Showing posts with label feat. Show all posts
Showing posts with label feat. Show all posts

Saturday, May 22, 2010

Class Acts: Invoker. More feats than you can fit in a Burst 2.

One of the best articles in DDI so far this month has been the Class Acts dedicated to Invokers. It's one of those increasingly rare, mechanics focused articles, offering little in the way of backstory, but full of new options - the ones I'm always looking for. Signed by the prolific and reliable Robert J. Schwalb, this article consists purely of feats, of all tiers and colors. With a total of 34 invoker-specific feats, this is more than the whole Divine Power book added to the class in that regard, unless we count Domain feats. So the number of possible combinations and builds for the class has been greatly expanded - opening up some very intriguing concepts.


Dubious Manifestation is a new feat of dubious quality for Drow Invokers

There's something I should get out of the way first, though. A dozen of these are racial feats- not a bad thing per se, as it actually covers the races that had been left out in previous supplements. And they are terrible. Not all of them are strictly unplayable (though many are), but they manage to be consistently bland, situational, and often pointless. The formula of 'gain a small bonus when you use your racial power' is abused to death, and almost always disappoints. It's not that it's impossible to make exciting feats with one-shot encounter effects, but they aren't even trying too hard - combat advantage, forced movement, small amounts of damage or even a +1 bonus to a single attack roll are far too weak benefits to be worth the effort.

The few racial feats that do something different are way more acceptable, though not spectacular: the changeling one, Flexible Covenant, allows you to change covenants each day, and the shifter feat Mobile Covenant lets you shift huge distances as your covenant benefit. Nevertheless, the racial stuff feels like mere filler, overall.

After that, things get more interesting. Way more interesting. The remaining feats develop certain themes, such as improvement of summons, specialization in ranged attacks, mastering the staff implement and granting covenant-specific benefits.

Of these, perhaps the most interesting are the ones thatenhance your summoningprayers. With a name like 'invoker', one would have expected a class with better support for powers that bring creatures to the battlefield, so there was quite a gap to fill. Thankfully, the feats are excellent:Carceri's Manacles slows enemies around summoned creatures, whereasRighteous Summons grants a different benefit depending on the character's covenant: attack penalties for maledictors, ally sliding for preservers and, my personal favourite, extra damage for wrathful invokers. To round it off, we have a general purpose feat that will greatly benefit summoners inHand of Fury, which grants extra attacks when a daily attack fully misses.

The feats that reward the use of ranged power are very intriguing because, unlike other controllers, invokers are very strong in this department (mostly because of *Hand of Radiance* and similar multi-target shots). Heaven's Arrow grants a bonus to hit against isolated targets - a condition that isn't usually that easy to meet, but which has quite a bit of synergy with the free slides from Covenant of preservation. Interestingly, it is a scaling feat bonus, as if tempting players to take the feat instead of Expertise. I don't think anyone will get that far, but it is something to consider. The remaining ranged feats are Angelic Harrier, which makes your dailies and encounters slide, and Vanguard's Eye, which grants protection against opportunity attacks.

Staff wielders will get to play a very different style of controller by taking Staff of Channeled Invocations, a feat that turns ranged powers into melee attacks. Among other cool combinations, this allows invokers of the Skill Domain to use Divine Bolts as opportunity attacks, in what may be the first realistic application of the power since it was mostly obsoleted by Hand of Radiance. The other staff feat, Pillar of Heaven, is also interesting but much more limited in scope, as it should only be useful to invokers relying on single-target ranged powers in their encounter slots.

As for the different Covenants, Malediction gets the most new options, with four feats. Of these, Crushing Doom looks particularly impressive, placing a significant damage penalty on all targets of your Maledictor's Doom power. The other covenants get three feats each, of which the paragon feats Preserver's Fury (target of Preserver's Rebuke becomes vulnerable to all damage) and Wrathful Outburst (Armor of Wrath targets an additional enemy) stand out the most.

Finally, the epic tier presents three generic feats that every Invoker should consider taking.Invoker Implement Expertise, as its name suggests, is the boring yet useful option to boost the crit range for all class powers.Dreadful Invocation is a truly spectacular feat that makes your critical hits from encounter or daily attacks inflict a lasting attack penalty, as well as forcing the target to move away from you (with the subsequent opportunity attacks). The last one, Reaching Invocation, works with area attacks, allowing you to target additional foes adjacent to the area - the Invoker's equivalent to Enlarge Spell, and a reason to maybe try Vanguard's Lightning over Hand of Radiance once you gain access to it.

To sum up, an amazing, useful and deep article. If you play an Invoker, chances are that you'll end up using several of the feats included here.
Read More......

Thursday, April 15, 2010

Index of weapon feats

I have updated my index of weapon-related feats with the new material from Martial Power 2 and Player Handbook 3. They are classified by weapon category and ordered by tier, with different sections for generic feats and for those that require specific races or classes. I also list the source books, for those who lack DDI subscriptions, though this will be a lot more useful if you can see the Compendium tootips.

These are the abbreviations of rule book titles:
- PHB: Player's Handbook
- PHB2: Player's Handbook 2
- PHB3: Player's Handbook 3
- MP: Martial Power
- MP2: Martial Power 2
- EPG: Eberron Player's Guide
- DRAXXX: Dragon Magazine, issue XXX.
- DraAnn: Dragon Annual




Axe

Generic feats
Headsman's Chop - Heroic (PHB3)
Deadly Axe - Paragon (PHB)
Axe Mastery - Epic (PHB)
Cleaving Axe - Epic (PHB3)

Class/Race specific feats
Deep Gash - Heroic - Fighter (MP)
Dwarven Weapon Training - Heroic - Dwarf (PHB)
Mror Stalwart - Heroic - Dwarf (EPG)
Savage Axe - Heroic - Fighter (DRA378)
Tunnel Stalker - Heroic - Dwarf, Rogue (MP)
Enduring Wallop - Paragon - Dwarf, Fighter (MP)
Punishing Axe - Paragon - Any Martial(MP2)
Thirsty Blade - Paragon - Barbarian(PP)
Knock-Back Swing - Epic - Fighter (MP)
Sweeping Blade - Epic - Barbarian (PP)

