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What do we do when errata completely changes an item? Do we get the gold back? The item in question is a Courageous weapon, which I purchased for my Barbarian. The printed version is very strong, and it's basically a no-brainer for Barbarians. The June 5th errata completely removes the reason why I purchased the item and I would never spend gold on the current version. Am I just stuck with an enchantment I no longer use? This was the +4 purchase so at this point I can't really afford any more enchantments on the weapon.
I thinking about turning my level 9 PFS barbarian into a natural attacker, but I want to get some extra eyes on it. Here's how it stands currently;
Feats;
Improved Initiative and Lunge can be swapped for something *really* good. Rage Powers;
Items;
While raging he swings +26/+18 for 4d6+30. At 10th I pick up pounce and will buy Rhino Hide Armor. I'm seriously considering turning him into a natural attacker. The changes I know I'd make; Feats;
Items;
So the natural attacks would be +22 for 4d6 +22 (I think. Because it'd be making multiple types of primary natural attacks they don't add 1 1/2 STR and 1 1/2 power attack).
I'm really not sure. Thoughts? Is there something I'm missing that would really make the natural attacking version much better?
I'm checking to make sure I've everything right.
As I understand it secondary natural attacks add half your strength to damage, and half the power attack bonus (Primary attacks get unmodified strength and unmodified power attack). Follow up question. The character in question would wield a greatsword and then have a bite and a gore. during a full attack action he could attack with all 4 attacks, but the bite and gore would be secondary because he is using a manufactured weapon?
Is there any really good reason not to take the merciful enchantment? Like enemies can easily ignore nonlethal damage?
About Grandma Jo38299-9
Hit:
Iniative 0 Speed 30 Long Spear = Attack 3 Damage 1d8+2 Crit 20x3 Heavy Mace = attack 3 Damage 1d8+2 Crit 20x2 Crossbow - small = Attack 1 Damage 1d6 Crit 20x3 AC 15 touch 10 FF 15
Spells:
Domain = Healing/Fire Level 0 DC 12 #Rebuke Death Light Read Magic Detect Magic Guidiance Level 1 DC 13
Feats:
Selective Channling = Exclude 2 Combat Expertise = +1 Ac -1 Attack if declared special
Traits:
Bless Touch = +1 Damage when Channeling Exalted of Society = 1 Extra Channel per day Skills:
Bluff = 4 (Ability 2 + Rank 2) Craft - Cooking = 4 (Ability 2 + Rank 2) Disguise = 4 (Ability 2 + Rank 2) Heal = 5 (Ability 1 + Class 3 - AC Penalty 1 + Rank 2) Knowledge - Religion = 7 (Ability 2 + Class 3 + Rank 2) Perception = 3 (Ability 1 + Rank 2) Spellcraft = 7 (Ability 2 + Class 3 + Rank 2) Equipment:
Heavy Mace Long Spear Crossbow-small 40 Arrows Studded leather Armor heavy Wooden Shield Cleric Kit (Backpack Belt Pouch 10 Candles Flint & Steel Holy Text Iron Pot Mess Kit Soap Rope 50' Spell componet pouch 10 Torches 10 Rations Waterskin Wooden Holy Symbol) Tent - Medium (2 people)
Toppling Meta Magic Rod
Experience:
5-08 Confirmation 5-12 Destiny of the Sands Part I - A Bitter Bargain 5-13 Destiny of the Sands Part II - Race to Seekers Folly 6-00 Legacy of the Stonelords 6-10 The Wounded Wisp 6-06 Hall of the Flesh Eaters 5-99 The Paths We Choose GP 2997.1
Background:
Description:
Personality:
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