Neostrider's page

5 posts. Alias of Brit O.


RSS


The key difference is the barrier to learning, and the scope of the benefit.

Two Weapon Feint is a neat way of giving a character that uses two weapons to feint during a full attack, which is much better than as a move action once the character gets BAB +6/1. He still gets to make two attack in a turn that he has feinted.

But feinting lasts until your next attack.

Improved Two weapon feint has a much larger barrier to learn, but the benefit is that the target loses their dexterity until the end of the user's turn. Suddenly all attacks made become easier to hit and possibly dealing sneak attack damage as well.

So the question is should one be a prereq of the other. My impression is no, because the differences between the feats are relatively minor compared to what another feat could get a character at level 6 or higher. What the two feats provides us is two different ways characters could access a similar ability. Ones easy to achieve, the other has a more powerful effect (but not so much more powerful that it would require two feats to learn)


Neil Spicer wrote:
Neostrider wrote:
Ceiling Hatch of Respite

*It's a well-written, well-presented rope trick-in-a-can. Still not Superstar, though.

*Vote to Reject.

*Agree. Reject.

*Rejected.

Darn, that was what I was afraid of. I hoped that the shorter ladder and more playful interactions with NPCs (not being invisible and finding a way to 'unceiling' the hatch to get inside) would make it a little bit more interesting than another rope trick. Thanks for taking a look at it, and I will try to stand out more next year!


Thanks for the feedback. I'm guessing this was marked SIAC, but I hoped my twist on it would make it likable. I also wanted to talk a rarely used spell and use it for something different.

Ceiling Hatch of Respite
Aura Strong Transmutation; CL 9th
Slot -; Price 8,000 gp; Weight 5 lbs.
Description
This 3-foot-by-3-foot square frame and hatch offers adventurers a place to hide and rest. The hatch is activated by placing the back of the frame against a flat ceiling. For the next nine hours the frame is attached to the ceiling and the hatch can be opened, revealing a 10 foot tall folding attic ladder and an opening into an extra-dimensional space similar to the one in Rope Trick. People inside can pull up the folding ladder and close the hatch. The item deactivates when the nine hours have passed, if the hatch is turned sideways or upside-down, or if the hatch is destroyed. Anything inside the extra-dimensional space when that happens drops out.
Construction
Requirements Craft Wondrous Item, Rope Trick; Cost 4,000 gp


Cheapy wrote:
Wolfgang Baur wrote:
Althaghast the White Necromancer is now live on the KQ blog as a sample character using this base class.
Oh man, +2 init, 14 AC, and 42 hp? I'm surprised he's survived that long :)

Well, he has a CL 10 mage armor. You can probably assume he has that on when it matters, giving him an 18.


The perception skill is worded in such a way that it seems automatic though. Traps are even listed under the skill, but Action says its usually automatic. Plus the first line of the second paragraph doesn't say it needs an action.

Trap spotter says the rogue can spot the trap from 10 ft away. The wording under trap is "Creatures that succeed on a Perception check detect a trap before it is triggered." I'm imagining something along the lines of stopping just before grasping the knob.