| Post/Author/DateTime | Post |
|---|---|
| Banatine01-28-08, 04:30 AM | BUILT-IN WEAPONRY [WARFORGED] A warforged character's body can be constructed with weapons under it's armour plating, which it can call forth from its wrists with a thought. Prerequisites: Warforged, 1st level only. Benefits: Instead of possessing a slam attack, you instead have a pair of masterwork weapons, each conceiled within your forearms. The weapons are both the same type, and you may choose any weapon from the following list: Dagger, Hand Crossbow, Kama, Kukri, Light Mace, Punching Dagger, Rapier, Sai, Siangham, Sickle, Short Sword (other weapons may be allowed by your DM.) These weapons are treated as manufactured weapons for all purposes (but can be affected by the Silver Tracery and Cold Iron Tracery warforged feats.) If you are not proficient with the weapons you chose, you must gain proficiency with them before you can use them properly. These weapons take up space on the warforged character's body as a pair of bracers. Extending or retracting the weapons is a free action, requiring only a moments thought, and you do not need to extend or retract both at the same time. A warforged character cannot use his hands while his weapons are extended. A warforged character's built-in weapons can be enchanted, just as it's composite plating can, but the two weapons must be enchanted separately. A warforged character cannot be disarmed of his built-in weapons, but if they are ever damaged or destroyed they can be repaired as any other weapon can. Your built-in weapons are treated as your primary attack form at all times (even if they are retracted), and all weapons weilded in the warforged character's hands are treated as secondary weapon attacks (with the corresponding -5 penalty on attack rolls.)You may fight with both of your built-in weapons, but you must incur all of the normal penalties of fighting with two weapons if you do so. Special: A warforged character whose 1st character level is Fighter may take this feat as her fighter bonus feat. PEACH & enjoy! |
| AtsuiShoto01-29-08, 01:06 AM | I'm not sure I like how the built in weapons are always primary, meaning even while the blades are retracted and the warforged is wielding a greatsword, they are somehow interfering with the greatsword attacks to the tune of -5 (reducable to -2 with a feat). That's a VERY hefty penalty for possessing weapons that are nicely tucked away where they shouldn't be a hindrance. Otherwise, interesting idea. Not totally new, but I've never personally seen this exact setup before. |
| mtbOgre01-29-08, 01:25 AM | PEACH & enjoy! You are missing "Adamantine Claws" in your list of weapon choices. I would make them exotic with the same damage as a longsword. Looking at this feat really all it grants is the built in weapons and the ability to quickdraw those weapons. That's not very powerful since the character still has to take TWF to really make use of this. It's even less powerful since he's not likely to stumble across a pair of enchanted adamantine claws that he can put to use. On a maybe more serious note, I agree with AtsuiShoto, the -5 penalty is excessive... Assuming my understanding of this feat is correct I would this all together. I would just change the last paragraph: Fighting with both of your built-in weapons incurs all of the normal penalties of fighting with two weapons. The rapier should not be on the list of weapons allowed since it is not a light weapon. I suppose you could allow it but even with TWF the character would have -4 on attacks with both weapons. |
| Vharuck01-29-08, 10:52 AM | Instead of going through my suggestions one by one, I'm just going to offer what I think the feat should be. Specific points I want to point out will be in red. BUILT-IN WEAPONRY [WARFORGED] A warforged character's body can be constructed with weapons under it's armour plating, which it can call forth from its wrists with a thought. Prerequisites: Warforged, 1st level only. Benefits: Instead of possessing a slam attack, you have a pair of masterwork weapons, each conceiled within your forearms. The weapons are both the same type, and must be a light weapon. This allows more customization, such as weapons from splatbooks that are really cool. Also, I agree with the above poster that the rapier is too large to be contained in the forearms. And hand crossbows, while they would undoubtedly look cool popping out and firing off small bolts, make no sense since reloading them is impossible. These weapons are treated as manufactured weapons for all purposes (but can be affected by the Silver Tracery and Cold Iron Tracery warforged feats). This feat does not grant proficiency in the chosen weapons, nor does it prevent the normal penalties incurred when fighting with two weapons (though Two Weapon Fighting and similar feats can reduce the penalties as normal). These weapons take up space on the warforged character's body as a pair of bracers, whether retracted or extended. Extending or retracting the weapons is a free action, requiring only a moment's thought, and you do not need to extend or retract both at the same time. A warforged character cannot use his hands while his weapons are extended. A warforged character's built-in weapons can be enchanted, just as it's composite plating can, but the two weapons must be enchanted separately. A warforged character cannot be disarmed of his built-in weapons, but if they are ever damaged or destroyed they can be repaired as any other weapon can. [b]Special: A warforged character whose 1st character level is Fighter may take this feat as her fighter bonus feat. |
