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    CarpeGuitarrem's Avatar

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    Default [4E] Some Love for the Quarterstaff... [PEACH]

    "Would you part an old man from his walking stick?"
    ...
    "I told you to take the wizard's staff!"

    Okay, so I look at this Quarterstaff dealie. 1d8, +2 proficiency, and wielded in two hands. You know what? This really needs some help. Now, I don't really believe that the weapon itself needs to be augmented, simply because staffs can be used as both implements and quarterstaffs. However, I do think that the quarterstaff could use a bit of a boost...so let's use feats.

    Quarterstaff Proficiency
    Prerequisite: Proficiency with the quarterstaff, Dex 13
    Benefit: Your base proficiency bonus for any staff you wield becomes +3, and it gains the "defensive" property.

    Lightning Staff
    Prerequisite: Quarterstaff Proficiency, Dex 15
    Benefit: Any staff you wield gains the "high crit" property when used for melee attacks.

    Deft Parry
    Prerequisite: Quarterstaff Proficiency, Dex 15, you must be wielding a staff
    Benefit: When an enemy misses you with a melee attack, you may shift 1 square.

    I'm also thinking of writing up a martial paragon path for quarterstaff users. What think ye? (Also want feedback on the power level of these, especially Lightning Staff)
    Last edited by CarpeGuitarrem; 2009-04-26 at 07:27 AM.
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    Orc in the Playground
     
    BardGuy

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    In martial power, there's a feat to treat the quarterstaff as a dual weapon and it gains the defensive property. But I think it needs a whole multi-class set of feats.

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    CarpeGuitarrem's Avatar

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    Ah, I hadn't known that...
    Ludicrus Gaming: on games and story | My Steam Account
    Quote Originally Posted by Saph
    Unless everyone's been lying to me and the next bunch of episodes are The Great Divide II, The Great Divide III, Return to the Great Divide, and Bride of the Great Divide, in which case I hate you all and I'm never touching Avatar again.

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    Thanatos 51-50's Avatar

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    How about something more in line with the "Weapon Mastery"-style feats?

    ~~~
    Quarterstaff Training [Multiclass]
    Pre-requisites: Dex 13, any Martial Class OR Dex 13, quarterstaff used as impliment
    Effect: You gain proficency with the quarterstaff if you do not already have it. Increase the Proficency bonus to +3. You may treat the quarterstaff as a double weapon (1d8/1d8) and as if it had the defensive property.
    ~~~

    Then make a Encounter, Utility and Daily power, and have each one grantable by a power-swap feat.

    EDIT:
    Quote Originally Posted by Ceiling009 View Post
    In martial power, there's a feat to treat the quarterstaff as a dual weapon and it gains the defensive property. But I think it needs a whole multi-class set of feats.
    O RLY?
    I see no such quarterstaff love in my copy of MP. What page are you looking at?
    Last edited by Thanatos 51-50; 2009-04-26 at 07:43 AM.
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    Orc in the Playground
     
    BardGuy

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    Hmm... maybe it wasn't in Martial Power, but I know it's a feat somewhere... I'm suscribed to DDI so I don't exactly peruse the books that heavily.

    Note: It is in Dragon 368, and it lets you treat the weapon as a double weapon, with the whole off hand, defensive and the two damage head (1d8/1d8).

    But I do want the quarterstaff to have more Weapon Mastery feats, (which a few are multi-class) with new powers and options.

    I'm not really being mean or anything, but it's definitely something you might want to think about doing.

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    CarpeGuitarrem's Avatar

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    Quote Originally Posted by Thanatos 51-50 View Post

    ~~~
    Quarterstaff Training [Multiclass]
    Pre-requisites: Dex 13, any Martial Class OR Dex 13, quarterstaff used as impliment
    Effect: You gain proficency with the quarterstaff if you do not already have it. Increase the Proficency bonus to +3. You may treat the quarterstaff as a double weapon (1d8/1d8) and as if it had the defensive property.
    ~~~
    Actually, couldn't I just say "Dex 13" and leave it at that? I mean, outside of martial classes and the wizard, it won't really be useful, because it doesn't grant implement proficiency.

    I definitely like that, and I'll look into those Weapon Mastery Feats again. I also think a Paragon Path wouldn't be out.
    Ludicrus Gaming: on games and story | My Steam Account
    Quote Originally Posted by Saph
    Unless everyone's been lying to me and the next bunch of episodes are The Great Divide II, The Great Divide III, Return to the Great Divide, and Bride of the Great Divide, in which case I hate you all and I'm never touching Avatar again.

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    Shadow_Elf's Avatar

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    There's a Staff-based Paragon Path in the homebrew link of my sig. It is appropriately named the "Staffmaster". It helps one use the noble staff as a fighter, since staves have no support yet whatsoever.
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    Alteran's Avatar

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    This is certainly a useful line of feats for melee warriors, but it likely won't be very useful for wizards or others who use staves as implements. I don't believe it's spelled out in the rules, but the general consensus is that you must "wield" a quarterstaff in two hands to use it as a weapon, but you can hold it in one hand to use it as an implement. This doesn't necessarily mean wizard's can't use it as a weapon, but it's likely they'll have something better to do with their off-hand.

