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<blockquote data-quote="Anax" data-source="post: 1973156" data-attributes="member: 19868"><p>Agreed--it looks fine. Notice that a level 4 fighter with 18 strength using a two-handed weapon is only at a disadvantage of 5 points--since all the modifers except the +2 from the Ranseur and the +4 from the feat apply to him as well. Also, a locked gauntlet has the penalty of making unequipping a weapon harder than normal, but gives a +10 bonus, turning things in the other direction--with a locked gauntlet, the fighter has +22 to his checks to avoid being disarmed. And +24 if he has a nice potion of bull's strength or a friendly cleric on his side.</p><p></p><p>Note, of course, that it would be Mean to make every opponent use locked gauntlets for their weapons. But it's certainly something you can throw in at need. Certainly any especially dangerous opponent who's done his research into the party's abilities (or has encountered them before) will know to bring locking gauntlets to negate this character's specialty.</p><p></p><p>Other things to think about... well, any time a cleric spends fighting is time the cleric isn't casting spells. It's possible to buff yourself up quite a bit as a cleric, but as time goes on, that ability becomes less important than calling down the holy smack. In that potential future context, the ranseur looks more interesting as a defensive tool than anything else--if the enemy tries to rush in melee, the cleric can quickly disarm them with the ranseur and negate the threat. Ranged attackers (including casters) are a different story.</p><p></p><p>Which feeds into the final point: sunder and disarm are both limited paths in that they do not apply well to non-humanoid opponents, since those opponents are less likely to use equipment. (This applies in lesser degree to trip and grapple, where non-humanoid opponents are more likely to have extra limbs or the like.) As such, the feats that improve these tactics aren't hugely overpowered--they give a big advantage in a limited set of circumstances, but outside those circumstances they're pretty much good for nothing. So on the other side from tinkering with what the bad guys bring to the table to be sure that they're not pushovers every time, make sure you do bring out bad guys that *can* be disarmed often enough to make this path worthwhile.</p></blockquote><p></p>
[QUOTE="Anax, post: 1973156, member: 19868"] Agreed--it looks fine. Notice that a level 4 fighter with 18 strength using a two-handed weapon is only at a disadvantage of 5 points--since all the modifers except the +2 from the Ranseur and the +4 from the feat apply to him as well. Also, a locked gauntlet has the penalty of making unequipping a weapon harder than normal, but gives a +10 bonus, turning things in the other direction--with a locked gauntlet, the fighter has +22 to his checks to avoid being disarmed. And +24 if he has a nice potion of bull's strength or a friendly cleric on his side. Note, of course, that it would be Mean to make every opponent use locked gauntlets for their weapons. But it's certainly something you can throw in at need. Certainly any especially dangerous opponent who's done his research into the party's abilities (or has encountered them before) will know to bring locking gauntlets to negate this character's specialty. Other things to think about... well, any time a cleric spends fighting is time the cleric isn't casting spells. It's possible to buff yourself up quite a bit as a cleric, but as time goes on, that ability becomes less important than calling down the holy smack. In that potential future context, the ranseur looks more interesting as a defensive tool than anything else--if the enemy tries to rush in melee, the cleric can quickly disarm them with the ranseur and negate the threat. Ranged attackers (including casters) are a different story. Which feeds into the final point: sunder and disarm are both limited paths in that they do not apply well to non-humanoid opponents, since those opponents are less likely to use equipment. (This applies in lesser degree to trip and grapple, where non-humanoid opponents are more likely to have extra limbs or the like.) As such, the feats that improve these tactics aren't hugely overpowered--they give a big advantage in a limited set of circumstances, but outside those circumstances they're pretty much good for nothing. So on the other side from tinkering with what the bad guys bring to the table to be sure that they're not pushovers every time, make sure you do bring out bad guys that *can* be disarmed often enough to make this path worthwhile. [/QUOTE]
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