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Crossbow were more acuarate than early guns, but that does not get reflected in game because reasons.
Also, now that someone mention conquistadors (if that means what I think it menas) in a sling thread, apparently the weapon the feared the most form the indigenous people was the sling, capable of breaking ribs and kill even on armored men.
you are bored of seeing superstition/beast totem over and over?
Several rage powers seems so lackluster like Spirit totem or hurling. Others that seems interesting have superstitous as prerequisite or can not be taken in the levels I would play the barbarian (4 to 8). The ones that give natural attacks seems strong enough, but does not really go witht he fluff of the PC.
The only one I'm finding interesting is lesser celestial totem, but I Hve no idea If tehre will be a healer int he party
But the crit multiplier does not do much since he relies on sneak attack. The itteratives also do little since he is moving to use the scout trick.
On the other hand, using a sling let him use a shield, wich is a good idea since rogues have so bad defenses.
Personally I pretty much dislike the sapt adept, it seems so silly fluffwise to me, but mechanically It is an interesting Idea dabbler, You should post your build here
Mark Hoover wrote:
Actually, you spend more feat to do less damage, probably lot less damage (no manyshots, 1d3 vs 1d8, x2 crit vs x3 crit, bracers of falcom aim).
Uhm, not bad (I'm assuming sap adept feats). It coud be the only good combo I've seen for slings.l
Once you need to enchant then (or even MW them) the diference becomes minimal.
What I'm seeing is "slings are good if you can not afford a bow", wich me, IMHO, that slings are not good.
Mark Hoover wrote:
Not sure what many other things the sling do besides doing damage to kill enemies in combat.
The answer is that you make the crossbowman so make him as you want. You are right that that discussions belong to another thread...there was a thread like that last year, but I can not find it at the moment.
Not counting the ace bolt, crossbow are horrible. It is not slightly less DPR. but a lot less. A specialized crossbowman do less damage than switch hitter archer.
Actually the speed in the falling part of the trajectory is lower (so less energy) due to air resistance. The rotational movement of the arrow would also decrease for the same reason.
Aubrey the Malformed wrote:
Far from history expert, but I had the impression that angicourt was won more by the luck of having and very favorable terrain than the expertise of English archers or the power of longbows.
A recomendation is not taking deadly stroke (since it does not work with this build), do not use double xbow (the -4 hurts and you really want to attack every turn) and multiclass into vivisecsionist for mutagen (extra dex), sneak attack (since they do not have dex to ac), sinergy with high int and the always handy extracts. Not that great dmage, but well, you are using a crossbow.
This is bad. You only have one shot, and if you miss it no damage at all.
Core superstitions is very lackluster. Without the DR and the AC boost, the Touch AC boost, no way to be healed with a (SU), and harder rage ciclyng superstitons is more like a trap.
Druids and barbarians become the uber powered classes, at least at low to mid levels.
Within core barbarian are far from uber-powered, In fact I would say they ar the class more reliant on stuffs utside core. Invulnerable rager, FCB to superstition, all the totem rage powers and more.
the text doe snot mention anything about maintaining a grapple
"If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds."
So death rolls get that +5.
But you have the bonus from grapple feats, a +5 because you are already grappling plus half your druid level.
I don't see it as a bad ability, although If I want to make a grappling druid I would multiclass, perhaps tetori.
How is a rogue skillful? Again, while they gain multiple skill points per level, they have no inherent bonus to using those skills, which is something the investigator, bard, and inquisitor all have.
But not only that. Rogues can do very few special things with their skills. There is a rogue talent to use sleight of hand to disarm, for example, besides that skill based rogue talents sucks hard.
The guy is pretty good, but as Aelryinth pointed out his shoots lack punch, something that would get handwaved away in PF where what matter the most is how much arrows/bolts/stones/bullets can you put in the air.
You can totally be wielding the shield without suffering the TWF penalty.
That penalty only comes if you make the off-hand attack.
So, you can use attack with a long sword, use the other hand to wield a shield for the AC bonus and if you do not TWF there is no penalty associated to it. Furthermore, if you get disarmed you can start shieldbashing right away.
Splatbaooks could change a lot, so that could be the thing.
Purple Dragon Knight wrote:
It was not a class feature. It was an optional rule in the dungeon master guide.
BAckstab was hard to do. The enemy had to be unaware of you, it was only once per fight, you have to attack him from the back, you had to be able to reach a vital spot (like flying to back stab a giant), you can only do it with a dagger, no flat-footed, no flanking.
The multiplier was not that great. with strength 17 you only had +1 to damage.
Besides Rogue AC, saves(I think) and hit points were low.
Rogue were bad warriors.
Eh, you worry too to much to make PCs Lemmy.
And for the spellcaster thing, I somewhat like that the system encourage buying cool class features now instead of 8th-9th spellcasting later. Jo will be unable to buy 9th level spells and I'm considering giving up the 8th level spellcasting too.
If you don't want to be an spellcaster but have magic utility just take witch hexes, oracle mysteries, cleric domains and that kind of stuff.
Unless PFS, the first thing to do is ask if your GM would allow a decent feat for dex to damage or something.
If your GM dont allow that and the ACG sutff then Rainyninja advice is a very good one. Lore warden is particularly good since the bnus to CMD is great to not get grappled.
It is there a wizard/sorcerer spell list?
I mean, you can put togheter all the spells taht wizards and sorcerer can cast and call it the list, but that make those spells wizard/sorcerer spells?
If a wizard and a cleric can cast it, it is a wizard spell or a cleric spell?
Reading the spell I say that plane shift is in the cleric spell list and limited wish allow to cast it...wich I would hoserule out because all the shenanigans.
According to the table here
Speaking give a -20 penalty to the perception. Moving the full spelld give a -10. But add +1 to the DC for every feet that searates the bard from the rogue.
As a side note, note that summon mosnter is 1 round action but he could two consecutive standad for it if he wants to keep moving.
One of the things I really like is to demonstrate the usefulness of things that most people don’t think are too useful.
There is absolutely no balance issue, there is only one fighting style WORSE than THW/TWF and that is TWF with mixed weapons where one of them isn't two-handed.
Back in the off-hand" FAQ thread, numbers were rolled and the conclusion was that the Falchion/armor spikes was better or at least on par with Kukri/Kukri. Not saying that it was a conclusive proof, but still.