Dragon-Slaying Strike (Su): At 20th level, an oathbound paladin becomes a conduit of holy power. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes a dragon, the dragon is also subject to a single-target holy word, using her paladin level as the caster level. After the banishment effect and the damage from the attack are resolved, the smite immediately ends.
What does it means "the dragon is subject" to holy word? The spell works on HD basis. Most CR19+ wyrms have more HD than the paladin caster level (20 for this ability).
Is it supposed to work on weaker dragons only? why stops the smite?
Am I missing something? Does it works as a banishment, but for dragons? There is a will save? I suppose yes.
Does the smite ends even if the dragon passes the will save, in this case?
Recently my players and me discussed about exotic weapons.We took a look at the stats of the APG Falcata (d8, 19-20/x3 1H). The discussion raised after seeing a PC using it two-handed.
The weapon always felt "wrong" because of its stats, and we observed how progressively every PC at the table able to spend a feat on it will do it. It's clearly superior to every other sword.
Some of my player suggested to houserule it as "one handed only", mostly because the weapon is actually a big help for S&B and for two-weapon fighters (and because of the shape of the grip, so there is a fluff reason too).
Other players said that more weapons like falcata should exist because most exotics are lame. In the same book, take a look at the boomerang.
I'm somewhat in the middle (I think that the weapon is maybe too strong, but spend a feat to switch from a d8 to a d10 is weird - things like reach or bonus to maneuvers should be added to exotic weapons, when proper, to justify the feat).
Benefit: As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. This is a supernatural polymorph effect.
I can perfectly see how for a monk a level 19 is needed for a pietrification effect.. but WHY the critical hit thing has not been addressed? Why should I use a full round hoping, at best, for a 19 or a 20 on the dice?
The target must be under a condition and there is a save. Why the critical it? As is, the feat is bad even as a low level one, and it's high level.
This feat is an oddball in the whole very good APG.
"If you combine this word with any other effect words, the summoned creature is the only target for these words."
What about area effects? I ask not only for clarity, but in case one would create (as an example) an area fire explosion centered on the summoned elemental.
By fluff, it would emanate from the fire elemental itself.. but I don't know if it can be done by the rules..
..and, if cannot be done, I ask: are there greater drawbacks I miss changing the rule and allowing it?
I'm interested on what is possible or not possible to include in a 3rd party book, if I want it eligible for "Pathfinder Compatible".
Examples:
1) Actual Game Mechanics of the core rulebook, like the feat Dodge.
2) Actual Game mechanics, but evolved from 1 (the feat "Improved Dodge", my imaginary invention).
3) A whole mechanic, based on the Core ones but without a direct connection to it (like a new feat, "Legendary Barmaid", or the new skill, "Swear").
4) New uses for old skills (use Acrbatics for a new whole effect).
5) Mechanics not PF core, but OGL like taint and incantation in the SRD
6) NPC built with core or APG (OGL). As an example, an Hobgoblin Fighter built as a Two-Handed Fighter of the APG. Can I stat him, writing things like Piledriver or Devastating Blow?
Can I use all, of some of the things above, writing them clearly in a stat block? Or I can just refer to the OGL ones ("see session 5 Core Rulebook")?
I already addressed the issue in another thread but I think deserves a whole new one:
Deadly Stroke (Combat)
Spoiler:
With a well-placed strike, you can bring a swift and painful end to most foes.
Prerequisites: Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.
Benefit: As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Conditions). The additional damage and bleed is not multiplied on a critical hit.
Double Crossbow:
Spoiler:
This heavy weapon fires a pair of irontipped bolts with a single squeeze of the trigger. Due to its size and weight, you take a –4 penalty on your attack roll if you’re proficient with it, or –8 if you’re not. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt. Reloading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow
Mastery allows you to reload both bolts as a move action
Deadly Stroke is not precision-based damage.
Assume a crossbow fighter with a standard crossbow. Deals 30 damage with an attack, critical 60, critical deadly stroke 90.
With a double crossbow would deal 60 damage (assuming no precision damage involved). A critical hit would deal 90.
What about a deadly stroke? I'd be tempted to say 120, because the Double Crossbow does not say "you deal double damage" but "you take damage from both bolts" and Deadly Stroke doubles it.
So, on the same line, a critical hit would be 150.
What do you think? Am I right (120/150) or wrong (90/120)?
Please note that it's for clarity, I don't absolutely think that the more damage-dealing option would be OP: quite the opposite, would be very, very nice.
In a recent thread, came out that several people dislike psionics because of the sci-fi flavour (is not the only reason these classes are disliked, see the thread).
This quite surprised me. I alway played psionics like people able to put mind over body.. so psions as yogi, psywarriors as sort of monks and the like.
Another poster pointed out that this is due the fact I used to play with the Oriental Advetures Web Enhancement Mahasarpa (containing, among other things, psionics with indian flavour).
So.. are psionics sci-fi for you? And why? For the crystals fetish? I admit is quite ugly..
Or there are other reasons (name and effects of powers)? Discuss.
Advanced Player's Guide is an amazing product, and the amount of pure awesomeness in it is overwhelming.
Nevertheless, flipping through it, few concerns came. The "Dazing" feats, expecially the spellcaster one.
Dazing Assault, makes you able to Daze the enemies 1 round taking a -5 penalty to hit (fort save negates). Requires BAB +11, so it comes in game far before the expensive critical feats..
Daze is a powerful condition (few monsters are immune to it), I was concerned by the fact that somewhat makes the Critical Feats obsolete..
Moreover, more important, maybe it's me, but it's not clear how it works (the target must save for each hit? or at the end of the turn?).
The Dazing Spell metamagic feat makes me even more puzzled. It has the chance to daze with a damaging spell for several rounds (equal to the level of spells). Isn't it a bit too powerful?
Since the Reference Document states that the dazed condition has a duration of 1 round (generally), couldn't be this a typo?
I want to thank in advance for your patience. If there is something I miss, I want to apologize in advance for this that is not a rant, but just a little concern regarding a wonderful game and a wonderful book.