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Am I reading it right that a Barbarian with the Intimidating Glare rage power and the appropriate feats could do the following if his enemy is adjacent or can be reached with a 5 foot step. 1st round
2nd round
3rd round
Add Intimidating Prowess and Skill Focus(Intimidate) to the mix and I think this could turn out as a very scary combo. Especially if you can add the Vital Strike Feats(and Power Attack of course) to the mix. Yea, it is kind of feat intensive but the interesting thing is that you only need two levels of Barbarian for the Intimidating Glare rage power and could fill up the rest with fighter levels. ![]()
Jason Bulmahn wrote: As of the current rules, you cannot use Vital Strike as part of a charge. Vital Strike is an attack action, which is a type of standard action. Charge is a special full-round action (excluding partial charge). You cannot currently combine the two. So how does Vital Strike and the following non-full round attack options interact. 1. Cleave is a standard action and does not guarantee a second attack: Can you apply the Vital Strike (and/or Deadly Strike) benefit to the first strike(and only that one)? 2. Spring Attack has a rather mushy description, but I am pretty sure you can combine it at least with a Vital Strike. I'd also like to have some clarification if you can also combine it with Cleave and Deadly Strike. (My GMs interpretation is that Spring Attack allows you to take an standard action between your move action as long as said standard action is used as an attack action.) 3. Deadly Strike is defined as "you deal double the normal damage" with an explicit exception regarding critical hits "The additional damage and bleed is not multiplied on a critical hit.". <munchkin> Does that mean that the additional dice from Vital Strike are also doubled?</munchkin>
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Some of the topic I want to discuss was brought up before but I really feel that it got not enough attention as the two threads where rather short lived and I got some new thoughts in the meantime. Let me first try to sum up the gist of the two threads here and here:
So for my request:
A few ideas:
Please do not take the above examples to seriously, thats all I can think of right now. It way past bedtime here an i guess some of these examples are a bit too good. %^O ZZzzZZZZzZZzZZZ ![]()
What happens if a char wears two magic items in a slot? Ok, not all slots make sense here as it it could be next to impossible wearing two armors, helmets or gloves. So for this question let us stick with small items like rings and amulets.
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Bracers of Armor are the only items beside armor that can have (some of the) special armor abilities. What happens when a character wears both? For example:
I don't see a huge issue but if this works it's a rather cheesy way to save money and circumvent the maximum +10 enchantment rule. ![]()
From the Bane enchantment description:
PFRPG Beta wrote: Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. From the description I'd say that such a weapon would also bypass damage reduction against its designated foes like it was +2 better than its normal enhancement bonus. But what happens if you fight a designated foe with eg. DR 10/- with a +4, bane weapon? You'd be touching epic territory here but there are no rules how and if a +6 or higher weapon would overcome epic DR. My shot at overcoming epic DR: -2 to epic DR for every enhancement bonus over +5. So a +7 weapon would ignore the first 4 points of epic DR an enemy might have. ![]()
The title says it all. I always wondered how this relatively affordable item can allow a Monk to to get +5 class levels in two of his best class abilities. If I compare a Monk 11/Fighter 5+ to an equal level pure Monk build the later looses by a considerable margin when it comes to melee prowess. Imho the full BAB, Weapon Training and the additional feats are invaluable. Especially Vital Strike and Improved Vital Strike takes the cake as the Monk gains his full flurry progression at level 11 and can now qualify for Improved Vital Strike at Level 19. ![]()
Well, in 3.5 I always considered the spell True Strike as a nice option, mainly for ray casters and, to a lesser extend, gish builds. It's first level, it got a fixed +20 bonus to hit, ignores concealment and doesn't depend on the caster level. Good but most times hardly worth the standard action or the 5th level spell slot for the quickened version.
I don't really know if it's really an issue and what to do with True Strike if it is, maybe changing the bonus to 5 + 1/3 caster level? ![]()
I asked this question way back in Alpha: Spoiler:
Recently I decided that my Cleric will take Leadership as his 9th level feat. Reading the rules in the SRD I discovered lots of quirky stuff: SRD wrote:
Example: [quote=]Leader is 10th level, after he gains 10000 Exp he reaches 11th level. If his cohort is 8th level he gains 8/10*10000=8000 Exp when his leader reaches 11. lvl. This is exactly the amount of EXP he needs to reach 9th level. If his cohort is 7th level he gains 7/10*10000=7000 Exp. This is exactly the amount of EXP he needs to reach 8th level. ... If his cohort is 1st level he gains 1/10*10000=1000 Exp. This is exactly the amount of EXP he needs to reach 2nd level. So a cohort that is, for whatever reason, not at his maximum level could never catch up. Also, if a leader slips out of his cloak of charisma for any reason: Will his suddenly surplus followers know? Will his cohort loose a level he could not regain? Basically the whole mechanism screams for an adjustment. And got the following answer from Jason: Jason Bulmahn wrote:
Well, I did not see any game relevant changes in the wording of the feat, but with the new EXP progression(s) a cohort can now actually gain exp compared to his leader. That in itself is not a problem but the text regarding cohort level says: PFRPG Beta, p 88 wrote:
This passage was obsolete in 3.5 but in Pathfinder a player character with a low leadership score can attract a low level cohort and after that the cohort would gain EXP until he is two levels below his leader. As an example: A level 7 char with a leadership score of 6 and medium exp progression attracts a cohort. Two levels later said cohort would be at -2 lvl relative to the leader.Is that intentional? My GM looked at that passage and banned it as he banned enhancement(permanent or not) bonuses from items to charisma counting towards the leadership score. ![]()
I would like to suggest giving Overhand Chop the same boost as Backswing with a higher BAB. My suggestion would be BAB 6 or 8. My motivation: - At higher levels the damage output compared to a full attack becomes pathetic.
