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View Full Version : Melee Debuffs Handbook -- A few Nice Things for Melee



dextercorvia
2012-03-09, 12:55 PM
The eventual goal of this project is to have a catalog of all the methods of bestowing status effects through melee attacks. It likely will also contain other melee friendly debuffs like Demoralizing with Imperious Command.

This guide is very much a WIP. In the future there will be an Introduction, and maybe even a snazzy picture here. For right now, you'll just have to settle for a promise.

I have completed adding all of the feats and class abilites from the books in my collection. I'm missing a lot of setting specific stuff, and a few other things. If you see something you think I missed, please let me know.

My Sources:
Arms and Equipment Guide
Book of Exalted Deeds
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Psionics
Complete Scoundrel
Draconomicon
Dragon Magic
Drow of the Underdark
Dungeon Masters Guide II
Dungeonscape
Exemplars of Evil
Expanded Psionics Handbook
Expedition to the Demonweb Pits
Frostburn
Heroes of Battle
Heroes of Horror
Libris Mortis
Magic Item Compendium
Magic of Incarnum
Masters of the Wild
Minitures Handbook
Players Handbook II
Races of Destiny
Races of Ebberon
Races of Stone
Races of the Dragon
Races of the Wild
Sandstorm
Savage Species
Song and Silence
Spell Compendium
Stormwrack
Sword and Fist
Tome and Blood
Tome of Battle
Tome of Magic
Unapproachable East
Unearthed Arcana
Weapons of Legacy


Several people have made great suggestions, and others have provided ready to insert copy. Essence_of_War and Elric VIII both have contributed in a large way.

If you would like to suggest something, just post it below, and if you are feeling particularly generous, please pick something and write it up.

I have finished rating feats. I will be rating class abilities in the next day or so. Feel free to chime in.

Amazing
Good
Okay or not yet rated
Bad

I'm also working on a few sample builds. Let me know if you have something you'd like to include.

Basics

Ability Damage Damage to ability scores debuf many things: HP, Saves, Attack, AC, etc. Enough ability damage can cause, helplessness, paralysis, unconsciousness, or even death. Critical hits, and other effects that double damage (Battle Jump, Spirited Charge, Decisive Strike, etc.), will double ability damage, as well.
Disarm Some opponents require weapons to be effective. Denying them the weapon will reduce effectiveness. Downsides If you were armed, then their weapon is on the ground in their square. At best, they eat an AoO to pick it up again, at worst, they have a back-up weapon.
Overrun Rush through an opponent's square, and attempt to knock them down. All of the downsides of Tripping, except it must be done as a standard action.
Sunder Like Disarm, but works against shields, spell component pouches, holy symbols, etc. Works best against non paranoid opponents.
Trip Prone is a pretty good debuff. -4 to melee attack/AC, can't use many projectile weapons. Downsides Doesn't work against foes much larger than you, the check scales poorly against equal CR opponents as you level. Works best against humanoid opponents that rely on attacking.
Unconscious or Dead Don't overlook this one. There is usually little point in spending an action to Trip an opponent that you can kill in one hit.

Racial Abilities

Anthropomorphic WolfSS Free trip attempt with every attack.
Unseelie FeyDC Winter's Chill Apply Charisma bonus as a penalty to saves of adjacent creatures. Many of these abilities force saves to creatures adjacent to you.


Class Abilities

BarbarianPHB/SRD Frightful Presence Dragon Totem BarbariansUA can either frighten or shake opponents on a failed save (Will, scaling Cha based DC), when performing a dramatic action. It is capped at your HD, and doesn't specify which fear effect is applied, but 5d6 rounds is a nice duration. Improved Trip as a bonus feat for Wolf Totem BarbariansUA, without meeting the prereq.
Blood HoundCAdv Crippling Strike Deal 2 points of Str damage per hit on a marked creature.
Disciple of the EyeRotD Frightful Attack Leave shaken any opponent with fewer HD on a failed save (Will, scaling Cha based DC).
Dragon LordDM Crushing Defeat When you drop a foe, demoralize up to Cha mod opponents within 60 feet as a free action.
Drunken MasterCW Corkscrew Rush Bullrush on a charge, if successful, opponent must save or be stunned (Will, scaling Wis based DC).
Enlightened FistCA Monk Abilities Gain extra Stunning Fist attempts like a monk. Arcane Fist Spend a stunning fist attack to deliver a touch spell as part of a full attack.
Exotic Weapon MasterCW Show Off Demoralize lasts 1 round per class level. Stunning Blow Use stunning fist attacks with exotic weapons. Trip Attack Treat any one or two handed exotic weapon as a tripping weapon, or gain a bonus if it already is.
Ghost Faced KillerCAdv Frightful Attack Limited times per day, Sudden Strike kills your target, and onlookers panicked or shaken (depending on HD) on a failed save (Will, scaling Cha based) The target succeeds, he is only shaken. Frightful Cleave Receive a free Frightful Attack if your first one kills your opponent.
HexbladeCW Hexblade's curse Limited times per day, inflict a penaly on attacks, saves, ability checks, skill checks, and damage rolls on a failed save (Will, scaling Cha based). Also comes in Greater and Dire, which increases the penalties. Not melee specific, but melee friendly (free action) and debuffs to saves help with other debuffs.
IncarnateMoI Incarnate Weapon when bound to the Arms Chakra, you can use a move action to make the next attack Stun on a failed save (Fort, Con based scaling on essentia).
Ironsoul ForgemasterMoI Weapon Bond When wielding a weapon of his own crafting with essentia invested, each attack dazes on a failed save (Fort, Con based scaling on essentia).
JusticiarCW Crippling Strike Deal 1 point of Str damage on a nonlethal stike.
LasherS&F Improved Trip gain the benefits of the feat with a whip. Improved Disarm gain the benefits of the feat with a whip.
LurkCP Lurk Augment various add-ons as a swift action, including Stun, Ability Damage, and Inability to use Spells/Powers.
Menacing BruteRoD Demoralizing Stare Bonus on intimidate, shaken condition lasts longer. Making an Example when you drop a foe, all nearby opponents cower on a failed save (Will, DC 15+Cha). Stunning Snap Limited times per day, once per round, an opponent you attack is stunned on a failed save (Fort, scaling Str based DC).
MonkPHB/SRD Stunning Fist as a bonus feat, and extra uses. Decisive StrikePHII Double damage means double ability damage. Good at low levels, and at higher levels it still might balance out to more total ability damage than a Flurry build, if you focus on AoOs. Bonus Feat Monks have a long list of feats they don't need to meet prereqs for (Stunning Fist was mentioned earlier) Some of these options come from the UA variant monks: Improved Trip, Improved Disarm, Improved Bull Rush, and Improved Sunder.
Ninja of the Crescent MoonS&F Silencing Attack Flatfooted opponents struck are silenced for one round.
RavagerCW Cruelest Cut Limited times per day deal con damage with a melee attack.
RoguePHB/SRD Crippling Strike Deal 2 points of Str damage on a sneak attack.
Shadowbane InquisitorCAdv Improved Sunder as a bonus feat.
Soul KnifeXPH/SRD Knife to the Soul Deal ability damage with mind blades. No save.
Spell KnightCW Channel Spell Spell cast into weapon discharges against next opponent struck.
StormlordCD Thundering Weapon A javelin or spear in the hands of a stormlord gains the thundering property.
Suel ArcanamachCA Dispelling Strike up to three times per day, you get a free targeted greater dispel magic on an opponent you strike in melee.
SwashbucklerCW Weakening Critical Deal 2 points of Str damage on a critical hit.
Tattooed MonkCW Spider Deal Con poison (Fort, scaling Con based DC) instead of stunning with a stunning fist attack.
Thayan SlaverUE Break Will Deal 2 wisdom damage any time you beat an opposed intimidate check by 10 or more. Crippling Strike Deal 1 point of Str damage on a sneak attack. Stunning Blow 3/day stun with a melee attack, on a failed save (Fort, scaling DC).
Umbral DiscipleMoI Soulchilling Strike Deal Str damage equal to essentia invested with first melee attack of each round on a failed save (Fort, con based DC scaling with essentia.
WarlockCA Eldritch GlaiveDM allows you to make melee touch attacks as appropriate for a full attack. Combine with Sickening Grasp, and/or an appropriate Blast Essence for a lot of debuff.
Watch DetectiveMotW Superior Disarming considered armed and receives a bonus on disarm attempts.
WhisperknifeRotW Vengeful Strike As a standard action, instead of a sneak attack, make an attack that stuns on a failed save (Fort, scaling Dex based DC).

Note: Many of the abilities are called Crippling Strike, yet have different specifics. Just like the AC Bonus class feature of the Monk, and so many others, some DMs will let these stack, and others won't. Ask nicely.


Maneuvers

DESERT WIND

Blistering Flourish (strike,1) - If you hit, AoE fort save or be dazzled for 1 min.
Distracting Ember (boost,1) - Conjures a fire elemental to create flanking.


DEVOTED SPIRIT

Iron Guard's Glare (stance,1) - Any opponent you threaten can either attack you, or take a -4 to attack rolls.
Entangling Blade (strike,2) - If you hit, target's speed is reduced by 20 until the end of its next turn. Applies to all movement modes. Flying things fall, etc.
Daunting Strike (strike,5) - If you hit, target makes will save or is shaken. Save is particularly tough!
Castigating Strike (strike,7) - If you hit, AoE fort save or take -2 penalty on attacks.


DIAMOND MIND

Sapphire Nightmare Blade (strike,1) - Concentration check v. AC, if successful, target is flat-footed against your attack.
Mind Strike (strike,4) - If you hit, will save or take 1d4 Wis damage.
Disrupting Blow (strike,5) - If you hit, target makes a will save or cannot take actions for 1 round. Can still make AoOs but cannot take immediate actions.
Diamond Nightmare Blade and Time Stands Still (strike 8/9) - Deal so much damage that these are both effectively miss-or-die.


IRON HEART

Disarming Strike (strike,2) - If you hit, you get a free disarm attempt that doesn't provoke and has no risk of opponent disarming you.
Exorcism of Steel (strike,3) - Attack opponent's weapon, if you hit the weapon gets a damage penalty.
Dazing Strike (strike,5) - If you hit, target makes fort save or is dazed for 1 rd.
Strike of Perfect Clarity (strike,9) - Miss-or-die.


SETTING SUN


The throws
Setting Sun has a ton of throw maneuvers that are basically slight variations. They all allow you to trip with dex or str, do not provoke, opponent doesn't get to trip back, and you gain a +4 bonus to the trip check. Usually you get to move them around the battlefield also.

