Advice requested for my greatsword wielding character


Advice


Hello!

Looking for advice for my character! My intentions were to create a mobile, hard-hitting character and I came up with a few thoughts, but I’m not sure as to how should I proceed, hence my request.

So, without further ado, I’m presenting you Reemeus van der Valle (currently 5th level)!

Reemeus van der Valle
Human Barbarian 1 / Fighter 4 (note that I took the Barbarian lvl first)
Str: 18
Con: 14
Dex: 12
Wis: 14
Int: 10
Cha: 10

Skills: Perception and Intimidate are maxed out, other skill points spread to various skills

Feats: Power Attack, Furious Focus (1st lvl), Cleave (2nd lvl), Iron Will, Step Up (3rd lvl), Weapon Focus (Greatsword), Weapon Specialization (Greatsword) and retraining Cleave to Extra Rage (5th lvl)

Items of note: Mithral Breastplace +1, Greatsword +1, Ring of Protection +2, Cloak of Resistance +1, Mask of Fear (or something, gives +5 to Intimidate)

Stat point taken at 4th lvl went to Wisdom (13 -> 14), quite possibly this was a mistake as I later realized that Combat Reflexes and the other feats in the Step Up line require Dex 13.

Please note that the character won’t go over 15th lvl. Also note that due to personal distaste anything even remotely oriental plus gunslingers are out of consideration.

So… suggestions? How should I proceed? Would taking one more Barbarian level for Uncanny Dodge be worthwhile? How about taking a cleric level (note that the party currently does not have a cleric and that RP-wise the character is a Gorum zealot)?

Looking forward to hearing from you all!


Pathfinder Adventure Path Subscriber

I've had enormous fun with Great Cleave, Finishing Cleave, and Lunge. Though many sources say following the Cleave tree isn't optimal.

In my case it helped that the GM's adventures included a large number of mooks.


Son of the Veterinarian wrote:

I've had enormous fun with Great Cleave, Finishing Cleave, and Lunge. Though many sources say following the Cleave tree isn't optimal.

In my case it helped that the GM's adventures included a large number of mooks.

Sounds interesting! Although it doesn't seem as if we're facing large numbers of enemies often and even when we do, they usually are not much of a threat!

Thanks!


"Moblie" is VERY hard to pull off for a melee character past level 5 (or 8 for 3/4 BAB characters and even earlier for TWFers), as you effectively lose half your damage (or more at 11/TWF) from moving around. The exceptions I know of are

1:Synthergist Summoner because they can grab pounce
2:Mounted character with a dip in Sohei to pick up Mounted Skirmisher requirement free
3:Magus, because they have a spell every level after the first (Bladed Dash, Force Hook Charge, Dimension Door and Teleport off the top of my head) that they can combine with Spell Combat. Even without mobility spells, Spell Strike is a large portion of your damage
4:Level 10+ Barbarians, who can gain pounce as a rage power.

If PF didn't nerf tripping AND limit Horizon Walker to limited number of DDs a day, the classic Horizon Tripper would work with Attack of Opportunites alone and be very good at their job with Dimensional Dervish.

Grand Lodge

Mounts make you mobile.


I do not know if you can retrain cleave to extra rage , that last feat is not a combat feat.

If you are maxing intimidate, then i would recommend cornugon smash. The -2 to the enemies saves would be great for the spellcaster in your party.

Sczarni

If you were a rogue getting sneak attack damage i would suggest you go up the shatter defense chain. But just throwing intimidates out for the minus two is fine. You can get a cheap headband that adds three to charisma based rolls ... ie intimidate.


Nicos, you are correct. Cleave cannot be retrained to Extra Rage. Fighter retraining rules are retraining the Fighter's bonus feats only. Bonus feats can only be applied to Combat feats which Extra Rage is not.

Otherwise, it looks like a decent build. I like Lunge also.

Vital Strike is a feat that is mainly useful when you are unable to execute a full attack action. It makes a standard attack more palatable and is not a replacement for a full attack action. However, there are some Vital Strike builds that can be worthwhile but I don't think you are set up for any of them.

- Gauss

Shadow Lodge

i second cleave tree, but i would use a reach weapon not a great sword.

furious finish is a pretty badass way to take your character. you take vital strike tree, with power attack, furious finish, and boots of haste or striding and springing, great sword, potion of enlarge person and all the once per rage abilities you can stack on your barbarian.

i like barbarian 7/fighter5 get weapon training armor training mithril full plate and a bunch of barbarian powers that are used once per rage.


