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Kerso's page
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My Self wrote:
Alternatively:
Critical Multipliers
Multiplier _ Damage
Regular __ Roll damage dice + Damage modifiers
2x _______ Max damage dice + Damage modifiers
3x _______ Max damage dice + Damage modifiers + Weapon damage dice
4x _______ Max damage dice + 2x Damage modifiers + Weapon damage dice
The first one you described was what I was trying to explain, hah. The alternative one is interesting. I was worrying at later levels that martial classes would be screwed by not having all their modifiers multiply. Crits would only be varying by 11 damage at most.
Ciaran Barnes wrote: For the crit multiplier issue, either one of those could work.
Let's say we have a great axe that normally deals 1d12+14, which averages to 20.5. On a normal X3 crit we end up with 61.5 points of damage.
On your crits, it would deal either 38 or 32.5. That's less than what it would deal using standard rules and a X2 crit (41). Really what it comes down to is how you and your players want the game to run, and that monsters follow the same rules. Your home rule would make crits more damaging than normal hits, but less likely to outright kill with a lucky damage roll.
The only snag I can see is that some monsters have bigger damage dice, such as a claw that deals 3d6+9. However, this wouldn't be a problem unless it also had a higher multiplier.
Thanks for the maths breakdown, that's reassuring.
Monsters would follow the same rules, yes, though I'd be more willing to fiddle with them behind the screen to prevent the problem you describe. One of the main reasons I want to change it is that most of my players aren't particularly good at keeping all the different rules in their heads, so anything that speeds up combat will be helpful.

I'm thinking of changing how criticals work in my game as a houserule, since I think the critical confirmation roll is overcomplicated and often a big anticlimax. I've also killed two players in fights that weren't meant to be too rough by critting and rolling max damage, and while some parties may be cool with that, it doesn't feel right for us.
I was thinking of adopting the critical rules from 4th edition; a natural 20 is a critical hit, and a critical hit deals maximum damage. So if you have an attack that hits for 2d6+6, it would deal 18 damage automatically on a crit. This seems to suitably tone down crits while making them much easier to get. Of course this kind of messes with weapons with high crit ranges and crit multipliers. I was wondering what people thought about:
1.Allowing high crit range weapons to keep those ranges. If a player has a scimitar then it crits on a natural roll of 18-20 and deals max weapon damage. Since most crit weapons have relatively low damage dice, critting more often would be balanced out. The only problem I foresee here is Magus crit fishing.
2.High crit multiplier weapons... would be a bit screwed. I'd appreciate any creative but uncomplicated ideas for dealing with this. I was thinking that letting extra multipliers apply to the weapon damage only might work? So a player who hits with a longbow for d8+4 would crit for 20 (8+8+4)? Or max damage plus an extra weapon damage roll (8+4+d8)?
Any thoughts?

B. A. Robards-Debardot wrote: precise strike wrote: Precise Strike (Ex) : At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). Well, you only need spend panache if you want to double the damage on your next attack (only one attack), from the magus's limited pool it might not make sense. Even if were to take amatuer swashbuckler you'll need to be landing the final blow (which may happen a lot in your game or may not depending on party make up it varies) or scoring crits (the scarf isn't great for critical hits). OH! I totally misread the precise strike deed. So you get your level added to all damage and you can double that damage if you spend a panache point (or arcane point)?
And I suppose replenishing panache would be pretty tricky. Though I anticipate being one of the higher "DPR" characters in the party.
Quote: You'll also get the following deeds from Flamboyant Arcana.
Derring-Do (Ex) - not that great
Opportune Parry and Riposte (Ex) - may be hard to pull of with a 3/4 BAB class, panache intensive.
If you take amatuer swashbuckler you'd want to grab:
Dodging Panache (Ex) - Which may not be that great for us with an unbuffed charisma modifier and can be pretty situational (possibly avoid an attack, but trigger an AoO)...
Yeah I suppose I was just trying to use my "wasted" charisma score for something, but I think you may be right. 3 feats just for precise strike isn't wise. And I'm going to be wanting to use my items for boosting the lackluster int score if anything.
Thanks again! You've been a great help, and I really love the flavour of this guy already.

