunder anyway) and deals all that damage straight to the weapon/object's HP. With that you can sunder armor effectively (Non-magical armor anyway) using a longsword as per usual. At 6th level that's a 37.5% chance to sunder a +2 weapon. Almost no monsters aside from high-level stuff have magic weapons (specifically the Balor which has two +1 weapons :D just in case it tries to be smart)

Adamantine stuff also has another good use: Getting out of wall traps/walled areas in general. Bypass all hardness below 20 and take out walls like the Incredible Hulk (tm). Barbarian is actually a good mix with this build since the rage gives a bonus to strength and con (Two very important stats), and fast movement which is a big help if you're in medium armor. Doing a full multi-class if you're willing to wait a bit to grab Greater Sunder is a good plan if you want to grab the Strength Surge ability and maybe some other not as good power.

Plus, you don't have to sunder all the time. The feat list for this is as follows:
1. Power Attack, Improved Sunder, TWF
2. Weapon Focus (longsword)
3. Double Slice
4. Weapon Specialization (longsword)
5. Cleave
6. Greater Sunder

Out of 8 feats I used 2 for this tree. And done by level 6.

/total derailment

I do agree though: Unless you're at least 50% fighter you will have a hard time doing this. A Barbarian can actually do OK with this, but not as well (big surprise). If you try to do this as Ranger or Rogue, WARNING: YOU ARE ABOUT TO MAKE A MISTAKE. This build really only works one way, and that's my way or with force damage (Ignored harndess in 3.5, couldn't find it in pathfinder).

In other news I would totally blunt an adamantine longsword if I could qualify for that feat. Mmm, delicious no armor.

Also the following applies on Mending in case you were considering repairing things you completely destroy:

Mending wrote:
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.

So if your DM likes to throw a lot of the treasure out as +1 weapons and whatnot, you might catch some flak for doing this. If so, eh, it's just two feats. The perfect two weapon fighter just gets to his destination later without them.

I hope you enjoy that part above because it took me two hours to do. Now get on with the feat discussion.


Madcap Storm King wrote:
I hope you enjoy that part above because it took me two hours to do. Now get on with the feat discussion.

:D. And thank you for that.

I'm thinking that I must be fairly close on the numbers because I have one guy who thinks it's a waste of time, one guy who likes it a lot and one guy who likes the concept but is not sure on the numbers.

I will admit though that the double damage dictated from the critical status of the feat on the armour might be a bit much.

What if the feat bypassed the hardness factor of the armour and added full BAB worth of damage to the armour but wasn't doubled like the damage to the wearer of said armour.

With said +3 Earthbreaker vs said +3 Plate made of Steel (16 hardness + 60 HP)

2d6 = 7 (avg)
Str = 12
Enhancement = 3
W/Spec. = 2
Power Attack= 2
C/Critical = 11
=37 pts of dmg. (avg)
32 min
42 max.

(I think those numbers are right but don't quote me).

Does that make the feat better?

HH


Remember that items are immune to critical hits.

http://paizo.com/pathfinderRPG/prd/additionalRules.html

Edit: Having said that, I'd have no problems with the feat other than to eliminate the bonus to damage. Armor might have some hp, but I don't think it should be torn up in what will potentially amount to one massive blow, maybe 2. Also, shields I think should be fair targets.


Lathiira wrote:

Remember that items are immune to critical hits.

http://paizo.com/pathfinderRPG/prd/additionalRules.html

Edit: Having said that, I'd have no problems with the feat other than to eliminate the bonus to damage. Armor might have some hp, but I don't think it should be torn up in what will potentially amount to one massive blow, maybe 2. Also, shields I think should be fair targets.

Ok, I didn't know about armour being immune to critical hits, but I'm guessing what they mean is the effect of critical hits, namely the damage multiplier. Which basically means that whole clause in the feat is rather worthless.

As for the BAB Damage the only thing that I see as a possible argument against taking it out is the fact that in order to get to that point you have to make 3 rolls: One to Crit, one to confirm the Crit and then a Sunder roll on top of that. Chances of doing that twice in one combat are small. Doing it three times is probably close to impossible. I'm no math wiz but I'd be willing to wager that it's less than 10% for the former and quite possibly less than 5% for the latter.

