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December 19th, 2005, 10:18 PM
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Re: OT: Narf has gone looney and wants to GM.
Jack - Could you send that again? I accidently clicked 'Delete' when I meant to hit 'Reply'.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
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December 19th, 2005, 10:40 PM
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Re: OT: Narf has gone looney and wants to GM.
Thanks.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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December 19th, 2005, 10:58 PM
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Re: OT: Narf has gone looney and wants to GM.
Try a psiknife. Psiknifes are cool.
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December 19th, 2005, 11:18 PM
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Re: OT: Narf has gone looney and wants to GM.
I don't have the psionics handbook.
Besides, you've got that whole dragon thing. And swashbucklers don't pick locks. Or disarm traps.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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December 19th, 2005, 11:33 PM
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Re: OT: Narf has gone looney and wants to GM.
Null, are you referring to the Soulknife? It's in the SRD. Very nice for a fighting character, as there's more cash to spend (no need to invest in a blade.....), and you can't be disarmed for long, but the reduced BAB is a bit of a drawback.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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December 20th, 2005, 12:25 AM
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Re: OT: Narf has gone looney and wants to GM.
Yeah, that's what I'm talking about. With free enhancments, you get a enhancement bonus of +6(Including the special enhancements), BAB that's the same as a rogue, extra 4d8 damage per turn, impossible to disarm, free ranged attacks, free weapon focus, the ability to do 4 points of damage per turn to mental attributes, as well as the ability to change the enhancments on the blade over a nights rest. It's pretty sweet.
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December 20th, 2005, 03:48 AM
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Re: OT: Narf has gone looney and wants to GM.
Oh, Soulknives can be disarmed; it just doesn't stick for long, so usually only prevents the Soulknife from taking AoO's for the remainder of the round
Two disarmers/sunderers, however, can mostly shut down a Soulknife - one starts it off by disarming/sundering the sould blade, the other readies an action for when the Soulknife draws again - to sunder/disarm it. If the Soulknife steps out of range to draw, well, he's out of range, and can't attack the pair of Fighters/Warriors that round more than once (until the Soulknife reaches the point where the blade can be thrown multiple times in one round - 17th, and reach weapons combined with Spiked armor and Combat Reflexes take care of that little issue - each throw is a ranged weapon useage, and provokes....); step up and repeat. If the Soulknife moves out of range without via Withdrawl, ditto (charge + Disarm/Sunder, rather than step, of course). If the Soulknife moves normally, the Soulknife incurrs two attacks of opportunity from those shutting him down. Meanwhile, one of the two working on him can whale away with relative impunity (other than using the first iterative attack to sunder/disarm, of course, if the knife is drawn and currently unsundered due to one of the above circumstances) while the other maintains a readied action to deal with the blade as soon as it arrives.
But that's a specialty tactic, and those two aren't doing much else in the interum....
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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December 20th, 2005, 12:34 PM
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Re: OT: Narf has gone looney and wants to GM.
Good, except that both disarmers/sunderers need improved sunder. Otherwise the guy with the soulknife can slash them and counter the sunder.
Also... With the enhancment bonuses, it would have a hardness of 16, with an HP value of 40. That would be hard to destroy with a single sunder attack.
And if the creature manages to destroy it in one sunder attack, you probally shouldn't be there in the first place.
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December 20th, 2005, 06:16 PM
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Re: OT: Narf has gone looney and wants to GM.
Sounds munchkin.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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December 20th, 2005, 10:42 PM
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Re: OT: Narf has gone looney and wants to GM.
Not really; with the soulknife's 3/4's BAB, the enhancements to the blade come along at such a speed that the SoulKnife's attack bonus pretty much keeps up with a fighter... who's using a +1 weapon throughout (ain't gonna happen). And the fighter will get more attacks. The soulknife isn't proficient with medium or heavy armor, and doesn't have lots of nifty spells, so AC is pretty much always going to be a problem for them (compared to the Fighter, anyway). The soulknife gets a decent skill set, but notably missing is anything that lets them use magic well - namely, Use Psionic/Magic Device. They can do lots of nifties with that Mind Blade (for example, with Psionic Meditation, Psionic Weapon, and Deep Impact, the Soulknife can deal a melee touch attack every round... but only the one; more commonly, it would just be Psionic Weapon and Deep Impact for an opening touch attack with a weapon charged for a Psychic Strike). But compared to, say, a Cleric with Greater Magic Weapon (Same BAB, same enhancement bonus progression, and spellcasting to boot) they aren't necessarily going to do so well.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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