no.
Step up:
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. Following step:
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn. Step up and strike:
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round. step up can only trigger on a 5 foot step Withdraw: Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.
go with the feat. when you have the prestige for a +2 weapon get a +1 Furious weapon. By the time you have the prestige to make it a +3 you'll be within a lvl or 2 of getting the feat. Furious: This ability can only be placed on a melee weapon.
A furious weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in hand, even when not raging; this bonus is equal to the enhancement bonus of the weapon (including the +2 when the wielder is raging).
there is no ranged focus oracle, there is a battle oracle that's good for general combat. War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results. if they get in close they have this Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level. and these 3 are just fun to have Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats. Iron Skin (Su): Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This functions as stoneskin, using your oracle level as the caster level. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation. Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day. All revelations except Iron skin can be taken at 1st lvl.
I'm just looking for some feedback on the build. only Core, APG and AA are allowed. and the stalwart feat from UC.
Build:
Barb 1 (Invulnerable Rager) Human (Heart of the Wilderness) STR-20 (18+2) DEX-14 CON-15 INT-13 WIS-10 CHA-7 AC-17 (+4 Armor, +1 Shield, +2 dex)
Feats
Traits
Equipment
The plan is to take combat expertise at 3 and stalwart at 5. That would give me DR 7/- at lvl 5, doubled vs nonlethal.
Stalwart: Prerequisite: Diehard, Endurance, base attack bonus +4. Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.
1. Yes
Other class abilities have this line of text. ][b wrote: Bleeding Attack* (Ex):[/b] A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. However the gunslinger does not. ][b wrote: Bleeding Wound (Ex):[/b] At 11th level, when a gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to either type of bleed damage. Does this mean the gunslingers bleed damage stacks with itself?
Stephen Radney-MacFarland wrote:
just to clarify, would a gunslinger who chooses pistols get 2 heirloom pistols or 1 heirloom and a regular one? i think it's 1 and 1 but would be very happy if wasn't.
Kryptik wrote: AFAIK the Massive Damage rule is optional. As it is ungodly early in the morning here....I don't think I quite get what you're saying with the "one of the hits be enough to invoke that rule" thing. Are you saying that it should be, like, a once per combat thing? i think he means one single attack has to beat 50 points of damage before totaling it, because adding the damage together before applying the massive damage rule will almost always be above 50.
The attack calculations did not include point blank shot. That is a situational bonus, everything else is static if you decide to use it. Purple Dragon Knight wrote: +9 init via DEX , reactionary feat and gunslinger initiative deed? yes, really wanted to add improved initiative for a +13, but not enough room. ][b wrote:
this is the same wording as keen. so that means that targeting doesn't stack right? I'd love to be wrong about this but i don't think i am.
I figured out a way to make this even better! It's called getting my prices right. +3 distance musket – 33,800
This is what it should look like. sorry about that.
I'll be back later to see how people think i could improve this build.
Starting Wealth: 82,000 Spent: 81,050
DEFENSE
OFFENSE
STATISTICS
GEAR
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