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Threat Range 3-20?!?!?

the Jester

Legend
Okay, so I'm crafting a cool high-level adventure that's going to take my group to the brink of epic levels (if not actually into epic levels), and I came upon this gem...

A nimblewright (MM2) has the augmented criticals SQ, giving it a threat range of 12-20. If I give it fighter levels and improved crit, this becomes 3-20 (!!!!).

Does anyone know if, by the rules, there's any reason why these shouldn't stack?

Good lord!:eek: :eek: :eek: :eek: :eek: :eek:
 

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They stack, unfortunatly, but only for the weapon you chose to have the nimblewright get the feat in. (as in: Improved Critical: Battleaxe. or whatever.)

Later,
 

It's a natural weapon (rapier-hands) but I posted this in the rules forum as well and after some research, I found a precedent indicating that it should only add the original threat range to the threat range (if that makes any sense).

If you're interested, look here.
 

I see... by the way, if you what to make it really nasty (and if you have Masters of the Wild) give it levels in the Tempest prestige class... :D
 

Actually I went with fighter/weapon master for one of them and rogue for the other, and they both have dual strike and a custom feat:

TANDEM FIGHTING (General, Fighter)
Your teamwork in combat allows you extra attacks.
Prerequisites: Base attack +5, Combat Reflexes, Dual Strike

Benefits: If you and an ally both have this feat and are flanking your opponent, you may each make one extra attack at the flanked opponent each round at your highest attack bonus. If you choose to do so, all your attacks for the round suffer a -4 penalty.
 



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