Kind of reminds me of the old TV show Kung-Fu and the joke... "I'll throw a punch so slow, you can have a flashback if you want to..."
I saw something recently, not sure where, but it was a feat or trait that would reduce any penalties to your attack rolls for things like combat expertise or power attack by 1.
In other words, say your BAB was 5 and you used power attack, you would normally have a -2 on your to hit roll. With this trait/feat you would only be -1.
Can anyone refresh my memory as to what this was and in what book it can be found?
The problem with combat reflexes as a druid is that your dex takes a hit when you wild shape in the big creatures with the reach that you want to use combat reflexes with.
At least you'll know if that damn cat is alive or dead.
Signature Deed (Disrupting Counter) might be nice for higher levels.
So assuming the thread on Grit=Panache thread in rules questions is correct and you can actually use Signature Deed on this, you could recast the build as a melee build, grab Combat Reflexes, and give the Come Get Me Barbarian a run for his money...
Who would have thought a flying blade would make such an excellent melee build.
So I saw an old thread on star knife flying blades and thought with some of the feats that have come out since, I'd take a crack at the concept again.
Race- Aasimar (azata-blooded, aazimar ability +2 cha)
Abilities (20 pt build)
Level/feats/ability progression (all levels in swashbuckler flying blade)
I haven't given much thought to after level 11. Precise Shot would definitely be useful. Weapon Specialization is also a possibility.
As to magic items, a blinkback belt is necessary. Having charisma as you attack/damage stat means you don't need a strength/dex belt. So get a headband of alluring charisma. Other than that, grab a decent starknife and the usual gear.
I have considered a small fighter dip to get Precise Shot and Quick Draw earlier. However, since all of the bonuses except Point Blank Shot apply to melee as well as ranged attacks, you can close to get multiple attacks and avoid the throwing into melee penalty. Don't forget about the Disrupting Counter Deed should you find yourself in melee.
As always, any suggestions would be appreciated...
Since all undead were once mortal, any of your intelligent undead could have breeding stock around, captive mortal populations that exist only to create more undead. When one of this population reaches adulthood, the undead ruler(s) would decide how best to use them. Some would be remain mortal to continue to produce more children. Some would become unintelligent undead to perform the manual labor (growing crops etc). Those with the most potential would be chosen to become intelligent undead and join the ruling class.
The PCs could encounter a this population and want to free the mortals from their imprisonment. A possible twist on this would be that the mortals don't want to be freed, given 400 years to work with, the culture be molded in such a way that every child's dream is to grow up and becoming undead, preferably as a member of the elite ruling class.
So I was looking at the Kobold feat "Roll With It" and wondering how it would interact with DR.
1. Would the DR reduce the DC of the Acrobatics Check to avoid damage?
My first guess would be No to 1 since it talks about "damage dealt" and yes to 2 since it refers to "damage you would have take", but this seems odd.
Which begs the question...
Do Dragons molt?
Might make for an interesting story. A dragon acquainted with the party knows it will be molting soon and thus vulnerable while it sheds its old scales/grows/hardens new ones, so it enlists the party to hide or protect it during this process. The dragon could pay the party with the scales, allowing a good character to obtain metallic dragon armor without alignment issues.
I have seen games where the DM will have each player roll a bunch of dice and give the DM a list of results. Whenever the DM needs to make a roll for the player, he just looks down at the list and takes the next number, crossing it off ah he goes. If the players try to metagame (i rolled really well on my first couple rolls then not so good later), the DM can roll a dice and count down unused rolls from the top.
This way the player still gets to make the rolls, but the DM can apply the results in secret.
Could also go brawler, with a dip into something to get armor/weapon proficiency(s). Use the Martial Flexibility to get feats that match the weapons you have at hand. This would work best if your only fighting a few times a day, otherwise,you'll run out of uses of Martial Flexibility fairly quickly.
You might consider using Combat Patrol to increase your threatened area so you can attack people who miss you with spells or ranged attacks.
