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@Kerney How do you define mechanical cheese?
I am a little confused.... how does over sized arms change the size of the weapon you are able to wield? Looking at the rules, to me it just says it removes the penalty for doing so. That would lead me to believe that I may only wield a large sized bastard sword (without the -2 penalty), not increase the size to huge....
PS Who says fixed damage is better than MOAR DICE! Furious finish changes MOAR DICE! into static damage, therefore, MOAR DICE! is clearly superior.... especially when vital striking with gargantuan bastard swords for lots of maximized dice! (16d8=128) :p
Ok assuming we get giant-hide armor (to be huge)(although unlike a heavy crossbow, it does not say you may fire it in one hand), and get Gravity bow. This would bring the base dice up to..... gargantuan size?! Which if it starts at 1d8->2d6->3d6->4d6?! which would mean the base damage dice with vital strike would be.... 16d6...for ONE bolt....32d6 for both.... furious finish = maximized for 192 damage... +8 for weapon training (made a mistake above, should be +4)... +24 for deadly aim... with the weapon enchantments adding double as well for 10+4d6(p)+8d6(e)...+22 for dead shot...+30 for int based damage (applies once).
Using the standard rules for inappropriate sized weapons you may certainly fire a large crossbow with 2 hands (at a -6 penalty), as you may fire (but not load) a medium heavy crossbow with 1 hand (at a -4).
What is the best single shot x-bow build you can come up with?
As a starter, off the top of my head.
For a grand total of 163+2d6(Piercing)+4d6(Elemental)
But hopefully you can do better :-)
@ Tels- Just for clarification, :) according to the Core rule book, the progression is Light > One-Hand > Two-Hand. So, the end result is still the same, the starting value is just different. Best case light weapon is 1d6 damage. So progression is 1d6 > 1d8 > 2d6. Maximum penalty is still only -4 though, so the question still remains. How do you get the full benifit of the Massive Weapons ability? @ Trinite- AHA! Exactly what I was looking for! So RAW, Massive weapons does nothing. BUT, RAI it increases the size you may wield. I think this maybe needs an Errata. Ladies and Gentlemen, thank you for all the help. You have once again proven that the message boards are an invaluable resource. :)
So, I see the Errata disallows my initial idea. (RAW and apparently RAI) I can accept that. That still allows for cool TWF with greatswords. :) But then what is Massive Weapons for? You still can't wield anything larger than a two handed weapon (implying a maximum penalty of -2). So what does the Massive Weapons ability even do? Remove a whopping -2 penalty by the time you are level 6 and then it is useless for the rest of its supposed benefit? In what situation could you use the full 6 reduction to a penalty? I mean I suppose you could wield a Huge Light weapon getting the best possible damage from that of 2d6 bringing the penalty up to -4 (so great, Massive Weapons allows me at 9th level to use a greatsword non-proficiently) And that still doesn't give me the ability to use the final 2 reduction in penalty.
So, I see the Errata disallows my initial idea. (RAW and apparently RAI) I can accept that. That still allows for cool TWF with greatswords. :) But then what is Massive Weapons for? You still can't wield anything larger than a two handed weapon (implying a maximum penalty of -2). So what does the Massive Weapons ability even do? Remove a whopping -2 penalty by the time you are level 6 and then it is useless for the rest of its supposed benefit? In what situation could you use the full 6 reduction to a penalty? I mean I suppose you could wield a Huge Light weapon getting the best possible damage from that of 2d6 bringing the penalty up to -4 (so great, Massive Weapons allows me at 9th level to use a greatsword non-proficiently) And that still doesn't give me the ability to use the final 2 reduction in penalty.
Serisan wrote: Sorry, that trick is Rangers-Only and that is limited to Lead Blades usage. You can 2h the large Bastard Sword (since it's a 1h with EWP), Lead Blades, and then VS. You can even throw in an Enlarge Person on top, which gets you another size category. How is it Rangers only? What are Lead Blades? (what book are those in) Forgive my ignorance :) and ooooooooh enlarge person >:)
@ Tels- I believe RAW I can use a 2d8 Bastard sword in two hands (no finagling required) ;) according to the Core rulebook page 144. If I can wield a weapon one handed, I can wield the same weapon in two hands if it is one size bigger with a -2 penalty. The example they use is a medium one handed weapon being used as a two handed weapon for a small creature. I use a large one handed weapon for a two handed weapon for a medium creature. Therefore, 2d8 bastard sword in two hands with the exotic weapon proficiency. (and a -2 to the attack roll) @ Red Dog- I see your point. However, if that were the case, the maximum penalty I could accrue is a -2 (greatsword/axe in one hand).... therefore the very next ability of the Titan Mauler (Massive Weapons) is rendered two-thirds useless... (at 18th level this ability provides a reduction in penalties of -6, coincidence?)
