Dolthysuun

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Our D&D 4th Edition group has one spot open for a player. No experience or books necessary. Bi-weekly gaming sessions Sat noon -5pm.


We are still looking for another to join our D&D 4E group in Ottawa. Let me know if you are interested in joining a fun group.


We are currently looking for another player to join our 4th edition D&D group.

The group gathers for bi-weekly sessions Saturdays from noon until 5pm at my place near the Beachwood cemetery off of Beachwood/ north Vanier in Ottawa.

We use the 4E D&D Character builder application which contains a combined library of all player options. We make use of a battle map and miniatures/tokens for combat. Occasionally we will play some boardgames as well!

We are playing through classic D&D module adventures and are level 2. Come join in for some dice rolling and laughs.

Dan


The Pale King wrote:

Hi guys,

I just moved to Ottawa a couple days ago, I'll be going to Carleton U in the Fall, and for now am just getting used to the city. I'd love to find an RPG group to play with around these parts, whether for Pathfinder or D&D or something else entirely.

As a side note, does anyone do Society play in Ottawa?

Hi,

We are currently looking for another player to join our 4th edition D&D group.

The group gathers for bi-weekly sessions Saturdays from noon until 5pm at my place near the Beachwood cemetery off of Beachwood/ north Vanier in Ottawa.

We use the 4E D&D Character builder application which contains a combined library of all player options. We make use of a battle map and miniatures/tokens for combat. Occasionally we will play some boardgames as well!

Currently, we are playing the ZEITGEIST adventure path/campaign which is kind of like Eberron. Our next session will be Sat Oct 1st please respond if interested.

Dan


We are currently looking for another player to join our 4th edition D&D group.

The group gathers for bi-weekly sessions Saturdays from noon until 5pm at my place near the Beachwood cemetery off of Beachwood/ north Vanier in Ottawa.

We use the 4E D&D Character builder application which contains a combined library of all player options. We make use of a battle map and miniatures/tokens for combat. Occasionally we will play some boardgames as well!

We will be starting a new campaign in the next few weeks, please respond if interested.

Dan


As of Feb 2016 we are currently looking for another player to join our merry 4E D&D group consisting of a DM and four players right now. We are a group of late 20s/late 30s guys and easy going joking around is expected.

The group gathers for bi-weekly sessions Saturdays from noon until 5pm at my place near the Beachwood cemetery off of Beachwood/ north Vanier in Ottawa.

We use the 4E D&D Character builder application which contains a combined library of all player options. We make use of a battle map and miniatures/tokens for combat. Occasionally we will play some boardgames as well!

We will be starting a new campaign at level 1. The theme is D&D Steampunk espionage type setting.

PM me or reply to this thread if interested

Dan


As of Nov 2015 - We are currently full for our D&D group. I will update if we are in need of another.

Thanks


As of Oct 15 we are currently looking for another player to join our merry 4E D&D group consisting of a DM and four players right now. We are a group of late 20s/late 30s guys and easy going joking around is expected.

The group gathers for bi-weekly sessions Saturdays from noon until 5pm at my place near the Beachwood cemetery off of Beachwood/ north Vanier in Ottawa.

We use the 4E D&D Character builder application which contains a combined library of all player options. We make use of a battle map and miniatures/tokens for combat. Occasionally we will play some boardgames as well!

PM me or reply to this thread if interested

Dan


We are currently full for our D&D group. I will update if we are in need of another.

Thanks


We are currently looking for another player to join our merry 4E D&D group consisting of a DM and four players right now. We are a group of late 20s/late 30s guys and easy going joking around is expected.

The group gathers for bi-weekly sessions Saturdays from noon until 5pm at my place near the Beachwood cemetery off of Beachwood/ north Vanier in Ottawa.

We use the 4E D&D Character builder application which contains a combined library of all player options. We make use of a battle map and miniatures/tokens for combat. Occasionally we will play some boardgames as well!

PM me or reply to this thread if interested

Dan


I've backed both previous Reaper Bones KS and am backing Bones III as well. I have so many unpainted minis, but these guys are just too cool and cheap to pass up ;)

Such a good company and amazing minis and paints.

