Zaydos
2015-03-12, 08:01 PM
So not sure if people consider this worth-while/a good approach but I've decided to try to make Weapon Focus/Weapon Specialization/etc a little more powerful and more importantly fun.
To do this I have begun with giving every weapon in the Player's Handbook an additional benefit with Weapon Focus (this is in addition to +1 to hit), and if people think it's worth while I intend to do the same with Weapon Specialization.
This is also made with two, somewhat odd house rules/assumptions. 1) Power Attack with one-handed weapons works how it does with two-handed weapons, and with light weapons how it works with one-handed weapons (this is not really necessary in any of the numbers, just something done to make two-handers less dominant). 2) Hand and a Half Sword and Waraxe deal 2d6 damage, because... it's really not worth the feat to get them.
So the question is basically this: Do you think this is an interesting way to go about it and should I continue? Actually since I only intend to do the weapon specific bonuses for WF/WSpec, I'll post the changes to the rest below the WF table. So do people think they might use this/should I make/post Weapon Specialization advantages?
Bonus Type Parry: A parry bonus reflects using a weapon defensively to actively ward off attacks. This bonus applies to your touch AC and is lost when you would lose your Dex bonus to AC (like a dodge bonus). It is functionally identical to a Dodge bonus except that unlike a Dodge bonuses multiple Parry bonuses do not stack with each other.
Weapon Focus Benefits Table
WeaponAdditional benefit
Axe, Orc DoubleDamage increases to 1d10 (1d8)/1d10 (1d8). If wielded as a two handed weapon (instead of as a double weapon) damage increases to 2d6.
Axe, Throwing Damage increases to 1d8 (1d6), range increment becomes 20-ft.
Battleaxe Damage increases to 1d10.
Chain, Spiked Critical modifier becomes x3.
Club Damage becomes 1d8 (1d6 if Small)
Dagger Range increment becomes 20-ft, gain +1 parry bonus to AC, +2 if you are also wielding another weapon which grant parry bonuses.
Dagger, Punching Ignore 2 points of armor/natural armor bonus to target’s AC.
Falchion You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Flail When you use this weapon to make a trip or disarm attempt you gain a(n additional) +1 bonus to the check.
Flail, Dire When you use this weapon to make a trip or disarm attempt you gain a(n additional) +1 bonus to the check.
Flail, Heavy When you use this weapon to make a trip or disarm attempt you gain a(n additional) +1 bonus to the check.
Gauntlet +1d6 damage if used in a grapple, may use monk unarmed damage with and treat as a monk special weapon.
Gauntlet, Spiked Use for unarmed damage in grapples, +2d6 damage if used in a grapple.
Glaive You may use this weapon against adjacent foes as if it were not a reach weapon.
Greataxe You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Greatclub Damage increases to 2d8 (2d6)
Greatsword You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Guisarme You may use this weapon against adjacent foes as if it were not a reach weapon.
Halberd Gain a +2 bonus on trip attempts using a halberd.
Hammer, Gnome hooked Damage becomes 1d8 (1d6)/1d8 (1d6) and crit multiplier becomes x4 with both heads. If used as a two-handed weapon damage increases to 1d10.
Hammer, Light Critical modifier becomes x3, range increment becomes 30-ft.
Handaxe Damage increases to 1d8 (1d6).
Kama Gain +2 to trip attempts with, may use monk unarmed damage with (as monk -4 levels)
Kukri Gain +1 parry bonus to AC, +2 if you are wielding two weapons which grant parry bonuses.
Lance Damage die becomes 1d10 (1d8)
Longspear You may use this weapon in one hand.
Longsword Gain +1 parry bonus to AC.
Mace, Light Critical multiplier becomes x3.
Mace, Heavy Critical multiplier becomes x3.
Morningstar Critical multiplier becomes x3.
Nunchaku Gain additional +2 to disarm attempts with (including to avoid being disarmed in response), may use monk unarmed damage with (as monk -4 levels)
Pick, Light Damage increases to 1d6 (1d4).
Pick, Heavy Damage die increases to 1d8 (1d6).
Quarterstaff If wielded as a 2 handed weapon the damage die is increased to 1d10 (medium) or 1d8 (small). If wielded as a double weapon you gain a +2 parry bonus to AC.
Ranseur You may use this weapon against adjacent foes as if it were not a reach weapon.
Rapier Gain a +1 parry bonus to AC.