Bow

Generic feats
Sly Hunter - Paragon (PHB)
Bow Mastery - Epic (PHB2)
Deft Aim - Epic (PHB3)

Class/Race specific feats
Leading Fire - Heroic - Elf, Warlord (MP)
Treetop Sniper - Heroic - Elf, Rogue (MP2)
Opportunistic Archer - Paragon - Elf, Fighter (MP)

Weapon specific feats
Halfling Short Bow Hunter - Heroic - Halfling, Shortbow (DRA381)

Club

Ruthless Injury - Heroic - Rogue, Ruthless Ruffian, Sneak Attack(MP)
Crashing Tempest Style - Heroic - Monk, Flurry of Blows (PHB3)
Brutal Bludgeon - Paragon - Rogue (MP2)

Crossbow

Generic feats
Speed Loader - Heroic (PHB2)
Steady Shooter - Paragon (PHB)
Bow Mastery - Epic (PHB2)
Deft Aim - Epic (PHB3)

Class/Race specific feats
Crossbow Caster - Heroic - Artificer (DRA381)

Weapon specific feats
Two-Fisted Shooter - Heroic - Rogue, Hand Crossbow (MP)
Ruthless Hunter - Heroic - Drow, Hand Crossbow(FRPG)
Drow Fighting Style - Heroic - Drow, Hand Crossbow(DRA367)

Flail

Generic feats
Sweeping Flail - Paragon (PHB)
Flail Mastery - Epic (PHB)

Class/Race specific feats
Dragging Flail - Heroic - Fighter (MP)
Lashing Flail - Paragon - Any Martial(MP2)
Mobile Warrior - Epic - Fighter (MP)

Weapon specific feats
Spiked Chain Training - Heroic - Spiked Chain, Multiclass (DraAnn)

Hammer

Generic feats
Hammering Iron - Heroic (PHB3)
Hammer Rhythm - Paragon (PHB)
Bludgeon Mastery - Epic (PHB)

Class/Race specific feats
Dwarven Weapon Training - Heroic - Dwarf (PHB)
Mror Stalwart - Heroic - Dwarf (EPG)
Thunder Hammer - Heroic - Fighter (MP)
Tunnel Stalker - Heroic - Dwarf, Rogue (MP)

Crushing Guardian - Heroic - Warden(DRA379)
Crippling Crush - Heroic, Warden(PP)
Forceful Smash - Heroic, Warden(PP) - OBSOLETED BY: Overwhelming Critical
Gnome Weapon Training - Heroic - Gnome, Any Martial(MP2)
Enduring Wallop - Paragon - Dwarf, Fighter (MP)
Hammer Shock - Paragon - Any Martial, trained in Intimidate (MP2)
Justice Hammer - Paragon - Any Divine (DRA381)
Knock-Back Swing - Epic, Fighter (MP)
Overwhelming Impact - Epic, Fighter (MP2)

Weapon specific feats
Lethal Hammer Training - Heroic- Rogue, Warhammer or Throwing Hammer (MP)

Heavy Blade

Generic feats
Blade Opportunist - Heroic (PHB)
Headman's Chop - Heroic (PHB3)
Heavy Blade Opportunity - Paragon (PHB)
Heavy Blade Mastery - Epic (PHB)

Class/Race specific feats
Reaping Blade - Heroic - Fighter(MP)
Fey Blades - Heroic - Fighter, Eladrin(MP)
Githzerai Blade Master - Heroic - Githzerai(DRA378)
Versatile Duelist - Heroic - Rogue (DRA381)
Impaling Thrust - Heroic - Warden(PP)
Wicked Blade - Paragon - Any Martial (MP2)
Thirsty Blade/a> - Paragon - Barbarian(PP)
Mobile Warrior - Epic - Fighter(MP)
Sweeping Blade - Epic - Barbarian(PP)

Weapon specific feats
Longsword Finesse - Heroic- Rogue, Eladrin (MP) - OBSOLETED BY: Versatile Duelist
Eladrin's Challenge - Heroic -Fighter, Eladrin(MP2)

Light Blade

Generic feats
Nimble Blade - Heroic (PHB)
Blade Opportunist - Heroic (PHB)
Light Blade Precision - Paragon (PHB)
Light Blade Mastery - Epic (PHB)

Class/Race specific feats
Surprising Charge - Heroic - Fighter/Rogue(MP)
Fey Blades - Heroic - Fighter, Eladrin(MP)
Dusk elf Weapon Training - Heroic - Elf, Dusk Elf Stealth(DRA382)
Plunging Blade - Paragon - Fighter(DRA378)
Deft Blade - Paragon - Any Martial(MP2)
Sneaky Opportunity - Paragon - Rogue (MP2)
Mobile Warrior - Epic - Fighter(MP)

Mace

Generic feats
Hammer Rhythm - Paragon (PHB)
Bludgeon Mastery - Epic (PHB)

Class/Race specific feats
Ruthless Injury - Heroic Rogue (MP)
Street Thug - Heroic Rogue (MP)
Thunder Hammer - Heroic - Fighter (MP)
Goliath Crusher - Heroic - Fighter, Goliath (MP2)
Crushing Mace - Heroic - Any Martial(MP2)
Crushing Guardian - Heroic - Warden(DRA379)
Crippling Crush - Heroic, Warden(PP)
Forceful Smash - Heroic, Warden(PP) - OBSOLETED BY: Overwhelming Critical
Dizzying Mace - Paragon - Fighter (DRA378)
Brutal Bludgeon - Paragon - Rogue (MP2)
Knock-Back Swing - Epic, Fighter (MP)

Pick

Generic feats
Pick Mastery - Epic (PHB)

Class/Race specific feats
Gnome Weapon Training - Heroic - Gnome, Any Martial(MP2)
Deep Gash - Heroic, Fighter (MP)
Tunnel Stalker - Heroic, Dwarf, Rogue(MP)
Enduring Wallop - Paragon - Dwarf, Fighter (MP)
Piercing Pick - Paragon - Any Martial(MP2)
Knock-Back Swing - Epic - Fighter (MP)

