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10th Level Smackdowns?
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<blockquote data-quote="Victim" data-source="post: 81349" data-attributes="member: 78"><p>Armor spikes are part of armor, and thus don't take up a hand for fighting, and are treated as light weapons. In any case, dual weilding with armor spikes is just a cheesy way to get an extra attack, and thus more sneak attack damage. Right now, the armor spikes are mostly to help in grapple attacks. And to make him look dangerous. BTW, I misremembered the attack figures; they're +14 and +9 for primary and secondary attacks. Hmm, I just reread the armor spikes, and it doesn't look like that would work. A level of ranger for the 2 weapons feats probably wouldn't be worth delay the aquisition of Opportunist anyway.</p><p></p><p>Frenzy gives +6 to STR that stacks with rage, an extra attack at your highest bonus that doesn't stack with haste, and lasts for 3 rounds + con modifier. It carries substancial penalties to AC and does subdual damage. A Frenzied character can't come out of frenzy voluntarly, they need to make a DC 20 will save. While Frenzied, they can't use concentration requiring things, and must attack the nearest foe. Taking damage can trigger the frenzy. Running out of enemies means that your friends might be in for some trouble. Frenzy = Pycho Beserker Rage!! The class requires Destructive Rage, Intimidating rage, power attack and cleave.</p><p></p><p>While Smite isn't the most consistent power, power attacking with a high damage multiplier from spirited charage and rhino armor still puts the average damage pretty high. Also, it's nice to have the ability to score a decisive blow when needed, just like a spell caster can save the high level spells for the tough fights. The problem is not so much the ineffectiveness when not smiting as the inability to use mounted combat regularly. Fear the halfings on riding dogs.</p></blockquote><p></p>
[QUOTE="Victim, post: 81349, member: 78"] Armor spikes are part of armor, and thus don't take up a hand for fighting, and are treated as light weapons. In any case, dual weilding with armor spikes is just a cheesy way to get an extra attack, and thus more sneak attack damage. Right now, the armor spikes are mostly to help in grapple attacks. And to make him look dangerous. BTW, I misremembered the attack figures; they're +14 and +9 for primary and secondary attacks. Hmm, I just reread the armor spikes, and it doesn't look like that would work. A level of ranger for the 2 weapons feats probably wouldn't be worth delay the aquisition of Opportunist anyway. Frenzy gives +6 to STR that stacks with rage, an extra attack at your highest bonus that doesn't stack with haste, and lasts for 3 rounds + con modifier. It carries substancial penalties to AC and does subdual damage. A Frenzied character can't come out of frenzy voluntarly, they need to make a DC 20 will save. While Frenzied, they can't use concentration requiring things, and must attack the nearest foe. Taking damage can trigger the frenzy. Running out of enemies means that your friends might be in for some trouble. Frenzy = Pycho Beserker Rage!! The class requires Destructive Rage, Intimidating rage, power attack and cleave. While Smite isn't the most consistent power, power attacking with a high damage multiplier from spirited charage and rhino armor still puts the average damage pretty high. Also, it's nice to have the ability to score a decisive blow when needed, just like a spell caster can save the high level spells for the tough fights. The problem is not so much the ineffectiveness when not smiting as the inability to use mounted combat regularly. Fear the halfings on riding dogs. [/QUOTE]
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