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![]() Ok, so at Level 1, the Unbreakable Archetype has Tough as Nails, which says, "An unbreakable gains Endurance and Diehard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat." Since both feats are still bonus feats, can I retrain the Diehard away at Level 4 for a different feat? If so, what happens at Level 5 when I get Heroic Recovery as a bonus feat in place of Weapon Training 1? Do I still get it even though I no longer have Diehard, which is a pre-req? And if I still get it, can I retrain Endurance at Level 8? ![]()
![]() Favorite combo for MoMS: Human MoMS 2/Unarmed Fighter 2/Saurian Shaman 6. Order: Fighter, Monk, Druid, Druid, Monk, Fighter, Druid x4. Feats: Imp Unarmed (fighter), Janni Style (fighter), Wep Focus: Bite (human), Skill Focus: Sense Motive (1st), Janni Rush (monk), Boon Companion (3rd), Snake Style (5th), Snake Fang (monk), Feral Combat: Bite (fighter), Imp Natural: Bite (7th), Imp Natural: Claws (9th). At level 10, Wild Shape into an Allosaurus (Huge dino) and get pounce, rake, grab and +6 Str. You apply both Snake and Janni Styles via Feral Combat Training to your 3d6 Bite. Charge + Pounce + Janni Rush is brutal. 6d6 off Bite, plus 2d6 off each claw and 2d6 off each rake -> 10d6 + 5x Str. Grab another 10d6 divine damage off an Amulet of Mighty Fists +2 for Holy. If they don't insta-die, use Grab to start a grapple, then kill them next round with bite + rake. Snake Fang allows two bite attacks vs someone missing you. This tends to happen a lot. Snake Style allows a Sense Motive check for any AC check (even touch). At level 10, my Sense Motive is +33 with 14 Wisdom. Animal companion? I like the Ankylosaurus. Lots of AC even with a permanent Enlarge to Huge, and Vital Strike on a 4d6 Tail that Stuns is great. Or go Awesome Blow and throw people around (or off cliffs, walls, etc). For further levels, I like 1 more level of druid for access to Strong Jaw, and then 4 levels of Rogue for Uncanny Dodge, 2d6 sneak attack and 2 rogue talents (I use Combat Trick x2 for Power Attack and Combat Reflexes). For feats, Natural Spell, Planar Wildshape, and then whatever. ![]()
![]() More to the point, what happens if I have a Titan Mauler Barb/Two-Handed Fighter. Titan Maulers can wield two-handers in one hand as per Jotungrip, so do they still get the benefit of Overhand Chop when making a single attack? And what happens if I'm dual wielding Great Swords, can I use Overhand Chop with both swords on a charge? ![]()
![]() Yes, all it does is give you more rage rounds per day. Check out my post over here for clarification on what happens to combat style feats and what else Wild Stalker is missing. ![]()
![]() Wild Talents is replacing the Combat Style feats. This means that Wild Talents should occur every 4 levels after 6th, rather than every 5 levels as shown in the UC entry. Makes sense because you've already lost the 2nd level combat style feat to uncanny dodge, and this archetype is big on replacing whole class features ie Strong Senses and Rage Powers together replace the whole favored enemy feature. Of course, I also love how whoever wrote the entry didn't clue into how useless the "Master Hunter" feature is for a 20th level Wild Stalker because of the lack of any favored enemies. Would make so much more sense for it to be changed to an increase from Rage to Greater Rage. Edit: Just noticed that "Rage of the Wild (Ex)" says that for the purposes of Rage "his barbarian level is considered to be his ranger level – 3." Barbarian level has no actual effect on raging, so I'm going to assume that it refers to qualifying for Rage Powers that require a minimum barbarian level. ![]()
![]() That's the best part of Panther style: you don't get an AoO, instead you get a "retaliatory unarmed strike", which Feral Combat Training says you can make with your claw. You get one AoO from CaGM and one retaliatory unarmed strike from Panther. Another great monk/barb combo is Beast Totem with Janni Rush. Make a jumping charge with full attack. Every time you hit, roll twice the number of damage dice, then add all the other bonuses. Deals crazy damage, esp if you can get up to max claw damage at 4d6. At Level 11, you can make a hasted flurrying pouncing charge, 5 attacks at 8d6 + Str + PA each, is crazyness. ![]()
