Bull's Str + Rage + Power Attack [Archive] - Wizards Community

Post/Author/DateTimePost
satyre

07-19-07, 12:01 PM
I have a Half-Orc Barbarian/Cleric, and my usual actions for the first couple of rounds of combat are to cast Bull's Strength on myself and then go into a Rage. That combined with Power Attack and a Greataxe has proven to be quite effective. Is this even legal? I kind of feel like I'm cheating when I'm doing 1d12+32 damage.
Zarith

07-19-07, 12:06 PM
Pretty sure it's legal, the bulls str is an enhancement bonus and I think the bonus to strength from rage is unnamed, so they stack with the power attack.
Enderlaand

07-19-07, 12:12 PM
Sure does stack up. Nothing wrong with what you're doing. I like it too.
Einvaldurinn_mikli

07-19-07, 12:12 PM
It's legal. Why wouldn't it be?
satyre

07-19-07, 12:59 PM
Alright, making sure I didn't miss anything. It just feels dirty and cheap... just the way I like it.

"Oh, I rolled a twelve for damage, and it's a crit... that'll 132 points of damage, Mr. DM"
Zherog

07-19-07, 01:11 PM
Yep, it's legal. Note two things, though.

1) you can't do this in the opposite order. That is, you can't rage then cast bull's Strength, because raging prevents spellcasting. (this also means - among other things - that you can't cast healing spells while raging; something to keep in mind)

2) If you have gauntlets of ogre power or a belt of giant Strength, it won't stack with your bull's Strength spell, because each grants an enhancement bonus, and therefore doesn't stack.
Netak

07-19-07, 01:20 PM
Yep, it's legal. Note two things, though.

2) If you have gauntlets of ogre power or a belt of giant Strength, it won't stack with your bull's Strength spell, because each grants an enhancement bonus, and therefore doesn't stack.

A little question: In the theory, would a person could take his, lets say belt of giant strength off, just so he could cast bulls strength? And would a gauntlets of ogre power stack with a belt of giant strength? It would no, would it? Since that both of them are enchanted
satyre

07-19-07, 01:26 PM
Yep, it's legal. Note two things, though.

1) you can't do this in the opposite order. That is, you can't rage then cast bull's Strength, because raging prevents spellcasting. (this also means - among other things - that you can't cast healing spells while raging; something to keep in mind)

2) If you have gauntlets of ogre power or a belt of giant Strength, it won't stack with your bull's Strength spell, because each grants an enhancement bonus, and therefore doesn't stack.

Yeah, I'm careful about the order I do it in. I usually don't have to worry about healing until after combat. My group only has three people, the other two being a Paladin and a Ranger. So healing is fairly covered.
Grand Theft Otto

07-19-07, 01:33 PM
A little question: In the theory, would a person could take his, lets say belt of giant strength off, just so he could cast bulls strength?

You dont need to. You simply use the higher enhancement bonus.


And would a gauntlets of ogre power stack with a belt of giant strength? It would no, would it? Since that both of them are enchanted

You're confusing 1st/2nd edition with 3rd. Regardless, the hgiher strength would apply. Gauntlets of ogre power gave you 18-00 strength, a girdle of giant strength gave you 19-25 (hill to storm). Same principle applies - use the highest one ya got.
harriel001

07-19-07, 01:35 PM
It's legal as long as you're not exceeding your Base Attack Modifier with Power Attack.

You can't use Power Attack to lose 10 to your attack roll and add 10 to your damage if your Base Attack is only 5. You'd be capped at losing 5 on your attack roll for adding 5 on your damage.

Remember that increasing your Str doesn't increase your Base Attack Modifier, only increasing your level does that.
satyre

07-19-07, 02:03 PM
My current Base Attack Bonus is +7, with a two-handed weapon you add twice the amount to your damage that you subtract from your attack.