Sai Range increment becomes 20-ft, may use monk unarmed damage with (as monk -6 levels)
Sap When used against a flat-footed opponent deals +1d6 damage and critical modifier becomes x3.
Scimitar Gain a +1 parry bonus to AC.
Scythe Damage die becomes 2d6 (2d4)
Shield, Heavy Weapon Focus (Heavy Shield) now includes the Shield Specialization (Heavy Shield) feat and vice versa.
Shield, light Weapon Focus (Light Shield) now includes the Shield Specialization (Light Shield) feat and vice versa.
Siangham Critical modifier becomes x3, may use monk unarmed damage with (as monk -4 levels)
Sickle Crit range becomes 19-20/x2 (this is a change to the base weapon’s stats not a multiplier)
Shortspear Range increment becomes 30-ft.
Spear You may use this weapon in one hand.
Spiked Armor Damage increases to 1d8 (1d6).
Spiked Shield, Heavy Weapon Focus (Heavy Shield) now includes the Shield Specialization (Heavy Shield) feat and vice versa.
Spiked Shield, Light Weapon Focus (Light Shield) now includes the Shield Specialization (Light Shield) feat and vice versa.
Sword, Hand and a Half Gain +1 parry bonus to AC and you gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Sword, Short Gain +1 parry bonus to AC, +2 if you are wielding two weapons which grant parry bonuses.
Sword, two-bladed Gain a +2 parry bonus to AC. If wielded two-handed damage increases to 1d10 (1d8)
Trident Critical modifier becomes x3, range increment becomes 20-ft.
Unarmed Strike +2 bonus to Grapple checks and Trip attempts.
Urgrosh, dwarven Damage becomes 1d10 (1d8)/1d8 (1d6); if wielded as a two handed weapon damage becomes 2d6 (1d10) or 1d10 (1d8).
Warhammer Critical modifier becomes x4.
Waraxe, Dwarven Damage increases to 2d8 (2d6) and you gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Whip You may damage creatures with a whip regardless of their armor/natural armor, and may use it to grab objects within reach and pull them to your hand (same action as doing so with your own hand would take).
Bolas Range increment increased to 20-ft, +2 bonus on trip attempts with them.
Crossbow, Hand Damage becomes 1d8 (1d6) and if you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Heavy Ignore 2 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Light Ignore 1 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Repeating Heavy Ignore 2 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Repeating Light Ignore 1 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Dart Range increment increases to 40-ft.
Javelin You suffer no penalty when using a javelin in melee.
Longbow For every attack you have made against a target without them moving you may ignore 1 point of range penalty. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Net You may fold a net in 1 round. Range increment becomes 20-ft.
Shortbow For every attack you have made against a target without them moving you may ignore 1 point of range penalty. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Shuriken Range increment becomes 30-ft, may use monk unarmed damage with (as monk -6 levels)
Sling You may load a sling as a free action, and do not suffer a penalty to hit when using stones instead of bullets. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Weapon Focus Benefits Table
WeaponAdditional benefit
Buckleraxe, DwarvenYour shield bonus when wearing a buckleraxe increases by 1 (this counts as Shield Specialization for the purpose of prerequisites), in addition the damage when you use your buckleraxe as a weapon is increased to 1d8 (1d6).
Sword, Elven Courtblade You gain a +1 parry bonus to AC, and the damage die increases to 2d6.
Greathammer, GoliathDamage increases to 2d8 (2d6; Large 3d8). 1/encounter when you hit a creature with this weapon if their remaining health afterwards is less than the damage you dealt with the attack you may attempt a trip attempt against them as a free action; this trip attempt does not provoke an attack of opportunity, and your opponent cannot react to trip you back.
Greatsword, MercurialDamage increases to 2d8 (2d6). When you hit a creature with this weapon they suffer a -1 penalty to AC for 1 round.
Hammer, ThrowingIf you throw the hammer at an enemy within 10-ft you can cause it to ricochet and return to your hand. In addition its critical modifier becomes x3 and range increment becomes 30-ft.
Lonsword, MercurialDamage increases to 2d8 (2d6). When you hit a creature with this weapon they suffer a -1 penalty to AC for 1 round.
MaulDamage increases to 2d6 (1d10). Critical Multiplier increases to x4 and you gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Quickrazor, GnomishYou are able to draw, attack, and sheath your quickrazor as part of an attack of opportunity and are treated as armed with it during other creature's turns. In addition your bonus to Bluff checks made to feint in combat when wielding a gnomish quickrazor is increased to +4.