B. A. Robards-Debardot wrote: Why is your CHA so high?
Instead of amateur swashbuckler, why don't you take extra arcane pool?
I wouldn't spend panache On the precise strike
If you think you'll have the swift actions, arcane strike is free damage
I understand the charisma is not optimal, but it's done now. I made the character when I was planning to multiclass ninja.
Extra Arcane Pool would give me two points, Amateur Swashbuckler would give me 3 that I could replenish. The arcane pool gives more versatility, but if I use precise strike more than twice in a day then Amateur Swashbuckler seems better. Is there something I'm missing there?
Arcane Strike seems pretty good.
Otherwhere wrote: I'm curious about the Stats spread, too. Why only a 14 INT if you're going to stay Magus class? I did say in my post, the campaign has already started with the ability scores I listed. I would love to change them, but at this point it's not possible. If you want to theorycraft a character then assume a different stat spread.

Thanks for the advice everyone, didn't realise there were more replies here. Campaign has started and can't really change my Ability Scores at this point. So stuck with this:
Build:
(20 points buy)
Human
STR 8
DEX 18 (+2 racial)
CON 12
INT 14
WIS 10
CHA 14
stealthymonkeyman wrote: Based on that logic a bladed scarf / bladebound / hex crafter. Would be a possible build combo and still retain spell recall at 11. What a beast that would be Go elf for extra arcana or take human with racial. OMG hexes, AC, and OMG its just a scarf eat your face yum yum yum. I like the idea of Bladebound, since I doubt there'll be a ton of magic bladed scarfs hanging around and I don't really want to mess around with crafting feats. How does this look:
1. Magus 1. Bladed Scarf Proficiency [Class], Weapon Focus (Bladed Scarf) [Class], Weapon Finesse [Lvl 1], Slashing Grace [Human]
2. Magus 2.
3. Magus 3. Bladebound, Amateur Swashbuckler [Level 3] (Since I can't take Extra Arcana at this level with Bladebound, this would give me panache points to spend on Precise Strike, which have the benefit of being replenishable, and Arcane Points are already low, lower with Bladebound)
4. Magus 4.
5. Magus 5. Extra Arcana (Flamboyant) [Level 5], Extra Arcana (Precise Strike) [Extra Feat]
6. Magus 6. Elasticity/Wand Wielder/Arcane Accuracy [arcana]
7. Magus 7. Extra Arcane Pool [Level 7],
8. Magus 8.
9. Magus 9. Intensify Spell [Level 9], Elasticity/Wand Wielder/Arcane Accuracy [arcana]
10. Magus 10.
11. Magus 11. Combat Reflexes [Level 11], ? [Bonus Feat], Arcane Deed (Evasive) [Arcana]
OK, thanks, I guess I'm going to go full magus then. Seems like some of the swashbuckler deeds will give the flavour I'm after. Any advice for what to change with feat progression and such?

