brehobit said:
Those can get past epic DR or 20/-?
Nope. However, how many creatures actually HAVE epic DR or 20/-? More importantly, if you're actually dealing with a creature that has such DR, I as a DM would giggle insanely if my player bothered with Ancient Mountain Hammer (this is the highest manoeuver stone dragons have that can bypass DR and that only gives a bonus of 12d6.) A round doing one normal attack (you can't even charge and use a manoeuver) + 12d6 at epic levels against an epic monster? Yeah, that's not exactly a big problem?
Beside, any creature that has epic DR and 20/- tends to be able to FLY and well, stone dragons are just plain screwed then. Don't forget, stone dragon manoeuvers ONLY work when you are in contact with the ground. At mid to high levels, this is a HUGE limitation similar to the problem Desert Wind has (at mid to high levels, it seems like anyone and their dog too has some form of Fire Resist).
brehobit said:
None-the-less, would people really be okay with a 2nd level cleric spell that, as a standard action, let you take a single attack that ignored all DR? It might be balanced, but especially at higher levels it could be pretty handy. As a 9th level melee cleric I'd certainly keep it on my short list. Adding 2d6 damage would make it one of my most common spells. If I was moving and attacking (no charge) that round anyways, it would be better than the standard action attack I was going to take no matter what...
As a 9th level melee cleric, both Align Weapon and Magic Weapn last 9 minutes. Unless you get jumped (which admittedly does happen), you'll get more than enough time to have it up and running. Beside, at 9th level, you're starting to fly and hell, even earlier, if you probably been on boats, your stone dragon friend is out of luck.
brehobit said:
Two things.
#1 as a first level spell slot (rather than a maneuver slot) I'd almost certainly take it at higher levels (say 7 and up) as a mage or cleric. Get to use a first level spell as an immediate action to stop a charge? That's huge: it costs you only a first level spell and an immediate action (which you likely weren't using anyways unless you've got a rod of quickening or something) and it is just as good as a daze.
#2 Trying again is just fine. First of all, you can place him in a position where he can't charge on the next round. Secondly, you've negated a standard action by a baddy. That's mighty handy.
It won't get used a lot honestly. Remember, Countercharge is an immediate action meaning if you're flat-footed, no countercharge for you so in the first round of combat it might not help and it works only against creatures that like to charge. Honestly, mages have better options in the game already. Grease, core 1st level spell. Negates charges and at higher levels, last long enough for entire battles.
brehobit said:
Druid does an empowered summons, and a quickened (minor) summons mage does the same. Warblade starts the charge. Game over for a CR 30 baddy. It takes work, but I really don't think there exists much of anything under CR 30 that can take it.
I agree it takes work. My argument is that those abilities above would be quite powerful as spells and/or are more powerful than spells of the same level. I don't see this as a show-stopper per se, but I do think it contributes to the balance problems with these classes.
Mark
Mark
Er, Warmaster's charge has so many limitations in this scenario.
1. The time it takes.
2. Steadfast Boots
3. Countercharge.
Beside, wouldn't the bigger issue be the fact that druids and mages can summon so many allies? I can do wonders with the druid and mage's summon lists as well.