Red Dragon

Yraazhin's page

10 posts. Alias of hallowsinder.


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Male

Chejob's job here is done.


Male

Allo.


Male
Dalang Teniel wrote:

CT said it was okay because that makes spiderling's cooler, and it's a high-powered campaign. I just don't agree that it's RAW.

Xanya Zellor wrote:
ragepouncelance or flurrying large bastard sword might be more effective.

There's a way to combine the two, if you *really* like damage. Mythic Vital Strike (okay, it's a ways away) + Spirited Charge + Coordinated Charge (also needs level 10) plus the all-new, 100% amazing Gorum's Swordsmanship.

Ragepouncelance, of course, isn't actually as good as it sounds, since only the first attack is multiplied by lance/spirited charge. However, mythic vital strike doesn't have that problem; it multiplies your damage (including spirited charge bonus) by the number of attacks you get from BAB. Depending on the wording of pounce + swordsmanship, you could arguably make one attack at the end of the charge that gets massively multiplied, then make your other attacks as regular (as with normal ragepouncelance but with significantly more damage).

Coordinated Charge is the kicker. You get a valet familiar, have it charge a different enemy, and you get two of your massive death attacks per turn. (And if one of your pre-req teamwork feats is escape route, shared with your mount, you never provoke AoOs for moving while mounted).

If the discussion you are in is talking about damage, and mythic vital strike is on the table, you can safely say you deal all of the damages.


Male

I've still got this dotted. :P


Xanya Zellor wrote:
I'm not too familiar with the Rubato archetype, but isn't that basically trading away spells for even more maneuvers?

Rubato does indeed trade spells for maneuvers, but even more important is the Tempo Mechanic that allows you to empower/maximize/free action regain maneuvers, initiate maneuvers and bardic performances at the same time, and bardic performances that boost all your and your friend's maneuvers, as well as patently absurd things like adding your initiation modifier as insight modifier to AC/Saves/Skill Checks for all allies. Combining this with a full maneuver progression class would be like taking a 3/4ths casting class with empower/maximize/instant prep/spellstrike for any spells gestalted with a full casting class.

So, if you're going to gestalt maneuver classes, this is a pretty good way to do it. I believe it was even more broken in beta as well, with a quicken maneuver mechanic.


Fury of the Tempest wrote:


.... holy s*!#. How the hell did I get +1 or worse for everything but one stat?

That is honestly impressive, in a sad sort of way.

(Has perfect 18's across the board)


Should I change level, or is 3 good? I notice some talk of level 4.


Some of my other roleplays have dropped, so I'm interested in throwing Yraazhin back into the hat.


As tempting as it would be to have my character walk out of the shadows into the open of the camp everyone else is attempting to ambush, drinking as he does, then make a 'come and try to take me on' gesture, there are two problems.

A. I would probably be dead very shortly thereafter.

B. Yraazhin still doesn't meet the checklist requirements, so if someone else is ready to go, they should have first dibs.

I will admit, the presence of another lizardfolk, especially one who believes he is a dragon has significantly raised my interest in group 7.

Sly: "We're baby dragons!"

Yraazhin: "No you idiot, we're giant kobolds!"

Goodwin: "No, you're both idiots."


Part of the way through alias creation and meeting the checklist, I let my post get eaten. :/