![]() Best Natural Weapon Combo: Invulnerable Rager 12 with a dip into Martial Artist for Imp Unarmed, Combat Reflexes & Flurry. Feats at 13 are Pow Attack, Wep Focus (claws), Imp Natural (claws), Feral Combat (claws), Panther Style Tree. Rage Powers are Beast Totem tree, Reckless, Clear Mind, Come Get Me. Get Perm Enlarge. See if you can convince your GM to let you use Lead Blades to target your claws, then get a ring of spell storing or as a perma buff. Rhino Hide, Amulet of Mighty Fists, Str + Dex + Wis gear, Haste etc. Best Trait is Latent Psion (+2 vs mind affects). You also have 6/- DR at this point. Combat: Panther Style (swift action). CaGM (free action). Charge the guy at the back of the pack so as to provoke a bunch of AoOs. Each AoO gives you a Retaliatory Panther Strike and a CaGM AoO. You hit everyone for 2 of your claw attacks before they get to hit you back. Your claws do: 2d6 from Enlarge and Greater Beast Totem, 2d8 from Imp Nat, 4d6 if you can swing Lead Blades (or something similar). 4d8 + 2xStr + 2xPA is probably going to kill most mooks, and 8d6 will definitely do it. Then you hit with your charge. Pounce for full attack, Hasted Flurry of Claws: +11/+11/+11/+6/+1 all doing 2d8 (or 4d6) + Str + PA + enchants. S*&~ dies. If you wanna troll your DM, swap Clear Mind for Knockdown. Then swap trip for your 1st attack in the flurry. Yum for prone beats. ![]()
![]() I am using a very similar build for Jade Regent right now. I'm only Barb10/Monk1 right now, so no CaGM, but it works great. Changes:
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![]() 20 Point Buy: Str 8, Dex 17, Con 8, Int 7, Wis 18, Cha 7 Race: Drow Noble (+4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Con) Str: 8, Dex 21, Con 6, Int 9, Wis 20, Cha 9 Ability Increases: +1 Dex, +2 Wis Str: 8, Dex: 22, Con: 6, Int 9, Wis 22, Cha 9 Barbarian 12 (Wild Rager): +1 Attack on Full Attack Rage Powers (6): Animal Fury, Beast Totem Tree (x3), Come and Get Me, Quick Reflexes (Bite, 2 Claws, Pounce, +1 AoO, AoO every time attacked) Feats (6): Imp Unarmed, Combat Reflexes, Panther Style, Panther Claw, Panther Parry, Improved Natural Attack (claws) Cash 108,000 gp:
Full Attack: Claw/Claw/Bite/Haste/Wild Fighting/Rhino Hide
Charge past 10 enemies to attack a creature with reach on you. Every time you move past an enemy and provoke an AoO, you get 1 Retalitory Strike from Panther Style and 1 AoO from Come and Get Me, so 20 attacks. Charged enemy has reach, so you get 1 AoO from CaGM, so 21 so far. From Pounce, you get a full 6 attacks at the end of the charge, so total attacks on your turn is 27. *Note: with one extra level can multi-class into Martial Artist Monk, which frees up 2 more feats. ![]()
![]() Kierato wrote: Trained only means that you must have at least one skill point in it to use it, anybody can invest rank into any skill. Oops, didn't realize that. My group still plays mostly 3.5 because were lazy and poor. Still, I think a rules change is in order for being able to swap in craft or profession ranks for cases where that knowledge would apply to disabling something. And maybe give a bonus from knowledge (engineering) for mechanical trap disables and spellcraft for magical trap disables. ![]()
![]() You don't run across bomb traps? Weird, I run them all the time because they're the mechanical version of glyph fireball traps. If the trap is activated, two chemicals mix, and boom. Anyways, what I was trying to get at was that DD is a "trained only" skill, so only certain classes, like rogues, can disable traps. Even if you're character is a trap using hunter by profession, there is no formal game mechanic that allows your character to attempt to disarm the trap you come across in the dungeon, even though logically you should be able to. Whereas the gutter rat turned thief will some how magically know how to disable it when this is the first time he's ever seen a trap like this one. To use the computer analogy: could you disable that same computer so that the temperature inside the case doesn't change by more than a degree Celsius? Because if you can't, then the prisoner your trying to rescue is going to be electrocuted. While you probably can't, a hardware engineer should have a better handle on doing it successfully. And yes, I do split picking locks back into it's own skill. Since rogues still get 8 sp a level just like in 3rd ed, it just means that they have to specialize in what devices they can disable. What your missing, DrDew, is that now the rest of the party isn't dead weight when it comes to utility. Fighters and Pallies can disable traps too if they invest in the right professions. ![]()
![]() After long thought and much experimentation, I've come to see Disable Device as waste of potential versatility in both D&D and, now, Pathfinder. The idea that all Rogues have both the built-in understanding and ability to potentially disable any device or trap is nonsense. It's like saying that a thief that's very good at disabling electronic security systems can also, magically, use this know-how to know which wire to cut to diffuse a bomb. Instead, I've found, in both realism and playability, the better alternative is to use the appropriate craft or profession skill. This way everyone on the team can potentially contribute to the party's safety. Foe example, Stumpy McDoorite, dwarf paladin extraordinaire, is the cookie cutter holy warrior in every way but one: His uncle, and mentor, happens to be one of gnome-kind's top experts in clockwork engineering. As such, Stumpy spends one skill point every level in "Profession: Clockwork Engineer" to reflect his continued devotion to his only passion other than smiting evil. Now, when his adventuring party is trapped in an elaborate clockwork deathtrap, it is he, not the party's urban-based rogue, who steps forward and saves the day by disabling the trap. By abolishing Disable Device, skill point expenditures in Crafts and Professions that reflect a character's background can have a major impact on a campaign, and not be relegated to being just a way to earn gold in between missions or to qualify for a prestige class or feat. In relation to the game balancing, I've been testing and playing around with allowing Rogues to add their Dex bonus, either full or in part, to their disable checks. My idea is that rogues, thematically, are more experienced in working under pressure with regards to dexterous maneuvers. Whether their experience stems for picking locks, picking pockets, or picking noses (jk), rogues are supposed to be consummate con-men and/or thieves who are past masters at dealing with tricky, stressful and intense situations involving using their digits. Eg: While the ranger may be a expert in the mechanics of traps, it's unlikely that she's ever had to deal with disarming a trap under any sort of time constraint. For a burglar, on the other hand, it's routine business to picks locks and cracks safes speedily and surely. So when he's presented with a trap that has to be safely disabled NOW (so no taking 10 or 20 for being able to take all the time in the world), his past experiences keep his nimble fingers as steady as can be. Hence, he adds some part of his Dex bonus to his skill check. Please note: Constructive criticism is most appreciated, flames less so. ![]()
![]() Very nice item. I'd definitely look for a pair as I play a lot of monks and stone giants. I'd suggest a Reflex save vs the spell's DC to successfully snatch the spell unless the user has the Snatch Arrow feat. This makes the item a bit more Monk niche, but it goes well with the theme of grabbing the spell out of mid-air, while also minimizing the potential for abusing the item. (Friendly high level mage casts spell on low level archer, who snatches it, imbues it, and auto-kills an enemy from outside of return spell range.) Also, clarification for touch spells needed. Can I "snatch" a touch spell? If so, when the weapon hits, does the spell auto-hit too? If not, whose touch attack score is used? |