Polearm

Generic feats
Hafted Defense - Heroic (PHB3)
Polearm Flanker - Heroic (PHB3)
Spear Push - Paragon (PHB)
Polearm Gamble - Paragon (PHB)

Class/Race specific feats
Polearm Momentum - Heroic - Fighter(MP)
Maneuvering Attack - Paragon - Warden (PP)

Sling

Class/Race specific feats
Deadeye Slinger - Heroic - Rogue(MP2)


Spear

Generic feats
Spear Push - Paragon (PHB)
Spear Mastery - Epic (PHB)

Class/Race specific feats
Eladrin Soldier - Heroic -Eladrin(PHB)
Polearm Momentum - Heroic - Fighter(MP)
Surprising Charge - Heroic -Fighter/Rogue(MP)
Swift Spear - Heroic - Fighter(DRA378)
Eladrin's Challenge - Heroic -Fighter, Eladrin(MP2)
Pointed Step Style - Heroic - Monk, Flurry of Blows(PHB3)
Impaling Thrust - Heroic - Warden(PP)
Impaling Spear - Paragon - Any Martial (PP)
Two-Handed Grasp - Paragon - Any Primal (PP)
Arcing Throw - Paragon - Warden (PP)
Maneuvering Attack - Paragon - Warden (PP)
Mobile Warrior - Epic - Fighter(MP)


Staff

Generic feats

Staff Fighting - Heroic(DRA368)
Hafted Defense - Heroic (PHB3)
Bludgeon Mastery - Epic (PHB)

Class/Race specific feats
Deceptive Staff - Paragon - Any Martial (MP2)

Unarmed
Improved Monk Unarmed Strike - Heroic - Monk, Unarmed Combatant(PHB3)
Brutal Brawler - Heroic - Fighter, Brawler Style(MP2)
Clobbering Brawler - Paragon - Fighter, Brawler Style(MP2)
Unarmed Mastery - Epic - Monk, Unarmed Combatant(PHB3)
Read More......

Tuesday, February 23, 2010

Warlock Basics - Lots of feats and a damage boost for Warlocks!

Despite the great support, both in amount and quality, that has been devoted to the Warlock class (of which I spoke recently), there were two areas where the class was lacking, compared to other strikers: offense-boosting feats, and raw damage output. As of today, this is no longer a problem, because this month's Warlock Basics article in DDI does an amazing job at fixing it.

"I suddenly feel... powerful!"

Previously, a Warlock looking for feats to improve his attacks didn't have many obvious choices, apart from Implement Expertise (if his DM hadn't got rid of it) and Dual Implement Spellcaster, which annoyingly requires 13 Dex in a class that has no other use for that ability. After that, you might want a White Lotus feat for your at-wills... and that's about it. It is telling that the mediocre-until-it-becomes-unplayable Empowering Shadows was the best the class had to offer in the offense-enhancing department, outside of race-specific stuff. Warlock players have been crying for something as simple as a feat increasing Curse dice ever since PHB. There is one of those in Warlock Basics.

Then you have the damage issue. Warlocks compensate their low damage in multiple ways (great survivability, utility and fun via Pact Boons, and many ways to inflict nasty conditions), but it's still sad to hit for significantly less than every other striker, and even a bit less than some non-strikers (say, a defender or leader with a two-handed weapon). There are some ways to tweak the punishing at-wills for a more or less reliable extra damage, but only for Constitution builds. Or you can turn to the Dark Side, take Eldritch Strike and use your single melee power to make a melee character specialized in charging. Which is quite effective, but hardly matches the concept of the class.

So, what does the article do, exactly, to solve these long-standing problems? There are twenty class-specific feats, most of them interesting and playable, and three that are downright awesome, one for each tier of play. Once it is compiled and added to Character Builder, Warlock players will find themselves hard pressed to find slots for all the feats they want to try - which is quite a turn of events. And it will only get worse (or better, depending on your point of view) next month, when Superior Implements turn up...

The Big Three feats are, in my opinion, well above the power curve, in order to close the power gap between most warlock builds and the average striker. They improve the character's accuracy, control, and damage - accentuating two of the class' strengths, and mitigating its greatest weakness. More importantly, they are tighly coupled with the class features so that borrowing them through multiclassing or hybridizing is hard enough. The heroic one, Primed Curse, is the most likely to get skipped of the three, due to the fact that the boost to Prime Shot won't help melee or area attacks. But any traditional ranged Warlock will become one of the most accurate characters in the game, just below the rogue, which is nothing to sneeze at.

The great paragon feat, Protective Hex, inflicts a pseudo-mark penalty on every enemy hurt by your curse. This has an amazing synergy with the Warlock's resilience and abundance of riposte attacks and, in combination with your party's defender, can make life very complicated for your target. I can't imagine building a paragon warlock without it. Finally, the epic one is even more of a must - called Cursed Spells, it adds your Intelligence to curse damage, which is a great, but safe way to fix the class' damage, since it can't be exploited through multi-attacks or areas.

Only these three feats would justify an article, and a good one at that... but the rest are far from bad! To name a few things, there's the mentioned damage dice increase for your Curse, a feat that grants an improved version of Bloodcurse Rod, a way to ease the restrictions to apply Prime Shot, something to ignore cover and concealments on your cursed targets, ways to trade curse damage for the blind or dazed condition on encounter powers, options to boost daily powers to deal ongoing damage or make opponents slowed or immobilized, and feats that change the type of Eldritch Blast and curse damage. Among other things. If you play a Warlock, you will be retraining after this article. If you don't, maybe you'll want to try one as your next character.
Read More......

Friday, February 19, 2010

Martial Power 2: A guide to Combat Styles

Martial Power 2 is out! Though I'd like to talk about the book in depth one of these days (short story: I like it, but I'm having a hard time using the new material on my current martial PCs), today I want to talk about the new system of Combat Styles. This consists on a series of feats that modify at-will powers, much like Divine Power's domain feat system. And, like that one, it's an awesome concept but it makes character building considerably more complicated: each feat is tied to a specific set of weapons and at-will powers, and grants a different special effect.

