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Googleshng wrote:
because I know precise strike is melee only

Where did they make that change?

Quote:
Precise Strike (Ex):... She can even use this ability with thrown melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her.

I checked the playtest, the tunnel ended and combat began at 30 feet.


Quote:

Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can spend a standard action to purposely miss a creature that she could normally hit with a light or one-handed weapon melee attack. When she does, that creature is denied its Dexterity bonus to AC

until the start of her next turn.

What does it mean by "normally hit?"

If I read it as "This creature is within range of my melee attack, I could hit this." then the Superior Feint doesn't sound that bad. It doesn't require a roll to hit of any sort, you just say "As a standard action, I miss."

So it wouldn't work against incorporeal creatures unless you had a ghost touch sword?


BigNorseWolf wrote:

could definitely use more mobility. I understand if they don't want to throw pounce to one melee class, but charging around corners, off walls, and while swinging from chandaliers would be nice. I don't see anything in the class that really says "mobility" any more than the wizard is highly mobile because he's not wearing heavy armor.

I dipped dervish dancer for the dex to damage, and got expeditious retreat and feather step to win both showcases.

They should toss mobility into Derring-do. Something like "if you succeed a DC 20 skill check while using Derring-do during a move action, you can full-attack as a standard action that same turn"


Unclejunzo wrote:
I too would rather not see the Warpriest tied to a deity's favored weapon. I can see the flavor argument going both ways, but at the end of the day, as a divine class, I think you get more flavor from the deity you worship than the weapon you use. I'd rather see player's saying "I really want to play a warpriest of Cayden Cailen" instead of "I really want my warpriest to use a rapier - guess I have to worship Cayden Cailen."

For Rapier you've got Besmara, Cayden Cailen, Count Renalc, Skrymir, and Zura. Interestingly, all of them are chaotic.

Greatsword has Gorum, Smiad, Szuriel, and Zursvaater.

There is no god that favours the lance.

Honestly, while the god does add flavour, there are really just so many gods to choose from. If I chose a weapon first, it would narrow my choices for Gods.

Alternatively, if I have a god in mind, it might force me into a more unusual weapon choice.

If I'm making a redeemed Kobold Warpriest of Apsu, I'd have my choice of bite or quarterstaff. Unfortunately, Apsu doesn't seem to have any blessings.


Tels wrote:
So, the question is, for the monster, if you have two targets, one of them is a guy that seems to dodge all your attacks, but isn't hurting you, while another gets hit a lot, and hits hard, which person do you focus your attacks on? If you kill the guy hurting you, then you can focus on the others, and then, eventually, that dodgy bastard.

I was so upset about that the other gaming session. We're fighting a controlled golem, so it's not mindless. It literally attacks every other member of the party and entirely ignores me. I had done everything I could to make myself a target, but it even steps away from me and triggers an attack of opportunity in order to attack the archer.

I've been playing a a finesse fighter and it was outright painful until I got power attack. I just couldn't do any damage at all, it seemed like. And unlike a two-handed weapon, a swashbuckler with a rapier can't get Furious Focus to get rid of the penalty on the first attack per round.


Rogue Eidolon wrote:


If you both use Power Attack or Piranha Strike and are adding your accuracy stat to damage, while taking Specialization and the like, you will get very different results than Debbie. In fact, Debbie seems to be intentionally avoiding all feats that add to damage--Googleshng has posted entire builds, which is awesome, so look at them carefully. Debbie doesn't even take Weapon Specialization or even Weapon Focus. Defense-wise, a quick glance also notices that Debbie has spent 4000 gold on Bracers of Armor +2, when a 10 gp Leather Armor is equally powerful except against incorporeal touch attacks, and Debbie has 7 Wisdom. EDIT: Didn't see the total +7 Dex because it was in temporary modifiers, so actually it's 1 AC better. +1 Mithral Chain Shirt is still 2 AC better for half the cost and no ACP. Wand of Mage Armor with an arcane buddy to cast is 2 AC better for even less.

Debbie uses the bracers of Armour because they weigh 1 pound and leather armour weighs 15 pounds. Debbie only has a Strength of 9 and therefore a carrying capacity of 30 pounds or less. Leather armour would be half her carrying capacity.

The rapier is 2 pounds, bracers are 1 pound, buckler is 5 pounds, belt is 1 pound, cloak is 1 pound. That's 10 pounds already. A traveler's outfit is 5 pounds, an Explorer's outfit is 8 pounds, so if we use a traveler's outfit, we still have 15 pounds left. A backpack is 2 pounds, a bedroll is 5 pounds, a blanket is 3 pounds. That leaves her just 5 pounds to carry around food, water, and money. And clearly, not enough weight for leather armour.

The wand of mage armour would be better, but that requires then, that you're on a team with an arcane caster with access to mage armour.

She doesn't have Power Attack because she's not strong enough, she doesn't have Piranha Strike because she doesn't have Weapon Finesse.

Combat Expertise looks to be taken as a per-requisite to Butterfly Strikes (Which is a very nice feat if you have other fighters in your party, but I'll agree, does nothing for your personal damage) so those two could easily be skipped.

The other feats are very swashbuckler in flavour.

So we could probably get rid of Combat Expertise and Butterfly strikes in favour of Weapon Focus and Weapon Specialization.


