Awesome Blow Feat

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Wiseman
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Awesome Blow Feat

Post by Wiseman »

So here's my first attempt at making a feat. Don't know if there's already something like this.

FINAL VERSION:

Awesome Blow [Combat]
You teach people how to fly.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0 You gain a slam attack that deals damage as a creature of your size (1d8 for medium). If you already have a slam attack, its damage increases by one size category.
+1 As an attack action you can make an attack an awesome blow. If it connects, in addition to damage, your opponent is sent flying a number of squares equal to your strength modifier and must make a reflex save (10+1/2HD+Str) or land prone. If they impact with an object that object takes 1d6 damage per 5 feet they still had to go (damage rules to objects apply normally unless you have an ability that negates that). If this is enough to destroy the object (or section of it) they go flying through it and their flight continues on unimpeded. If it's not enough, their flight stops and they take 1d6 damage per level you possess. If they would hit a creature that creature may make a reflex save (same DC) to avoid the hit. If they fail, they take 1d6 damage per character level (reduced by one die for every size smaller the flying creature is than them, and increased the same for larger creatures) and are knocked prone. If the vicitim is in a grapple, or in some other way attached to something, the attacker and target may make opposed strength checks. If the victim's is successful whoever they were attached to goes flying with them. If the attackers is successful, the victim releases the grapple. The distance is halved for a creature one size category above you, and you can't use this at all on creature two or more size categories larger. The distance is doubled for every size smaller than you the target is.
+6 If you perform an awesome blow at the end of a charge, you can double your effective strength modifier for the purpose of distance. Additionally, awesome blow can now be performed on an attack of opportunity.
+11 Opponents hit by your awesome blow must now make a fort save (10+1/2HD+Str) or be stunned for one round. Additionally, if you charge first your strength modifier is now tripled for the purpose of distance.
Sky Uppercut: You knock your target upwards, they fly a number of squares equal to your strength modifier and you can designate one square within close range for them to land in. Falling damage applies as usual (also dealing this damage to whatever they land on) and every opponent adjacent to where they land must make a reflex save (10+1/2HD+Str) or fall prone. If they have a fly speed, they don't have to come down (provided they aren't stunned.
+16 Groundstrike: You can slam the ground as a standard action, releasing a shockwave that devastates everything around. This creates an Earthquake effect save that all creatures in range take 1d6 damage per level you possess (Reflex DC 10+1/2HD+Str half and avoid falling prone). This also deals full damage to objects. The area of this is increased by 5ft. per point of strength modifier you have over +10. Every square affected by this ability becomes difficult terrain. You can choose to slam a creature down into the ground to activate this ability (melee touch) in which case they take immediate damage as if they collided with an object (in addition to groundstrike's normal damage) and are automatically prone.
Also if you charge your Str modifier for the purpose of distance is quadrupled.
Last edited by Wiseman on Mon Aug 21, 2017 3:25 pm, edited 5 times in total.
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Post by IGTN »

You can't make a standard action attack as part of a charge.

At the high end you really need to be able to use it in a full attack.
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Post by Maxus »

Could do directional--uppercut them and dictate what square they land in (possibly as a ranged attack, like splash damage or Violent Thrust, if you hit someone), or a smash-down to inflict the full damage of them impacting a solid object.
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Post by Wiseman »

Awesome Blow [Combat]
You teach people how to fly.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0 You gain a slam attack that deals damage as a creature of your size. If you already have a slam attack you gain +4 on Str related checks.
+1 As an attack action you can make an attack awesome blow. If it connects, in addition to damage, your opponent is sent flying a number of squares equal to your strength modifier and must make a reflex save (10+1/2HD+Str) or be prone. If they impact with an object they take 1d6 damage for each square that they still had to go. This also deals the same amount of damage to the object. If this is enough to destroy the object they go flying through it and their flight continues on unimpeded.
+6 If you perform an awesome blow at the end of a charge, you can double your effective strength modifier for the purpose of distance.
+11 Opponents hit by your awesome blow must now make a fort save (10+1/2HD+Str) or be stunned. Additionally, if you charge first your strength modifier is now tripled for the purpose of distance.
+16 Now you can slam your opponent into the ground or uppercut them in to the air. If you knock them upwards they fly a number of squares equal to your strength modifier and you can designate one square within 30 feet for them to land in. Falling damage applies as usual. If they have a fly speed they don't have to come down (provided they aren't stunned). Also if you charge your Str modifier for the purpose of distance is quadrupled.

