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I've not heard anything from Yyg all week so I don't know. I don't currently have plans on Saturday but any word would be greatly appreciated so I know if I should make plans or not.
EDIT: Ninja'd. Let us know times ASAP please Yyg .
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.
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.
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:
* +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.)
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.
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.
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.
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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