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Whirlwind Attack (Combat)

You can strike out at every foe within reach.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Question: Can you use a reach weapon and non-reach weapon together (alternating between as desired) to attack everyone adjacent and within reach, or are you restricted to using only a single weapon? It is my understanding you can alternate weapons normally for iterative attacks, which may or not apply in this case. Please provide links to applicable rules in your response.


Helpful (Halfling)
Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Aid Allies (Ex)
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Is there a way to get these to stack legitimately? I'm guessing not, but perhaps I'm missing something.


This seems so obvious, I have no idea why it never occurred to me before, and I don't recall this solution ever being proposed before.

Cap effective caster level by spell level.

Spell levels 1-2 are capped at 5
Spell levels 3-4 are capped at 10
Spell levels 5-6 are capped at 15
Spell levels 7-8 are capped at 20
Spell level 9 is uncapped

The primary purpose of this house rule would be to soften the quadratic nature of a caster's power curve. This means spells like mage armor (spell level 1) will never last more than 5 hours without adding metamagic to extend, etc.

An alternate use of the Heighten Spell metamagic would allow you to raise the effective cap. Intensify Spell would have a similar effect (but specific to the damage, not other aspects).


How about a magus archetype that resembles the 4e swordmage? The focus is more on defense than offense (and protect their allies as much or more than themselves). It might be as simple as adding more arcana that allows you to affect nearby allies, such as a "Spell Shield Other" arcana, or effects like Ablative Barrier as an immediate action. There are lots of possibilities, and I feel Paizo has barely scratched the surface.

I'd also like to see an option for specializing in specific schools, such as abjuration or illusion. Just because a magus is blending martial and magical disciplines doesn't mean they cannot further specialize in their magical abilities.


After thinking a bit more on my general annoyance at the too-rigid mount choices of the cavalier class, something occurred to me. Why not take the general mechanic of how eidolons are built, and use it for all mounts/companions? Sure, not all characters will have aberrations with multiple limbs on snake-like bodies, etc, but why not use categories instead of specific animals, then customize as desired using some reasonably balanced mechanics?

For example, perhaps start with general categories such as cat, dog, horse, bird, lizard, et al. Each of those will have base statistics and "evolutions" that are unique to that category, and also some that are universally available.

Take a look at Hunter class in World of Warcraft. They can tame most "animals", and depending on your focus, certain exotic animals become tamable. Also, each animal falls into specific categories, such that certain base abilities are fixed, but there is still room to customize the pet such that two hunters with the same animal won't necessarily be identical. I'm suggesting following a similar model.


I'm sure this has been asked before, but my searchfoo is failing me. Is the mount required to have these feats to gain the benefit, or does the rider having them sufficient?


If the mount has Spring Attack, can it attack at the same time as the rider when they do the Ride By Attack? Is Spring Attack necessary to do this?


2 people marked this as FAQ candidate.

Trample (Combat)

While mounted, you can ride down opponents and trample them under your mount.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

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So, if I have a non-hooved mount, they can't get a free attack? I suggest replacing "hoof" with "natural".


Immolation Bomb:
Prerequisite: Alchemist 3
Benefit: When the alchemist creates a bomb, he can choose to have its substance coat the direct target’s body, causing the bomb to deal its damage over time instead of all at once. The bomb’s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist’s Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist’s Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist’s turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb’s direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.
Does the half-orc .5/level damage bonus increase the per round damage with this discovery?


As the title, I just recently saw the beast rider archetype for cavalier, and thought to myself: I can remake my old 2e beast rider (dire wolf) character! This was back in the Greyhawk days, and he came from the land of the Wolf Nomads.

All was great until I saw that the dire wolf was not ever on the list of valid companions. Wolves are, and they do become large at 7th, so it's a poor substitute, but even dinosaurs made the list!

I'm not that great at homebrew, so could anyone suggest what I should do to add the dire wolf to the list, and what adjustments should be made?


It's interesting that Magus can enchant their weapon, but not their armor. I'm contemplating making a custom archetype that focuses on armor enchantments instead of weapon enchantments. Has anyone tried, and should there be changes to the Magus spell list to include more protective-oriented spells?


Is there a feat/feature that allows this? I had a fun concept of a two-handed hammer hurling beefy fighter, and I would prefer to not need dex for ranged attacks.


1 person marked this as FAQ candidate.

It would very helpful if the OGC website was updated so either the fighter weapon group lists were updated to include all weapons, or the weapon chart in the equipment section included the weapon group for each entry.

I'd assume the DDD is in the flails group, but it would be nice to have official support for that.


It would very helpful if the OGC website was updated so either the fighter weapon group lists were updated to include all weapons, or the weapon chart in the equipment section included the weapon group for each entry.

I'd assume the DDD is in the flails group, but it would be nice to have official support for that.


Looked at the other related threads, but none seem to address this issue:

Does a character get the OC bonus on the extra attack from CF? Would Backswing+CF apply the Backswing bonus on the extra attack?

Similarly, is there a way to get the OC bonus on an AoO?


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Being a long time fan of the "earth" caster archtype/specialist (long before Avatar: tLA), it has bugged me to see it modeled so oddly. I really wish the damage type was physical instead of acid, for starters. While I really like Stone Call, there is a serious lack of spells that focus on doing physical damage or otherwise manipulate soil/stone/et al. Earthen Grasp and Stony Grasp could be converted, although I think they should be levels 1 & 2, not 2 & 3.

Has anyone felt similar to this that has already recycled or created more "earthy" spells and special abilities?