Jemal
Adventurer
re: Dungeoncrash OH, that one. definitely no, I've seen far too large numbers come out of that feat.
[sblock=Entangling Exhalation Rant]
As for Entangling Exhalation, it is very over-powered against any oponent who doesn't have ranged attacks
It halves their movement and prevents them from running or charging. This is not a 'nice debuff', it's a 'slow death'.
If your opponent is not FASTER than you, they can't attack you. Heck, if your base speed is higher than theirs, they can't even reach you if you don't want them too. The most they can move is a double move (which since their speed is halved means they can move their BASE speed as a FULL-round action) and they can't charge. If they want to perform a melee attack, you have to be within half of their base speed.
For the example werewolf lord, it has movement rates of 30/40 depending on its form. Those change to 15/20 when entangled.
Also Consider that there's no save vs the Entangling effect (unless you have evasion), b/c it functions If they take damage from your breath.
Sure it deals half damage off the bat, but then an additional 1d6/round.
When your base Breath damage hits 5d6 this feat is on par for damage (on average your extra damage over time will equal the half you loose). At 6d6 and higher you start loosing damage, but the entangling still keeps it on good terms.
Add Maximize Breath and at 6d6 (base)damage you've got instead:
18 damage initially, plus 6 damage/round for 4 rounds (total damage: 42) PLUS they're entangled.
Maximized 6d6 is... 36. So the extra feat gives you more damage and skunks your opponent.[/sblock]
Stronger is a relative term, and depends on what you're going for. Using the argument "X is stronger than Y so Y isn't strong" is exceedingly flawed, it doesn't take into account all the variables and other features inherent to X and Y (like class features, feat selection, spell selection, etc, etc)
[sblock=Entangling Exhalation Rant]
As for Entangling Exhalation, it is very over-powered against any oponent who doesn't have ranged attacks
It halves their movement and prevents them from running or charging. This is not a 'nice debuff', it's a 'slow death'.
If your opponent is not FASTER than you, they can't attack you. Heck, if your base speed is higher than theirs, they can't even reach you if you don't want them too. The most they can move is a double move (which since their speed is halved means they can move their BASE speed as a FULL-round action) and they can't charge. If they want to perform a melee attack, you have to be within half of their base speed.
For the example werewolf lord, it has movement rates of 30/40 depending on its form. Those change to 15/20 when entangled.
Also Consider that there's no save vs the Entangling effect (unless you have evasion), b/c it functions If they take damage from your breath.
Sure it deals half damage off the bat, but then an additional 1d6/round.
When your base Breath damage hits 5d6 this feat is on par for damage (on average your extra damage over time will equal the half you loose). At 6d6 and higher you start loosing damage, but the entangling still keeps it on good terms.
Add Maximize Breath and at 6d6 (base)damage you've got instead:
18 damage initially, plus 6 damage/round for 4 rounds (total damage: 42) PLUS they're entangled.
Maximized 6d6 is... 36. So the extra feat gives you more damage and skunks your opponent.[/sblock]
Any good arcane spellcaster is better than a good melee build. CodZilla is better than an arcane spellcaster or melee build. Pun-Pun is better than any Diety.But any spellcaster or good melee build is still stronger than a dragon shaman with this feat. (At lower levels, a dragonfire adept is an entire other matter...)
Stronger is a relative term, and depends on what you're going for. Using the argument "X is stronger than Y so Y isn't strong" is exceedingly flawed, it doesn't take into account all the variables and other features inherent to X and Y (like class features, feat selection, spell selection, etc, etc)