Works exactly like the description says it does. However, it does not get removed from the target(s) when the caster rests, but only when the target(s) rest. This causes the caster to continue mitigating damage from the target(s) even after resting and/or leaving the target(s), which can cause the caster to die.Type of Feat: Class Ability
Prerequisites: Man-at-Arms 2nd level
Beginning at 2nd level, the Man At Arms can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Man At Arms' character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the Man At Arms takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day as per the body guard class ability.
This needs to be fixed so it is the caster who rewokes the protection and not the target(s), as some players (evil characters) can exploit this bug (yes, it have happened to me).
It does not stack with the casters Rescue either, although it should, since it stacks with Rescue cast by another. This should either be fixed or specified in the description.
Rescue
Does in fact not grant DR 2/- while active. Distance to those in the casters party does not matter.Type of Feat: Class Ability
Prerequisites: Man-at-Arms 14th level
Specifics: When rescue is activated allies within 10 feet take half damage; the amount of damage not taken by your allies is taken by you. You also gain Damage reduction 2/- while activated.
It does not stack with the casters Guarding the Lord either, although it should, since it stacks with Guarding the Lord cast by another. This should either be fixed or specified in the description.
Demoralize Opponent
It is not listed in the description, but it applies a -2 AB penalty to the target if the save fails. While this may be adequate at level 1 to 5, it is truly abysmal at higher levels, making this ability a lot less desirable.Type of Feat: Class Ability
Prerequisites: Man-at-Arms 1st level,
Specifics: You bellow a striking taunt that demoralizes the target. The target must succeed a will saving throw or become demoralized. (DC is: 16 + half man-at-arms levels + Charisma modifier) Already shaken creatures can also become demoralized, suffering both effects induces panic.
Use: Selected
I propose that the AB penalty scales with level, based on the following:
Code: Select all
Level | AB Penalty
1 | AB penalty of 1 + Charisma modifier / 3, rounded up
6 | AB penalty of 2 + Charisma modifier / 3, rounded up
11 | AB penalty of 3 + Charisma modifier / 2, rounded up
16 | AB penalty of 4 + Charisma modifier / 2, rounded up
21 | AB penalty of 5 + Charisma modifier / 2, rounded up
26+ | AB penalty of 6 + Charisma modifier
It is not listed in the description, but it applies a -1 AB penalty to all enemies in range if they fail the save. This causes the same issues with lack of power at later levels as with Demoralize Opponent.Type of Feat: Class Ability
Prerequisites: Man-at-Arms 12th level
Specifics: Starting at 12th level, a Man-at-Arms can issue a daunting challenge as a free action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 15 + 1/2 man-at-arms level + Cha modifier). Creatures that fail this save are shaken. Already demoralized creatures can also become shaken, suffering both effects causes panic.
Use: Selected
I propose that the AB penalty scales with level, based on the following:
Code: Select all
Level | AB Penalty
12 | AB penalty of 3 + Charisma modifier / 3, rounded down
21 | AB penalty of 3 + Charisma modifier / 2, rounded down
30 | AB penalty of 3 + Charisma modifier
Challenge
Works exactly as specified, but the duration is too short against many of the more powerful enemies such as Dragons, Balors and other epic monsters. It should be possible to use this ability against the same enemy for as long as it is standing. Otherwise the bonuses granted will only be useful for the first 5 to 10 rounds, which is not long enough against most of the epic monsters, even with a good party.Type of Feat: Class Ability
Prerequisites: Man-at-Arms 1st level
Specifics: "Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence or issueing a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes."You can issue a challenge to an enemy, gaining a +1 bonus on Will saves, attack rolls, and damage rolls. The effect lasts for a number of rounds equal to 5 + your Charisma modifier (if any). At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4. At 25th level, it increases to +5. At 30th level, it increases to +6. You can't issue any another such challenge until designated the opponent has been defeated or fled. (affecting this ability only)
Use: Selected
Also, if you do PvP and lose after using the ability, you cannot use it again until you have rested or the character you PvPed against have either died to monsters or lost in PvP.
I did some further testing and this ability does not become usable even after your target flees. Maybe I am reading the flee part wrong, but I would naturally assume that scaring an enemy away would constitute it as the enemy have fled. Yet the ability does not become useable if the target it was used on is feared in any way (Demoralize Opponent + Daunting Challenge causes panic and fear in the target, so it should reset).
Demoralize Opponent, Challenge, Mocking Challenge and Daunting Challenge
Using any of these abilities invokes a cooldown on the others as well. It is not noted anywhere in the description of each ability. While this may be by intent, it forces the caster to stop rotating abilities when facing multiple enemies, saving the cooldown for only Mocking Challenge (and possibly Challenge).
With the issues (and bugs) listed for Demoralize Opponent, Challenge and Daunting Challenge, you are usually left with only using Mocking Challenge to ensure enemies stay on you. Challenge could be used whenever an enemy dies, that it was used on, but this incurs the full cooldown on Mocking Challenge again.
Shield Block
The AC bonus does not reapply itself after you have recovered from being knocked unconcious or died. This is a serious issue as you will potentially lose +4 AC without knowing it, which can be the difference between surviving or dying. This should be an easy fix since it functions in much the same way as Heavy Armor Optimization, which does not suffer from this issue.Type of Feat: Class Ability
Prerequisites: Man-at-Arms 2nd level
Specifics: Your expertise with shields allows you to position it in such a way that a normally dangerous blow is deflected harmlessly. As you gain experience your competence with shield blocking increases and you gain additional shield AC while a shield is equipped. +1 at second level, +2 at 11th level, +3 at 21st level and +4 at 30th Man-at-Arms level. This bonus AC stacks with any permanent enchantment present on your shield or other forms of shield AC.
Use: Automatic
(The Shield Specialization feats also seem to be affected by this issue)