So, I just wanted to make sure this is good to go RAW.
To sum up...
Also fun things I am considering are feats (e.g. furious finish, etc.)
Rotolutundro wrote:
....sonofa.... Thank you. *Shaking head walking away in stupor* ....I never knew.... I just never knew.... all these years....
Small steel mirror anyone?
Well the reason I bring this up is for two reasons.
So... I realize that shurikens are ammo for almost all considerations, and I think that it is brilliant, except for one case. Adamantine. If it is the hardest substance in the game, and a shuriken is made of Adamantine, shouldn't it survive hitting a fleshy (heck, even armored) apponent? If it misses, sure 50% chance I lost it. But if I hit something, the solid metal adamantine hunk of death is destroyed? Just pondering and wanted others opinions.
This may help.
Reference Step up with a reach weapon It covers RAW, RAI, and options to use. Personally I believe this thread to cover any and all questions regarding reach and threatening. I used it when this question first plagued my thoughts and have never had any other questions; very valid points were raised, discussed and resolved.
Ok so, Looking for a Paladin archer build. No 3rd Party books, 25 point buy. Just looking for a general idea of where to go with it as I have not played a paladin before, but thought an archer might be kinda nifty.
So far: Elf with the Lightbringer Alternate racial trait. STR 12
Looking at taking PBS, Prec Shot, Imp Prec Shot, Manyshot and Rapid shot.
1 level of arcane, for the truestrike, the rest martial. I won't mind caster levels otherwise, but my point is to hit in melee, not be a spell slinger. (I love casting and ranged, but I have done in a lot lately and want to do something different, variety ya' know?)
Well I have slightly alterior motives. The theory is that I would have (when really needed) a true strike up. That would grant me a decent boost to hit and confirm crit, soooo.... that is why I vetoed the "to hit" being a factor and still wanted the crit chance to be included. Although kudos to the brilliant minds for using the autothreat feature and autoconfirm. :-) (Although I wouldn't be able to use the autoconfirm ability with 1 level of caster, a +20 usually nets you the crit as well)
The OP wrote: ...general strategy so far against living enemies would be for me to get close, blast them with negative energy, and then flay them with the chain alongside my party's tanks. Really quickly, um... I think you need to take the selective channeling feat in order to not fry your tank buddies... that's of course assuming you mind collateral damage (some clerics don't). :-)
OOOOOooooo... I like the way you use fumble/crit decks. The way we currently use them is if you fumble, you get a card, however if you have weapon focus and fumble you get two and pick the one you want. As for the crit, you may draw as many cards as the crit modifier -1 and can choose between them. For example if I am wielding a scythe and crit I draw 3 cards and can choose between them.
OK, wait..... what is 20% vs 50% vs 100% concealment?
Please forgive my ignorance, I don't quite understand. So even though the feat states 50% concealment you get 50% miss chance (the equivilant of 100% concealment)? True, I do agree and understand miss chance due to the blur or displacement. Is that what lightning stance is supposed to do? I understand if you are moving at mach speeds, then you get a miss chance, but some folk are sticklers and would argue that it only provides you concealment. And others would use it to make stealth checks to HIPS after moving. PS Mr. Dork, would you like me to repost this elsewhere? I do not want to intrude on the original topic.
Thread jack? If total (100%)concealment provides a 50% miss chance, and unspecified concealment provides 20% miss chance (Both on p197 Core Rules), then what does 20% concealment vs. ranged attacks and 50% concealment provide as a miss chance? (looking at wind and lightning stance, feats section) IMHO, you can't see someone (aka total concealment) they sure as crap can knife you in the back for SA.
I do enjoy a good ninja. To me there are 3 categories of ninja studies. Stealth
Now, these three items can occur in varying degrees to create different types of ninja. For example a ninja with a masters of butt whoopin(melee) and a minor in magic with no stealth knowledge could be Ninja Gaiden. A ninja with a Doctorate of stealth and no melee or magic could be Tenchu. A ninja with a major in magic and double minor in melee and stealth could be a Naruto. All three kill people effectively, all three are ninja, but all have slightly different philosophies of "execution". Just some random thoughts to think about. :-)
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