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Woodoodoo wrote:
In hindsight getting 4 levels of weapon master fighter might have been a better choice so I could get ricochet toss, but it wouldn't have been as cool.

The class already has the weapon training class feature so you should be able to pick up ricochet toss at level 7. Kind of a long time to wait for a functional throwing build however.


Unarmed Combat Mastery wrote:
A ninja who selects this trick deals damage with her unarmed strikes as if she were a monk of her ninja level –4. If the ninja has levels in monk, this ability stacks with monk levels to determine how much damage she can do with her unarmed strikes.

Thats still two different sources for a multiclassed character.

But I did notice the line after that this time, it says you have to have levels in Monk for the ninja trick to stack. Well, you don't have any levels in Monk.

Variant Multiclassing wrote:
a character can't take levels in the secondary class she gains from this variant.

Fantastic analysis! Thanks for making sense of this!


I thank you for this amazingly solid advice. Any ideas for a Dervish Dance (Dex/Chr) melee character? I am considering the following:

Circling Mongoose (Combat)

You keep your opponent on the defensive as you circle around threateningly.

Prerequisite(s): Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +6.

Benefit: When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. You must move 5 feet before each melee attack you make, and can't exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn.

You must remain adjacent to the foe, and your movement provokes attacks of opportunity as normal unless you succeed at the appropriate Acrobatics checks. If your first attack against the foe hits, you are considered to be flanking the foe on your second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if you were flanking the foe until one of your attacks misses, at which point your attacks are treated normally.

Normal: A character without this feat is limited to only one 5-foot step during a full attack, taken before, after, or between attacks.

Canny Tumble (Combat)
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Your acrobatic prowess distracts your foes.

Prerequisite(s): Dodge, Mobility, Acrobatics 5 ranks.

Benefit: When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.

Piranha Strike (Combat)

You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.

Prerequisites: Weapon Finesse, base attack bonus +1.

Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.


Undone wrote:

Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

The way I read this is that the 2d6 are untyped energy damage and the 1d6 damage is untyped and unspecified but appears physical. Is this correct? Can vicious weapons be reduced by damage reduction?

I would rule it in the only way that makes sense to me.

I believe the Vicious weapon property is subject to damage reduction on both ends of the stick; as it produces an extra 2d6 of whatever damage type the weapon inflicts. Sword? 2d6 Slashing. Warhammer? 2d6 Bludgeoning.

Untyped damage access seems a little too incredible for a +1 enchantment even if you are eating half of the benefit, and though exploitable to a degree (barbarians reducing the penalty of the damage with DR), you have to keep in mind that if interpreted this way it should be subject to DR from enemies as well. Unless you have a vibrating adamantine lightsaber of course.

Price +1 bonus
Aura moderate necromancy; CL 9th; Weight —

DESCRIPTION

This special ability can only be placed on melee weapons.

When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.