Lemmy |
lets see
+1 to two attributes every 4 levels. ANd an additional +2 for free at character creation.
Ah, here is where I make my argument...
Getting an additional +1 to 3 attributes every level is conservative.
Let's check...
Assume I'm playing a Fighter and want to boost, say... Str, Dex and Con.
Using RAW, by 20th level, I'd have a +11 bonus to Str (+5 from level up and +6 from gear), and a +6 to both Dex and Con. (Would probably have more from a Manual of Gainful Exercise or Wish, and would probably have a Headband of Wisdom +6 as well), for a total boost of Str +11/ Dex +6/ Con +6/ Wis +6.
Using the alternate attribute bonus scaling means characters are getting a +1 to three attributes (in addition to the normal +1 from level up) means I'd have a +10 to Str and a +5 to Dex and Con... and no bonus to Wisdom, for a total of Str +10/ Dex +5/ Con +5/ Wis +0, which as you can see, is actually less than what characters get by RAW.
I would prefer to be conservative, after all, you destroyeda couple of CR +2 encounter without problems.
By going nova and teleporting away. ;)
Rynjin |
I like being able to raise my stats mostly because so many abilities rely on your stats to function. See: Stunning Fist, which is mediocre at best but may as well not even be on my sheet with less than a 20 Wis.
Scavion |
I like being able to raise my stats mostly because so many abilities rely on your stats to function. See: Stunning Fist, which is mediocre at best but may as well not even be on my sheet with less than a 20 Wis.
Basically my thoughts as well. The Revised Rogue also has a hard time without some kind of stat scaling since it has quite a few stat dependent abilities.
Gark the Goblin |
So, +1 to 3 abilities every four levels, in addition to +1 to one ability at each of those?
And what are your thoughts on getting permanent spells cast on ourselves?
--
16 str (10), 14 Dex (5), 15 Con (7), 7 Int (-4), 10 Wis (0), 12 Cha (2)
+2 dex half-orc
+3 Str levels
+3 Str, Dex, Con additional levels
22 str, 19 dex, 18 con, 7 int, 10 wis, 12 cha
24 str, 17 dex if enlarged
N half-orc horselord cavalier 9 mammoth rider 4
order of the sword
permanently enlarged (2500 gp + 450 gp + 90 gp)???
feats:
1st: Point-Blank Shot
3rd: Mounted Combat
5th: Heavy Armor Proficiency
6th: Effectively get Mobility (Horselord)
7th: Combat Reflexes
8th: Trample (Order of the Sword)
9th: Precise Shot, effective Spring Attack (Horselord)
11th: Ride-By Attack, Iron Will (Mammoth Rider)
13th: Spirited Charge
skills (3*13): Ride 10, Intimidate 13, Handle Animal 7, Survival 5, Perception 4
Bili
Horse steed/mount
N Huge Animal
Attacks Bite +17 (1d6+9) and 2 hooves +15 (1d8+4)
or Power attacks Bite +14 (1d6+15) and 2 hooves +12 (1d8+7)
BAB +8; CMB +19; CMD 31
Str 28, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Feats:
1. Power Attack
2. Improved Overrun
5. Greater Overrun
8. Narrow Frame
9. Multiattack (animal companion)
10. Lithe Form
13. Dodge
Skills: Escape Artist 11
Rynjin |
I think I'll set up a simple and easy job while I get this other thing hashed out. This one will be more like a story arc than a job, honestly, but it sounds fun in my head. =)
I'll post it after my RotRL game.
Nicos |
Wow, Talking about of feat taxes, looking at perfetct strike I just found this gem
=======
Can I use Perfect Strike with unarmed strikes?
As written, you can only use the feat with the specific weapons mentioned in the feat description.
So why does the feat have Improved Unarmed Strike as a prerequisite, if you can't actually use it with unarmed strikes?
Because the feat is intended to be a cool thing that monks can do, and monks get Improved Unarmed Strike automatically (barring an archetype that replaces that feat), so having Improved Unarmed Strike as a prerequisite means it's easy for monks to learn Perfect Strike but more difficult for other classes. The prerequisite could have been "monk level X," but that would mean that only monks could take the feat (prohibiting even other martial arts classes or archetypes). Note that the zen archer archetype allows you to use the feat with a bow, which means there's a precedent for creating an unarmed-combat archetype that modifies the feat for use with other weapons.
