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Everyone is aware that, as it's currently worded, the impact quality doesn't appear to reference the size something actually is, right? SRD wrote: This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon's enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat. It seems as if all the other size enhance effects (lead blades, strong jaw, Belt of Thunderous Charging) all mention actual size, but Impact doesn't. So treating it the same, as far as it's worded now, may be incorrect.
Deathwine looks really good. Posses Object wrote: This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you. The bolded part is why I think caster level matters.
Another member of the party is a undead lord who is storing the body of a giant dragon turtle for later to make his own boat. So we've got the undead boat covered, and really I just want him to make undead sharks to pull us around on rafts. I'm not trying to dominate the game. Aren't there undead who have aura's that buff necromantic spells?
I'm playing in Skull & Shackles as a 10th level character, whoever my Goblin who gleefully burns all writing has been deemed inappropriate for the game, so I'm making a new character. So I am planning on making a caster who uses posses object to steal enemies ships, but am having issues hitting the 32 caster level that I will need to take over the big ships. I'm thinking going Dhampir(Jiang-Shi-born) wizard, and using the favored class bonus to up my caster level, so I'm looking at CL 15, plus one from and Ioun Stone, +1 from a tatoo, maybe plus one for Bloatmage. That allows me to posses and animate Gargantuan ships (keelboats) but not the Colossal ones (which are most of them). I guess I can read a scroll of Deathknell on a chicken to get another caster level, but that only puts me at 19, 11 short. What am I missing?
Spirited Charge (Combat):
Your mounted charge attacks deal a tremendous amount of damage. Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack. Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). Trample (Combat):
While mounted, you can ride down opponents and trample them under your mount. Prerequisites: Ride 1 rank, Mounted Combat. Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. Combat while Mounted:
With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action. When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted. If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge). And Ride-By Attack mentions you four times.
Ssalarn wrote:
You are suggesting that RAI is that the feats work when the mount takes the charge action. RAW is that the rider takes the charge action. Now I think it's easy to infer that they clearly don't want to break the mounted combat feats, but by creating this odd charge by proxy they are creating more problems then they are solving. With this new system Magus can use spell combat and spirited charge together. It's unclear if whirlwind attack is forbidden, and really it unclear what is forbidden while on a charging mount.
SKR's ruling creates some questions, and a few problems, besides making the language in the mounted feats messy. Can you no longer brace against a mounted charger(just the horse), does the rider now provoke against the target of the mounts charge(because of there movement), and can you use full round actions when your mount charges(seeing as you are no longer using a charge, or move action)? Also most feats don't specifically spell out that you can use them while mounted so does that mean unless something is specifically called out as working you are unable to use it?
shallowsoul wrote:
prd wrote:
So now that it has been shown how you give your horse pounce you can accept that ragelancepounce works?
Sean K Reynolds wrote:
Cavalier’s Charge wrote: At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. Ride-by Attack wrote: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Fight with a Combat-Trained Mount: wrote: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action. There seems to be a lot of rules that suggest you being mounted does not change the charge action. Is there going to be some effort to change all that?
Turgan wrote:
I've never heard of that rule, where did you see it?
Alchemist is the way to go. Explosive Missile + Kirin Strike + Targeted Bomb Admisture = dead dude. However that is all the from ultimate line of books. Zen Archer wouldn't be bad. They can use there unarmed fist damage on arrows, combine that with a monk's robe and vital strike and you would deliver a pretty big hit.
I'm playing in a group with an evil undead lord cleric, and there are times, in the heat of combat, when it would be advantageous to be treated as undead in terms of healing. I know about his death's kiss ability, I know about the feat Necromantic Affinity, and I know that a couple of races can be healed as undead. I'm wondering if there are any other ways, especially items, that would allow me to be treated as an undead when it comes to the cleric.
Umbranus wrote:
Where did you see that FAQed?
I asked because I was looking at Kirin Strike with the bombs, thou that would obviously be a bit later in the build.
