I saw "something" that let you add your INT mod to your AC when fighting defensively or using combat expertise (believe it was both). I'm not sure if this was a feat, trait, ect. I saw it yesterday but couldn't get combat expertise but found a way around that (Lore Warden). Now I can't for the life of me find that again. Any ideas?
So lets say I have the below maneuver - SUN DIPS LOW
Do I have to declare this before I know his total attack bonus - that is, I have to declare that I am using this as soon as he announces he's attacking me? Seems like it really reduces the effectiveness of the action and the maneuver. What if he would of missed normally so you just wasted it for no reason.
Just a quick question here. Is sense motive reactive? What I mean is, perception allows you an immediate free check when you walk into the room to see if you notice the hiding rogue in the corner. Does sense motive work the same way? That is when someone is lying to you do you automatically get a free check or do you only "sense their motive" if you actively tell the DM "DM - I want to do a sense motive check" ? To be clear here, the sense motive I'm concerned here is when you are having a conversation with you and they are lying to you (I'm not concerned with the other uses of sense motive for this post). Thank you!
Old post but thought I'd respond none the less. I've played a Vitalist from level one to 14 (will be 15 sometime next session). In the group is a Cryptic, an Aegis, a Soul Disciple (Incarnate/Maneuver based melee class), and a Sagitarius (archer /w some nice abilities). So far we all agree, a Vitalist can #@%!ing heal like nobody's business. Even w/o a huge collective you can pump out huge heals (and spread it around as you noted). At 11th you get the free "empower" like effect (Note it's not empower though so you could stack them). There's the retributive amulet from MIC that really is nice with the Vitalist equivalent of Heal (Heal Injuries) that makes it easy to fire off 400 point heals w/o having to drop dice /w a 5 person collective (that includes the Vitalist). The big draw backs I've noticed are 1) Fear - there is nothing we found that a Vitalist has access to you that you can use to remove a fear effect. They are not mind affecting/compulsions in path finder. Running out of PP's isn't an issue - I make heavy use of transfer wounds in combat and use wands out of combat. Most status conditions I've been able to remove/deal /w as well (minus fear) /w overchannel letting me get those augments (IE emp. condition relief, ect). I haven't played around /w their offensive side much aside from brutalize wounds but /w the tier class system we use (Similar to the tier'd classes first introduced in 3.5) - us staying in the tier3 group it's been very balanced all in all.
Let me setup the situation really quick. Monster A moves it's full movement, ending adjacent to me. Monster A then declares it's going to attack me. I take an immediate action and take a 5' step (via the psychoportive talent). Monster A then declares a swift action increasing it's reach by 5. Is this allowed? Is there a way for me to take my immediate actin and avoid the attack? Maybe after he's rolled? Does leaving the square still negate the attack (even if reach is inreased/IE attacking the "square") ?
DM-Genie is great for tracking Combat and months/days (As mentioned you can set it up to use whatever system of months/days and their names that you want). The weather generator is niec too. Aside from this I would strongly urge you to NOT use it to keep campaign notes or create a campaign within GM-Genie. I had it scrag all my files twice. The first time I had a backup. The files were there, I could see a size listed next to them but when I opend up the Adventure files they were empty or filled with squares. The second time it did it the backup was corrupted in the same manner. I had a 3rd older backup but it to was corrupted. One backup was on a USB, the 2nd on an ext. HD. Now I use Excel/Word for keeping notes and DM-Genie for keeping track of Initatives/ect. |