I agree shields should be in there but not weapons. The whole concept of the feet is to attack the defense of your opponent.

As well, I just realized to get a STR bonus of 12 you'd need a STR of 34-35. If you figure for 24-25 Strength the numbers would look like this:

2d6 = 7 (avg)
Str = 7
Enhancement = 3
W/Spec. = 2
Power Attack= 2
C/Critical = 11
=32 pts of dmg. (avg)
27 min
37 max.

Basically this means you might well get the broken condition on a suit of Steel Plate +3 but you'd have to be extremely lucky to wreck it completely.

HH


Hockey_Hippie wrote:
Dabbler wrote:
I would have to ask, why just a crushing weapon? A slashing weapon could do this as well.
Technically true, but as you can see by the initial message in this thread, I suggested this feat to give bludgeoning weapons more weapon type specific feats as there are already many sharp/pointed/ranged weapon feats.

I understand that, but unfortunately real life, and hence verisimilitude, don't bear this out; some weapons are just better than others. Blunt weapons are not among the most effective, but they are among the simplest to use and the cheapest to obtain. Edged weapons are among the most expensive and the best to use, if they weren't they wouldn't be worth the cost.


Dabbler wrote:
Hockey_Hippie wrote:
Dabbler wrote:
I would have to ask, why just a crushing weapon? A slashing weapon could do this as well.
Technically true, but as you can see by the initial message in this thread, I suggested this feat to give bludgeoning weapons more weapon type specific feats as there are already many sharp/pointed/ranged weapon feats.
I understand that, but unfortunately real life, and hence verisimilitude, don't bear this out; some weapons are just better than others. Blunt weapons are not among the most effective, but they are among the simplest to use and the cheapest to obtain. Edged weapons are among the most expensive and the best to use, if they weren't they wouldn't be worth the cost.

Real life doesn't account for dragons either :) Like I said, I'm trying to add to feats specifically for bludgeoning weapons because there is a lack of those in the Combat Feats list. I don't feel inclined to change that premise.

HH


Gorbacz wrote:

I wouldn't take this feat ever, for the very same reasons as I wouldn't take the Improved Sunder tree:

a) combat is about killing enemies, not doing fancy things to them...

Gorbacz wrote:
All the three factors are disadvantegous enough to warrant the price difference. Once you read the tome there is no way in the game to rob you of your attribute bonus, while the belt can be disabled in several ways, and keeps you from equipping any other magic item on the slot.

But if combat is about killing enemies, not doing fancy things to them then your belt would never get stolen, sundered, dispelled, etc. will it?


Gorbacz wrote:

I wouldn't take this feat ever, for the very same reasons as I wouldn't take the Improved Sunder tree:

a) combat is about killing enemies, not doing fancy things to them,
b) many opponents don't use armor anyway (anything non-humanoid ?)
c) attack bonus scales up faster than AC, so reducing AC isn't usually making any difference.

One note: this feat lets you do something in addition to killing them. It's a rider on you scoring a crit with a bonky weapon. Your other comments are still valid concerns. I see it as good for a combat cleric or other PC who lacks full BAB.

Silver Crusade

Pathfinder Adventure Path Subscriber
Felgoroth wrote:
Gorbacz wrote:

I wouldn't take this feat ever, for the very same reasons as I wouldn't take the Improved Sunder tree:

a) combat is about killing enemies, not doing fancy things to them...

Gorbacz wrote:
All the three factors are disadvantegous enough to warrant the price difference. Once you read the tome there is no way in the game to rob you of your attribute bonus, while the belt can be disabled in several ways, and keeps you from equipping any other magic item on the slot.
But if combat is about killing enemies, not doing fancy things to them then your belt would never get stolen, sundered, dispelled, etc. will it?

For PCs, yes. Sundering an item carried by a NPC:

a) won't hurt him in a long run (he's likely to be defeated anyway)
b) actually hurts the players, since it forces you to repair your loot

On the other hand, doing fancy things to PCs is a valid tactic because:

a) hurts in a long run (guuuys, we need to head back to the town so I can replace my +5 vorpal greatsword)
b) actually hurts the players, because it forces them to recover from item damage/conditions

D&D combat is asymetric. There are things that hurt the PCs more than they hurt the NPCs. 3.5 poison was a prime example of this.

