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<blockquote data-quote="glass" data-source="post: 8642192" data-attributes="member: 12251"><p>There are eight feats after Epic Rage in Chapter 2, but I have already talked about <a href="https://www.enworld.org/threads/pathfinder-epic.688422/post-8639447" target="_blank">Epic Reflexes</a>, <a href="https://www.enworld.org/threads/pathfinder-epic.688422/post-8635703" target="_blank">Epic Spellcaster</a>, <a href="https://www.enworld.org/threads/pathfinder-epic.688422/post-8637637" target="_blank">Epic Theurge</a>, <a href="https://www.enworld.org/threads/pathfinder-epic.688422/post-8637637" target="_blank">Epic Votary</a>, and <a href="https://www.enworld.org/threads/pathfinder-epic.688422/post-8639447" target="_blank">Epic Will</a> so that only really leaves three. The first of which is Epic Warrior.</p><p></p><p>As the name implies, this one is a fairly generic feat for anyone who like to insert bits of pointy metal into the enemy. It has two main benefits: It makes you slightly better at full attacking, and <em>a lot</em> better at making a single attack. The former take the form of reduced iterative penalties (same as, and stacking with Epic Multi-Attack). And the ability to full attack with a standard+a swift (so you can still move).</p><p></p><p>Full attacks are a bit of an issue in 3.P, for two reasons. The first is that they severely reduce the mobility of fights, and the above helps with that. Unfortunately, it does so in a way that potentially makes them more likely. And since the other problem is they can take a while, that is an issue.</p><p></p><p>Obviously it makes sense to encourage single attacks, but that is easier said than done when I just removed their main use case (needing to move). The previous version of this feat gave what I thought at the time were fairly significant bonuses for choosing to take only a single attack. But nobody in my <em>Age of Worms</em> campaign who had this feat (which was most of them IIRC) chose to do so even once. So this time I really upped the ante:</p><ul> <li data-xf-list-type="ul">When making the attack, you roll 2d20 and take the better result. If you are<br /> already rolling 2 (or more) d20s for some reason, roll and add an additional<br /> d6 also.</li> <li data-xf-list-type="ul">You add an additional bonus equal to your bab to your attack roll.</li> <li data-xf-list-type="ul">You add an additional bonus equal to your bab to your damage roll. This is<br /> multiplied normally on a crit.</li> <li data-xf-list-type="ul">If the attack is a melee attack, you may add both your Strength and Dexterity<br /> bonuses (if any) to the attack roll rather than one or the other. If the attack is<br /> a ranged attack with a projectile weapon, you may add both your Dex bonus<br /> and your Wis bonus (if any) to the attack roll. If the attack is a ranged attack<br /> with a thrown weapon, you may choose either set of ability-score bonuses. If<br /> you have another ability which allows you to use a different ability score to<br /> the attack roll, you may add an additional bonus from the above list that you<br /> are not already adding – whichever bonus give you the higher damage.</li> <li data-xf-list-type="ul">The basic damage dice for the attack are five times greater than normal (so<br /> for example a greatsword would do 10d6 and a greataxe would do 5d12).<br /> This is multiplied normally on a crit (ignoring the rule about multiple<br /> multiplications).</li> <li data-xf-list-type="ul">If your attack roll exceeds the target’s AC by 20, that is a critical hit regardless<br /> of the natural die roll (as long as it is not a natural 1, which still misses), which<br /> does not need to be confirmed.</li> <li data-xf-list-type="ul">Finally, if your attack roll exceeds the target’s AC by twenty, you an additional<br /> damage bonus equal your bab. For every multiple of 10 (30, 40, and so on),<br /> above that by which your attack roll exceeds the targets AC, add an<br /> additional bonus to damage equal to your bab. These bonuses are not<br /> multiplied for the critical hit, but are also not dependant on it, so apply even<br /> if the target is immune to crits or the crit is somehow negated (for example,<br /> by a fortification effect).</li> </ul><p>Maybe that will be enough?</p><p></p><p>Apart from the time factor, some of the monsters in the ELH have pretty high ACs for the CR so in these cases they will need to the help (which is another reason why the above list is so extreme - even against higher ACs, the attack bonuses have to stack up to rolling 9 or more times to be worthwhile). Of course, I could get rid that when I re-write the creature chapter, but I am not intending to do so partly due to this feat; it is all a bit circular.</p><p></p><p>If all that was not enough, there is a large list of synergy effects - mostly extra bennefits for combat feats and/or making other ways of making single attacks count (wholey or partly) for the deveastating attack option. <em>EDIT: Also, I meant to add something making the gunslingers one-shot deed (I forget the name), count as a single devastating attack. EDIT2: Dead Shot.</em></p><p></p><p>-</p><p>glass.</p></blockquote><p></p>
