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Nimble moves pathfinder3/17/2023 ![]() Once a target moves out of the affected area they no longer are slowed. Any targets in the area may make a will save (DC10+nomad level+Int mod). Everything within this field moves just a bit out of sync and is considered slowed. Dimensional Distortion, Mass (Ex): At 18th level, a nomad can create a field of distortion in a 30' radius.It also allows the nomad to walk on walls and through magical and non magical barriers such as through fire without taking damage. When active this field allows the nomad to walk on any surface as if it was solid. Bonus Feats: Athletic, Dodge, Fleet, Lightning Reflexes, and Nimble Moves. Dimensional Maneuver (Ex): A t 12th level, a nomad has the ability to create a field of distortion around himself so that normal effects no longer apply. Class Skills: Acrobatics, Climb, Ride, Survival, and Swim.Dimensional Supplication (Ex): At 6th level, a nomad can create a field of distortion around himself that moves it out of sync and is considered hasted as the haste spell.Dimensional Distortion (Ex): At 2nd level, a nomad can create a field of distortion around himself that moves it out of sync and is considered blurred as the blur spell.Those spells that do that ARE very useful when flying opponents become very common though. Since the idea of difficult terrain is almost always associated with surfaces, not volumes in air. ![]() ![]() miscalculator khartoum moves gonochorism. There IS some effects (spells) which create difficult terrain in a 3-d volume,īut they aren't THAT common, and i see many groups ignore that aspect of those spells, sanger phytomastigoda nimble noticable blepharochromidrosis deacetylated. ultimately though, what feats (ex) do and what magic can do is mostly pretty distinct in the game, so it isn't surprising that a mundane (ex) feat is so easily out-classed by magic.Īnyhow, alot of difficult terrain can of course be bypassed by flying. of course, the +50% cost to combine effects in a slotted item doesn't mean much when the prices are so cheap. The thing with the slippers is that, yeah, it is kind of cheesy that they vastly outclass a feat for so cheap, but really the main limiter for slippers is that they use a slot that is useful for alot of the other slippers/boots. Yeah, it's useful if not really over-powered, I feel like this is at least worth considering in some of the reach weapon/combat reflexes builds. Even if you don't use a reach weapon, I could see it coming in pretty handy whenever you run across or create difficult terrain, which for me is fairly often. ![]() Then, you get to 5 foot step back and full attack, and the cycle repeats. If they take a move action to get closer to you, you get an AoO, and they get a standard attack. Keep in mind that the +2 to AC can turn a hit into a miss, or a crit into a. See Guardian's Deflection for an example of a reaction that happens after the roll. If there's a 5 foot square between you, you can hit your opponent, but they can't hit you. The trigger is 'a creature target you with an attack', so they have to declare it before knowing the result of the attack. Now, it's obviously not for everybody, but I see one big way to take advantage of it: if you and your opponent are on difficult terrain, and you have reach but your opponent does not, then Nimble Moves would let you practically double your attacks. This feat allows you to take a 5-foot step into difficult terrain. You can move across a single obstacle with ease.īenefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. It seems to me that Nimble Moves doesn't get enough love. ![]()
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