| Post/Author/DateTime | Post |
|---|---|
| Echoenbatbat03-27-08, 03:55 AM | I am a bad person, and I should feel bad. At least, I should, if this little build of mine works. 10th level Goliath Fighter, strength 20, +1 Large adamantine greatclub, Armbands of Might, Belt of Priestly Might Feats: (1 flaw + 6 fighter + 4 HD = 11) Power Attack Imp Bull Rush, Weapon Focus (GC), Cleave, Three Mountains [style] (Complete warrior) Weapon Spec (GC) Brutal Strike (PHB II) Shock Trooper (Complete Warrior) Greater Weapon Focus (GC) Melee Wep Mastery (Blud) (PHB II) Knockback (Races of Stone) SPecial Abilities: Dungeon Crasher (Dungeonscape) KNOCKBACK [GENERAL] By putting your bulk behind a blow, you can push your enemy backward. Prerequisites: Improved Bull Rush, Power Attack, size Large or larger (goliaths qualify by virtue of their powerful build racial trait). Benefit: If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a twohanded weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knockback attempts don’t provoke attacks of opportunity, and you don’t move with the enemy you knock backward. Bull rush rules can be found on page 154 of the Player’s Handbook. Special: A fi ghter may select Knockback as one of his fi ghter bonus feats (see page 38 of the Player’s Handbook). So, let's say I give them a great big whack with my Large adamantine baseball bat / golf club, with full power attack (And shock trooper allowing me to dump the penalty into my AC instead of my attack roll) Because of Knockback, I can make a free Bull Rush, and get some insane bonuses. Let's tally them up. 6 (str) + 2 (armbands) + 4 (powerful build) + 4 (Imp bull rush) + 20 (Full power attack penalty, doubled) + 2*(2d8+36) (Full Damage, doubled) = 110 + 2*(2d8) = 112 to 124. Let's say I do minumum damage. Am I correct, that when I do my full-out swing and use Knockback, I roll my opposed strength check of 1d20+112? And they are flung back 5 feet for every 5 points that my check beats theirs? What would happen if I send them flying into a wall, how much extra damage would they take? Would it be more than or in addition to the 8d6+3*(str) from Dungeon Crasher? Also, additionally: Regardless of the bull rushing thing, if I hit them once they gotta make a DC (12 to 32) fort save or be sickened for 1 round, and if I hit them twice they gotta make a DC 21 fort save or be nauseated for 1 round. Please point out flaws! |
| Egres03-27-08, 09:59 AM | 6 (str) + 2 (armbands) + 4 (powerful build) + 4 (Imp bull rush) + 20 (Full power attack penalty, doubled) + 2*(2d8+36) (Full Damage, doubled) = 110 + 2*(2d8) = 112 to 124. Why are you adding the damage you deal to the bull rush check? |
| Legdiwena03-27-08, 10:55 AM | applying the number by which you reduced your attack roll as a bonus on the opposed Strength check If you apply the penalty to AC instead of attack, then you wouldn't be adding a bonus to Str check since you reduced your attack roll by 0. |
| Echoenbatbat03-27-08, 12:47 PM | Aha! I found my fault. I do not add the damage I deal as a bonus (and thus, with 2handing, I don't double it) 6 (str) + 2 (armbands) + 4 (powerful build) + 4 (Imp bull rush) + 20 (Full power attack penalty, doubled) = 1d20+36 on knockback. |
| Tordak03-27-08, 01:36 PM | wasn't that thread somewhere else also, because I swear I replied to this post this morning :confused: |
| RobbyPants03-28-08, 11:06 AM | Also, unless you really want to use a great club, you could get a better crit by using a maul (Complete Warrior) two handed as a martial weapon (i.e. no further feat expenditure). You'd still have a 2d8 two-handed bludgeoning weapon, but your crit would jump up to 20/x3. |
| Tordak03-28-08, 02:06 PM | Also, unless you really want to use a great club, you could get a better crit by using a maul (Complete Warrior) two handed as a martial weapon (i.e. no further feat expenditure). You'd still have a 2d8 two-handed bludgeoning weapon, but your crit would jump up to 20/x3. Unfortunately the maul does not qualify for the three mountains feat; only heavy mace, mornigstar and club (all simple weapon). Altough I don't see why it shouldn't, and I don't think it would be a big step (nor would it do much harm) for the DM to allow it. Then again, it would only mean giving up one feat at most. |
| aelryinth03-29-08, 12:40 PM | Unfortunately the maul does not qualify for the three mountains feat; only heavy mace, mornigstar and club (all simple weapon). Altough I don't see why it shouldn't, and I don't think it would be a big step (nor would it do much harm) for the DM to allow it. Then again, it would only mean giving up one feat at most. It doesn't qualify because the maul is an oversized hammer, not a mace or club. ===Aelryinth |