If you have a positive Strength modifier, say a +2, and a Dex modifier of say +4, with FF you have a +6 to trip because FF adds your Dex to trip in addition to Strength. If you were to take AM/WF, however, your Str is replaced by your Dex, and since same ability modifiers don't stack anymore, you now have a +4 on trip attempts since AM doesn't give you a choice on whether or not you substitute Dex for Str. Ergo, you spent a feat to lose the +2 bonus on trip attempts from your Str. Although, now that I think about it, WF still works because it does give you the option to not substitute, so take WF out of the equation. My bad.
I think the biggest problem with this ruling is that there are now character and creature options that actually make you WORSE at whatever they happen to affect, with no positive benefit, and at the cost of finite resources (i.e. feats, spells, what have you). Before, IN THE WORST CASE SCENARIO, you wasted said resource for no gain, but no penaly either. Even Prone Shooter pre-errata did NOTHING, as opposed to costing you a feat to make you worse at shooting while prone. Now, we have a situation where you can spend a feat and become worse at doing something than before you took that feat, such as the example of Fury's Fall and Agile Manuevers/Weapon Finesse if you had a positive Strength modifier. Can anyone point to a feat, spell, class feature, or anything else that is a straight up penalty for no gain from before this rules change happened? The problem this now creates is that some options are now traps within traps, because now not only are you wasting a finite resource for no/inconsequential gain, you're spending said resource to make yourself WORSE.
Just take mythic two-weapon fighting and make ALL your off-hand attacks at your highest BAB. The extra attacks from ITWF and GTWF are expressed as an attack at your highest bonus, but at a -5 and -10 penalty respectively, so MTWF should remove that penalty for x number of rounds as well as the normal TWF penalties (the -2/-2 or -4/-4 for one-handed weapons).
FrodoOf9Fingers wrote: Slashing Grace does NOT grant dexterity to ATK. So, if you plan on getting Slashing Grace, you'll be using strength for attack instead of dexterity unless you take a dip into swashbuckler. There is no other way to really get full potential out of slashing grace. Unless you use a whip or Aldori dueling sword.
It doesn't multiply on a crit. All damage bonuses expressed as additional dice of damage rather than a flat modifier are not multiplied on a crit. Things like bane, the elemental damage enhancements, and so on. As for it being called out as not precision damage, it might be because there are creatures that are immune to precision damage, as well as the fortification armor enhancements. But you're right, Arachnofiend, precision damage is called out as such, rather than the other way around. relevant CRB quote: Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.
Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage. Exception: Extra damage dice over and above a weapon's normal damage are never multiplied.
Natural attack combat style gives INA as one of it's bonus feats. And as far as not qualifying for feats at certain levels, don't forget retraining allows you to take a feat later on that you didn't qualify for earlier. And if he has the money and prestige points, a wand of strong jaw is a possibility.
Spell Perfection doubles any feat bonuses that are expressed as "fixed, numerical bonuses applying to any aspect of the spell". RAW, Augment Summoning fits those criteria, so they would double with Spell Perfection. For that matter, so would the extra creature from Superior Summoning. The real cheese comes when you use Magical Lineage on the 8th level version of your summon spell, and empower it for free for (1d3x1.5)+2 7th level or (1d4x1.5)+3 6th level or lower, all with +8 to Str/Con using all of the above feats
Don't forget, the design team likes FAQ questions to be as clear and concise as possible. So here's my take on it. With the number of size changing methods in the game, can we get a clear chart for damage progression that has an easily discernable pattern to continue the chart past it's stopping point?
If you have access to the 3.5 Magic Item Compendium, take a look at some of the charges per day items in there. I think there is one that already does something similar to what you describe, with a scaling effect based on how many charges you expend at one time. If not, at least it'll give you a better idea of price guidelines for such an item.
