Lasher as a F&K-Style Feat

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fbmf
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Lasher as a F&K-Style Feat

Post by fbmf »

The DM in the campaign I want to use this in has been kewl with most of the RoW feats. Do you guys forsee any problems with this?

Lasher [Combat]
You are the envy of Catwoman, Indiana Jones, and Zorro.

Benefits: You are considered proficient with the whip and do not provoke an Attack of Opportunity for using it in melee. Your whip attacks inflict 1d6 base damage, and you may elect to do lethal damage with your whip.

+1: You gain the “third arm” ability as described below, and your whip attacks do an additional +2 damage. If (for some reason) your whip attacks benefit from the Combat School feat, this damage stacks with the bonus from that feat.

+6: Once per character level per day, you may elect to stun an opponent in addition to your regular damage. You must declare that you are using the ability before you roll to hit. If the target is hit and fails a Fortitude Save (10 + ½ character level + Modifier of the Ability you modify your attack roll with) she is stunned for 1d4 rounds.

+11: Opponents stunned by your whip (see above) are instead considered helpless.

+16: As a standard action, you may animate a whip as if it it had the animate rope spell cast on it with a caster level equal to your character level. The Reflex DC to avoid entanglement, the Will DC to cast while entangled, and the Agility DC to escape if entangled equal 10+1/2 your character level+your Strength Modifier.

Game On,
fbmf


DESIGN NOTES: We have massively revised skills to combine them so there are fewer. Concentration is a Will Save in our games, and Agility is what we use for Escape Artist.

The Third Arm Ability is described two posts down.
Last edited by fbmf on Mon Dec 28, 2009 7:45 pm, edited 3 times in total.
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Maxus
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Re: Lasher as a F&K-Style Feat

Post by Maxus »

He should be fine with it.

It actually looks a little sub-par compared to the other Races of war feats, but the tactical options it provides are interesting.

So if he can accept whirlwind attack and TwF...I can't find any reason he'd reject this.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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fbmf
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Re: Lasher as a F&K-Style Feat

Post by fbmf »

For those without access to Sword & Fist, it says:

Third Arm:

(Range on all uses of THIRD ARM is 15 feet)

[*] Punch a button, snuff out a candle, flick a coin along the ground, etc. as a MEA with an attack roll vs. AC 15.

[*] Retrieve an unattended object (less than 20 lbs.) and deposit it into your off hand as a MEA with an attack roll vs. AC 20. Items heavier than 20 lbs. are not automatically deposited into your off hand but they could be dragged. The attack roll for > 20 lbs. is vs. AC 22.

[*] Untangle your whip from whatever it is entangled around as a free action.

[*] Firmly wrap your whip around a likely projection as a MEA with an attack roll vs. AC 22. If at the top of a wall, reduce CLIMB DC's by 5. If the point of attachment is optimal (DM's call), could be used to swing across a 25 foot chasm.

[*] When the victim of a precipitous fall, you may give up your reflex save in an attempt to use your whip to lash onto a likely projection. The projection must be anchored to something at least twice your weight or you will simply pull it after you. You may attempt to snag a friend or foe as you are falling with a ranged touch attack (a friendly target may elect not to count their Dexterity modifier towards the AC). If you hit, the target must make a Strength check DC 20 to arrest both you and himself. On a failed Strength check, the target follows you into the void.

Game On,
fbmf
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Maxus
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Re: Lasher as a F&K-Style Feat

Post by Maxus »

fbmf at [unixtime wrote:1203564408[/unixtime]]For those without access to Sword & Fist, it says:

Third Arm:

(Range on all uses of THIRD ARM is 15 feet)

[*] Punch a button, snuff out a candle, flick a coin along the ground, etc. as a MEA with an attack roll vs. AC 15.

[*] Retrieve an unattended object (less than 20 lbs.) and deposit it into your off hand as a MEA with an attack roll vs. AC 20. Items heavier than 20 lbs. are not automatically deposited into your off hand but they could be dragged. The attack roll for > 20 lbs. is vs. AC 22.

[*] Untangle your whip from whatever it is entangled around as a free action.

[*] Firmly wrap your whip around a likely projection as a MEA with an attack roll vs. AC 22. If at the top of a wall, reduce CLIMB DC's by 5. If the point of attachment is optimal (DM's call), could be used to swing across a 25 foot chasm.

