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Fwib
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Re: Unsorted Material

Post by Fwib »

Prak_Anima at [unixtime wrote:1197326565[/unixtime]]ok, sigma, I have to ask... what the hell is your sig referencing?
I'm pretty sure that the quote was originally aimed at people who claimed that Tome of Battle had 'too much anime' in it.
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Re: Unsorted Material

Post by Koumei »

Yeah, people keep saying that D&D is too much like an anime, especially after Tome of Battle (where they reference Dragonball. I'd actually view, you know, Wizards as being that, with their preparation time followed by "The world explodes. lol").

So I responded with such. Maybe I just watch the wrong type of anime though (Karakuri Ninja Girl and Ikkitousen respectively).
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Re: Unsorted Material

Post by Cielingcat »

Am I the only one who gets the feeling that both of those are pornographic in nature?
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Re: Unsorted Material

Post by Prak »

Koumei at [unixtime wrote:1197337996[/unixtime]]Yeah, people keep saying that D&D is too much like an anime, especially after Tome of Battle (where they reference Dragonball. I'd actually view, you know, Wizards as being that, with their preparation time followed by "The world explodes. lol").

So I responded with such. Maybe I just watch the wrong type of anime though (Karakuri Ninja Girl and Ikkitousen respectively).

...I don't think it's possible for anime with "female magical ninjas raping each other with energy-penises, and schoolgirls performing martial arts combat with really short skirts and exploding shirts" to be the "wrong type of anime"...
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Re: Unsorted Material

Post by Koumei »

Cielingcat at [unixtime wrote:1197339941[/unixtime]]Am I the only one who gets the feeling that both of those are pornographic in nature?


Kind of. Karakuri Ninja Girl is, in theory, a Hentai, but I found it to be more of a comedy, thanks to the symbolism, random ninja sex powers and everything. Seriously, it's porn I had no problem showing everyone on NYE as a "The first thing we did in the new year was watch Lesbian Ninja Porn!" thing. Everyone thought it was funny.

Ikkitousen is meant to be the epitome of "anime for boys", except there's also the bit where panty fetishists who like fighting games also enjoy it. Take "Romance of the Three Kingdoms" (also known as: How to reduce China's population from 53 million to 13 million in only a few hundred years). Now reincarnate everyone as high school students in Japan. Make at *least* half of them female.

Then make them fight each other constantly, as history tries to play itself out again and they try to stop it (or in some cases, they're absolutely fine with it). Panties everywhere with this. And seriously, the shirts explode when kicked. They must go through a fortune in school uniforms. The characters range from "Can you actually be that stupid and still know your own name?" to "A character who actually has depth and motivations and seems like they could be a real person, perhaps".

While the plot isn't bad, it's certainly nothing amazing. You have to like fighting game style combat (which is well done) and fan service to enjoy it. For the second season, Dragon Destiny, it becomes more serious, with a fair amount less service and they crank the plot up a notch, so suddenly it's something you wouldn't feel embarrassed watching. Also, the earlier fights in DD remind me of Advent Children with its subjective gravity and all that.

Oh, then there's the DD OVAs which are very short. The plot leaves and the service is back. In full force.
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Re: Unsorted Material

Post by Surgo »

Not to change the subject away from anime porn involving ninjas raping each other with magical energy penises, but...

Is there anything else on the board that's well-balanced and playable that people want included in the appendices of the Frank & K pdf version 0.4? So far I've got the stuff posted by SunTzuWarmaster and Calibron. Emphasis on playable; no offense to Sigma and Koumei, but I'm not touching the bloodline feats until you guys figure out a balance point and do some playtesting to come out with a final version of them.

Also, if someone can answer my question...is any of the stuff from the four tomes missing from the PDF aside from the Master of the Seven Necromantic Mysteries? I'll be sure to put all that into version 0.4 as well.
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Re: Unsorted Material

Post by Iaimeki »

My [counturl=127]Kantian Paladin[/counturl] and [counturl=128]Shapeshifter PrC[/counturl] are intended to be compatible with Tome material. (I've been meaning to editor the latter, but since I'm not playing in any 3e campaigns and 4e is approaching, my desire to work on 3e material has cratered.)
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Re: Unsorted Material

Post by JonSetanta »

Damn you guys, having a ninjagirl futa energy penis discussion without me.

