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Complete Warrior, anybody got it? What's in it?

FireLance said:
Sorry for not tuning in earlier, but what did they get wrong the last time?

No, not that they got anything wrong last time... just that there were ways they could have updated it for 3.5 that would have been very bad.

As it happens, it looks okay... even the 3d6 Large Greatsword does slightly less damage than a 2d6 Medium Greatsword Power Attacking for 2, under the new PA rules.

(Of course, with Enlarge Person, it means a 1st level party can now have a tank dealing 4d6 damage for one minute...)

EDIT: Oh yes, Eagle Claw Attack now grants your Wis bonus to damage when you make an unarmed strike against an object. Just thought you'd be interested.

Hmmph. That makes it a non-useless feat. Now I have to change my sig.

-Hyp.
 

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Hypersmurf said:
Hmmph. That makes it a non-useless feat. Now I have to change my sig.

-Hyp.

Now its just a mostly useless feat. :D

Seriosly its not terrible but it'd be low on my list of things to pick up usually. I suppose if I was focussing on breaking things it would be cool, but overall I'm thinking sub par. I think being able to add your wisdom bonus to your break chaince would be much cooler. Though I suppose this might be really cool as is once you got adamantine hands going on.
 

dagger fighters

I missed the issue of Dragon with the invisible blade class, can anybody tell me what kind of abilities they get. I keep trying to make a good knife fighter, but they almost always come up weak.
 

Hypersmurf said:
I think someone posted earlier that Power Critical is now a constant-effect feat that adds a +4 to your confirmation roll.

Indeed it does. Also, you can take the feat multiple times, either for a different weapon or the same weapon. If it is the same weapon, the feats' effects stack.

And the Cavalry Charger feat... You need Mounted Combat, Spirited Charge, Trample, and a BAB of +6. Like all tactics feats, you get three maneuvers for situation that don't come up often. First, unhorse, when you are mounted and charge a mounted foe you can attempt a bull rush for free. If you win his mount stays, while you move the foe. Second, leaping charge basically allows you spur your mount (with a Ride check) into a leap at the end of its' charge giving you a chance to deal a bit of extra damage. Lastly, fell trample lets you make multiple overrun attempts against more than one foe and your mount gets a hoof attack against each foe you overrun.


Regards,
Eric Anondson
 
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MONKEY GRIP [GENERAL]
You are able to use a larger weapon than other people your size.
Prerequisite: Base attack bonus +1.
Benefit: You can use melee weaons one size category larger than you are with a -2 penalty on the attack roll, but the amount of effort it takes you to use the weapon does not change.

What does "the amount of effort it takes you to use the weapon" mean? Does this have something to do with Fatigue?
 

Melmoth said:
What does "the amount of effort it takes you to use the weapon" mean? Does this have something to do with Fatigue?

No.

It's whether the weapon is considered Light, One-Handed, or Two-Handed.

-Hyp.
 

Corrected list, since the tempest was slipped in by accident.

1. Bear Warrior -- Oriental Adventures
2. Bladesinger (elf) -- Tome & Blood, Races of Faerûn
3. Cavalier -- Sword & Fist
4. Dark Hunter -- I have a doubt here, is it this one ?
5. Darkwood Stalker (elf) -- Dragon #292
6. Dervish
7. Devoted Defender -- Sword & Fist
8. Drunken Master -- Sword & Fist
9. Exotic Weapon Master -- Far cry from the one in Masters of the Wild
10. Eye of Gruumsh (orc) -- Masters of the Wild
11. Frenzied Berserker -- Masters of the Wild
12. Gnome Giant-Slayer (gnome) -- Dragon #291
13. Halfling Outrider (halfling) -- Sword & Fist
14. Hulking Hurler
15. Hunter of the Dead -- Defenders of the Faith
16. Invisible Blade -- Dragon #303
17. Justicar -- Dragon #280
18. Kensai -- Sword & Fist, Oriental Adventures
19. Knight of the Chalice -- Sword & Fist
20. Master of the Unseen Hand
21. Master Thrower
22. Mindspy
23. Nature's Warrior
24. Occult Slayer -- Dragon #303
25. Order of the Bow Initiate -- Sword & Fist
26. Purple Dragon Knight -- Forgotten Realms Campaign Setting
27. Rage Mage -- Dragon #277
28. Ravager -- Sword & Fist
29. Reaping Mauler -- Dragon #303
30. Ronin
31. Spellsword -- Tome & Blood
32. Stonelord (dwarf) -- Dragon #278
33. Tattooed Monk -- Oriental Adventures
34. Thayan Knight -- Lords of Darkness
35. War Chanter
36. Warshaper
 

Hypersmurf said:
(Of course, with Enlarge Person, it means a 1st level party can now have a tank dealing 4d6 damage for one minute...)
Though in most cases that would be kind of pointless. Who cares if you're doing 4d6+6 or 1d8+3 damage, when the stuff you're fighting usually only has 5 hp or so?
 

dekrass said:
I missed the issue of Dragon with the invisible blade class, can anybody tell me what kind of abilities they get. I keep trying to make a good knife fighter, but they almost always come up weak.

It's a 5 level class, with dagger sneak attack. 1d6 at level 1, increases at levels 3 and 5. The sneak attack only works with daggers (or kukris or punching daggers)

2nd level ability is a bleeding wound. When you sneak attack with your dagger, you may sacrifice 1d6 of the extra damage to cause bleeding for 1 point per round. A cure spell or DC 15 heal check will stop the bleeding.

3rd level you can feint as a move-equivalent action. At 4th level you can take 10 on your bluff checks while feinting. At 5th level you can feint as a free action.

Good BAB, good reflex saves, 4 + int skill points. d6 hit dice.
 

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