I've compiled two lists to complement the summary tables in Martial Power 2: one with the styles classified by at-will powers, and the other by weapon groups. This will not be entirely accurate, as the Heavy Blade category can include feats that work with versatile heavy blades, with longswords, or just with blades with the high crit property... Nevertheless, it's the most reasonable pattern I could come up with, and I've been comfortable using it so far. Keep in mind that, unlike domain feats, each Combat Style is limited to different martial classes, which I mention in the second list. Finally, there is a second tier of Combat Style feats, which only require having the corresponding at-will modifying one, and provide a general bonus as well as enhancing certain encounter powers. For sanity's sake, I'll refraing from showing a table for that.

*Update 1: Since the Styles only affect powers printed in rule books (PHB, MP, MP2), I've left out those from other sources - the list was already quite long.
*Update 2: Added Compendium links



1. List of Combat Styles by At-Will

1.1 Fighter

-Brash Strike
Styles: Ogremight(hammer, mace)

-Cleave
Styles: Longhand(polearm,spear), Steel Vanguard (h.blade)

-Crushing Surge
Styles: Moradin's Forge (axe, hammer, pick), Ninth Legion (pick, spear)

-Dual Strike
Styles: Midnight Blade (l.blade)

-Footwork Lure
Styles: Arkhosian Fang (h.blade), Red Cloak (h.blade, l.blade)

-Grappling Strike
Styles: (none)

-Reaping Strike
Styles: Ironstar (flail, mace), Reaving Axe (axe), Rending Chains (flail)

-Slash and Pummel
Styles: Elsir Hammer (hammer, pick)

-Sure Strike
Styles: Black Hood (axe), Desert Moon (h.blade), Hunting Spear (spear), Partisan Polearm (polearm)

-Threatening Rush
Styles: Mountain Thunder (hammer, flail, mace), Nerathan High Blade (h.blade)

-Tide of Iron
Styles: Kulkor Battlearm (axe, hammer, mace)

1.2 Ranger

-Careful Attack
Styles: Desert Moon (h.blade), Silent Shot (bow, c.bow)

-Circling Strike
Styles: (none)

-Fading Strike
Styles: Hunting Spear (spear)

-Hit and Run
Styles: Kulkor Battlearm (axe, hammer, mace) ,Nerathan High Blade (h.blade), Rending Chains (flail)

-Marauder's Rush
Styles: Arkhosian Fang (h.blade), Black Hood (axe), Ironstar (flail, mace), Mountain Thunder (hammer, flail, mace), Reaving Axe (axe)

-Nimble Strike
Styles: Adamant Arrow (bow), Harrowing Swarm (bow, c.bow), Leaf Runner (shuriken, crossbow, sling)

-Predator Strike
Styles: (none)

-Throw and Stab
Styles: Elsir Hammer (hammer, pick), Midnight Blade (l.blade)

-Twin Strike
Styles: (none)

1.3 Rogue

-Acrobatic Strike
Styles: (none)

-Deft Strike
Styles: Leaf Runner (shuriken, crossbow, sling)

-Disheartening Strike
Styles: Kulkor Battlearm (axe, hammer, mace), Mountain Thunder (hammer, flail, mace)

-Gloaming Cut
Styles: Midnight Blade (l.blade), Silent Shot (bow, c.bow)

-Piercing Strike
Styles: (none)

-Preparatory Shot
Styles: (none)

-Riposte Strike
Styles: Red Cloak (h.blade, l.blade)

-Sly Flourish
Styles: Harrowing Swarm (bow, c.bow)

1.4 Warlord

-Brash Assault
Styles: Elsir Hammer (hammer, pick), Ironstar (flail, mace), Mountain Thunder (hammer, flail, mace), Ogremight (hammer, mace), Reaving Axe (axe)

-Commander's Strike
Styles: (none)

-Direct the Strike
Styles: Ninth Legion (pick, spear)

-Furious Smash
Styles: Black Hood (axe), Moradin's Forge (axe, hammer, pick)

-Intuitive Strike
Styles: (none)

-Opening Shove
Styles: Hunting Spear (spear)

-Paint the Bull's Eye
Styles: Adamant Arrow (bow), Harrowing Swarm (bow, c.bow), Leaf Runner (shuriken, crossbow, sling)

-Risky Shot
Styles: (none)

-Viper's Strike
Styles: Desert Moon (h.blade), Longhand (polearm, spear), Nerathan High Blade (h.blade), Partisan Polearm (polearm), Rending Chains (flail), Steel Vanguard (h.blade)

-Wolf Pack Tactics
Styles: Arkhosian Fang (h.blade), Kulkor Battlearm (axe, hammer, mace)

2. List of Combat Styles by Weapon

Axe
Black Hood (fighter, ranger, warlord)
Kulkor Battlearm (any)
Moradin's Forge (fighter, warlord)
Reaving axe (fighter, ranger, warlord)

Bow
Adamant Arrow (ranger, warlord)
Harrowing Swarm (ranger, rogue, warlord)
Silent Shot (ranger, rogue)

Crossbow
Harrowing Swarm (ranger, rogue, warlord)
Leaf runner (ranger, rogue, warlord)
Silent Shot (ranger, rogue)

Flail
Ironstar (fighter, ranger, warlord)
Mountain Thunder (any)
Rending Chains (fighter, ranger, warlord)

Hammer
Elsir Hammer (fighter, ranger, warlord)
Kulkor Battlearm (any)
Moradin's Forge (fighter, warlord)
Mountain Thunder (any)
Ogremight (fighter, warlord)


Heavy Blade
Arkhosian Fang (fighter, ranger, warlord)
Desert Moon (fighter, ranger, warlord)
Nerathan High Blade (fighter, ranger, warlord)
Red Cloak (fighter, rogue)
Steel Vanguard (fighter, warlord)

Light Blade
Leaf Runner (Shuriken only, ranger, rogue, warlord)
Midnight Blade (fighter, ranger, rogue)
Red Cloak (fighter, rogue)

Mace
Ironstar (fighter, ranger, warlord)
Kulkor Battlearm (any)
Mountain Thunder (any)
Ogremight (fighter, warlord)

Pick
Elsir Hammer (fighter, ranger, warlord)
Moradin's Forge (fighter, warlord)
Ninth Legion (fighter, warlord)

Polearm
Longhand (fighter, warlord)
Partisan Polearm (fighter, warlord)

Sling
Leaf runner (ranger, rogue, warlord)

Spear
Hunting Spear (fighter, ranger, warlord)
Longhand (fighter, warlord)
Ninth Legion (fighter, warlord)
Read More......