I quoted Koumei. If you really want the thread, it'll probably turn up in the "Search" feature, and I'll help you look if you tell me to.

And yes, clothing items are objects with hardness ratings and HP.
By all means they should explode when the female Elf Paladin gets gutpunched by the Hobgoblin.

edit: Oh and check this out.. lulz
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Re: Unsorted Material

Post by Fwib »

sigma999 at [unixtime wrote:1197380981[/unixtime]]edit: Oh and check this out.. lulz
Was that supposed to link to the top of the page?
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Re: Unsorted Material

Post by Koumei »

It's this page, except it highlights every usage of the word "penis". Where have I seen that before... :rolleyes:
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Re: Unsorted Material

Post by CalibronXXX »

Well I didn't want to start a whole new thread for one feat, so I decided to post this here.

Duelist [Combat]
You wade into heavy melee with nothing but a rapier and some shiny pants, it's seems to work pretty well for you.
Benefits: Whenever you use the combat expertise option you gain a +2 Dodge Bonus to AC for every -1 you take on your attack rolls.(Any and all benefits of this feat only apply when wearing only Light or lighter armor, carrying no more than light load, wielding only one weapon, and keeping one hand free.)
+1: You gain extra attacks due to BaB at multiples of 3 instead of 5, you gain your first extra attack at +4 BaB, your second at +7 Bab, ect., ect. You never take more than a -3 penalty to your attacks due to being secondary(ie. at level 10 your full attack would normally look like this: +10/+7/+7+7.)
+6: You gain a +4 bonus to disarm checks. If you are disarmed or you disarm your opponent with your weapon you can spend an attack of opportunity to grab the disarmed item out of the air with your free hand. As an attack action you can immediately throw a newly disarmed and caught weapon. If the weapon normally has a range increment this can be a normal ranged attack, if it doesn't have a range increment then you can only target a square within 50ft. of you and not a creature. This thrown attack doesn't count against your one weapon only, one free-hand status.
+11: You may attempt to Feint, as a free action, once per attack granted by virtue of a high BaB by spending one attack of opportunity per Feint. You may use Sleight of Hand or an attack roll in place of Bluff for the purpose of Feinting if you wish.
+16: You can choose to make a single melee attack as a Standard Action to gain a +4 bonus on your attack roll and multiply your damage by 10. This attack may only be used against an opponent that is denied their dexterity bonus to AC or that you are Flanking.
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Re: Unsorted Material

Post by Surgo »

Seems pretty good, except:

+11: You may attempt to Feint once per attack granted by virtue of a high BaB by spending one attack of opportunity per Feint. You may use Sleight of Hand or an attack roll in place of Bluff for the purpose of Feinting if you wish.

How does this work, exactly? What sort of action is the feint? Is it a free action you use while attacking? Does it take the place of your normal attack?
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Re: Unsorted Material

Post by CalibronXXX »

As a free action, I should mention that.
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Re: Unsorted Material

Post by Prak »

what I find that bothers me is this:
Calibron at [unixtime wrote:1197586483[/unixtime]]wielding only one weapon, and keeping one hand free.


this completely invalidates a common form of dueling in which the participants faight with a rapier and main gauche(a long dagger), using the main gauche to parry.
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Re: Unsorted Material

Post by CalibronXXX »

Two weapon fighting eventually gives you a shield bonus to AC when wielding two weapons; that is what that is. Besides, the name of the feat is just flavor, flavor is easy to change and usually doesn't effect game balance. If I didn't have the caveat about only being able to wield one weapon then you'd be able to Two-Weapon fight while getting your extra attacks much earlier than other people, that just seems like way too much synergy to me.
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Re: Unsorted Material

Post by Prak »

ok, good point, that'd be interesting and all, but probably overpowered... anyone care to test that?
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Re: Unsorted Material

Post by CalibronXXX »

Overpowered based on what? Is it the 10* damage thing that worries you? It actually looks a little weak to me when you consider that a hasted TWFer will be getting 10 attacks at that level, and that means ten chances to daze, petrify, plane shift, or just plain kill your opponent thanks to stuff like Combat School, Monk Stances, and weapon special abilities, in addition to similar average damage.

