Feats for my rhino companion... [Archive] - Wizards Community

Post/Author/DateTimePost
Jay_Ibero_911

04-02-07, 08:41 PM
My druid just hit 12th, meaning my rhino just hit 12 HD too, meaning he has a 9th and 12th level feat to pick. There are several combinations I'm considering:

Diehard+Improved Toughness=Raw meat.

Improved Toughness+Dive for Cover=Evading meat.

Iron Will+Indomitable Will=Strong willed meat.


That's what I currently am thinking of. The first option, while making the rhino considerably harder to take down, seems unnecessary because my rhino hardly ever takes much damage before everything else is dead. Area effect spells are the most common source of the damage rhino takes, and I love the thought of him diving for cover with evasion. The last one is the most situational, but probably the most useful, as I do worry about rhino failing his save vs. fear or mind effecting stuff, and he has devotion now for +4 vs. enchantments, so rhino should be pretty set then. Any other ideas?
ShinAkuma2

04-02-07, 08:51 PM
Iron Will+Indomitable Will=Strong willed meat.

I'd go for that...If your mount runs scared, you're out of combat, too, or at the very least forced to dismount and losing a bit of power.

The rhino already has HP out the ass, so the other feats are redundant. As entertaining at Dive for Cover is, it's not really necessary.
Jay_Ibero_911

04-02-07, 09:05 PM
I'd go for that...If your mount runs scared, you're out of combat, too, or at the very least forced to dismount and losing a bit of power.

The rhino already has HP out the ass, so the other feats are redundant. As entertaining at Dive for Cover is, it's not really necessary.

Yeah, I know...I was just hoping someone could convince me to have rhino take dive for cover...
clannagh

04-02-07, 09:52 PM
My druid just hit 12th, meaning my rhino just hit 12 HD too, meaning he has a 9th and 12th level feat to pick. There are several combinations I'm considering:

Diehard+Improved Toughness=Raw meat.

Improved Toughness+Dive for Cover=Evading meat.

Iron Will+Indomitable Will=Strong willed meat.


That's what I currently am thinking of. The first option, while making the rhino considerably harder to take down, seems unnecessary because my rhino hardly ever takes much damage before everything else is dead. Area effect spells are the most common source of the damage rhino takes, and I love the thought of him diving for cover with evasion. The last one is the most situational, but probably the most useful, as I do worry about rhino failing his save vs. fear or mind effecting stuff, and he has devotion now for +4 vs. enchantments, so rhino should be pretty set then. Any other ideas?

I have seen fly cast on a rhino who then proceeded to diving charge for 4x damage.

Maybe fly-by-attack :P
Southernskies

04-03-07, 04:18 AM
I have seen fly cast on a rhino who then proceeded to diving charge for 4x damage.

Maybe fly-by-attack :P

You might want to get that person to read their rulebook a bit closer next time.

1. A x2 + x2 multiplier = x3 multiplier (PHB glossary, pg 304)
2. Using a dive attack, only claw or talon attacks deal double damage (MM glossary, pg 312). I don't recall a rhino having either of those attack types.

Flyby attack requires a fly speed, so is an invalid choice for a Rhino.

How about Power Attack and Cleave? If your rhino charges adjacent foes, you'll potentially take both out.
clannagh

04-04-07, 07:29 PM
You might want to get that person to read their rulebook a bit closer next time.

1. A x2 + x2 multiplier = x3 multiplier (PHB glossary, pg 304)
2. Using a dive attack, only claw or talon attacks deal double damage (MM glossary, pg 312). I don't recall a rhino having either of those attack types.

Flyby attack requires a fly speed, so is an invalid choice for a Rhino.

How about Power Attack and Cleave? If your rhino charges adjacent foes, you'll potentially take both out.

it was not a serious suggestion .. i was being silly :) ... the flying rhino was real, but to be honest i cant actually remember if they tried to claim diving charge or not


for a more serious suggest .. try the feat from CW that lets you take up to a 90 degree turn mid charge .. that would be pretty useful for something that does double damage on the charge as you can have your normal charge blocked and still get in (i am considering this feat for my paladin mount to help with ride-by-attacks)
Southernskies

04-04-07, 08:30 PM
for a more serious suggest .. try the feat from CW that lets you take up to a 90 degree turn mid charge .. that would be pretty useful for something that does double damage on the charge as you can have your normal charge blocked and still get in (i am considering this feat for my paladin mount to help with ride-by-attacks)

I considered mentioning that (Fleet of Foot), but it requires Dex 15.
clannagh

04-04-07, 09:00 PM
ah .. hadnt bothered looking up the dex of a rhino .. a riding dog has dex 15 so it works fine with them

you are right at Dex 10 .. even with animal companian dex bumps a rhino is pushing to qualify
dkay807

04-06-07, 01:08 PM
it was not a serious suggestion .. i was being silly :) ... the flying rhino was real, but to be honest i cant actually remember if they tried to claim diving charge or not


for a more serious suggest .. try the feat from CW that lets you take up to a 90 degree turn mid charge .. that would be pretty useful for something that does double damage on the charge as you can have your normal charge blocked and still get in (i am considering this feat for my paladin mount to help with ride-by-attacks)

It doesn't get double-damage on the charge. Read the Rhino's ability carefully. It deals a set amount of damage... I understand the intent of the description, but sadly, the description is very clear.
kjenks

04-09-07, 12:25 AM
And since it doesn't say the magic words, "double damage," a critical from a rhino charge is really big.

So you might think about Improved Critical on that horn. Lotsa fun.
paigeoliver

04-09-07, 06:06 PM
How about Tunnel Fighting so he can squeeze without penalty?
Jay_Ibero_911

04-09-07, 06:40 PM
It doesn't get double-damage on the charge. Read the Rhino's ability carefully. It deals a set amount of damage... I understand the intent of the description, but sadly, the description is very clear.

So you are saying that it's possible for an advanced and buffed rhino to do LESS damage on a charge than with it's normal attack?

Here's the definition of the Powerful Charge ability according to the Monster Manual p313:

Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.

After looking up other examples of creatures with the powerful charge ability, it seems the extra damage is highly inconsistant. A Rhino normally deals 2d6+12 with its gore, but deals 4d6+24 with a powerful charge, and is apparently the only case where it is exactly double damage. A Triceratops normally deals 2d8+15, but deals 4d8+20 on a powerful charge, 10 points less than double damage. On the other hand, a minotaur normally deals 1d8+4 with its gore, but jumps up to 4d6+6 with a powerful charge. So while it's clear that a creature is supposed to do more damage than normal with a powerful charge, there doesn't seem to be any kind of pattern for determining powerful charge damage when the base creature changes. Previously I've been playing it as it is just double damage, and haven't had any issues with DM's about it, but after looking at the ability in depth, I'm not sure what the hell to do with it. For instance, if my Rhino is under the effects of greater magic fang, nature's favor, and animal growth, he does 3d6+25 on a normal attack. Should it still be doing only 4d6+24 on a powerful charge in that situation? This really bothers me...
sylvermyst

04-10-07, 09:13 AM
For instance, if my Rhino is under the effects of greater magic fang, nature's favor, and animal growth, he does 3d6+25 on a normal attack. Should it still be doing only 4d6+24 on a powerful charge in that situation? This really bothers me...

I'd say you should be able to add the extra for gmf and nature's favour at least (although not doubled). As far as the rest, I personally would let you be dealing double (because that's what it equates to, even though that's not what it is...), but I'm not sure how willing other DMs would be to go with that. Expect the dreaded table variation. :D