Apocalypse Cow's page

8 posts. No reviews. No lists. 1 wishlist. 1 alias.


RSS


nvm they don't stack

http://paizo.com/threads/rzs2qrzx?Does-Improved-Natural-Attack-stack-with

Thanks

/close thread

PS- sure it dispels to featherfall, but now his move speed is 10ft...


KainPen wrote:
I don't think Strong jaw stacks with Improved natural attack. I belive the min/maxers already figure out 16d6 was maximum

Looking at both of them the language isn't clear that they wouldn't stack. But I can see it read both ways.

Improved Natural Attack says
"The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category"

Strong Jaw says

"Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is."

So one way to look at it- is strong jaw is supersedes improved Natural- if they were both buff spells I might read it that way. However it is easy to read that since improved natural attack is permanent the damage is now simply 12d6. That would make strong jaw stack. Un-typed things usually do stack anyway.

So I guess that adds a second question


So I put all my min/maxers in one group. They bring builds not characters, but if everyone is doing it is also a fun way to play.

I currently have a guy being a cave druid in the eagle domain (so he can have overland flight cast on him). He wants to pull off the biggest vital strike possible.

According to the damage chart on the faq, with strong jaw on the Carnivorous Crystal ooze does 16d6 damage with an attack... If he takes improved natural attack slam- what does it go up to. It is at least 20d6, but I could even see it being 22d6 or even 24d6?

As a side note vital striking that with barbarian's furious finish should be fun. I will also be super happy to dispel his flight for the first time, but am letting him think he is pretty cool for a while.

Thanks


Yeah I think the problem is going to stem from MoMS being balanced because it takes away flurry- and there being 2 more options to get flurry now. If they reword MoMS to where it simply can't be used with a flurry I think everything would be fixed.

As far as 8th level spells are concerned- I always see that argument in the forums but not in action. Wizards are the best outside of combat and pretty good in combat, definitely worthy of T1 class, but what is a 8th level spell going to do to a Balor- When this guy could one round it- and then do it again the next round, and again? In 3.5 there were a ton of Save or die spells- in PF they are few and far between and really hard to pull off.

Don't get me wrong, I'll take a wizard on my team any day to create a timeless plane for unlimited crafting (also end game ridiculousness) And the myriad of other things wizards are good with. But if I want to punch evil in the face- 7 attacks at 1.5 str mod with no buffs is pretty broken.


Chaotic Fighter wrote:
You've discovered that MoMS is the greatest dip in this entire game. Welcome to the party.

I already knew it was a broken dip, and used it with wildshape- but now with brawler and sacred fist you can still get off a full 7 attack flurry.

My worry is just a pouncing 7 attacks (focused into 1) with 1.5x str dmg. Outside of the perma-banned Synthesist archetype- was something like this normal before?

Oh and if you have improved critical with your unarmed strike- there is a 53% chance it will all be multiplied. (57% if hasted)

Don't get me wrong- I love the Pummeling feats- they finally fixed the monk. But with the vague wording- and now this, I hope they didn't break anything too bad.

Edit: The reason I am focused on unarmed is for Dragon's Ferocity which needs to be unarmed. Plus my DM has ruled pummeling style to be fists only/ or natural attacks if you have all the necessary feral combat feats.


So I was looking at the Sacred Fist Archetype of War-priest And trying to figure out how I can get my pounce (via pummeling charge) before level 12.

Then it came to me- 1 level of Master of many styles monk splash gets you it whenever you want (granted you already have Pummeling Style- which you could pick up at level 1 anyways). If you are playing to level 20 it might not be worth giving up the capstone of Warpriest- But it lets you make a Full Flurry at 1.5x your Strength mod (if you use Dragon Style as your second style). This is in addition to the fighter feats which you can take as a Warpriest- oh and the cleric spells/blessings/etc.

Am I missing something here- or do I just need to make this character...


Pupsocket wrote:
Standard action (Use Supernatural Ability action). As written, no limitation other than "standard action; 1 minute".

Thanks! Missed the SU somehow :(


3 people marked this as FAQ candidate.

I'm loving the new Advanced Class Guide- but there are a few things I've noticed in the War-priest section (plus archetypes) that are under-specified. Aspect of War is probably the worst offender.

What does it take to activate it (swift action/free action/etc)?

How many times a day- or what pool of resources does it draw from?