Therefore, if I am to choose between a feat that will force me to run around after somebody with mending/make whole and a feat that will help me get the job done and the loot intact, I'll go with the second option :)


Gorbacz wrote:


For PCs, yes. Sundering an item carried by a NPC:

a) won't hurt him in a long run (he's likely to be defeated anyway)
b) actually hurts the players, since it forces you to repair your loot

On the other hand, doing fancy things to PCs is a valid tactic because:

a) hurts in a long run (guuuys, we need to head back to the town so I can replace my +5 vorpal greatsword)
b) actually hurts the players, because it forces them to recover from item damage/conditions

D&D combat is asymetric. There are things that hurt the PCs more than they hurt the NPCs. 3.5 poison was a prime example of this.

O, see I'm to stupid to put 2 things together, I was under the impression that you didn't think this feat would help anybody.


Hockey_Hippie wrote:
Dabbler wrote:
Hockey_Hippie wrote:
Dabbler wrote:
I would have to ask, why just a crushing weapon? A slashing weapon could do this as well.
Technically true, but as you can see by the initial message in this thread, I suggested this feat to give bludgeoning weapons more weapon type specific feats as there are already many sharp/pointed/ranged weapon feats.
I understand that, but unfortunately real life, and hence verisimilitude, don't bear this out; some weapons are just better than others. Blunt weapons are not among the most effective, but they are among the simplest to use and the cheapest to obtain. Edged weapons are among the most expensive and the best to use, if they weren't they wouldn't be worth the cost.
Real life doesn't account for dragons either :) Like I said, I'm trying to add to feats specifically for bludgeoning weapons because there is a lack of those in the Combat Feats list. I don't feel inclined to change that premise.

I get that, but if I wanted to play a game with no relation to reality at all, I'd play 4e. Blunt weapons already have many advantages over edged ones - cheap, available, simple to use. They just aren't combat advantages is all.

Can you explain to me how a club can break armour while an axe can't?

Silver Crusade

Pathfinder Adventure Path Subscriber

It's a feat that's more useful to DM than it is to Players. That's asymetric design, and it's not really that cool since it creates feat traps (Whirlwind Attack, I am looking at you). It happens when the feat designers get the math right, the idea is cool, but forget about the metagame.


Dabbler wrote:
Hockey_Hippie wrote:
Dabbler wrote:
Hockey_Hippie wrote:
Dabbler wrote:
I would have to ask, why just a crushing weapon? A slashing weapon could do this as well.
Technically true, but as you can see by the initial message in this thread, I suggested this feat to give bludgeoning weapons more weapon type specific feats as there are already many sharp/pointed/ranged weapon feats.
I understand that, but unfortunately real life, and hence verisimilitude, don't bear this out; some weapons are just better than others. Blunt weapons are not among the most effective, but they are among the simplest to use and the cheapest to obtain. Edged weapons are among the most expensive and the best to use, if they weren't they wouldn't be worth the cost.
Real life doesn't account for dragons either :) Like I said, I'm trying to add to feats specifically for bludgeoning weapons because there is a lack of those in the Combat Feats list. I don't feel inclined to change that premise.

I get that, but if I wanted to play a game with no relation to reality at all, I'd play 4e. Blunt weapons already have many advantages over edged ones - cheap, available, simple to use. They just aren't combat advantages is all.

Can you explain to me how a club can break armour while an axe can't?

No one is stopping you from designing a feat of your own should you wish. :) However, this feat, which I designed, is staying a bludgeoning weapon feat for the reasons I've already mentioned.

HH


Gorbacz wrote:
It's a feat that's more useful to DM than it is to Players. That's asymetric design, and it's not really that cool since it creates feat traps (Whirlwind Attack, I am looking at you). It happens when the feat designers get the math right, the idea is cool, but forget about the metagame.

Or maybe it was designed to give those who want to do something other that the standard power attack, double slice, cleave etc with their +6 belts and 28 Strength when every successful attack splits planets simply because it has been done to death another avenue to go down.

I've always been told that metagaming is bad for roleplaying BTW.