-7 attack, +14 damage
NobodyRemembersThis

07-19-07, 02:10 PM
My current Base Attack Bonus is +7, with a two-handed weapon you add twice the amount to your damage that you subtract from your attack.

-7 attack, +14 damageso just the mod from Rage and Bull's Strength you are doing +20 damage with a +4 to hit.

That's a fair toss up.
satyre

07-19-07, 02:39 PM
Attack = +14 (+7 BAB, +4 str, +4 bull's str, +4 rage, +2 weapon, -7 power attack)

Damage = +32 (6 str, +6 bull's str, +6 rage, +14 power attack)

+14 Melee, Greataxe, 1d12+32, 20/x3

Straight from muh sheet! I also can get +2 damage against evil for having the Radiant Fire Initiate feat (Races of Destiny), and +8 damage for the Sun Devotion feat (Divine Champion).

156 damage!!!! :drool:
Salla

07-19-07, 02:44 PM
Attack = +14 (+7 BAB, +4 str, +4 bull's str, +4 rage, +2 weapon, -7 power attack)

Damage = +32 (6 str, +6 bull's str, +6 rage, +14 power attack)

+14 Melee, Greataxe, 1d12+32, 20/x3

Straight from muh sheet! I also can get +2 damage against evil for having the Radiant Fire Initiate feat (Races of Destiny), and +8 damage for the Sun Devotion feat (Divine Champion).

156 damage!!!! :drool:

If you're *insanely* lucky. Note that you're going to crit less than 5% of the time.
NobodyRemembersThis

07-19-07, 02:44 PM
Attack = +14 (+7 BAB, +4 str, +4 bull's str, +4 rage, +2 weapon, -7 power attack)

Damage = +32 (6 str, +6 bull's str, +6 rage, +14 power attack)

+14 Melee, Greataxe, 1d12+32, 20/x3

Straight from muh sheet! I also can get +2 damage against evil for having the Radiant Fire Initiate feat (Races of Destiny), and +8 damage for the Sun Devotion feat (Divine Champion).

156 damage!!!! :drool:not a bad build. :)
Guardian Phoenix

07-19-07, 03:22 PM
Attack = +14 (+7 BAB, +4 str, +4 bull's str, +4 rage, +2 weapon, -7 power attack)

Damage = +32 (6 str, +6 bull's str, +6 rage, +14 power attack)

+14 Melee, Greataxe, 1d12+32, 20/x3

Straight from muh sheet! I also can get +2 damage against evil for having the Radiant Fire Initiate feat (Races of Destiny), and +8 damage for the Sun Devotion feat (Divine Champion).

156 damage!!!! :drool:
How are you getting the +4/+6 from rage? The standard barbarian rage is +4 to strength which is then +2 to hit/+3 to 2H damage.

Also remember that you only rage once per day. Great fun for smashing one battle, not so fun for the other three you ought to be having yet.

If you have an 18 strength, what's you wisdom? I guess you could make a somewhat unusual cleric who put greater emphasis on strength than on wisdom, just seems weird.
satyre

07-19-07, 03:53 PM
How are you getting the +4/+6 from rage? The standard barbarian rage is +4 to strength which is then +2 to hit/+3 to 2H damage.

Also remember that you only rage once per day. Great fun for smashing one battle, not so fun for the other three you ought to be having yet.

If you have an 18 strength, what's you wisdom? I guess you could make a somewhat unusual cleric who put greater emphasis on strength than on wisdom, just seems weird.

WOWZERZ!!!! This has to be the biggest brain fart I've ever had. I've been adding the bonuses from bull's strength and rage to my modifer not my original score.

