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The prophesy of the Child [Recruiting till 26-01-07]
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<blockquote data-quote="Nephtys" data-source="post: 3307508" data-attributes="member: 31780"><p>I think that on our level it's more important to win initiative than to do an extra 21 damage on a charge (especially since most of the characters are unlikely to charge at all), so I'll probably use Motivate Dexterity the first round of combat (or when I expect that combat may be imminent). That leaves little room for Over the Top.</p><p>Demand Fortitude could be useful, but my character already has a Fort save of 45 and most save or die spells can be prevented by magical preparations. </p><p>I rather like the idea of being able to effortlessly disarm a Balor or knock a Solar on his ass, it gives my character a bit of a swashbucklery feel so I think I'll keep Art of War. Disarm can be devastating against an enemy with only one weapon and if I do it unarmed I can simply grab their weapon and use it against them. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p>And when I need to do damage I can flank and get +21 to seven attacks a round (+ I can grant a move action 3 times per day, which will allow us to get into position and take a full round attack on round 1. </p><p>Determined Caster is a no-brainer (and the only way I'm going to be able to do anything with my spell-like abilities and Motivate Charisma is any dimplomats wet dream. But is Motivate Intelligence really better than Over the Top? I think so.</p></blockquote><p></p>
[QUOTE="Nephtys, post: 3307508, member: 31780"] I think that on our level it's more important to win initiative than to do an extra 21 damage on a charge (especially since most of the characters are unlikely to charge at all), so I'll probably use Motivate Dexterity the first round of combat (or when I expect that combat may be imminent). That leaves little room for Over the Top. Demand Fortitude could be useful, but my character already has a Fort save of 45 and most save or die spells can be prevented by magical preparations. I rather like the idea of being able to effortlessly disarm a Balor or knock a Solar on his ass, it gives my character a bit of a swashbucklery feel so I think I'll keep Art of War. Disarm can be devastating against an enemy with only one weapon and if I do it unarmed I can simply grab their weapon and use it against them. :lol: And when I need to do damage I can flank and get +21 to seven attacks a round (+ I can grant a move action 3 times per day, which will allow us to get into position and take a full round attack on round 1. Determined Caster is a no-brainer (and the only way I'm going to be able to do anything with my spell-like abilities and Motivate Charisma is any dimplomats wet dream. But is Motivate Intelligence really better than Over the Top? I think so. [/QUOTE]
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The prophesy of the Child [Recruiting till 26-01-07]
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