Victim
First Post
glass said:Even though it doesn't actually say anything like that?
glass.
Well, since the quoted rules text makes an explicit comparison to sneak attack, I'd say that it actually does say that.
glass said:Even though it doesn't actually say anything like that?
glass.
It says that the work like other abilities that add damage, and gives sneak attack as an example of an ability that adds damage. That is not the same as saying that all abilities that add damage work like sneak attack.Victim said:Well, since the quoted rules text makes an explicit comparison to sneak attack, I'd say that it actually does say that.
Divine Sacrifice increases the damage of one attack per round by (I'm not going to look it up again so lets call it) n. this results in + (chance to hit with first attack)n damage per round for a conventional Frontliner and + (chance to hit with first attack)n damage per round for a Martial Adept.charlesatan said:I'm surprised Divine Sacrifice didn't make the list because that also only works on the 1st attack.
NilesB said:Divine Sacrifice increases the damage of one attack per round by (I'm not going to look it up again so lets call it) n. this results in + (chance to hit with first attack)n damage per round for a conventional Frontliner and + (chance to hit with first attack)n damage per round for a Martial Adept.
Exactly the same bonus.
Slaved said:If divine sacrifice adds damage wouldn't the extra damage be negated by insightful strike? I guess it depends on the wording of both but insightful strike says no extra damage even from spells.
FireLance said:A Medium-sized 5th-level fighter with 18 Strength and Powerful Charge (Eberron Campaign Setting), Greater Powerful Charge (Eberron Campaign Setting), Rapid Assault (Book of Nine Swords), Power Attack, Weapon Focus and a +1 greatsword can charge and deal 5d6+17 (avg 34.5) points of damage in the first round of combat with a +8 attack bonus. With a bit of magic help in the form of an enlarge person from a spellcaster or a 50 gp potion, this goes up to 7d6+18 (avg 42.5) points of damage.
Fedifensor said:Now, when you get to higher levels, the fighter starts using multiple attacks, which swings the balance in the favor of the fighter. Or does it? The kalashtar takes Psionic Meditation as his 6th level feat, which means he can recover his Psionic Weapon as a move action. With a minor investment in a Concentration-boosting item, he can do +2d6 every round (except with Insightful Strike, but the Concentration boost will up that damage too). At 9th, he can either take Greater Psionic Weapon for +4d6...or Deep Impact to make every standard action maneuver go versus touch AC (which makes Emerald Razor obsolete).
I generally avoid feats that are use-limited - the advantage of fighter-types over spellcasters is that they don't run out of uses with their attacks. Psionic Meditation can be used once per round all day long, which makes it preferable to Psychic Renewal (only usable 3 times per day).charlesatan said:Actually if you're just going to use an Eberron Kalashtar, you might as well have took Psychic Renewal (recover maneuver = level of maneuver in pp) and Instant Clarity at 6th-level (to recover your psionic focus).
Well, if I was a Kalashtar Fighter 5, I'd swap out Weapon Focus for Psionic Weapon and Power Attack for 1 point less. That leaves my attack bonus the same and ups the average damage by 5 points.Fedifensor said:Well, a charge is only going to happen once per fight, so I'll give a counter-example, also using the Eberron Campaign Setting.
Kalashtar Warblade 5
The Wisdom 13 is actually for Psionic Meditation, which I would pick up at 6th - it's called "planning ahead".FireLance said:Well, if I was a Kalashtar Fighter 5, I'd swap out Weapon Focus for Psionic Weapon and Power Attack for 1 point less. That leaves my attack bonus the same and ups the average damage by 5 points.By the way, Psionic Weapon has no Wisdom prerequisite. You may be thinking of Narrow Mind.
If the fighter shows his deadliness by dropping a foe in a single hit, he's either going to get swarmed by the bad guys, or they're going to run.And, a charge can happen at any time the fighter is 10 or more feet away from an opponent and has a clear path to him. Depending on how spread out his opponents are, he may be able to to set himself up for a charge in subsequent rounds. If he drops his first opponent with his initial attack, he might even be able to charge again on the next round.
Except that if he's fighting someone of decent tactical ability, they will close with him after he Spring Attacks, and he'll start his next round in melee and unable to charge without drawing the AoO. He does get the benefits of Mobility versus the AoO, but he may not have a charge lane depending on the positioning of the bad guys. It's nice when you can get off multiple charges in a fight, but I wouldn't make a build around it.A charge-focused fighter should also invest in the Spring Attack feat chain so that he can charge one round, and Spring Attack the next to set himself up for another charge in the following round. If he sacrifices Rapid Assault, a fighter has the feats to pull off the charge/spring attack combo by 6th level or 4th if he is content with just Powerful Charge.