Eldran Tesh

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Valandil Ancalime wrote:


Questions; (assiume Combat Reflexes, so multiple AOO are possible)
1- If you use these feats to follow a target that moves more than 5', how many attacks do you get, 1 for SuaS or 2 SuaS + an Aoo for movement (as it leaves a threatened hex)? In other words, does the SuaS attack (which "counts as one of your attacks of opportunity for the round") count as the movement provoked Aoo or is it seperate from that?

If your opponent is moving more than 5 feet, he is not taking a 5 foot step and step up does not trigger. Since the remaining feats says "when using Step Up (or Following Step)", none of the feats in the chain are useful in this circumstance.

The only time this might apply is if the opponent is also using Following Step (or SUaS) and you have decided that the 10 feet of movement is part of your 5 foot step.


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The advantage of rolling is slightly better stats on average.

The disadvantages of rolling is that you probably won't get the stats you want, and you might get worse stats.

18-12-12-12-10-10 is a net +7, so in theory compares with a 15 point buy. It's going to be challenging to make a Paladin with that array. If you put the 18 into charisma, you can't hit and barely do any damage unless you are smiting. If you put the 18 into strength, then you lose on smiting, spells and lay on hands.

14-12-12-12-12-12 is also a net +7, but you are unlikely to see a point-buy wizard with an array like that. (Well, perhaps if you are building toward a concept and willing to sacrifice power for the concept. In which case the first array causes problems.)

If you are unlucky, you could roll 16-10-10-10-7-5. You can still make a decent wizard with that array (at least until he gets into melee), but it's rather hopeless as a paladin or a monk. It would not even be that good as a fighter.


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Weapon finesse no longer has a BAB prereq. Rogues are now allowed to hit their targets at level 1. :-)


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In fact, you do not even need to be able to cast spells yet for classes like Paladin. You just need a level in a class that can eventually cast that spell. So a first level Paladin could use a wand of Restoration (4th level paladin spell).


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It is probably reasonable to allow a cleric to use it on himself as a move action. This lets him use it to break down doors and such, while avoiding having the 16th level cleric have a +8 enhancement bonus to strength for 10-15 rounds a day and make full attacks on those rounds.

On a related note, the Ferocity subdomain looks like it is more like what people are hoping for from the Strength domain:

Ferocity subdomain wrote:
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

You do get a bonus to damage instead of attack, but the action to use it is the same one used to make the attack. It is also Su instead of Sp, so you can use it in melee without provoking an AoO. It is also not an enchancement bonus, so it stacks with a magic weapon.


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I think a duelist might work well as a mobile tank in a mobile party.

The front line is just the duelist. (Solves the "why not attack the fighter" problem by removing the fighter.)

The duelist makes a single attack and retreats. The rest of the party takes a standard action to attack at range or cast spells, and a move action to back up.

Enemy approaches, makes a single attack (since he had to move) and (hopefully) misses the duelist.

This probably works fairly well until the party is facing a spell caster who loves the idea of a tank who doesn't stay close enough to threaten him. :-( Any archers will also be upset that they can't make full attacks without being promoted to the front line. And the sorcerer better not like metamagic.

With this build, I would probably wield a rapier and a flail. I wouldn't attack with the flail normally, but if somebody tried to bypass me and provoked an AoO, I could use the flail to try to trip or disarm him. Eventually, I might pick up TWF (only the first one) and use the off-hand attack as a parry.

The details would look something like this.

Stats: Max Dex and Int. Decent Str and Con to start, but don't improve them after character creation.

Feats: Dodge, Mobility, Weapon Finesse. Power Attack, Spring Attack, Combat Expertise, Improved Trip/Disarm, Agile Maneuvers, TWF, TWD, Improved Critical, Critical Focus, Weapon Focus, Weapon Spec.

That's 14 feats. Fighter 6 is seven feats, Duelist 10 is 5 feats, 4 more levels of fighter is 3 more feats, so you can complete this at level 20. It would take a while to get everything. OTOH, you could have power attack, spring attack, combat expertise, improved trip and agile maneuvers by level 8. That's the basic concept of the build. The rest just fills it out and makes it better.


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I would say that you do regain Ki points after a two hour nap.

  • Two hours of sleep provides the benefits of eight hours of sleep.
  • Eight hours of rest refreshes Ki points

If you do not allow the monk to refresh his Ki points, I think you have either argue that eight hours of sleep does not provide eight hours of rest, or that the discussion of spell casters is an additional function of the ring. I am going to assume that those of you who think the Ki points do not refresh are not claiming that sleep does not provide rest. :-)

However, the text of the ring reads to me as if it is merely stating that one of the consequences is that spellcasters regain spells. The spellcaster text was missing from the 3.5 version, which led to many arguments about spell casters and rings of sustenance. "This allows a spellcaster ..." does not, to me, imply that the following text adds additional abilities.

If you think that Ki points would not refresh, would you force a fatigued character with a ring of sustenance to rest 8 hours to remove the fatigue?

That said, it seems that refreshing Ki should be a 1/day sort of thing, but the rules appear to allow you to recover it as often as you are able. How much of an issue this is probably depends a lot on the campaign.

Spellcasters will run out of spells, so most parties will be forced to rest well before the monk has his 12th nap. If the party is travelling, a 2-hour nap is likely to be difficult to impossible. In an active dungeon, it will usually not be possible to find a safe place for the monk to sleep.


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Louis IX wrote:
LazarX wrote:
They are enhancement bonuses to armor. Your +2 leather armor is giving you a +4 armor bonus. and you lose that in wildshape.
So... that's an enhancement bonus to an armor bonus to AC. A bonus to a bonus? How are stacking rules for bonuses to bonuses? My head hurts already...

This is correct. Otherwise, a +5 buckler would provide a +5 bonus to touch AC, since touch AC ignores shield bonuses but doesn't mention enhancement bonuses.

Stacking for bonuses to bonuses works just like every other stacking. If a cleric casts Magic Vestment (+3) on +2 leather armor, the armor bonus is +2 (leather) +2 (enhancement) +3 (enhancement) = +5 (armor)


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