P2e demoralize. On a success, the wand is broken. P2e demoralize

 
 On a success, the wand is brokenP2e demoralize  Source Core Rulebook pg

If you go ranger, you can take flurry to reduce the MAP and do up to 4 strikes a round at 0/-3/-6/-6 instead of 3 strikes at 0/-5/-10 (but you're still better off doing something else instead striking 3+ times). The Swashbuckler has the ability to serve as a Face and a Striker, but could be turned into a Defender with a few feats. Pathfinder is a tabletop RPG based off of the 3. The games are similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. You try to help your ally with a task. With two Air Repeaters and Twin Shot Knockdown, you can have a turn of Demoralize (or Raconteur's Reload) -> Twin Shot Knockdown -> Fake Out. The sphere must be supported by a solid surface, such as a stone floor. I actually hadn't considered that, I don't really see why that needed to be. Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. 0. Your animal companion has the minion. Demoralize doesn't distract the target and the enemy doesn't need to come up with a comeback. The RP for the attack is usually a Bite and Tear. On February 1st we'll be launching the first entries of Simply PF2e's Class Guides and. The GM is the final arbiter. Intimidating Glare Feat 1. 622 4. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. PFS Note All characters have access to the vigilante archetype. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. Items, find good ones to use. Source Core Rulebook pg. Compare the result to the difficulty class (DC). Demoralize-Frightened is a powerful thing in this edition, penalty to everything and the status penalty stacks with the -2 circumstance penalty from FF. Further, the Demoralize text says that if you’re not speaking a language, you take a -4 penalty. At the end of the spell's duration, if the target was affected, the target witnesses its death and takes 6d6 mental damage. Powered by Microsoft. Introduction. During your turn, you can use actions, and depending on the details of the encounter, you. Intimidating Glare allows you to demoralize with a look, so when you demoralize this way, you don't take the -4 penalty to your check if your target doesn't understand your language. Eventually get acrobat gor more free skill bumps. Prerequisite(s) trained in Intimidation You can Demoralize with a mere glare. Undead. Do you like to Demoralize things? Go for Braggart. 5 cloudkill, pillars of sand, transmute rock and mud. Familiar and Master Abilities. 0. While frightened by this ability, the target is flat-footed to your ape. 459 4. First thing they’ll do is try to scare (demoralize) whatever surprised them. <br /><br />. When you successfully Demoralize a creature, its frightened condition can't decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1. 1- Gang up = perma flat-footed (so sneak attack) 2- Great speed + good action economy (when mature animal companion u can even move or strike w/o expending an action) 3- Opportune Backstab recction for free attack everytime your mount hits. A zombified creature is a mindless, rotting corpse that attacks everything it perceives. Most arthropods have a starting attitude of indifferent to. This makes some level of sense from a roleplaying perspective but in terms of game design it isn't all that fun or sensible. When every individual action counts, you enter the encounter mode of play. You try to knock a creature to the ground. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM. I'll try my best to keep it updated and correct any errors people find and add any suggestions I'm in favor of - I'm sure there will be plenty once more people get real play experience and after errata. Geese ans swans are all about intimidation and neither can they talk nor are they very strong. Spell 1. If you felt like you wanted to give it a go at your table and let someone use Demoralize with the range of Message for two actions. You send disturbing nightmares to your target. 1 PFS Note Eidolons are not PCs, so they do not count as PCs for effects that scale based on the number of PCs or players. Toolbearer opens for a lot of flavor (like being proficient in Architecture Lore and have your familiar carry a trowel), but they can also wear things as Thieve's Tools, Firearm Cleaning Kit or Disguise Kits. In other words, we have an over 53. Your medicine skill must be +17 from proficiency (11 lvl +6 rank) and 1 from expanded healing toolkit for a total of +18. PF2 is also a much more in depth system that allows for more than just the typical move attack bonus like 5e. This package includes: A folder to store character sheets, with reference information such as game actions, a summary. Demoralize helps utilize those floater 1A effectively. Retributive Strike [reaction] Champion. Conditions don't stack. It's not clear to me that RAW you can use the Message cantrip to achieve greater range on a Demoralize action. The third time you attack, and on any subsequent attacks, you take a –10 penalty to. 0. Roll this after doubling the weapon's damage. Enables Demoralize and spell casters that want to target Will. The Swashbuckler is a very exciting take on non-magical combat in Pathfinder, which can become a boring war of attrition between stat blocks. 0. Or Demoralize a different enemy. If it’s at least 4 levels lower than you, you can make it a minion. 0. Aldori Duelist Dedication Feat 2. You are flat-footed and take a –2 circumstance penalty to attack rolls. 0. Attempt a Deception check against that opponent’s Perception DC. 0 Your companion is a black, grizzly, polar, or other type of bear. If his target is already shaken, the swordlord can attempt an Intimidate check to demoralize the target as a swift action after any successful melee attack or combat maneuver. 24. Ogre. Demoralizing an opponent is a standard action. Strike (Single Action) (attack) Attack with a weapon or unarmed attack. