
| Can I Call My Guy Drizzt? | 
 
	
 
                
                
              
            
            Here is the Raging Leaper rage power:
Raging Leaper (Ex): When raging, the barbarian adds
her level as an enhancement bonus on all Acrobatics skill
checks made to jump. When making a jump in this way, the
barbarian is always considered to have a running start.
If taken, does the barbarian add his level to Acrobatics checks to move through threatened squares without provoking?
many thanks in advance!

| Quandary | 
 
	
 
                
                
              
            
            When raging, the barbarian adds her level as an enhancement bonus
on all Acrobatics skill checks made to jump.
`Made to jump` is a limiting clause on the phrase `all Acrobatics checks`.
So it doesn`t apply to Acrobatics checks that AREN`T used for a Jump check.This is basically just like the bonus to Jump from having a high land speed.
My advice: House-rule Jump to use same skill ranks as Acrobatics, but use STR isntead of DEX.
Then take the Strength Surge Power, which is useful for a whole bunch of other stuff besides.

| Can I Call My Guy Drizzt? | 
 
	
 
                
                
              
            
            Thanks guys.. that's how I was reading it as well, but I can hope :P Figured it would be overpowered if it worked that way.
And yeah, I have Strength Surge. It's really dynamite
At 10th my rage powers are (have 1 extra from feat)
Guarded Life
Reckless Abandon (freaking awesome if you remember to use it)
Animal Fury (my Shoanti carries a large rasp and files his teeth around the campfire. Lobbying DM for sharp silver caps as his teeth are ground to nubs over time)
Strength Surge
Increased DR
Unexpected Strike (just turned 10th and 99% sure I'm taking this. Anyone feel strongly that something else would be better? Also was thinking about another stack of Increased DR)

| Can I Call My Guy Drizzt? | 
 
	
 
                
                
              
            
            Well, was just looking further at Unexpected Strike, and the text is as follows:
Unexpected Strike (Ex): The barbarian can make an attack
of opportunity against a foe that moves into any square
threatened by the barbarian, regardless of whether or
not that movement would normally provoke an attack of
opportunity. This power can only be used once per rage.
A barbarian must be at least 8th level before selecting
this power.
As written, the AoO can only be made on an opponent moving into a threatened square. So, say an opposing wizard is in a threatened square. He takes a 5' step out of reach before casting... Unexpected Strike doesn't allow an attack of opportunity as he steps away?
That's really the situation I was envisioning when I read it at first. It doesn't have nearly the same appeal now. The only situation it would seem to work in is if an opponent take a 5' step into range.
I guess it would also come into play if the opponent was using Improved Bull Rush or something like that. At higher levels, will this be a large benefit?
More and more I'm thinking I should just take another point of Increased DR...

| Quandary | 
 
	
 
                
                
              
            
            DR is boring, and big hits usually kill characters IMHO, not tons of little ones.
Take Knockback, it synergizes great with Strength Surge, you can use it on AoO`s to prevent enemies from attacking you in the first place. taking imp and greater bullrush will eventually let you knock enemies past your own allies, everybody getting an AoO.
I think your reading is accurate, though I still think that`s a great benefit.
I`m not 100% certain on if Acrobatics can still be used to avoid this AoO,
though I guess by default reading of RAW it would also not work (and thus provoke).
You can take feats like Step Up to deal with the scenario you`re worried about.
or better, just get reach either thru reach weapons in addition to close-in weapons like armor spikes, or natural reach via enlarge so you threaten both adjacent and 10-15`, making 5` step away irrelevant (and increasing your chances for AoO`s in the first place).  Combat Reflexes and a 14+ dex will eventually be something you want to get the most out of this.
i forget the ability name, but the rage power giving you a will save re-roll once per rage is VERY nice.  
better than +1 DR IMHO.
the animal totem line of APG rage powers is very popular for good reason...
i also like the hurling charge power, though it`s pre-req is only so-so.
if you have the feat rhino charge, letting you ready partial charges, that can be a VERY nice combo, especially vs. casters, but really just about anybody. (especially if you also get an AoO if they continue their action after your charge)

| Some call me Tim | 
 
	
 