Sword, Elven Courtblade You gain a +1 parry bonus to AC, and the damage die increases to 2d6.
Sword, Elven Lightblade You gain a +1 parry bonus to AC, increasing to +2 if you wield another weapon which grants a parry bonus. You gain a +2 bonus to Feint attempts.
Sword, Elven Thinblade You gain a +1 parry bonus to AC. You gain a +2 bonus to Feint attempts.
Swordcatcher, GnomishYou gain a +1 parry bonus to AC, increasing to +2 if you wield another weapon which grants a parry bonus. 1/encounter as an immediate action you may attempt to catch a melee attack directed upon you; if you do so your parry bonus to AC increases by 2 against that attack and if they miss you may attempt to disarm the opponent as a free action which does not provoke an attack of opportunity.
Turtoiseblade, GnomishYour shield bonus when wearing a turtoiseblade increases by 1 (this counts as Shield Specialization for the purpose of prerequisites), in addition when attacking with it you may ignore 2 points of the target's AC derived from Armor or Natural Armor.
Warpike, DwarvenYou may attack adjacent enemies.
Crossbow, GreatIgnore 2 points of armor/natural armor bonus to target’s AC, this increases to 4 points if they are no further than 15-ft from you. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Greater Weapon Focus: Your bonus to hit from Weapon Focus increases to +2. 1/encounter you may re-roll a single attack roll and use the better of the two rolls.
Greater Weapon Specialization: Your bonus to damage from Weapon Specialization increases to +6 and you may score critical hits upon creatures regardless of their type, as long as they are not incorporeal or amorphous.
Improved Critical: As normal, but you automatically confirm critical threats. (This was really just so that it was better than Keen)
Weapon Precision [Fighter]:
You are a true master of your weapon able to strike a foe with a skilled precision that seems to ignore the chaos of the battlefield.
Prerequisites: Greater Weapon Focus, Fighter level 15+.
Benefit: When you take this feat select a weapon you have Greater Weapon Focus in. Whenever you make an attack with the selected weapon you may roll 2d20 and use the better result (if an effect causes you to re-roll this attack re-roll both dice). This cannot be used in conjunction with the re-roll granted by Greater Weapon Focus.
Special: You may take this feat multiple times each time you do you must select a different weapon.
To do this I have begun with giving every weapon in the Player's Handbook an additional benefit with Weapon Focus (this is in addition to +1 to hit), and if people think it's worth while I intend to do the same with Weapon Specialization.
This is also made with two, somewhat odd house rules/assumptions. 1) Power Attack with one-handed weapons works how it does with two-handed weapons, and with light weapons how it works with one-handed weapons (this is not really necessary in any of the numbers, just something done to make two-handers less dominant). 2) Hand and a Half Sword and Waraxe deal 2d6 damage, because... it's really not worth the feat to get them.
So the question is basically this: Do you think this is an interesting way to go about it and should I continue? Actually since I only intend to do the weapon specific bonuses for WF/WSpec, I'll post the changes to the rest below the WF table. So do people think they might use this/should I make/post Weapon Specialization advantages?
Bonus Type Parry: A parry bonus reflects using a weapon defensively to actively ward off attacks. This bonus applies to your touch AC and is lost when you would lose your Dex bonus to AC (like a dodge bonus). It is functionally identical to a Dodge bonus except that unlike a Dodge bonuses multiple Parry bonuses do not stack with each other.
Weapon Focus Benefits Table
WeaponAdditional benefit
Axe, Orc DoubleDamage increases to 1d10 (1d8)/1d10 (1d8). If wielded as a two handed weapon (instead of as a double weapon) damage increases to 2d6.
Axe, Throwing Damage increases to 1d8 (1d6), range increment becomes 20-ft.
Battleaxe Damage increases to 1d10.
Chain, Spiked Critical modifier becomes x3.
Club Damage becomes 1d8 (1d6 if Small)
Dagger Range increment becomes 20-ft, gain +1 parry bonus to AC, +2 if you are also wielding another weapon which grant parry bonuses.
Dagger, Punching Ignore 2 points of armor/natural armor bonus to target’s AC.
Falchion You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Flail When you use this weapon to make a trip or disarm attempt you gain a(n additional) +1 bonus to the check.
Flail, Dire When you use this weapon to make a trip or disarm attempt you gain a(n additional) +1 bonus to the check.
Flail, Heavy When you use this weapon to make a trip or disarm attempt you gain a(n additional) +1 bonus to the check.
