New Blunt Weapon Feat


Homebrew and House Rules

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Hockey_Hippie wrote:
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...?

Oh yes. Grapple. You brace the stick or staff in the crook of the body's joint and apply leverage, you only need one hand to help apply the pin and hold the stick both, leaving you one hand free. It's best with a half-staff or shorter stick, I used to do it a long time ago when I was a clean, lean, martial arts fighting machine ... not an overweight forty-something couch-potato <sigh>.


Dabbler wrote:
Hockey_Hippie wrote:
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...?
Oh yes. Grapple. You brace the stick or staff in the crook of the body's joint and apply leverage, you only need one hand to help apply the pin and hold the stick both, leaving you one hand free. It's best with a half-staff or shorter stick, I used to do it a long time ago when I was a clean, lean, martial arts fighting machine ... not an overweight forty-something couch-potato <sigh>.

Not to mention using it to lock them in a choke hold or to keep their legs down.

Oh, polearms, is there anything you can't do?


Why not make a feat that lets you do internal damage to foe? Maybe have it work like the Bleeding effect or something like that. Its just a thought I'm throwing out there.


Now that's nasty ... Internal Damage as a feat ...


Spyder25 wrote:
Why not make a feat that lets you do internal damage to foe? Maybe have it work like the Bleeding effect or something like that. Its just a thought I'm throwing out there.

Go for it. Sounds like as was mentioned though is a polearm/staff type feat as opposed to a blunt weapon feat, but still sounds like an interesting idea.

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,
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.

D) Sunder also cuts into the cash flow when selling said armor.


R-Hero 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,
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.

D) Sunder also cuts into the cash flow when selling said armor.

Not really. Just repair it with the Craft skill or the Make Whole spell.


Love the feat. Stealing it for my upcoming Kingmaker game (and I'm picky :)

Gorbacz wrote:
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.

Hmm. That was a 3.0 rule, not a 3.5 one. Pathfinder remains the same as 3.5:

Quote:

Magic Armor, Shields, and Weapons

Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item's hit points.

Rarely are hits *so* automatic that crushing some armor up won't help. If you take off half the hp, broken reduces the AC by half, so it's even incremental.

As for the damage bonus, +1 per 2 BAB is less than Power Attack, far less than two handed (Power attack is 2 + 2 per 4 BAB for primary one-handed weapons). So the change to +1 per BAB makes total sense. I would *not* ignore hardness though - that just doesn't quite make sense (+1 chain shirt vs. +5 Adamantine chain shirt?)

For what it's worth, a 16 BAB guy with a heavy flail and improved critical, hasted, would average a threat every round.


Majuba wrote:

Love the feat. Stealing it for my upcoming Kingmaker game (and I'm picky :)

Gorbacz wrote:
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.

Hmm. That was a 3.0 rule, not a 3.5 one. Pathfinder remains the same as 3.5:

Quote:

Magic Armor, Shields, and Weapons

Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item's hit points.

Rarely are hits *so* automatic that crushing some armor up won't help. If you take off half the hp, broken reduces the AC by half, so it's even incremental.

As for the damage bonus, +1 per 2 BAB is less than Power Attack, far less than two handed (Power attack is 2 + 2 per 4 BAB for primary one-handed weapons). So the change to +1 per BAB makes total sense. I would *not* ignore hardness though - that just doesn't quite make sense (+1 chain shirt vs. +5 Adamantine chain shirt?)

For what it's worth, a 16 BAB guy with a heavy flail and improved critical, hasted, would average a threat every round.

The thing is, if you do not ignore hardness, you would I think need to increase the damage done by the sunder attack to even give this feat a chance to be successful at higher levels.

How about something like this:

(This is how the feat reads 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.

(This would be the new proposed feat)

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 2 points of damage per point of your BAB (rounded down) in addition to the damage you roll. This damage does not bypass the armour or shield's hardness factor.

With the second one, the minimum damage would obliterate a lot of armour below what someone who has 11 BAB would normally wear with one shot probably. To me that makes it broken. I still prefer the first one simply because although you may bypass hardness, +5 Adamantite chain is going to have 90 HP whereas +1 steel chain only has 40 HP. Less than half.

AS for averaging a crit threat at BAB 16 (16th level as a fighter or fighter sub-class), I would think that by that time for a melee devotee, that would be expected. Still though, even for that guy, he still has to make another two rolls before he can deal out Sunder damage. And even if he does, it's going to take more than one to get the broken condition on someone's armour who would be an equal strength counterpart, probably more than two.

HH


The two versions of the feat you listed are virtually identical, due to hardness... hmm... unless the weapon is adamantine, oh that would make a difference.

