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68

Imagine you have a friend who roleplays in Second Life. There are all kinds of emoting macros there to supplement the textual channel they use to weave their stories. Now put that person on the stage. "This has so few options, I can't do anything except stand here and talk!" That would be obviously ridiculous, right? The situation is the same in D&D (...


60

Breadth of Option Unexpected monster rears out of the darkness, clearly well beyond the battered party's ability to handle? Wizard teleports home. Fighter manages to kill the thing half to death before he gets eaten. Ambuscade! The earl's men have the party cornered, and demand they surrender - only execution awaits if they do. Wizard casts ...


40

Strictly speaking, it’s not actually true The terms “linear” and “quadratic” come from mathematics. Linear growth is one in which the rate of change is constant. Notably, this means that no one level can be particularly special, each level would involve the same bonuses as the one before it, and growth only happens because of the accumulation. For ...


38

Naetuir is right – Bard is exactly what you're looking for here, even to the point of being a bit of a joke. Using "Fighter: melee dps Wizard: buffing Thief: skills" as the main set of requirements, lets see what we can do to build a straightclass Bard Elan, as compared to his needlessly complicated twin brother Nale. (Who's a wizard, not a sorcerer, as per ...


34

Yes...sort of. More at L1 than at other levels though. For a brief look at this, let's look at the 4 basic L1 characters and see what their defined combat options are. Wizard: 3 L1 spells/day (they get the extra from an afternoon nap). 3-4 cantrips. Generally the wizard has the most combat options. They have more daily spells than the cleric and they have ...


28

Three reasons, in order of increasing importance: flexibility, narrative agency, and expectations. Flexibility: A well-built fighter can compete with a wizard in pretty much any combat-specific area. Wizards can be very good at grappling, so can fighters. Wizards can deal very large amounts of damage, so can fighters. Wizards can be good at ranged attacks,...


20

Both of those modifiers do add to the attack roll; the combined modifier is then relevant ability mod (DEX, +3) + proficiency bonus (+2) + Archery bonus (+2), yielding the +7 you see in the "Attacks & Spellcasting" section of the pregen character sheet.


19

Firstly, Extra Attack is a class feature, not a feat. Secondly, Extra Attack says: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. To cast Fire Bolt, you take the Cast a Spell action, not the Attack action. Extra Attack only applies to the Attack action.


18

You can activate Action Surge, but it would waste it A surprised creature can’t move or take an action or a reaction until its first first turn ends (remember that being unable to take an action also means you can’t take a bonus action). Since you can't take an action, that means any actions... even if you have 2... and a bonus, since you can't take ...


17

It means once per attack. Whenever the system refers to an Attack Action it explicitly does so and you can always tell the difference besides it saying Attack Action vs. attack because Attack Action is capitalized and attack is left lowercase. This is no way overpowered as superiority dice are a limited resource. A higher level fighter could use all of ...


16

No, not with a "single strike", which the PHB would call an attack. Quoting from the Player's Handbook, p.73 (emphasis mine): Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. If you have additional attacks, from a feat, from the Extra Attack class feature or from some other source, you can use one additional ...


16

D&D creatures may have evasion abilities such as flying, invisibility, damage reduction, darkness, illusions, ensnarement, walls, and teleportation. Spellcasters have spells which can defeat monsters that have these evasion abilities, and they have spells which can give themselves these evasion abilities. Fighters don't have any intrinsic way to deal ...


15

By Rules as Written: Yes. Player's Handbook, page 72: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. This ...


15

The rule for Two Weapon Fighting is as follows: When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. The errata for the PHB states that unarmed strikes are not weapons, so you can't use ...


14

What you want to play is nicknamed a "Gish." There are a number of gishy resources available for 3.5 here and here. A gish uses his spells to enhance his battle prowess and combat capability, while being a melee character at heart. In exchange for this versatility, they tend to be somewhat... fragile, though with the right spell selection, this is not the ...


14

Yes You can, but with no valid secondary target, the extra damage would be wasted.


14

What exactly is the question about how it works? From the Pathfinder SRD, Overhand Chop is "At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls." Here's an example - a fighter charges and makes a single attack with his two-handed sword;...


14

No, because the requirement for the class is having the feat, not being able to use it. You only need to meet a feats prerequisites to acquire it, so increasing in size does not mean you lose the feat -- you simply cannot benefit from it. About feat prereqs: Your character must have the indicated ability score, class feature, feat, skill, base attack ...


14

No it doesn't give you another bonus action. The optional part is that if you haven't used your bonus action that turn you can still use it after the action surge so it could be: Action -> Bonus Action -> -AS- Action Action -> -AS- Action -> Bonus Action Source To quote the rules: You can take only one bonus action on your turn, so you must choose ...


14

Yes You cited the only relevant rule in your question. The warlock would have to either be within 5 ft of the weapon every minute, or resummon it frequently, but the passage quoted clearly allows the weapon to be away from the warlock for plenty of time to be useful in the hands of someone else.


14

Yes It says you can forgo one attack out of your pool of attacks. Every turn you get one action. When you use your action to attack, you can make one (melee or ranged) attack (more as fighter and other fighter-y classes at later levels). You can then sacrifice that single attack to gain the described bonus action. Keep in mind you get only one bonus ...


14

Summoning is not drawing. Sorry, but they're not the same word, and drawing is not a superset of summoning. So there's no reason for a rule that modifies drawing a weapon to have any effect on summoning a weapon.


13

Yes, this build works, and it is strong. I ran the numbers, and the average damage using your build and the -5/+10 feature gives you an average at level 5 of 22.8 damage per round (dpr). By comparison, a Great Weapon Fighter build with either the Great Weapon Master or Polearm Master feat deals an average of 18.7 damage at the same level. This build ...


13

The fighter is one of the weakest classes in the game, but 1st is a relatively good time to be one Pathfinder, to an extent, implements linear warriors, quadratic wizards.1 That means that low levels are better for mundane characters, and high levels are better for magical characters. So your potency will not last. After all, right now you have 20 Strength. ...


13

By strict RAW, no. Allowing it wouldn't harm your game meaningfully, however. Shields are in the armour category, and are thus not weapons. You could easily argue that you could use it as an improvised weapon, but that does not make it an actual weapon. Using improvised weapons as justification for doing this does not hold up, as that would allow you to ...


13

Yes You appear to be confusing the Attack action with an attack. The Attack action is one of the things you can choose to do with your action; others include the Dash action, the Cast a Spell action and the Use an Object action. An attack is anything you do that causes you to roll a die to overcome someone's AC. Trying to hit with a weapon is an attack ...


13

Yes "If the attack involves other damage dice" sounds like a pretty solid indicator that "Superiority Dice" would be multiplied, if a maneuver were used that adds the result as damage. That sounds like a pretty sneaky way to add extra damage to multiply (not that superiority dice are really game-breaking for additional damage) after learning that an attack ...


13

You can add it after the roll, but not after someone else uses a reaction to respond to the result of the roll (i.e., because the roll indicated a hit and that result was declared): You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. The attack's success causing someone else to choose to ...


12

I'm not familiar with the Int rule but there are several ways to lower your crit so that you have a good crit chance (>25%). First you start with a weapon with a high critical range. The obvious choices are Rapier (1d6, 18-20/x2), Scimitar (1d6, 18-20/x2) and Falchion (2d4, 18-20/x2). Many people prefer the Falchion as a two handed weapon and therefore a ...



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