You can always contact us for any return question at and issues Items sent back to us without first requesting a return will not be accepted. To start a return, you can contact us at If your return is accepted, we’ll send you a return shipping label, at your cost (we are unable to cover the cost of return shipping), as well as instructions on how and where to send your package. You’ll also need the receipt or proof of purchase. To be eligible for a return, your item must be in the same condition that you received it, unopened, and in its original packaging. It's a discussion you should probably have in there if you don't.Yep, those subjects are all covered in the early parts of the handbook around the basics of critical hit rules.We have a 30-day from purchase return policy, which means you have 30 days after purchasing your item to request a return. Oh, and that FAQ entry specifically calls itself out as a "correction" to a previous version that said that Burst weapons did work on everything. But hey, it's not like RAW crowd cares about the FAQ, right? Or at least they do until you hit the part of the FAQ which says that crit immunity "negates" the critical hit and makes it "unsucessful," so Burst doesn't trigger, even if you rolled the threat and confirmed it sucessfully. This means that stuff like Burst weapons and Blood in the Water work on everything. Actions in Combat never tells you to not confirm a crit, and the more proper wording (even used in Rules Compendium's Critical Hits section) is "immune to extra damage from a critical hit." (An FAQ entry also calls them out as equivalent). Hmm, I can't tell if you have a section on how crit immunity isn't actually crit immunity. Is it a Heighten Spell trick, or is there something I am missing? versatile unarmed strike could work though.įor natural attacks, the spell metal fang, from Complete Champion p124-125, can make 1 natural weapon into silver and/or cold iron.Fair notes on all those and will add in for reference, but how is Magical Training an option for Arcane Duelist? It only provides 0-level spells, even if the FRCS version makes you a 1st level caster for the purpose of range only, even if the PGtF version says it treats you as a 1st level caster for variable-based effects of the spells you cast. Toothed Blow don't make your Unarmed strikes piercing sadly, it just makes them count AS IF, but ONLY for underwater combat, to not get the penalty. Magical training IS also an option for arcane duelist and anything else that requires only 1st level arcane spells, but i understand, most melee builds are feat starved. Thanks for collecting them in 1 place, Bookmarked!īlade boot MIGHT be overridden by the boot blade on Complete Scoundrel p.110. Many thanks to both vipermagnum357 and PhantasyPen in respect of this handbook these guys did a lot of the groundwork for this handbook, and many of the options mentioned here were unearthed or listed by them. Other useful feats, Prestige Classes, etc. A Brief Survey of Spells to which Improved Critical can be applied How does Improved Critical work with spells? Options for Rider Effects on Critical Threats or Hits Options to Override Immunity to Critical Hits Options to Enhance Critical Confirmation Rolls Options increasing critical hit range AND critical multiplier Options to Increase Critical Multiplier Options to Expand Critical Threat Range Weapons with Threat Ranges more than 20 AND a multiplier greater than x2 Weapons with Multipliers greater than x2 Weapons with Threat Ranges more than 20 That said, if you really want direct links to the different sections of the handbook, here they are: and frankly I shudder to contemplate the amount of bbcode I'd have to do to make this work here. I've created this in a Google Document mainly for ease of use and because, clocking in at 135 pages, this handbook probably doesn't work as a thread here. It covers builds, the rules, strategies, small tricks, Pathfinder options, second party options, and critical hits as applied to spells, thus making it the most comprehensive guide to critical-hit-related options currently in existence. This handbook lists 194 weapons, 349 350 character options, and discusses all aspects of imposing (as opposed to avoiding) critical hits under 3.5. For your reading and use, folks, I present the 3.5 Critical Hit Handbook.
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