At last, the feat we've been waiting for


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Rynjin wrote:
Anguish wrote:
Rynjin wrote:
Again, why are these people standing there like goofballs holding their weapons with no enemy in sight?

The complex may be on alert from previous actions the PCs took. The NPCs may be spending down-time sharpening weapons. The NPCs may be guarding a dangerous prisoner. The NPCs may be drilling/practicing/fighting amongst themselves, all of which happen in adventures.

I don't want to give the impression that when I DM all the bad guys are fully alert and ready, but neither am I an idiot.

There's also the fact that a good 60% of the time or better, enemies are using natural attacks anyway.

Also, if the NPC only has 1 weapon... Why isn't it using an weapon cord as well?

I mean, if you don't carry a backup weapon, what reason do you have not to use a 1sp item that prevents you from dropping your weapon?


Lemmy wrote:


I mean, if you you carry a backup weapon, what reason do you have not to use a 1sp item that prevents you from dropping your weapon?

BBEG are too stingy in these days.

Sovereign Court

I just want to add one more thing in favor of this feat. The character must break down a door, bash through a wall, or swing into a window successfully. If they fail that then no debuffs and an alerted group of foes.

I am allowing this at the table when I game. My buddy who is an old school dungeon crawl fan agreed to allow it as long as stun is changed to dazed.


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Pan wrote:
stun is changed to dazed.

Stun is stronger but Daze is waaay more reliable.


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well, you'll break through the door eventually.

I'm picturing savy Mooks holding actions and opening the door for you after the second attempt.


I love this feat. Also remember that PC are supposed to win.

I would allow this feat to activate every time the breaking is what triggered an init roll. Even if the guards know that the PCs are comeing they may not know the exact moment that they are coming in.

If the PCs spend to long searching a room then this could happen to them.
They would get a perception check hear the guy about smash the wall but if they are stunned then they lose the surprise round even if they heard it coming.

Change the shape to 180 degree cone and yes the kool aid man can stun himself. No shaken for him though.


The feat probably needs a rewrite or FAQ to clarify issues. I personally wouldn't mind that much if they changed stunned to dazed though really the only problem I see with stunned is stuff like the Merciless Butchery feat somebody mentioned a while back which would let you get a swift action Coup de Grace.

Honestly that's not so much different or more powerful than Stunning Fist plus Merciless Butchery though unless you've got an entire party of Slayers rushing in behind your Kool-Aid Man. In our home games we house ruled away the Fort save from CdG, so I think the feat would be A-OK as is for us.

I try not to subscribe too much to the "A is overpowered, so B should be overpowered too" philosophy, but if Fear and Greater Forbid Action had their duration lowered to 1.5 rounds or offered a new save each round I'd think they were a lot better balanced than they are now. For Fear I'd probably just have it reduce panicked to shaken (still a very nice debuff, just not cowering and being killed for 7+ rounds). Those spells can be fired off pretty much any time. The feat is situational, targets a traditionally stronger save, has a more reasonable duration, and seems a lot more fun.

RPG Superstar Season 9 Top 16

This feat is also for goblins! Behold!

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