The Core $100 sets are always a great deal. Hopefully the Bones III $100 Core set will come in at least around 150 minis again. $0.70 per mini is a great deal as they usually go for $2.75 per mini retail. So even if you only want a third of them, it's well worth it.

The whole thing looks great to me so far. I love their Heroes and Lycanthropes, Crocodileman! The Ogres are amazing as well.

Half priced paints in awesome new colors! The best deal. Not having to prime the Bones minis is a plus.

Value!


As of July 2015 - We are currently full for our D&D group. I will update if we are in need of another.

Thanks


Looking for another player to join our merry 4E D&D group consisting of a DM and four players right now. We are a group of late 20s/late 30s guys and easy going joking around is expected. We will possibly fill another player spot in a couple of months.

The group gathers for bi-weekly sessions Saturdays from noon until 5pm at my place near the Beachwood cemetery off of Beachwood/ north Vanier in Ottawa.

We use the 4E D&D Character builder application which contains a combined library of all player options. We make use of a battle map and miniatures/tokens for combat.

PM me or reply to this thread if interested

Dan


Looking for one more player then we start


Looking for a few players to join a new 4E D&D group in Ottawa. Some mature humor and easy going joking around is expected. No strict rules lawyers please.

Starting at level 5 with corresponding gold and an emphasis on roleplaying. Magic items will be gained early on.

The group will hold bi-weekly sessions Saturdays from noon until 5pm, alternating hosting at my place near the Beachwood cemetery off of Beachwood/ north Vanier and possibly an alternate location of the Kessel Run Games store in Orleans. They have open gaming areas and also paid gaming rooms if we wish. It’s possible one of the other players may be able to host a monthly session at their place.

We will be using the D&D Character builder application which contains a combined library of all player options. We will be making use of a battle map and miniatures/tokens for combat.


Hi,

Myself and a friend or two are looking into joining a new campaign. We've been playing D&D for the past couple of years. I have the PF system material, just haven't found a game to use it for yet.

I'm in my late 30s, mature and pretty easy going. I enjoy roleplaying and the social aspect.

If you have room for some more folks let me know.

Dan


I'm in the market for a good gaming group. It's been a while since I have played, but have recently purchased some Pathfinder books to get caught up on what's new.

I'm an easy going, mature guy in his 30s looking for a good RPG group to join in the Ottawa area. I have played most game systems (Hero, GURPS, D&D, Pathfinder, RoleMaster) along with board games and card games (MtG).

Prefer slow advancement with lower magic and power levels classic fantasy type campaign. Non cat environment. I have transportation and a flexible schedule.

I can be contacted at dansun333@rogers.com

Dan


heimdallsgothi wrote:

Rolemaster was my primary system for the better part of 15 years

I have complete sets of RM classic, RMSS and RMFRP on my shelves
I even have Spacemaster, Spacemaster Privateers, and The initial HARP books.
Left the system after the edition warriors succeeded in bringing back RM2
Been considering Hero 5th, Hero 6th, BRP and Savage worlds as my next main systems

Favorite systems that are hard to find players for anymore:

1st: Hero system (Fantasy Hero)

2nd: GURPS

3rd: RoleMaster - have all the 10 or so companions ;)

I love point system/tailor your own character games. You make your own spells with the games power frameworks!

And yes, in non high adventure/power ratings, these systems meant that you actually had to take combat seriously or a bunch of nobodies could take you down.


So if the witch or any caster with a 1 round duration spell has a crappy initiative then they are pretty useless. Unless I guess you also use an assisting spell/ability to extend it.

I personally don't like the roleplaying scene of a witch constantly cackling to use her abilities she always has to stay put in one spot as well.

meh


Is it possible for the Witch to Hex a target with Evil Eye or Misfortune at the end of a round (Delaying)and have the effect (which lasts 1 round) start in the subsequent round that follows?

I want to have the Hex affect the DC of a will save spell I want to cast in the subsequent/next round.


Jesse Denos wrote:

Looking for some interested players/GM's who are old, drink and hopefully saw Star Wars in the theatre when first released.

I've got the basement, chairs and table...but not enough players. My gaming library is stuffed full of great games I've played and have yet to play.
Oh, I'm also located in Alta Vista which may or may not help as Ottawa is a rather large area.

contact me at jessedenos@hotmail.com if you're interested

I'm in the market for a good gaming group. It's been a while since I have played, but have recently purchased some Pathfinder books to get caught up on what's new.

I'm an easy going guy in his 30s looking for a good RPG group to join in the Ottawa area. I have played most game systems (Hero, GURPS, D&D, Pathfinder, Rolemaster) along with board games and card games (MtG).

I can be contacted at dansun333@rogers.com


Bardic Performance: A street performer gains the following types of bardic performance.

Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage.

Once a target of my invisibilty attacks and becomes visible, can I re-apply it to him again and opponents would have to make another DC check?


Thanks for the tips on Crossblooded Sorcerer (Infernal/Fey). i'm still fairly new to PF and do not have an in depth knowledge of all the classes yet.

Trying to weigh whether a +2 on all Charm spells is worth a level in sorcerer. I guess so since it would take 2 feats to get the same results. Seems good.

Thanks for the suggestions. Haven't really thought about combat role too much - i'll mainly be Facinating/Suggetion/Disappearing Act/Enthrall/Madcap Prank. But i guess I could be decent with a sword and bow too.

I'm picturing more of an out of comabt diplomatic role.


Any suggestions for required/non required feats and priority?


I'm making a Human Bard with the Street Performer archtype. He will be a Diplomatic/Charmer type.

For the feats I will need I have thought about the following:

1st Lingering Performance - Bardic performance continues for 2 rounds after you stop performing
Spellsong - Combine spellcasting and bardic performance
3rd Heighten Spell - Treat spell as a higher level
5th Persistent Spell - Creatures who saved against a spell must save again

7th
9th
11th
13th

Extra Performance - Use bardic performance for 6 additional rounds per day
Spell Focus - +1 bonus on save DCs for one school (Enchantment)
Greater Spell Focus - +1 bonus on save DCs for one school (Enchantment)
Combat Casting - +4 bonus on concentration checks for defensive casting
Prodigy - +2 bonus on two Perform skills

I am also going to sacrifice a 3rd lvl spell for:
Masterpiece - At the Heart of It All (String, Wind)
Not sure if Extra Performance is needed? Especially since I have Lingering Performance. If I get into 2 situations a day each lasting 7 rounds I should be OK with my 10 rounds at lvl 2 and after that I can't see needing it. Experiences anyone?

I figure The 2 Spell Focuses are next?

Prodigy feat gives better DC's for my performs with Spellsong.

I take it Persistent Spell or Spell Focuses can't be somehow combined with Bardic perfomances? Is there anything to beef up DC's for performances?


1 person marked this as FAQ candidate.

From PF Ultimate Magic rulebook, Bard Masterpieces:

At the Heart of It All (String, Wind)

Your song pierces to the heart of a creature's identity, weakening it against you.

Prerequisite: Perform (string) or Perform (wind) 7 ranks.
Cost: Feat or 3rd-level bard spell known.

Effect: This haunting melody teases at the veils of understanding and drills into the bedrock of truth. Upon completing this performance, the target attempts a Will save. Failure means you understand the target's primal nature; you gain a +4 bonus on Charisma-based checks to influence the target, and the DCs of your abilities and spells that would influence the creature or its actions (including charm and compulsion effects) increase by +2. These bonuses last for 1 day.

You must have an idea of who the creature is when you begin to play the song, either through researching the creature or by observing it directly from no farther than 100 feet.

Use: 5 rounds of bardic performance.
Action: 5 full rounds.

Unless otherwise stated, effects or feats that extend the duration of bardic performance (such as the Lingering Performance feat) do not apply to masterpieces.
GMs can use these masterpieces to inspire their own ideas for other masterpieces. Masterpieces should generally be no more powerful than a cleric or sorcerer/wizard spell available to a caster of the same level as the minimum level needed to select the masterpiece (a masterpiece requiring 7 ranks in Perform requires a 7th-level bard, and thus should not be more powerful than a 4th-level cleric or sorcerer/wizard spell).