Egad! I've been cheating (unknowingly) all this time. I knew something was off...
was_fired

07-19-07, 03:57 PM
So long if it was unintentional it's fine. Just fess up to your mistake and apologize. Everyone gets the rules wrong from time to time even the best rules lawyers. Personally I forgot that ray of exhaustion had a saving throw in one battle. I felt like **** afterwards and apologized to my DM as it let us kill a dragon in a much easier battle than it would have otherwise been.
Archangel_Tyrael

07-19-07, 04:14 PM
Attack = +14 (+7 BAB, +4 str, +4 bull's str, +4 rage, +2 weapon, -7 power attack)

Damage = +32 (6 str, +6 bull's str, +6 rage, +14 power attack)

+14 Melee, Greataxe, 1d12+32, 20/x3

I think you just realized this...but this isn't right.

If you have 18 Str and a +2 Greataxe:

Strength Score: 18 (Base) + 4 (Bull's Str) + 4 (rage) = 26 Str = +8 modifier

Attack Bonus: 7 (BAB) + 8 (Str) + 2 (Weapon) - 7 (Power Attack) = +10

Damage = 1d12 + 12 (Str x 1.5) + 2 (Weapon) + 14 (Power Attack) = 1d12 + 28
________________________________________ ___________
If you took the Strength Domain you can cast Enlarge Person as a 1st level spell:

Enlarge Person, 18 Strength, and a +2 Greataxe gives you:

Strength Score: 18 (Base) + 4 (Bull's Str) + 4 (rage) +2 (enlarge person) = 28 Str = +9 modifier

Attack Bonus: 7 (BAB) + 9 (Str) + 2 (Weapon) -1 (size) - 7 (Power Attack) = +10

Damage = 3d6 (size) + 13 (Str x 1.5) + 2 (Weapon) + 14 (Power Attack) = 3d6 + 29

and now you have 10 ft reach! Yay! AoO's for everyone!
satyre

07-19-07, 05:00 PM
Yeah, looking back now I should have taken the Strength domain... I took Sun and Healing. :(

Maybe I can con my DM into letting me change it. :D
Zherog

07-19-07, 05:03 PM
There's prestige classes that grant another domain. I believe contemplative does - though the thought of combining somebody whose supposed to be deep in thought about their god with somebody who rages makes me twitch a little...

:twitch: <--- see?
mshea

07-19-07, 05:43 PM
On a crit you could still do 180 damage. That's nothing to sneeze at.

Go buy a potion of speed and you can double your chances at a crit.

I always thought power attacking two-hand wielding barbarians were a bit overpowered when compared to a straight-laced fighter. All those skills and extra feats don't match the pure damage of a barbarian.
DaidojiTaidoru

07-19-07, 05:51 PM
There's prestige classes that grant another domain. I believe contemplative does - though the thought of combining somebody whose supposed to be deep in thought about their god with somebody who rages makes me twitch a little...

:twitch: <--- see?

Only in the purest of Rages can you understand the anger of our Lord.

It is the Strength Domain we're talking about here. :)
SokenzanMarauder

07-19-07, 05:53 PM
Only in the purest of Rages can you understand the anger of our Lord.

It is the Strength Domain we're talking about here. :)
I could see a priest of Kord saying this.

-Gene
Sphyre

07-19-07, 06:22 PM
A little question: In the theory, would a person could take his, lets say belt of giant strength off, just so he could cast bulls strength? And would a gauntlets of ogre power stack with a belt of giant strength? It would no, would it? Since that both of them are enchanted

Both grant an enhancement bonus. It doesn't matter what order they are.

If you put on gauntlets of ogre power you have +2 enhancement bonus to str.

If you then cast bull's str, you have a +2 enhancement to str from your gloves, and +4 enhancement bonus to str from your spell. Since they don't stack, you take the best, and you have +4 enhancement to str.

If you take off your gauntlets of ogre str, you lose the +2 enhancement bonus to str, but you still have your +4 enhancement bonus to str from bull's str, thus you take the best, which is +4.

If you put on a belt of giant str +6 at this point, and you still have +4 enhancement bonus to str from bull's str, your best enhancement bonus applies, which is +6.

If you then get dispel magic cast on you and you lose your bull's str, you still have your belt of giant Str +6, so your only enhancement bonus applies, which is still +6.

