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A Fighter 14 with Two-Weapon Flurry can:
One of them is correct?
I truly don't like the "spell progression hole" at 10th level for Spellcasting Multiclass Archetypes. Do you think this modified version would be too much?
Spellcasting Class Dedication (Level 2) two level 0 cantrip (+Trained)
From the Druid's description:
But the Druid's table has 4 cantrips (at every level). I think it should be 5 cantrips (like other spellcasting classes).
What do you think about this feat? Half Move
EDIT: I've just found another feat very similar to this one in the house rules section...
1) Why in the various "Target Words" (like Cone) the Boost effect says:
Shouldn't say:
Cone
2) Why the Barrier (target word) Boost doesn't increase the level of the word (like the Boost for all the other target words)?
If you are a Mobile Fighter with 2 weapons (with the feats to make 2 attacks with the primary and 2 attacks with the secondary weapon) and use the Rapid Attack to move and attack, do you get the following 3 attacks?
If you start your round adjacent to an opponent, can you use the Leaping Attack ability (of the Mobile Fighter variant) after taking a 5-foot step and making a full-attack against that opponent?
About Skäne “Countless” IngvârssonnSkäne “Countless” Ingvârssonn Male Human [Ulfen] Fighter (Shielded Fighter)2
DEFENSE
* Shield Focus Feat
______________________________________________________________________
* Shield Bearer trait
Class Abilities
Feats
Trait
[Benefit]: When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability. Skills: 2 per level [+1 race bonus; +1 intelligence] Climb +5 [2 Ranks, +3 Str, +3 Class, -3 armour penalty]
Languages Skald, Common Combat Gear: Armoured Coat [remove/don is a move action], Armoured Kilt [w/ Armoured Coat treated as wearing Heavy Armour], Light Wooden Shield, MW Battle Axe, Throwing Axe (2), Dagger (3), Black MW Chakram (won in Shot O'Drink competition). Other Gear: Backpack (holds): Bedroll, Trail Rations (2 days), Waterskin, Empty Burlap Sack, Iron Cooking Pot, Sunrods (0); Traveller's Outfit & Furs; Belt Pouch #1 (holds coin), Belt pouch #2 (Flint & Steel; Tobacco & Clay Pipe); Whetstone (worn round neck as pendent); Signal Horn; 74.5 lbs (Light Load) TRACKED RESOURCES
Coin & Treasure Gold 109
Appearance
Deity Desna (for luck) & Gorum (in battle) Berserker's Cry Skäne will typically open combat with this grim song: deyja skepna, deyja frændr,
translation from Skald:
Beasts die, kin die, we ourselves die also. I know one thing that is deathless: The honour of the battle dead! For DMRandall - Default Combat Options:
If unarmoured [in situations when already armoured and "combat ready" jump straight to Berserker's Cry]: Round 1: Don Armoured Coat [move action], draw battle axe* [free action**] and ready shield [free action**]
During combat if other member of the party looks to be overwhelmed or dropped in combat - disengage [risk AoO] and Charge & Bullrush their opponent [+2 CMB for Charge] in heroic fashion! * Unless in tactically ranged combat Skäne will typically arm for melee.
Background How Skäne might look Skäne “Countless” Ingvârssonn appears to be the archetypal Viking; Tall and brawny who bears a number of scars, wears his wild reddish-blond hair braided and sports an unkempt beard which frames his ice blue eyes. About his person he wears a battered leather coat reinforced with iron plates and overlayed with a fur cloak. Skane's waist and thighs are further protected by an mended armoured kilt of Easterner design. The inside of his coat clinks with a due of throwing axes, and at his hip sits a black metal chakram throwing blade; in his hands Skäne holds a battleaxe whose sharp blade is bitten with use and the signature small wooden shield of the Viking reaver - upon its face a faded sea wyrm. As one of the many bastard sons of Ingvâr Sharptunga - an infamous skald of the North, Skäne's life to date have been a series of blood feuds, duels and shieldwall battles all caused by his father’s questionable honour and reputation. The North has made this boy into a hard-bitten man, as cold as the land that spawned him. Exiled from his homeland, Skäne plies his trade as a mercenary with axe and voice wherever there is a reason to fight, the coin to hire him and a potential place in the sagas to claim for himself. Recently he fell in with the crew of longship “The Haar-Witch”, but their last raid went sour and Skäne and his oarbrother Bjorn Helsingrson were lucky to escape with their lives. After weeks in the wild, the Northmen have healed up and hired on as caravan guards bound for Deeptown... Planned Advancement:
2nd Level: Bonus Combat Feat - Saving Shield
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