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Yes, I know all people are happy about the new energy channeling but I have a small gripe with negative energy channeling. Any neutral cleric PC who selects negative energy channeling for flavor reasons of because he worship a deity such as Wee Jas it pretty much hosed when he is fighting undead. True, he can try to control, but not without healing them. Also he must be very carefull not to hurt his allies.
So basically I would like to suggest a bit more options for channel energy. I'd be totally happy if the cleric can just choose to omit the damage and/or healing and go for the secondary effect only. Maybe with a small boost on the DC. ![]()
While reading the Alpha 3 I noticed two oddities: 1.) The Channel Energy description mentioned that you can immobilize undead, but there is no further reference to that.
Pathfinder Alpha 3, p75 wrote:
Since I'm playing an LN Cleric of Wee Jas I'd be more than happy to have an alternative to healing undead. 2.) The description of the Trip CMB seems a bit ambiguous and could be interpreted in such a way that you can make a normal attack _and_ try to trip someone.
Pathfinder Alpha 3, p77 wrote:
This would indicate that all you always loose your normal melee attack, but: Pathfinder Alpha 3, p77-79 wrote:
To make it clear the "part of an attack action in place of" part should either be in all relevant CMB maneuver descriptions or in none of them. ![]()
I'd like to propose three more discussion boards for the upcoming Beta Playtest. Character Build Discussion - (Discuss and optimize characters/NPCs)
Sorry, couldn't think of more fancy names. ![]()
I'd like to see an update or even a total makeover for that feat. At least in our group the established lore is never to take a feat if you can have the same effect on an magic item. In any case I'm not a fan of the feat or the enhancement. Unless you can add alot of extra damage with a critical hit the actual benefit is not very good. See here for details.
So here are my ideas: 1. Leave Improved Critical as it is but add some nice feats which have it as a prerequisiste. 2. Add a +4 bonus on the confirmation roll. 3. Improved Critical does no longer double the weapons thread range but auto confirms a critical. ![]()
I guess I don't need to explicate that the spiked chain is far too good compared to other reach weapons and, combined with an optimized build, not far from game breaking. The below idea came to me after an especially cheesy performance of the spiked chain trip fighter in our AoW campaign. Basically its just integrating the Short Haft feat from PH2 into the weapon. "Once per round as an immediate action the wielder of a spiked chain can choose if he wants to threaten adjacent fields or use the weapons reach." Alternatively it could be an free, swift or even move action to switch to/from reach. Imho applying such a rule to the other sadly underused reach weapons would be a good thing. ![]()
While I think D&D would not be D&D anymore without rolling dice for stats and hitpoints I think the SRD system leaves much to be desired. Basically I would like to see a rule that would take a character's theoretically possible hitpoints at his level into account. Taking a cue from my GMs houserules and the "Death and Dying" article from Wizards I would like to propose the following: - A character has his maximum and potential hitpoints.
- A character cannot go under half his potential hitpoints when he rolls for hitpoints. (Constitution bonus might be an issue)
Example Grompf the 10th level Fighter has a Constitution of 16
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First let me say that I am pleased by your decision to expand on the 3.5 SRD. While I do not agree with any change in the alpha release it think it is an huge improvement over the original rules.
SRD wrote:
Example: [quote=]Leader is 10th level, after he gains 10000 Exp he reaches 11th level. If his cohort is 8th level he gains 8/10*10000=8000 Exp when his leader reaches 11. lvl. This is exactly the amount of EXP he needs to reach 9th level. If his cohort is 7th level he gains 7/10*10000=7000 Exp. This is exactly the amount of EXP he needs to reach 8th level. ... If his cohort is 1st level he gains 1/10*10000=1000 Exp. This is exactly the amount of EXP he needs to reach 2nd level. So a cohort that is, for whatever reason, not at his maximum level could never catch up. Also, if a leader slips out of his cloak of charisma for any reason: Will his suddenly surplus followers know? Will his cohort loose a level he could not regain? Basically the whole mechanism screams for an adjustment. |