The upside to Duelist is that it's not at all a magic item intensive fighting style. With a Defending weapon you can get away with not getting your armor enchanted, and the only shields available to you are the buckler(which you would only bother with if you felt your AC was lacking) and the Kappa Shell(which is probably too heavy for a high Dex moderate Str character to use, and if you focus more on strength than Dex you probably need the AC anyway).

A sword and Boarder will have a bit more AC(I just ran the numbers for level 16), but a Duelist will be able to close the gap with his improved Expertise option if he needs to; a TWFer will have an AC in between the two of them. Similarly a TWFer will have a higher offensive capability than a Duelist at any given level, while the same will usually be true when comparing a Duelist against a Sword and Boarder. I feel putting this fighting style smack dab in the middle offensively and defensively is a legitimate way to go about it.
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Re: Unsorted Material

Post by Prak »

what I meant by overpowered was that TWF and Duelist would be overpowered if they synergized.

Let's say it's a 7th level fighter with a rapier and dagger, and he's using TWF and Duelist.

He's getting 6 attacks between his two hands, 3 at 1d6 and 3 at 1d4. not bad, I suppose(though I'm not as number savvy as most on this board.)

Lets say it's a dwarf using a dwarven waraxe and bastard sword. because he can. He's getting 6 attacks at 1d10 each. overpowered?

lets look at this same dwarf at 15th level: 10 attacks for 1d10, plus whatever else he's got going on.
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Re: Unsorted Material

Post by technomancer »

Duelist CANNOT synergize with TWF.

Duelist [Combat]
You wade into heavy melee with nothing but a rapier and some shiny pants, it's seems to work pretty well for you.
Benefits: Whenever you use the combat expertise option you gain a +2 Dodge Bonus to AC for every -1 you take on your attack rolls.(Any and all benefits of this feat only apply when wearing only Light or lighter armor, carrying no more than light load, wielding only one weapon, and keeping one hand free.)
+1: You gain extra attacks due to BaB at multiples of 3 instead of 5, you gain your first extra attack at +4 BaB, your second at +7 Bab, ect., ect. You never take more than a -3 penalty to your attacks due to being secondary.
+6: You gain a +4 bonus to disarm checks. If you are disarmed or you disarm your opponent with your weapon you can spend an attack of opportunity to grab the disarmed item out of the air with your free hand.
+11: You may attempt to Feint, as a free action, once per attack granted by virtue of a high BaB by spending one attack of opportunity per Feint. You may use Sleight of Hand or an attack roll in place of Bluff for the purpose of Feinting if you wish.
+16: You can choose to make a single melee attack as a Standard Action to gain a +4 bonus on your attack roll and multiply your damage by 10. This attack may only be used against an opponent that is denied their dexterity bonus to AC or that you are Flanking.


Even with weird things like a small two-bladed sword that you can wield in one hand, you still can't use both TWF and Duelist at the same time because duelist specifically says you can only be wielding one weapon.
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Re: Unsorted Material

Post by virgil »

That's sort of the point Prak was getting at. He's saying it would be overpowered IF they were allowed to synergize. What did you think was being discussed here?
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Re: Unsorted Material

Post by technomancer »

Ah, well, nevermind then. I misread.
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Re: Unsorted Material

Post by SunTzuWarmaster »

I see your intent, and I am gradually warming up to the feat (my knee-jerk was that I hated it). Mostly, I don't think that I like the "fight with one sword and do nothing whatsoever with the off hand style of fighting.

However, I disagree with your implementation. I like that you are aiming to hit smack in the middle of TWF, THF, and S&B. I offer honest criticism:
"You never take more than a -3 penalty to your attacks due to being secondary." I have no idea what the latter part of this sentence means, please clarify in the feat. I think you are trying to say "you cannot take more than a -3 penalty in this manner", but I do not know why you would limit the character in this manner.

I like the iterative attacks, but they need clarification. Please give an example of something like: +20/+17/+17/+whatever.