It seems like this Bard Masterpiece is more like a spell than a performance since feats cannot be applied to them and they are of greater power and you sacrifice a learned spell for it.

So this seems to me that you only have to have breifly studied the target in order to use this performance. And you can then later do the performance at any range away from the target like a divination since you do not even need to have actually viewed the target.

Any thoughts?


Tom S 820 said wrote:

Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

Next the DC

Hear the details of a whispered conversation 15 base line
Distance to the source, object, or creature +1/10 feet 30ft so +3
Unfavorable conditions1 +2 With there back to you
Terrible conditions2 +5 Thought city street(this is assume there is some type of crowd)

Total DC 25 Perception to notice something.
Then to Identify a spell as it is being cast 15 + spell level
(charm person level 1) DC 16 Spellcraft.

**Note** Spellcraft is trained skill. So you can not roll if you have no ranks in it. So no roll no idea what he is doing other than talking like Italian.

To sumerize 2 rolls DC 25 Perception and DC 16 Spellcraft.
And if you do not have rank in spellcraft no point in making the first roll.

Thanks for all the suggestions - Tom's reply seems reasonable. As someone trying to minimize their casting noticiblity with silent/still spell and some minor cover/distraction (target's back is turned and unaware 30 feet away with traffic in between) a DC 25 check seems reasonable. And then some minuses on Spellcraft due to concealed components.

I think unless a target is actively searching or aware of something, he should have to roll against a high DC to preceive.


How would you handle a PC casting Charm Person with Verbal only at 30 feet away in a city street with the target having his back to the PC?

Would he ever get any Perception rolls during or after? Would he ever know what was being cast on him if he made his save?

I would say no to all of these personally, but don't see anything in the rules regarding being aware of casting when you are not actively looking for it.


Cheapy wrote:

It becomes a full-round action. The DC of it is as a 1st level spell. The only metamagic feat that "adds to the DC" is Heighten, but the levels it adds can't overlap with levels other metamagic feats add.

You can't use Heighten Spell in this scenario, since your max spell level is 4. The base spell level is 1. You add two from persistent to get 3. Then you add one more for Still Spell, for a total of 4.

So no matter how many additional metamagic feats that you add onto a spell, the casting time is only advanced by one fraction?

I thought that I read that you can apply the Heighten Spell (Metamagic) feat to the spell 1st, making it a level 4 spell DC, which, afterwards then can apply the other spell slot increases from the metamagic feats which have already been taken into account by the Heighten Spell (Metamagic)feat?

What about if I had Preferred Spell (Metamagic) feat? Would the 1st level spell still not get the 4th level DC when adding the other Still Spell (Metamagic) feat and Persistent Spell (Metamagic) feat?


Generally, at what range would someone get a free Perception check to notice that someone is casting near them on a average city street during the day:

1) for a Somatic only
2) for a Verbal only
3) for both

You would have to have line of sight for the Somatic.

Just how pronounced is spellcasting? When would you get a free Preception roll to notice even when you aren't actively looking for it? at 50 feet? I would have a hard time trying to make out a normal conversation at 15 feet.

Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack.

Does this mean he gtes an automatic Perception roll after the fact? What is the DC?


Senario:

A 10th level Bard casting Charm Person (Casting Time 1 standard action) in a 4th level spell slot adding onto it the Heighten Spell (Metamagic) feat, Still Spell (Metamagic) feat and Persistent Spell (Metamagic) feat.

The casting time would be 1 round due to adding metamagic feats? Or longer due to adding 3 metamagic feats onto the spell?

A persistent spell uses up a spell slot two levels higher than the spell's actual level.
A stilled spell uses up a spell slot one level higher than the spell's actual level.

So the DC of the spell is as a 4th level spell and I can use these metamagic feats as in the scenario?

So, only casters who instanly get to choose spells as they cast them are affected by increased casting times from metamagic feats right? Druids and casters that have to choose spells with metamagic feats ahead of time dont have that casting time penalty right?


