
showzilla |
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two-handed momentum
prereqs: str 15, two-handed fighting, bab+4
benefits: at BAB+4 and every +4 there after, you gain a +1 to attack and damage while wielding a weapon in two-hands. when calculating CMB and CMD, you use 1-1/2 times your strength modifier.
at BAB +8, when a foe attempts to repel your attacks, if his repel rolls is the higher of his defenses, you may use 1-1/2 times you strength on the attack roll. you also use 1-1/2 times your strength when rolling to repel an attack.
at BAB +12, you may declare to be building up momentum, doing so provokes an attack of opportunity and causes a -10 penalty to your AC until your next turn. when you perform this action, if your attack connects, you may roll another attack immediately there after, if both attacks connect, roll damage for each attack separately and then add the results together before any defenses are applied. both attacks hit, threaten and confirm separately of each other. this attack may only be used once per round, though if the initially attack fails to connect, the attempt is not expended. (think arc of might/deliverance from dragon's dogma).
at BAB +16, when building up momentum, you may increase the AC penalty to -15 and with a successfull hit the opponent takes 1d6 bleed damage. this bleed damage become 1d8 at BAB+18 and 1d10 at BAB+20. bleed damage is cumulative.

Orich Starkhart |
Regarding
you use 1-1/2 times your strength modifier
(emphasis mine) I believe you intend bonus here, otherwise you increase the penalty on weak characters when they use two hands!
Regarding
at BAB +12, you may declare to be building up momentum, doing so provokes an attack of opportunity and causes a -10 penalty to your AC until your next turn.and
at BAB +16, when building up momentum, you may increase the AC penalty to -15
: these means that if you are an average dex character, without defensive enhancements you are making yourself easier to hit than someone who is helpless per the core rules, which give -4 AC in melee and effective Dexterity 0, for a -5 modifier, total -9 AC against melee attackers. (only the -5 counts against ranged attacks)
I find it stretching credibility that the average dexterity attacker would make itself more vulnerable while vigorously attacking than someone who is entirely unable to move - though it seems reasonable that someone with high agility could give up that much - they'd still not get all the way down to equivalent to helpless. Neither should protection through mundane armor or magical enchantment be cancelled by use of this feat.
I think there should be a milder AC penalty plus reduction or outright denial of Dodge bonuses. In addition, there can be synergy with your proposed Damage Resistance feature as well. Instead of -10 AC, maybe the Bab +12 feature is activated with -4 AC, no (or 1/2) DEX and Dodge bonuses, and halve Damage Resistance, and the Bab +16 feature activates with -4 AC, no DEX or Dodge bonus, no Damage Resistance. Furthermore, in the round the attacker would use Two Handed Momentum they cannot also use any ability that improves their defense in exchange for reduced attack bonus or damage, and Uncanny Dodge and similar abilities do not function.
(e.g., once cannot use this feat while Fighting defensively, or simultaneously use your Stand Your Ground feat(described in post 9 of the thread Defensive Abilities))