Go archmage path for your monk. Enduring Armor can cap out at a +15 armor bonus with the Mythic Paragon feat. You also want to look at Shapeshifting Mastery (1st tier, Mythic Origins), and Many Forms (3rd tier, Mythic Adventures). The first gives +1/2 tier to CL to polymorph abilities, plus changes your base attack with natural weapons to = your caster level, which applies to your unarmed strike. The second gives you at-will alter self SLA, which is polymorph subschool, at caster level = to 10+tier. With the Mythic Paragon feat, that's a total caster level of 10 + (tier+2) + 1/2 (tier+2), for a total of caster level 28 at tier 10. Which is now your unarmed base attack. That's 8 increments of Power Attack, Combat Expertise, and other similar feats. EDIT: Missed the part where you didn't get to choose your path, but if your DM allows, Armored Might synergises with Enduring Armor, for a potential +21 armor bonus. This might be against the RAI though, since I'm not sure if it's supposed to work with armor bonuses from non-physical armor.
Both maximize and empower should work on any of the SM spells, save for SM I. After SM I, all the summons have a random, die rolled effect to determine the number of monsters summoned. Granted, applying either feat when you use the spell to summon monsters of the highest list is a waste of spell slots.
So, I'm planning on playing a cleric of Tsukiyo in an upcoming WotR game, and was wondering how good aligned deities interact with domain spells that have, or should have, the evil descriptor. Specifically, the 5th level darkness domain has Summon Monster V as it's domain spell, but only summons 1d3 shadows, which are CE. Since they aren't outsiders, the spell itself doesn't gain the evil descriptor, but since create spawn isn't an abilty blocked by the summon spells, you could potentially create an army of shadows that become free-willed after the summon duration runs out. That screams EVIL to me. Tsukiyo also offers the Night subdomain, which has Nightmare as it's 6th level replacment spell, and it has the evil descriptor. So my question is, should good aligned deities have different spells in their domain lists, like Pharasma and the souls subdomain, or are we stuck with unusable domain spells due to not being able to cast opposite descriptor spells?
It's a reroll before the results, not before the roll itself. So if you roll a 5, and you don't think that's high enough to make the roll, you spend your reroll for a shot at success. Note that a 1 on an attack roll or save is always a failure, so no rerolls allowed since you already know the results.
You can't multiclass ranger/slayer, as ranger is one of the two base classes of the hybrid. All the ACG classes follow this restriction. You are unable to take levels of ninja as well, since they count as a rogue. Not sure how multiclassing hybrid classes work, but you might try a hunter MC, if you don't mind losing the BAB. Edit: ninja'd
I think the dodge bonus should be to ALL attacks in the round rather than just one, and keep the auto-deflect for total defense. Change Crane Riposte so that it's no longer an AoO, but rather an immediate action retalitory strike. Lowers Crane style to be more in line with other style feats, but doesn't render it useless either.
We just had this exact same issue come up in our WotR game on Sat, where it says the PCs should be "catapulted" into 6th level from the final fight. After looking at all the XP we received, we still would have been 1k or so short of 6th, had the GM not decided to put us at a flat XP total after all was said and done. The only thing I can think caused it would be a lack of enough random encounters in the course of our playthrough. Don't forget that there IS a random encounter table for part 1 under kenebres, but it's not called out in that part of the adventure. You have to look in the back of the book to find it.
Yeah my math-fu was not strong this morning, his touch AC should be 5. I would, however, suggest upping his deflection bonus to = his Cha modifier, like an incorporeal undead. With an AC of 52, it's only 2 points higher than the sample mythic red wyrm in the MA bestiary, and that's only a CR 25. EDIT: Didn't realize raveners already got a deflection bonus = 1/2 Cha modifier. I'd still give him full modifier as deflection though since attacks usually scale faster than AC anyway.
His touch AC should be -5 if my math is correct (+5 deflection, -2 Dex, -8 size), unless AC can't go below 0. Personally, I'd use 2-3 of his mythic abilities to give him a negative energy aura (permanent desecrate, negative energy damage to harm enemies/heal himself, negative levels that give stacking temp hp, raising slain critters as greater shadows) are all the types of things I would consider for such a critter. At CR 29, this is a APL +4 for a maxed 20/10 party, and should be a rough encounter no matter which way you slice it. |