I am currently playing an Evoker (Admixture) with a 1 level Crossblooded Draconic(Copper)/Primal(Earth) dip, and as others in the thread have pointed out, it is crazy good for blasting. You also have plenty of slots to use on utility/BC spells. You should also be taking Spell Specialization *at least* once as a feat, as it boosts that damage even higher. You will also need Spell Focus, Greater Spell Focus, Elemental Focus, and Greater Elemental Focus, as well as the Spell Penetration tree, or you will find your damage output actually decreasing over time.
Snorter wrote:
In our group, if an NPC goes down in the middle of a set of iterative attacks, we generally don't waste time taking the remaining attacks. If we are standing next to a dying creature and can't take any other actions, we will coup de grace them (and the same thing happens to us). We will also include dying creatures in AOE spells, and expect our dying bodies to be subject to the same. Some exceptions to the iterative attacks thing are: - You are the only visible PC. You will keep getting pounded until somebody else shows up or they know you are dead.
The Rot Grub wrote:
Interesting choice of words... "until you stop moving". This is not the same thing as "dead."
Snorter wrote:
But this is not how it works as stated in the rules. If the first attack drops the enemy, you can then choose to treat it as a standard action and then take a move action. So clearly it is not some combination attack that you can't stop once you've started.
Govgrim wrote:
How easily could it make that visual validation of the state of the PC in the heat of battle? Probably not so easily that it just gets to do so for free unless it is something blatantly obvious like the PC missing a head or still swinging his weapon around. Think about how difficult it is to tell if a person is dead or alive even in real life. You have to take a pulse at minimum, and even then, you can't be 100% certain. We require doctors for precisely this. You would at minimum need to make a Perception or Heal check, or something equivalent. And yes, this should apply to the PCs as well. But which PCs actually metagame in this way? In our group, once a baddie goes down, we move on to the next one. Whether he is dead or not is irrelevant to us until the enemy cleric starts bringing them back. It only seems to be GMs who abuse iterative attacks in this way, just to get a kick out of unnecessarily killing a PC.
Are wrote:
How do you figure? The PC or baddie is just thinking, "I want to hit this guy." or "I want to run up to that guy and hit him." It isn't metagaming at all to make those intentions happen within the rules of the game. It *is* metagaming for the PC or baddie to utilize the concept of a "round" to justify hitting an unconscious body that he wouldn't have otherwise hit.
Are wrote:
Think about what "make its final attack" means in the scenario. "Final attack" of what? An arbitrarily designated 6 seconds in which it can make a full attack. But baddies don't know about these arbitrary divisions of 6 seconds. The only thing a baddie knows is this: "I hit my enemy. He fell. Should I continue hitting him?" The answer to this question must be the same, whether the baddie is in the middle of a set of iterative attacks or whether he has just finished his last attack of the round and cannot attack again until the next round. Anything else is metagaming based on the concept of a "round" that the baddie knows nothing about.
EWHM wrote:
The combat rules are not the laws of physics. They are a model for describing actual physics, and like all models, they only approximate the real thing. Your monsters know about the actual physics, they don't know about the model that earth humans use to play the game.
So in other words, you guys are in favor of enemies metagaming based on rules they can't possibly know. That's a horrible way to GM. Your monsters don't know what iterative attacks, rounds, or any of that other stuff is. Those things are abstractions that let us humans on earth play the game, not mechanics that creatures within the game world should be exploiting even though they have no knowledge of such things.
I have to wonder why this question only occurs with respect to iterative attacks, and not attacks on the next round. The scenario is the same whether or not iterative attacks exist. The enemy dropped a PC. Should he continue hitting that dropped PC or not? The answer to that question has to be the same *whether or not* iterative attacks exist.
If you would continue to attack, then why wouldn't you also continue to attack the downed character ('s dead body) on the next round? It's the exact same logic that led you to take the extra attack in the first place. Either enemies will attack downed PCs or they won't. They have no way of knowing if the PC is actually dead unless they do a heal check or have life sense.
Cheapy wrote:
Whoops, totally missed that. Thanks. (I haven't been Invisible for that long anyway so no foul :) )
Invisible Blade states that "whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility." My question is can I still use the effects of regular Invisibility as opposed to Greater Invisibility if I choose? If I am doing stealth and nothing combat-related, I would rather use regular Invisibility for the minute per level duration as opposed to round per level. It doesn't make sense that my ninja suddenly gets less powerful at stealth at 10th level when I take Invisible Blade.
The holy lance ability from the good domain requires a standard action to use - however doing so makes the weapon's holy ability useless for the round you initiate it. Even worse, if you use it non-consecutively, you are wasting another round every time you use it. It seems to me that this ability should be used as a free action for it to be useful.
About Penkus' Left Eye"What are you looking at, you stupid sod?" Consumed with vengeance against Vanthus, this last living portion of Penkus will aid you in your endeavors, provided the result furthers its own macabre goal. The eye refuses to specify whom or what it may have entreated to resume corporeal existence. This dark brown eye requires an empty eye socket of a living being in order to fully realize its potential, though it is capable of crude locomotion via ganglion in order to locate another host. The eye drains 1 point of constitution per day as it feeds off the host (normally recovered at the end of the day by rest), but offers a +1 dexterity boost in return, owing to particularly keep vision. Once in place, the eye can communicate with the host (only) telepathically, but is unable to influence the host in any way short of foul-mouthed cajoling or withholding special abilities. The eyeball grants the host the Favored Enemy ability of a ranger, though in regards to Vanthus only (+2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks, and a +2 bonus on weapon damage rolls). Once firmly implanted within the user's skull, Penkus' eye also grants the host darkvision out to 30 feet., but radiates a faint aura of evil to detection spells. Hosts of the eye receive a -2 penalty on bluff and diplomacy checks, but acquire a +2 bonus to spot and intimidate checks. Once per day the eye can use Corrupt Weapon, as per the Blackguard ability. The eye has extensive knowledge of the Lotus Dragon organization and the layout of Sassarine, but what it chooses to share is entirely up to it. |