AvalonXQ wrote:
You can already cast lower-level spells in higher spell slots whether you have Heighten Spell or not.

I can't find the rule in the Core Rule Book regarding this.


A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

So, with the Heighten Spell (Metamagic) feat, I can use up any of my Bard spell slots to cast Charm Person at any time.

There is no need for Preferred Spell feat to cast a chosen spell spontaneously because I can already do that by being a Bard and having Heighten Spell. Also, Sorcerers, Inquisitors, Oracles, and Summoners can do this as well because they do not have to choose their daily spell alotments ahead of time.

So the Preferred Spell feat would only be used by casters who have to prepare spells ahead of time and want to be able to spam a particular spell at any time.

Correct?

You have to have the Heighten Spell (Metamagic) feat in order to use a higher level spell slot to cast a lower level one right?


Is there a list of the races that will be covered in this book?


Is a Challenge Rating 3 creature roughly equivalent to a level 3 player class?

Say I want to play as a Doppelganger (CR 3) alternative race and progress him as a bard. Would it be fair to say he is equivalent to a level 4 base class as a 1st level bard?

How would you account for a Doppelganger (CR 3) abilities in regards to advancing him as a player character?

http://paizo.com/pathfinderRPG/prd/monsters/doppelganger.html#_doppelganger


Is there any information regarding attitudes of nonplayer characters other than whats in the Diplomacy skill text?

[url=http://paizo.com/pathfinderRPG/prd/skills/diplomacy.html#_diplomacy[/url]

Is there a list of actions or requests that an NPC is willing to do at each level of attitude?

For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step.

Hostile 25 + creature's Cha modifier
Unfriendly 20 + creature's Cha modifier
Indifferent 15 + creature's Cha modifier
Friendly 10 + creature's Cha modifier
Helpful 0 + creature's Cha modifier

So if I use the Charm Person spell to get him to a friendly attitude, then Diplomacy to bump the NPC's attitude up 2 levels to Helpful+, what limits on helpfulness does he have?


Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

So, if a bard of 7th level has 3 targets fascinated with his performance, he can use the Suggestion (Sp) ability on each of them as a standard action, doing one each round. And it says "use his performance to make a suggestion (as per the spell)"
[url=http://paizo.com/pathfinderRPG/prd/spells/suggestion.html#_suggestion][/url]

So each of these Suggestions lasts for Duration 1 hour/level or until completed? And not just until the Bardic Performance is over?


I'm new to Pathfinder and would appreciate some advice.

Which feats would be preferential for versatility in combat as a Human 2-Handed Fighter archtype up until lvl 11th and another scenario with lvl 15?

So I figure I have 4 modes of attack:

-Cleave with Power Attack for multi targets
-Vital Strike with Overhand Chop & Power Attack for high AC foes
-Multi attacks with Backswing & Power Attack for most damage but reduced chances to hit
-Greater Overrun to knock opponent prone and give AoOs to all adjacent and foe is prone.

I think Improved Unarmed Strike along with Improved Grapple are needed or he is pretty useless without a weapon.

This is a list of possibly good feats to choose from - not sure if there are others more deserving of a feat spot:

Improved Unarmed Strike
Improved Grapple
Combat Reflexes
Stand Still
Improved Initiative
Power Attack
Cleave
Improved Overrun
Step Up
Furious Focus
Great Cleave
Greater Overrun
Vital Strike
Improved Critical
Critical Focus
Weapon Specialization
Shield of Swings
Weapon Focus
Lunge
Bleeding Critical
Improved Vital Strike

My picks for an 11th lvl (13 feats) scenario are:

Improved Unarmed Strike
Improved Grapple
Combat Reflexes
Improved Initiative
Power Attack
Cleave
Improved Overrun
Step Up
Furious Focus
Great Cleave
Greater Overrun
Vital Strike
Improved Critical

My picks for an 15th lvl (17 feats) scenario are:

Improved Unarmed Strike
Improved Grapple
Combat Reflexes
Improved Initiative
Power Attack
Cleave
Improved Overrun
Step Up
Furious Focus
Great Cleave
Greater Overrun
Vital Strike
Improved Critical
Weapon Specialization
Weapon Focus
Improved Vital Strike
Shield of Swings

Im not sure how important Critical Focus, Bleeding Critical, Improved Vital Strike are at higher levels. I would think most would want to take the 3+ multiattacks instead of doing a single Vital Strike.

