Feat and Formation Ideas
Posted: Tue Jun 24, 2014 12:52 am
A basic structure exists for formation combat, which is awesome. However, this is something that can be taken even further. For instance, there is nothing that simulates the advantage of reach weapons (polearms and great weapons) and short weapons once you reach the line or shield wall. Therefore, I propose the following:
Formation Ideas
As it stands now:
“Formations allow groups to rank their members from front to back. Members further back in the formation are less likely to be attacked, but members in the back rank are also less able to attack hand to hand.”
This sounds like the percentage chance of being targeted by a hostile mob is lower the further you are back in the formation and possibly negative modifiers to the attack rating for melee if you are in the back rank. How about this:
“Formations allow groups to rank their members from front to back. Members further back are not only less likely to be attacked but they also receive a bonus to armor class that increases the further they are from the front line. However, the further back you are the harder it is for you to strike hostile opponents in turn with melee attacks. The bonus armor class stacks with all other existing categories.”
Front Rank – Attack Rating normal, engagement percentage normal, AC normal
Middle Rank – Attack Rating -2, engagement percentage lower, AC +2. Attacking an opponent from or within the middle rank with weapons larger than light in category will negate the -2 to attack rating.
Back Rank – Attack Rating -4, engagement rating lowest, AC +4. Attacking an opponent from or within the back rank with reach weapons such as polearms and great blades will negate all negative attack modifiers due to weapon length and position.
Missile weapons and distance spells are unaffected by position within the rank structure. However, touched based spells would be.
Feat: Hold the Line
Prerequisites: Fighter Level 10, Expertise Feat, Equipped Shield
Syntax: combatmode +/- hold
First, this toggle feat enables the character to increase the likelihood that they will be targeted by hostiles encountered within an area.
Second, a small amount of damage absorption is gained while active.
In 3.5 this feat is something else entirely, but since we don’t have charge here it’s a moot point. However, the name is still very appropriate for the suggested use.
Feat: Reach Weapon Mastery
(Diametrically Opposed Counter to Focused Close Quarters Fighting)
Prerequisites: Level 20, Expertise Feat
This feat enables the combatant to maximize the effectiveness of polearms and great weapons whenever the character is wielding one from either category.
First, when wielding a reach weapon the expertise feat provides even more protection (an extra point of AC).
Second, any opponent attacking the character with non-reach weapons will trigger an attack of opportunity.
Third, the “reach weapon combat” bonus is granted. This allows the combatant to keep some semblance of range and position over foes wielding light weapons, negating the bonus gained thru the Close Quarters Mastery feat.
Feat: Close Quarters Mastery
(Diametrically Opposed Counter to Reach Weapons Mastery)
Prerequisites: Level 20, Expertise Feat
This feat enables the combatant to maximize the effectiveness of light weapons, rapiers and whips in close quarters fighting, reducing the efficiency of their opponent’s defensive capabilities.
First, when wielding a light weapon, rapier or whip the character increases the benefit from the expertise feat (an extra point of ac).
Second, the bonus attack of opportunity gained from the feat, “Reach Weapon Mastery” is negated, regardless of weapon size.
Third, the “close quarters mastery” bonus is granted. Any attackers on the front rank wielding weapons larger than light will suffer a -2 to attack and defense, as the close quarters fighter sticks close and penetrates their guard.
Skill: Entangle
Prerequisites: Large Chain, Whip or Net Weapon
Syntax: Entangle <target> Pull <target>
This skill enables the Entangle command while a large chain, whip or net weapon is being wielded by sacrificing all other attacks during the round. Upon a successful attack a reflex roll is given. If it fails the target receives the entangle affliction until a reflex save is successful, which is given each round. While entangled the target may not flee, change formation position and suffers from a -4 to ac and attack rolls.
Entangled targets can also be pulled one category closer to the front if not already there by the attacker. In the case of mounted targets a bonus is given toward the likeliness of being dismounted. Pull attempts can be used subsequently without delay for as long as the opponent remains entangled.
There is a recovery period between subsequent entangle attempts. Increased skill levels will affect the chance of the strike connecting and the difficulty of the reflex save to resist it.
Skill: Overstrike
Prerequisites: Wielding a chain weapon
Syntax: Overstrike <target>
Chain weapons are incredibly dangerous due to the fact that if wielded properly they can bypass an opponent’s shield and parrying weapon. While wielding a chain weapon the character with this feat can utilize the Overstrike command, sacrificing full attack actions to deliver a strike unaffected by shield work, parry and shield armor class. Dodge and other forms of ac will function as normal. There is a recovery period between subsequent overstrike attempts. Higher skill levels increase the likeliness of the strike landing.
Skill: Hook
Prerequisites: Wielding a polearm weapon
Syntax: Hook <target>
While wielding a polearm the character can sacrifice all other attacks for the round to initiate a hook command by overstriking and jerking backward. A reflex save is given and if it fails the strike will bypass shield work, parry and negate shield armor class. Against mounted targets the strike will receive a bonus toward dismounting the rider. There is a recovery period between subsequent hook attempts. Increased skill levels will affect the chance of the strike connecting, the difficulty of the reflex save to resist it and increase the likelihood of dismounting a rider.
Skill: Brace
Prerequisites: Wielding a polearm weapon
Syntax: brace <target>
By sacrificing all other attacks during the round the character can perform the brace command against a mounted opponent. Upon a successful hit a reflex save is given. If it fails the polearm will automatically deliver a critical hit. There is a recovery period between subsequent brace attempts. Increased skill levels will affect the chance of the strike connecting and the difficulty of the reflex save to resist it.
