RTGoodman
2007-07-12, 10:14 PM
This is the first time I've actually submitted any of my homebrew stuff for anyone else's critique (curse you, crippling self-doubt!), but I thought I'd share these since I've never seen anything like them before.
So, what do you, oh great Homebrewers in the Playground, think about them as far as balance/power/etc?
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Double Axe Handle [General]
Rather than striking with quick jabs and thrusts, you attack your opponent with both fists clasped together, swinging with more strength than you could with a single fist.
Prerequisites: Improved Unarmed Strike (or the monk’s Unarmed Strike class ability)
Benefits: Your unarmed strikes are treated as though they were a two-handed weapon as well as a light weapon (and are thus still usable with the Weapon Finesse feat). When you make an attack with your unarmed strike, you may add one-and-a-half times your Str modifier to damage. This also allows you to use your unarmed strike as a two-handed weapon with Power Attack feat for the purpose of gaining extra damage when using that feat or any other with that feat as a prerequisite.
Normal: Your unarmed strikes are treated as a light weapon, and your unarmed strike counts as such when using the Power Attack feat.
Special: A fighter may select Double Axe Handle as one of his fighter bonus feats. A monk may select Double Axe Handle as a bonus feat at 6th level.
Sleeper Hold [General]
You grapple your opponent into submission, using your flexed arm to constrict his airway until he passes out.
Prerequisites: Strength 13+, Improved Unarmed Strike (or monk's Unarmed Strike class ability), Improved Grapple
Benefits: If you pin an opponent while grappling, you may declare that you are using this feat and attempt to maintain the pin for a full round. If you are successful, your opponent must make a Fortitude save equal to 10 + one-half your level + your Strength modifier. If your opponent fails, he falls unconscious for 1d4 rounds.
Undead, constructs, other creatures immune to sneak attack, and creatures with an obscure anatomy are not subject to the effects of this feat.
Normal: When you grapple or pin an opponent, you are limited to the actions listed in the Player’s Handbook section on grappling, pg. 155-157.
Special: A fighter may select Sleeper Hold as one of his fighter bonus feats.
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So, what do you, oh great Homebrewers in the Playground, think about them as far as balance/power/etc?
~*~*~*~*~*~*~*~*~*~*~*~
Double Axe Handle [General]
Rather than striking with quick jabs and thrusts, you attack your opponent with both fists clasped together, swinging with more strength than you could with a single fist.
Prerequisites: Improved Unarmed Strike (or the monk’s Unarmed Strike class ability)
Benefits: Your unarmed strikes are treated as though they were a two-handed weapon as well as a light weapon (and are thus still usable with the Weapon Finesse feat). When you make an attack with your unarmed strike, you may add one-and-a-half times your Str modifier to damage. This also allows you to use your unarmed strike as a two-handed weapon with Power Attack feat for the purpose of gaining extra damage when using that feat or any other with that feat as a prerequisite.
Normal: Your unarmed strikes are treated as a light weapon, and your unarmed strike counts as such when using the Power Attack feat.
Special: A fighter may select Double Axe Handle as one of his fighter bonus feats. A monk may select Double Axe Handle as a bonus feat at 6th level.
Sleeper Hold [General]
You grapple your opponent into submission, using your flexed arm to constrict his airway until he passes out.
Prerequisites: Strength 13+, Improved Unarmed Strike (or monk's Unarmed Strike class ability), Improved Grapple
Benefits: If you pin an opponent while grappling, you may declare that you are using this feat and attempt to maintain the pin for a full round. If you are successful, your opponent must make a Fortitude save equal to 10 + one-half your level + your Strength modifier. If your opponent fails, he falls unconscious for 1d4 rounds.
Undead, constructs, other creatures immune to sneak attack, and creatures with an obscure anatomy are not subject to the effects of this feat.
Normal: When you grapple or pin an opponent, you are limited to the actions listed in the Player’s Handbook section on grappling, pg. 155-157.
Special: A fighter may select Sleeper Hold as one of his fighter bonus feats.
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