Hydra Slaying Strike (strike,7) - If you hit, target cannot make a full attack on its next turn.


SHADOW HAND

Clinging Shadow Strike (strike,1) - if you hit, target makes a will save or gets a 20% miss chance,.
Drain Vitality (strike,2) - if you hit, target makes fort save or takes 2 con damage.
Strength Draining Strike (strike,3) - If you hit, 4 str damage, fort save halves.
Hand of Death (strike,4) - If you hit target and they're flat-footed, fort save or be paralyzed for 1d3 rounds.
Obscuring Shadow Veil (strike,4) - If you hit, target makes fort save or gets a 50% miss chance for 1 round.
Bloodletting Strike (strike,5) - If you hit, target takes 4 con damage (fort save halves).
Ghost Blade (strike,6) - Target is flat-footed against this attack.
Shadow Noose (strike,6) - If you hit w/ ranged touch attack and target is flat-footed, target makes fort save or is stunned for 1 rd.
Enervating Shadow Strike (strike,8) - If you hit, target makes a fort save or gains 1d4 negative levels.
Five-Finger-Now-You're-Gonna-Get-Debuffed (strike, 9) - Debuff smorgasboard.


STONE DRAGON

Stone Vise (strike,2) - If you hit, and the opponent is on ground, fort save or it's speed = 0 for 1 round.
Bonecrusher (strike,3) - On a hit, save or people that attack the creature get a big bonus to confirm crits. If they fail, this lasts until they reach full hp.
Bonesplitting Strike (strike,4) - On a hit, 2 con damage
Boulder Roll (boost,4) - Bonus to overrrun attempts, and overruns don't provoke.
Overwhelming Mtn Strike (strike,4) - If you hit, and the opponent is on ground, fort save or loses a move action.
Crushing Vice (strike,6) - If you hit, and the opponent is on ground, No Save, speed = 0. for 1 round.
Irresistible Mountain Strike (strike,6) - If you hit, and opponent is on the ground, fort save or lose ability to take std. action. (Warning The exact wording here is somewhat dicey. I think the intent is clear, that it is supposed to rob them of a std. action in the next round)
Earthstrike Quake (strike,8) - AoE, reflex save or be knocked prone. Hits allies too!
Mountain Tombstone Strike (strike,9) - If you hit, 2d6 con damage.


TIGER CLAW

Fountain of Blood (boost,4) - If you drop an opponent, AoE will save or shaken for 1 min. Each foe dropped before initiating boosts the save DC.
Hamstring Attack (strike,7) - If you hit, target takes 1d8 dex damage and -10 speed penalty (fort save halves both).
Swooping Dragon Strike (strike,7) - Jump check, opponent is denied dex to AC, if you hit, target makes a fort save or is stunned for 1 rd.
Feral Death Blow (strike,9) - Jump check, hit, fort Save or Die.


WHITE RAVEN

Douse the Flames (strike,1) If you hit, target can't make AoOs for 1 round.
Covering Strike (strike,4) - See Douse the Flames, but lasts for (effectively) the entire combat.
WR Hammer (strike,8) - if you hit, target is stunned, no save.
Warmaster's Charge (strike,9) - You and all ally's get to charge. Big bonuses to damage, and anyone hit by you and at least 1 ally is stunned, no save.



Spells

BladeweaveSC (Bard2, Sor/Wiz2) One creature per round that you successfully attacked is dazed on a failed save.

Sonic WeaponSC (Bard2/Sor/Wiz2) Weapon deals an extra 1d6 Sonic damage. With Born of Three ThundersCA, that is half electricity, half sonic, stuns on a failed Fort save, and knocks them prone on a failed Ref Save.


Powers

Miscellaneous

Aboleth MucusSS (20gp) No save, just suffocate.
Alchemical Sun FlashEtCR (50gp) Dazzles light sensitive creatures, staggers Vampires, and some damage.
Atramen OilPlH (50gp) -4 to fort saves, with a -1 to fort saves for a splash effect.
CaltropsPHB/SRD (1gp) Creature's speed reduced by 1/2 on successful attack.
Eggshell Grenade, DustOA (10gp) No save, just blind on direct hit, blind on a failed save splash effect (Fort, DC 10).
MarblesA&EG (2sp) Force a balance check, which will render many opponents flat footed.
Noxious SmokestickECS (80gp)Smoke cloud that nauseates on a failed save (Fort, DC 15)
Tanglefoot BagPHB/SRD (50gp) Entangles and possibly immobilizes.