Lemmy |
Punishing Kick and Touch of Serenity are interesting, but they also have the Fort save so it doesn't really change anything.
Elemental Fist adds 1d6 damage... And Perfect Strike lets me reroll an attack (if I declare I'm using it before actually making the attack)?
Tsc... I guess I'll keep Stunning Fist...
Perfect Strike just entered my list of "Feats to never consider taking. Ever."
Rynjin |
Elemental Fist adds 1d6 per 5 levels, since you have Dragon Ferocity (or will get it). Not too shabby for something you can use 1/day/level on any attack. I prefer it to Stunning Fist myself.
Redirection would also give you more options in combat, though it might slow the game to a craw with that and Snake Style, having to go back and retcon hits all over the place and such. I'd ask that you declare what attack you're going to use it and Snake Style on before I post (something vague I mean, like "first attack that hits me, or a crit" or "The attack with paralysis on it if it hits" from a creature you know has a nasty ability and you're aware of the attack it's on).
Rynjin |
Oh, and as for the job:
You guys are going to go legitimate, try to make the world a better place, as a Guardsman. When you've stopped laughing, please read on.
We need you to infiltrate the city guard's HQ, and lay eyes on a body for us. One of ours has been killed, and we want you to report the condition of the corpse.
We've enclosed a device that will allow you to capture an image of the corpse. It's only got about 3 uses in it, so don't go snapping it around for fun. In addition, we need you to report on any details that may not be immediately apparent just by looking. Strange odors, small markings or scars on the skin, eye color, and so forth. We don't know exactly what we're looking for, yet, so every detail counts.
Other than that, TOUCH NOTHING. TAKE nothing. As far as the guards are concerned, you're just a group of specialists form homicide who've come to look at the body, and we want that to be as close to the truth as possible.
We've taken the liberty of providing false identities for each of you.
Jo: You are Sergeant Alessia Morrow. You are the leader of our merry little band of guardsman. They'll expect you to do most of the talking. I expect you're used to that by now.
Chimon: You're Corporal Mirow Burrowfoot. You're her second in command.
Korak: You're just known as "The Brute". You're a mute. Needless to say, you are not expected to do ANY talking for the duration of this mission. Use that little hat of yours to create the illusion you have no tongue.
And for Talryn, if you bring him along: He'll be an officer James Darrenby, if anyone bothers to ask.
Identification has been provided. We don't expect you'll get too much resistance on this. There is a group that was scheduled to come look over the body anyway, but we paid them to take the night off.
Your reward: 300 gold apiece. In addition, we've arranged for some mages to make jobs like this easier in the future. They'll be tweaking your ability to disguise yourselves. It might hurt a bit, but I think teh results will be well worth it to you.
Lemmy |
Redirection would also give you more options in combat, though it might slow the game to a craw with that and Snake Style, having to go back and retcon hits all over the place and such. I'd ask that you declare what attack you're going to use it and Snake Style on before I post (something vague I mean, like "first attack that hits me, or a crit" or "The attack with paralysis on it if it hits" from a creature you know has a nasty ability and you're aware of the attack it's on).
The problem is that Snake Style is not always the best option. Sometimes I may want to save my swift action for something else.
I was considering investing in multiple maneuvers so I have some variety and can use them without spamming any single one.... Disarm, Trip, Sunder and... well, that's all.
Grapple would be nice, if it wasn't horrible. 3~4 feats just to make it worse for the grappled target than it's for me puts it on my list of "not worth the investment"[/b]
Rynjin |
I think it works like it says it works.
"Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage."
Lemmy |
What is the name of the guy who makes the autopsy? Is it "coroner"?
Were autopsies a thing in magical-medieval-renaissance-time? I just realized we have two mysterious bodies in two different campaigns... Are you stealing my mind? Am I stealing yours? Where is Carmen Sandiego?
Rynjin |
Yes.
That's why I keep calling him a coroner. =p
Medieval, not as much, but they did some investigation.
Renaissance, a bit more. Think Da Vinci cutting people open to see what ticks.
Pseudo-Renaissance magicland? Certainly does.
Rynjin |
That's a good question.
I guess the next step is remembering I haven't updated. Though I was hoping you guys would converse a bit with your new member or something.
Do you have any non-job business to take care of, or should I just fast forward a few days?
Jo. |
Then only chimon remains, but consider he is a cleric of Abadar I don't think Jo and him have much to talk about.