Demon

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MendedWall12 wrote:
RAW
d20pfsrd.com wrote:
A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.

On the weapons table a lance is listed as a Two-handed Martial Melee Weapon, type Piercing, with the Reach descriptor.

Does this mean that a person could legitimately have a lance as their primary two-handed weapon for melee? I mean a 1d8 piercing damage weapon with Reach, and a x3 critical is nothing to sneeze at.

This also brings up something interesting for a Two-Handed Fighter archetype, because many of the powers for that archetype only say that the fighter must be using a two-handed weapon (of which a lance is one). At no point do they say it has to be wielded handily in melee.

The reason I ask all this is because just about any description of the actual (yes I know I shouldn't try to ascribe realism to my fantasy world) lance says they were much too unwieldy to use in melee.

I'm pretty clear on the RAW here, but I'm wondering if there was some errata on this or a clearer description of the RAI somewhere.

Absolutely.

I have a book with copies of ooooollllddddd (like wood block prints) of medieval fighting manuvers. I distictly remember seeing full plated on foot knights fighting with lances. I'll pull it from storage and scan some pics this weekend if I can find the box with that book in it.

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:( I miss saying "Save vs. Death or do it."

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pobbes wrote:
Umbral Reaver wrote:


Because a lot of people panic and scream when the topic is brought up. There's a lot of emotional investment in dex to damage being a bad thing, without any actual examination of the maths involved. It's almost a miniature religion.
The concern seems to center around the removal of the need for the strength stat with one feat. Since str only affects to hit, damage, and combat maneuvers it is completely replaced by dex which effects the same three stats, and reflex, and AC. Essentially making strength a worthless stat. You are basic taking everything one stat gives you and replacing ALL of its functions with a feat or two.

^--This.

Agile Manuvers
Weapon Finesse
+dex to damage
AND I have a crazy AC?

Welcome to dumpstatting str instead of chr

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So, I'm currently in a game (non PFS) playing a 4Monk/6Inq (Flowing/Sin-eating) Human follower of Zon-Kuthon.

Has blind-fighting yadda yadda yadda.
His story is he had his eyes removed and replaced with spiked metal "golfballs" basically (wears a blindfold so as not to freak everybody out).

I'm looking for some creative ideas to give him bursts of sight.

So far, we've come up with
1.Tremorsense (3 + wis mod rounds per day)
2.Add blindsight as a judgement.
3.Painsight (my favorite so far): Closes his "eyes" real hard causing 1d4 bleed per round, but lets him perceive the auras of anything effected by a negetive condition, not at full hitpoints, or otherwise experiencing extreme physical or emotional hardship.

As you can see, rules aren't really a limiting factor, but I'd like to keep it reasonable, and I don't mind balance with negetives.
Just looking for some ideas to toss to the GM. (the spiked golfballs and being totally blind was his idea.)

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shiverscar wrote:

I was hoping I could get some input from people more familiar with the 3PP material out there.

I'm playing a half-orc natural weapon ranger in a Kingmaker campaign and I've been looking for interesting ways to play with the natural weapon style.

Can anyone point me to some books that have feats, alternative rules, or archetypes that lend themselves to helping PCs that focus on natural attacks? I'm not opposed to splashing levels in a different class, so support for barbarians, summoners, alchemists, or anyone else that gets to mess about with natural attacks is definitely welcome!

I did almost the same thing for a PFS game. Half Orc ranger2 then switch to barbarian at 3rd to pick up lesser fiend totem. That gives you 2xClaw,Gore, and a bite.

Ultimate Combat has some pretty good style feets in it that let you not even need natural weapons. Boar Style, for example lets you prettymuch mimic having claws, with it letting you rend and bleed with your fists.

IMHO, tho, a straight barbarian is the best way to go.
at 10th level, a half orc Beast Totem barbarian is a living missile.
Belier's Bite
Improved Unarmed Strike
Power Attack
Improved Natural Attack Claws
All 3 beast totem rage powers
Rhino Hide Armor.
If yer not afraid to munchkin, it's the only way to go imho.

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Charender wrote:

I have always seen them as the divine counterpart to the bard.

They have skills lists that is similar to the bard.
They have the same spell progression, and a similar focus.
Bards get perform, inquisitors get judgements.

Yep this.

They also multi exceptionally well with monks.
Currently playing a 4monk/6inq worshiper of Zon-Kuthon.(flowing monk/sin eating inq)

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it depends a lot on your playstyle.
Most games I'm in, are crazy low on magic, no tomes, next to no stat boost items. You have to compensate somehow.

Fighting stone golems when your best armored guy is ac23.... you gotta make up for it somewhere >.>

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A box of gumdrops.
There are multiple colors.. they don't roll around...
And you get to eat what you kill.

We've been known to use Combos as well.

Trust me, nobody cares what they look like, as long as they are edible.