Saturday, February 6, 2010

New feats and multiclass rules for battleminds!

Following my tradition for debut classes (except for the Ardent - no love for you, Warlord copycat!), I have created a bunch of new feats for players who feel like trying the Battlemind before the release of Player's Handbook 3. Since the book is pretty close by now, I have chosen not to go the easy way of expanding class features with feats, as you will have plenty of that in a couple of months. Rather, I wanted to show a cycle of feats with a common mechanic, based more on my perception of the class' personality than in existing game rules.

The idea is the following: Battleminds are renowned for their extreme arrogance towards their opponents. How does that manifest in a battle? In my mind, the BM will have countermeasures prepared against a number of common enemy tactics. Not only will such attacks be more difficult to carry out but, when they fail, the psionic defender will have gained some kind of tactical advantage. Or just feel good about it.

Roleplaying these feats should be quite a fun experience (for the battlemind, anyway). The triggering of each of these effects should be followed by displays of verbal abuse against the poor victim. Pointing at them and shouting "Ha,Ha!" should also do the trick.

Note that they all work only for attacks against your allies, except the one about Will defenses, which also affect the Battlemind. Because, you know, psionic.

Battlemind Feats

Confidence of the Stubborn
Prerequisite: Battlemind, Battlemind's Demand power.
Benefit: When an enemy marked by you makes an attack targeting Will, the enemy takes a -1 penalty to the attack roll. If the attack misses, you gain a +2 bonus to saving throws until the end of your next turn.

Confidence of the Stout
Prerequisite: Battlemind, Battlemind's Demand power.
Benefit: When an enemy marked by you makes an attack targeting Fortitude that does not include you, the enemy takes a -1 penalty to the attack roll. If the attack misses, you gain temporaty hit points equal to your Wisdom modifier.

Confidence of the Swift
Prerequisite: Battlemind, Battlemind's Demand power.
Benefit: When an enemy marked by you makes an attack targeting Reflex that does not include you, the enemy takes a -1 penalty to the attack roll. If the attack misses, whenever you shift before the end of the enemy's next turn, you can increase the distance by 1 square.

Confidence of the Rebuking Bastion
Prerequisite: 11th level Battlemind, Battle Resilience power
Benefit: When an enemy marked by you makes a charge attack that does not include you, the enemy takes a -1 penalty to the attack roll. If the attack misses, the enemy is knocked prone.

Confidence of the Fleet-Footed
Prerequisite: 11th level Battlemind, Speed of Thought power
Benefit: When an enemy marked by you makes an opportunity attack against an ally, the enemy takes a -1 penalty to the attack roll. If the attack misses, that enemy cannot make opportunity attacks until the end of the ally's next turn.

Confidence of the Iron Fortress
Prerequisite: 21st level Battlemind, Mind Spike power
Benefit: When an enemy marked by you makes a melee attack against an ally adjacent to you, the ally gains resist 5 against the attack. If the attack hits, you can use Mind Spike against the attacking enemy as if it was adjacent to you.

Multiclass feats

The Novice Psionic power and Novice Non-Psionic power were originally released in the Psion feat article. I have updated them for compatibility with all psionic classes.

Iron Mind Initiate [Multiclass Battlemind]
Prerequisite: Con 13
Benefit: You gain training in one skill from the battlemind's class skill list.
Once per encounter, you can use the Battlemind's Demand power.

Novice Psionic power [Multiclass Encounter]
Prerequisite: Any psionic multiclass feat, 4th level
Benefit: You can swap one encounter power you know to gain one psionic at-will power of the same level or lower from the class you multiclassed into. You can use that power once per encounter. In addition, you gain power points depending on the level of the swapped power:

Level 1 to level 10 - 2 PPs
Level 11 to level 20 - 4 PPs
Level 21 to level 30 - 6 PPs

Novice Non-Psionic power [Multiclass Encounter]
Prerequisite: Any psionic class, Psionic Augmentation class feature, any non-Psionic multiclass feat, 4th level.
Benefit: You can swap one psion at-will power that you know and has augmentations for one encounter power of the same level or lower from a class you multiclassed into. In addition, you lose power points depending on the level of the power you swapped out:

Level 1 to level 10- 2 PPs
Level 11 to level 20 - 4 PPs
Level 21 to level 30 - 6 PPs
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Thursday, October 15, 2009

New feats for the Seeker class

Following the tradition I started with the monk and psion reviews, here are some homebrew feats for your brand new Seeker characters. As usual, I provide a couple of straightforward yet useful multiclass feats, as well as a few more creative ideas. Enjoy!

Expansive Shot
Prerequisite: Seeker, Inevitable Shot class feature
Benefit: When making a ranged attack, you can take a –2 penalty to the attack roll. If the attack hits, you treat creatures within 2 squares of the target as if they were adjacent to the target, for the purposes of any effect caused by the attack.

Familiar Terrain
Prerequisite: Seeker
Benefit: When you create a zone with a Seeker power, enemies gain vulnerable 2 against your attacks and damaging effects while within the zone. Increase the vulnerability to 3 at 11th level, and 4 at 21st level.

Hunter's Focus
Prerequisite: Seeker, Inevitable Shot class feature
Benefit: When you hit an enemy with a ranged basic attack, you gain a +1 bonus to attack rolls with non-basic ranged attacks against that enemy until the end of your next turn.

Guidance of the Earth Spirits
Prerequisite: Any primal class
Benefit: When you make a ranged attack against a prone enemy, that enemy grants combat advantage to you and doesn't get a defense bonus from being prone.

Archery Training [multiclass Seeker]
Prerequisite: Dex 13
Benefit: You gain training in the Nature skill.
Choose a 1st-level seeker at-will power. You can use that power once per encounter.