I don't know how long you have been playing but I started 30 years ago. At some point you will come to realize that smacking around Gods is boring, it just simply loses all appeal.

As far as a feat tree for this there was one described above which only used 2 of 8 feats for a sunder package. With this feat you would need only Critical Focus and Power Attack (the latter being a prerequisite of the former). That said Improved Sunder, Greater Sunder and Improved Critical while not necessary do work well with it. But the choice is yours, you do not have to take those last three feats.

Contrast that with Whirlwind Attack. You need 4 feats and 2 Ability Scores of 13 or higher in addition to a minimum BAB to get that one.

(That said probably a STR of 13 or possibly 15 should be added to the prereqs of this feat).

And BTW, I'm a player, not a GM :)

HH


Hockey_Hippie wrote:
No one is stopping you from designing a feat of your own should you wish. :) However, this feat, which I designed, is staying a bludgeoning weapon feat for the reasons I've already mentioned.

Fair enough <shrugs> it makes as much sense as a feat that enables wielders of blunt weapons to fly, but if that floats your boat ...


You know Dabbler, upon further review you do have a point regarding your comparison between a club and an axe.

Ergo how does this look for a weapon group that qualifies for this feat (see below):

Here is the feat as it looks now:

Crushing Critical:

Prerequisites: Critical Focus, BAB +11, STR 15

When you confirm a critical hit while using any one-handed or two handed blunt weapon or axe you get a bonus Sunder check on your opponent's armour or shield. If the Sunder check is successful, you do 1 point of damage per point of your BAB in addition to the damage you roll. This damage bypasses the armour or shield's hardness factor.

Comments?

HH


Why not just make it bludgeoning or slashing? You use the same 9 attack motions with both types.


It sounds much better!

If I wanted a feat for blunt weapons only, it could be something like 'Stunning Blow' (in the Stunning Fist feat tree) that allows you to apply a stunning fist through a blunt weapon (handy for a monk with a staff). Or in the same vein, 'Grappling Staff' - enable you to use a grapple with the aid of a stick or staff (seriously doable IRL too).


Felgoroth wrote:
Why not just make it bludgeoning or slashing? You use the same 9 attack motions with both types.

Slashing would take in swords which is something I wanted to avoid at all costs (another feat for swords in a list of feat littered with them).

HH


Dabbler wrote:

It sounds much better!

If I wanted a feat for blunt weapons only, it could be something like 'Stunning Blow' (in the Stunning Fist feat tree) that allows you to apply a stunning fist through a blunt weapon (handy for a monk with a staff). Or in the same vein, 'Grappling Staff' - enable you to use a grapple with the aid of a stick or staff (seriously doable IRL too).

Believe there is already a feat called 'Stunning Critical' along that vein. Grapple to me implies holding someone fast so they can't make good use of their arms, legs or both. Not sure how a staff can do that. Trip sure, grapple...?

But thanks for the suggestions. :)

HH


Hockey_Hippie wrote:
Felgoroth wrote:
Why not just make it bludgeoning or slashing? You use the same 9 attack motions with both types.

Slashing would take in swords which is something I wanted to avoid at all costs (another feat for swords in a list of feat littered with them).

HH

I have an admission to make. I designed this feat based on a false premise. I recently looked at the combat feat list and found I believe only one or two feats that were slashing weapon specific.

I think I read things like Cleave, Double Slice, etc (admittedly two things that by dictionary definition you do with weapons with an edge) and assumed them to be slashing weapons only. This is probably partially due to the fact that I've never seen them used with a blunt weapon. But that is on me.

That said, Dappler did raise the point that slashing weapons have more combat advantages than blunt ones historically. Hopefully, something like this will encourage more folks to use bigass blunt weapons more often. :)

HH


Hockey_Hippie wrote:

Slashing would take in swords which is something I wanted to avoid at all costs (another feat for swords in a list of feat littered with them).

HH

Ya but you can sunder armor with a slashing weapon too. Just because the game is already "littered" with feats for a swordsman to take doesn't mean you can't make this work for them too if they want it. Besides most people that are using bludgeoning weapons don't take critical feats because most of them only have a x2 or x3 critical multiplier and people that take take critical feats usually prefer weapons with at least a 19-20x2 modifier.