Order means nothing. Simply the best applies at any given moment.

"Oh, I rolled a twelve for damage, and it's a crit... that'll 132 points of damage, Mr. DM"

My group houserules it this way, but the rules say that when you crit, you roll the extra random damage, you don't multiply it.

For example, for a greatsword hit, you would roll 4d6 + all other modifiers multiplied (keep in mind, also extra dice of damage, such as flaming and Sneak attack aren't multiplied on a crit.)
Netak

07-19-07, 06:26 PM
Both grant an enhancement bonus. It doesn't matter what order they are.

If you put on gauntlets of ogre power you have +2 enhancement bonus to str.

If you then cast bull's str, you have a +2 enhancement to str from your gloves, and +4 enhancement bonus to str from your spell. Since they don't stack, you take the best, and you have +4 enhancement to str.

If you take off your gauntlets of ogre str, you lose the +2 enhancement bonus to str, but you still have your +4 enhancement bonus to str from bull's str, thus you take the best, which is +4.

If you put on a belt of giant str +6 at this point, and you still have +4 enhancement bonus to str from bull's str, your best enhancement bonus applies, which is +6.

If you then get dispel magic cast on you and you lose your bull's str, you still have your belt of giant Str +6, so your only enhancement bonus applies, which is still +6.

Order means nothing. Simply the best applies at any given moment.



My group houserules it this way, but the rules say that when you crit, you roll the extra random damage, you don't multiply it.

For example, for a greatsword hit, you would roll 4d6 + all other modifiers multiplied (keep in mind, also extra dice of damage, such as flaming and Sneak attack aren't multiplied on a crit.)

Right:)
Vaelan

07-19-07, 07:23 PM
I always thought power attacking two-hand wielding barbarians were a bit overpowered when compared to a straight-laced fighter. All those skills and extra feats don't match the pure damage of a barbarian.
The Specialization line (PHB2 feats included, naturally) ends up surpassing Rage. It starts out a little slower, though.
Einvaldurinn_mikli

07-19-07, 07:24 PM
The Specialization line (PHB2 feats included, naturally) ends up surpassing Rage. It starts out a little slower, though.

It's also more reliable. You only get one Rage at level one.
Archangel_Tyrael

07-19-07, 07:29 PM
I always thought power attacking two-hand wielding barbarians were a bit overpowered when compared to a straight-laced fighter. All those skills and extra feats don't match the pure damage of a barbarian.

Well, at first I was going to disagree with you...but then I did some quick research...

Rage: +4 Str
+2 AB
+3 Damage (2 Hander)

Weapon Focus and Weapon Specialization:
+1 AB
+2 Damage
________
Greater Rage: +6 Str
+3 AB
+4 or 5 damage

Greater Weapon Focus and Greater Weapon Specialization
+2 AB
+4 damage
________
Mighty Rage: +8 Str
+4 AB
+6 damage

Greater Weapon Focus and Greater Weapon Specialization
+2 AB
+4 damage
________
Plus you can sac your extra Attack Bonus for another +4 to damage!

Mighty Rage Power Attacking at -2 attack
+2 AB
+10 damage

Greater Weapon Focus and Greater Weapon Specialization
+2 AB
+4 damage
NobodyRemembersThis

07-19-07, 10:45 PM
And that is why the +2 damage that was legacied in for Weapon specialization needs to be changed folks. In one of two ways - either a scaling bonus (+1/4 fighter levels) or it increases the base damage dice of the weapon 1 size increment and increase the multiplier by 1 (max of x4).

