Yeah, 10d12 might be a little overdoing it. Even though in my hands, it only goes from a typical avg(or maybe constant, depending on how you look at it) 60 damage to an average 65 damage. You can have my d6 damage when you pry it from my cold dead hands.Mithreander said:10d12? Really, you don't think that's to much? Humm... Ipersonnaly think... it INSANE!
But that's just my opinion. Cheers!![]()
The cutpoint for fighter/rogues is 4/16. At 4 levels of fighter, 16 rogue, you'll have the 4 base attacks, pick up an extra +1d6 in sneak attack damage, and no loss in feats (Fighter feat subbed for rogue SA, which is better, since rogue SA includes "feat").CRGreathouse said:Frankly, I think this class is too powerful, considering the number of fighter/rogues I see and the comparitive power of this class over the traditional multiclass. A Ftr6/Rog14 in comparison:
Martial rogue: 4 BAB, 2 special abilities, +1 Ref, +3d6 sneak attack
Multiclass: Uncanny dodge, 10 skill points, 3 feats, +3 Fort
The 2 special abilities are better than 2 bonus fighter feats, but probably not as good as 3. The BAB, though, is extremely powerful -- +2 BAB is probably better than WF and GWF, especially considering how many rogues (in my experience, anmyway) are limited by attack bonus vs. single-classed fighters. (BAB doesn't allow WS, but is otherwise better -- especially as BAB and WF stack. The +4 BAB itself is likely better than the multiclass feats.)
Norfleet said:The cutpoint for fighter/rogues is 4/16. At 4 levels of fighter, 16 rogue, you'll have the 4 base attacks, pick up an extra +1d6 in sneak attack damage, and no loss in feats (Fighter feat subbed for rogue SA, which is better, since rogue SA includes "feat").
CRGreathouse said:OK, so use a Ftr4/Rog16. The martial rogue is still better... much better, IMO.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.