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Organized Play Member. 1,196 posts (1,199 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.




10 people marked this as FAQ candidate.

Some racial feats presume the possession of certain physical qualities that are not listed as prerequisites, such as Tail Terror utilizing the use of a tail, or Mother's Gift utilizing claw attacks. If a character with the Racial Heritage takes one of these feats, are they considered to possess the requisite physical properties (tails, claws, etc.)?


The choice of a cleric to channel positive or negative energy is bound in their alignment and their deity's alignment (and the paladin's lack of choice in the matter is bound to their alignment). In the 3.5 ruleset, a section read the following:

Quote:
Even if a cleric is neutral, channeling positive energy is a good act and channeling negative energy is evil.

This text does not exist in PRG, but the act remains tied to the alignments in question at character creation.

So my question is this: in PRG, is using the Channel Energy ability an act of Good/Evil on its own?


Greetings, everyone.

I've never been very good at optimization, so I was hoping to get some suggestions on an idea I was tossing around. If I'm playing a melee class, I like to play defensively, but just being a tank isn't always fun if you don't feel like you're contributing damage. I thought I'd put together a Fighter build that TWFs with sword and shield, with feats split between attaining a good AC and fighting with sword and shield. I'm aware I won't be as tough as a dedicated tank or as damaging as a full THF, but I think I approach both ends close enough to have a good solid character. I also generally prefer to stick to Core and APG, but I'll entertain other options:

Half-Orc Fighter 12 [Two-Weapon Warrior] [20 Point Build]
STR 18 [16+2 racial] DEX 15 CON 14 INT 10 WIS 12 CHA 7

Feats:
1 TWF
1 Improved Shield Bash
2 Dodge
3 Power Attack
4 Double Slice
5 Shield Focus
6 Improved TWF
7 Shield Slam
8 Greater Shield Focus
9 Improved Critical (Scimitar)
10 Ironhide
11 Shield Master
12 Bashing Finish

I like the Two-Weapon Warrior archetype because:
1: The dodge bonuses to AC mean I can keep my base DEX at 15 to max out my armor's dex bonus.
2: Twin Blades slightly outweighs Weapon Training due to using two different weapons
3: Doublestrike

Pros:
Good AC
Good damage due to Double Slice and, later, Bashing Finish
Good damage while mobile
Damage greatly improves at level 12

Cons:
Low Will/Reflex saves
No Weapon Focus or Specialization, so lower DPH
Benefit of Improved/Perfect balance reduced, especially after level 11
Outdone in damage by dedicated THF or TWF characters.