Example with longsword
Level based weapon specialization:
1d8+(1-5), 19-20/x2 = crit of 2d8+(2-10) (average of 11-19)

Increase parameters weapon specialization:
1d10, 19-20/x3 = crit of 3d10 (average of 16.5)

Example with greatsword
Level based weapon specialization:
2d6+(1-5), 19-20/x2 = crit of 4d6+(2-10) (average of 16-24)

Increase parameters weapon specialization:
3d6, 19-20/x3 = crit of 9d6 (average of 31.5)

Example with greataxe
Level based weapon specialization:
1d12+(1-5), 20/x3 = crit of 3d12+(3-15) (average of 22.5-34.5)

Increase parameters weapon specialization:
3d6, 20/x4 = crit of 12d6 (average of 42)

Tough call. It would fall to the "better average damage" versus "awesome crits" argument for most weapons. The two handed weapons clearly favor the second option. So increasing the crit modifier needs to be dropped, but that makes the second option (increasing base damage die) a subpar choice.

So, ignoring the legacy of the +2 specialization damage and making it a scaling benefit of +1/4 fighter levels seems to be the best option. :plotting:
runestar

07-19-07, 11:37 PM
Bah, why bother comparing. Take 2 lvs of barb and extra rage, then multiclass into fighter. Now you get the benefits of rage and weapon spec etc...

And swap out fast movement for pounce if you plan on wearing heavy armour anyways.:D
NobodyRemembersThis

07-19-07, 11:41 PM
Bah, why bother comparing. Take 2 lvs of barb and extra rage, then multiclass into fighter. Now you get the benefits of rage and weapon spec etc...

And swap out fast movement for pounce if you plan on wearing heavy armor anyways.:DI do things like this so that the fighter doesn't require multiclassing or endless questionable splatbooks to comparatively effective with the other classes. :P

As the fighter's only unique class feature in the Core Books, the Weapon Specialization tree is pathetic.
Salla

07-19-07, 11:44 PM
Well, we all know the fighter is the Core whipping boy, so it's completely unsurprising that the Barbarian outstrips it, because everybody on this side of the Swashbuckler, Soulknife, and Samurai beats the Plate Mail Pants off the fighter.

I've considered just letting the Weapon Specialization chain stack, but NobodyRemembersThis's idea looks good.
NobodyRemembersThis

07-20-07, 12:06 AM
+1/4 levels is good. Have greater weapon specialization increase the dice size or add +1 base dice is even better.
I've considered just letting the Weapon Specialization chain stack, but NobodyRemembersThis's idea looks good. Thanks. Y'can call me NRT iffin ye want - it saves on typing and is easier to remember. :)
Vaelan

07-20-07, 12:18 AM
It's also more reliable. You only get one Rage at level one.
Limited uses per day doesn't really make Rage unreliable, since you can just take Extra Rage anyway.

Being limited to a certain kind of weapon, however, does make Specialization less reliable.


Bah, why bother comparing. Take 2 lvs of barb and extra rage, then multiclass into fighter. Now you get the benefits of rage and weapon spec etc...
I'm not too sure about the Barbarian/Fighter combination. It ends up with great bonuses but doesn't lend itself to getting into a Prestige Class. Getting anything good out of the Specialization tree requires about 6 levels of Fighter and only leaves you with one free bonus feat.

Barbarian 2 / Fighter 6 gets Rage, Melee Weapon Mastery, Weapon Focus, and Weapon Specialization. +2/+3 from Rage and +3/+4 from the feats ends up beating Mighty Rage, the Barbarian's 20th level ability, quite handily.

Your feats, however, look pretty grim. You have four feats not spent on mastery and would likely want to take Power Attack, Leap Attack, Extra Rage, and Improved Bull Rush to qualify for Shock Trooper, so there isn't any room for Prestige Class requirements.

In short, you're left scrambling to qualify for a Prestige Class, continuing Barbarian which doesn't give you a whole lot besides BAB, or continuing Fighter which seems to be a little more optimization-intensive than most people are interested in being. It definitely isn't a choice for everyone.


I do things like this so that the fighter doesn't require multiclassing or endless questionable splatbooks to comparatively effective with the other classes. :P
The only thing that will help the Fighter is a greater number of options. They have 11 bonus feats. They need to put more of them behind one method of combat, just as every other class's features are focused, than the core rules allow.