I'd be interested in hearing what everyone thinks about combining Sidestep with this vs an opponent with reach. Can you use you immediate action with sidestep to close with your opponent after he misses you and before you take you opportunity attack, or since you were not in melee range (for you) when the opponent missed, would you not get an opportunity attack?
Ok, so on a somewhat related question, the crane style states...
"You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class."
So lets say I have the crane style feat, am not a Master of Many Styles, am in the stance for another style, and am fighting defensively? The "only take a -2 penalty on attack..." is before the when using the style, so am I -2 or -4 to hit?
sorry to necro a thread, but is there a difference between "When wielding your chosen weapon one-handed," and using a 1 handed weapon. It seems to me that the first refers to how many hands are touching the weapon when you wield (hold) it and the second refers to the size of the weapon. I suspect this was put in the description to prevent using a "one handed" weapon with 2 hands and applying 1.5 times dex to damage(see below). Since your not actually wielding an unarmed strike, I suspect the original poster is still can't apply dex to damage to unarmed strike, but I see no reason why someone couldn't use a light slashing weapon (hand axe, kukri etc) with slashing grace...
"Wielding a Weapon Two-Handed
When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied). You don't get this higher Strength bonus, however, when using a light weapons with two hands."
Consider the Scout archetype for rogue. Your Sap Master only kicks in when enemy is flat footed, Scout 4 lets you treat an opponent of a charge as flat footed and 8th level allows you to treat an opponent as flat footed after you move 10+ft.
Pick up a sling and some softstones to allow ranged blunt non-lethal damage from range, later you can switch to either a bow with blunt arrows (Merciful bow or Budgeoneer feat to make it non-lethal.
Sniper goggles also works well with this build.
Here is a thread where we explored some of these ideas, this was before the Scout Adept got nerfed so the damage calculation is a bit off...
You could really blow someone away with that weapon.
Consider using the rogue scout archatype. Use softstones in your sling with the Sap Adept, Sap Master feats. As an 8th level scout when you move more than 10' enemies are treated as flat footed. You now have a flat footed opponent, and your sling is dealing blunt non-lethal damage, all sneak attack dice are now effectively 2d6+1. If you want to pick up some of that ranger flavor, you can use rogue talents for favored terrain.
I have been playing around with a build idea of using the snake style to make a brawlers unarmed strike piercing and thus qualify for the duelist precise strike. My loose framework for the goes something like this...
L1 Brawler Weapon Finesse
Primary stat should be dex, A high int would also be useful for canny defense.
Items should include an Agile Amulet of Mighty Fists, anything to help AC and saves, especially Will.
Against mooks, move around a lot, provoking AoAs. Your high AC (dex, canny defense, dodge, mobility, lt armor, brawler AC bonus) should cause them to miss, allowing you to respond with the Snake Fang ability. Verses tougher creatures use Unarmed Flurry and Precise Strike.
Martial Flexibility will generally be used for Weapon Focus/Specialization (unarmed strike) although being able to get combat maneuver related feats could be useful in certain situations.
What I am not sure of is where to take the build from here. Duelist levels until you get to your int bonus would probably be a good idea for Canny Defense and Precise Strike. Then perhaps back to Brawler till 8th for Flurry (Improved Two Weapon Fighting). I am also debating the Winding Path Renegade (Unblinking Flame) but losing the martial feats would delay the Snake Fang, even for a human.
Your thoughts are of course welcome...
Would a daring champion be able to get twice his level as a bonus to damage attacking a challenged opponent with a 1h piercing weapon? I thought I saw somewhere on the boards that generally the same bo
I am thinking about a build using a small lance (1 handed piercing to med character). Will probably need to find a way to get a mount that can stay alive, since the Mount class feature is replaced...
I have seen several threads talking about style feats and action economy and re-read the section
"As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style"
It says that the style you are persists until you switch to a different style, so you could read it as you are always in a stance, since the only way for it not to persist is for you to adopt a different combat style. You can't actually use the feats while out of combat, but assuming you ended your last combat using a stance, you start the new combat in the stance.