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*Pathfinder & Starfinder
Order of the Bow Initiate is INCREDIBLY broken.
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<blockquote data-quote="Tidus4444" data-source="post: 862205" data-attributes="member: 9297"><p><strong></strong></p><p><strong></strong></p><p><strong>Without the Bracers, you drop to +28//; without the Periapt and Gloves, you lose 6 more, dropping to +22//.</strong></p><p><strong></strong></p><p><strong>OTOH, a Fighter(12) could have (start with a 17 strength, add 2 for half-orc, add 3 for levels, add 6 from a Belt; that's a 28 Strength) a +23// AB (+12/bab, +9/str, +1/focus, +1/weapon).</strong></p><p><strong></strong></p><p><strong>Let's give him the Sharktooth Staff from Savage Species (a nifty idea for a weapon IMO). It'd be 2H for him, and does 2d6 damage -- plus the free grapple attempts when he hits someone. Criticals on 20, for x3.</strong></p><p><strong></strong></p><p><strong>If it's ... say ... "+1, keen" (yes, it's a slashing weapon), and our fighter has Improved Critical, the critical range goes to 17-20 (and could go to 15-20, if we instead went Fighter/weaponmaster). That's a +2 weapon.</strong></p><p><strong></strong></p><p><strong>Damage is 2d6+16.</strong></p><p><strong></strong></p><p><strong>With GMW on the sword (hey, of the OotBI gets it on bow AND on arrows, why not once on the staff, hmm?), damage goes to 2d6+20, and AB goes to +27//.</strong></p><p><strong></strong></p><p><strong>Throw in the Improved Sunder feat, maybe go for Knockdown, definitely get Power Lunge -- and buy some Rhino Hide armor. Anyone on the wrong end of this staff, is in for a world of hurt -- because, here's how it goes:</strong></p><p><strong></strong></p><p><strong>Round one, "Sharkie" pulls a charge out. AB +29, Damage rises to 4d6+66, or on a critical, 8d6+132 (a double and a triple is a quadruple, and all that).</strong></p><p><strong></strong></p><p><strong>If that hits, it definitely triggers Knockdown (by a wide, safe margin, even with minimum damage). Further, per the <strong>weapon</strong>, the hit triggers a free grapple.</strong></p><p><strong></strong></p><p><strong>There is a very good chance the target of this attack, if not a similarly-twinked strength-based fighter, is going to end up grappled -- possibly grappled and PRONE.</strong></p><p><strong></strong></p><p><strong>Next round, full attack option ... just deal damage automatically with each attack, at 2d6+20. Just as the weapon says.</strong></p><p><strong></strong></p><p><strong>So, you see, it's possible to twink a melee fighter out, too.</strong></p><p><strong></strong></p><p><strong>(and I rather like that "first blush" look above, I may have to try it in an arena somewhere ... heh!)</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Except the Bow, in melee, isn't strictly a <strong>weapon</strong>, and so the odds of hitting IT, as opposed to the sharktooth staff above, are much better -- no opposed rolls involved, just an AC of 10 to 15. Power attack, anyone?</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Largely the problem with the character comes, not form the class, but from the stacking of bow +'s and arrow +'s. I favor "bows are + to hit, arrows are + to damage, each costs half as much as a melee weapon" -- that way a Bow +2 and fifty arrows +2 cost as much as a sword +2; the drawback to counter the range advantage becomes: you run out of +2 arrows, eventually.</strong></p><p><strong></strong></p><p><strong>But OotBI isn't that powerful; now, Deepwood Sniper ... that's pushing it (hard). MULTIPLE archery PrCs on the same character, is where things get broken. </strong></p></blockquote><p></p><p>You make fair points about the dispel magic. I forgot that. And yes, it's true you can twink any character to exorbant level. However, as it has already been stated, this character that I made wasn't really a twink so much as a logical extension of the ootbi abilities. It didn't feature as much outlandish equipment or other books for that matter. Just core and Sword and Fist.</p><p>[/QUOTE]</p>
[QUOTE="Tidus4444, post: 862205, member: 9297"] [B] Without the Bracers, you drop to +28//; without the Periapt and Gloves, you lose 6 more, dropping to +22//. OTOH, a Fighter(12) could have (start with a 17 strength, add 2 for half-orc, add 3 for levels, add 6 from a Belt; that's a 28 Strength) a +23// AB (+12/bab, +9/str, +1/focus, +1/weapon). Let's give him the Sharktooth Staff from Savage Species (a nifty idea for a weapon IMO). It'd be 2H for him, and does 2d6 damage -- plus the free grapple attempts when he hits someone. Criticals on 20, for x3. If it's ... say ... "+1, keen" (yes, it's a slashing weapon), and our fighter has Improved Critical, the critical range goes to 17-20 (and could go to 15-20, if we instead went Fighter/weaponmaster). That's a +2 weapon. Damage is 2d6+16. With GMW on the sword (hey, of the OotBI gets it on bow AND on arrows, why not once on the staff, hmm?), damage goes to 2d6+20, and AB goes to +27//. Throw in the Improved Sunder feat, maybe go for Knockdown, definitely get Power Lunge -- and buy some Rhino Hide armor. Anyone on the wrong end of this staff, is in for a world of hurt -- because, here's how it goes: Round one, "Sharkie" pulls a charge out. AB +29, Damage rises to 4d6+66, or on a critical, 8d6+132 (a double and a triple is a quadruple, and all that). If that hits, it definitely triggers Knockdown (by a wide, safe margin, even with minimum damage). Further, per the [b]weapon[/b], the hit triggers a free grapple. There is a very good chance the target of this attack, if not a similarly-twinked strength-based fighter, is going to end up grappled -- possibly grappled and PRONE. Next round, full attack option ... just deal damage automatically with each attack, at 2d6+20. Just as the weapon says. So, you see, it's possible to twink a melee fighter out, too. (and I rather like that "first blush" look above, I may have to try it in an arena somewhere ... heh!) Except the Bow, in melee, isn't strictly a [b]weapon[/b], and so the odds of hitting IT, as opposed to the sharktooth staff above, are much better -- no opposed rolls involved, just an AC of 10 to 15. Power attack, anyone? Largely the problem with the character comes, not form the class, but from the stacking of bow +'s and arrow +'s. I favor "bows are + to hit, arrows are + to damage, each costs half as much as a melee weapon" -- that way a Bow +2 and fifty arrows +2 cost as much as a sword +2; the drawback to counter the range advantage becomes: you run out of +2 arrows, eventually. But OotBI isn't that powerful; now, Deepwood Sniper ... that's pushing it (hard). MULTIPLE archery PrCs on the same character, is where things get broken. [/B][/QUOTE] You make fair points about the dispel magic. I forgot that. And yes, it's true you can twink any character to exorbant level. However, as it has already been stated, this character that I made wasn't really a twink so much as a logical extension of the ootbi abilities. It didn't feature as much outlandish equipment or other books for that matter. Just core and Sword and Fist. [/QUOTE]
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Order of the Bow Initiate is INCREDIBLY broken.
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