Why can't I hit anything or do damage?


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For some reason I read his entire post except that last line. Yikes!

Okay, if you can do any first level spell that's at least decent, since it opens up arcane spells.
Mage armor isn't good though because it provides an armor bonus. I'm going to assume the "no personal only" restriction is also lifted, so a Shield potion would be the alternative you are looking for (shield bonus while using a twohanded weapon, yay!).

Enlarge Person will alleviate those "small person melee" issues, too.
 

OP stated that he took Brew Potion - and was allowed to take it prematurely - for flavor reasons.
If you are taking the feat for flavor reasons, then go the Craft (Alchemy) route - you get the flavor and can actually, maybe, do something with it. Grow into Brew Potion from the experience as an alchemist.

The Auld Grump
 

First off, I want to thank everyone that responded to this thread. You guys gave great advice and have really encouraged me to press on with this character. I got a lot of ideas too and, from your comments, can see I made a grave error in overlooking Weapon Focus, so I will be taking that. I'll also look at other 3.5 books for any other help I can get for my BAB.

As a note, I did roll my stats. I was lucky enough not to roll anything lower than a 10, but I also didn't get anything higher than a 15.

Now, onto the replies! :)

A lance is also not going to do the same kind of damage that a greatsword or any of the 2d4 weapons will do... are you using Power Attack every time you try and hit creatures? That -2 to hit is brutal at low levels, especially if you don't have a way to counteract it...

What weapons are 2d4 for small creatures? I like the sound of that, although the 1d10 of a greatsword is very tempting, especially for the damage bonus for two-handed weapons. Also, I had tried Power Attack on two occasions and am uncertain whether to keep it at this point.

I think it is great that you went with a character for character flavor, it can be a fun way to play.

I really appreciate that IronWolf!

If you are hitting less than every other round, you might want to go for potions of true strike. That will pretty much guarantee a hit after you drink it.

That was my first idea when I decided to go with Brew Potion. Unfortunately, I've read that, officially, True Strike can't be made into a potion! Plus, the spell only lasts for one attack. :\

If you're trying to compete in damage, and the group is abusing Spirited Charge, I'm not sure why you decided to drop it instead of embracing it.

None of the other players have Spirited Charge, they are just playing as though they do have it. Thus, it's pointless for me to take the feat :\

...charge and do a ride-by attack. Keep moving, at least 40' away, wheel around and do it again. This keeps your poor war pony (and you) out of range of the combat, unless the target bothers to ready for your ride-by.

With a masterwork greatsword, you should be doing +8 to hit (+2 BAB, +1 for strength, +1 for size, +1 for masterwork, +1 for weapon focus, +2 for charge), 2d10+4 damage.

Wait, I can charge to the side of an enemy? I always thought with a charge you had to run straight into them! Now I guess I understand the purpose of ride-by-attack, lol.

Also, I'm liking how that damage and BAB is calculating out. Thanks for the tips Dilvias!

Question: Why do you have Brew Potion now? I mean I understand that you want to brew potions but you can't cast spells right now and as such can't use the feat.

Also ask your GM if you can create an Extra Smite feat...

Good points. I'll drop Brew Potion till I can cast spells and ask about Extra Smite.

The Dazzling Display and Shatter Defenses will be good feat choices later if you intend to provide a supportive role...

If you are mounted, you get a +1 to hit anything smaller than your mount (for higher ground).

I'd also ask the DM... if people are getting double damage on charges, what should you get for picking up the Spirited Charge feat?...

Your post reminded me of a trait (we get the choice of two) that will help my BAB. Thanks! ;p

While Dazzling Display and Shatter Defenses sound like great options, they don't suit my character, who would more appropriately have negative points in Intimidate, haha. Thanks for the suggestion, though!

Also, I'll ask about getting a bonus for picking up Spirited Charge, though I agree with you that it is rather annoying when people make up their own rules.

Mage armor isn't good though because it provides an armor bonus. I'm going to assume the "no personal only" restriction is also lifted, so a Shield potion would be the alternative you are looking for (shield bonus while using a twohanded weapon, yay!).

Excuse me for asking but how does a shield bonus vary from an AC bonus? Is it that, when caught flat-footed, I would lose the AC bonus but not the shield bonus?

If you are taking the feat for flavor reasons, then go the Craft (Alchemy) route - you get the flavor and can actually, maybe, do something with it. Grow into Brew Potion from the experience as an alchemist.

I have already invested in Craft (Alchemy) and am going to see if I can replace Brew Potion with Craft, since the skill, at this point, doesn't seem like it is going to help much.

Once more, thanks a bunch for your guys' suggestions! I'm going to do a bit more research and post my findings / changes!
 
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Unless it's "dodge", bonuses don't stack. So if you are wearing anything better than a chain shirt, your Mage Armor potion isn't going to do much. Even then, if you intend to wear any armor at all, the benefits of a non-stacking armor bonus are minimal.

Shield is okay because you might not be using a shield, so you don't have any stacking problems. If you are using a shield, then it's not quite as good, although it provides more bonus than any shield except tower shields until you get magical enhancements, and it still helps against magic missiles.

The problem is that, like True Strike, Shield has a range of personal. I had thought Mage Armor was as well, but after looking I see that one is creature touched.

So unfortunately you won't be able to make either the Shield or True Strike potions. If you go with Master Craftsman and Craft Wondrous Item with your craft (alchemy) skill, then you could make a wondrous item without any such restrictions (call it a tincture or oil).

Otherwise, potions of Enlarge Person come highly recommended.
 

I wouldn't be moving away from the Lance.

It does 1d6 normally, but you are using it from a mount, double damage, and doing spirited charge so double damage again (due to D&D/Pathfinders weird doubling that actually works out as x3).

So 1d6+1 (Str) base damage becomes 3d6+3

Get your Strength up to 14 at a minimum.

Then because the Lance is two handed weapon (even though you can use it one handed on a mount) you get 1d6+3 damage becoming 3d6+6 on a Spirited Change. Compared to 2d10+4 for a Greatsword Spirited Charge, you are already at the same maximum, and have a higher average.

It gets even better when you start adding in Smite and Enhancement bonus all of which get tripled (rather than doubled with a greatsword) too.
 

My group has no understanding of charge or the rules for Spirited Charge (they charge every round in non-straight lines and double damage), so I'm dropping ride-by-attack and spirited charge (I am mounted on a pony).

Then they need to learn the rules rather than you drop the feats and change your character.

Of course the one problem with depending on Spirited Charge for decent attack and damage is tight terrain (like dungeon corridors) can make it impossible.
 


I'm all for making changes to the game so that it's more fun for everyone. However, if you make changes (or inadvertently play it differently) that grants people bonuses similar to a particular combat focus... someone who focuses by spending feats and whatnot should see additional benefit over and above what people get for "normal".
 


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