Daniel778's page

6 posts. No reviews. No lists. No wishlists.


RSS


Kazaan wrote:
According to SKR, you so long as each hand follows the proper progression of attacks (starting with highest bonus and ending with lowest bonus) each hand delivers attacks independently. This means you aren't limited to alternating MH/OH/MH/OH/etc. You could viably do OH/OH*drop oh*/MH/MH/MH with all your main-hand attacks 2-handed.

That's... strange. Don't you have to do attacks in iterative order as a whole, just iterative order per attacks. Weird, lol. So I could literally do OH OH 2h(haste) 2h (RS) 2h(main) 2h (Main) 2h(main). Wow. O.o

Quote:
Haste attack isn't given by normal BAB progression and so it doesn't need to obey the Highest->Lowest rule; so it can go anywhere in your sequence. The only limitation I can see is that you may not be able to take the Haste attack right at the start since you have to be "making a full-attack" in order to benefit from it. So you'd likely have to make a single iterative first to establish that you're making a full-attack before benefiting from Haste.

Well you can always just declare a full attack to do this, right?

Presuming you have Quickdraw to let you draw a weapon as a free action, then I don't see a reason why you can't start with a bow, fire one iterative (since, to use rapid shot, you must be "making a full-attack with a ranged weapon"), take your extra shot through rapid, drop the bow, quickdraw a pair of melee weapons, make your off-hand attacks, drop the off-hand weapon, then deliver your remaining main-hand iteratives 2-handed.

ok, thanks!

Seems strange to me, but what do I know? XD


Hello!

I have a few questions on TWF that I'm hoping someone can answer for me!

All these questions assume BAB 11 (three regular attacks), and Improved Two Weapon Fighting (but not greater!) Also, say I have a weapon like a longsword, which can be Two-Handed for bonus damage, or TWFing. And of course I'm taking TWF penalties throughout!

1) For my final attack, which doesn't have an offhand attack, can I swap to Two-handing? So I would be MH/OH/MH/OH/2H. Is that allowed? Of course I would drop my offhand longsword to do this.

2) If I have a haste attack, could I go 2H/MH/OH/MH/OH/2H?

3) If I have a haste attack and rapid shot, could I start with a bow (a two-handed use) for my rapid shot, drop it, two hand for the haste, then do the rest of my attacks? So RS/2H(haste)/MH/OH/MH/OH/2H?

Thank you! =)


Hello everyone,

I'm in the process of creating a custom pantheon for our game because I dislike the Golarion one, and when making the flavor of the gods I found out that none of the current domains really work too well. Or rather, they don't all work well.

I was planning on reworking all the domains, anyway, so that they're a little more balanced, but I figured while I'm here I might as well rework them from the ground up, so I'd like some help and suggestions and criticisms, if ya'll are up for it.

Below is the domain set from the first deity I'm working on. I feel I should mention the domains are a bit more powerful than the core ones. I wanted to make the cleric class a little more tempting for my players, and I also wanted the domain option to not be an illusory choice. As it is now, each deity has one, maybe two domains that matter, and the rest... may as well not exist. So this is my attempt to A) Bring the domains to the same level of power, and B) Allow someone picking a domain to have a real option. So the point here is that the domains should be balanced against each other (and generally against the more powerful domains already listed in the core rules), and have workable, usable rules (those two things are the things I need help with :) )

Please let me know what you think. :)

Oh, and if you could help me with spell selections... that would be great. That's a little harder since I don't know all the spells too well and there's a lot of material to go through. And especially when the domain spells can add a lot to the power of the domain.

Thanks so much to anyone interested in helping. :)

Spoiler:

Strength Domain
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power. Treat your strength score as four higher for the purposes of determining your carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For a number of rounds equal to your wisdom modifier, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Might of the Gods (Su): At 8th level, you can add half your cleric level as a sacred bonus to your Strength score for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Usage of this ability is a free action.
Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Perfection Domain
Granted Powers: You seek out perfection in all that you do, hoping to reach the betterment of body and mind that your deity espouses. Spells that you cast that effect a range of personal have their duration increased by 50%, rounded down.
Self-Improvement (Su): You may cast any spell with a range of personal as a swift action. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
Exemplar (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura receive the bonuses and benefits of any spells currently affecting you that have a range of personal. Activating this ability is a standard action. These rounds need not be consecutive. Once this ability is canceled, the spell effects are removed from the allies, regardless of any duration remaining on the spells.
Domain Spells: 1st—divine favor, 2nd—effortless armor, 3rd—channel vigor, 4th—divine power, 5th—righteous might, 6th—fluid form, 7th—, 8th—, 9th—.