Gauntlet +1d6 damage if used in a grapple, may use monk unarmed damage with and treat as a monk special weapon.
Gauntlet, Spiked Use for unarmed damage in grapples, +2d6 damage if used in a grapple.
Glaive You may use this weapon against adjacent foes as if it were not a reach weapon.
Greataxe You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Greatclub Damage increases to 2d8 (2d6)
Greatsword You gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Guisarme You may use this weapon against adjacent foes as if it were not a reach weapon.
Halberd Gain a +2 bonus on trip attempts using a halberd.
Hammer, Gnome hooked Damage becomes 1d8 (1d6)/1d8 (1d6) and crit multiplier becomes x4 with both heads. If used as a two-handed weapon damage increases to 1d10.
Hammer, Light Critical modifier becomes x3, range increment becomes 30-ft.
Handaxe Damage increases to 1d8 (1d6).
Kama Gain +2 to trip attempts with, may use monk unarmed damage with (as monk -4 levels)
Kukri Gain +1 parry bonus to AC, +2 if you are wielding two weapons which grant parry bonuses.
Lance Damage die becomes 1d10 (1d8)
Longspear You may use this weapon in one hand.
Longsword Gain +1 parry bonus to AC.
Mace, Light Critical multiplier becomes x3.
Mace, Heavy Critical multiplier becomes x3.
Morningstar Critical multiplier becomes x3.
Nunchaku Gain additional +2 to disarm attempts with (including to avoid being disarmed in response), may use monk unarmed damage with (as monk -4 levels)
Pick, Light Damage increases to 1d6 (1d4).
Pick, Heavy Damage die increases to 1d8 (1d6).
Quarterstaff If wielded as a 2 handed weapon the damage die is increased to 1d10 (medium) or 1d8 (small). If wielded as a double weapon you gain a +2 parry bonus to AC.
Ranseur You may use this weapon against adjacent foes as if it were not a reach weapon.
Rapier Gain a +1 parry bonus to AC.
Sai Range increment becomes 20-ft, may use monk unarmed damage with (as monk -6 levels)
Sap When used against a flat-footed opponent deals +1d6 damage and critical modifier becomes x3.
Scimitar Gain a +1 parry bonus to AC.
Scythe Damage die becomes 2d6 (2d4)
Shield, Heavy Weapon Focus (Heavy Shield) now includes the Shield Specialization (Heavy Shield) feat and vice versa.
Shield, light Weapon Focus (Light Shield) now includes the Shield Specialization (Light Shield) feat and vice versa.
Siangham Critical modifier becomes x3, may use monk unarmed damage with (as monk -4 levels)
Sickle Crit range becomes 19-20/x2 (this is a change to the base weapon’s stats not a multiplier)
Shortspear Range increment becomes 30-ft.
Spear You may use this weapon in one hand.
Spiked Armor Damage increases to 1d8 (1d6).
Spiked Shield, Heavy Weapon Focus (Heavy Shield) now includes the Shield Specialization (Heavy Shield) feat and vice versa.
Spiked Shield, Light Weapon Focus (Light Shield) now includes the Shield Specialization (Light Shield) feat and vice versa.
Sword, Hand and a Half Gain +1 parry bonus to AC and you gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Sword, Short Gain +1 parry bonus to AC, +2 if you are wielding two weapons which grant parry bonuses.
Sword, two-bladed Gain a +2 parry bonus to AC. If wielded two-handed damage increases to 1d10 (1d8)
Trident Critical modifier becomes x3, range increment becomes 20-ft.
Unarmed Strike +2 bonus to Grapple checks and Trip attempts.
Urgrosh, dwarven Damage becomes 1d10 (1d8)/1d8 (1d6); if wielded as a two handed weapon damage becomes 2d6 (1d10) or 1d10 (1d8).
Warhammer Critical modifier becomes x4.
Waraxe, Dwarven Damage increases to 2d8 (2d6) and you gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Whip You may damage creatures with a whip regardless of their armor/natural armor, and may use it to grab objects within reach and pull them to your hand (same action as doing so with your own hand would take).
Bolas Range increment increased to 20-ft, +2 bonus on trip attempts with them.
Crossbow, Hand Damage becomes 1d8 (1d6) and if you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Heavy Ignore 2 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Light Ignore 1 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Repeating Heavy Ignore 2 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Crossbow, Repeating Light Ignore 1 points of armor/natural armor bonus to target’s AC. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Dart Range increment increases to 40-ft.
Javelin You suffer no penalty when using a javelin in melee.
