This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Then you need to get Power Attack/Cornugon Smash/Dazzling Display/Shatter Defences.
This combo means you auto SA when you move (you power attack with Cornugon Smash to Intimidate)
NOW. This means foes you hit are Shaken/Sickened and Flat Footed.
You get to SA EVERY hit with no flank required.
You need to use the combat feat talent and regular feats to get the combo by 7.
Then you basically SA all the time. The OFFENSIVE DEFENSE talent really ups your AC.
Doesn’t work for this game cause Baldwin has banned Cornugon Smash.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Well it really depends. You are planning to sneak attack someone but the best way to unleash the SAs are in conjunction with other party members who can soften up/finish off the target. We need to get rid of the crowd around us for the best outcome IMO.
Perhaps when Baldwin's Up From Darkness game ends, we can see if one of them would like to hop over here.
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal
baldwin the merciful wrote:
Daniel Arrisen wrote:
Then you need to get Power Attack/Cornugon Smash/Dazzling Display/Shatter Defences.
This combo means you auto SA when you move (you power attack with Cornugon Smash to Intimidate)
NOW. This means foes you hit are Shaken/Sickened and Flat Footed.
You get to SA EVERY hit with no flank required.
You need to use the combat feat talent and regular feats to get the combo by 7.
Then you basically SA all the time. The OFFENSIVE DEFENSE talent really ups your AC.
Doesn’t work for this game cause Baldwin has banned Cornugon Smash.
And you wonder why it's banned??? SA EVERY hit.
Agree it's a powerful combo.
But NOTHING compared to a Deadly Stroke Challenge Hit from a Samurai.
Plus he has to hit in the first place (3/4 BAB and not inherent buffs)
I can make a TWF Ranger with core only that will make a rogue cry.
Spells, Full BAB, better saves, Animal Wolf flank trip buddy.
The rogue combo is nice but certainl.....Never mind. If I wanna rant on rogues I'll do it in the Advice threads.
Gerard is a decent twf/thrower build.
But if he wants to get SA heaps, he'll need help.
Daniel will flank as often as possible to help but I'll see what else He can do to help.
I will also say that I asked Gerard not to totally overpower Gerard in his 8th level build and equipment. You know its that keeping things somewhat balanced that I like to do that crushes some of the fun. :-)
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Take care of yourself, Baldwin.
Perhaps we should check up on Planar Ally spells. Andrea can summon some from Calistria's domain.
1.Threv. Shapechanging sorcerer who likes poison and ranged magic.
2.Velvet Wing. Succubus type being who specializes in seduction
3.Tordurbar. Chaos Beast.
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Flat-Footed
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.
Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.
Hubby keeps 'borrowing' my laptop since his is fried and his new one won't be here for a couple weeks. So I won't be on too much this weekend. Doing a lot of book reading. :)
TWF is a Full Round action, I think... not Standard.
I don't believe so.
TWF:
Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Pathfinder Core Rulebook pg. 184 wrote:
Multiple Attacks: A character who can make more than one attack per round must use the full-attack action (see Full-Round Actions) in order to get more than one attack.