The Narrator
Disembodied Voice
- Location
- Somewhere Offscreen
My first instinct would be to avoid level-dipping if it's not crucial for your character concept. Pathfinder tends to reward players that stick to a single class by having class abilities that grow more potent as you gain class levels.Should I take a level of Brawler to get Martial Flexibility, giving up a bonus combat feat and Weapon Mastery (not making a crit build though, so Weapon Mastery isn't as important as it could be), or should I take the Barroom Brawler feat and the Abundant Tactics Advanced Weapon Training?
I wouldn't think of it in terms of losing the stuff that Fighter would get at 20th level (because what are the odds that the campaign will actually go all the way to 20th level anyway?) but in terms of putting off the stuff you'd gain from Fighter for a level. So you'll be waiting that little bit longer to get the Advanced Armor Training you wanted, that sort of thing.
If Brawler has a good Reflex or Will save (don't have the book in front of me right now), then dipping will have the advantage of giving a quick +2 to one of your Fighter's weak saves, so there's that.
It might be a magical arrow, or it might just be a well-made lucky arrow that's been in the family a while, but the reason it works is because he aimed it at the chink in Smaug's armor after a little bird told him about it (literally... Tolkien was weird sometimes), not because it's able to ignore said armor. And again, I don't recall anything special about the spear that kills the dragon in Children of Hurin, or Eowyn's sword in Return of the King (although the lich-king apparently had DR/estrogen )."Arrow!" said the bowman. "Black arrow! I have saved you for the last. You have never failed to strike your mark, and I have always recovered you. I had you from my father, and he from of old. If ever you came from the forges of the true King Under The Mountain, go now and speed well!"
- The Hobbit Ch. 14, "Fire And Water"
Oh, noted. And it's not same big bad from the campaign, I'm guessing. Otherwise, "failed to perform a ten-thousand-year-old aboleth ritual that can shatter a continent" would be a good reason for her magic to be burned out.@The Narrator it's post campaign. I was just using the Second Darkness moniker to differentiate it from the Strange Aeons Campaign I'm also running.
Going back up the page a bit:
That's roughly how Shadowrun handles explosive damage. The base damage drops by X amount for each meter of distance from the detonation point, where X is low for a fragmentation grenade and higher for HE.Or have a less-mathy approximation of it by having it lose one damage die every so many feet, which accomplishes the reality after the first two or three range "brackets."
I'm personally reluctant to implement a system like that it a D20 game, because it adds a fair bit of complication that could slow down the encounters: if you lobbed a grenade into a group of baddies, you'd have to roll separate damage for each one. (It's a non-issue for Shadowrun because everyone that got hit would already have to roll Body + Armor to soak the damage anyway.)
Going back to the subject of nukes, the rule in Shadowrun for tactical nukes or orbital KKVs was that anything within a certain radius of ground zero would be annihilated, period, no matter what its stats were. Past that radius, normal explosion rules would apply, but with an enormous starting damage, something like 150 in a system where no player character could ever have more than 15 boxes in their damage track. You had to be well away from it with good cover if you wanted to survive.