dextercorvia
2012-03-09, 12:57 PM
Feats

Ability FocusMM/SRD +2 to save DC for one special attack. Blue for builds (like Stunning Fist) focused around one ability. Black for everyone else.
Aleval SchoolDotU Trade 1d6 sneak attack damage for a penalty on opponents saves for 1 round. Meh. Can be useful in some SA debuff builds. Take Ability Focus first.
Anvil of ThuderCW Hit an opponent with a hammer and an axe in order to daze on failed save.(Fort, scaling Str based DC). Good effect, but awful prereqs.
Boomerang DazeRoE Attacks with Talenta or Xen'drik boomerangs daze on a failed save (Fort, damage based DC). Not a melee debuff, unless you bring aptitude weapons into it, but cool nonetheless. Note: the RAW legality of aptitude weapons + boomerang daze is hotly debated. Check with your DM.
Brutal StrikePHII Make a power attack that deals at least 10 damage, and your opponent is sickened on a failed save (Fort, DC scales with Power Attack damage). Nice straightforward debuff that applies to a non-dedicated debuffers.
Combat PanachePHII Sneering Glower Make an intimidate check against an opponent you have damaged, bestowing a penalty on attacks. Costs a move action, and happens during the next round, so there are better ways to get intimidate, but a Thayan Slaver might find it worthwhile
Concussion AttackCS Requires +3d6 SA. Reduce SA by 2d6 to cause target to get -2 on Wis/Int-based Skill and ability checks for 1 min. Duration overlaps.
Confound the Big FolkRotW Unsteady FootingMove into an opponents square and trip them as a standard action on next turn. Works against foes at least 2 sizes larger. Good for a small sized tripper.
Crescent MoonCW Disarm as a free action if you hit with sword and dagger in the same round.
Curling Wave StrikeStorm Make a trip attempt at another foe you threaten, when you succeed on the first one. You give up your improved trip attack, to do this, but it's situationally okay.
Dazzling StrikeDr344 Requires +2d6 SA. You can reduce your SA dice by X to dazzle an opponent for X rounds. Area must have illumination. Low cost, but dazzle is a pretty weak condition.
Deafening StrikeCS Requires +4d6 SA. Reduce SA by 3d6 to deafen target for 3 rounds (no save). Duration overlaps. Deafen is a pretty weak condition. Spend your feat/SA on something else. If you really want a deafening effect, check out Ring the Ear.
Death MasterLMCritical hits cause living opponents to be shaken. Not bad, and it opens up the better Eviscerator.
Defensive ThrowCW If the target of your dodge feat misses you in melee, you may trip them in response. Requires you to have dodge, and have someone able to swing at you. Clearly something isn't going well with your debuff routine.
Debilitating StrikeHoH Limited times per day deal Con damage or Wisdom damage (depending on taint) on a successful UAS. The daily limits stink, and your DM will probably rip you a new one with the effects of Taint. Black if you are undead.
Disemboweling StrikeCS Requires +5d6 SA and Weapon Focus (slashing weapon). Reduce SA by 4d6 to deal 1d4 Con damage with WF weapon. 1/day/target. If you could stack it, I'd rate it higher.
Dreadful WrathPGF Basically any offensive action leaves nearby opponnents shaken on a failed save (Will, scaling Cha based DC). This belongs on any fear based build that can qualify.
Driving AttackPHII As a full round action, make a single melee attack that bull rushes/knocks prone your opponent. The prereqs will eat you alive, and there is no reason to be spending a full round on 1 attack when you have +14 BAB.
Eilservs SchoolDotU Activate a spell from a staff as a free action if you have hit an opponent with both ends in the same round. Blue for a UMDing TWF monkey, Red otherwise.
Eldritch ErosionCS Requires +4d6 SA and Know(arcana) 1. On a SA you can reduce your dice by 3 to lower target's SR by 5, for 1 minute. Duration overlaps. Meh, SR is a caster's problem, let them spend their feats and spell slots to overcome it.
EvisceratorLM Critical hits cause opponents with 30 feet to become shaken. (No Save, requires you to be undead). End of a feat chain, but they aren't awful feats.
Falling Star StikeOA Use a stunning fist attempt to blind on a failed save (Fort, scaling will based DC). Blind is a great condition, and the prereqs are easy enough for any stunning fist build.
Fist of the HeavensBoED Stunning fist has higher DC against evil creatures, and staggers them after stunning them. It wouldn't be bad (for an exalted Monk), except for the prereqs.
FlayPHII Power attack with a piercing or slashing weapon, and opponent who fails a save (Fort, DC based on PA bonus) takes a penalty on attacks. At best, situational, as your opponent can't have an armor bonus.
Focused SunderXPH/SRD Ignore 1/2 hardness on sunder attempt.
Freezing the LifebloodCW Use a stunning fist attempt to paralyze instead (Fort save, scaling Wis based DC). It comes late, and has all the same immunity problems as stunning fist.
Frightful PresenceDracon Attack or charge to make opponents with fewer HD become shaken on a failed save (Will, scaling, Cha based DC). Get Dreadful Wrath instead, if you can.
Gloom StrikeDotU Trade 2d6 sneak attack for vision penalties and opponent treats everyone has having concealment. Nothing wrong with a 20% miss chance, and the price is right.
Gorebrute EliteRoE Gorebrute shifter charging with horns can knock opponent prone. Works with any horn attack, so you aren't limited to times per day. Try it with Half-Minotaur today.
Hammer's EdgeCW An opponent hit with your sword and hammer in the same round must save (Fort, scaling Str based DC) or fall prone. The style feats all suffer from a bad rash of prereqs.
HamstringCW Give up 2d6 Sneak Attack to reduce opponent to half speed. Not bad, Hinder is usually a better trade.
HeadshotCS Requires +6d6 SA and Weapon Focus (bludgeoning). Reduce Sa by 5d6 to confuse target for 1 round. Will save, DC (10 + normal # of SA dice + dex), negates. Non-stacking duration, must be able to reach head. Lose a lot of SA, and has a save. No thanks.
High Sword Low AxeCW Free trip attempt on an opponent if you hit them with your sword and axe in the same round.
HinderDr344 Requires +2d6 skirmish and Improved Initiative. Reduce skirmish by 1d6 to reduce target's land speed by 10 for 1 minute. Multiples stack, min 5ft speed.
Impeding AttackCS Requires +4d6 SA. Reduce SA by 3d6 to cause target to get -2 on Str/Dex-based Skill and ability checks for 1 min. Duration overlaps. Sickening Strike does this and more for a fraction of the cost.
Imperious CommandDotU Demoralize now cowers then leaves shaken. Fear based builds that don't take this make me cry.
Improved DisarmPHB/SRD Disarm attempts don't provoke. Opponent can't disarm you back. +4 on opposed roll.
Improved SunderPHB/SRD Sunder attempts don't provoke. +4 on attack.
Improved SunderPHB/SRD Sunder attempts don't provoke. +4 on attack. It is a good debuff, but the other players usually get mad when you sunder all the loot.
Improved TripPHB/SRD Unarmed Trips don't provoke. +4 on opposed roll. Free attack on successful trip. Probably the only one of the PHB Improved (Special Attack) feats that you'd take even if it wasn't a prereq for something else.)
Intimidating StrikePHII Attack as a standard action to gain a free Intimidate check. Success leaves your foe shaken. There are better ways to get free intimidates, so unless you are a Thayan Slaver trying to stack as many intimidates into a turn as possible, avoid this.
Killoren DestroyerRotW Killoren smite attack dazes opponent on a failed save (Will, Cha based scaling DC). Works against oozes, undead and other creatures that are immune to other debuffs, but limited in times per day.
Knock-DownS&F/D&D/SRD Trip as a free action when an attack deals 10 or more damage.
KnockbackRoS Bull Rush on successful (power) attack. By itself Bull Rush isn't much of a debuff, but it can be combined with a lot.
LacerateDr344 Requires +4d6 SA, Comabt Expertise, Imp. Disarm, Power Attack, Painful Strike, and 13 Int/Str. Reduce SA by 3d6 in order to make target lose use of 1 hand for 1 min. Fort save, DC (10 + 1/2 level + damage), to negate. Too many prereqs, high SA cost, and a save.
Longtooth EliteRoE Longtooth Shifter deals Con damage with bite attack. Requires shifting to take the feat, but the con damage is dealt even if your bite attack doesn't come from shifting.
Maiming StrikeEoE Trade 2d6 sneak attack damage for 1 point of Cha damage on a sneak attack. Since you can explicitly stack this effect more than once per SA, this is a better than SA way to drop anything whose HP > 7*Charisma, which is a lot at higher levels. Requires you to be evil.
Meditation of WarOA +2 to the DC of stunning fist (and similar) attacks, and WF for one of a list of weapons. If you have the prereqs, its an okay use for your 18th level feat. Make sure you take Ability Focus before spending extra resources just to take this.
Mind DrainCS Requires +2d6 SAS and PP reserve. Reduce SA by 1d6 to drain 1 PP/ enemy ML; breaks psionic focus if PP is drained to 0. Once/round/enemy.
Netherese Battle CurseLEoF Expend an arcane spell slot to gain its level as a bonus to attack rolls. If you hit, target makes a DC ( 10 + spell level + Cha) Will save or takes -2 to attack, damage, skill/ability checks, and saves for 1 min.
Pain TouchCW Stunning fist nauseates after the stunning. Nice. Essentially an extend effect for a stunning focused build. Doesn't work with some of the alternate SF attacks (like Freezing the Lifeblood), but it does work with other stunning attacks.
Painful StrikeDr344 Requires +3d6 SA, 13 Str, and Power Attack. Reduce your SA by 2d6 to cause the target a -2 penalty on attacks and skill/ability checks for 1 min. Non-stacking, only works on living. Sickening Strike is better, but this is gets around more immunities, and the penalties from the two feats stack.
Paralyzing FistsDotU Paralyze a foe struck by two stunning fist attacks in the same round. Not really worth it, unless you are building for paralysis. (In such a build, it is probably rated Black Requires Rapid Stunning to even use. (I think the designers didn't realize this, as it isn't in the prereqs.) Unlike some of the feats in CW, must be used with Stunning Fist.
Perfect Clarity of Body and MindToB Press the Advantage If you trip, disarm or damage an opponent you can make an intimidate check, as a free action, to give them a penalty to attack. Blue for a Thayan Slaver build.
Pharaoh's FistSand Stunning fist stuns creatures adjacent to your opponent. No stunning fist build should be without this feat.
Pierce Magical ProtectionCA Your attacks ignore any AC that comes from spells, and if you hit, then you auto dispel any spell that provides a bonus to AC. Okay, don't think it makes you the Anti-Wizard.
Ragewild FightingRoE Rattle the Weakling Hit an opponent in two rounds (Power attack for at least 5 in the second round) to daze your opponent on a failed save (Fort, scaling Str based DC).
Rampaging Bull RushRoS When raging, you can take a penalty on the your Str check to bull rush, if successful, your opponent is knocked prone. Requires Large or larger, but I think the ground counts as a solid object for dungeoncrashing. Better than tripping, since it doesn't have the size restriction.
Rapid StunningCW Extra stunning fist (or similar) attacks per creature per round. Better with some stunning fist uses than others. Blue for builds using stacking attacks like Rattlesnake Strike.
Rattlesnake StrikeSand Use a stunning fist attempt to deal Con poison on a failed save, (Fort, scaling wis based DC).
Resounding BlowBoEDCritical hits cower your opponent on a failed save (Will, scaling Cha based DC).
Righteous WrathBoED The first evil foe you damage while raging is shaken on a failed save (Will, scaling cha based DC).
Ring the EarDr344 Requires +2d6 SA and IUS. Reduce SA by 1d6 to deafen target for 1 minute; must use unarmed strike. Fort save, DC (10 + 1/2 level + Str mod), to negate. Deafen isn't the best, but the price is right,
Savvy RogueCS Rogues can apply the Crippling Strike strength damage, even to creature which are immune. Immunities are one of the main weaknesses of a melee debuff build, so take this if it is at all applicable.
Sand DancerSand Blind as part of an attack if opponent fails a save (Fort, scaling Wis based DC). Hard to setup, but Blue if you know you'll be in the desert (or similar) a lot.
Shi'Quos SchoolDotU Charge or Spring attack an opponent successfully from higher ground, and they fall prone on a failed save (Ref, scaling dex based DC). Undermountain Tactics is better for this.
Shiled ChargeCW When you attack with your shield as part of a charge, you get a free trip attempt.
Shield SlamCW (Requires Shield Charge, Improved Shield Bash) Shield bash as a FRA or on a charge, and your opponent is dazed on a failed save (Fort, scaling Str based DC). Do this with pounce for no additional action cost.
Shield SlingPHII Throw your shield to trip your opponent. Ranged trip sounds cool, but it's a trap.
Shock TrooperCW Domino Rush lets you Bull Rush opponents into each other, tripping both of them. Heedless Charge gets all the attention, but Domino Rush and Directed Bull Rush are amazing for a Dungeon Crasher, or most anyone that wants to push people around. This is one of those feats where you have a hard time figuring out why not to take it when you have a strength based melee character.
Sickening StrikeDotU Trade 1d6 sneak attack damage to sicken a living opponent.
Sickening GraspCM Reserve feat that makes any opponent you hit with a melee touch attack sickened. Works even on a passed save (Fort, scaling DC based on reserved spell, casting stat). This is triggered rather than activated, so you can do it more than once a round if you have some some source of touch attacks, like Wraithstrike, active.
Silencing StrikeRoS Whisper Gnome only. On a sneak attack, you can expend 1 daily use of your Silence ability to make the defender the target of your Silence SLA without getting a saving throw.
Staggering CriticalDotU Slow an opponent with a confirmed critical.
Staggering StrikeCAdv Need BAB +6, Stagger a target for one round on a successful SA. Fort save, DC (damage dealt) to negate. Doesn't work on creatures immune to SA.
Stand StillXPH/SRD AoO forces a save (Ref, scaling based on damage) or can't move, rather than dealing damage. Must have for an AoO defender build.
Steal and StrikeDotU Free attack with kukri on successful disarm with your rapier.
Stunning FistPHB/SRD Limited times per day, next attack if successful forces Will save (scaling, Wis based) or opponent is stunned. Blue if you can avoid the prereqs, Red otherwise. If you can get it started at early levels, you can build a pretty effective controller with it. Watch out for immunities.
Sun SchoolCW Blinding Sun of Noon confuses (1d4 rounds) an opponent who has been stunned two rounds in a row by an unarmed strike. (Note it doesn't have to be from Stunning Fist.) I personally think the nauseate from Pain Touch is better than confusion (and that has an easier trigger). But, if you know you are likely to face hordes of opponents, combine this with Pharaoh's Fist to have them beating on each other.
Terrifying StrikeDotU Trade 1d6 sneak attack to make opponent shaken. Explicitly doesn't stack with other fear effects.
Three MountainsCW Nauseate an opponent hit twice in the same round (heavy mace, morningstar, or greatclub) who fails a save (Fort, scaling Str based DC). Has the easiest prereqs of all the style feats, and nauseate is a good condition. A dungeoncrasher could have all of the prereqs (except Weapon Focus) without trying too hard.
Throat PunchCS Requires +3d6 SA and IUS. Reduce SA by 2d6 to give the enemy -5 to speach-based skills and 50% failure for verbal spells/command word items. Unarmed Strike only, non-stacking, must be able to reach target's neck.
ThunderclapSS Create a deafening cone that can knock creatures prone. (Fort, scaling con based DC). High Strength prereq means it won't come online until pretty late in your career, and requires a full round action.
Touch of Golden IceBoED Touch, UAS, Natural weapon attacks ravage evil opponents with golden ice (BoED, 35). It looks good until you realize that the ravage DC is fixed and low enough to laugh at. It's a trap.
Twist the KnifeEoE Instead of extra damage you can inflict a -3 penalty to attack, damage, saves, ability checks, and skill checks.
Unbalancing StrikeOA Your successful unarmed strike makes your (humanoid) opponent lose their dex bonus to ac on a failed save (Ref, Wis based). Requires Stunning Fist, but doesn't use an attempt, so do it with every attack. (Other SF feats got errata stating they use an attempt, but this one was left out.)
Undermountain TacticsDung Stair King Hit twice in the same round from higher ground, and your opponent is knocked prone on a failed balance check (Str based DC).
Vae SchoolDotU Free trip on a flatfooted foe that you hit with Spiked Chain or Whip. Not a bad feat for a tripper, but the prereqs are steep (Combat Experise, Improved Trip, and Weapon Focus).
Weaken the HeartDr344 Requires +3d6 SA and +4 BAB. Reduce your SA by 2d6 to cause target to become fatigued if he makes a Str/Dex/Con-based skill or ability check within 10 min; becomes exhausted if already fatigued. Fort save, DC (10 + 1/2 level + Int mod), negates. You have to give up the SA damage, and force a skill or ability check. There may be a build where this is a Black choice, but I haven't seen it yet.
Weapon and TorchDungIf you are wielding a one-handed weapon and torch, you can make a special attack that dazzles your foe, no save. Bad action economy and requires a one handed weapon. Dazzle isn't worth it.
Weakening TouchCW Use a stunning fist attempt to apply a penalty to opponents Str instead of damage. Its a penalty, not damage, so it won't stack, but its no save, so there are times when it is beneficial.
Wolf BerserkerUE Bonus on trip checks, may select improved trip without meeting prereqs. Wolf Totem Barbarian gets the best part of this without spending a feat.
Wounding AttackXPH/SRD Expend psionic focus to have next attack deal con damage. If you are piling on the con damage with a PsyWarrior (Prevenomed Wounding Weapon), then it is worth it, otherwise probably not.