| mtbOgre01-29-08, 12:41 PM | Instead of going through my suggestions one by one, I'm just going to offer what I think the feat should be. Specific points I want to point out will be in red. BUILT-IN WEAPONRY [WARFORGED] A warforged character's body can be constructed with weapons under it's armour plating, which it can call forth from its wrists with a thought. Prerequisites: Warforged, 1st level only. Benefits: Instead of possessing a slam attack, you have a pair of masterwork weapons, each conceiled within your forearms. The weapons are both the same type, and must be a light weapon. This allows more customization, such as weapons from splatbooks that are really cool. Also, I agree with the above poster that the rapier is too large to be contained in the forearms. And hand crossbows, while they would undoubtedly look cool popping out and firing off small bolts, make no sense since reloading them is impossible. These weapons are treated as manufactured weapons for all purposes (but can be affected by the Silver Tracery and Cold Iron Tracery warforged feats). In addition, they follow the normal rules of overcoming damage reduction types that you have (for example, a warforged with DR/adamantine from Adamantine Body could overcome the same DR with his built-in weaponry). This is just to remain consistant with the rules, and gives this feat a little extra oomph. This feat does not grant proficiency in the chosen weapons, nor does it prevent the normal penalties incurred when fighting with two weapons (though Two Weapon Fighting and similar feats can reduce the penalties as normal). These weapons take up space on the warforged character's body as a pair of bracers, whether retracted or extended. Extending or retracting the weapons is a free action, requiring only a moment's thought, and you do not need to extend or retract both at the same time. A warforged character cannot use his hands while his weapons are extended. A warforged character's built-in weapons can be enchanted, just as it's composite plating can, but the two weapons must be enchanted separately. A warforged character cannot be disarmed of his built-in weapons, but if they are ever damaged or destroyed they can be repaired as any other weapon can. [b]Special: A warforged character whose 1st character level is Fighter may take this feat as her fighter bonus feat. I didn't notice this before but giving the character adamantine weapons for free as a first level feat is... broken. You are putting 6000gp worth of weaponry in the hands of a 1st level character. I jokingly referred to adamantine claws (which would be cool) but these should be an upgrade much later in the characters level progression. I would suggest the same with the other tracery feats as well. It would make more sense for the character to be given the stock weapons and be able to have them upgraded for the cost of upgrading or replacing normal weapons. This would also give the player the option of having one silver weapon and one adamantine. |
| Vegepygmy01-29-08, 01:26 PM | In addition, they follow the normal rules of overcoming damage reduction types that you have (for example, a warforged with DR/adamantine from Adamantine Body could overcome the same DR with his built-in weaponry). This is just to remain consistant with the rules, and gives this feat a little extra oomph.The problem here is this doesn't "follow the normal rules of overcoming damage reduction." Having DR/adamantine does not allow you to overcome another creature's DR/adamantine. If you have DR/magic, your own natural weapons are treated as being magical for purposes of overcoming DR. There is no similar exception for DR/adamantine, DR/silver, DR/bludgeoning, etc. |
| Vharuck01-29-08, 01:29 PM | Not only is this overpowered, it doesn't "follow the normal rules of overcoming damage reduction." Having DR X/adamantine does not allow you to overcome another creature's DR X/adamantine. If you have DR X/magic, your own natural weapons are treated as being magical for purposes of overcoming DR. There is no similar exception for DR X/adamantine, DR X/silver, DR X/bludgeoning, etc. Damn DR rules and their inconsistency! Hehe, I stand corrected. I'll edit my previous revision, as in hindsight it really was a bit... too much oomph. |
| AtsuiShoto01-29-08, 01:57 PM | The trouble with upgrading warforged to be awesome machines of destruction is that you have to do so using the Craft rules over the course of the warforged's adventuring career, because otherwise you have to assume it's already built into the warforged... which means it's available at 1st level! At that point it makes more sense to have an increased ECL, but then you're really designing a whole different race, aren't you? So, yeah, don't worry if your warforged feats come out too strong on the first draft. That's pretty natural, and nothing the second draft can't fix. If you NEED powerful abilities, just make them scale up with level from being crap abilities, but remember that the warforged is giving up his only 1st-level feat for this racial feat. |
| Drackthor01-29-08, 08:08 PM | Reminds me of the wrist weapons Boba Fett had built into his armor. I may use this feat using the light crossbow choice. |