He could always retrain one of his normal feats that happens to be a combat feat (Only Iron Will isn't without actually checking) to extra rage then retrain cleave to whatever feat he got rid of.


deuxhero, retraining normal feats is not possible by RAW. Only fighter feats may be retrained.

However, there are 3.5 rules on feat retraining if the GM allows them.

- Gauss


30ft is usually enough mobile for most melee: I'd go for mithril fullplate.
A second level of barbarian will give you rage powers (and access to the extra rage power feat) and DR1/- if you go for invulnerable rager.

Other than that I don't know how you may get the mobility you wish for unless you for barbarian10 (pounce with beast totem) or the mobile fighter archetype. Cleave may be your best bet.


Nicos wrote:
I do not know if you can retrain cleave to extra rage , that last feat is not a combat feat.

You are, of course, correct! What I actually did was take Extra Rage as my regular feat at 5th level and Weapon Focus (Greatsword) as my Fighter bons feat, then retrained Cleave for Weapon Specialisation (Greatsword).

This is RAW now, is it not?

Nicos wrote:
If you are maxing intimidate, then i would recommend cornugon smash. The -2 to the enemies saves would be great for the spellcaster in your party.

Hmmm...very nice feat indeed! Does the character need to come from Cheliax in order to take it? There is no such prerequisite in the feat description, but since the feat is described in the Cheliax sourcebook, maybe there is such a restriction?


Gauss wrote:
Nicos, you are correct. Cleave cannot be retrained to Extra Rage. Fighter retraining rules are retraining the Fighter's bonus feats only. Bonus feats can only be applied to Combat feats which Extra Rage is not.

You are correct, I just described what I did in haste and mixed things a little bit! :)

As a matter of fact I also forgot to mention that I got the Two Handed Fighter Archetype as well...

Gauss wrote:


Otherwise, it looks like a decent build. I like Lunge also.

Vital Strike is a feat that is mainly useful when you are unable to execute a full attack action. It makes a standard attack more palatable and is not a replacement for a full attack action. However, there are some Vital Strike builds that can be worthwhile but I don't think you are set up for any of them.

- Gauss

Would you care to elaborate on the Vital Strike builds you mention?


One Vital Strike build that does this is the Titan Mauler archetype. Basically, get a rediculously large weapon and stack it with enlarge person, lead blade (requires UMD and a wand of Lead blade) and hit 12d6 damage per attack. With Vital Strike, Imp. VS, Gr. VS you eventually hit 48d6.
Great Sword = 2d6, Large GS = 3d6 (-2attack), Huge GS = 4d6(-4attack), Gargantuan GS = 6d6 (-6attack), Colossal GS = 8d6 (-6attack+enlarge), Colossal GS+Lead Blade = 12d6 (-6attack+enlarge+Lead Blade). That is at level 9 barbarian. Every 3 levels thereafter reduce the penalty by -1.

Note: this is if using the Massive Weapons ability the way it is supposed to run. It does not currently work that way due to an error in the RAW writing. The author of the archetype explained how it is supposed to run.

Another build is a Wild Shaped Druid who wild shaped into any number of creatures (usually dinosaurs) with a single big attack.

- Gauss


Crysknife wrote:

30ft is usually enough mobile for most melee: I'd go for mithril fullplate.

A second level of barbarian will give you rage powers (and access to the extra rage power feat) and DR1/- if you go for invulnerable rager.

Well, I tried to get to 40 ft as it gives that extra push sometimes needed to reach the enemy back lines! That was the second of the reasons I got the barbarian level, the first being getting access to rage (and a third, which was actually a bonus, was getting perception as a class skill).

As yet that 40ft movement has served me extremely well as I'm able to not only reach enemy back lines but also circle around nearby enemies in order to achieve flanking position.

Excellent notes on the second barbarian level, the tradeoff is a single feat right? It doesn't seem bad at all!

Crysknife wrote:
Other than that I don't know how you may get the mobility you wish for unless you for barbarian10 (pounce with beast totem) or the mobile fighter archetype. Cleave may be your best bet.

Hmmm... interesting! Mobile Fighter is not available to me now, since I already got an archetype, but I can just about make it to Barbarian 10. I don't think it fits well to my concept, though, but it definitely is worth looking into!

