- Posts: 9
- Joined: Sat Nov 18, 2017 10:26 pm
I think it would be a cool feature to improve this class by expanding its horizons. I mean, at best the Anointed Knight at his/her max level only adds 1d4 to the fire, frost, or shock, and an extra 2-ish damage to critical..
Thanks for reading everyone. Let me know if you agree or disagree.
- Posts: 356
- Joined: Wed Jan 29, 2014 7:51 pm
Your suggested change for adding acid to weapon dmg with Anoint weapon is mechanical minor. Tough i dont see the need for it and dont know how much work it is to scrip it in.
AK get WP Martial, Profiency with ALL Shields and Armor, Spellcarft (extra saves vs spells) and Tumble (extra AC) class skill, also Heal skill!
Additionally it has HIGH BAB and FORT AND WILL as good saves!
It also has a lot of bonus feats, some can be epic feats and a flat 3 DR.
All is excellent.
The anoint weapon Massive Critical works different than you stated. it adds on average 4,5 dmg points per crit for a lvl 10 AK with a 2x crit multiplier weapon. For each multiplier above 2 another 1d8 is added. So a 3x crit multiplier weapon already has on average 9 bonus dmg with crits. A 5x crit multiplier (WM with Scythe) has 18 bonus dmg on average for crits with Scythes.
Overall very powerful and good!
The original PNP AK class can be found here:
http://www.realmshelps.net/charbuild/cl ... nted.shtml