So how's this? Not sure if the abilities are reasonable for the level though...
Last edited by Wiseman on Tue Jun 19, 2012 7:23 pm, edited 1 time in total.
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Post by Duke Flauros »

Wiseman wrote:Awesome Blow [Combat]
You teach people how to fly.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0 You gain a slam attack that deals damage as a creature of your size. If you already have a slam attack you gain +4 on Str related checks.
+1 As an attack action you can make an attack awesome blow. If it connects, in addition to damage, your opponent is sent flying a number of squares equal to your strength modifier and must make a reflex save (10+1/2HD+Str) or be prone. If they impact with an object they take 1d6 damage for each square that they still had to go. This also deals the same amount of damage to the object. If this is enough to destroy the object they go flying through it and their flight continues on unimpeded.
+6 If you perform an awesome blow at the end of a charge, you can double your effective strength modifier for the purpose of distance.
+11 Opponents hit by your awesome blow must now make a fort save (10+1/2HD+Str) or be stunned. Additionally, if you charge first your strength modifier is now tripled for the purpose of distance.
+16 Now you can slam your opponent into the ground or uppercut them in to the air. If you knock them upwards they fly a number of squares equal to your strength modifier and you can designate one square within 30 feet for them to land in. Falling damage applies as usual. If they have a fly speed they don't have to come down (provided they aren't stunned). Also if you charge your Str modifier for the purpose of distance is quadrupled.

So how's this? Not sure if the abilities are reasonable for the level though...
IMHO, the level zero +str bonus is either too weak or too stong depending on whether you are focusing on STR boosts. I would recommend that you put a damage cap on the level one ability, say, +1d6 per level. The charge distance boost can also be either too strong or too weak.
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Post by Wiseman »

Awesome Blow [Combat]
You teach people how to fly.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0 You gain a slam attack that deals damage as a creature of your size. If you already have a slam attack it's damage is increased by one size category.
+1 As an attack action you can make an attack awesome blow. If it connects, in addition to damage, your opponent is sent flying a number of squares equal to your strength modifier and must make a reflex save (10+1/2HD+Str) or be prone. The distance is halved if they are one size category larger than you, and you can't use this at all on creatures two or more size categories larger than you. If they impact with an object they take 1d6 damage per character level. This also deals the same amount of damage to the object. If this is enough to destroy the object they go flying through it and their flight continues on unimpeded.
+6 If you perform an awesome blow at the end of a charge, you can double your effective strength modifier for the purpose of distance.
+11 Opponents hit by your awesome blow must now make a fort save (10+1/2HD+Str) or be stunned. Additionally, if you charge first your strength modifier is now tripled for the purpose of distance.
+16 Now you can slam your opponent into the ground or uppercut them in to the air. If you knock them upwards they fly a number of squares equal to your strength modifier and you can designate one square within 30 feet for them to land in. Falling damage applies as usual. If they have a fly speed they don't have to come down (provided they aren't stunned). Also if you charge your Str modifier for the purpose of distance is quadrupled.

So how's this?
Last edited by Wiseman on Fri Aug 10, 2012 7:50 pm, edited 1 time in total.
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Post by Aryxbez »

I suppose I might not have the exact groove of how powerful a Tome Feat should be, but the line for fliers in 16th level seems a little weak. Albeit given if they're stunned then they're screwed anyway, but just seems there was a line in there for it to be easily countered by likely one of the most common speed types at that level. So I would probably recommend taking out the part for those with a Fly speed being able to stay in the air, makes the uppercut a bit weaker otherwise, I'd also throw in the splash damage attack, perhaps it has an area of like 5ft per strength mod? So someone with like 40 str could make a 75ft area it crashes all those enemies into.
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Post by radthemad4 »

This came up during my PbP game:
Ogrebattle wrote:What happens if I send someone flying with awesome blow and they go through a square occupied by another creature?
radthemad4 wrote:
Awesome Blow wrote:If they impact with an object they take 1d6 damage per character level. This also deals the same amount of damage to the object. If this is enough to destroy the object they go flying through it and their flight continues on unimpeded.
I see a bit of a problem here, as it isn't mentioned if the target creature gets to dodge the thrown creature.

One option that comes to mind is, do a ranged attack roll, if it exceeds the AC of the creature it you're trying to hit, both take damage. However, if it only exceeds the Touch AC, only the thrown creature takes damage. Otherwise, the creature dodges and the thrown creature goes about its normal trajectory.