War Domain
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith. Whenever affected by a fear effect, treat the effect as one category lower. For example, you are frightened instead of panicked, shaken instead of frightened, and unaffected by the shaken condition.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for a number of rounds equal to your wisdom modifier (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—, 2nd—, 3rd—, 4th—, 5th—, 6th—, 7th—, 8th—, 9th—

Crafting Domain
Granted Powers: You have a preternatural skill at creating objects, be they aesthetic or functional, and this afflatus is often divinely inspired. You are considered proficient with any weapon, armor, or shield you have personally crafted.
Arcane Repair (Sp): You can cast mending at will, using your cleric level as your caster level to repair damaged objects. In addition, your caster level is treated as three higher when casting the mending and make whole spells.
Master Craftsman (Su): At 8th level you may choose one Craft skill. When using this skill to create an item, use the item’s gp value as its sp value when determining your progress (do not multiply the item's gp cost by 10 to determine its sp cost). You may use this ability for one Craft skill at 8th level, and one additional Craft skill for every five levels beyond 8th.
Domain Spells: 1st—crafter’s fortune, 2nd—make whole, 3rd—, 4th—, 5th—, 6th—hardening, 7th—, 8th—, 9th—.

Tactics Domain
Granted Powers: You are a tactician and strategist, capable of directing your allies on the battlefield. You gain a single teamwork feat as a bonus feat. You must meet the prerequisites to use this feat.
Positioning(Su): Whenever you or an ally is receiving a bonus due to battlefield positioning (such as flanking, high ground, or cover), you may double that bonus as an immediate action for a single roll. The ally receiving this benefit must be able to clearly hear and understand you. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
Battlefield Tactician (Su): At 8th level, you can issue orders and advice to nearby allies. Any ally capable of clearly hearing you gains the use of any one teamwork feat you know. You may use this ability for a number of rounds per day equal to your cleric level, though these rounds do not need to be consecutive. Activating this ability is a move action, and maintaining it each round is a swift action.
Domain Spells: 1st— fallback strategy, 2nd—, 3rd—, 4th—, 5th—, 6th—, 7th—, 8th—, 9th—.

Guardian Domain
Granted Powers: You are a guardian and protector, as well as a keen-eyed warden of those around you. You treat the Perception and Sense Motive skills as class skills.
Preparedness (Su): Whenever you and your allies roll for initiative, you can grant yourself and any number of allies within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed, and you may choose to affect as many or as few allies within range. You can grant useage of this ability to a number of allies per day equal to 3 + your wisdom modifier.
Divine Grace (Su): At 8th level, you can emit a 30-foot aura of divine protection that wards you and your allies from harm for a number of rounds per day equal to your cleric level. All allies within this aura (including yourself) may reroll any one d20 roll each round and take the better result. These rounds do not need to be consecutive. Activating this ability is a move action.
Domain Spells: 1st—perceive cues, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.


That's great to know, thanks a lot everyone!


Thank you for your good points, everyone. I didn't know some of that, so that makes sense.

The player in question was using Dazzling Display as a standard action, but he wasn't scaring monsters "away" so much as "into" the rest of the party. It was pretty effective, but I guess it will be harder for him to do that now, though.

What I still don't get is if Intimidate stacks with itself. Some people have said it doesn't, but some say it does, and the rules don't seem to indicate either one, other than to say in general that fear effects stack?

Is there a consensus on Intimidate stacking with itself? I think that would make all the difference for us. :)

P.S. And, yes, we know about Thug trading ALL shaken rounds for one round of frightened. We were doing that one right, at least. XD


We had this issue come up recently in our group. One of the players is playing a third level human fighter/rogue (thug archetype)with the Weapon Focus, Dazzling Display, Skill Focus, Enforcer, and Intimidating Prowess feats. His intimidate modifier is +15.

He opens up most combats using Dazzling Display. On average, he gets a 25 intimidate, which often makes his opponents shaken for three rounds. Because of his Thug archetype, this increases to four rounds, which means he makes all of his targets automatically frightened for one round instead . . .

Should he roll poorly and his opponent(s) are instead only shaken for three rounds, he then attacks them for nonlethal damage using enforcer, easily beating the DC, and can add as much as 7 to 18 rounds of the shaken condition to them . . . effectively making an individual target frightened for 7-18 rounds.

Is this how these abilities are supposed to work? It really trivializes encounters of our level. If he doesn't shatter their formation and make them easy pickings for reprisal, he takes one or two opponents out of the fight entirely to be cleaned up later.

Please let me know, thanks!