dextercorvia
2012-03-09, 12:58 PM
Mundane Weapon Abilities

Disarming weapons grant a +2 on the opposed roll.
Tripping weapons can be used instead of unarmed attacks for tripping. Also, they provide the wielder the opportunity to drop the weapon instead of being tripped back.
Wielders of two handed weapons get a +4 on the check to sunder and disarm opposed rolls, while wielders of light weapons get a -4 on these opposed rolls.
Wielders of reach weapons can (sometimes) avoid the AoO when disarming.

Dire FlailPHB/SRD Disarming, Tripping
Flail/ Heavy FlailPHB/SRD Disarming, Tripping
FlindbarMM3 Disarming, and free disarm attempt on a critical threat.
Gnome Hooked HammerPHB/SRD Tripping
GreathammerMM4 +2 to Sunder attempts.
GuisarmePHB/SRD Tripping
HalberdPHB/SRD Tripping
Kama PHB/SRD Tripping
Kuo-Toan Harpoon Harpooned creature has limited mobility, moves at half speed, and has to make a DC15 Concentration check to cast a spell.
NetPHB/SRD Ranged Touch Attack to entangle opponent.
NotboraMM2 Double weapon, hook end is tripping.
NunchakuPHB/SRD Disarming
RanseurPHB/SRD Disarming
Sand BlasterMM3 10' cone of sand deals damage, and imposes a -4 penalty to AC, and a -2 penalty on attack on a failed save (Ref, DC 17+ Con).
SaiPHB/SRD Disarming (+4 instead of +2)
ScythePHB/SRD Tripping
SicklePHB/SRD Tripping
Spiked ChainPHB/SRD Disarming, Tripping
Whip PHB/SRD Disarming, Tripping


Weapon Enhancements

ChargebreakerMIC (+1) Charging creature struck makes Fort save or is knocked prone.
CursespewingMIC (+3) Creature struck by a critical hit is inflicted with a curse imposing -4 to Attacks, Saves, Skill, and Ability checks.
DisarmingMIC (+2) +2 to disarm attempts, can't be disarmed.
DispellingMIC (+1) Activate to affect a struck opponent with a targeted dispel.
DomineeringMIC (+2) Struck creature becomes Shaken on a failed save (Will 16). Doesn't stack.
Doom BurstMIC (+2) Creature struck with a Crit (even if immune) is Shaken (No Save). Doesn't stack.
Enervating MIC (+2) Creature struck with a Crit receives a negative level.
EverbrightMIC (2000gp) When activated (Standard) nearby creatures must save (Ref 14) or are blinded.
ImpedanceMIC (+2) Struck magic users have impeded spellcasting.
Greater DispellingMIC (+1 and Dispelling) As dispelling, but Greater Dispel magic, higher CL.
Paralytic BurstMIC (+2) On a crit, opponent saves or is paralyzed (Will 17).
ParalyzingMIC (+1) 1/day after activation (Swift) next creature struck saves or is paralyzed (Will 17).
Prismatic BurstMIC (30,000gp) On crit (even if immune), opponent is subject to Prismatic Spray (DC 20).
Slow BurstMIC (5000gp) On Crit and failed save (Will 14) opponent is slowed.
StunningMIC (+1, Screaming) On Crit and failed save (Fort 17) opponent is stunned.
Stunning SurgeMIC (+1) Stun an opponent you have struck in melee, as a swift action 1+Cha times per day. (Fort DC based on Character level and Cha)
StygianMIC (+1) 3/day on activation (swift) next attack inflicts a negative level.
Sudden StunningDMGII (2000gp) Stun an opponent you have struck in melee, as a swift action, Cha times per day. (Ref DC based on Character level and Cha)
SunderingMIC (+1) Wielder benefits from Improved Sunder, and deals an extra 1d6 on sunder attempt.
SweepingMIC (+1) Grants +2 on opposed roll for trip attempt.
ThunderingDMG/SRD (+1) On Critical hit, force DC14 Fort Save, or Deafened
VenomousMIC (+1) 3/day on activation (swift), struck opponent is poisoned (Fort 14). Strength poison.
VorpalDMG/SRD (+5) Severs the head on a Natural 20. Causes death in some creatures.
WeakeningMIC (+1) On a crit, opponent takes a -4 penaly to Str.
WoundingDMG/SRD (+2) Deals 1 point of Con damage on successful hit. (Useful if your status debuffs are based on Fort saves.)


For further reading, check out the following:

The Fear Handbook (http://brilliantgameologists.com/boards/index.php?topic=3809.0)[/QUOTE] by Caedrus contains all the resources you need to make your build scarier.

Many of the abilities above can have their flavor improved by the right seasoning. Akal-Saris's poison guide (http://www.minmaxboards.com/index.php?topic=2714.0) will help you find the perfect ingredient.

Shax's Indispensable Haversack (Type I) (http://www.giantitp.com/forums/showthread.php?t=148101) contains some of the best mundane equipment, and alchemical items in the game.

Ezekiul
2012-03-09, 02:29 PM
You should also mention the knockdown and knockback feats that give you the optiin to trip/bullrush after a successful attack.

dextercorvia
2012-03-09, 02:32 PM
You should also mention the knockdown and knockback feats that give you the optiin to trip/bullrush after a successful attack.

Absolutely. Knockback is in CW, and Knockdown in the Divine section of the SRD, correct?

Elric VIII
2012-03-09, 02:55 PM
I notice you have a section for spells and powers, does that mean you will be including things for a gish-debuffer?

If so, there are a few good feats to this effect:
Doomspeak (CoR): Use Bardic Music attempt to give enemy -10 to saves, attack, and ability/skill checks for 1 round. DC (10 + character level + Cha) to negate.

Netherese Battle Curse (LEoF): Expend an arcane spell slot to gain its level as a bonus to attack rolls. If you hit, target makes a DC ( 10 + spell level + Cha) Will save or takes -2 to attack, damage, skill/ability checks, and saves for 1 min.

dextercorvia
2012-03-09, 03:19 PM
Netherese Battle Curse is exactly the sort of thing I'm going to include. Is that a Feat or a Spell?

Doomspeak seems more Bard specific than melee specific. I could be wrong.

Elric VIII
2012-03-09, 03:37 PM
Netherese Battle Curse is exactly the sort of thing I'm going to include. Is that a Feat or a Spell?

Doomspeak seems more Bard specific than melee specific. I could be wrong.

Battle Curse is a feat from Lost Empires of Faerun, it just costs spell slots to use.

While Doomspeak is Bard-specific, it works well on a Bard 4/Warblade 16, so I figured I'd share it. Also, there are some melee-to-bard PrCs like Warrior Skald that can take advantage of it.

JadePhoenix
2012-03-09, 05:32 PM
I thought Bladeweaver dazed instead of stunning.

You should add Shield Slam, which dazes on a hit. Intimidating Strike and Imperious Command both spring to mind as well.

deuxhero
2012-03-09, 05:38 PM
While Boomerang Daze isn't melee, it works with an attitude melee weapon.

Also triping a low strength opponent you can one shot is worth it if you might miss, as even if you miss the free attack, they are still prone.

Essence_of_War
2012-03-09, 05:54 PM
Absolutely. Knockback is in CW, and Knockdown in the Divine section of the SRD, correct?

Knockback is in Races of Stone IIRC, requires Power Attack and Imp. Bullrush, and it requires that you be large+ or have powerful build. It notably has convenient overlap with the requirements of, and abilities granted by, Shock Trooper.

Knock-down was reprinted in Deities&Demis from original printing in (I think) Sword and Fist.


For maneuvers:

Iron Guard's Glare (DS, 1, stance) - attack me or take attack penalties.

Douse the Flames (WR, 1): Prevents target from making AoOs. Ranges in value depending on the value of AoOs to the target.

Disarming Strike (IH,2) - You don't have to waste an action on the disarm. Hit them, get the disarm attempt as a bonus.

Stone Vise (SD, 2) - save or be immobilized.

Bonecrusher (SD, 3) - Save or people that attack the creature get a big bonus to confirm crits.

Exorcism of Steel (IH,3) - attack opponent's weapon, it gets a damage penalty.

Entangling Blade (DS,4) - entangle condition, no save

Bonesplitting Strike (SD,4) - Con Damage.

Boulder Roll (SD,4) - overrun opportunity.

Mind Strike (DM,4) - mental stat damage.

Fountain of Blood (TC,4) - anytime you drop an enemy, save or shaken in an AoE.

Overwhelming Mountain Strike (SD,4) - save or lose move action.

Covering Strike (WR, 4) - Douse the flames for (effectively) the entire combat.

Daunting Strike (DS,5) - Shaken condition (very hard save)

Disrupting Blow/Dazing Strike (DM,5/IH,5) - Disrupting Blow denies actions has will save, dazing strike dazes and has a fort save

Crushing Vice/Irresistible Mountain Strike (SD,6) - Save or prevent movement.

Castigating Strike (DS,7) - save or burst-radius attack roll penalty.

Hamstring Attack (TC, 7) - 1d8 dex damage.

Swooping Dragon Strike (TC,7) - Fort save or Stun.

Earthstrike Quake (SD, 8) - save or get knocked prone, AoE.

WR Hammer (WR,8) - get hit, get stunned, no save.

Mountain Tombstone Strike (SD,9) - Lots of Con Damage.

Time Stands Still/SoPC/Feral Death Blow (DM,9/IH,9/TC,9) - are all effectively save-or-die OR miss-or-die.

I'll do the swordsage ones later.