showzilla |
Regardingshowzilla wrote:you use 1-1/2 times your strength modifier(emphasis mine) I believe you intend bonus here, otherwise you increase the penalty on weak characters when they use two hands!
Regarding
showzilla wrote:at BAB +12, you may declare to be building up momentum, doing so provokes an attack of opportunity and causes a -10 penalty to your AC until your next turn.andshowzilla wrote:at BAB +16, when building up momentum, you may increase the AC penalty to -15: these means that if you are an average dex character, without defensive enhancements you are making yourself easier to hit than someone who is helpless per the core rules, which give -4 AC in melee and effective Dexterity 0, for a -5 modifier, total -9 AC against melee attackers. (only the -5 counts against ranged attacks)
I find it stretching credibility that the average dexterity attacker would make itself more vulnerable while vigorously attacking than someone who is entirely unable to move - though it seems reasonable that someone with high agility could give up that much - they'd still not get all the way down to equivalent to helpless. Neither should protection through mundane armor or magical enchantment be cancelled by use of this feat.
I think there should be a milder AC penalty plus reduction or outright denial of Dodge bonuses. In addition, there can be synergy with your proposed Damage Resistance feature as well. Instead of -10 AC, maybe the Bab +12 feature is activated with -4 AC, no (or 1/2) DEX and Dodge bonuses, and halve Damage Resistance, and the Bab +16 feature activates with -4 AC, no DEX or Dodge bonus, no Damage Resistance. Furthermore, in the round the attacker would use Two Handed Momentum they cannot also use any ability that improves their defense in exchange for reduced attack bonus or damage, and...
1. I meant bonus. either way, the idea is that character with a strength of 20 normally adds +5 as the strength bonus to CMB and CMD. with this feat, that +5 becomes a +7.
2. you...have quite a point. and yes, all these feats I've posted work in tandem with Damage resistance.
Two-handed Momentum
benefits at BAB +12 and +16, you do not take AC penalty any more, but you lose any and all dodge bonuses to AC when you build up momentum. No longer increasing cost to deal bleed damage.
so....
two-handed momentum
prereqs: str 15, two-handed fighting
benefits: at BAB+4 and every +4 there after, you gain a +1 to attack and damage while wielding a weapon in two-hands. when calculating CMB and CMD, you use 1-1/2 times your strength bonus.
at BAB +8, when a foe attempts to repel your attacks, if his repel rolls is the higher of his defenses, you may use 1-1/2 times you strength on the attack roll. you also use 1-1/2 times your strength when rolling to repel an attack.
at BAB +12, you may declare to be building up momentum, doing so provokes an attack of opportunity and causes to lose dodge bonuses until your next turn. when you perform this action, if your attack connects, you may roll another attack immediately there after, if both attacks connect, roll damage for each attack separately and then add the results together before any defenses are applied. both attacks hit, threaten and confirm separately of each other. this attack may only be used once per round, though if the initially attack fails to connect, the attempt is not expended. you may not fight defensively on the turn you use this technique, you lose the benefits of uncanny dodge and improved uncanny dodge is downgraded to uncanny dodge.(think arc of might/deliverance from dragon's dogma).
at BAB +16, when building up momentum a successful hit to the opponent causes 1d6 bleed damage. this bleed damage become 1d8 at BAB+18 and 1d10 at BAB+20. bleed damage is cumulative.
honestly..I thought you would complain that the "arc of might" is too broken in that you are dealing double damage that could potentially multiply on a critical hit.
though they should still get to use Stand Your Ground, it doesn't increase defense like Combat expertise does, so much as shifts one defense (AC) out for another (DR).
also, they would keep damage resistance as that is a measure of your physical resistance, you shouldn't lose that just because you decided to wind up for a big hit, though it should leave them vulnerable to getting flanked and leaves no time or room to better defend one's self. at this point, you put all your might into one massive attack and should have to rely more on your raw toughness and thick armor to keep you alive than fancy foot work. still, thanks for the feed back, you made me realize that the cost for the technique was a "tad bit" high.

Orich Starkhart |
I'd rather see some AC penalty, otherwise this feat costs next to nothing to average Dexterity characters but a lot to characters that invest in Dexterity. The character winding up for a big blow isn't paying as much attention to parrying and dodging, regardless of whether it has a Dexterity bonus, Dodge feat, or anything else.
I understand about Stand Your Ground, I shouldn't have included it with the abilities that trade offense in favor of defense. However, I still think it should be less effective when using Two handed Momentum as I see Stand Your Ground as partially a dodge-like ability, in which the defender moves skillfully to help his armor take more of the blow.
With respect to "Arc of Might", I never played Dragon's Dogma, so I can have no opionion on whether it's broken. I see from the wiki that it "requires the protection of one's allies". I don't see a problem with Crit, but I'm also wary of the "add both attacks together before applying defenses," though I understand the purpose this is to get through tough Damage Resistance. Except for the combination of damage and targeting a single opponent, the momentum mechanic of this feat corresponds to the mechanic of Cleave, which could also allow multiple damage on two attacks the same round at the same bab. Note that Cleave calls for a -2 penalty to AC. You are increasing the cost by adding an AoO and reducing Dodge bonuses as well, this might be a fair trade for the additional damage potential.