Googleshng wrote:
Her only hope here is if someone can cast flight on her

I play a Ranger and I've got wings. Even with a flight speed of 90, my melee attacks were mostly useless against a dragon.

If someone casts flight on you, you couldn't even keep up with a wyrmling that decided to make fly-by attacks. Your only hope is readying an action to attack if the dragon comes within melee range.

Edit: I suppose it's not as bad as all that. The dragon does only have a move of 100, so if it got close enough to attack you, you'd be able to attack it.

A very young dragon, however, would have a flight speed of 150, and could flyby attack and keep 75 feet away from you at all times.


Googleshng wrote:


And of course, you'll notice I left Debbie here with a 9, not an 8. There's a reason that spare point didn't go to con, and it's called "light load." Carry too much and you lose your dex bonus to AC, which is a death sentence for this class. Debbie can carry 30 lbs. without a problem, if you look way back through my posts, you'll see how tricky that initial equipment loadout was. Even there I couldn't swing the best armor her dex supported if I wanted a rapier and buckler. Drop to 7 str and it's down to 23 (17.25 if you're small). Lose the buckler or go even lighter than studded and you can still swing it but that's 2 lbs. of wiggle room. Eventually you need a belt and some boots and a cloak and a headband right? Each weighs a pound or two. It adds up.

Ah, you think, but what if I have a strength belt? Sure, that helps, but it also extends the delay on having a belt boost your dex. Eventually sure, you're going to get a +6 belt of physical might, or even perfection, but if dex isn't the stat you're building first with it, you're not really minmaxing this are you.

Plus, this class fills the fighter seat in the typical 4 person party. You know how you always have the fighter carry everything because his light load is in the hundreds or thousands of pounds? A rogue, a bard, maybe a cleric can potentially shoulder some of the burden, but you're abandoning a lot of loot without a bag of holding or something. Type I weighs 15 lbs. That, a buckler, and a rapier leave 1 pound, or 1 magic item, no armor. A Handy Haversack is only 5, which if everyone carries their own share is cool, but it's still only leaves 11 lbs. combined for your armor, backup ranged weapon, ammo for it, magic items, clothing, and anything you happen to need to hold for a moment, like a torch.

You probably could swing a 7 str if you really really worked at it but it's a long road with a lot of tradeoffs. And hey, -2 to all your damage until you find a way to get dex on it, nobody's suggesting that be available at level 1. No power attack (barring a thrown bone) until you have a +6 belt. At a certain point you have to ask how many levels you want to cripple yourself for to have a strong finish in the back half of a campaign.

There are also Muleback cords, but those compete for the shoulder slot with the Cloak of Resistance, and Swashbuckler doesn't have the saves to pass on that bonus. You could a Muleback Cord Tattoo, but that would cost an extra 1000 gold.

Personally, if I were going to give the class dexterity to damage and charisma to saves, I'd put the dexterity in the second level slot and charisma in the fourth level slot. Just make sure that you don't get dexterity and a half for two-handing a weapon, and it's still halved for the off-hand when dual-wielding, so you'd still need a strength of 15 to get double slice.


pocsaclypse wrote:
Pardon my noobishness, but I've seen a couple people on this thread talk about how the devs are reluctant to add dex to damage because they think it should be a mythic thing. Could someone point me in the direction of where that is elaborated on?

There's a mythic feat, weapon finesse, it adds your dexterity to damage when attacking with a finesseable weapon.


Gallo wrote:


3. As Swashbucklers were also famed for their way with the opposite sex, perhaps the skill-based deeds should be expanded to include Diplomacy and Bluff when dealing with the opposite sex and maybe also Intimidate for dealing with the same sex.

If you want this mechanically, just take the Charming trait. The wording on that is much better and doesn't enforce a gender binary.

Quote:
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.


I think that getting good will saves instead of good fort saves would be acceptable too.

That said, I agree that if you're going to have the class proficient in Bucklers, at least have them be able to use a buckler while doing precise strikes. Especially since Duelist gets Canny Defense and Swashbuckler doesn't. (Canny Defense scales faster than Nimble)

I don't know how I feel about Swashbuckler Finesse vs. just giving them Weapon Finesse. On the one hand, there are a lot of useful feats with a weapon finesse per-requisite. On the other hand, I do like the idea of a Morning Star wielding swashbuckler.


Umbral Reaver wrote:

What are aasimars and tieflings? It's a difficult question because aasimars and tieflings are impossible to describe.

One might ask the same about birds. What are birds?

We just don't know.

But we do know that Aasimars and Tieflings are the most powerful substances on Earth.

It's odd that they only pay 1 RP for the spell-like ability to cast darkness once a day since Darkness is a second-level spell.


I think 0 is a fair cost for Small Size given the reduction to weapon damage. It might not mean much to casters, but we're not assuming that every small character is a caster the same way it's somewhat safe to assume that every tiny character is a caster.

I do not believe the text in Greater Weakness Modifiers is missing any words.

Pick either Mental or Physical ability scores. There are three of each.

Put -4 in one of the three.
Put -2 in another of three.
Put +2 in the last of the three.


Sleep-Walker wrote:
Player 2 wants to play a gargoyle.

How do you intend to deal with a character that will be nearly stationary?

I mean, not even slow movement cuts it for a Discworld Gargoyle. They've got a move of probably 5 feet per round.