MinMaxer's page

Organized Play Member. 20 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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First, thank you, Isabella, for the awesome work you’ve done. I’m a big fan of the classes/archetype/feats you’ve created. I appreciate your perspective on authorial intent.

Fuzzy-Wuzzy wrote:
If you don't have the prereq, you can't use the feat, absent a special ability overriding this.

I agree with the consensus view that prerequisites apply unless explicitly stated by the ability. I could’ve sworn I found another class or archetype that allowed you to share feats but did not specify that allies did not need to meet the prerequisites, but now I can’t seem to find any. Am I missing something?

If Sisterhood Style is the anomaly, I think that it deserves an errata for consistency, if nothing else. The feats themselves lose a lot of their punch since most teamwork feats carry prerequisites. I could see an argument that the style is meant to be taken by the Gray Maidens alone, therefore they all share similar training, but then why bother sharing feats at all? Besides, Isabella has already said the intent was to ignore prerequisites.

Had I been able to find another example of an ability that shared feats but not granted the ability to bypass prereqs, I would have suggested breaking those two abilities into distinct features that are granted at different levels. For example, you can share any teamwork feats you know at a lower level, but only after a certain, higher level could you share feats with prerequisites and allow the allies to ignore those prerequisites.


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Cavall wrote:
Hmm I don't know about +52 barring buffs from friends. But combat reflexes pretty much will stop a ranger going all out on you.

Checked the math and I messed up a couple places. The attack is actually higher than that self-buffed!

The Mutation Warrior can hit +63 on AoO's if he gets Greater Heroism from someone, +59 if not. +20 BAB + 17 Dex + 5 enhancement + 4 weapon training + 1 weapon focus +1 greater weapon focus + 2 dueling gloves + 1 trait +1 competence from ioun stone + 1 luck from Helm of Conquest prayer + 6 from animal focus and + 4 morale from heroism)

The +6 animal focus is from Stalker's Focus (snake) and only lasts a minute, but it's untyped and huge. Prayer procs on crits. The morale bonus is the only thing left, I think, and greater heroism gives the biggest bump.

The Two-Weapon Warrior manages +53 with greater heroism, +49 without, having lost 4 from a lower Dex and 6 from weapon training and dueling gloves.

The Mutation Warrior is pretty far ahead, attack-wise, but since they're both so high that almost no attack spell or ranged attack would ever hit them, damage might be the deciding factor. If it's full-attack vs full-attack, the Two-Weapon Warrior dominates. Each Agile kukri does around 1d4+33 per swing with 7 attacks, slightly lower on the off-hands, two attacks per AoO. The Mutation Warrior manages 2d8+50 per swing for four attacks.

These are both comparisons at 20 and the progression isn't linear until level 13, when Equal Opportunity comes online. The Mutation Warrior is the clear favorite for the first 12 levels. Hard to decide!


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Theory-crafting, here. I wanted to build a melee sorcerer/wizard around Antimagic Field, but it felt pretty weak. Superstitious-based Bloodrager primalist + untouchable rager also looked appealing, but I think there's a more efficient way to maximize the spell resistance potential: Enlightened (Iroran) Paladin Drow with the Noble Spell Resistance and Eldritch Heritage (Fey) feat trees.

Noble Spell resistance gets you almost as much SR as an Untouchable Rager (11+HD), Improved Spell Resistance feat gets you to 13+HD, Scorned by Magic trait reduces caster level checks against you by 1, Fey Magic from Eldritch Heritage allows you to reroll spell resistance checks at will and Aura of Perfection lets you roll a third time and use the higher of the two rerolls. That's almost a guaranteed save against SR - the paladin's Grace makes sure your saves are crazy high against spells that don't check against SR.

Offensively, the build is pretty lackluster, but as a self-healing, spell-immune tank, I think this would be a really fun build. There's a lot of thematically appropriate stuff that would lend itself toward role playing, too -- "evil" Drow becomes enlightened and makes it a personal quest to combat evil spellcasters.

Side note: Is Scaled Fist still a legit monk archetype? Would it be worth the two-level dip to pick up Flurry, Stunning Fist and that questionable Cha-to-AC stacking?