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So in the setting I'm working on for my next game there will be no divine magic. All priests are mages who use arcane magic. I don't want to restrict the available classes, though, so I'm just refluffing divine casters as different schools of arcane magic. I'm considering ditching specific class lists, and just having one mega list from which any spellcaster could pick their spells. My question is what crazy combos might break the the game?
Strong Jaw wrote: Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. The Stegosaurus is only huge, but deals 4d6 with his tail. The chart assumes anything doing 4d6 is already colossal. So would you just double it's damage, or change it's dice? I'm inclined to do the former. And by doubling the damage, I'm assume it's meaning roll damage, then x2. Is that how others take that?
So in the worst feat thread: http://paizo.com/threads/rzs2ox8t&page=1?Worst-feat-ever Someone mentioned Elephant stomp as the worst feat ever:
It seems to give nothing, based on the way I always thought overrun worked. But looking at overrun again:
Quote: As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. Charge says: Quote: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Unlike disarm, sunder, trip, overrun says nothing about replacing an attack. Seems to me the way it's worded means you charge, attack, then roll your overrun. This would at least make elephant stomp make mechanical sense. |