                
                
              
            
            If taken, does the barbarian add his level to Acrobatics checks to move through threatened squares without provoking?
As the others have stated, no it does help Acrobatics checks to move through threatened squares, but it may just help move over threatened squares.
Think in three dimensions. With an epic-level leap it is possible to jump completely over an enemy that threatens.
I've done the math (rough back-of-the-envelope type calculation) and it works about to DC 45 to clear a medium-sized enemy with a five-foot reach.
With this feat, this put this in the realm of possible for a 12th-level or so barbarian. Of course, if he has enough ranks in acrobatics to make this possible the tumble check is probably trivial, but you never know when you might need to jump over a gelatinous cube.

| Can I Call My Guy Drizzt? | 
 
	
 
                
                
              
            
            Thanks a ton for the input. I think I'll go with Knockback... had missed it somehow looking through. In subsequent printings, it would be nice if the rage powers were bolded instead of simply italicized. A table summing them all up would be nice as well. I know page space is at a premium, but would be nice.
On the subject of Knockback...
Knockback (Ex): Once per round, the barbarian can make
a bull rush attempt against one target in place of a melee
attack. If successful, the target takes damage equal to the
barbarian’s Strength modifier and is moved back as normal.
The barbarian does not need to move with the target if
successful. This does not provoke an attack of opportunity.
First, I love 1/round as opposed to 1/rage like so many of the powers.
Now, at 10th level I have 2 melee attacks. As written, it looks like I could make one melee attack and then attempt a Bull Rush with my other melee attack.
Just want to make sure I've got that correct. And if so, would I take one attack with my higher BAB, and then Bull Rush? If I did it in the opposite order, would the attack have to use my lower BAB? Sorry for the potentially elementary questions..
The synergy with Strength Surge is nice for sure.
I think I may take Improved Bull Rush as my next feat, with potential eyes towards Rhino Charge. I wear +2 Rhino Hide Armor of Moderate Fortification (reflavored as Dire Bear hide), and the +2d6dmg on charge would come into play much more.
thanks again!

| Can I Call My Guy Drizzt? | 
 
	
 
                
                
              
            
            Can I Call My Guy Drizzt? wrote:If taken, does the barbarian add his level to Acrobatics checks to move through threatened squares without provoking?As the others have stated, no it does help Acrobatics checks to move through threatened squares, but it may just help move over threatened squares.
Think in three dimensions. With an epic-level leap it is possible to jump completely over an enemy that threatens.
I've done the math (rough back-of-the-envelope type calculation) and it works about to DC 45 to clear a medium-sized enemy with a five-foot reach.
With this feat, this put this in the realm of possible for a 12th-level or so barbarian. Of course, if he has enough ranks in acrobatics to make this possible the tumble check is probably trivial, but you never know when you might need to jump over a gelatinous cube.
Go Go Gadget Springs! :)

| Quandary | 
 
	
 
                
                
              
            
            Knockback would use whatever BAB is being used for the attack it is replacing,
so if using on a 2ndary / 3iary Iterative, you would use the appropriate lower numbers.
Likewise, if you used Power Attack already, the attack penalty would apply 
(but so would the damage bonus... BTW, I`m 99% sure the 2Handed bonus to STR bonus dmg applies to Knockback`s DMG, likewise for things like 2Hander Fighter Variant`s bonus to attack actions/charges, since they modify your STR bonus to DMG which Knockback uses... i`m not sure about magic weapon enhancements, but I BELIEVE they also apply, since you should be using the weapon`s crit range to begin with)
Yeah, if you are already using Rhino Hide Armor geared to Charges, I would definitely consider the Feat I mentioned, along with Charging orientated Rage Powers (besides the Hurling Charge I mentioned, I think there`s also some tying into Over-Run, which also work well with an Over-Run orientated Feat in APG). Charging + drawing AoO`s from Enemies can be equally or more effective compared to Full Attacks, though there will also be times when you really want to Full Attack.

| Can I Call My Guy Drizzt? | 
 
	
 
