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<blockquote data-quote="ruleslawyer" data-source="post: 3674644" data-attributes="member: 1757"><p>No problem. I meant detailed descriptions for the PCs, but that's fine.</p><p></p><p>1) Ah, the taunt ability of the Perform skill: As I see it, the fact that this has a high DC is just fine; it requires a full-round action to use, is language-dependent, and basically only has the result of forcing your opponent to attack you (-2 attack/+1 damage seems not so bad for me). Yes, it helps the armiger be *useful* rather than getting ignored, but that seems to me to be correcting a weakness in the class, rather than being overpowered in some way. The opportunity cost of a FRA is pretty substantial in any case. </p><p></p><p>Also, it seems like your armiger PC either rolled really well, or has put some sort of insane skill/feat/trait/ability score investment into Perform (comedy), a skill that is hardly as generally useful as, say, Diplomacy, Jump, Listen, Sense Motive, Spot, or Tumble. Getting a median Perform check of 25-30 at 5th level requires a skill modifier of +15-20, which for 8 ranks with no magical boosters seems not easy to do without some opportunity cost.</p><p></p><p>2) The Primal Howl ability: The errata explains that this ability's save DC is 10 + half berserker level + Str or Cha modifier + additional tokens spent. This means that assuming a Strength of 20, your 5th-level 'zerker should be getting DC 17 at base 2 tokens. An achaierai (the first CR 5 monster in the MM) beats this on a 10. Sounds about right to me. </p><p></p><p>3) Insane DR: Assuming that you use Soulmage's improved armor DR table, the (multiclassed) armiger is getting DR 1d10+2 max, no? This is *good*, but against a melee brute, not great. That achaierai hits for 11 damage per attack, which reduces to 4. Not great, but still... the armiger's entire shtick revolves around not getting hurt by mooks. His offensive capability is limited enough that it's almost not worth the defensive abilities IMO.</p><p></p><p>4) Flanking for sneak is pretty normal in D&D too, and taking harrier levels means that the PC is giving up SA dice anyway. All it takes to pull a flanking trick in D&D is having a buddy around using summon monster 1, which doesn't require an opposed check as in IH. Worse still, in D&D, the rogue can be invisible; welcome to a full round of sneak attack and another full round if the target loses initiative.</p><p></p><p>As I said, I was just trying to figure out if your group was somehow built weirdly; it may be that the module is a cakewalk in any case.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3674644, member: 1757"] No problem. I meant detailed descriptions for the PCs, but that's fine. 1) Ah, the taunt ability of the Perform skill: As I see it, the fact that this has a high DC is just fine; it requires a full-round action to use, is language-dependent, and basically only has the result of forcing your opponent to attack you (-2 attack/+1 damage seems not so bad for me). Yes, it helps the armiger be *useful* rather than getting ignored, but that seems to me to be correcting a weakness in the class, rather than being overpowered in some way. The opportunity cost of a FRA is pretty substantial in any case. Also, it seems like your armiger PC either rolled really well, or has put some sort of insane skill/feat/trait/ability score investment into Perform (comedy), a skill that is hardly as generally useful as, say, Diplomacy, Jump, Listen, Sense Motive, Spot, or Tumble. Getting a median Perform check of 25-30 at 5th level requires a skill modifier of +15-20, which for 8 ranks with no magical boosters seems not easy to do without some opportunity cost. 2) The Primal Howl ability: The errata explains that this ability's save DC is 10 + half berserker level + Str or Cha modifier + additional tokens spent. This means that assuming a Strength of 20, your 5th-level 'zerker should be getting DC 17 at base 2 tokens. An achaierai (the first CR 5 monster in the MM) beats this on a 10. Sounds about right to me. 3) Insane DR: Assuming that you use Soulmage's improved armor DR table, the (multiclassed) armiger is getting DR 1d10+2 max, no? This is *good*, but against a melee brute, not great. That achaierai hits for 11 damage per attack, which reduces to 4. Not great, but still... the armiger's entire shtick revolves around not getting hurt by mooks. His offensive capability is limited enough that it's almost not worth the defensive abilities IMO. 4) Flanking for sneak is pretty normal in D&D too, and taking harrier levels means that the PC is giving up SA dice anyway. All it takes to pull a flanking trick in D&D is having a buddy around using summon monster 1, which doesn't require an opposed check as in IH. Worse still, in D&D, the rogue can be invisible; welcome to a full round of sneak attack and another full round if the target loses initiative. As I said, I was just trying to figure out if your group was somehow built weirdly; it may be that the module is a cakewalk in any case. [/QUOTE]
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