I'm playing though Skull and Shackles with an evil party, and just brainstorming backup character ideas. I'm playing with two barbarians and a divine necromancer, so if I croak I wouldn't mind coming back as something that has some ability to solve problems without ultra-violence. I'd like to be some kind of versatile caster and while I could simply be a person who has a broad range of spells and an evil mustache, I'd much rather use this rare chance to go full evil to grab something restricted (either rules wise or thematically) to the bad guys.
The -2 constitution is essentially offset by taking Resilent(or some other trait) and Toughness. In exchange for 'needing' to get a trait and a feat you get a natural attack plus some other proficiencies or natural attacks. Tengu don't excel at everything but -2 to con isn't the death sentence people are making it out to be.
Kelsey MacAilbert wrote: The problem is that Rogues are too heavily tactical, and the average player doesn't play like that, and when the do it's REALLY easy for a GM to throw a monkey wrench at them.As opposed to every other class? Kelsey MacAilbert wrote: For example, if the Rogue is scouting, have a monster grapple ad subdue her, drag her away, and slit her throat.If only rogue's had some way to be hard to detect ... Kelsey MacAilbert wrote: Rogue trying to stealth in combat? Nope. As soon as the Rogue moves out of cover, she is revealed.If only Rogue's had some class feature that helped with that ... Kelsey MacAilbert wrote: Rogue is flanking? Bull rush or counterflank.Rogue's cant flank every round of combat, ohh noes .... Kelsey MacAilbert wrote: Rogues, even with Uncanny Dodge, can still be flanked.Are you saying the reason Rogue's are weak is higher level rogues? Kelsey MacAilbert wrote: They don't suffer the normal AC penalty, but it still prevents them from sneak attacking. No it doesn't. Kelsey MacAilbert wrote: Plus, you pointed out that Rogues need to work as a team. Nobody wants a character who's worthless without Swordy McStupidhead to set their moves up. People have pointed out that Rogue's benfit from working as a team, but then again, so does every other class. It's almost like working together is a valid tactical choice.
Kelsey MacAilbert wrote:
And any qualified player will move back into position to continue flanking. Now you say, Nuh Uhhh, and I'll say Uhh Huh. Quote:
Read how combat works again, you are missing a host of rules here. Namely how ranged combat works and that you get a full round of actions in the first round of combat(Only surprise rounds limit you).
Kelsey MacAilbert wrote: Flanking assumes perfect tactical positioning. This is pretty much impossible to achieve, as any intelligent GM will have the other monsters break up the flank or counter flank. In our games flanking just assumes that you are opposite a friend that is threating your target. It's not impossible, they have some good charts in the rulebook of how you achieve flanking. Kelsey MacAilbert wrote: How often does the Rogue ever start out in a position to SA? That's right. Never. In our games everyone is flat footed until they act in the first round, so the Rogue's quite often start out able to sneak attack.
Fast Stealth helps the stealth skill more then Skill Focus before level 10 is why I was looking at it. I was looking at rogue before going into Horizon Walker cause Terrain Mastery is really good. Ranger is a really good class, that horizon walker build will have better skill bonuses however. Being faster then the horses is a legit concern though.
If you went half-orc instead of half-elf you could grab chain fighter to get spiked chain proficiency and keep Ferocity to help stop yourself from dying from dropping rage. Spiked chain isn't as good as the crit blade though, but if you are worried about your defense ... Otherwise it looks like a holy terror.
I'm getting ready to start Kingmaker and was tossing around the idea of playing a forward scout type character, and was looking for advice. I'm more interested in being able to move at full speed stealthly through natural terrains for long periods then sneaking past a dungeon guard. I've not seen many spells to help my stealth that last long enough to be all that useful, so I'm steering away from using spells for stealth (not to say that a wizard with a trait and a cat familiar wouldn't be good) but I might have missed some amazing spells. I thought about a ranger 4/rogue 2/Horizon walker character for the stacking terrain bonuses and fast stealth. I also tossed around a wildshaped druid to change into something small and scout ahead. But I'm open to whatever, just looking for ideas.
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