Initiate of the Bow [multiclass Seeker]
Prerequisite: Dex 13
Benefit: You gain training in one skill from the seeker’s class skill list.
Once per day, you can use the Seeker's Inevitable Shot power.
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Wednesday, September 30, 2009

Fixing the math: A case against Expertise feats

Unlike other overpowered feats, Implement Expertise (and its cousins Weapon and Focused) was never intended to be balanced. Although feats as absurdly strong as these are usually the consequence of hasty development or lack of playtesting, this time the reason was different: It's an attempt to fix a problem with the game's core mechanics. In today's article, I'll discuss what problem they were meant to solve, why I'm not completely satisfied with the result, and some alternate solutions that might work better.

The problem lies in the game's math. 4e has a remarkably straightforward model behind character progression, since both attack rolls and defenses increase at a constant rate of +1 per level. The idea is brilliant, and among other things it allows DMs to upgrade or downgrade monsters on the fly, as well as ensuring that the success rate of attacks remains the same (typically between 50% and 60%) across levels, both for monsters and PCs. At least, that's the theory, because there's a tiny problem with how it got implemented: they got it wrong.

To be fair, the error is small, though not insignificant. The attack bonus for a level 30 player character is actually 3 points (i.e. 15%) below what it should be. This gap has grown over the course of many levels, becoming noticeable at Paragon tier, and painful at Epic. Monster attacks and player defenses do increase as expected. This difference doesn't make the game unplayable by any means, but it does result in harder, longer encounters at higher levels. Also, the reduced chance to hit makes player actions slightly more frustrating. It is rumored that the game designers were perfectly aware of this from the beginning, and intended for paragon and epic tier encounters to be increasingly challenging. Also, this would be somewhat compensated by the increased access to attack boosting effects, particularly from Leader characters.

By the time Player's Handbook 2 was released, it's obvious that the official stance had changed, as the book featured Expertise feats for weapons and implements that provided an unprecedented, overpowered, and gradually increasing bonus to attack rolls that topped out at a very convenient +3. The attack progression issue would be corrected, as long as every player took the appropiate feat. And they inevitably would, since they would be the most powerful feats anyways. Case solved.

There is something I really dislike about this approach, though - the game now has a mandatory feat. Most other feats, no matter how good, can at least be sometimes ignored, even if only by specific character builds. There is the rare Dwarf out there not interested in Weapon Training (being an implement user, of course). Not everybody can afford the hideously broken avenger multiclass feats. The closest I can think of, in terms of being universally taken, are the Superior Weapon Proficiency feats, though those are also ignored by implement wielders, and they are somewhat interesting because you do have a choice of different weapons to take. The only choice related to Expertise feats is 'when'. You might as well grant everybody a +1/+2/+3 to hit and remove one feat slot, and the effect would almost be the same.

The increased chance to hit is good for the game, and I welcome it, but by removing choice from one precious feat slot, building characters becomes less fun and varied. The problem becomes even worse for classes that usually benefit from multiple weapons, implements, or combinations thereof, such as Paladins, Bards, or Wizards taking the Second Implement feat, since they need multiple expertise feats in order to remain competitive. At least, as a partial patch, the Focused Expertise feat allows PCs using a single item as weapon and implement (Swordmages and Monks) to benefit from Expertise goodness with a single feat. To me, even that is too much - in order to get this needed adjustment, players shouldn't have to sacrifice anything.

My suggestion, then, is to give the bonus for free, without any cost to the players. I will show two ways of achieving this - one is what I would have liked to see in PHB2, and the other is a more practical way to implement it for your campaign.

The ideal solution

The game already had a proven method for dealing with the kind of adjustments that were needed for attack modifiers: Masterwork Armors had successfully solved this same problem, for Armor Class, in the first Player's Handbook. Why didn't the designers choose the same path for attack bonuses? It wouldn't have been difficult to create a series of masterwork weapons and implements that granted an extra bonus to hit, something like:

Magic Weapon/Implement
Level - Masterwork type - Hit bonus - Enhancenment bonus
1-5 - * - +0 - +1
6-15 - Masterwork 1 - +1 - +2
16-25 - Masterwork 2 - +2 - + 4
26-30 - Masterwork 3 - +3 - +6

I think this would have been a good patch to include in PHB2, but it isn't very practical if you intend to use it as a house rule. What kills it, for me, is the fact that it's currently impossible to add this kind of bonuses to a weapon or to individual powers in the Character Builder. Since I'm a Character Builder junkie, and I've become almost physically unable to write character sheets by hand (which led to great suffering with the Assassin release last month), I had to discard this solution in favor of a simpler, if less elegant, one.

The solution that works

This houserule lacks the beauty of the previous idea, but it has the advantage of actually working. It can be explained in two short steps:

- Step 1: Ban all expertise feats.
- Step 2: At level 5, grant all PCs as many Weapon Expertise and Implement Expertise feats as they need. Feel free to add more whenever they need it.

Adding extra feats on Character Builder is pretty easy to do. On the feats tab, above the list of chosen feats, there is a 'houserule' icon you can click to give the character additional feat slots. You can see it on the images below (click to enlarge).

Adding extra feat slots in Character Builder

Choosing feats for your additional slots
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Monday, September 21, 2009

Weapon feats for everybody (III): Weapon Specialization feats

(Edit: Wow, just 5 days after my post, Wizards goes and publishes something called Weapon Specialization. In this month's Fighter Essentials article, there's a Fighter Weapon Specialization feat. And it's garbage. Therefore, I'll keep the name on my feats, since I see little chance that they will be confused with anything remotely playable)

For the conclusion of this series, I have saved a really strong batch of feats, most of which will suppose a large increase in damage output. Talk about power creep! The basic concept is quite straightforward: we take the two strongest weapon feats this side of the epic tier (Hammer Rhythm and Scimitar Dance) and we make them into a cycle.

Ok, there is a catch. This kind of feats is tolerably overpowered as long as you are doing conventional stuff (say, attack once per turn). However, like many things in the game, they get ugly when combined with multiattack powers. We are addressing this. Also, a full cycle of strong, damage increasing feats would lead to broken combinations involving weapons with multiple types, so we have to make sure they don't stack.

