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Alarming Character Combination

*cough* Right, I meant abilities on the weapon, my mistake. :p

So it would work with the Improved Critical feat.

As a side note, I treated the burst abilities as crit-enhancing (falling along the same lines as vorpal).
 

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Archade said:
Okay, here's the deal. I have a player who is playing a half-dragon ranger/dervish with two scimitars. He's getting to be quite the moulinex. No problems there (although dervish dancing and flying together cause some stress on the noggin)....

How does the dervish dance work? I think a little comon sense here would restrict it to NOT work when flying without a fly maneuverability of "perfect."

Code:
					Maneuverability 
			Perfect	Good	Average	Poor	Clumsy 
Minimum forward speed	None	None	Half 	Half	Half 
Hover			Yes	Yes	No	No	No 
Move backward		Yes	Yes	No 	No	No 
Reverse 		Free	-5 ft.	No	No	No 
Turn			Any	90°/5 ft. 45°/5 ft. 45°/5 ft. 45°/10 ft. 
Turn in place		Any	+90°/-5 ft. +45°/-5 ft. No No 
Maximum turn		Any	Any	90°	45°	45° 
Up angle		Any	Any	60°	45°	45° 
Up speed		Full	Half	Half	Half	Half 
Down angle		Any	Any	Any	45°	45° 
Down speed		Double	Double	Double	Double	Double 
Between down and up	0	0	5 ft.	10 ft.	20 ft.

Only "perfect" lets you have basically the same movement flying as on the ground.
 




FEADIN said:
But who are those paladins that create oil of bless weapon or craft weapons for the character to use?
It doesn't seems that these feats are really a priority for holy fighters :D

They aren't. That's why the Crafter Wizards invite the paladins to provide prerequisites for cooperative crafting.

-Hyp.
 

Plane Sailing said:
It is very cheap (same price as keen, much better benefit!)
It's been a while since I did this kind of math, but I think I got it right. (?)
(I'm tired of thinking about it. :confused: )

X = average damage, not crit, no extra damage-dice
Y = chance to hit
Assuming roll within critical threat range will hit.
Assuming 18-20/2x base crit

Regular on hit: 1,15X

Keen on hit: 1,3X
Bless on hit: X + 0,15X/Y

Bless/imp.cr. on hit: X + 0,3 X/Y
Keen/imp.cr. (not allowed in 3.5) on hit: 1,45X

Examples:

1) Scimitar, 12 damage on average hit (X=12). You hit 70% of the time.
Keen on hit: 15,3 damage
Bless on hit: 14,6 damage
Keen/imp.cr. (not allowed in 3.5) on hit: 17,4
Bless/imp.cr. on hit: 17,1

Keen is better.

2) Scimitar, 12 damage on average hit (X=12). You hit 30% of the time.
Keen on hit: 15,3 damage
Bless on hit: 16 damage
Keen/imp.cr. (not allowed in 3.5) on hit: 17,4 damage
Bless/imp.cr. on hit: 24 damage

Blessed is better

Conclusion:
Compared to keen, blessed is better if you're fighting an evil opponent and have a less than 50% chance to hit. It get better compared to keen when you add Improved Critical - then you only need less than 67% chance to hit to benefit.

Blessed is fairly strong combined with Improved Critical, but not overpowered. At first glance it would be underpowered at +2. Evil creatures aren't that common, and while the ability to penetrate DR/good is nice to have, it's not worth that much overall.
 

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