Originally posted by Jarre
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Re: General Discussion
Yup. You could get 1 more if you wanted as part of your Favored Class level-up bonus. The alternatives are 1 more HP and 1 more Combat Maneuver Defense against two combat maneuvers of your choice. Personally I don't think you'd benefit a lot from the extra skill point.
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Re: General Discussion
Ok so well go mobility. How many skill points do I have to spend this level up? is it 4 as I have +2 Int?
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Re: General Discussion
It really depends on how many enemies we're fighting and whether the enemy wants to get past him or not. But Combat Patrol does allow movement in order to reach the enemies that provoked the attacks, so he could just as easily forego Stand Still and just damage any enemies around him. He could potentially hit 3 enemies in a single turn with Attacks of Opportunity alone, all hits using his full BAB. If they see the futility of moving past Jarre and choose to engage him, then he's free to use Full Attack.Combat Patrol is a full round action, so he'll have to choose between that and making any normal attacks and movement to make use of it, which may or may not be the better choice as time goes on and he gets more and more attacks per round.
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Re: General Discussion
Combat Patrol is a full round action, so he'll have to choose between that and making any normal attacks and movement to make use of it, which may or may not be the better choice as time goes on and he gets more and more attacks per round.
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Re: General Discussion
Second attack would be 1d20+7 without Power Attack. With Power Attack, the swings end up being +10 and +5.Dice rolls - Great sword was 1D20+11 is it now 1D20+12? Same with ranged attack 1D20+7 is now 1D20+8? and the 2nd attack with great sword would be 1D20+7? as I will always use power attack.
Also I agree with Firewind 100% in that Quick Draw isn't too helpful and that Combat Patrol would be super awesome for you, since you want to tank and already have Stand Still. Enlarged, it'd be incredibly difficult for anyone to get past you. You should totally grab Mobility this level so you can get Combat Patrol next level. Plus, Mobility is plenty useful on its own (+4 AC when you provoke attacks of opportunity from enemies.)He'd threaten 3, not 4 squares. With a reach weapon he'd threaten everything 3-5 squares away, so he'd be covering a 55-foot diameter with a 25-foot diameter blind spot in the center.It also stops stuff from running away, plus is we enlarge you that means you can threaten 4, 2 of which you don't even need to move to reach.
With Lunge he could cover 4 squares with a normal weapon and 3-6 squares away with a reach weapon.
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Re: General Discussion
I enjoyed the magic missle you flung at the mob for 4 damage last session... Enlarge person might be a better spell selection next time? LOLOriginally posted by Firewind View PostI rarely have free turns since I'm pretty much in a Damage Support role in combat.
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Re: General Discussion
He has Dodge, he needs it to take Mobility and a bunch of other feats. Mobility is great since he can use it with Combat Patrol to get the AC Bonus to Attacks of Opportunity.
I remember him saying h wanted a tank build and I've been suggesting to him feats that will help him with it. A couple of levels in something like Cleric or Paladin would help him greatly too but he said he didn't want to be a spellcaster.
But yeah Mezlo is right, Quick Draw is a "Filler" feat. Besides, it's not as if I can't use an action to use Mage Hand to fling your bow back to you if I have nothing else to do. That said being a Rogue/Wizard I rarely have free turns since I'm pretty much in a Damage Support role in combat. I could be using spells to help people out or using my high Dex and buffd up AC to help with Flanking. Remember the only reason I was even HIT last session was because a Goblin rolled a 19 and he needed to roll a 19-20 to even touch me..
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Re: General Discussion
I agree with Fire. To me, quick draw is something you pick when there's no other useful feats. Well, I'd actually pick dodge before quick draw if I were you. Dodge gives you an AC +1 dodge bonus.
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Re: General Discussion
I would take this over Quick Draw it is far more useful: https://sites.google.com/site/pathfi...-patrol-combat
It increases your threatened radius for Attacks of Opportunities by 1 for every 5 BaB so for you that is 2 plus it lets you move up to your speed for free to make those attacks.
Basically if you see someone charging for say Lili and is passes within 3 Squares of you you can essentially move to intercept AND it stacks with Stand Still so you can completely block enemy movement with a Combat Manoeuvre roll instead of the attack roll to block them or just finish them off within 3 squares of you.
It also stops stuff from running away, plus is we enlarge you that means you can threaten 4, 2 of which you don't even need to move to reach.
Quick Draw, we can work around not having that by starting a fight with ranged weapons and dropping them to your feet or somewhere safe. There's no rule that says you can't drop your backpack then drop your longbow into it for example since Dropping an item is a Free Action.
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Re: General Discussion
Ok my bonus feat is going to be quick draw
Have changed my sheet to show the above additions to.
I will talk to you guys about what skills to add the 4 points to later.
Now my bab has gone up by 1.
Dice rolls - Great sword was 1D20+11 is it now 1D20+12? Same with ranged attack 1D20+7 is now 1D20+8? and the 2nd attack with great sword would be 1D20+7? as I will always use power attack.
sheet link (have not adjusted the dice rolls yet till the above is confirmed then can sort macros out.) Jarre :: (Read-Only) - Myth-Weavers
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Re: General Discussion
Update your BAB and Fort/Reflex/Will saves to the values given on the Pathfinder page for Fighter. As the table says, you get a Bonus Feat as well. You get 2 + Your INT mod (so 2+2) Skill points to invest in your skills (though no one skill may exceed your level in Skill Ranks.) The Rogues have us mostly covered in the Skill department, though if you invest at least 3 ranks in Acrobatics you get a bonus to Fight Defensively and Total Defense, so that's something to consider. Finally, since Fighter is your Favored Class, you get to choose from one of these bonuses:Could do with a hand on knowing what stats (other than the poor HP roll I did while half asleep) I get for levelling to Lvl 6 and an idea from the "team" about which stats I should look at increasing etc.
* +1 Max HP
* +1 Skill point
* +1 Combat Maneuver Defense against two Combat Maneuvers of your choice (e.g. trip, disarm, bull rush, grapple)
Notice your BAB is now +6/+1. You can now take a second swing at the enemy, but the second swing has a BAB of +1 instead of +6 (so basically 25% less likely to hit.) At level 11 you'll get a third swing. However, doing more than one swing is a Full Round Action (meaning it eats up both your Standard Action and Move Action.) So if you choose to take two swings, you can no longer move, but you CAN still do a 5-foot step. In fact, you can choose to take the 5-foot step in between both attacks so you can reach different enemies. You also don't need to declare how you're attacking beforehand. You can take your first hit, and decide what to do next based on the outcome.
Note that you must choose whether or not to Power Attack before you make any attack rolls, and Power Attack affects all your swings until your next turn (including attacks of opportunity.)
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Re: General Discussion
Could do with a hand on knowing what stats (other than the poor HP roll I did while half asleep) I get for levelling to Lvl 6 and an idea from the "team" about which stats I should look at increasing etc.
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Re: General Discussion
Since people have been asking: +2050 exp for the session and +110 GP each(550 split five ways).
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