In short, we have changed the Hammer Rhythm template so that it only triggers once per turn, and we have grouped the feats and added rules preventing the use of more than one per attack. Since there is currently nothing in the game called "weapon specialization", and I rather like the term, I have chosen it for this group.

Weapon Specialization feats

Weapon specialization feats provide benefits when you miss with melee weapon attacks using a specific kind of weapon. If you have more than one weapon specialization feat that can apply to an attack, that attack can benefit from only one of them at a time. You choose which feat applies before making each attack.




Axe Sunder [Weapon specialization]
Requirement:11th level, Str 17, Con 13
Benefit:Once per round, when you miss with a melee or close weapon attack with an axe or a pick on your main hand, the target gains vulnerability equal to your Strength modifier against the next attack you make before the end of your next turn.

Flail Whirlwind [Weapon specialization]
Requirement:11th level, Str 17, Dex 13
Benefit:Once per round, when you miss with a melee or close weapon attack with a flail on your main hand, you can deal damage equal to your Strength modifier to a different target within melee reach. This damage receives no modifiers or other benefits you normally gain to weapon damage.

Hammer Rhythm [Weapon specialization]
Requirement:11th level, Str15, Con 17
Benefit:Once per round, when you miss with a melee weapon attack with a hammer or a mace on your main hand, you deal damage to your original target equal to your Constitution modifier. This damage receives no modifiers or other benefits you normally gain to weapon damage.

Blade Feint [Weapon specialization]
Requirement:11th level, Str 15, Dex 15
Benefit:Once per round, when you miss with a melee or close weapon attack with a heavy blade on your main hand, you gain a +2 bonus to the next attack roll you make against the same target before the end of your next turn.

Blade Dance [Weapon specialization]
Requirement:11th level, Dex 19
Benefit:Once per round, when you miss with a melee or close weapon attack with a light blade, a scimitar or a falchion on your main hand, you deal damage to your original target equal to your Dexterity modifier. This damage receives no modifiers or other benefits you normally gain to weapon damage.

11th level, Scimitar Dance [Weapon specialization]
This feat has been replaced by the Blade Dance feat.

Spear Coordination [Weapon specialization]
Requirement:11th level, Dex 15 or Wis 15
Benefit:Once per round, when you miss with a melee or close weapon attack with a spear on your main hand, one ally you can see gains a +2 bonus to his or her next attack roll against the target before the end of your next turn.

Staff Parry [Weapon specialization]
Requirement:11th level, Con 15 or Wis 15
Benefit:Once per round, when you miss with a melee or close weapon attack with a staff on your main hand, you gain a +1 bonus to all defenses until the end of your next turn.
Read More......

Sunday, September 20, 2009

Weapon feats for everybody (II): Paragon Tier

We continue our article series on weapon feats with the first cycle of feats for paragon tier. The feats presented today are more oriented towards utility, and many bring something unique to the playstyle of a weapon. For the damage-dealing lovers, the following installment will have the more offensive paragon feats.

On the table below, the feats marked with a '*' are unchanged from the core books, whereas those with a '+' are revisions of existing feats. The rest of them are brand new.


Axe Charge
Requirement: 11th level, Str 17, Con 13
Benefit: When you charge with an axe, you can choose to use an at-will melee weapon attack instead of a basic attack. If you do, you don't gain the +1 bonus to hit for charging.

Sweeping Flail
Requirement: 11th level, Str 15, Dex 15
Benefit: When you make a weapon attack with a flail, if the attack has 2 or more targets, you gain a +1 bonus to the attack roll.
(Feat updated from PHB version, changed effect)

Flying Hammer
Requirement: 11th level, Con 17
Benefit: While you wield a hammer, if it does not have the heavy thrown property, you treat it as having heavy thrown, and a range of 0/3. Otherwise, you gain a +3 bonus to damage rolls of ranged weapon attacks with the hammer.

Vicious Slash
Requirement: 11th level, Dex 17
Benefit: When you make an encounter or daily weapon attack power with a light blade, you add a +2 bonus to the damage roll for each [W] after the first.

Dazing Mace
Requirement: Con 17
Benefit: When you score a critical hit on a weapon attack with a mace, you daze your target.

Shattering Pick
Requirement: 11th level, Str 17
Benefit: When you score a critical hit on a weapon attack with a pick, you can choose one square occupied by the target or adjacent to it. That square becomes difficult terrain until the end of the encoutner.

Polearm Gamble
Requirement: 11th level, Str 15, Wis 15
Benefit: When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you become dazed until the beginning of your next turn.
(Feat updated from PHB version, increased penalty)

Harrying Spear
Requirement: 11th level, Dex 17
Benefit: While you are wielding a spear with reach, as long as you aren't adjacent to any enemy you treat squares adjacent to you as your own, for the purposes of flanking.

Opportunist Sweep
Requirement: 11th level, Wis 15
Benefit: When you hit with an opportunity attack with a staff, you can knock the target prone instead of dealing damage with the attack.
Read More......

Weapon feats for everybody (I): Heroic Tier feats

When you take a look at the weapon-related feats available to any character (using, for example, the handy guide I posted a few days ago), you can notice a great disparity from one weapon group to another. Without taking into account racial or class-specific feats, there are never more than one or two feats per tier for a given kind of weapon. The problem is, many weapon types lack feats in some tier (usually Heroic), or waste these precious feat slots with terrible options.

This is the first on a series of articles that attempts to address the shortage of weapon feats, among other issues. Each article will feature a cycle of feats for every melee weapon type: one cycle for the heroic tier, and two for paragon. These will include existing feats from PHB and PHB2, sometimes with fixes to make them playable or to prevent them from being overpowered. Most of these feats will have no class or race restrictions, with the exception of some game-breaking ones from Martial Power, for which I provide patches.

So, without further introduction, here is the heroic tier cycle, ordered by weapon type. On the table, the feats marked with a '*' are unchanged from the core books, whereas those with a '+' are revisions of existing feats. The rest of them are brand new.



Deadly Axe
Requirement:Str 15
Benefit:While you wield an axe, if it does not have the high crit property, you treat it as having high crit. Otherwise, critical hits from weapons attacks you make with the axe deal ongoing damage equal to your Str modifier.
(Feat updated from PHB version, moved from paragon to heroic tier, reduced requirements and added effect for high crit axes.)

