Originally posted by Ben Zwycky
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Exploratory Thread: Mercenaries (3.5e)
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Originally posted by Pinoy View PostDoes this mean that when i am blinking, my attacks has 20% failure?--------------------------------------------------------
Nakonec pravda vitezi (In the end the truth wins)
Nobility Among Us and Beyond the Mist are now on sale worldwide, as is my first poetry collection, Selected Verse - Faith and Family and my second, Selected Verse - Heroes and Wonders
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Carrik, could I have this instead of the circlet of persuasion?
Information Magnet
This silken headband has an intricate and relaxing pattern weaved into it, along with memory-jogging magic that makes people more prone to remembering and mentioning helpful little tidbits of information in your presence, granting a +8 competence bonus on Gather Information checks--------------------------------------------------------
Nakonec pravda vitezi (In the end the truth wins)
Nobility Among Us and Beyond the Mist are now on sale worldwide, as is my first poetry collection, Selected Verse - Faith and Family and my second, Selected Verse - Heroes and Wonders
Explore the Cinematic Superverse
A Hope That Burns
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Originally posted by Ben Zwycky View PostYes, but other people's attacks against you will have a 50% chance of failure (unless their weapons are ghost touch and they can see invisibility)
how is the 20% failure computed? in the game, do i have to roll d100?Last edited by Pinoy; 03-09-2014, 01:43 AM.
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is this better rage that the regular rage?
Rage Variant: Whirling Frenzy
A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.
Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.
A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.
A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).
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Originally posted by Spartacus View PostCalm down. Just like the feat says, you're trading all of your regular attacks for one attack on every enemy in reach. It doesn't affect the special abilities of your weapon. The bolded portion refers to feats like the two-handed weapon feats and spells and abilities like Haste. It doesn't suddenly ignore your weapons' bonus damage, it just means you can't use the whirlwind attack and then use other attacks on the same turn.
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Originally posted by Pinoy View Postis this better rage that the regular rage?
Rage Variant: Whirling Frenzy
A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.
Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.
A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.
A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).
I believe i need the +2 to dodge and reflex more that the increase in constitution. In a addition, by this i can have additional attack. The faster i can dispatch the enemy the better.Last edited by Pinoy; 03-09-2014, 06:54 AM.
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Here is the updated Farris character sheet, please review
https://www.dropbox.com/s/ldw0ds554yaiz72/Farris.xls
I believe "Rage Variant: Whirling Frenzy" is good for me.
I still have 4077 gp (what's best use?)
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You can use whirlwind attack while raging, you just can't do anything that requires concentration, e.g. activating any uses of your magic items when raging (they won't stop being active if they already are, you just can't start a new use while raging). I'd say whirling Frenzy (if Carrik allows it) would fit your character better (paralleling his high dex, boots of speed and whirlwind attack feats). Unlike normal rage, your chances of hitting don't increase, your will saves remain your main vulnerability and it won't last as long as a normal rage (by two rounds), but I think the extra attacks and defence more than make up for it, since your high Con bonus means you get eight extra attacks with your highest chance of hitting.
If you have that much left, you could either make your bow a basic magical composite longbow +1 Strength rating 5 (without seking) for another 2500 gp, and buy another 5 adamantine arrows, costing you 301 gp, it should have been 300.5 gp for the previous 5 and 21 rather than 20 for the 10 silver ones (I forgot to include the basic cost of the ammunition). Alternatively, you could increase the caster level on your boots of speed so you can use it more rounds per day (1,200 gp per caster level, each extra caster level gives you an extra round per day)Last edited by Ben Zwycky; 03-09-2014, 08:35 AM.--------------------------------------------------------
Nakonec pravda vitezi (In the end the truth wins)
Nobility Among Us and Beyond the Mist are now on sale worldwide, as is my first poetry collection, Selected Verse - Faith and Family and my second, Selected Verse - Heroes and Wonders
Explore the Cinematic Superverse
A Hope That Burns
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Originally posted by Ben Zwycky View PostYou can use whirlwind attack while raging, you just can't do anything that requires concentration, e.g. activating any uses of your magic items when raging (they won't stop being active if they already are, you just can't start a new use while raging). I'd say whirling Frenzy (if Carrik allows it) would fit your character better (paralleling his high dex, boots of speed and whirlwind attack feats). Unlike normal rage, your chances of hitting don't increase, your will saves remain your main vulnerability and it won't last as long as a normal rage (by two rounds), but I think the extra attacks and defence more than make up for it, since your high Con bonus means you get eight extra attacks with your highest chance of hitting.
If you have that much left, you could either make your bow a basic magical composite longbow +1 Strength rating 5, or increase the caster level on your boots of speed so you can use it more rounds per day (1,200 gp per caster level, each extra caster level gives you an extra round per day)
added to celestial armour
Spell Resistance
This property grants the armor’s wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.
Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19). (this is only 25,000)
I guess this is cheaper that my current spell resistance (currently my amulet of resistance is 90,000)Last edited by Pinoy; 03-09-2014, 08:43 AM.
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Originally posted by Pinoy View Post
added to celestial armour
Spell Resistance
This property grants the armor’s wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.
Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19). (this is only 25,000)
I guess this is cheaper that my current spell resistance (currently my amulet of resistance is 90,000)
Your current amulet is 90,000 gp for spell resistance 21, it would cost 70,000 gp for spell resistance 19--------------------------------------------------------
Nakonec pravda vitezi (In the end the truth wins)
Nobility Among Us and Beyond the Mist are now on sale worldwide, as is my first poetry collection, Selected Verse - Faith and Family and my second, Selected Verse - Heroes and Wonders
Explore the Cinematic Superverse
A Hope That Burns
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Yes, if you reduce the actual armor enhancement on the celestial armor to +4 instead of +5--------------------------------------------------------
Nakonec pravda vitezi (In the end the truth wins)
Nobility Among Us and Beyond the Mist are now on sale worldwide, as is my first poetry collection, Selected Verse - Faith and Family and my second, Selected Verse - Heroes and Wonders
Explore the Cinematic Superverse
A Hope That Burns
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Definitely take the boots of speed.--------------------------------------------------------
Nakonec pravda vitezi (In the end the truth wins)
Nobility Among Us and Beyond the Mist are now on sale worldwide, as is my first poetry collection, Selected Verse - Faith and Family and my second, Selected Verse - Heroes and Wonders
Explore the Cinematic Superverse
A Hope That Burns
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