Also, Awesome Blow doesn't seem to take size into account, so you do 1d6 per level whether you launch a pixie, or an ogre. Perhaps an extra d6 for every size difference above medium, and one less d6 (no lower than 1d6) for every two sizes below medium or something.
What would be a good way to resolve this?
Last edited by radthemad4 on Mon Jun 02, 2014 12:14 am, edited 3 times in total.
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Post by Wiseman »

Wow, nostalgia.

Anyways, I've made an improved version of this feat a while back. I don't think I posted it here though.

Awesome Blow [Combat]
You teach people how to fly.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0 You gain a slam attack that deals damage as a creature of your size (1d8 for medium). If you already have a slam attack, its damage increases by one size category.
+1 As an attack action you can make an attack an awesome blow. If it connects, in addition to damage, your opponent is sent flying a number of squares equal to your strength modifier and must make a reflex save (10+1/2HD+Str) or be prone. If they impact with an object they take 1d6 damage for each square that they still had to go. This also deals the same amount of damage to the object. If this is enough to destroy the object they go flying through it and their flight continues on unimpeded. If they would hit a creature that creature may make a reflex save (same DC) to avoid the hit. If they fail, they take 1d6 damage per character level (reduced by one die for every size smaller the flying creature is than them, and increased the same for larger creatures) and are knocked prone. If the vicitim is in a grapple, or in some other way attached to something, the attacker and target may make opposed strength checks. If the victim's is successful whoever they were attached to goes flying with them. If the attackers is successful, the victim releases the grapple. The distance is halved for a creature one size category above you, and you can't use this at all on creature two or more size categories larger. The distance is doubled for every size smaller than you the target is.
+6 If you perform an awesome blow at the end of a charge, you can double your effective strength modifier for the purpose of distance. Additionally, awesome blow can now be performed on an attack of opportunity.
+11 Opponents hit by your awesome blow must now make a fort save (10+1/2HD+Str) or be stunned for one round. Additionally, if you charge first your strength modifier is now tripled for the purpose of distance.
+16 Sky Uppercut: You knock your target upwards, they fly a number of squares equal to your strength modifier and you can designate one square within 30 feet for them to land in. Falling damage applies as usual (also dealing this damage to whatever they land on) and every opponent adjacent to where they land must make a reflex save (10+1/2HD+Str) or fall prone.
Groundstrike: You can slam the ground, releasing a shockwave that devastates everything around. This creates an Earthquake effect save that all creatures in range take 1d6 damage per level you possess (Reflex DC 10+1/2HD+Str half and avoid falling prone). This also deals full damage to objects. The area of this is increased by 5ft. per point of strength modifier you have over +10. Every square affected by this ability becomes difficult terrain. You can choose to slam a creature down into the ground to activate this ability in which case they take immediate damage as if they collided with an object (in addition to groundstrike's normal damage) and are automatically prone. Also if you charge your Str modifier for the purpose of distance is quadrupled.
Last edited by Wiseman on Wed Jun 11, 2014 10:20 pm, edited 2 times in total.
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Post by Fwib »

+11 BAB : Duration of stunning effect?
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Post by Wiseman »

Whoops. 1 round.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by radthemad4 »

Thanks :)
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Post by infected slut princess »

I am an expert in the matter of awesome blows. This feat really has nothing to do with blows. Stupid.
Oh, then you are an idiot. Because infected slut princess has never posted anything worth reading at any time.
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Post by AndreiChekov »

infected slut princess wrote:I am an expert in the matter of awesome blows. This feat really has nothing to do with blows. Stupid.
That was similar to my first thought when I saw the thread title.

Other things to mention. Flurry of Blows...
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Post by radthemad4 »

This came up:
OgreBattle wrote:Kinniku Kaiser charges at the ape lifting Tek [-3 -6] to send it flying with an awesome blow... so what happens if I knock someone holding someone into the air?
The ape was using the lift maneuver from Tome on someone else at the time.
Last edited by radthemad4 on Wed Jun 11, 2014 8:31 pm, edited 1 time in total.
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Post by Wiseman »

Wow there's a lot of edge cases I didn't consider...

I think the best option would be for them to just drop the grappled victim. I'll have to edit something in again. Anyone know of a way I could streamline this entry?
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by radthemad4 »

Didn't notice you covered it. Thanks.
Last edited by radthemad4 on Sat Jun 14, 2014 2:50 pm, edited 3 times in total.
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