Can the barbarian use the claw attacks from Beast Totem, Lesser while wielding a Greatsword? If he can, it's a great rage power to get, if I decide to get one more level of barbarian!


Gauss wrote:

One Vital Strike build that does this is the Titan Mauler archetype. Basically, get a rediculously large weapon and stack it with enlarge person, lead blade (requires UMD and a wand of Lead blade) and hit 12d6 damage per attack. With Vital Strike, Imp. VS, Gr. VS you eventually hit 48d6.

Great Sword = 2d6, Large GS = 3d6 (-2attack), Huge GS = 4d6(-4attack), Gargantuan GS = 6d6 (-6attack), Colossal GS = 8d6 (-6attack+enlarge), Colossal GS+Lead Blade = 12d6 (-6attack+enlarge+Lead Blade). That is at level 9 barbarian. Every 3 levels thereafter reduce the penalty by -1.

Note: this is if using the Massive Weapons ability the way it is supposed to run. It does not currently work that way due to an error in the RAW writing. The author of the archetype explained how it is supposed to run.

Another build is a Wild Shaped Druid who wild shaped into any number of creatures (usually dinosaurs) with a single big attack.

- Gauss

Ok, now that is *ridiculous*!!! :)

Combine it with Furious Finish and you'd be doing 300+ hp damage in a single strike? Ouch!!!

I was thinking for more "realistic" concepts though, that seems rather game breaking, doesn't it? :)


Marios, nope not game breaking. First, Gr. Vital Strike isnt until level 16. Second, Full-attack sequences (with haste) can accomplish very similar if not better damage. I have a 2-handed Fighter archetype build which at level 20 has a DPR of 348.25 damage with haste (241.38 at level 16). That is with 'expected' stats and equipment (ie: nothing special). Note: that is DPR which is based on attack percentages etc. The DPR of the Furious Finish build you are talking about will not be any better once you factor in attack percentages. All it does is to let you have your move action which frankly, a barbarian with Pounce would have anyhow.

- Gauss


Gauss wrote:
Marios, nope not game breaking. First, Gr. Vital Strike isnt until level 16. Second, Full-attack sequences (with haste) can accomplish very similar if not better damage.

Well, even if we don't add Gr. Vital Strike in the equation it'd still be a 32d6 strike, for 200+ hp damage when using Furious Finish (more like 220+ in fact if we consider str bonuses etc.). And this at 11th lvl with a -6 to-hit, when unhastened full attacks, should do just a little more than half that amount, assuming that all three of them hit (and the last one is at -10)!

So...wow! :)

Gauss wrote:
I have a 2-handed Fighter archetype build which at level 20 has a DPR of 348.25 damage with haste (241.38 at level 16). That is with 'expected' stats and equipment (ie: nothing special). Note: that is DPR which is based on attack percentages etc. The DPR of the Furious Finish build you are talking will not be any better once you factor in attack percentages. All it does is to let you have your move action which frankly, a barbarian with Pounce would have anyhow.

I wonder how do you reach those numbers! I must admit that even though I've played D&D for almost 20 years now, I'm relatively new to Pathfinder and it would seem that characters are quite more powerful than 3.5!

Currently, at Barb1/Ftr4 I have an average DPR of 27 damage when raging and power attacking. I expect this to rise while I raise in levels, but will it reach 40-50 hp per hit (on average)?

Would you share your fighter build? It would shed some serious light in the darkness that surrounds me! :)

Thanks anyway for your extremely insightful comments!


Improved Sunder as an option would suit you well and its hard to fight when your weapon is lying on the ground broken in half.
If the opponent sticks around after that fine, cut-em up, if not move to the next target, repeat.


Marios wrote:


Nicos wrote:
If you are maxing intimidate, then i would recommend cornugon smash. The -2 to the enemies saves would be great for the spellcaster in your party.
Hmmm...very nice feat indeed! Does the character need to come from Cheliax in order to take it? There is no such prerequisite in the feat description, but since the feat is described in the Cheliax sourcebook, maybe there is such a restriction?

Not to my knowledge, the DM can think diferent though.

Shadow Lodge

Quote:
I wonder how do you reach those numbers! I must admit that even though I've played D&D for almost 20 years now, I'm relatively new to Pathfinder and it would seem that characters are quite more powerful than 3.5!

lol no way in hell..

anyway furious finish is something you would want to invest in if mobility is your focus. ask your gm if you can use the 3.5 version of spring attack so you can spring and vital strike.