Formation Ideas
As it stands now:
“Formations allow groups to rank their members from front to back. Members further back in the formation are less likely to be attacked, but members in the back rank are also less able to attack hand to hand.”
This sounds like the percentage chance of being targeted by a hostile mob is lower the further you are back in the formation and possibly negative modifiers to the attack rating for melee if you are in the back rank. How about this:
“Formations allow groups to rank their members from front to back. Members further back are not only less likely to be attacked but they also receive a bonus to armor class that increases the further they are from the front line. However, the further back you are the harder it is for you to strike hostile opponents in turn with melee attacks. The bonus armor class stacks with all other existing categories.”
Front Rank – Attack Rating normal, engagement percentage normal, AC normal
Middle Rank – Attack Rating -2, engagement percentage lower, AC +2. Attacking an opponent from or within the middle rank with weapons larger than light in category will negate the -2 to attack rating.
Back Rank – Attack Rating -4, engagement rating lowest, AC +4. Attacking an opponent from or within the back rank with reach weapons such as polearms and great blades will negate all negative attack modifiers due to weapon length and position.
Missile weapons and distance spells are unaffected by position within the rank structure. However, touched based spells would be.
Feat: Hold the Line
Prerequisites: Fighter Level 10, Expertise Feat, Equipped Shield
Syntax: combatmode +/- hold
First, this toggle feat enables the character to increase the likelihood that they will be targeted by hostiles encountered within an area.
Second, a small amount of damage absorption is gained while active.
In 3.5 this feat is something else entirely, but since we don’t have charge here it’s a moot point. However, the name is still very appropriate for the suggested use.
Feat: Reach Weapon Mastery
(Diametrically Opposed Counter to Focused Close Quarters Fighting)
Prerequisites: Level 20, Expertise Feat
This feat enables the combatant to maximize the effectiveness of polearms and great weapons whenever the character is wielding one from either category.
First, when wielding a reach weapon the expertise feat provides even more protection (an extra point of AC).
Second, any opponent attacking the character with non-reach weapons will trigger an attack of opportunity.
Third, the “reach weapon combat” bonus is granted. This allows the combatant to keep some semblance of range and position over foes wielding light weapons, negating the bonus gained thru the Close Quarters Mastery feat.
Feat: Close Quarters Mastery
(Diametrically Opposed Counter to Reach Weapons Mastery)
Prerequisites: Level 20, Expertise Feat
This feat enables the combatant to maximize the effectiveness of light weapons, rapiers and whips in close quarters fighting, reducing the efficiency of their opponent’s defensive capabilities.
First, when wielding a light weapon, rapier or whip the character increases the benefit from the expertise feat (an extra point of ac).
Second, the bonus attack of opportunity gained from the feat, “Reach Weapon Mastery” is negated, regardless of weapon size.
Third, the “close quarters mastery” bonus is granted. Any attackers on the front rank wielding weapons larger than light will suffer a -2 to attack and defense, as the close quarters fighter sticks close and penetrates their guard.
Skill: Entangle
Prerequisites: Large Chain, Whip or Net Weapon
Syntax: Entangle <target> Pull <target>
This skill enables the Entangle command while a large chain, whip or net weapon is being wielded by sacrificing all other attacks during the round. Upon a successful attack a reflex roll is given. If it fails the target receives the entangle affliction until a reflex save is successful, which is given each round. While entangled the target may not flee, change formation position and suffers from a -4 to ac and attack rolls.
Entangled targets can also be pulled one category closer to the front if not already there by the attacker. In the case of mounted targets a bonus is given toward the likeliness of being dismounted. Pull attempts can be used subsequently without delay for as long as the opponent remains entangled.
There is a recovery period between subsequent entangle attempts. Increased skill levels will affect the chance of the strike connecting and the difficulty of the reflex save to resist it.
Skill: Overstrike
Prerequisites: Wielding a chain weapon
Syntax: Overstrike <target>
Chain weapons are incredibly dangerous due to the fact that if wielded properly they can bypass an opponent’s shield and parrying weapon. While wielding a chain weapon the character with this feat can utilize the Overstrike command, sacrificing full attack actions to deliver a strike unaffected by shield work, parry and shield armor class. Dodge and other forms of ac will function as normal. There is a recovery period between subsequent overstrike attempts. Higher skill levels increase the likeliness of the strike landing.
Skill: Hook
Prerequisites: Wielding a polearm weapon
Syntax: Hook <target>
While wielding a polearm the character can sacrifice all other attacks for the round to initiate a hook command by overstriking and jerking backward. A reflex save is given and if it fails the strike will bypass shield work, parry and negate shield armor class. Against mounted targets the strike will receive a bonus toward dismounting the rider. There is a recovery period between subsequent hook attempts. Increased skill levels will affect the chance of the strike connecting, the difficulty of the reflex save to resist it and increase the likelihood of dismounting a rider.
Skill: Brace
Prerequisites: Wielding a polearm weapon
Syntax: brace <target>
By sacrificing all other attacks during the round the character can perform the brace command against a mounted opponent. Upon a successful hit a reflex save is given. If it fails the polearm will automatically deliver a critical hit. There is a recovery period between subsequent brace attempts. Increased skill levels will affect the chance of the strike connecting and the difficulty of the reflex save to resist it.