Particle_Man
2012-03-09, 07:18 PM
Crushing Vice/Irresistible Mountain Strike (SD,6) - Save or prevent movement..

The latter (IMS) prevents a standard action on a failed save - my ruling is that this means the opponent is left with only the move and swift actions (i.e. he can't just do a full-round action) and thus probably no attacks barring something really sneaky. Other DMs might rule differently and allow full-round actions, which would at least prevent many of the "standard action" maneuvers if the opponent uses those too.

Saintheart
2012-03-09, 08:15 PM
If you're willing to blow sneak attack damage, Staggering Strike and Terrifying Strike from CW(?) would count as melee debuffs. Each of these hit a target's saves by -2 by virtue of sickening the target and making it shaken. For poisoners or Death Attack, this is very handy indeed.

JadePhoenix
2012-03-09, 09:26 PM
If you're willing to blow sneak attack damage, Staggering Strike and Terrifying Strike from CW(?) would count as melee debuffs. Each of these hit a target's saves by -2 by virtue of sickening the target and making it shaken. For poisoners or Death Attack, this is very handy indeed.

You're confusing Sickening Strike and Staggering Strike. Staggering Strike is, IMHO, the best of the bunch - it does not cost SA dice and it's debuff (reduced speed) is hard to find elsewhere

dextercorvia
2012-03-09, 10:05 PM
Battle Curse is a feat from Lost Empires of Faerun, it just costs spell slots to use.

While Doomspeak is Bard-specific, it works well on a Bard 4/Warblade 16, so I figured I'd share it. Also, there are some melee-to-bard PrCs like Warrior Skald that can take advantage of it.

I added Netherese Battle Curse. I'm aiming for things that make I hit it again a little more interesting, rather than just non-spell debuffs.


I thought Bladeweaver dazed instead of stunning.

You should add Shield Slam, which dazes on a hit. Intimidating Strike and Imperious Command both spring to mind as well.

You are correct. I fixed Bladeweave. IIRC, there is an spell in an online article that is similar to Bladeweave, does anyone have a link?

Source for Shield Slam, Intimidating Strike, and Imperious Command?


While Boomerang Daze isn't melee, it works with an attitude melee weapon.

Also triping a low strength opponent you can one shot is worth it if you might miss, as even if you miss the free attack, they are still prone.

Boomerang Daze is Eberron, right? I only have RoE, is that the one?

I realize, there are cases, it just served as a reminder that sometimes damage is the best debuff.


If you're willing to blow sneak attack damage, Staggering Strike and Terrifying Strike from CW(?) would count as melee debuffs. Each of these hit a target's saves by -2 by virtue of sickening the target and making it shaken. For poisoners or Death Attack, this is very handy indeed.

I'm going to be going through the Completes next. I didn't get through the specific weapons in MIC, but I'll go back to those later.

For right now, if you have something specific that you want included, just write a quick blurb and I'll put it in.

Massive thanks to Essence_of_War. I have just cut and pasted your stuff for now.

Zaq
2012-03-09, 10:23 PM
Brutal Strike and Intimidating Strike, both from PHB2, can apply Sickened and Shaken on a hit, respectively.

It's tricky to use, but Sand Dancer, from It's Hot Outside, can blind on a hit.

Poisons are sometimes worth it, if you put some effort into it one way or another.

Elric VIII
2012-03-09, 11:48 PM
I added Netherese Battle Curse. I'm aiming for things that make I hit it again a little more interesting, rather than just non-spell debuffs.

Okay, I see. Here's a few you might like:

Silencing Strike (RoS): Whisper Gnome only. On a sneak attack, you can expend 1 daily use of your Silence ability to make the defender the target of your Silence SLA without getting a saving throw.

Staggering Strike (CAd): Need BAB +6, Stagger a target for one round on a successful SA. Fort save, DC (damage dealt) to negate. Doesn't work on creatures immune to SA.

Dazzling Strike (Dr344): Requires +2d6 SA. You can reduce your SA dice by X to dazzle an opponent for X rounds. Area must have illumination.

Hinder (Dr344): Requires +2d6 skirmish and Improved Initiative. Reduce skirmish by 1d6 to reduce target's land speed by 10 for 1 minute. Multiples stack, min 5ft speed.

Painful Strike (Dr344): Requires +3d6 SA, 13 Str, and Power Attack. Reduce your SA by 2d6 to cause the target a -2 penalty on attacks and skill/ability checks for 1 min. Non-stacking, only works on living.

Lacerate (Dr344): Requires +4d6 SA, Comabt Expertise, Imp. Disarm, Power Attack, Painful Strike, and 13 Int/Str. Reduce SA by 3d6 in order to make target lose use of 1 hand for 1 min. Fort save, DC (10 + 1/2 level + damage), to negate.

Ring the Ear (Dr344): Requires +2d6 SA and IUS. Reduce SA by 1d6 to deafen target; must use unarmed strike. Fort save, DC (10 + 1/2 level + Str mod), to negate.

Weaken the Heart (Dr344): Requires +3d6 Sa and +4 BAB. Reduce your SA by 2d6 to cause target to become fatigued if he makes a Str/Dex/Con-based skill or ability check within 10 min; becomes exhausted if already fatigued. Fort save, DC (10 + 1/2 level + Int mod), negates.

Concussion Attack (CS): Requires +3d6 SA. Reduce SA by 2d6 to cause target to get -2 on Wis/Int-based Skill and ability checks for 1 min. Duration overlaps.

Deafening Strike (CS): Requires +4d6 SA. Reduce Sa by 3d6 to deafen target for 3 rounds (no save). Duration overlaps.

Disembowling Strike (CS): Requires +5d6 SA and Weapon Focus (slashing weapon). Reduce SA by 4d6 to deal 1d4 Con damage with WF weapon. 1/day/target.

Eldritch Erosion (CS): Requires +4d6 SA and Know(arcana) 1. On a SA you can reduce your dice by 3 to lower target's SR by 5, for 1 minute. Duration overlaps.

Headshot (CS): Requires +6d6 SA and Weapon Focus (bludgeoning). Reduce Sa by 5d6 to confuse target for 1 round. Will save, DC (10 + normal # of SA dice + dex), negates. Non-stacking duration, must be able to reach head.

Impeding Attack (CS): Requires +4d6 SA. Reduce SA by 3d6 to cause target to get -2 on Str/Dex-based Skill and ability checks for 1 min. Duration overlaps.

Mind Drain (CS): Requires +2d6 SAS and PP reserve. Reduce SA by 1d6 to drain 1 PP/ enemy ML; breaks psionic focus if PP is drained to 0. Once/round/enemy.

Throat Punch (CS): Requires +3d6 SA and IUS. Reduce SA by 2d6 to give the enemy -5 to speach-based skills and 50% failure for verbal spells/command word items. Unarmed Strike only, non-stacking, must be able to reach target's neck.


I once wanted to make a debuffer Rogue. Didn't work out too well, but I did have a list of potential feats.


EDIT:

Poisons are sometimes worth it, if you put some effort into it one way or another.

Psionic Minor Creation is a 1st level power that can make organic poisons. That might be worth it to add.

dextercorvia
2012-03-10, 12:01 AM
Brutal Strike and Intimidating Strike, both from PHB2, can apply Sickened and Shaken on a hit, respectively.

It's tricky to use, but Sand Dancer, from It's Hot Outside, can blind on a hit.

Poisons are sometimes worth it, if you put some effort into it one way or another.

Added.


Okay, I see. Here's a few you might like:

<Good Stuff>

I once wanted to make a debuffer Rogue. Didn't work out too well, but I did have a list of potential feats.


EDIT:


Psionic Minor Creation is a 1st level power that can make organic poisons. That might be worth it to add.

Added. Thanks!

I agree it should go somewhere, but I'll have to think about where Psionic Minor Creation fits into everything.

dextercorvia
2012-03-10, 09:23 AM
Added feats from CW, CA, CD, and CAdv. Debating whether to add class abilities that allow channeling of touch spells through melee attacks.

deuxhero
2012-03-10, 09:28 AM
There is the old "trick" of using Hidden Talent: Psionic Minor Creation to grab easy poison making ability. You can even shift it to your class feature given pets (may need a psychic reformation depending on DM)

Essence_of_War
2012-03-10, 09:32 AM
DESERT WIND:

Blistering Flourish (strike,1) - If you hit, AoE fort save or be dazzled for 1 min.
Distracting Ember (boost,1) - Conjures a fire elemental to create flanking.


DEVOTED SPIRIT:

Iron Guard's Glare (stance,1) - Any opponent you threaten can either attack you, or take a -4 to attack rolls.
Entangling Blade (strike,2) - If you hit, target's speed is reduced by 20 until the end of its next turn. Applies to all movement modes. Flying things fall, etc.
Daunting Strike (strike,5) - If you hit, target makes will save or is shaken. Save is particularly tough!
Castigating Strike (strike,7) - If you hit, AoE fort save or take -2 penalty on attacks.


DIAMOND MIND:

Sapphire Nightmare Blade (strike,1) - Concentration check v. AC, if successful, target is flat-footed against your attack.
Mind Strike (strike,4) - If you hit, will save or take 1d4 Wis damage.
Disrupting Blow (strike,5) - If you hit, target makes a will save or cannot take actions for 1 round. Can still make AoOs but cannot take immediate actions.
Diamond Nightmare Blade and Time Stands Still (strike 8/9) - Deal so much damage that these are both effectively miss-or-die.


IRON HEART:

Disarming Strike (strike,2) - If you hit, you get a free disarm attempt that doesn't provoke and has no risk of opponent disarming you.
Exorcism of Steel (strike,3) - Attack opponent's weapon, if you hit the weapon gets a damage penalty.
Dazing Strike (strike,5) - If you hit, target makes fort save or is dazed for 1 rd.
Strike of Perfect Clarity (strike,9) - Miss-or-die.


SETTING SUN:


The throws:
Setting Sun has a ton of throw maneuvers that are basically slight variations. They all allow you to trip with dex or str, do not provoke, opponent doesn't get to trip back, and you gain a +4 bonus to the trip check. Usually you get to move them around the battlefield also.

Hydra Slaying Strike (strike,7) - If you hit, target cannot make a full attack on its next turn.