How I get those numbers:

Str28 (18str to start, +4from level, +6from belt): +9attack, +13damage (first attack), +18damage (all others)
+5 Greatsword with Speed: +5attack/damage
Weapon Training: +6attack/damage (with Gloves of Dueling)
Gr. Weapon Focus: +2attack
Gr. Weapon Specialization: +4damage
Greater Power Attack with Furious Focus: -6attack (+0first attack), +24damage
Improved Critical: Threat range 17-20

Average enemy AC at level 20 is 36 (Bestiary table 1-1)
First Attack: +42attack, 2d6+52damage
Second Attack: +36attack, 2d6+57damage
Third Attack: +31attack, 2d6+57damage
Fourth Attack: +26attack, 2d6+57damage
Fifth Attack: +21attack, 2d6+57damage

The DPR formula (without precision damage) is: (chance to hit*average damage)+(chance to confirm*average damage*threat range*(multiplier-1))
(Note: the threat range cannot be greater than the chance to hit.)

Chance to hit/average damage:
First: 95%/59damage
Second: 95%/64damage
Third: 80%/64damage
Fourth: 55%/64damage
Fifth: 30%/64damage

Chance to confirm: 100% (Weapon Mastery)
Threat Range: 20%
Multiplier: x3-1 = 2 (Weapon Mastery)

Thus: we run the numbers and we get DPA of:
First: (0.95*59)+(1*59*0.2*2) = (56.05)+(23.6) = 79.65
Second: (0.95*64)+(1*64*0.2*2) = 60.8+25.6 = 86.4
Third: (0.80*64)+(1*64*0.2*2) = 51.2+25.6 = 76.8
Fourth: (0.55*64)+(1*64*0.2*2) = 35.2+25.6 = 60.8
Fifth: (0.30*64)+(1*64*0.2*2) = 19.2+25.6 = 44.8

Summing this up we get: 348.45DPR (I mistyped earlier when I wrote 348.25, my excel file also says 348.45.)

Haste (instead of Speed) would increase the DPR slightly (+1attack bonus). Any other bonuses to attack would increase it. Every +1 attack bonus will result in a 9.6increase in damage. After +3attack it drops off to 6.4 per attack bonus.

- Gauss

Edit: Oh, this is without including Enlarge Person which would add 3.5average for the sword and extra damage for the strength bonus (per attack).


Gauss wrote:

How i get those numbers: ** spoiler omitted **

- Gauss

Indeed there's nothing extraordinary in the character neither in stats nor in equipment... that's a lot of damage in a single round! :)

I think that the actual DPR is quite lower though, as your criticals have a significant chance to overkill. As such it's quite possible that my character (using the same equipment) might outperform yours while raging (not bragging at all, no sir, just trying the math! :)

Thanks a lot for your insight!


punchinpaper wrote:

Improved Sunder as an option would suit you well and its hard to fight when your weapon is lying on the ground broken in half.

If the opponent sticks around after that fine, cut-em up, if not move to the next target, repeat.

Hmmmm...very interesting indeed!

Have I seen a rule somewhere that in order to sunder a magical weapon you need a weapon of at least similar enchantment?


Rage is a definite plus for the barbarian. However, your current character taken to level 20 would not auto-confirm any criticals and that would take your DPR down quite a bit.

In any case it is mostly irrelevant. Most characters are retired long before level 20. The damage of the mid levels is what really matters and that is far less dramatic.

- Gauss


Gauss wrote:
Rage is a definite plus for the barbarian. However, your current character taken to level 20 would not auto-confirm any criticals and that would take your DPR down quite a bit.

Indeed, I confirmed this using your calculations for my character.

I'm wondering though if the Beast Totem, Lesser rage power can be used while wielding a weapon! If it does, taking it would allow me another 2 attacks at full bonus for 1d6+23 (+11 from strength +12 from power attack).

Gauss wrote:

In any case it is mostly irrelevant. Most characters are retired long before level 20. The damage of the mid levels is what really matters and that is far less dramatic.

- Gauss

Yeah, my character won't make it past 15th or at most 16th level. To be quite honest, it took us 9 months to reach 6th level, so I'd be surprised if we managed to keep going for the 1-1,5 year it would need for us to finish the adventure path!

Once again, thanks a lot for your advice!


