Red Dragon

Sarrion's page

Organized Play Member. 302 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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Fornication armor sounds fun..


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Rage Powers (Ex)

As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

So you have to be raging to gain the benefits of superstition.


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Scorching Ray should generate at least two attacks of opportunity if the caster is not casting defensively and is threatened by an enemey.

First AoO is generated by the character actually casting the spell while threated, which is listed on the chart.

Second AoO is generated by making a ranged (touch) attack while threatened, which is also listed on the chart.

For comparison, loading a cross bow and then firing the said crossbow in combat provokes two attacks of opportunity. The first is for loading and the second is for firing of the crossbow.

The wording that adds confusion is "all rays must be aimed at targets within 30 feet of each other and fired simultaneously." This of course means that the spells attack(s) is rolled at the same time and as per the chart each ranged attack would provoke it's own attack of opportunity.

So it appears by RAW, you provoke for each ray fired because they are all rolled separately. I don't agree with the ruling becuase my mind draws the image of how scorching ray works differently, but that doesn't change what the rules actually say.


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@thepuregamer - There's no need to be snarky, i'm just going based off what Trinam is showing as AM BARBARIAN's perception versus the "casters". I agree that using leadership in order to gain a superior mount is a crutch. Though I find the primary functions of the barbarian, (being dealing huge amounts of damage AND spell sundering is what makes the barbarian come out ahead in most scenarios.

The problem I have with the proposed counter measures from casters is that it is assumed that AM BARBARIAN is a known threat to the caster before initiative has begun. Second, the schroedingers caster (as it's been labelled), is the caster that has every appropriate spell prepared in the event that a superstitious barbarian flying on a bat is going to come along and smash his face in. Is that truly an expectation for a wizard? Perhaps a cleric could divine this knowledge, but i don't know divination spells all taht well. Lastly, a lot of the casters appear to have all the spells in the core/apg/UM/UC books prepared or known.

I would like to see a barbarian build that is more realistic in it's real world gameplay approach. Riding a 6 HD dire bat is a cool idea, riding a level 17 summoner is ludicrous. I'd like to see how to boost the perception checks into the high 60's and how to maintain good damage without relying on a mount.

As for a caster, i'd like to see something more realistic in terms of spell appliation while adventuring. I find this to be a great exercise in preperation and it helps give ideas for when i eventually play an arcane caster. Though perhaps that is for another thread. Right now I just want to see AM BARBARIAN's build!


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It's to much benefit for one stat. Damage, initiative, ac, and reflex saves from one would make it the end all be all for melee. The one advantage for strength would be the 1.5 from two handed fighting but beyond that there isn't much.