I hate the "You get a bonus to disarming and stealing peoples weapons. Flavor-wise it is great, but if you use a Disarm check in the beginning of the round and snatch the weapon, your Duelist feat doesn't function for the rest of the round (at least), meaning that you have deprived yourself from attacks. I assume that you did not intend to give an ability that stops itself from working...
(PS - it would be awesome if you could disarm a dagger and throw it at the person you disarmed it from).

I like the flavor of the +11 ability, but dislike the implementation (tons of Feint checks are lame). I think it should read more like:
You may attempt a number of Feint checks up to the number of attacks that you get in a round as a free action. Any target successfully Feinted against is denied his Dexterity bonus to AC to you alone for the remainder of your round. This may only be attempted once per round on any target.
(1 feint check for free, per round, per target).

The above implementation makes the level 16 ability not so stupidly good. It was previously "Make feint checks until the enemy is denied his Dex bonus, then get an attack bonus that is too small for a decent power attack and try to hit him really hard."

I have never played a game higher than level 12, so I don't know how good any level 16 ability is.

I don't like that this character won't take the Blitz feat, TWF feat, THF feat, or Sword+Board feat while being unlikely to take Combat School, Juggernaut, and others. I would prefer a different +1 ability in order to assure that they take Blitz. This character meshes well with Blitz in order to provoke an AoO to add 10*BAB->dmg at level 16, and will likely do so by level 16 anyways.

Perhaps something like this?
*note - only functions with a weapon in one hand and nothing in the other (even a buckler)
+0 - +2 dodge to AC for every point of BAB lost
+1 - You may make one extra attack with your weapon for every attack normally allotted for high BAB
+6 - +4 on Disarm attempts, you may catch or pick up any weapon within 10 feet of you (including any weapon you have recently disarmed), if you do so you may then sheathe a weapon as a free action.
+11 - You may make one feint attempt on any threatened target as a free action once per round per enemy, they are denied their dexterity to you alone for the remainder of the round.
+16 - As a full round action, you make make one attack with a +20 bonus to hit. This attack is considered to be a critical threat.
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Re: Unsorted Material

Post by Surgo »

SunTzuWarmaster wrote:+16 - As a full round action, you make make one attack with a +20 bonus to hit. This attack is considered to be a critical threat.

That's complete crap. I can make a single attack, and it merely counts as a critical threat? At level 16? When I'm forced to fight one-handed with nothing in the other? No thanks, seriously. If I'm making one attack, it better damn well be worth it. Compare those rather mediocre one-attack, +100 damage maneuvers from Tome of Battle. And those are mediocre too.
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Re: Unsorted Material

Post by Jacob_Orlove »

I think the assumption is that you're running around with a Vorpal Sword and snicker-snacking people's heads off? Otherwise, yeah, that'd be pretty underwhelming.
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Re: Unsorted Material

Post by CalibronXXX »

SunTzuWarmaster at [unixtime wrote:1197680981[/unixtime]]However, I disagree with your implementation. I like that you are aiming to hit smack in the middle of TWF, THF, and S&B. I offer honest criticism:

Oh good.


SunTzuWarmaster at [unixtime wrote:1197680981[/unixtime]]You never take more than a -3 penalty to your attacks due to being secondary." I have no idea what the latter part of this sentence means, please clarify in the feat. I think you are trying to say "you cannot take more than a -3 penalty in this manner", but I do not know why you would limit the character in this manner.

I like the iterative attacks, but they need clarification. Please give an example of something like: +20/+17/+17/+whatever.

Will do, I thought it was easy to understand, but then again I can read my thoughts and you can't.

SunTzuWarmaster at [unixtime wrote:1197680981[/unixtime]]I hate the "You get a bonus to disarming and stealing peoples weapons. Flavor-wise it is great, but if you use a Disarm check in the beginning of the round and snatch the weapon, your Duelist feat doesn't function for the rest of the round (at least), meaning that you have deprived yourself from attacks. I assume that you did not intend to give an ability that stops itself from working...
(PS - it would be awesome if you could disarm a dagger and throw it at the person you disarmed it from).

