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*Pathfinder & Starfinder
Karmic Strike: Undefeatable.......?
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<blockquote data-quote="Bloodweaver1" data-source="post: 2198120" data-attributes="member: 31459"><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Understood that if you are fighting multiple opponents and/or an opponent that can deal at least double the amount of damage that you can deal in one round then this feat may not be high on the priority list. However, taking this feat combined with Knock Down, Combat Reflexes and their pre-requisites (Which a level 6 Monk can do.. I think) can greatly help in lowering the difficulty of fighting multiple opponents and even help when fighting that CR 8 Hulking Warrior. And on a side note, I seriously doubt the sanity of the character if they decide to take on a creature that can dish 2x the damage that it can.</span></span></span></p><p></p><p> </p><p></p><p></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Taking a minus four to AC I think works in this feats favor. The character wants to get hit or its pointless to have this feat. Plus Power Attack (unless combined w/ other feats) would only give the opponent an extra four points of damage. In my eyes they can have it, as the character is going to get their full attack damage in return which will be more than a mere four points…. </span></span></span></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">And if the character wants to be more challenging against magic casters simply take Mage Slayer feat out of the Complete Arcane. Not a total fix but it does help when the caster can’t cast on the defensive. </span></span></span></p><p></p><p> </p><p></p><p></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Defensive Throw at that point is just an added bonus (Thanks Hawken) and more of a visually stimulating complement to this feat.</span></span></span></p><p></p><p> </p><p></p><p></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">None… I was merely speaking strikly from a melee point of view. But you do have a very valid point. </span></span></span></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">***</span></span></span></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">I’ve learned, and I think most of the experienced players here will agree, that no one feat in the D&D setting can make or break a character but rather it takes a series of feats that takes a character from “eeh…” to “Holy Mary Mother of God!!!” With that and to maybe clarify my original post, I feel this feat has the greatest feat chaining capability a melee class character can get. Especially since there is no feat published yet that directly prevents this from happening. </span></span></span></p><p></p><p> </p><p></p><p></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">I’m going to side with the fact that KS trumps the Improved **** attacks, as KS specifically says that you gain an AoO against any successful melee or touch attack. Period. For example if you were to have KS and go up against an opponent w/o Improved Grapple and they try to grapple you, would you get two AoO? No you would not, as dictated in the PHB you would only receive one. However conceptually you would get two AoO. And continuing with my conceptual thought process the Improved **** would only eliminate one of those two AoO. Hence KS would still work. </span></span></span></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">That is how I see it anyway…. Did I loose anyone…? </span></span></span></p><p></p><p> </p><p></p><p><span style="color: white"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"> <u>Action</u> <u>Result</u></span></span></span></p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Grapple AoO</span></span></span></p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Improved Grapple Negates AoO</span></span></span></p><p></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Karmic Strike Regains the AoO </span></span></span></p><p></p><p> </p><p></p><p> </p><p></p></blockquote><p></p>
[QUOTE="Bloodweaver1, post: 2198120, member: 31459"] [color=white][size=3][font=Times New Roman]Understood that if you are fighting multiple opponents and/or an opponent that can deal at least double the amount of damage that you can deal in one round then this feat may not be high on the priority list. However, taking this feat combined with Knock Down, Combat Reflexes and their pre-requisites (Which a level 6 Monk can do.. I think) can greatly help in lowering the difficulty of fighting multiple opponents and even help when fighting that CR 8 Hulking Warrior. And on a side note, I seriously doubt the sanity of the character if they decide to take on a creature that can dish 2x the damage that it can.[/font][/size][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [color=#cccccc][/color][color=#cccccc][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [color=white][size=3][font=Times New Roman]Taking a minus four to AC I think works in this feats favor. The character wants to get hit or its pointless to have this feat. Plus Power Attack (unless combined w/ other feats) would only give the opponent an extra four points of damage. In my eyes they can have it, as the character is going to get their full attack damage in return which will be more than a mere four points…. [/font][/size][/color] [color=white][font=Times New Roman][size=3] [/size][/font][/color] [color=white][size=3][font=Times New Roman]And if the character wants to be more challenging against magic casters simply take Mage Slayer feat out of the Complete Arcane. Not a total fix but it does help when the caster can’t cast on the defensive. [/font][/size][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [color=#cccccc][/color][color=#cccccc][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [color=white][size=3][font=Times New Roman]Defensive Throw at that point is just an added bonus (Thanks Hawken) and more of a visually stimulating complement to this feat.[/font][/size][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [color=#cccccc][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [color=white][size=3][font=Times New Roman]None… I was merely speaking strikly from a melee point of view. But you do have a very valid point. [/font][/size][/color] [color=white][font=Times New Roman][size=3] [/size][/font][/color] [color=white][size=3][font=Times New Roman]***[/font][/size][/color] [color=white][font=Times New Roman][size=3] [/size][/font][/color] [color=white][size=3][font=Times New Roman]I’ve learned, and I think most of the experienced players here will agree, that no one feat in the D&D setting can make or break a character but rather it takes a series of feats that takes a character from “eeh…” to “Holy Mary Mother of God!!!” With that and to maybe clarify my original post, I feel this feat has the greatest feat chaining capability a melee class character can get. Especially since there is no feat published yet that directly prevents this from happening. [/font][/size][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [color=#cccccc][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [color=white][size=3][font=Times New Roman]I’m going to side with the fact that KS trumps the Improved **** attacks, as KS specifically says that you gain an AoO against any successful melee or touch attack. Period. For example if you were to have KS and go up against an opponent w/o Improved Grapple and they try to grapple you, would you get two AoO? No you would not, as dictated in the PHB you would only receive one. However conceptually you would get two AoO. And continuing with my conceptual thought process the Improved **** would only eliminate one of those two AoO. Hence KS would still work. [/font][/size][/color] [color=white][font=Times New Roman][size=3] [/size][/font][/color] [color=white][size=3][font=Times New Roman]That is how I see it anyway…. Did I loose anyone…? [/font][/size][/color] [color=white][font=Times New Roman][size=3] [/size][/font][/color] [color=white][font=Times New Roman][size=3] [u]Action[/u] [u]Result[/u][/size][/font][/color] [color=white][size=3][font=Times New Roman]Grapple AoO[/font][/size][/color] [color=white][size=3][font=Times New Roman]Improved Grapple Negates AoO[/font][/size][/color] [color=white][size=3][font=Times New Roman]Karmic Strike Regains the AoO [/font][/size][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [/QUOTE]
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