[*] When the victim of a precipitous fall, you may give up your reflex save in an attempt to use your whip to lash onto a likely projection. The projection must be anchored to something at least twice your weight or you will simply pull it after you. You may attempt to snag a friend or foe as you are falling with a ranged touch attack (a friendly target may elect not to count their Dexterity modifier towards the AC). If you hit, the target must make a Strength check DC 20 to arrest both you and himself. On a failed Strength check, the target follows you into the void.

Game On,
fbmf



Massive utility use, then. Very awesome!

I still say you're good to go.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
SunTzuWarmaster
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Re: Lasher as a F&K-Style Feat

Post by SunTzuWarmaster »

It needs a better level 0 benefit. Keep in mind that any character can be proficient with any weapon if they spend enough time with it. Additionally, many F&K character classes get some exotic proficiencies, and some character backgrounds do. Essentially, any character coming into the game at level 2 can have that ability in a backstory.

I would say to make the +1 ability the +0 ability, the +11 ability the +6 ability (similar to Combat School), keeping the +16 ability (making it stack with Murderous Intent somehow, maybe?) and adding the following for the +11 ability:

+11: You get a +4 bonus on Disarm and Trip attempts when using a whip (this stacks with the normal +2 to Disarm).

Also, yes, this makes the following combination potent:
Juggernaut + Lasher + TWF + Whirlwind + Horde Breaker + Finesse
Not game-breaking because it's level 11 and a 15' reach full attack trip monster is to be expected, and a guy fighting with 2 whips is inherently awesome.
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JonSetanta
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Re: Lasher as a F&K-Style Feat

Post by JonSetanta »

That's very nice, FBMF! But I don't even remember seeing a creation of yours ever, though....

Suggestion: rather than just refer to an FnK publication, copy a portion of one or two sentences about how "third arm" works into the ability description. Some info might be lost in simplifying but it makes for easy referencing.



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fbmf
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Re: Lasher as a F&K-Style Feat

Post by fbmf »

It needs a better level 0 benefit. Keep in mind that any character can be proficient with any weapon if they spend enough time with it.


I thought that was just Fighters.

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Maxus
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Re: Lasher as a F&K-Style Feat

Post by Maxus »

fbmf at [unixtime wrote:1203940539[/unixtime]]
It needs a better level 0 benefit. Keep in mind that any character can be proficient with any weapon if they spend enough time with it.


I thought that was just Fighters.

Game On,
fbmf


Fighters can learn a new weapon as a result of spending a day trying it out and succeeding on a DC 10 Intelligence check.

But for other people...


Races of War wrote:
Exploits
Getting proficiency with a weapon isn't worth a feat. They hand that crap out with your character class for free. Seriously, even exotic weapon proficiencies aren't a big deal. Therefore, we're instituting Exploits as something that can be acquired in-game. These are for any of the binary abilities that simply don't have a massive impact on your character's performance at any level.

If you have Martial Weapon Proficiency, it's really unreasonable for it to be that hard to learn how to use a new weapon, whether it's exotic or not. If you spend a week training with a weapon, you can make an Int check (DC 10) to simply gain the Exploit of Exotic Weapon Proficiency. And no, you can't take 10 on that.

If you don't have Martial Weapon Proficiency and you want to use a new weapon, that's touchier. But if you have a weapon for an entire level, you should just gain proficiency in it when you gain your next level whatever level you happen to select.

He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Re: Lasher as a F&K-Style Feat

Post by Judging__Eagle »

Fighters are a week I think.

[edit]

Fighters 1 day

Everyone else with martial weapon prof takes 1 week

Everyone else takes 1 level
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fbmf
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Post by fbmf »

The tome game is finally getting underway, and I have reworked the above feat.

Thoughts?

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Orion
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Post by Orion »

Not provoking AoOs is a pretty huge benefit though, I think level 0 is fine.
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Post by erik »

Orion wrote:Not provoking AoOs is a pretty huge benefit though, I think level 0 is fine.
It's more like provoking AoOs was a pretty huge penalty.


It does seem weird being able to use a whip to reliably attack someone adjacent to ya, but not unreasonable given that it is a fantasy game where far crazier things happen.

I'd probably swap the +11 and +16 abilities, since nobody is going to care that they get a beefed up version of animate rope when they have at least 16/day attacks that can make opponents helpless for 1d4 rounds. Alternatively, making the animate rope ability a move action would be spiffy.

Names for the +1/6/11/16 abilities would be cool.
(ordered as originally printed, not as my suggested order)
+1 Third Arm
+6 Crack of Fate
+11 Crack of Doom
+16 Living Lash
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