[QUOTE="glass, post: 8642192, member: 12251"] There are eight feats after Epic Rage in Chapter 2, but I have already talked about [URL='https://www.enworld.org/threads/pathfinder-epic.688422/post-8639447']Epic Reflexes[/URL], [URL='https://www.enworld.org/threads/pathfinder-epic.688422/post-8635703']Epic Spellcaster[/URL], [URL='https://www.enworld.org/threads/pathfinder-epic.688422/post-8637637']Epic Theurge[/URL], [URL='https://www.enworld.org/threads/pathfinder-epic.688422/post-8637637']Epic Votary[/URL], and [URL='https://www.enworld.org/threads/pathfinder-epic.688422/post-8639447']Epic Will[/URL] so that only really leaves three. The first of which is Epic Warrior. As the name implies, this one is a fairly generic feat for anyone who like to insert bits of pointy metal into the enemy. It has two main benefits: It makes you slightly better at full attacking, and [I]a lot[/I] better at making a single attack. The former take the form of reduced iterative penalties (same as, and stacking with Epic Multi-Attack). And the ability to full attack with a standard+a swift (so you can still move). Full attacks are a bit of an issue in 3.P, for two reasons. The first is that they severely reduce the mobility of fights, and the above helps with that. Unfortunately, it does so in a way that potentially makes them more likely. And since the other problem is they can take a while, that is an issue. Obviously it makes sense to encourage single attacks, but that is easier said than done when I just removed their main use case (needing to move). The previous version of this feat gave what I thought at the time were fairly significant bonuses for choosing to take only a single attack. But nobody in my [I]Age of Worms[/I] campaign who had this feat (which was most of them IIRC) chose to do so even once. So this time I really upped the ante: [LIST] [*]When making the attack, you roll 2d20 and take the better result. If you are already rolling 2 (or more) d20s for some reason, roll and add an additional d6 also. [*]You add an additional bonus equal to your bab to your attack roll. [*]You add an additional bonus equal to your bab to your damage roll. This is multiplied normally on a crit. [*]If the attack is a melee attack, you may add both your Strength and Dexterity bonuses (if any) to the attack roll rather than one or the other. If the attack is a ranged attack with a projectile weapon, you may add both your Dex bonus and your Wis bonus (if any) to the attack roll. If the attack is a ranged attack with a thrown weapon, you may choose either set of ability-score bonuses. If you have another ability which allows you to use a different ability score to the attack roll, you may add an additional bonus from the above list that you are not already adding – whichever bonus give you the higher damage. [*]The basic damage dice for the attack are five times greater than normal (so for example a greatsword would do 10d6 and a greataxe would do 5d12). This is multiplied normally on a crit (ignoring the rule about multiple multiplications). [*]If your attack roll exceeds the target’s AC by 20, that is a critical hit regardless of the natural die roll (as long as it is not a natural 1, which still misses), which does not need to be confirmed. [*]Finally, if your attack roll exceeds the target’s AC by twenty, you an additional damage bonus equal your bab. For every multiple of 10 (30, 40, and so on), above that by which your attack roll exceeds the targets AC, add an additional bonus to damage equal to your bab. These bonuses are not multiplied for the critical hit, but are also not dependant on it, so apply even if the target is immune to crits or the crit is somehow negated (for example, by a fortification effect). [/LIST] Maybe that will be enough? Apart from the time factor, some of the monsters in the ELH have pretty high ACs for the CR so in these cases they will need to the help (which is another reason why the above list is so extreme - even against higher ACs, the attack bonuses have to stack up to rolling 9 or more times to be worthwhile). Of course, I could get rid that when I re-write the creature chapter, but I am not intending to do so partly due to this feat; it is all a bit circular. If all that was not enough, there is a large list of synergy effects - mostly extra bennefits for combat feats and/or making other ways of making single attacks count (wholey or partly) for the deveastating attack option. [I]EDIT: Also, I meant to add something making the gunslingers one-shot deed (I forget the name), count as a single devastating attack. EDIT2: Dead Shot.[/I] - glass. [/QUOTE]
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