SHADOW HAND:

Clinging Shadow Strike (strike,1) - if you hit, target makes a will save or gets a 20% miss chance,.
Drain Vitality (strike,2) - if you hit, target makes fort save or takes 2 con damage.
Strength Draining Strike (strike,3) - If you hit, 4 str damage, fort save halves.
Hand of Death (strike,4) - If you hit target and they're flat-footed, fort save or be paralyzed for 1d3 rounds.
Obscuring Shadow Veil (strike,4) - If you hit, target makes fort save or gets a 50% miss chance for 1 round.
Bloodletting Strike (strike,5) - If you hit, target takes 4 con damage (fort save halves).
Ghost Blade (strike,6) - Target is flat-footed against this attack.
Shadow Noose (strike,6) - If you hit w/ ranged touch attack and target is flat-footed, target makes fort save or is stunned for 1 rd.
Enervating Shadow Strike (strike,8) - If you hit, target makes a fort save or gains 1d4 negative levels.
Five-Finger-Now-You're-Gonna-Get-Debuffed (strike, 9) - Debuff smorgasboard.


STONE DRAGON:

Stone Vise (strike,2) - If you hit, and the opponent is on ground, fort save or it's speed = 0 for 1 round.
Bonecrusher (strike,3) - On a hit, save or people that attack the creature get a big bonus to confirm crits. If they fail, this lasts until they reach full hp.
Bonesplitting Strike (strike,4) - On a hit, 2 con damage
Boulder Roll (boost,4) - Bonus to overrrun attempts, and overruns don't provoke.
Overwhelming Mtn Strike (strike,4) - If you hit, and the opponent is on ground, fort save or loses a move action.
Crushing Vice (strike,6) - If you hit, and the opponent is on ground, No Save, speed = 0. for 1 round.
Irresistible Mountain Strike (strike,6) - If you hit, and opponent is on the ground, fort save or lose ability to take std. action. (Warning: The exact wording here is somewhat dicey. I think the intent is clear, that it is supposed to rob them of a std. action in the next round)
Earthstrike Quake (strike,8) - AoE, reflex save or be knocked prone. Hits allies too!
Mountain Tombstone Strike (strike,9) - If you hit, 2d6 con damage.


TIGER CLAW:

Fountain of Blood (boost,4) - If you drop an opponent, AoE will save or shaken for 1 min. Each foe dropped before initiating boosts the save DC.
Hamstring Attack (strike,7) - If you hit, target takes 1d8 dex damage and -10 speed penalty (fort save halves both).
Swooping Dragon Strike (strike,7) - Jump check, opponent is denied dex to AC, if you hit, target makes a fort save or is stunned for 1 rd.
Feral Death Blow (strike,9) - Jump check, hit, fort Save or Die.


WHITE RAVEN:

Douse the Flames (strike,1): If you hit, target can't make AoOs for 1 round.
Covering Strike (strike,4) - See Douse the Flames, but lasts for (effectively) the entire combat.
WR Hammer (strike,8) - if you hit, target is stunned, no save.
Warmaster's Charge (strike,9) - You and all ally's get to charge. Big bonuses to damage, and anyone hit by you and at least 1 ally is stunned, no save.


Edit:

Re-formatted and filled out for completeness.

I think this is all of the debuff maneuvers, but I may have missed some.

dextercorvia
2012-03-10, 11:25 AM
@Essence of War: Once again, many thanks! Updated.

Essence_of_War
2012-03-10, 11:54 AM
This is a noble endeavor, I was happy to contribute :smallsmile:

dextercorvia
2012-03-10, 12:38 PM
It's also much bigger than I originally thought. I had no idea how much stuff (most of it complete garbage) existed for this niche. The Style feats in CW for example. The prereqs are atrocious -- Three Mountains is about the only one resembling reasonable, mainly because it uses a Two-Handed weapon, so they didn't force you into Weapon Focus twice or TWF. Nauseated is also a pretty decent condition.

Piggy Knowles
2012-03-10, 01:29 PM
Hitting someone with a net entangles them, giving them -2 to attack rolls and -4 to Dex. You can also make opposed roles to control their movement. Very handy and underrated debuff. It's an exotic weapon, but even if you don't take EWP (Net), it's only a touch attack to hit with it, so you can just suck it up and take the penalty instead of blowing a feat.

The rogue's Crippling Strike special ability, and the various other analogues of it (Justiciar 2, Thayan Slaver 5) is a crazy good debuff. Get into a flank, make a whole bunch of attacks, and shave a pretty significant chunk off of your opponent's strength score. Available at level 10 as a straight rogue, or as early as ECL 7 if you take two levels in Justiciar. Also, as it is ability damage, it is multiplied by effects such as Spirited Charge and Battle Jump.

And you left off one of the most powerful sneak attack debuffers around, Maiming Strike (Exemplars of Evil). Trade 2d6 dice of sneak damage for a point of Charisma damage. With a dedicated sneak build, you can take this feat and knock an enemy into unconsciousness with a single attack routine. Makes Ego Whip look like child's play.

Essence_of_War
2012-03-10, 02:39 PM
A couple of other notes.

Reach weapons that are disarming can be used effectively for disarming w/o the improved disarm feat. If you threaten them, but they don't threaten you, they don't get the AoO if you provoke while disarming. This lets people with martial proficiency and good BAB be reasonable at disarming people with cheap reach weapons like, say, a Ranseur :)

For class abilities, The Soulknife gets knife to the soul (http://www.d20srd.org/srd/psionic/classes/soulknife.htm#knifetotheSoul). It's late, and it is pretty piddly compared to a psion using ego whip, but it's no-save, and worth knowing about.

dextercorvia
2012-03-10, 11:26 PM
Updated. I have finished all of the feats in the Complete Series. I'll move on to the Races books next.

Essence_of_War
2012-03-11, 12:29 AM
Nice work!

For classes, the Bloodhound PrC (CAdv) has a very similar Crippling Strike to the justicar. They get it anytime they hit their quarry rather than anytime they make a non-lethal strike.

This can be pretty scary if they'reTWFers, and downright potent if used with pounce-like effects or Tiger Claw maneuvers.

Edit:

The Incarnate's Incarnate Weapon soulmeld allows them to add a stunning property to their weapon. For an evil incarnate, this soulmeld generates a flail for trip/disarm fun.

Saintheart
2012-03-11, 02:05 AM
Think it might've been missed, but I'd also recommend putting Drow of the Underdark on the list -- think of it as the "Races" book for drow. :)

Reason being the ambush feats in there are all about blowing sneak attack for various debuffs. Gloom Strike, Sickening Strike, and Terrifying Strike are all debuffs -- against vision, not being nauseated and fear, respectively. Then there's Staggering Critical which slows targets for a round on a confirmed crit, no save, and Imperious Command which is essential in most melee-based fear builds.

candycorn
2012-03-11, 02:34 AM
Ironsoul Forgemaster 9: Weapon Bond: You can invest essentia in your weapon, getting +2 damage per essentia. Also, if you have any essentia in the weapon, any creature you strike is dazed (Fort negates, DC 10 + Essentia invested + Con modifier) for 1 round.

I like this one, because every hit triggers the save.

dextercorvia
2012-03-11, 09:24 AM
Updated with the suggestions, and DotU is marked for further review. Looks like there are some other goodies in there.

Phaederkiel
2012-03-11, 09:58 AM
The feat Goad and the Knights class ability Test of mettle could be included.

Both command the opponents to attack the Big Clever Fighter, which is quite a debuff if you ask me.


Excellent resource!
will you include some of the better poisons?

dextercorvia
2012-03-11, 11:03 AM
The feat Goad and the Knights class ability Test of mettle could be included.

Both command the opponents to attack the Big Clever Fighter, which is quite a debuff if you ask me.


Excellent resource!
will you include some of the better poisons?

I will if someone helps me. I have no poison experience beyond rolling saving throws.

Phaederkiel
2012-03-11, 12:17 PM
well, concerning this I am the same...

dextercorvia
2012-03-11, 12:31 PM
I'll probably just post a link to Akal-Saris's poison guide (http://www.minmaxboards.com/index.php?topic=2714.0). I've heard good things.

dextercorvia
2012-03-11, 02:09 PM
Finished the feat section from DotU. I didn't find anything of use in RoD, or CPsi, featwise.

Its really a shame that all of those Str damage abilities are called Crippling Strike, even though they have different triggers and different amounts. Otherwise, it would be pretty easy to stack 2 or 3 of them.

I should probably add a link to the Fear handbook. Is this the most recent one? (http://brilliantgameologists.com/boards/index.php?topic=3809.0)

Zaq
2012-03-11, 02:47 PM
Finished the feat section from DotU. I didn't find anything of use in RoD, or CPsi, featwise.

Its really a shame that all of those Str damage abilities are called Crippling Strike, even though they have different triggers and different amounts. Otherwise, it would be pretty easy to stack 2 or 3 of them.

I should probably add a link to the Fear handbook. Is this the most recent one? (http://brilliantgameologists.com/boards/index.php?topic=3809.0)

You should put in a special note about the various Crippling Strikes anyway. In some cases, they're so clearly different that most GMs would consider letting them work anyway. RAW is murky ("same named game element" and what have you), but it's worth mentioning, if nothing else.

dextercorvia
2012-03-11, 04:09 PM
You should put in a special note about the various Crippling Strikes anyway. In some cases, they're so clearly different that most GMs would consider letting them work anyway. RAW is murky ("same named game element" and what have you), but it's worth mentioning, if nothing else.

Done.

Finished the Races, and ToB.

PHII next, and then the miscellaneous books.

Piggy Knowles
2012-03-12, 10:39 AM
Also, if you're including Thayan Slaver's Crippling Strike, it has another unique debuffing ability, where you deal Wisdom damage to your enemy each time you beat them on an Intimidate check by 10 or more. Would be a nice addition to a fear-stacking build that can force multiple Intimidate checks a round.

And again, I'd maybe include a note that attacks that do ability damage have their damage doubled with effects such as Battle Jump, Spirited Charge, etc. A mounted paladin with a wounding lance, Spirited Charge, and a strong focus on Intimidate effects could make a pretty solid debuffer.

Maybe a tactics and build section could be worthwhile?

dextercorvia
2012-03-12, 11:13 AM
Also, if you're including Thayan Slaver's Crippling Strike, it has another unique debuffing ability, where you deal Wisdom damage to your enemy each time you beat them on an Intimidate check by 10 or more. Would be a nice addition to a fear-stacking build that can force multiple Intimidate checks a round.

And again, I'd maybe include a note that attacks that do ability damage have their damage doubled with effects such as Battle Jump, Spirited Charge, etc. A mounted paladin with a wounding lance, Spirited Charge, and a strong focus on Intimidate effects could make a pretty solid debuffer.

Maybe a tactics and build section could be worthwhile?

Thanks. For right now, I put a bit under basics, but I definitely need some sample builds at the minimum.

Awesome catch on Thayan Slaver, I also added in Stunning Blow.