Tripping Flail
Requirement: Dex 15
Benefit: When you score a critical hit on a melee weapon attack with a flail, you knock the target prone.

Steady Hammer
Requirement: Con 15
Benefit:When you make a weapon attack with a hammer, if the target didn't move during its last turn, you gain a +1 bonus to the attack roll.

Head Cracker
Requirement: Con 13
Benefit: When you hit with a weapon attack with a mace, the target gains a -2 penalty to damage rolls until the end of your next turn. Increase the penalty to -3 at level 11th level, and -4 at 21st level.

Piercing Pick
Requirement: Str 13
Benefit: Your weapon attacks with a pick ignore the first 3 points of any resistance possessed by the target. This increases to 6 points at 11th level, and to 9 points at 21st level.

Spear Push
Requirement: Str 13, Dex 13
Benefit: Whenever you push a foe with a polearm or spear weapon attack, you may add 1 square to the distance pushed.
(Feat updated from PHB version, moved from paragon to heroic tier, reduced requirements and limited effect to weapon attacks.)

Polearm Momentum
Requirement: Dex 15, Wis 15, Fighter
Benefit: When you make an encounter or daily weapon attack with a polearm or a spear, if the attack pushes or slides a target, you can also knock that target prone at the end of the forced movement.
(Feap updated from MP version, changed trigger condition to prevent exploits with at-wills and opportunity attacks)
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Tuesday, September 8, 2009

A guide to weapon feats

After my recent post on domain feats, I have decided to make a similar compilation, this time about weapon-related feats. They are classified by weapon category and ordered by tier, with different sections for generic feats and for those that require specific races or classes. I also list the source books, for those who lack DDI subscriptions, though this will be a lot more useful if you can see the Compendium tootips.

These are the abbreviations of rule book titles:
- PHB: Player's Handbook
- PHB2: Player's Handbook 2
- MP: Martial Power
- EPG: Eberron Player's Guide
- DRAXXX: Dragon Magazine, issue XXX.

(Edited: fixed some errors)

Axe

Generic feats
Deadly Axe - Paragon (PHB)
Axe Mastery - Epic (PHB)

Class/Race specific feats
Deep Gash - Heroic, Fighter (MP)
Dwarven Weapon Training - Heroic, Dwarf (PHB)
Mror Stalwart - Heroic, Dwarf (EPG)
Tunnel Stalker - Heroic, Dwarf, Rogue (MP)
Enduring Wallop - Paragon, Dwarf, Fighter (MP)
Knock-Back Swing - Epic, Fighter (MP)

Bow

Generic feats
Sly Hunter - Paragon (PHB)
Bow Mastery - Epic (PHB2)

Class/Race specific feats
Leading Fire - Heroic - Elf, Warlord (MP)
Opportunistic Archer - Paragon - Elf, Fighter (MP)

Crossbow

Generic feats
Speed Loader - Heroic (PHB2)
Steady Shooter - Paragon (PHB)
Bow Mastery - Epic (PHB2)

Flail

Generic feats
Sweeping Flail - Paragon (PHB)
Flail Mastery - Epic (PHB)

Class/Race specific feats
Dragging Flail - Heroic - Fighter (MP)
Mobile Warrior - Epic - Fighter (MP)

Hammer

Generic feats
Hammer Rhythm - Paragon (PHB)
Bludgeon Mastery - Epic (PHB)

Class/Race specific feats
Dwarven Weapon Training - Heroic, Dwarf (PHB)
Mror Stalwart - Heroic, Dwarf (EPG)
Thunder Hammer - Heroic - Fighter (MP)
Tunnel Stalker - Heroic, Dwarf, Rogue (MP)
Enduring Wallop - Paragon, Dwarf, Fighter (MP)
Knock-Back Swing - Epic, Fighter (MP)

Heavy Blade

Generic feats
Blade Opportunist - Heroic (PHB)
Heavy Blade Opportunity - Paragon (PHB)
Heavy Blade Mastery - Epic (PHB)

Class/Race specific feats
Reaping Blade - Heroic - Fighter(MP)
Fey Blades - Heroic - Fighter, Eladrin(MP)
Mobile Warrior - Epic - Fighter(MP)


Light Blade

Generic feats
Nimble Blade - Heroic (PHB)
Blade Opportunist - Heroic (PHB)
Light Blade Precision - Paragon (PHB)
Light Blade Mastery - Epic (PHB)

Class/Race specific feats
Surprising Charge - Heroic - Fighter/Rogue(MP)
Fey Blades - Heroic - Fighter, Eladrin(MP)
Mobile Warrior - Epic - Fighter(MP)

Mace

Generic feats
Hammer Rhythm - Paragon (PHB)
Bludgeon Mastery - Epic (PHB)

Class/Race specific feats
Ruthless Injury - Heroic Rogue (MP)
Street Thug - Heroic Rogue (MP)
Thunder Hammer - Heroic - Fighter (MP)
Knock-Back Swing - Epic, Fighter (MP)

Pick

Generic feats
Pick Mastery - Epic (PHB)

Class/Race specific feats
Deep Gash - Heroic, Fighter (MP)
Tunnel Stalker - Heroic, Dwarf, Rogue(MP)
Enduring Wallop - Paragon, Dwarf, Fighter (MP)
Knock-Back Swing - Epic, Fighter (MP)

Polearm

Generic feats
Spear Push - Paragon (PHB)
Polearm Gamble - Paragon (PHB)

Class/Race specific feats
Polearm Momentum - Heroic - Fighter(MP)

Sling

Spear

Generic feats
Spear Push - Paragon (PHB)
Spear Mastery - Epic (PHB)

Class/Race specific feats
Eladrin Soldier - Heroic -Eladrin(PHB)
Polearm Momentum - Heroic - Fighter(MP)
Surprising Charge - Heroic -Fighter/Rogue(MP)
Mobile Warrior - Epic - Fighter(MP)


Staff

Generic feats
Staff Fighting - Heroic(DRA368)
Bludgeon Mastery - Epic (PHB)

Unarmed
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