I'd also like to note that the PHB2, which contains a wealth of options for Fighter feats, is quite possibly the least questionable supplement that I have ever seen.
NobodyRemembersThis

07-20-07, 01:38 AM
The only thing that will help the Fighter is a greater number of options. They have 11 bonus feats. They need to put more of them behind one method of combat, just as every other class's features are focused, than the core rules allow.I disagree with this.It's all about power creep, and allowing multiple splatbooks hurts the fighter more than helps. If the fighter needs 2-3 splatbooks to make a good build, that's 2-3 splatbooks of stuff the casters and the other classes can use to make the fighter an even less attractive option.

The fighter needs to have an added ability (hell, call it special ability to be as generic as possible :P ) at levels 3, 5, 7, 9, 11, 13, 15, 17, 19. Allow me to quote a post in another thread:The fighter does not get nice things.

The first thing every fighter fix needs is a new skill list and 4 Skill Points per level. Here is a suggested list for fighters: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [Architecture and Engineering*, History**] (Int), Profession (Wis), Ride (Dex), and Swim (Str).
*Generally, since this involves fortifications and, arguably, siege weaponry, this is a must for fighters.
**history of war and battle is also a nice add for a fighter.

I dislike Seerow's fix because it does not follow the KISS mentality - Keep It Simple Stupid - by adding too many new rules. Especially to Core.

One possible fix is to give abilities at level 3, 5, 7, 9, 11, 13, 15, 17, 19. If you make the abilities selectable and that stack, it works better. At the same time, the abilities should scale and should be selectable. Suggestions:

- Increase AC in light/no armor (+1/5 levels of fighter)
- Add to skills as class skills for fighter
- Allow fighter to "assign" his "One Weapon" feats (Weapon Focus, Weapon Specialization, Improved Critical, Improved Weapon Focus, Improved Weapon Specialization, etc.) to whichever weapon he wants 1/day (1 hour of preperation)
- Grant a bonus to specific skill checks when "working as a team" (Spot, Listen, Search; Balance, Climb, Swim)
- Allow fighter to "Assign" his Armor specialization/shield Specialization feats to a different armor with 1 hour of preparation.
- Grant a bonus to his Reflex Save (+1/5 levels)
- Grant a bonus to his Will Saves (+1/5 levels)
- Increase his unarmed damage (first to 1d4, then +1d4 at levels 5, 10, 15)
- Increase damage done with his weapons (+3/5 levels)
- Grant DR when using Heavy Armor (+1/5 levels)
- Allow the fighter to replace his shield bonus with a deflection bonus as a swift action (+1/5 levels)
- Allow fighter to coordinate teammates in combat (+2 to initiative, +2 dodge to AC, and +5 movement for 1 round/5 levels)
- Allow fighter to pierce DR (Ignore 2 DR/5 levels)
- Counterattack Special Ability from PHB II

This kind of customization helps in and out of combat, keeps to the adaptability of the fighter, and provides a significant enough boost while not overshadowing the other classes.As you can see, the ability to deal damage is not as important as giving the fighter more of the versatility it is supposed to have.

I'd also like to note that the PHB2, which contains a wealth of options for Fighter feats, is quite possibly the least questionable supplement that I have ever seen. Some supplements are better than others. I think the PHB II is decently balanced; less problematic than most. The best thing I saw were the fighter substitution feats - the levels you gained them are too high, but they are a good WotC suggest set of abilities I would personally hotfix in to a fighter - at say levels 5, 9, and 13. ;)

Another suggestion for fighter bonus feats - standard action techniques that allow him to combine a standard attack and gain a bonus combat maneuver - trip, bull rush, disarm, sunder, stunning fist, etc. - in addition to damage.

