Power Attack

Thanks for the information so far.
Hypersmurf said:
I've never liked the idea of using a Power Attack calculator in-game. As an academic exercise, sure, and it helps understand how the feat works... but using a spreadsheet to allocate exactly the right number for any given round feels 'wrong' to me.
I agree. Which is why I'd like to be able to power attack for large values without lowering my average damage (too much).

Leap Attack provides 3 for 1 (with a two handed weapon) on a charge.
Combat Brute provides 3 for 1 (with a two handed weapon) on the round after a charge.

Frenzied Berserker isn't an option.

Any other suggestions?

-Gak Toid
 

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Another good tactic is when you have to sustain the brunt of the attack from a powerful creature that can hit you with rolls of more or less 13 and above, is to combat expertise all the way (5), fight defensively, and Power Attack the remainder of your BaB.

Granted, you'll only hit with a 20, but you are very hard to hit, and when you do roll that 20 it inflicts a lot of damage.

My players have used that tactic from time to time and it has saved their necks quite a few times.
 

Trainz said:
Another good tactic is when you have to sustain the brunt of the attack from a powerful creature that can hit you with rolls of more or less 13 and above, is to combat expertise all the way (5), fight defensively, and Power Attack the remainder of your BaB.

Power Attack your full BAB. Someone with a BAB of +7 can use Combat Expertise for 5 and Power Attack for 7 in the same round. Using Combat Expertise does not actually decrease your BAB; it applies a penalty to your attack rolls. Therefore even when you're using CE for 5, your BAB is still +7, and thus the limit of your Power Attack is 7, not 2.

-Hyp.
 

Hypersmurf said:
Power Attack your full BAB. Someone with a BAB of +7 can use Combat Expertise for 5 and Power Attack for 7 in the same round. Using Combat Expertise does not actually decrease your BAB; it applies a penalty to your attack rolls. Therefore even when you're using CE for 5, your BAB is still +7, and thus the limit of your Power Attack is 7, not 2.

-Hyp.
oooOOOOooo...

I'm glad you're here to tell us these things, smurf.
 

Two other good times to use PA.

When your breaking items:)

When you can only hit on a 20 anyway. Hey, if your going to be wiffing all the time, might as well make that one time really count.
 

Armbands of Might from Complete Adventurer take the bracer slot and add 2 damage any time you power attack for 2 or more. That makes the calculation -2/+4 for one handed weapons or -2/+6 for two handed weapons. Nice stuff. I'm looking for some of those for my two weapon fighter. Getting that extra damage makes power attacking with two weapons a lot more appealing.
 

Wish said:
Armbands of Might from Complete Adventurer take the bracer slot and add 2 damage any time you power attack for 2 or more. That makes the calculation -2/+4 for one handed weapons or -2/+6 for two handed weapons. Nice stuff. I'm looking for some of those for my two weapon fighter. Getting that extra damage makes power attacking with two weapons a lot more appealing.

Interesting... as written, the bonus damage from the Armbands even applies to a light weapon...

-Hyp.
 

One of my campaigns has 2 PC fighters. First item they had crafted was Armbands of might.

The two-hander ALWAYS PA for 2.
 

Nail said:
Using just the MM:

CR 7 monsters have an AC of about 19
CR 9 monsters have an AC of about 21

....but if you look in Dungeon, or in MM III, you'll notice the ACs are higher by 1 to 3 points. The designers are currently saying this is not power creep, but rather "the designers are becoming more comfortable designing higher CR monsters". And frankly, it makes sense: it's clear that PCs at APL 7 can have attack rolls of +14 (as you've mentioned).


All of this is not including the fact that many "monsters" are intelligent enough to use some of their treasure to increase thier power.

Wouldn't that Frost Giant (CR 9) be better off in Full Plate? (AC goes from 21 to 25)

How about a Lillend (CR 7) with a potion of Mage Armor? (AC goes from 17 to 21)

Then let's give the monsters a potion of Prot/Good (or whatever).......

Etc.

(DMs: keep in mind some of these creatures need to change their feats around in order to be proficient with armors.)

Important notes:

I dont have so much as a masterwork weapon, and I have a +14-+16 BAB. If I had a +2 axe, it'd be +16-+18.

Lets assume your cr9 guy with ac 21. I need a 3 to hit. Why SHOULDNT I be blowing 2-5 for power attack per attack?

What CR SHOULD my DM be using? Last I looked up the charts, if he goes up any farther, its almost a guaranteed TPK, so if I can easily hit, without a magic weapon, stuff thats virtually a TPK, I dont have any idea where you are coming from.

If you are recommending all fights should be %20 survival rate and %150 resource expenditure, I dont recommend gaming with you.

I dont have any magic items, or potions whatsoever. If every monster has and uses a potion of mage armor, and uses it solely to fight me, whatever. Sounds like a personal vendetta. Particularly for the Blade Hoods(Big nasty snake), and the Rat Ogre's with int of 5. When the AC's of the creatures start going into the 20's I'll expect my own AC to get into the 20's. since my AC is 14 to 16 depending on rage, I'll be forced to assume thats the expected level of AC in my DM's campaign. If he wanted it, or my bab to go higher, he'd give out magic, or even regular, armor and magic weapons to raise our AC.

To close out, BAB always goes up faster than AC, unless you are aiming for TPK level encounters your fighters cannot possibly stand up to. Non-TPK level encounters are easily hittable, and thus easily power attackable. Period.
 

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