You cannot use a claw attack while that hand is wielding a weapon. - Gauss

Dark Archive

Gauss wrote:

One Vital Strike build that does this is the Titan Mauler archetype. Basically, get a rediculously large weapon and stack it with enlarge person, lead blade (requires UMD and a wand of Lead blade) and hit 12d6 damage per attack. With Vital Strike, Imp. VS, Gr. VS you eventually hit 48d6.

Great Sword = 2d6, Large GS = 3d6 (-2attack), Huge GS = 4d6(-4attack), Gargantuan GS = 6d6 (-6attack), Colossal GS = 8d6 (-6attack+enlarge), Colossal GS+Lead Blade = 12d6 (-6attack+enlarge+Lead Blade). That is at level 9 barbarian. Every 3 levels thereafter reduce the penalty by -1.

Note: this is if using the Massive Weapons ability the way it is supposed to run. It does not currently work that way due to an error in the RAW writing. The author of the archetype explained how it is supposed to run.

Another build is a Wild Shaped Druid who wild shaped into any number of creatures (usually dinosaurs) with a single big attack.

- Gauss

How is the Massive Weapon Ability supposed to work?

It would be great if you could dig up the link to the Author's comments.

I thought it was pretty "meh" when you start to look at how you wield over-sized weapons.

RPG Superstar 2012 Top 16

Power Attack does not multiply with Vital Strikes.

Only the base damage of the weapon multiplies. So, you probably aren't going to be hitting 200 base damage with one vital strike. And the cost is three feats! You're probably better off looking at crit effects instead.

You want huge damage, you grab a naginata and the 2h Archetypes near-capstone where you can declare a crit strike as a standard action. At that level, x4 dmg is a guaranteed 200+ dmg with one swing.

==Aelryinth


Here you go

So, how they are supposed to work is that you wield a weapon that is too large for you to normally wield. Every 3 levels you can either increase the maximum size of the weapon by 1 category (for an increased penalty of -2to attack) or you can decrease the size penalty to attack.

Thus:
level 3 you select Large size for a -2attack.
Level 6 you may reduce the attack penalty by 1 or select Huge for another -2attack (-4total now)
Level 9 you may reduce the attack penalty by 1 or select the next size up.
etc...

Thus, by level 18 you can have your greatsword go from Medium 2d6 -> Large 3d6 -> Huge 4d6 -> Gargantuan 6d6 -> Colossal 8d6 weapon with a -6penalty to attack.

However, since there is nothing beyond Colossal anymore I would suggest going to Gargantuan and then using Enlarge Person to get your Colossal weapon. Lead Blades (not a size effect) will increase it by 1 more damage category up to 12d6. Doing it that route will result in a -5attack penalty (instead of the -6) by level 18.

- Gauss

Edit: Note, that is using the author's first suggested fix. The second suggested fix can place a colossal weapon in the hands of a level 3 character for a -7attack penalty. I like this one less (for obvious reasons I hope).

RPG Superstar 2012 Top 16

48d6 is about 168 dmg. With Power attack and a lot of strength, you might tap 200 regularly. Of course, you're toting around a 20 foot sword that probably weighs half a ton, and having to justify it in a dungeon.

:) Lead Blades + a Heavy weapon + Enlarge will get you 3 size increases with only one size upgrade and one EWP. If you can wield oversized weapon, that'll be 4 size increases, but you're again tossing around an eighteen foot greatsword.

==Aelryinth


Aelryinth wrote:
48d6 is about 168 dmg. With Power attack and a lot of strength, you might tap 200 regularly. Of course, you're toting around a 20 foot sword that probably weighs half a ton, and having to justify it in a dungeon.

Now imagine using Furious Finish with this 48d6 strike and calculate the damage... 300+ in a single strike! :P

And yeah, you'd look like those anime figures with the really-really huge swords!


Aelrynith, Heavy weapon?

- Gauss


Would using the half giant race from psionics unleashed help this massive weapon wielding barbarian?


Marios wrote:
punchinpaper wrote:

Improved Sunder as an option would suit you well and its hard to fight when your weapon is lying on the ground broken in half.

If the opponent sticks around after that fine, cut-em up, if not move to the next target, repeat.

Hmmmm...very interesting indeed!

Have I seen a rule somewhere that in order to sunder a magical weapon you need a weapon of at least similar enchantment?

I may be incorrect but sundering a magical item is pretty basic with the difference being its number of hit points and hardness increased because its magical.

