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Combat Maneuver Specialist (Combat)
You do not provoke attacks of opportunity when attempting combat maneuvers, and you gain a +2 bonus to your CMB. You also qualify for all the Improved Combat Maneuver feats (Improved Trip, Improved Disarm, etc.).


Non-casters don't get nice things, so it will remain as a move action.


Eric Clingenpeel wrote:
Of course, one thing I don't think anyone has pointed out. You could take two surprise shifts in a round, sure just moving 10' without AoO for your round isn't awesome, but there are some situations where it could be handy.

A full-round action to move ten feet? Go to your room.


It's still a lame ability. Five feet as a move action? Whoo.


Mmm, steamed hams.


Quote:
Aurora borealis localized entirely within your kitchen? Sure, why not?

I am reminded of this.


Please stop complaining about the names of the magus and the book. Your opinion isn't ACTUALLY that important to Paizo, and the name makes up about 1% of the class. Just change the name to whatever you want in your home games, but don't derail ANOTHER thread with pointless whining.


Name Violation wrote:
80.5x3=241.5, not the 192 you quoted. even without a +5 weapon its 226.5

I was factoring in the 80% chance to hit.


Ah, interesting. But he still gets bonus damage equal to his level on the rest of his attacks, yes? That's still a sizable damage boost.


TriOmegaZero wrote:
This thread makes kittens sad.

Why's that?


Quote:
didn't smite get erratt'd so that double damage is only on 1st hit?

WHAT


Mounted Skirmisher: if you move your mount's speed or less, then you can use the full attack action.
Charge from short distance: moving your mount's speed or less.

Thus, if charge from short distance, then make a full attack.


I was just using Paizo products to prove my point because people would otherwise make the excuse that "of course it's unbalanced, you're using non-Paizo material!"


Spirited Charge:

Quote:
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Mounted Skirmisher:

Quote:

Benefit: If your mount moves its speed or less, you can

still take a full-attack action.

Paladin's smite does twice his level in bonus damage, and he adds his Charisma bonus to his attack rolls.

At level 20, the paladin is going to have an attack bonus when smiting equal to about +37. Assuming that he has a +5 weapon, a 26 Strength (a little low), and an 18 Charisma (also low). Using Power Attack, it's going to drop to +31 (for a total full attack sequence of +31/+31/+26/+21/+16).

Now, a balor has an AC of 36 and 370 HP. The paladin, upon smiting him, is going to do 1d8 + 40 (smite) + 18 (PA) + 5 (weapon) + 12 (two-handed Strength bonus) damage, for an average of ~80 damage on an attack. Combine this with Spirited Charge and you're going to get a ridiculous 240 damage.

Unfortunately, with Mounted Skirmisher, the paladin can make a full attack when his mount moves less than its total speed. So have it charge the balor and the paladin gets a delicious full attack with all the benefits of Spirited Charge. So, yeah, he's doing 240 damage per attack against the balor. Assuming five attacks with a weapon of speed, and you can see where there might be a problem here.

Against the balor, the paladin is going to do an average of 192 + 192 + 132 + 72 + 12 damage in the full attack sequence, or a whopping 600 damage, slaughtering the balor to shreds.

Problem? Maybe.