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Belafon wrote:
polysanity wrote:
Additional question. Added dice on a spirited or lance charge: multiplied or not?
CRB page 179 wrote:

Multiplying Damage. . .

. . . Extra damage dice over and above a weapon’s normal damage are never multiplied.

Figured I'd ask. I thought this might be a specific that trumped the general.


Additional question. Added dice on a spirited or lance charge: multiplied or not?


Nice necro wak!

But, to the topic of this thread, shouldn't a shotgun or arquebus do 150% damage, even without things like dragons breath shells?


That was my instinct as well, thanks even though I was hoping to be wrong.


Cool, thanks. I kinda thought that something like that was the case; though a second question just occurred to me.

What round would that AoO count for? If something provoked before my initiative came up again, am I out of luck without combat reflexes?


Crunching together a paladin for an upcoming campaign and I had a thought.

I'm planning on going plain and simple halfling mounted charger. Sort of. Three celestial bond mount, being intelligent, cab take any feat they're eligible for. So, I figured have a boar go down the overrun tree for added punch on the charge.

Then I remembered that when mounted, a lance can be used in one hand. Leaving the other free.

So. Sequence of events that I've got a question on. Combat opens. I charge, astride my APC (angry paladin carrier). Ten foot reach, I attack with the lance. Adjacent, nothing happens, thanks to spirited charge, ride-by attack, e.t.c. APC succeeds with the overrun, provoking an attack of opportunity because greater is used. If I've got a scimitar, spiked gauntlet, whatever in my offhand, I can make the AoO too. Does this trigger Two weapon penalties, perhaps retroactively making my lance miss? My mount gets an AoO, but does it have the charging bonuses? Do I, in mine?


Not sure where the first iteration of this question ended up, so let's try again.

Is there any guidelines, limits, definition, or other indication what a "small, stowed object" actually is? My GM has ruled it to be one pound, to make my tail usele- I mean weaker than quick draw, but he's willing to change that. Willing if, and only if, there's any indication of its actual limitations.


I'm actually in the process of crunching the numbers for a halfling paladin right now. My DM is planning on going all Stalin for character building next campaign, so I'm trying to make as busted a character as I can with CRB+1.

So far, using elite array and APG a halfling paladin looks good. Starting with 13 strength, building for mounted combat, I'm looking at +5 for 2d6+2 on a medium mounted charge at level 1, using a lance. And my (pony/dog/boar) gets an attack too. Or +8 for 2d6+4(6vs undead etc.) If I'm smiting. This goes up to +7 for 2d6+2, or +10 for 2d6+8(14) smiting, plus mounts attack, and I get out of melee range with ride-by attack at 3. At 5th this turns into +10 for 3d6+3 (assuming masterwork lance by now), +3 damage per 5 feet my mount covered before we strike thanks to saddle surge getting multiplied by spirited charge. and my mount (now a celestial boar thanks to holy bond) is going to hit at +7 for 1d8+9 (+1 per 5 feet traveled because saddle surge works on her too), and overrun with a +11 bonus thanks to having an int of at least 6, 5 hit die, and therefore 3 feats to go straight to greater overrun at first summoning, netting me an attack of opportunity with my spiked gauntlet at +9 [assuming I've lost the +2 for charging now, but gaining +1 for higher ground ] (and -4 to their AC for prone) for 2d3+2, +whatever from saddle surge AND another gore from the boar at +5 for 1d8+9+SS, as we run merrily over their now mutilated carcass out of melee range on the off chance any CR6 or so survived that. All without smiting, I might add.

Then we start to get mean. I chose APG for two reasons. Saddle Surge was one. Furious Focus is the other. I know, I can hear the cacophonous chorus of "But that's a trap!" Already. Not really, if you're limited in your sources, and especially not if you're only making one stack a round. So, by level 9 (skipping 7 for brevity) that spirited ride-by charge is hitting at +14 for 3d6+39, assuming I have a +1 lance by this point because my DM is a miser on loot (note; I did bump strength to 14 at some point,
thus the extra +1) . oh, and that's without SS, divine power, smite, or litany of righteousness. If I can squeeze in ARG I'll be taking Risky Striker at 11, so an unbuffed charge will get to do 3d6+57 against large opponents before any other bonuses, while not hurting my chance to hit at all, and only dropping my AC by 3 extra points (total of-5 with charging). And my boar still hasn't attacked or overrun.

All this is assuming what I'm going to call a worst-case scenario, since my DM is rapidly becoming Mr. Stop-Having-Fun. Hopefully yours is nicer, but look what you can do even if they aren't.

(And yes, I know Order of the Sword Cavalier would be doing more, but I wanted paladin for three reasons; Spells [don't get many, but they pack a punch], saves [duh], and the intelligent mount [to counter the "it's not smart enough to take those feats" arguement])

(Also, yes I realize that I'm using 2h calculations for the lance. This faq page tells us that even when used one-handed on horseback, a lance is a two handed weapon for damage calculations)


Yeah, basically it looks like you've got a choice; you can go Chuunibyou with the two handed weapon in each paw, OR you could dial it back just slightly and have a katana or urumi (whip sword) in each hand for 1 average damage less, but able to apply that lace as you originally planned. It's rather more intimidating of an image, in my mind, facing a wiry psychopath with two 8 foot long slithering razors, than two gently oscillating skinny great swords.