Smashing an Object
Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished with the sunder combat maneuver. Smashing an object is like sundering a weapon or shield, except that your combat maneuver check is opposed by the object's AC. Generally, you can smash an object only with a bludgeoning or slashing weapon.
Magic item sundering
Magic items take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the Broken condition, and might not function properly.

Long sword normal = 10hardness/ 5hp
Your weapon = +1 Great sword = 12 hardness/ 20 hp
So a opponents +2 long sword =14hardness/25hp

Sunder is CMB attack so look at your Barbarian stat block.
Probably a +12 CMB = +5(BAB) +6(STR) -2(Power Attack) +2(Improved Sunder) +1(Weapon Focus)
Add this to your die roll vs opponents CMD probably around a 22. Decent odds to hit. Roll 11 or have someone aid you and roll a 9.

Once you do hit damage is good 2d6(great sword) +12(STR doubled for two hands and Raging) +1(magic) +2(Improved Sunder) +4(Power Attack) average damage 26.
Normal weapon = 0 hp left Broken/Destroyed
+1 weapon = 6 hp left Broken
+2 weapon = 13 hp left (1 hp away from broken)

I think I have the details correct but I am sure someone will chime in if not.
Here is a thought for you though. If the sword looks too tough, sunder the armor so others can help, its easier to sunder soft materials like leather straps or wood (staves). Sunder a saddle of a mounted foe (That might be questionable but if allowed its REALLY effective).

Incapacitation is an extremely effective way to win a battle with a little party teamwork and you have the gift to make the armored tanks open targets to the rest of your team.


Punchinpaper:

Neither wielding a weapon two-handed nor raging causes strength damage to double. Two-handed increases the strength damage bonus from 1x to 1.5x rounded down. There ARE abilities that increase the strength bonus from 1.5x to 2x but those two are not amongst them.

Also, you are forgetting to add the magic enhancement bonus to the CMB sunder attempt.

Finally, your power attack damage is incorrect. For power attack with a two-handed weapon the increase is +3damage for every -1attack.

- Gauss


Gauss wrote:

Punchinpaper:

- Gauss

Thanks for the review Gauss. I will edit the post here shortly.


punchinpaper wrote:
Marios wrote:
punchinpaper wrote:

Improved Sunder as an option would suit you well and its hard to fight when your weapon is lying on the ground broken in half.

If the opponent sticks around after that fine, cut-em up, if not move to the next target, repeat.

Hmmmm...very interesting indeed!

Have I seen a rule somewhere that in order to sunder a magical weapon you need a weapon of at least similar enchantment?

I may be incorrect but sundering a magical item is pretty basic with the difference being its number of hit points and hardness increased because its magical.

I knew I've seen the rule somewhere! I found it in page 468 in PHB under "Damaging Magic Weapons". The reason because of which many people do not know this is that it was deleted in PHB's 5th printing, therefore not official any more.

RPG Superstar 2012 Top 16

A Heavy Weapon is a weapon made from something other then steel, typically alchemically treated gold or platinum, but I suppose you could throw uranium and iridium into the mix ;). It deals damage as if it were one size larger.

From magic of Faerun. You need an EWP (Heavy Longsword) to wield a heavy longsword.

Really, probably the fairest use of an EWP I've seen.

And yes, it would be a huge hit with Furious Finish. 48d6 maxed is 294 all by it's lonesome. Add in Power Attack, a good strength and damage bonus, I can see you doing almost 350 a swing...a once/fight hit, with a twenty foot long sword, that should hopefully end the fight. Heh.

==Aelryinth


Aelryinth, ahhhh a 3.0 import. That is why I wasn't thinking about it. Now that you mention it I seem to remember that feat *checks his 3.0 books* yup, page179. Yeah, I don't allow 3.0 stuff in my PF game. (I MIGHT allow 3.5 stuff in my PF games.)

- Gauss

RPG Superstar 2012 Top 16

Thought MoF was 3.5? Meh. :)

==Aelryinth


Alas no, my copy of MoF has a copyright date of 2001 with no print date that I can find.

In comparison my copy of Players Guide to Faerun has a print date of March 2004 and a copyright date of 2004.

The cutoff date for 3.0 vs 3.5 is approximately July 2003. (IIRC there are a couple cases of books published around that cutoff that could be 3.0 or 3.5 even though they are on the wrong side of the cutoff date.)

- Gauss


Talk to your DM about how often you might be able to use feats such as cleave. I've seen it be a good option and other times a useless feat.


Yeah, MoF is 3.0.
We may find something similar in the new equipment manual though.

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