Longbow For every attack you have made against a target without them moving you may ignore 1 point of range penalty. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Net You may fold a net in 1 round. Range increment becomes 20-ft.
Shortbow For every attack you have made against a target without them moving you may ignore 1 point of range penalty. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Shuriken Range increment becomes 30-ft, may use monk unarmed damage with (as monk -6 levels)
Sling You may load a sling as a free action, and do not suffer a penalty to hit when using stones instead of bullets. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Weapon Focus Benefits Table
WeaponAdditional benefit
Buckleraxe, DwarvenYour shield bonus when wearing a buckleraxe increases by 1 (this counts as Shield Specialization for the purpose of prerequisites), in addition the damage when you use your buckleraxe as a weapon is increased to 1d8 (1d6).
Sword, Elven Courtblade You gain a +1 parry bonus to AC, and the damage die increases to 2d6.
Greathammer, GoliathDamage increases to 2d8 (2d6; Large 3d8). 1/encounter when you hit a creature with this weapon if their remaining health afterwards is less than the damage you dealt with the attack you may attempt a trip attempt against them as a free action; this trip attempt does not provoke an attack of opportunity, and your opponent cannot react to trip you back.
Greatsword, MercurialDamage increases to 2d8 (2d6). When you hit a creature with this weapon they suffer a -1 penalty to AC for 1 round.
Hammer, ThrowingIf you throw the hammer at an enemy within 10-ft you can cause it to ricochet and return to your hand. In addition its critical modifier becomes x3 and range increment becomes 30-ft.
Lonsword, MercurialDamage increases to 2d8 (2d6). When you hit a creature with this weapon they suffer a -1 penalty to AC for 1 round.
MaulDamage increases to 2d6 (1d10). Critical Multiplier increases to x4 and you gain an additional +1 to hit if you take a penalty to hit from the power attack feat.
Quickrazor, GnomishYou are able to draw, attack, and sheath your quickrazor as part of an attack of opportunity and are treated as armed with it during other creature's turns. In addition your bonus to Bluff checks made to feint in combat when wielding a gnomish quickrazor is increased to +4.
Sword, Elven Courtblade You gain a +1 parry bonus to AC, and the damage die increases to 2d6.
Sword, Elven Lightblade You gain a +1 parry bonus to AC, increasing to +2 if you wield another weapon which grants a parry bonus. You gain a +2 bonus to Feint attempts.
Sword, Elven Thinblade You gain a +1 parry bonus to AC. You gain a +2 bonus to Feint attempts.
Swordcatcher, GnomishYou gain a +1 parry bonus to AC, increasing to +2 if you wield another weapon which grants a parry bonus. 1/encounter as an immediate action you may attempt to catch a melee attack directed upon you; if you do so your parry bonus to AC increases by 2 against that attack and if they miss you may attempt to disarm the opponent as a free action which does not provoke an attack of opportunity.
Turtoiseblade, GnomishYour shield bonus when wearing a turtoiseblade increases by 1 (this counts as Shield Specialization for the purpose of prerequisites), in addition when attacking with it you may ignore 2 points of the target's AC derived from Armor or Natural Armor.
Warpike, DwarvenYou may attack adjacent enemies.
Crossbow, GreatIgnore 2 points of armor/natural armor bonus to target’s AC, this increases to 4 points if they are no further than 15-ft from you. If you have Point Blank Shot you may apply precision damage and the effects of that feat against any target under 1 range increment.
Greater Weapon Focus: Your bonus to hit from Weapon Focus increases to +2. 1/encounter you may re-roll a single attack roll and use the better of the two rolls.
Greater Weapon Specialization: Your bonus to damage from Weapon Specialization increases to +6 and you may score critical hits upon creatures regardless of their type, as long as they are not incorporeal or amorphous.
Improved Critical: As normal, but you automatically confirm critical threats. (This was really just so that it was better than Keen)
Weapon Precision [Fighter]:
You are a true master of your weapon able to strike a foe with a skilled precision that seems to ignore the chaos of the battlefield.
Prerequisites: Greater Weapon Focus, Fighter level 15+.
Benefit: When you take this feat select a weapon you have Greater Weapon Focus in. Whenever you make an attack with the selected weapon you may roll 2d20 and use the better result (if an effect causes you to re-roll this attack re-roll both dice). This cannot be used in conjunction with the re-roll granted by Greater Weapon Focus.
Special: You may take this feat multiple times each time you do you must select a different weapon.