                
                
              
            
            Knockback would use whatever BAB is being used for the attack it is replacing,
so if using on a 2ndary / 3iary Iterative, you would use the appropriate lower numbers.
Likewise, if you used Power Attack already, the attack penalty would apply
(but so would the damage bonus... BTW, I`m 99% sure the 2Handed bonus to STR bonus dmg applies to Knockback`s DMG, likewise for things like 2Hander Fighter Variant`s bonus to attack actions/charges, since they modify your STR bonus to DMG which Knockback uses)Yeah, if you are already using Rhino Hide Armor geared to Charges, I would definitely consider the Feat I mentioned, along with Charging orientated Rage Powers (besides the Hurling Charge I mentioned, I think there`s also some tying into Over-Run, which also work well with an Over-Run orientated Feat in APG). Charging + drawing AoO`s from Enemies can be equally or more effective compared to Full Attacks, though there will also be times when you really want to Full Attack.
Good deal, thanks again!
One last thing.. here's the Will rage power you mentioned:
Clear Mind (Ex): A barbarian may reroll a failed Will
save. This power is used as an immediate action after the
first save is attempted, but before the results are revealed
by the GM. The barbarian must take the second result,
even if it is worse. A barbarian must be at least 8th level
before selecting this power. This power can only be used
once per rage.
It says you can re-roll a failed Will save, but you have to do so before the DM reveals the results. My DM generally tells us the target DC of a save, so I would know immediately if I failed.
Is this really trying to say, "...but before the consequences of failure are revealed by the DM" ?
And the language of "must take the second roll even if worse," well... who cares? the first had to fail in order to roll the second; the second roll can only improve the situation. I haven't run across a situation where the magnitude of a saving throw failure mattered... does such a thing exist?
I absolutely see the benefit of this, especially as we are likely to run up against vampires soon; just want to understand it fully.

| Some call me Tim | 
 
	
 
                
                
              
            
            It says you can re-roll a failed Will save, but you have to do so before the DM reveals the results. My DM generally tells us the target DC of a save, so I would know immediately if I failed.
Is this really trying to say, "...but before the consequences of failure are revealed by the DM" ?
It's a little problematic if your GM tells you the DC before the roll as you can easily calculate what you need and ask for a reroll accordingly. Of course this happens anyway with a natural 1, you know its a failure regardless.
If you GM is fine with it, keep playing that way as you get a slight advantage. If the GM says you can't reroll because you know if you fail then ask him not to announce the DC beforehand. Or else announce what number on the die will cause you to ask for a reroll before the situation even arises.
And the language of "must take the second roll even if worse," well... who cares? the first had to fail in order to roll the second; the second roll can only improve the situation. I haven't run across a situation where the magnitude of a saving throw failure mattered......
I can think of at least one. Mage's Disjunction causes a item to be suppressed on a failed Will save, but the item is destroyed on a natural 1. If we scour the books I sure we can find a few other cases.

| Quandary | 
 
	
 
                
                
              
            
            One last thing.. here's the Will rage power you mentioned:
Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.It says you can re-roll a failed Will save, but you have to do so before the DM reveals the results. My DM generally tells us the target DC of a save, so I would know immediately if I failed. Is this really trying to say, "...but before the consequences of failure are revealed by the DM" ?
Essentially, yes.
The ability explicitly kicks in on a FAILED Save, so you already know that the Save you rolled was a Failure,meaning the only `result` remaining to be discovered is the spell effect.
Your GM publicizing the DC just gives you more accuracy in `gaming` your chances on a re-roll (along with other game mechanics), i.e. if it`s so high only a 20 passes you might just decide to eat the effect and save your Re-Roll for when it`s more of a sure thing. Whether or not the GM reveals the DC, you know that your first roll (whose number you know, letting you gage your chances) was a failure before deciding to use this ability... Basically, when you have this Power, the GM needs to ask you if you are going to use it after you fail a Will Save but before revealing the spell effect. (or the player needs to be on the ball and interject before the GM states the result of a Failed Save)
 
	
 
     
     
     
 
                
                 
	
 