| Petty Alchemy RPG Superstar Season 9 Top 16 |
By which I mean the actual application of the Superstition rage power in an adventuring party. There are a lot of relatively short duration buff spells a friendly arcanist might provide a barbarian, including Enlarge Person and Haste, that would be cast in combat. Other spells that might be cast as well after the nature of the enemy is discerned, such Resist Energy, or heals after some damage gets done.
So would you take superstition in the classic party (meleer, arcanist, divine caster, skill monkey)? Do you hold back on raging until you're good to go on buffs? Or do you just flat out reject them/save vs. them?
| Claxon |
Yeah....rage cycle or getting buffed by casters who go first is pretty much all you need.
Really, you could even have them ready an action to cast on you when you drop rage. "I ready an action to cast X whenever my barbarian friend ends his rage." If the GM doesn't like that condition then it can be when your friend gives the signal.
The superstition bonus is just awesome. Especially with a courageous furious weapon. At 20th level human barbarian who puts 18 of his favored class bonuses into it will get 2 from the base skill, 5 more over levels, 6 from favored class bonus for a total of 13. With a courageous furious +5 weapon, your weapon counts as a +7 weapon. Courageous increases all morale bonus (which superstition counts as) by half the weapon enhancement. This brings the total up to a +16 to your saves against all spell, spell-like, and supernatural abilities. +16. That's enough to make even the most charismatic Paladin jealous.
So is it worth it? Hells yes.
| MrSin |
Well, courageous and Furious are both +1s, so you can have a +3 courageous furious weapon and when you rage it gets the +5 bonus and the nifty things that come with it. You almost always rage, its almost worth the bonus.
I'm fine with rejecting a few buffs if it means not dying to a save or die. I love superstitious. It gives me the feeling of being the juggernaut, and that I don't need magic. That said, I like having haste and if it doesn't hurt to delay I'm fine with delaying to get it.
| Claxon |
Max enchantments on any magic item is +10. Highest straight numerical bonus is a +5. Furious lets you go up to a +7 when raging, but it has the costs of a +6 weapon (+5 bonus plus +1 for Furious property).
Even better is that it goes above the straight +5 enhancement that you can usually obtain for weapons, because that extra +2 to hit and damage may not seem like much, but every little bit helps.
| Joana |
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10.
Is that what you're talking about? It's after the list of tables of bonuses and special abilities and their costs.
| Claxon |
Furious: This ability can only be placed on a melee weapon. A furious weapon serves as a focus for its wielder's anger. When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in hand, even when not raging; this bonus is equal to the enhancement bonus of the weapon (including the +2 when the wielder is raging).
No where does it say anything about a restirction. It say +2 better than normal. Normal can be up to +5. Furious will make it +7. I can't recall what thread this was discussed in previously, but it's be asked and confirmed before. It was also confirmed in that same thread that while it does count as a +7, it does not bypass Epic damage reduciton (as in 3.5 a +6 weapon did bypass DR Epic.)
| Claxon |
Weapon Bonuses: Can weapon special abilities (such as bane) or class abilities (such as a paladin's divine bond) allow you to exceed the +5 enhancement bonus limit and the +10 bonus-equivalent limitation?
For the enhancement bonus limitation, it depends on the specific effect or ability that's altering the weapon.Bane: This allows the weapon to exceed the +5 limit, but only against the designated creature type. For example, a +5 dragon-bane longsword is normally a +5 weapon, but has a +7 enhancement bonus against dragons and deals +2d6 points of damage against dragons.
That FAQ sets a precedent that a furious weapon can have an effective enhancement bonus of +7.
Edit: BBT, you beat me to it.
| Lobolusk |
Listen to the nice squid Admiral: “It’s a trap!” Can’t be healed, boosted, bard song, or even receive Channeling? For a mere +2? (more later, sure) And a Moral bonus to boot, which can easily be duplicated by many spells?AND, you have to burn a rage power to get this cruddy ability?
you get a boost to your saves against spells, spell like abilities, and SU that is broad enough to encompass aloft things. fire ball? that s a spell i get my superstitou bonus to spells, charm person? save. oh you glow and cause me to be blind strange monster is it a super natural ability i get a super bonus t that save also.
Mergy
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Listen to the nice squid Admiral: “It’s a trap!” Can’t be healed, boosted, bard song, or even receive Channeling? For a mere +2? (more later, sure) And a Moral bonus to boot, which can easily be duplicated by many spells?AND, you have to burn a rage power to get this cruddy ability?
Bard performance and channelling to heal both require no save. Delay the rage a round and you can get haste.
| Claxon |
Not only that, but seriously with the cord of stubborn resolve you take non-lethal damage instead of becoming fatigued. That small item will allow you to rage cycle for a very small price tag. When the spell caster is ready to cast on you he can ready an action to cast when you signal him to (speaking is a free action). You give him the signal on the start of you turn after you drop rage, his turn interupts yours and he casts, then its back to your turn and you strat raging again. It's so easy to get around the limitation on Superstition that its ridiculous.
Also, there is a save against healing spells. If your Superstition Barbarian makes the save against it you take half healing instead of full, not a complete deal breaker to me.
| Claxon |
The DC for channeling is to reduce damage to undead and undead only IIRC. Its sort of a weird case, but the reduction doesn't exist for channeled positive energy for healing.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
The fact that your group houserules that the save is extended to channeled energy is not supported by RAW. I agree that while annoying, the potential savings you get from being able to resist virtually all the bad spells (especially when combined with a Ring of Evasion) will save you more HP in the long run than you would have received during combat from healing.