Up to you, ultimately. This would let you ditch the titan mauler, though, and allow you to twink further with the barbarian levels as urban barbarian or savage technologist. Get a little more DeX in the mix.


Well, first i have to ask, what are you trying to do with this character? Maneuvers, pure damage, ultra survivable, mage killer, etc. What race are you? I'm unfamiliar with the mythic rule set, does it impact your wealth at all?


Hat of disguise is how my alchemist is hiding his dragonfly wings currently. Beats wearing a baggy robe and having to drop it at the start of every combat.


I forgot one thing in my feats section. A lance is a one handed weapon on horseback. Agile weapon enchant gives you Dex to damage. Ride is a class skill. Spirited charge hilarity is one of your options.


So, first thing I'm noticing is that herolab didn't calculate your damage correctly. You're missing the 2 from gloves of duelling, first of all.

But that's probably just the medium at fault. Onto build advise. I'm a little confused in why you took that level of evangelist; neither the cleric archetype nor the prestige class really added anything. A mechanically superior choice would be one level of rogue (thug). You'd pick up a die of sneak attack, and every time you intimidated someone with menacing swordplay you could send them running with a high roll, provoking AoO.

Your choice of weapon makes little sense to me as well. You're building one of the most efficient crit-fishers in the game, but took a feat to wield an inferior weapon. Drop EWP,and pick up a scimitar. While we're at it, drop extra panache and agile maneuvers. You've got no maneuver feats, it's a waste. There's three feats freed up. You also seem to be missing a number of feats. Like, three from base progression and all your bonus feats. I'll assume you have taken the tiefling alternate bloodline feat, leaving me 9 feats to play with. With that breathing room, we can do some work. A lot of work.

The options are a matter of personal preference, really. You could try to maximize the utility of intimidate, taking skill focus, persuasive, dazzling display, shatter defenses, giving you a full round action that sends people running if you want, or makes them flat footed if you hit them. Tack on dodge and mobility, so you can get into optimal position to do so, and you've got three feats to spare. Say, greater weapon focus, critical focus and a free feat for added punch.

Or you could go hard striker, taking GWF,WS,GWS,CF, bleeding critical, disruptive and spellbreaker, +2 feats for +1 attack, +4 always there damage, +4 to confirm your now 15-20 crits, 2d6 stacking bleed damage, and the chance to ruin a caster's day.

Or let's explore the maneuver options. Lunge, combat expertise, GWF, improved trip, greater trip, tripping strike, critical focus, improved disarm and disarming strike. That gets you +5 to trip foes, +3 to disarm, which stacks with all your bonuses to attack with your weapon (since weapon finesse already adds your Dex to weapon reliant maneuvers, and all relevant bonuses to attack with it besides), an additional 5 feet of each to do so, and +4 in top of all that if you do it as part of a crit. You don't care about the AC dump because you're gonna parry anything that comes your way anyway.

Let's explore weapons though. If you're interested in never running out of panache, like I am on my swashbuckler, you want the most crits for your buck. In that light, your best weapons are kukri, scimitar, rapier, wakazashi, katana, and urumi. With slashing grace, all of the slashing options work for our needs, and fencing grace (ultimate intrigue) gets us Dex to damage with our most classic weapon. Inspired blade archetype kicks in an additional point of damage, at very little cost. You lose bleeding wound deed, but you were taking bleeding critical anyway, right? All great options, and if you're determined to get that Powerful Build bonus, urumi and katana both go up to 2d6.

If we're looking for some really devastating results, the falcata has the unique 19-20 ×3 crit stats, and a number of unique options that play to our style. The feat Taldan duelist bumps the AC we get with our buckler by one, which stacks with shield focus and greater shield focus, putting us equal to an equally enchanted tower shield carried by most everyone else. The weapon masters handbook also has an archetype geared towards the falcata and buckler. Free proficiency, and neat alternate deeds, but it tanks charmed life. That one is your call. This is as good a place as any to mention called shots. If you can take the feats for them, do it. While yes, we already have an amazingly similar ability, this is flat better. Ability damage, debilitating debuffs, or instant kills can be yours, with no more effort than an attack, for three little feats. All with statistically impossible to make saves attached. As in, your attack roll, or confirmation roll on a crit. This is the martial equalizer.

Two minor things to end on. First, you need a swordsman's flair. All but the white are useful, and the blue is especially so. 1 panache to extend your reach by 5 feet, without taking anything off of your attack bonus is amazing. Spend your own panache on it, get that panache back the first time you crit. Make crowds of mooks cry for mercy.

Second, as much as I love tiefling, they're not good for swashbuckler. Gnome, halfling, or a human race all work better. Your weapon die isn't where your damage is really coming from. And all of those races can use one of your best buffs: reduce person. Two points of attack and AC, and an extra point of damage for a minute. Extra bonuses if you took mouser on a small race, since now medium is two categories bigger than you. While being immune to charm person is nice, I think you're losing more than you gain.

Polysanity, out.