I actually had to hold back on my monsters; partly as only 3 out of the standard 4 was used.
Secondly as the PCs did *nothing* wrong; I was just rolling really REALLY well, and they were rolling really poorly. AC 15/16 across the party but almost every third attack was a crit.
In fact; against the vampire I never bothered in doubling the damage of crits but he stll took down 2 of the party before finally sucumming to a flanking (no more) rogue's raiper - after spending the last 3 rounds in missing all of his attacks.
No spells were used, just longsword and claw; if I played him correctly he would have murdered the entire party in the first, maybe second round
... just need ability to take more dents now - perhaps up to the hardness and your hardness reduces by the number of dents until unuseable. (so a havy steel shield with hardness of 5 takes a dent - now hardness 4 and 1 dent.)
Although amusingly if you RAW this statement it sort of claims that denting your shield does not break it... ever :P
Tireless rage at 17th level removes the tirdness of the rage; but yes I agree it is a pretty harsh bonus only removed at endgame.
If rage were to last for 1 round PLUS your constitution bonus or something you could extend your rage significantly enough so you are fatigued less in most longer fights - but still enough to make Tireless Rage feat still viable.
on a pure amusing level... the fatigued aspect made the barbarian in our campaign have something to rage about :P
I have always thought that heavy armour should add a flat damage reduction - say like reduce damage by 2 (heavy) 1 (medium)
Or even the more complex resistance and weakness - like chain weakness (piercing) resistance (bludgeoning, slashing) although having a flat 50% damage reduction might be a bit too powerful if it is constant.
The way I see it the biggest gripes about it is Alchemists being locked into this pool for their class abilities and the use of potions.
So if given the choice I would do the following:
In fact given the channel energy of clerics, spell points of paladins and sorcerers and a 'resonance pool' of alchemists pretty much do the same thing and activate class abilities just go the whole hog and name it "power" and be done with it.
Some classes have a power pool they can cast spells or use class abilities which need a day to recharge.
Although it does make me lead into a second query:
Using Warded Touch I wonder if I could cast Lay on Hands whlist attacking the creature in question with my sword...
I suspect I would be allowed by my GM as long as I took 2 actions and rolled against the AC rather than the TAC; less efficient overall but it does lend itself a more thematic visual rather than playfully slapping a skeleton's behind with the flat of my sword...
Shield Block is not perfect - but a heavy steel shield will reduce the amount damage taken by 10 until you repair it - but even without this blocking its it still -2 to be hit.
I suspect I will badger my GM only to have a shield be dented on a Critical strike or something; they are afterall designed to take blows.
This actually reminds me of the time I was playing AD&D and we rolled "evil" characters and went on adventures against good aligned creatures and the like.
What made it different was our GM did something different - he did not adjust the difficulty of the encounter but made our enemies work in co-operation and as a team.
Advancing into a dungeon dealing with well thought out ambushes traps, archers targeting spellcasters; and went we went out the dungeon to heal - they did likewise strengthing their own defences against raiding during the night so we could not rest for spells.
The good 'party' was 'sub optimal' as well; no casters only fighters & rogues and 1 captain with a magical weapon against our pary of a cleric, mage, fighter and a thief
In much the same way I have noticed from watching a couple of playtests is they all struggled initially; but they become more efficient when they started to do things like raise shield+shield block flanking and using the terrain to their advantage they progressed much faster
It was no longer just 'I charge in with my sword raised and slice off a couple of heads' but - hold on... how can we work things to our advantage.
Celestial Mount, Radiant Blade Master & Shield Champion should be level 18 & Angelic Form should be level 20. (final endline)
Does anyone know any actual rules for this?
I *presume* you have ANGELIC HALO & ANGELIC WINGS either permanently up or can produce them at will?... Plus I cannot find any reference to the angel or celestial traits?
Overall it is a very nice and cool idea - sort of like a lower tier AVATAR Priests and Druids get; but given they are generally a martial class so they do not need as large bonuses.
Wonder what celestial and Angelic traits are... Sorcerer Bloodlines Angelic perhaps? ;)
I actually read the blade of justice slightly differently: it's the "offensive stance".
Given the -10 to hit on the 3rd action you are not likely to have more than 2 successful hits.
So you are either going to "Raise Shield" or "Blade of Justice" depending if you charge in to help finish off the final boss; or hold back defending your party.
Its not fantastic by any means; but you always have to balance the fact it is a martial class... who can cast spells and heals.
As you gain these, you should be able to pick 2 from a lower list instead of one from the highest list you can access.
I was disappointed not to see the ability to start stacking the effects of the Blade Ally... picking up a dagger in a dungeon, and then shifting it into a holy longsword to fight your way out freeing all the prisoners.... ahhh i can dream. ;)
Saying that... the flexibility of ability is very good; especially when combined with magical weapons.