jarlaxlecq
First Post
Pax said:True enough, James.
But, if ....... I want me a card-carrying member of the International Brotherhood of Thugs, Legbreakers, and Hired Goons, Local #684.
HAHAHA I love that
Pax said:True enough, James.
But, if ....... I want me a card-carrying member of the International Brotherhood of Thugs, Legbreakers, and Hired Goons, Local #684.
There isn't anything in the ability that indicates sneak attack doesn't apply. And, unlike Manyshot you can critical with both attacks. Its an extremely powerful ability. Some would say its too powerful, but don't tell that to Nails, my epic Master Thrower with shuriken that deal 1d2+60-ish damage per hit. She might take offense and fill you full of tiny holes.Uriel said:Mine has 3 Swashbuckler Levels. Nowhere in Palm Strike does it say that you don't get the Sneak damage with each attack.
I am fully aware that Manyshot doesn't allow a Sneak for both, but, unless you show me where it says that Palm Strike doesn't allow for Sneak on both, I believe that it does allow for it.
Again, I am not being snippy, and I would sincerely want to see if a prohibition is in the rules somewhere, as I am a 'By-the-Rules' sort of guy.
Uriel said:To Quote the FB, he/she enters Frenzy at the start of his/her next action, not after the first hit.
Uriel said:He/she is dead by his/her next action.
Impeesa said:Unless they happen to have Instantaneous Rage.
With a normal build, you claim a max of 280. That's certainly impressive, I'll give it that. A 13th level barb/berserker with, say, 22 con (it's his second most important stat, after all) only has a maximum of 234 hp outside of rage. I don't feel like doing the math right now, but I have a feeling that your average damage vs. his average hp is a little more favorable, since much of your damage comes from bonus dice. Also, your whole tactic is rendered mostly ineffective by armor of fortification, which sounds uncommon but should be a priority of most melee types anyways. All that aside, you've discovered that melee types can be taken down by a ranged sneak attack from the shadows. Most characters will, just like most non-tank types will go down in a head-to-head with a good barbarian build.
And to reveal my bias (or at least encouragement for playing the devil's advocate), I am in fact playing a frenzied berserker build in a new campaign right now. He's only 3rd level (so he's not actually an FB yet), but it's interesting to note that by 13th level he'll have 30' reach (large size base, righteous might from wand, reach weapon). Unless I am mistaken, the range limit for precision damage (all your sneak attack bonuses) is still 30'. Hope you took the Defensive Throw trick.
--Impeesa--
Crothian said:Halfling outrider is the best. It has a great concept filled with a good amount of interesting abilities. It has uses out of combat and is not a one shot character. Best does not equal biggest bang in my book.
Touch attacks ignore armor bonuses to AC, not armor special abilities.Uriel said:Mine does have Defensive Throw, just for the record.
As I mentioned, my attacks are Touch attacks...which ignore armor.
I wonder if that means that the Fortification ability is ignored as well...
I assume you have lots of ranks in bluff so you can make the melee monster a willing target for your levitation?A Levitate does wonders for a melee monster as well...sort of silly to see them dangling in the air, impotant.
Hear! Hear! Asking "which X is the best Y" is silly unless you're in an arena game where all you do is fight others in never-ending battles for blood and victory. In a standard campaign you need a nice round party to cover all the bases.I guess that is why this game is based around the Party, so that the Master Thrower has someone like a Frenzied Berserker to back him up, or a Cleric/Mage with Dispel for those nasty Will spells.
My vote goes to Triangle Man, after all he did beat up particle man.Particle_Man said: