A fun new feat for tanks [Archive] - Wizards Community

Post/Author/DateTimePost
joshlordofillogic

10-03-07, 03:02 PM
Bury the blade
prereq: con 15 or -, fort+10, toughness
benifit: if at any point during combat you are hit by a melee or thrown weapon you may use an immediate action to turn the hit into a critical hit. if you do this the weapon becomes embedded in your flesh and the attacker immediately drops it. the weapon can only be removed by you or if the remover takes a standard action that incurs an attack of oppertunity and makes a dc 15+your con modifier strength check.

note: this feat can be taken by undead and is particularly useful because they cannot be critted, thus they take your weapon at no real cost.
RobbyPants

10-03-07, 03:08 PM
That's potent as heck (read: broken)!

Being able to force a crit is very powerful, regardless of the prereqs (which aren't hard to hit at mid levels with multiclassing).

Basically, you get a x3 or better weapon, hit, force the crit, and then spend your next round removing the weapon. If your multiplier is x3 or better, you'll do more damage on average per round doing this.

If you have multiple weapons and Quick Draw, you don't even need to worry about removing them until after combat. Plus, because it's a free action, you can do it multiple times per round! :eek:

If you want to pull it back a bit, consider having the weapon getting stuck work similar to a harpoon. The opponent needs to make a Ref save or the weapon is stuck. Removing the weapon deals damage equal to when it went in (perhaps negated by a Heal check?).
joshlordofillogic

10-03-07, 03:24 PM
Sorry about the misunderstanding but this is a defensive feat. it is you getting hit. think the ork in lord of the rings pushing the sword into his own body. thus you get critted against, not you forcer a crit on someone else.
Orenmir

10-03-07, 03:40 PM
Uh...... that orc died.

This feat doesn't work, logistically. If a melee weapon gets stuck in you, how do you keep fighting? How many weapons can get stuck in you? Pincushion!!!!!
RobbyPants

10-03-07, 03:49 PM
Sorry about the misunderstanding but this is a defensive feat. it is you getting hit. think the ork in lord of the rings pushing the sword into his own body. thus you get critted against, not you forcer a crit on someone else.
Okay. I reread it a bit closer. So the idea is:
You get hit, turn it into a crit, and then effectively disarm your opponent with your skin and organs.
I guess that makes the Con and Fort requirments make a bit more sense. Well, it's not a feat I would take, but I guess it's a way to give low Int fighters a disarm feat.

Two questions: do you have to decide before the damage is rolled? This could be pretty dangerous if your opponent were using Power Attack and you didn't know it. Also, would this feat work if the original hit were a crit?
Suzu

10-03-07, 04:03 PM
I like this idea. You know that when the Scots and the English were at war, the English would stabs the Scots with pikes, and the Scots would pull themselves down the pike and hack up the guy at the end? That's why metal guards were fitted to later pikes. True story.
Orenmir

10-03-07, 05:16 PM
And then the Scot would........DIE!!!

I would consider this feat logical if you were reduced to at the most -1 HP at the end of your following turn. -10 would be more realistic.
joshlordofillogic

10-03-07, 05:28 PM
Number one: about the whole dying thing, if a fighter can fall from the atmosphere and survive, I dbout that this feat would cause too much troubble.
Number 2: no it would not work on crits because it is effectively you manuvering onto the blade, thus your efort is involved. And I was hoping you guys could help decide when it happens, I haven't refined it yet.
Number three: As I said it's not really finished, but I was thinking of adding an intimidate check into it.
Finarin Panjoro

10-03-07, 05:49 PM
It's an interesting idea, but I think I'd change it up a bit.

For example, I'd have it activate automatically on a critical hit rather than having you choose too take a critical hit (and you always have the option not to use it). If the attacker didn't drop the weapon immediately after it got stuck (as a free action at the end of the turn where he hit you) then you get a +4 bonus on attacks against him and he is denied his dex bonus to AC versus your attacks. Pulling the weapon free is a standard action that provokes an AoO. In any combat that you use this feat you immediately drop to -1 hit points at the end of the combat (like a barbarian who ends his rage), unless you recieve some magical healing after using the feat, but before the combat ends.

Just some suggestions. I would also limit it to weapons of creatures no more than one size category larger than you and it would not apply to natural weapons at all (this would seem to be more to their benefit than yours).
joshlordofillogic

10-03-07, 08:29 PM
agreed with the -1 after combat and might opt to make it more sever while in combat, like giving the person a bleeding wound. The weapon sizes and nat attacks are a good thing, but I still want it to be a you choose to get crit against that way undead with the feat can become weapon pincushons. not sure if I like the combat bonuses, bt I do like the option of the attacker holding on.

any ideas if adding an intmidate check would be bad?
Grod_The_Giant

10-03-07, 09:04 PM
I don't think an intimidate check would add anything. Intresting idea you got here- great for minions!
Finarin Panjoro

10-04-07, 11:11 AM
You could change it so that instead of a critical hit the feat activates on a threat. Then undead could use it. I think letting an undead choose to take a critical hit (to which he's immune) breaks this feat. Then its too powerful in their hands. I'd rather see it as a special ability of a specific undead (like a variant zombie) than as a feat at that point. Most of the interesting things about this feat only apply if its used by living beings.

I think the penalties are steep enough as is without the bleeding wound. I'd say a free intimidation check to demoralize would be acceptable if they are hit by an attack while holding an imbedded weapon.

You do realize however that any undead that used this would be instantly destroyed at the end of the combat by dropping to -1 hit points.
Avenger314

10-05-07, 09:16 AM
I'd tone down both the penalty and the advantage:

New Feat: Twist the weapon away.
By allowing yourself to be struck in melee, aking an attack voluntarily, you can wrest your opponent's weapon from his grasp when he least expects it by trapping it against your skin.
Pre-requisite: Great Fortitude.
Benefit: When an opponent attacks you with a melee weapon, you may voluntarily forego all bonuses to your AC other than armor or natural armor bonuses as an immediate action. This penalty lasts until the end of your next turn. You must make this decsion before your opponent's attack is rolled. If the opponent's strike hits, you may make a disarm attempt as part of this same immediate action. This does not provoke an attack of opportunity. You enjoy a +4 circumstance bonus to your roll.
If successful, you have the weapon in a free hand or in your possession (lodged in your flesh), at your option. Note that you still take any damage from the attack. If this deals enough damage to kill you, your opponent is still considered disarmed.