Deadly finish opinions, too good or ok for play


Advice


UC wrote:


Deadly Finish (Combat)
Your attacks don’t just fell your opponents they kill them outright.
Prerequisite: Base attack bonus +11.
Benefit: When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed at a fortitude save (DC 15 + the damage your attack dealt) or die.


Seems like a feat that most groups already use, except against PCs.

Against PCs? Maybe on a BBEG!


wraithstrike wrote:
UC wrote:


Deadly Finish (Combat)
Your attacks don’t just fell your opponents they kill them outright.
Prerequisite: Base attack bonus +11.
Benefit: When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed at a fortitude save (DC 15 + the damage your attack dealt) or die.

The only oponents that would be really useful on is if they have some ferocity or regeneration or a cleric type to heal them. at -1 they are already no threat. wasted feat in my book, nothing compared to dazing assault


Cheapy wrote:

Seems like a feat that most groups already use, except against PCs.

Against PCs? Maybe on a BBEG!

If I enter a feat into a game everyone gets access to it. I don't make my NPC's dumb just because they are not PC's. If the Big Bad is a melee type then a PC will be making a fort save. :)

RPG Superstar 2010 Top 32

This feat is much more likely to kill PCs than NPCs, because PCs are much more likely to have the opportunity and ability to get downed allies up. It's also a hideously weak feat for PCs. I don't think it's a good feat.


A Man In Black wrote:
This feat is much more likely to kill PCs than NPCs, because PCs are much more likely to have the opportunity and ability to get downed allies up. It's also a hideously weak feat for PCs. I don't think it's a good feat.

I was just thinking how many GM's just say the baddies are dead once they drop anyway so for many players it is redundant. That fort save being 15+damage is really high also. Thanks. The feat will not see play at the table.

Liberty's Edge

Death Knell is similar for similar reasons. A spell that no PC will ever take, that's deadly in the hands of NPCs.

Dark Archive

It seems pretty pointless. My players prefer to take prisoners, so they heal their opponents once the fight is over.
When would you want to use such a feat?


Jadeite wrote:

It seems pretty pointless. My players prefer to take prisoners, so they heal their opponents once the fight is over.

When would you want to use such a feat?

When you finally find somebody you want six feet under. ;) But as has been stated many times, nearly every group I've ever had has always assumed that HP < 0 is as good as dead for everything that isn't a critical enemy NPC or something with a ferocity or regen effect. So this really is a redundant feat save for those who truly play precisely by the book for every last thing.

Sczarni

Being a fan of both Orcs & Diehard users, I can see my players possibly taking this feat.

I do plan on grabbing it for my knife-fighter in Jade Regent, mostly for flavor.

Shadow Lodge

Jeremiziah wrote:
Death Knell is similar for similar reasons. A spell that no PC will ever take, that's deadly in the hands of NPCs.

I've had fun with Death Knell when the priest is more than willing to kill his fallen allies to steal a smidgen of their power. It simultaneously makes the spell less directly deadly to the PCs while making the priest seem just that much more evil.

In other words, more fun.

Deadly Finish, on the other hand, isn't particularly useful except to kill the already defeated. That gets no real use.


The feat is unique.

It can kill creatures with regeneration or even worse regeneration and diehard which are opponents that just won't go down.

Also it can kill frenzied berserkers,creatures with healing contigent spells or abilities and silver dragons with the courage ability.

As a bonus it also trumps the infamous Delay Death/Ferocity of the Beastlands combo that lets you live through infinite damage.

And all of these without being a spell of even supernatural.
It doesn't close in an antimagic field,it doesn't have spell resistance (so a pit fiend with diehard can't laugh at it),it has a damage based save and it doesn't trigger ANY immunities the most important set of defensive abilities.

It's a treasure.

Liberty's Edge

InVinoVeritas wrote:
Jeremiziah wrote:
Death Knell is similar for similar reasons. A spell that no PC will ever take, that's deadly in the hands of NPCs.

I've had fun with Death Knell when the priest is more than willing to kill his fallen allies to steal a smidgen of their power. It simultaneously makes the spell less directly deadly to the PCs while making the priest seem just that much more evil.

In other words, more fun.

Deadly Finish, on the other hand, isn't particularly useful except to kill the already defeated. That gets no real use.

I get what you're saying here, and I agree with it to an extent, but I'd have to say that if that same Cleric doesn't do everything he can to use the spell on a PC if they should drop below 0, that's just not playing the NPC to capacity, or even thematically. And either way, it's still essentially an NPC-only spell, which I would argue is a kind of Bad Thing.


Ravendark wrote:

The feat is unique.

It can kill creatures with regeneration or even worse regeneration and diehard which are opponents that just won't go down.

Barring errata, creatures can not die while their regeneration functions.
Ravendark wrote:

Also it can kill frenzied berserkers...

As a bonus it also trumps the infamous Delay Death/Ferocity of the Beastlands combo that lets you live through infinite damage.

These are problems Pathfinder does not have. They only happen if someone is bringing 3.5 material to Pathfinder. Also while Delay Death lets one live through infinite damage, Beastlands Ferocity only keeps the spell recipient up and active between -1 and -9 hp.

If the GM is going overboard on diehard, this feat is somewhat useful.


Frankthedm wrote:
Ravendark wrote:

The feat is unique.

It can kill creatures with regeneration or even worse regeneration and diehard which are opponents that just won't go down.

Barring errata, creatures can not die while their regeneration functions

This feat could well be seen as a case of specific trumps general.

Au least it's not clear in this case.

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