I'm aiming at versatility in combat as I figure this guy will be the main melee target.

Any suggestions?


Bleeding Critical: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Greater Overrun: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.

Overrun: If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone.

Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

For a 11th + Fighter, is Bleeding Critical worth the feat to do an extra 6 damage on average per round when scoring a crit? I guess it is good if you face multiple foes and attack new targets for bleeds on multiple targets.

Using Greater Overrun you have to exceed your opponent's CMD by 5 or more to knock them prone. They provoke attacks of opportunity if they are knocked prone by your overrun. Then you and anyone around them get instant AoOs? And then another AoO when they have to use a movement to get up from anyone threatening them? That seems really good if you have multiple party members threatening that overrun foe.


OK thanks all for the clarifications.

I interpreted Improved Critical (When using the weapon you selected, your threat range is doubled) as physical area around the character. But I see that it refers to weapon critical chances.

I find Pathfinder's terminology again, ambiguous.

So to make use of Lunge, you would delay your actions until the end of the round, and if someone moved away you could use Lunge or a free 5 foot move to attack.

Or you could Lunge target 1 and also 5 foot move to attack target 2 in another direction?

Lunge doesn't seem very useful now.

Can you use Step Up and a free 5 foot move in a round?


Hi,

I'm new to Pathfinder and trying to make sense of mechanics specifically dealing with fighters using the 2-Handed archtype from APG.

Improved Critical: When using the weapon you selected, your threat range is doubled.

Lunge: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

A creature with greater than normal natural reach usually gets an attack of opportunity against you if you approach it, because you must enter and move within the range of its reach before you can attack it. This attack of opportunity is not provoked if you take a 5-foot step.

So when I wield a 2-handed Greatsword with a 5 foot reach, do I get Attacks of Opportunities (AoO) against anyone that closes in on any of my adjacent squares since I threaten them before they move to close in on me (at 10 feet away)?

And I can make up to 4 AoOs with Combat Reflexes and a Dex of 16 (+3)?

Can I make multiple Step Ups in a round if multiple foes take a 5-foot steps away?

Do I need Lunge active to make use of Improved Critical if I don't get AoOs as in my 1st question when an enemy advances in on your position? So with Lunge active I would get an AoO at 10 foot range on foes closing in on my adjacent squares correct?

Do most 2-Handed Fighters always have Lunge active so they can make more AoOs due to having more possible targets with Improved Critical?

Is Step Up usually a must for fighters? Can't I just keep closing in on my foe by making the same free 5 foot move every round as I can just save it until the end of the round in case the foe does it?


Thanks Grick and Bobson for clarifying all of this. I found a lot of combat rules and feats to be ambiguous on 1st reading especially when they apply/dont' apply to each other.


OK so you are saying Base Attack Bonus (BAB) only applies to hit rolls and not to damage rolls as well?

Core Rulebook:

Base Attack Bonus (BAB): Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, his base attack bonus improves. When a creature's base attack bonus reaches +6, +11, or +16, he receives an additional attack in combat when he takes a full-attack action (which is one type of full-round action—see Combat).

I really wish Pathfinder made terminology simpler...