TO THE OP: Sorry for taking over your thread. :blush:
runestar

07-20-07, 03:43 AM
I can honestly see myself playing a barb2/fighter18+ build all the way. Only problem is that I cannot squeeze in weapon supremacy pre-epic unless I get a psion to manifest psychic reformation on me or a wizard to cast embrace the dark chaos + shun the dark chaos (why the heck wasn't it a bonus fighter feat?:mad: )
Vaelan

07-20-07, 04:03 AM
I disagree with this.It's all about power creep, and allowing multiple splatbooks hurts the fighter more than helps. If the fighter needs 2-3 splatbooks to make a good build, that's 2-3 splatbooks of stuff the casters and the other classes can use to make the fighter an even less attractive option.
Is there some sort of rule that I can't allow Complete Warrior without allowing Complete Arcane as well? No? Then I guess you're wrong.

Aside from that argument, which isn't made in good faith as I allow both, not to mention pretty much anything else you could bring to the table, the assertion that spellcasters gain more from supplements than Fighters (the only way the inclusion would make them relatively less attractive on a mechanical level) is not a given.

I would assert that spellcasters gain very little from supplements compared to everyone else. They already have free lunch Prestige Classes in the DMG and you will find very few spells of any level that are better than a simple, core Polymorph.


I can honestly see myself playing a barb2/fighter18+ build all the way. Only problem is that I cannot squeeze in weapon supremacy pre-epic unless I get a psion to manifest psychic reformation on me...
Psychic Reformation won't work. All of your choices must still be legal at the levels in which you take them. If you reform back to level 6, your level 6 feat must be a legal choice at level 6.
runestar

07-20-07, 04:13 AM
Psychic Reformation won't work. All of your choices must still be legal at the levels in which you take them. If you reform back to level 6, your level 6 feat must be a legal choice at level 6.
That is not what the power says...

The subject can undo decisions of these sorts that were made at lower levels, if both the subject and the manifester agree to pay the necessary XP before this power is manifested (see below). The subject must abide by the standard rules for selecting skills and feats, and so it cannot take feats for which it doesn’t qualify or take crossclass skills as class skills.

It simply says that you must still meet the prerequisites for any new feats you bring in. Note that it uses the word "doesn't", rather than "didn't", meaning the present tense, or the moment at which you get psychic reformation. Thus, the recipient only needs to meet the requirements now, and not at the time when the original feat was taken.:)

This means that a lv21 wizard could use said power to swap out the toughness feat he took at 1st lv for improved spell capacity, in addition to the epic feat he gets at lv21.

Which is why reforged is so useful at epic lvs - it lets you swap out all your non-epic feats for epic feats.:D
Holy_Beholder

07-20-07, 08:45 AM
Alright, making sure I didn't miss anything. It just feels dirty and cheap... just the way I like it.

"Oh, I rolled a twelve for damage, and it's a crit... that'll 132 points of damage, Mr. DM"

Well, for a crit you have to roll the damage die 3 times, so you probably won't get 132 points of damage.
satyre

07-23-07, 08:41 AM
There's prestige classes that grant another domain. I believe contemplative does - though the thought of combining somebody whose supposed to be deep in thought about their god with somebody who rages makes me twitch a little...

:twitch: <--- see?

Think of it as a zeal for his god.
Vaelan

07-23-07, 04:02 PM
Verb tense is a weak argument, runestar.
Waldo_di

07-23-07, 08:24 PM
my 10 cleric 1 bbn Half-Orc has war and strength domain with a boots of speed combine with righteous might and divine power and divine favor I can belt out ... 3d6+57 (+30 strength, +22 power attack, +2 magic weapon and +3 for divine favor) and I get +26/26/21/16 (+20 strength, +1 focus, +3 divine favor, +2 weapon, +1 hasted, -1 size) on a attack round with a greataxe easily hit with 3 attacks for 9d6+171 averaging 192 damage in a round with only 3 hitting, Also can you say cleave?