    Anyways, I like what you've done so far. No suggestions at the moment.

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    CarpeGuitarrem's Avatar

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    Well, if a wizard's using a staff, does he necessarily have anything he can be doing with his off-hand? That's what I figure. That, and anything he's holding in his off-hand, he can always use a minor action to put away before wailing with two hands.

    I'm thinking stuff based off of Dexterity.
    Ludicrus Gaming: on games and story | My Steam Account
    Quote Originally Posted by Saph
    Unless everyone's been lying to me and the next bunch of episodes are The Great Divide II, The Great Divide III, Return to the Great Divide, and Bride of the Great Divide, in which case I hate you all and I'm never touching Avatar again.

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    I like.

    Quarterstaffs tend to get neglected in role-playing games, I guess people don't think they're as interesting as swords.
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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    Quote Originally Posted by CarpeGuitarrem View Post
    Well, if a wizard's using a staff, does he necessarily have anything he can be doing with his off-hand? That's what I figure. That, and anything he's holding in his off-hand, he can always use a minor action to put away before wailing with two hands.
    I expect to find many wizards with two hands occupied at paragon tier, when they can have two implements. Before that, maybe not. Melee training (intelligence) will make them more useful up close if they want to, I suppose, but they could just take thunderwave.

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    Thanatos 51-50's Avatar

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    Default Re: [4E] Some Love for the Quarterstaff... [PEACH]

    Quote Originally Posted by Thanatos 51-50 View Post
    How about something more in line with the "Weapon Mastery"-style feats?

    ~~~
    Quarterstaff Training [Multiclass]
    Pre-requisites: WIS 13
    Effect: You gain proficency with the quarterstaff if you do not already have it. Increase the Proficency bonus to +3. You may treat the quarterstaff as a double weapon (1d8/1d8) and as if it had the defensive property.
    ~~~

    Then make a Encounter, Utility and Daily power, and have each one grantable by a power-swap feat.
    [Changes bolded]

    Quick Ideas for Power-Swap Feats:
    ~~~
    Quarterstaff Novice:
    Pre-Requisites: Quarterstaff Training Feat, all asscoiated Pre-Requisites. Level 4
    Effect: You may retrain one encounter attack power of third level or above to the following power ("Dazing Staff")

    Dazing Staff - Feat Power
    "With a quick flourish and a lightning-fast jab, you leave your opponent dizzy and shift away from reprisal"
    Encounter - Martial, Weapon
    Standard Action - Melee Weapon
    Attack: WIS vs. FORT
    Requirement: You must be wielding a Quarterstaff
    Hit: 1|W| + Wisdom modifier damage and you shift one square, and the target is dazed until the begining of your next turn.
    Effect: If you are marked, you shed that condition.
    Special: Increase to 2|W|+WIS Modifier Damage and Level 11
    Increase to 3|W|+WIS Modifier Damage at level 21
    ~~~

    Quarterstaff Adept:
    Pre-requisites: Quarterstaff Novice, All associated Pre-requisites. Level 8.
    Effect: You may re-train one Utility Power of level (7?) Or lower to the follwoing power. ("Staff's Ward")

    Staff's Ward - (Feat Power - Utility)
    "All it takes is a quick change in the way you stand and moving your staff about to confuse your foe and render you harder to hit."
    Daily - Martial, Weapon, Stance
    Requisite: You must be wielding a Quarterstaff
    Effect: You assume the Warding Staff Stance, while in the stance, you cannot be marked. You also gain a +2 Power Bonus to AC and REF and can shift as a minor action.
    ~~~

    Quarterstaff Expert:
    Pre-Requisites: Quarterstaff Adept, All associated Pre-Requsites. Level 10.
    Effect: You may re-train one Level (10?) Daily Attack Power to the following power (Quarterstaff Assault)

    Quarterstaff Assault - (Feat Power)
    "With a startling Alarcity, you take the knees out from under your surrounding foes, the effect startles them and their allies."
    Daily - Martial, Weapon
    Requisite: You must be weilding a Quarterstaff
    Standard Action Close Burst 2
    Target: All enemies you can see in burst.
    Attack: WIS v. FORT
    Hit: |W|+WIS Mod Damage, and the target is prone and dazed (Save ends dazed)
    Miss: Target is dazed (Save Ends)
    Special: Increase Damage to 2|W| + WIS mod at 15th level
    Increase Damage to 3|W|+WIS mod at 25th level.
    If all attacks miss, no targets are dazed and this power is not expended.
    ~~~

    These feats are all very BETA.
    Last edited by Thanatos 51-50; 2009-04-30 at 03:42 AM.
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