Felgoroth wrote:
Hockey_Hippie wrote:

Slashing would take in swords which is something I wanted to avoid at all costs (another feat for swords in a list of feat littered with them).

HH

Ya but you can sunder armor with a slashing weapon too. Just because the game is already "littered" with feats for a swordsman to take doesn't mean you can't make this work for them too if they want it. Besides most people that are using bludgeoning weapons don't take critical feats because most of them only have a x2 or x3 critical multiplier and people that take take critical feats usually prefer weapons with at least a 19-20x2 modifier.

Which leads me to another question, admittedly asking out of ignorance. Is there an enchantment that doubles Crit range on a given weapon (IE spell or magical weapon ability)? I'm guessing no because it would probably stack with Improved Crit which if a weapon had 19-20 x2 to begin with would give you a Crit range of 12-20 which is broken beyond belief. However would it make any sense to offer it as something applicable only to weapons that had a 20 Crit Range normally? I mean there are things which raise your damage multiplier already for those that start at x2.

HH


Hockey_Hippie wrote:

Which leads me to another question, admittedly asking out of ignorance. Is there an enchantment that doubles Crit range on a given weapon (IE spell or magical weapon ability)? I'm guessing no because it would probably stack with Improved Crit which if a weapon had 19-20 x2 to begin with would give you a Crit range of 12-20 which is broken beyond belief. However would it make any sense to offer it as something applicable only to weapons that had a 20 Crit Range normally? I mean there are things which raise your damage multiplier already for those that start at x2.

HH

Consult the Core rulebook and you'll find the keen edge spell. Doesn't stack with Improved Critical in Pathfinder, though it did in 3.0.


There's also Weapon of Impact that applies to bludgeoning weapons that's in SC. But i prefer:

DOLOROUS BLOW
Transmutation
Level: Bard 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A longing for battle fills you as you complete this spell. Upon touching the intended weapon, the feeling fades even as a dull red
aura encompasses the weapon. For the duration of the spell, the
weapon’s threat range is doubled, and its critical threats automatically
confirm, so every threat is a critical hit.


Dabbler wrote:
Hockey_Hippie wrote:
Dabbler wrote:
Hockey_Hippie wrote:
Dabbler wrote:
I would have to ask, why just a crushing weapon? A slashing weapon could do this as well.
Technically true, but as you can see by the initial message in this thread, I suggested this feat to give bludgeoning weapons more weapon type specific feats as there are already many sharp/pointed/ranged weapon feats.
I understand that, but unfortunately real life, and hence verisimilitude, don't bear this out; some weapons are just better than others. Blunt weapons are not among the most effective, but they are among the simplest to use and the cheapest to obtain. Edged weapons are among the most expensive and the best to use, if they weren't they wouldn't be worth the cost.
Real life doesn't account for dragons either :) Like I said, I'm trying to add to feats specifically for bludgeoning weapons because there is a lack of those in the Combat Feats list. I don't feel inclined to change that premise.

I get that, but if I wanted to play a game with no relation to reality at all, I'd play 4e. Blunt weapons already have many advantages over edged ones - cheap, available, simple to use. They just aren't combat advantages is all.

Can you explain to me how a club can break armour while an axe can't?

The club carries a lot more force than a sword, per se, and there's blunt trauma to think of. An axe is definitely a better choice of weapon (No one is going to argue that the thing heavier than the club isn't better than the club at its job). Blunt weapons also rock socks for hitting things like shields, people, and weapons out of the way of your strikes. Plus they're very durable and bounce back from a hit, returning you to guard on a good strike.

The reason blunt weapons suck in D&D is because in AD&D and prior they were weapons for priests. If the priest had gotten a weapon as good as the longsword, there would have been no reason for anyone to roll fighters aside from a bit more HP, which is irrelevant since the priest has healing spells.

In 3.5 it's a pointless recycled bit that should've been changed. Blunt trauma is a perfectly valid way to kill someone, even in armor. All those good things I said about blunt weapons could be applied here. Maybe even make them crit more often to compensate for the x2? Give them all a free +2 to comfirm critical hits and two handed ones +2 on bull rush attempts.

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