Imbicatus wrote: I think a pure Kapenia Dancer magus will be much stronger than a ninja that just takes a magus dip.
I would take wand wielder arcana instead of maneuver mastery. +20 to a maneuver form a wand of trues strike will be more useful than the small boost from maneuver mastery. You can also take Flamboyant Arcana and Arcane Deed to gain precise strike with the scarf.
Another option that might work is to be a warpriest of Sivanah.
I'm not sure warpriest fits the concept I have in mind so well. Is there a way to make a dextrous, agile, rogue-ish warpriest? Not too familiar with the class.
I fear you may be right with the magus thing. I originally did want to make a pure ninja, the reason I dipped magus was to get all the stuff I mentioned. I could make a magus that fits concept - I just don't think I could make a warpriest work.
Thanks to others who also suggested it though.
Matt2VK wrote: While the magus archetype does allow the Bladed Scarf to be used one handed weapon, I don't think it changes the type of weapon it is. I was figuring this would come up. For me it seems like this covers it:
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9rb5
"An unusual case of the handedness rule is an ability that allows you to treat a two-handed weapon as a one-handed weapon. For example, the titan mauler's jotungrip (which allows you to wield a two-handed weapon with one hand) allows you to wield a bastard sword in one hand even without the Exotic Weapon Proficiency, and (as the ability states) treats it as a one-handed weapon, therefore it is treated as a one-handed weapon for other effects."
My GM has already approved it though, so I'd rather not get into too much of a discussion here.
FireberdGNOME wrote: I kinda like this idea... :)
One note, if you are gunna dump to 9 in two stats... think about dumping to 8 in just one of them. Your penalty is -1 at 9 or 8, so why take two separate -1 penalties?
Good point! Thanks.

I've been thinking about making a bladed scarf dancer for my next campaign. I really like the flavour of the weapon, I envision him darting around combat in a blur of movement and colour, seeming to disappear and reappear out of nowhere. Obviously it won't be the most optimised of builds but I'd appreciate some advice to make it not horrible.
Couple of things I want to do:
- Use bladed scarf. Seems like dipping first level into Bladed Scarf Dancer Magus is pretty much a necessity, giving you proficiency and weapon focus in the bladed scarf, as well as allowing you to use it as a one handed weapon, which opens up Slashing Grace for dex to damage.
- Work up to Whirlwind attack. This is mostly just for the flavor of the thing, though if there were another way to attack multiple mooks at once that'd be cool. I just imagine the scarf whirling around and striking a whole group of guys at once.
- Be at least decent from level 1. We'll be starting from level 1 in the campaign, and not really sure how far it'll go.
Build:
(20 points buy)
Human
STR 8
DEX 18 (+2 racial)
CON 12
INT 14
WIS 10
CHA 14
1. Magus 1. Bladed Scarf proficiency (Class), Weapon Focus [Bladed Scarf] (Class), Weapon Finesse (Level 1), Slashing Grace (Human)
2. Ninja 1.
3. Ninja 2. Dodge (Level 3), Ninja Trick (Vanishing Trick)
4. Ninja 3.
5. Ninja 4. Mobility (Level 5), Combat Reflexes(Combat Trick), Ninja Trick (Combat Trick)
6. Ninja 5.
7. Ninja 6. Spring Attack (Level 7), Ninja Trick (Rogue Talent[Offensive Defense])
8. Ninja 7.
9. Ninja 8. Lunge (Level 9), Ninja Trick (Shadow Clone)
10. Ninja 9.
11. Ninja 10. Whirlwind Attack (Level 11), Master Trick (Invisible Blade)
At level 1 he can add dex mod to attack rolls and damage, and Weapon Focus for free kinda makes up for 0 BAB until 3rd. I really like the vanishing trick/sneak attack for the flavour of this character. Dodge, and Mobility obviously as prereqs for Spring Attack. At level 11 he gets invisible blade, which allows him to make 5d6 sneak attacks against every enemy within 10 squares with a lunge whirlwind attack. Offensive Defense also grants him +5 AC against each target hit.
Thoughts? The Ability Scores may be kinda wack, I was originally going to go with 3 levels of Bladed Scarf Dancer to get the Elasticity Arcana, which would give me an extra 5 feet of reach, plus 3 spells/day rather than 1. But then I couldn't do the whirlwind sneak attack thing until level 13. The +2 int modifier was meant for Arcane Pool points, Canny Defense and Combat Expertise, so I guess it's kind of worthless here.
It kind of feels like I'm wasting the strengths of the weapon (lol) like this. I was also thinking of just sticking with straight Bladed Scarf Dancer and picking up the Maneuver Mastery Arcana to focus on tripping/disarming over DPR. I really like the vanishing trick, though the magus does of course get plenty of cool stuff of his own.
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