OK, so I have 3 main attack options with this build using greatsword 2-handed:

Cleave with Power Attack (26 avg dmg per target)

2D6 +12/+20 {BAB is +7. Strength +3 hit/+4 dmg (STR 3x 1.5). Power Attack with Furious Focus gives +0 hit/+6 damage (+4 x 1.5). Weapon training gets you +1/+1. Weapon Focus and Weapon Specialization get you +1/+2.}

Vital Strike with Overhand Chop & Power Attack (36 avg dmg)

2D6 x 2 Vital Strike = 4D6 +12/+22 {BAB is +7. Strength +3 hit & Overhand Chop +6 dmg (STR 3x2). Power Attack with Furious Focus gives +0 hit/+6 damage (+4 x 1.5). Weapon training gets you +1/+1. Weapon Focus and Weapon Specialization get you +1/+2.}

Multi attack (2) with Backswing & Power Attack (43 avg dmg)

1st attack:
2D6 +12/+20
{BAB is +7. Strength +3 hit/+4 dmg (STR 3x 1.5). Power Attack with Furious Focus gives +0 hit/+6 damage (+4 x 1.5). Weapon training gets you +1/+1. Weapon Focus and Weapon Specialization get you +1/+2.}

2nd attack:
2D6 +5/+17
{BAB is +2. Strength +3 hit/+6 dmg Backswing (STR 3 x 2). Power Attack with -2 hit/+6 damage (+4 x 1.5). Weapon training gets you +1/+1. Weapon Focus and Weapon Specialization get you +1/+2.}


Grick wrote:
Dansun wrote:
Applying all these feats and abilities to combat requires a lot of mechanics and combinations of various combat rules and actions. It really isn't very straight forward. Is this the main damage strategy for fighters?

Yes, applying feats and abilities to combat is the main damage strategy for fighters.

Dansun wrote:
My next post will deal with Attacks of Opportunities - it seems that I can apply the attack framework detailed below to each AoO (Cleave is my attack action and then I add Power Attack, Overhand Chop/ Backswing & Vital Strike as enhancements of this attack action).

You cannot apply Cleave or Overhand Chop or Backswing or Vital Strike to an attack of opportunity.

You can apply Power Attack. If you used Power Attack earlier in the round, then you have no choice but to keep using it until your next turn.

I'll address the rest of your post outside the framework of attacks of opportunity.

Dansun wrote:
From the wording that I have read for each feat and attack ability I use all of the following abilities in my standard action single attack:

No.

Cleave is a standard action. When you use your standard action to use Cleave, you cannot use that same standard action to do anything else, such as use the attack action, cast a spell, or drink a potion.

Power Attack stacks with pretty much everything. Before you make an attack, any attack, at any time, you can choose to 'turn on' power attack. When you do so, it stays on until the start of your next turn. Every attack you make until that time is modified by the power attack bonuses and penalties.

Overhand Chop only works when you use the attack action or a charge. The attack action is a specific standard action, and charge is a full-round action (unless restricted to a standard). If you're not performing a charge, or the attack action, you cannot use Overhand Chop.

Vital Strike only works when you use the attack action. So if you use your standard action to perform the attack action,...

Thanks for replying. All the terminology is confusing me so it's good to find out how others see it.

What can you apply to/use as an AoO? All that the rulebook says is:

Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.

It says it's a single melee attack with your full noraml attack bonuses. Why can't you add feats and abilities to an AoO? Why is it different from a normal melee attack?

So Cleave is not an attack action? What constitues an attack action then? Any non-special attack I assume then?

So I could either do Cleave with Power Attack
or
Vital Strike with Power Attack and Overhand Chop


Hello,

I'm new to Pathfinder and am learning the rules. I have read the Pathfinder Core Rulebook and Advanced Players Guide combat rules, feats and rules many times.

I have been trying to understand the ins and outs of a fighter - specifically the 2-Handed Fighters archetype. I will be using the 2 handed greatsword.

Applying all these feats and abilities to combat requires a lot of mechanics and combinations of various combat rules and actions. It really isn't very straight forward. Is this the main damage strategy for fighters?

My next post will deal with Attacks of Opportunities - it seems that I can apply the attack framework detailed below to each AoO (Cleave is my attack action and then I add Power Attack, Overhand Chop/ Backswing & Vital Strike as enhancements of this attack action).

Being a Human Fighter (2-Handed archetype) level 7, 16 STR with the following 9 feats and using a Greatsword (2D6):

1. Power Attack - Str 13, base attack bonus +1 - 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. You must choose to use this feat before making an attack roll, and its effects last until your next turn.

