House Rules: Feats - Twin Thunders (Combat)

When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.

Prerequisites

Dwarf or gnome, defensive training racial trait, Multiweapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.

Benefit

Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.

If your base attack bonus is +6 or higher, you can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, each time you hit a creature of the giant subtype with your off-hand weapon after you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants you.

If your base attack bonus is +9 or higher, whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving throw (DC 10 + half your level + your Str modifier) or become staggered for 1 round. If you use this feat to render staggered an opponent that is already staggered, you daze that opponent instead. In a similar way, you can stun an opponent that is already dazed.

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