Feats from PHII, and RoE are added.

dextercorvia
2012-03-13, 04:30 PM
Updated:

Feats from BoED -- EoE from my collection have been added.

dextercorvia
2012-03-14, 09:02 AM
Alright, I have finished all of the feats from books in my collection. If you have a source I didn't mention, or see a feat I didn't include, please let me know.

If you would like to start discussing how the feats should be rated, it would probably be a good time. I know there are standard rating colors, does anyone have a link to them?

I'm going to start working on class abilities now, working from core>completes>races>everything else. If you know something, point me toward it. I don't mind going out of order, especially for quality abilities.

Also, I'm soliciting sample builds, or even just combos with some tactics. Let me know if you have anything like that.

Aerlock
2012-03-14, 09:18 AM
If you have a source I didn't mention, or see a feat I didn't include, please let me know.

Not be lazy or anything (actually I'm exceedingly lazy, I just like to pretend I'm not), but could you add a spoiler with all your sources in one of your posts? It'll be easier to see if we have something you don't that way instead of digging through all the other spoilers and potentially overlooking something.

Thanks,
- Aerlock

dextercorvia
2012-03-14, 09:43 AM
Not be lazy or anything (actually I'm exceedingly lazy, I just like to pretend I'm not), but could you add a spoiler with all your sources in one of your posts? It'll be easier to see if we have something you don't that way instead of digging through all the other spoilers and potentially overlooking something.

Thanks,
- Aerlock

Good idea. Done.

Edit: And in case you don't want to look back at the first post --

My Sources:
Arms and Equipment Guide
Book of Exalted Deeds
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Psionics
Complete Scoundrel
Draconomicon
Dragon Magic
Drow of the Underdark
Dungeon Masters Guide II
Dungeonscape
Exemplars of Evil
Expanded Psionics Handbook
Expedition to the Demonweb Pits
Frostburn
Heroes of Battle
Heroes of Horror
Libris Mortis
Magic Item Compendium
Magic of Incarnum
Masters of the Wild
Minitures Handbook
Players Handbook II
Races of Destiny
Races of Ebberon
Races of Stone
Races of the Dragon
Races of the Wild
Sandstorm
Savage Species
Song and Silence
Spell Compendium
Stormwrack
Sword and Fist
Tome and Blood
Tome of Battle
Tome of Magic
Unapproachable East
Unearthed Arcana
Weapons of Legacy

Aerlock
2012-03-14, 10:08 AM
Edit: And in case you don't want to look back at the first post --


Awesome! Thanks for helping a lazy guy out! :smallbiggrin:

- Aerlock

dextercorvia
2012-03-15, 10:40 PM
I'm over halfway done with class abilities.

Thinking about ratings on the feats, I really like Pharaoh's Fist and Pain Touch. I'm also a big fan of Sickening Grasp, although that requires you to leave a 3rd (or higher) level necromancy spell in your back pocket.

What do you all think? Are any of them worth a Gold rating?

Edit: Maiming Strike is about the best of the Ambush style feats. Boomerang Daze is probably worth it.

Endarire
2012-03-16, 12:35 AM
See De-Buffer (http://brilliantgameologists.com/boards/index.php?topic=723.0).

dextercorvia
2012-03-16, 12:38 AM
See De-Buffer (http://brilliantgameologists.com/boards/index.php?topic=723.0).

Not bad, but none of those are melee oriented. I want to hit stuff so hard they are blind and vomiting.

Lonely Tylenol
2012-03-16, 01:24 AM
This thread needs to be renamed "List of Things to Nerf in Your Campaign".

Didn't you get the memo? Melee can't have nice things.

Actually, the Born of the Three Thunders trick with Sonic Weapon trick is really interesting! How does the "dazed for 1 round" clause factor into the resolution of Sonic Weapon? Are you dazed for one round upon casting, or are you dazed after each successful attack?

dextercorvia
2012-03-16, 07:10 AM
This thread needs to be renamed "List of Things to Nerf in Your Campaign".

Didn't you get the memo? Melee can't have nice things.

Actually, the Born of the Three Thunders trick with Sonic Weapon trick is really interesting! How does the "dazed for 1 round" clause factor into the resolution of Sonic Weapon? Are you dazed for one round upon casting, or are you dazed after each successful attack?

One round after casting.

And, don't worry, melee didn't actually get nice things (from a certain perspective). Most of the decent stuff in the list is on the insta-ban list of those campaigns: Shock Trooper, ToB, Monk*.

*Yeah, I said it. It is actually a decent kernel to this type of build. And, I can totally seeing a MCHNT DM saying, "But, monks are totally OP, and now you want to let him stun a bunch of creatures with one melee attack!!! Only casters can do anything like that! Get out now!"

dextercorvia
2012-03-16, 09:28 AM
I have added some Color, and color commentary to the feat section. Right now if it is black with commentary then it has been rated, but there is still a lot of feats in black that I haven't come down on.

If you disagree with a rating, please discuss.

kardar233
2012-03-16, 06:23 PM
As the Ghost-Faced Killer is one of my favorite classes, I just have to correct you on its Frightful Attack: the target of the attack has to save or die based on your class level and Cha, but there's an AoE Frighten/Shaken effect whose DC scales off class level, Cha and Power Attack returns, meaning you can get crazy-high DCs with just some charger optimization.

dextercorvia
2012-03-16, 09:47 PM
As the Ghost-Faced Killer is one of my favorite classes, I just have to correct you on its Frightful Attack: the target of the attack has to save or die based on your class level and Cha, but there's an AoE Frighten/Shaken effect whose DC scales off class level, Cha and Power Attack returns, meaning you can get crazy-high DCs with just some charger optimization.

Is there a problem with the current wording: scaling cha based? I'm trying to avoid giving away entire feats or abilities verbatim. When it comes to rating it, I'll give that some attention.

kardar233
2012-03-16, 10:06 PM
I just think that a 10th-level character tossing out a DC45 (plus Charisma mod) Frighten in a 30-foot area is pretty damn impressive. And that's just 5 levels of GFK, Leap Attack and Shock Trooper.

dextercorvia
2012-03-16, 10:11 PM
I just think that a 10th-level character tossing out a DC45 (plus Charisma mod) Frighten in a 30-foot area is pretty damn impressive. And that's just 5 levels of GFK, Leap Attack and Shock Trooper.

Agreed. What do you normally like to pair with GFK?

kardar233
2012-03-16, 10:25 PM
For Fear effects, I like Zhentarim Thug Sneak Attack Fighter, with a Rogue dip and Able Learner. Another good way in is through Dishonorable Dread Pirate (Roberts). The Dread Pirate has great synergy here: you Frightful Attack SoD one guy, Frighten or Shake everyone in 30ft with such high DC that you're hoping for 20s, then use the Dread Pirate's Scourge of the Seas to stack another Fear level on everyone within 30ft. If you want a bit more overkill, grab Snatch Trophy or go into Wyrmlord for another Intimidate attempt when you kill your man.

I've also used it in a Charging Smite Paladin of Tyranny -> Shadowbane Inquisitor/Blackguard build, as the Inquisitor or Blackguard's Sneak Attack or Skills get you into GFK, and the Charging Smite+Frightful Attack combo is nasty.

dextercorvia
2012-03-17, 12:39 PM
I can work with that. Thanks!

Cieyrin
2012-03-17, 08:46 PM
Some more monk goodies: Falling Star Strike (OA) Blinds the target by using stunning uses, combine with Pharaoh's Fist to Blind a crowd. :smallbiggrin:

Also, I think you're undervaluing Weakening Touch, as that's a -6 Str penalty, no save.

There are also 2 Martial Arts Masteries that boost the save DCs on Stunning Fist and friends: Meditation of War and Shadow Guard, which would stack with Ability Focus. Also Ki Straps, for a nice way to boost that family of Debuffs by +6.

dextercorvia
2012-03-17, 09:45 PM
Some more monk goodies: Falling Star Strike (OA) Blinds the target by using stunning uses, combine with Pharaoh's Fist to Blind a crowd. :smallbiggrin:

Also, I think you're undervaluing Weakening Touch, as that's a -6 Str penalty, no save.

There are also 2 Martial Arts Masteries that boost the save DCs on Stunning Fist and friends: Meditation of War and Shadow Guard, which would stack with Ability Focus. Also Ki Straps, for a nice way to boost that family of Debuffs by +6.

I'll include Falling Star Strike, but I don't see how it can be used with Pharaoh's Fist -- that only lets you clusterstun.

Your probably right about Weakening Touch -- the no save thing makes it useful against opponents that resist your Stunning attacks.

I can't find Shadow Guard, do you have the source? Thanks for reminding me about Ki Straps, though.

Cieyrin
2012-03-18, 09:50 AM
I'll include Falling Star Strike, but I don't see how it can be used with Pharaoh's Fist -- that only lets you clusterstun.

Your probably right about Weakening Touch -- the no save thing makes it useful against opponents that resist your Stunning attacks.

I can't find Shadow Guard, do you have the source? Thanks for reminding me about Ki Straps, though.

Shadow Guard is actually Dragon material, so whether you want to include that I leave to you. It's from Dragon 303. The only reason I know about it is because I was doing a study on them to see how the published ones are made and possibly upgrading the weak ones and converting Weapon Style feats into Martial Art Masteries. It's something that's been on the backburner for a while, now. :/

dextercorvia
2012-03-18, 01:23 PM
Shadow Guard is actually Dragon material, so whether you want to include that I leave to you. It's from Dragon 303. The only reason I know about it is because I was doing a study on them to see how the published ones are made and possibly upgrading the weak ones and converting Weapon Style feats into Martial Art Masteries. It's something that's been on the backburner for a while, now. :/

I don't mind including Dragon material. Would you mind writing it up? My online source for Dragon feats doesn't have it listed.

dextercorvia
2012-03-18, 01:24 PM
New page glitch

dextercorvia
2012-03-18, 10:50 PM
Class abilities are finished unless someone submits something. Feats are rated.

I found a neat exploit in OA. Unbalancing Strike makes your opponent lose his Dex bonus for a round any time you hit him with an unarmed strike and he fails a Ref save. I think it was supposed to get the 'uses a stunning fist attempt' wording that some of the other ones got in the errata, but it wasn't ever errata'd.

JadePhoenix
2012-03-19, 02:36 AM
You should mention using aptitude weapons for Boomerang Daze and the like is not RAW

dextercorvia
2012-03-19, 08:04 AM
You should mention using aptitude weapons for Boomerang Daze and the like is not RAW

Can you support that?

JadePhoenix
2012-03-19, 12:26 PM
Can you support that?
Curmudgeon has explained in a few threads already, I'll try to sum it up, but I'm not as good as him.
Basically, the enhancement says you can use the weapon for feats like Weapon Focus & Specialization. Those feats require you to choose a weaponand then that weapon gets a bonus. Boomerang Daze does not work like that, hence it's not like Weapon Focus/Specialization, so it does not work.
Also, RAI is quite obvious that it does not work. I can't believe this still gets thrown around so often- this is simple RAW-abuse and now we know it's RAW abuse that does not even work.

dextercorvia
2012-03-19, 01:16 PM
Curmudgeon has explained in a few threads already, I'll try to sum it up, but I'm not as good as him.
Basically, the enhancement says you can use the weapon for feats like Weapon Focus & Specialization. Those feats require you to choose a weaponand then that weapon gets a bonus. Boomerang Daze does not work like that, hence it's not like Weapon Focus/Specialization, so it does not work.
Also, RAI is quite obvious that it does not work. I can't believe this still gets thrown around so often- this is simple RAW-abuse and now we know it's RAW abuse that does not even work.

Is Talenta Boomerang a specific weapon type? (Or Xen'drik boomerang, for that matter?) Is Boomerang Daze a feat that affects that specific weapon type?

If the answer to both of these questions is yes, then it works.

The text you quoted is a list of examples of things that work. And, while they are all feats that require you to choose a weapon type for the feat to affect, that is not (and does not purport to be) an exhaustive list of such feats. The fact is, all the feats which affect a specific weapon type in core make you choose one, and splat books do not refer to other splats for example text.

I'll acknowledge that it is an apparently an unintended combination, and that many DMs disallow it, but enough DMs allow it that it should be mentioned.

Keld Denar
2012-03-19, 06:10 PM
One tag you might want to put on a couple of abilities. Melee based confusion is basically worthless except as a taunt. Confused creatres AUTOMATICALLY attack the last creature that attacked them. They only roll on the chart if they weren't attacked. Since you have to attack them to confuse them, that generally means that you are number one on the threat meter.

Also, I find your lack of Flindbars disturbing. 19/20 threat range, and any threat (not crit, just threat) procs a disarm attempt. Combine with Weapon of Impact for plus of threats.

Akal Saris
2012-03-19, 06:38 PM
Well, having a taunt is still useful, and melee-based confusion is also useful against somebody who would rather not attack you, like a spellcaster.

You mention ability damage, but unless I completely missed it, I don't see mundane poisons listed anywhere. It's an easy way for melee to debuff opponents. Some poisons also blind, nauseate, lower movement speeds, lower SR, cause elemental vulnerability, etc. Some are also very cheap, while psionic melee classes like the psywarr or psychic rogue can take a feat for minor creation as a 1st level power (or UPD a wand).

Some other mundane tools:
-Marbles (Dungeonscape)
-Eggshell grenades (OA - no-save blind if I recall)
-Aboleth mucus (savage species and stupidly broken)
-Alchemist items like tanglefoot bags

Cieyrin
2012-03-19, 08:13 PM
Well, having a taunt is still useful, and melee-based confusion is also useful against somebody who would rather not attack you, like a spellcaster.

You mention ability damage, but unless I completely missed it, I don't see mundane poisons listed anywhere. It's an easy way for melee to debuff opponents. Some poisons also blind, nauseate, lower movement speeds, lower SR, cause elemental vulnerability, etc. Some are also very cheap, while psionic melee classes like the psywarr or psychic rogue can take a feat for minor creation as a 1st level power (or UPD a wand).

Some other mundane tools:
-Marbles (Dungeonscape)
-Eggshell grenades (OA - no-save blind if I recall)
-Aboleth mucus (savage species and stupidly broken)
-Alchemist items like tanglefoot bags

I believe the consensus was just linking to your Poisons Handbook over at the MinMax boards. :smallwink:

dextercorvia
2012-03-19, 08:14 PM
I haven't yet added mundane equipment (or most magic items) from non SRD sources.


One tag you might want to put on a couple of abilities. Melee based confusion is basically worthless except as a taunt. Confused creatres AUTOMATICALLY attack the last creature that attacked them. They only roll on the chart if they weren't attacked. Since you have to attack them to confuse them, that generally means that you are number one on the threat meter.

That appears to only last for one round, but I will make a note of it. That actually means that there is a method of drawing aggro in D&D, it just isn't labelled as such.


Also, I find your lack of Flindbars disturbing. 19/20 threat range, and any threat (not crit, just threat) procs a disarm attempt. Combine with Weapon of Impact for plus of threats.

Source? I haven't scoured all of the splats for the different weapons.


Well, having a taunt is still useful, and melee-based confusion is also useful against somebody who would rather not attack you, like a spellcaster.

You mention ability damage, but unless I completely missed it, I don't see mundane poisons listed anywhere. It's an easy way for melee to debuff opponents. Some poisons also blind, nauseate, lower movement speeds, lower SR, cause elemental vulnerability, etc. Some are also very cheap, while psionic melee classes like the psywarr or psychic rogue can take a feat for minor creation as a 1st level power (or UPD a wand).

Some other mundane tools:
-Marbles (Dungeonscape)
-Eggshell grenades (OA - no-save blind if I recall)
-Aboleth mucus (savage species and stupidly broken)
-Alchemist items like tanglefoot bags

I'm no poison expert. I have a link to your poison guide somewhere in the thread, but I haven't incorporated it into the guide yet, since I expect it will go near the top, and that post is still a mess. It is definitely on my list of things to do.

Isn't there a guide to alchemical items, or am I thinking of Shax's haversacks?

Cieyrin
2012-03-19, 09:18 PM
Source? I haven't scoured all of the splats for the different weapons.

I'm fairly sure Flinds and Flindbars are in MM3.


Isn't there a guide to alchemical items, or am I thinking of Shax's haversacks?

Shax's Haversacks is a pretty good source but you're probably thinking of Bunko's Bargain Basement.

Also, I'll get the Martial Arts Masteries written up in a bit for you. Do you want them color-graded like feats or did you have something else in mind, as there are a couple of Masteries that inflict effects like ability damage or bleeding.

In relation to MAMs, is grappling not really a debuff, since it does tend to ruin people's days if they find themselves in a headlock. A couple MAMs increase your effective size for specific combat maneuvers, which is why I'm asking.

dextercorvia
2012-03-19, 09:59 PM
I'm fairly sure Flinds and Flindbars are in MM3.



Shax's Haversacks is a pretty good source but you're probably thinking of Bunko's Bargain Basement.

Also, I'll get the Martial Arts Masteries written up in a bit for you. Do you want them color-graded like feats or did you have something else in mind, as there are a couple of Masteries that inflict effects like ability damage or bleeding.

In relation to MAMs, is grappling not really a debuff, since it does tend to ruin people's days if they find themselves in a headlock. A couple MAMs increase your effective size for specific combat maneuvers, which is why I'm asking.

Bunko's is indeed what I was thinking.

I only need the Masteries that deal ability damage or some other status. If bleeding is just prolonged hp damage, then you can skip that one. To me, grappling is less of a debuff, and more of a combat subsystem.

Cieyrin
2012-03-19, 10:27 PM
Martial Arts MasteriesMighty Works Mastery IIOA: Use a Stunning Fist attempt to instead deal 1d4 Str damage. Requires Mighty Works Mastery I, which in total requires 10 feats, so probably not worthwhile. The vast majority are Monk bonus feats but still...
Meditation of War MasteryOA: Increases the save DC of Stunning Fist and any other pressure point attacks. Requires you know those additional pressure-point feats, so you get a nice bonus for specializing, plus a free Weapon Focus.
Shadow GuardDR303: Requires the same feats as Meditation of War except trading Fists of Iron for Iron Will and Pain Touch. Slightly less open-ended, as it only increases the save DC of Stunning Fist, Pain Touch, Falling Star Strike and Freeze the Lifeblood. Stacks with Meditation of War and Ability Focus.
TanglefootDR303: Increases your effective size for trips, though kinda moot in that you have to be Small to take Tanglefoot. Works nicely in concert with Confound the Big Folk, though. :smallsmile: Also lets you deal subdual damage almost for free, for what that's worth.
Yuur'grotDR303: Get a bigger bonus out of flails to disarm.
SkullcracksDR303: Effectively get Weapon Spec only on the free attack from Improved Trip. The only nice thing about this is you aren't spending a feat to get this. Still probably not worthwhile.
Too bad this guide doesn't include battlefield control through reach, as my favorite Martial Arts Mastery, Longtooth, grants flexible reach for any piercing hafted weapon without having to deal with Short Haft's shortcomings, plus perfects Power Lunge. Ah well...

dextercorvia
2012-03-19, 11:02 PM
Martial Arts MasteriesMighty Works Mastery IIOA: Use a Stunning Fist attempt to instead deal 1d4 Str damage. Requires Mighty Works Mastery I, which in total requires 10 feats, so probably not worthwhile. The vast majority are Monk bonus feats but still...
Meditation of War MasteryOA: Increases the save DC of Stunning Fist and any other pressure point attacks. Requires you know those additional pressure-point feats, so you get a nice bonus for specializing, plus a free Weapon Focus.
Shadow GuardDR303: Requires the same feats as Meditation of War except trading Fists of Iron for Iron Will and Pain Touch. Slightly less open-ended, as it only increases the save DC of Stunning Fist, Pain Touch, Falling Star Strike and Freeze the Lifeblood. Stacks with Meditation of War and Ability Focus.
TanglefootDR303: Increases your effective size for trips, though kinda moot in that you have to be Small to take Tanglefoot. Works nicely in concert with Confound the Big Folk, though. :smallsmile: Also lets you deal subdual damage almost for free, for what that's worth.
Yuur'grotDR303: Get a bigger bonus out of flails to disarm.
SkullcracksDR303: Effectively get Weapon Spec only on the free attack from Improved Trip. The only nice thing about this is you aren't spending a feat to get this. Still probably not worthwhile.
Too bad this guide doesn't include battlefield control through reach, as my favorite Martial Arts Mastery, Longtooth, grants flexible reach for any piercing hafted weapon without having to deal with Short Haft's shortcomings, plus perfects Power Lunge. Ah well...

Are the Masteries not themselves feats? I thought they were, but some of your wordings makes me wonder, like where you say Skullcracks doesn't cost you a feat.

Cieyrin
2012-03-20, 10:25 AM
No, Martial Arts Masteries don't cost feats. If you meet the prerequisites, you've earned the mastery. Masteries tend to require longer feat chains than if it was a similar feat, though. Hence why I was going to revise them when I get that far.