2. Weapon Focus - Proficiency with weapon, base attack bonus +1 - +1 bonus on attack rolls with one weapon

3. Furious Focus - Str 13, Power Attack, base attack bonus +1 - When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

4. Weapon Specialization - Weapon Focus, 4th-level fighter - +2 bonus on damage rolls with one weapon

5. Vital Strike - Base attack bonus +6 - Deal twice the normal damage on a single attack. When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.

6. Cleave - Power Attack - As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach.

7. Combat Reflexes - Make additional attacks of opportunity

8. Improved Overrun - Power Attack - +2 bonus on overrun attempts, no attack of opportunity

9. Greater Overrun - Improved Overrun, base attack bonus +6 - You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
OR
Great Cleave - Cleave, base attack bonus +4 - Make an additional attack after each attack hits

Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

Backswing (Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.

BAB is +7/+2. Power Attack with Furious Focus gives +0 hit/+6 damage (+4 x 1.5). Weapon training gets you +1/+1. Weapon Focus and Weapon Specialization get you +1/+2. Overhand Chop +6 dmg (STR 3x2)

***So I can either do a Standard Action or a Full-Round Action.***

Standard Action: A standard action allows you to do something, most commonly to make an attack or cast a spell.

Attack - Making an attack is a standard action.

Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full-attack action, or even as an attack of opportunity. Others are used as a separate action.

From the wording that I have read for each feat and attack ability I use all of the following abilities in my standard action single attack:

Power Attack - Str 13, base attack bonus +1 - 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. You must choose to use this feat before making an attack roll, and its effects last until your next turn.
Cleave - Power Attack - As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach.
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Vital Strike - Base attack bonus +6 - Deal twice the normal damage on a single attack. When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.

So Cleave is my attack action and then I add Overhand Chop & Vital Strike as enhancements of this attack action.

2D6 x 2 Vital Strike = 4D6 +9/+22 {BAB is +7/+2. Power Attack with Furious Focus gives +0 hit/+6 damage (+4 x 1.5). Weapon training gets you +1/+1. Weapon Focus and Weapon Specialization get you +1/+2. Overhand Chop +6 dmg (STR 3x2)}

If I hit on the 1st attack I continue with another single attack, using the same attack detailed above, on another target as per Cleave or numerous additional single attacks with Great Cleave - If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach.

Full-Round Action: Full Attack If you get more than one attack per round you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

Attack - Making an attack is a standard action.

Deciding between an Attack or a Full Attack: After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.

***So, as stated in the Full Attack section, you can make a single melee attack and then choose to complete your additional attacks as a Full Attack Full-Round Action or use your move action. The rules do not require you to state all of your actions at the beginning of your round that you intend to do. You don't have to specify a full attack at the beginning of the round, you can make a single attack (Making an attack is a standard action), see how that goes then proceed to carry on with a normal move or you could do additional attacks along with a 5 foot step.

So, the additional attacks of Full-Round Action (multiple attacks) are each standard actions.***

As a two-handed fighter, your first attack receives the bonus of Overhand Chop. After that, if you decide to make your others multiple attacks, those attacks receives the bonus of Backswing.

I interpret that the developers explicitly specified in Backswing "for all attacks after the first " so that when you open up with Overhand Chop you wouldn't apply its modifier on top of any modifiers from Backswing . These two class abilities for the 2-Handed Fighter are made to be in tandem I would think.

Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

Backswing (Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.

***So, with all of this, I would make the following attack option on each of the attacks when taking Full-Round Action (multiple attacks):***

Cleave is my attack action and then I add Overhand Chop/ Backswing & Vital Strike as enhancements of this attack action.

2D6 x 2 Vital Strike = 4D6 +9/+22 {BAB is +7/+2. Power Attack with Furious Focus gives +0 hit/+6 damage (+4 x 1.5). Weapon training gets you +1/+1. Weapon Focus and Weapon Specialization get you +1/+2. Overhand Chop/ Backswing +6 dmg (STR 3x2)}

If I hit on the 1st attack I continue with another single attack, using the same attack detailed above, on another target as per Cleave or numerous additional single attacks with Great Cleave - If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach.