Of Doom (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Aleolus

01-12-08, 12:56 AM
OK, this is a feat a friend of mine came up with. It's somewhat comical to think about, but also quite powerful, and, if you can make use of what it gives, very useful!

Of Doom
Prerequisites: Able to cast 1st level spells OR Power Attack
Benefit: The benefit of this feat depends on how you qualify for it. If you gain this feat by way of the Power Attack feat, then you can make melee attacks Of Doom. When making an attack Of Doom, you add one additional die of the same type as the weapon you are attacking with for every -5 you take on your attack roll. For instance, a character attacking with a longsword who takes a -10 to their attack roll would deal 3d8, instead of 1d8, if they hit. Or, a Barbarian who takes a -5 while wielding a Great Axe would deal 2d12, rather than just 1d12.
If you qualify for this feat by means of spellcasting, then this feat gives you the ability to cast spells Of Doom. To cast a spell Of Doom, you must make a Spellcraft check (DC 20 + the level of the spell). If successful, all numeric effects of the spell are doubled. Spells that deal damage deal double the rolled/listed damage, have double the listed duration, and so forth.
If you meet both qualifications for this feat, you may make use of both aspects of it.
Kouk

01-12-08, 01:42 PM
I think it is pretty clearly overpowered, especially considering there are other spells which can improve your chance to hit and your skills.

I could take a -20 to hit with my Greatsword to deal 10d6 slashing damage, as long as I cast True Strike beforehand. And I'm a level 1 or 2 character using a magic item of True Strike or just casting it myself...
Plus whatever bonus damage the weapon does from Power Attack and its own bonuses.

And at a certain point, such a Spellcraft Check would be instantly successful if the character trains it and boosts his abilities properly.

If however you meant the limitation to be that you take a penalty to hit based on Power Attack (so that it can't exceed your BAB) that would be a slight limitation sure, but still subject to the same issues.
Novacat

01-12-08, 07:47 PM
Hideously broken in almost every way.

However, even if you fixed the mechanical issues, this really should be two different feats, as it has two sets of prerequisites, with distinctly different functions for each prerequisite you possess.
Spikes01k

01-13-08, 11:50 AM
Upping the damage dice for a standard attack doesn't seem too powerful, but you need to do it in a different way. I would suggest this.

Improved Exotic Weapon:
Req: Proficiency in original weapon type.
Bonus: Chose one martial or simple weapon, with the exception of a great sword. You may now wield that specific weapon made for a creature one size larger. You can not chose an already exotic weapon or the great sword with this feat.
Bloodsoul

01-13-08, 05:40 PM
^ Monkeygrip?
Hot_Sauce

01-13-08, 06:19 PM
Not only is it overpowered, it's inconsistent. Weapons that use several smaller dice would not receive nearly the same bonus as those that use a single, large die.
Spikes01k

01-14-08, 12:24 AM
^ Monkeygrip?

A lot of weapons are just large versions of already existing weapons. Take the jovar, which is basically a large sized fashion.

WotC doesn't seem to want to produce a weapon that does over 2D6 damage for a medium creature that is actually worth the feat, that is why I said no great sword. There is only one weapon made for a medium person that does more than 2D6, it is a wooden weapon in frostburn that does 2D8, and has a worse crit range except you don't take the -2 to hit like monkey grip.