Perhaps...:
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 do damage equal to your BAB to your opponent's armor or shield. This damage bypasses the armor or shield's hardness.

Forget the extra roll, but forget the weapon damage and the hardness.


Majuba wrote:

The two versions of the feat you listed are virtually identical, due to hardness... hmm... unless the weapon is adamantine, oh that would make a difference.

Perhaps...:
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 do damage equal to your BAB to your opponent's armor or shield. This damage bypasses the armor or shield's hardness.

Forget the extra roll, but forget the weapon damage and the hardness.

We figured by 11th level most melee nasties would have +3 plate or something of an equal level. Which is 60 hit points to get through. Which means 3 confirms to broken and 6 confirms to obliteration.

Furthermore, your feat as written would make the feats Improved and Greater Sunder obsolete. Why would anyone invest slots in those two feats when they could take this at level 11? The only way those two feat makes sense is if they do 2 extra points of Sunder damage as opposed to a +2 on the Sunder check.

HH


1st - I went with your method (free Sunder check on confirmation). I think it's better. This was just an option, to make a quick (and automatic) hit on armor.

2nd - no, most threats at 11th level won't have +3 plate - more at 14th level. At 11th, most will still have +1, maybe +2, simply because of the loot value. If you're talking about the BBEG of the adventure, sure, +3.

3rd - it doesn't make the sunder feats obsolete at all - taking this is a random extra. In fact - when you crit and do this, it makes using those sunder feats a better idea - you've already started the job.


Hockey_Hippie wrote:
Majuba wrote:

The two versions of the feat you listed are virtually identical, due to hardness... hmm... unless the weapon is adamantine, oh that would make a difference.

Perhaps...:
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 do damage equal to your BAB to your opponent's armor or shield. This damage bypasses the armor or shield's hardness.

Forget the extra roll, but forget the weapon damage and the hardness.

We figured by 11th level most melee nasties would have +3 plate or something of an equal level. Which is 60 hit points to get through. Which means 3 confirms to broken and 6 confirms to obliteration.

Furthermore, your feat as written would make the feats Improved and Greater Sunder obsolete. Why would anyone invest slots in those two feats when they could take this at level 11? The only way those two feat makes sense is if they do 2 extra points of Sunder damage as opposed to a +2 on the Sunder check.

HH

Actually unless you're fighting specialized NPCs, almost NOTHING has magic equipment. The Balor is one of a few examples. Otherwise the DM would be forced to cut into the dropped gold with every fight with monsters for a suit for +3 plate.

He could also slow the bonus down to 2+2 every 4, like an extra power attack.


Madcap Storm King wrote:
Hockey_Hippie wrote:
Majuba wrote:

The two versions of the feat you listed are virtually identical, due to hardness... hmm... unless the weapon is adamantine, oh that would make a difference.

Perhaps...:
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 do damage equal to your BAB to your opponent's armor or shield. This damage bypasses the armor or shield's hardness.

Forget the extra roll, but forget the weapon damage and the hardness.

We figured by 11th level most melee nasties would have +3 plate or something of an equal level. Which is 60 hit points to get through. Which means 3 confirms to broken and 6 confirms to obliteration.

Furthermore, your feat as written would make the feats Improved and Greater Sunder obsolete. Why would anyone invest slots in those two feats when they could take this at level 11? The only way those two feat makes sense is if they do 2 extra points of Sunder damage as opposed to a +2 on the Sunder check.

HH

Actually unless you're fighting specialized NPCs, almost NOTHING has magic equipment. The Balor is one of a few examples. Otherwise the DM would be forced to cut into the dropped gold with every fight with monsters for a suit for +3 plate.

He could also slow the bonus down to 2+2 every 4, like an extra power attack.

Well at 11th level according to the PF SRD, starting gold is 82,000 GP. Plain Steel Plate +3 goes for 9,000 GP, same with a shield. Those numbers have to based on something. Sure you can have magic rich or magic poor campaigns as dictated by the GM. But I'm thinking that table of starting money for characters above first is probably not numbers they yanked out of the air. Probably a good amount of playtesting went into those. As a matter of fact you could do dual +5 for 50,000 GP.

Again all campaigns will be different, but given that I can't poll every GM out there to find out just how much magic is or is not in their campaigns, I've got to go with what I have, which is that table.

And yeah, I'm thinking by 11th level, sure the PCs are going to face their share of cannon fodder, but at the end of that fight is pretty much always going to be your big bad nasty and a few pumped up henchmen.

BTW, thanks for your approval of the feat. I am no veteran game designer/GM etc., so it kind of made my day to get some positive feedback from a group that has tons more experience than me.

HH

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