You generally wouldn't hang on to the weapon, since it would in fact stop the feat from working, you could drop the weapon on other side of you from your attacker as a free action(which you couldn't normally do without the edge), use an attack action to throw the weapon(at the attacker, another enemy, or just away), or you could take combat looting and stow it as a free action. I think I'll add a caveat that you can immediately throw a caught weapon by using an attack action and have it not count against your one weapon, free handed status.

SunTzuWarmaster at [unixtime wrote:1197680981[/unixtime]]I like the flavor of the +11 ability, but dislike the implementation (tons of Feint checks are lame). I think it should read more like:
You may attempt a number of Feint checks up to the number of attacks that you get in a round as a free action. Any target successfully Feinted against is denied his Dexterity bonus to AC to you alone for the remainder of your round. This may only be attempted once per round on any target.
(1 feint check for free, per round, per target).

Too powerful, I think, look at the TWF +11 ability for comparison. I was even feeling a little iffy about my current version being too powerful, but this step it up another notch past even that. I can't think of anything else appropriate that isn't significantly more powerful than the TWF +11 ability.

SunTzuWarmaster at [unixtime wrote:1197680981[/unixtime]]The above implementation makes the level 16 ability not so stupidly good. It was previously "Make feint checks until the enemy is denied his Dex bonus, then get an attack bonus that is too small for a decent power attack and try to hit him really hard."

I have never played a game higher than level 12, so I don't know how good any level 16 ability is.

...? I'm not sure how to reply to this argument since this is exactly how the +16 ability is supposed to do. This option is intended for use against single tough creatures, where as you 6+ attack Full Attack is for mooks. Hell, if the single tough monster has a lowish save targetable by an ability tied to weapon attacks the full attack may still be a better option.

SunTzuWarmaster at [unixtime wrote:1197680981[/unixtime]]I don't like that this character won't take the Blitz feat, TWF feat, THF feat, or Sword+Board feat while being unlikely to take Combat School, Juggernaut, and others. I would prefer a different +1 ability in order to assure that they take Blitz. This character meshes well with Blitz in order to provoke an AoO to add 10*BAB->dmg at level 16, and will likely do so by level 16 anyways.

Why wouldn't they take blitz? It only mildly weakens the impact of the +6 ability, otherwise it's still as great an option as it would be for anyone else. You don't like that this character won't take the TWF or THF feat; that makes no sense, these fighting styles are entirely incompatible. A high Str moderate Dex Duelist may indeed take the Sword&Board feat to use in conjunction with a Kappa Shell. You really lost me on why a Duelist wouldn't take Combat School, the extra attack bonus is always good and can be shifted into twice as much AC or damage as needed, the extra damage is good with the increased number of attacks you make, likewise with the Save-or-Daze, the +11 ability makes you even harder to disarm and Duelist doesn't interfere with taking 10 on attack rolls in any way, and finally the first half of the +16 ability works great with the Duelist +16 ability, and the other half works very well with the Duelists high number of attacks.

SunTzuWarmaster at [unixtime wrote:1197680981[/unixtime]]Perhaps something like this?
*note - only functions with a weapon in one hand and nothing in the other (even a buckler)
+0 - +2 dodge to AC for every point of BAB lost
+1 - You may make one extra attack with your weapon for every attack normally allotted for high BAB
+6 - +4 on Disarm attempts, you may catch or pick up any weapon within 10 feet of you (including any weapon you have recently disarmed), if you do so you may then sheathe a weapon as a free action.
+11 - You may make one feint attempt on any threatened target as a free action once per round per enemy, they are denied their dexterity to you alone for the remainder of the round.
+16 - As a full round action, you make make one attack with a +20 bonus to hit. This attack is considered to be a critical threat.

Wow, no that is waaay too powerful in all the wrong places and extremely weak in all the wrong places. First of all it now gives more attacks and is compatible with TWF(armor spikes), geez if you thought a hasted TWFer was a human blender before...this would just rocket 'em way past crazy town into brokensville; It steps on Combat Looting's toes for no good reason, and the +16 ability sucks. The only time you would ever use it is against something that has AC that is completely off the RNG.
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