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Small module to keep track of persistent damage for pathfinder 2E using the effects system. Demoralize [one-action] Auditory Concentrate Emotion Fear Mental. Also, since Terrifying Howl does specifically state a shorter immunity time from demoralize, that immunity time of 1 minute is used in place of the 10 minutes listed under the basic demoralize action. Action: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Determine the degree of success and the effect. The Rogue is the unchallenged master of skills, but their capabilities don’t end there. The intense mental vision grows more and more terrifying to the target as the doom grows closer, and it takes 3 rounds to reach its conclusion. Then my 3rd action is to slam into them with a Monk's "Flurry of Blows" to Bite twice with 1d8+4. You can Demoralize with the Intimidate skill to temporarily frighten them (and basically give a universal -1 debuff to everything, including AC), pick up the Bon Mot skill feat and use Diplomacy to hurl witty insults to lower their Will Save and Perception (and if they want to end that, they have to end anything they are concentrating on!) like. Fear effects are also mind-affecting, so any creature immune to mind-affecting effects will be immune as well (golems, undead, oozes, etc. Demoralize will only make them Frightened 1, but that leaves you with two Actions to cast a different spell. Most arthropods have a starting attitude of indifferent to mitflits. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. Has some flexibility with the three Mercy feats. Where typical characters are built for delving dungeons, slaying dragons, and facing the worsts horrors of the multiverse, the Investigator is a much more methodical class, built around finding clues, following leads, and investigating subjects. Speed 25 feet. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1. Gouts of flame rush from your hands. Source Core Rulebook pg. Introduction. Your target can’t be more than one size larger than you. So, technically you should have 10' reach as a large (tall) creature. I personally think an hour is a it much and turned it into a 10 minute immunity, Basically you can use it one on one person. And that doesn't even deal with enemies immune to mental or emotion effects. The math is a little complicated, but 2d20k1 works out to something like a +3 or +4 bonus to hit. Source Core Rulebook pg. Try Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. When you Rage, you gain your chosen animal's unarmed attack (or attacks). P2e's scaling math and increased crit range mean that higher level monsters are very dangerous, a single +3 monster presents a damned tough fight that could easily kill a player or two. You are always ready to draw your weapon and begin a duel, no matter the circumstances. In these cases, refer to Table 10–10: Character Wealth on. Demoralize is your go-to at low levels, and Scare to Death works at high levels, but both of those options require the exact same check as Watch Your Back so there’s basically no reason to spend the Action on Watch Your Back. 5’s Favored Soul, then introduced in Pathfinder 1st edition, where it introduced the concpet of the Oracle’s Curse. Intimidating Glare gives you the versatility to target them. View all types of animals and gear. If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the. Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. While you’re encumbered, you’re and take a 10-foot penalty to all your Speeds. Haste is a good buff if you fellow PCs plan in advance how the will use their extra action. Token Mold. Arcane Cascade Badger Rage Blend into the Night Bolster Confidence Borrow an Arcane Spell Camp Management Change Shape Change Shape Change Shape Clue In Coerce Collect Spirit Remnant Command an Animal Cover Tracks Dawnflower's Blessing Decipher Writing Demoralize Detect Magic Devise a. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll. Hello awesome people! This week we got panels on Action: Demoralize, Condition: Frightened, and Gozreh, The Wind and Wave. 108. [deleted] Best - Ones which you will use. If you succeed you recovery but then take persistent damage and go to dying 2 because after you recovered you became wounded one. Your taunts and threats earn your foes ire. ; Dark Fields Kitsune LO:AG: The improvement to Demoralize is essentially the same as the Intimidating Glare Skill Feat, which is great for building around Intimidate, but Invigorating Fear is the real. 619 4. 99. You take command of the target, forcing it to obey your orders. Unconscious. Escape [one-action] You attempt to escape from being grabbed, immobilized, or restrained. Folklorist. Base Weapon Greataxe. This area is filled with tree saplings, becoming difficult terrain. Fear effects evoke the emotion of fear. The Psychic’s spellcasting emphasizes spell slots less than most full spellcasters, instead relying more heavily on spending Focus Points to “Amp” cantrips for additional effects. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. Condition: The character must be based on charisma. It has no effect on an object or a mindless creature. Demoralize helps utilize those floater 1A effectively. 91 4. 228 1. You deal 2d6 fire damage to creatures in the area. Attitudes: Friendly, Helpful, Hostile, Indifferent, Unfriendly. Lore (Int): A possibility if you didn’t dump Intelligence. Swashbuckler: This class will have the durability of the Fighters so you aren't as frail. Source Advanced Player's Guide pg. Dragon's Blood Pudding (Moderate) +2: 5: Alchemical Tools: Yes — Bangles of Crowns +3: 17: Other Worn. The slurk is a sticky, tusked frog-beast found in underground lairs and caves. Fail: The opponent is not shaken. 100 4. 0. 0. Permanent reach from 7th level means you can lock down a lot of the field with attack of opportunity and slap away safely against all but the largest foes. Source Guns & Gears pg. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear. Source Core Rulebook pg. You gain the dying 1 condition. The bat acts in its initiative, presumably to try to “sneak attack”. General Skill. Reload options like Demoralize on Reload can make even that better. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute. Basic Actions. On February 1st we'll be launching the first entries of Simply PF2e's Class Guides and Playbooks written by Eldritch Osiris Games' Osiris and Epi! So I recently picked up the PF-2e core book, and I noticed that Intimidate as a skill has a lot more built-in support than it had in PF-1e, having both rogue and fighter feats dedicated to it in the core book, specifically, the Demoralize use of Intimidate. Critical Success Your attempt is successful. 45 with Demoralize, giving us a 61. Specifically, I wanted to lay things out in a more organized way and remove stuff that isn't as important for players. Free actions use this symbol: [free-action] . P2e's scaling math and increased crit range mean that higher level monsters are very dangerous, a single +3 monster presents a damned tough fight that could easily kill a player or two. You are flat-footed, you don't treat anyone as your ally (though they might still treat you as theirs), and you can't , Ready, or use reactions. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Demoralize and Scare to Death are separate effects. Basic Actions (Core Rulebook pg. Attempt Intimidate checks to Demoralize each enemy within 30 feet. When you gain a skill feat, you must select a general feat with the skill trait; you can’t select a general feat that lacks the skill trait. Versatile Performance Feat 1. Source Core Rulebook pg. Activate [two-actions] command, Interact. Wellspring Magic (1st) You regain magic power quickly, but it can be difficult for you to control. If vision is your only precise sense, all creatures and objects are concealed from you. Animals and Gear (3). Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Affected by a non-damaging spell while casting. Depending on your build choices, you could also function as a Scout and you can pick up. This has the effect of everyone gaining. The Thaumaturge is a shocking design because of how much it gives you at level 1. Thrown. Trip [one-action] Attack. Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. (Nearly) guaranteed 2 Strikes per round, usually 3 and frequently 4 or can use one action to Demoralize and 3 attacks; Level 14 Druid Multiclass Polymorph Monk [aDPR 81(91)] Wild Shapes into a Huge (animal, chose Snake) with unarmed Fang attack (Master Proficiency) for 4d4+10 damage and 1d6 poison damage (average 23 damage)Intimidating Glare. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). Heightened (+1) The damage increases by 2d6. 0. Initiative. While larger mirrors hold the same mystic connotations, thaumaturges always choose small, portable, handheld mirrors as implements so they can use them easily while adventuring. Gladiators and other warriors who fight for entertainment use. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. Success The target is frightened 1. You can also be a good combat medic, setup with aid actions, or even raise a shield if you don't use a 2 handed weapon or have the cantrip. If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action. 250 4. Charisma will let you spec into Feint and Demoralize which increases your chance to hit as well as triggering the backstab on Laughing Shadow. If they detect the bat, they can Point Out the bat to their allies, otherwise it remains Hidden and Undetected to them. Works mechanically and makes sense given that excluding spawn, a lot of undead, like. In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If anyone tries to overcharge a wand when it's already been overcharged that day, the. 83K Members. Dazzled. Rats have a reputation of being vicious, aggressive animals that attack food. Anything you do in the game has an effect. Source Core Rulebook pg. Threatening Approach [two-actions] You Stride to be adjacent to a foe and Demoralize that foe. When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Bon Mot [one-action] Feat 1. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous. Most notably, you’ll use Interact, Step, Stride, and Strike a great deal. Source PRG2:APG. If I demoralize a few bad guys and raise my shield while singing Defense and hiding behind the party Champion, the bad guys are in a BAD spot if they don. Plenty of stuff works like that in P2E, basic functionality is either universal or relatively low bar to pass, but increasing dedication from feat will unlock higher efficiency. : r/Pathfinder2e. You immediately move your initiative position directly before the creature or effect that reduced you to 0 hp. Critical Success You throw your enemy’s defenses. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. 14 Str, 18 Dex, 12 Con, 10 Int, 10 Wis, 14 Cha gives you bonuses to athletics as well as your social skills with a little bump to constitution so you can tank those AoOs. You can't act. The key ability modifier for Athletics is. Second, I think Demoralize and it applying Frightened is probably the most misinterpreted and looked over skill and condition. It is part of the base mechanics. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite. Red dragons see themselves as regents and overlords of all dragonkind. Ranger shared edge gives effective +6 to hit on iterative attacks from lvl. Enlarge: An exciting buff for big, durable melee allies, especially those with reactions like Attack of Opportunity. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. Aid [reaction] Trigger An ally is about to use an action that requires a skill check or attack roll. Human CRB: Easy to fit to any build. Nimble, Charming, and with heritages and Ancestry Feats which are amusingly cat-themed. You jump 30 feet in any direction without touching the ground. Arcane eidolons are usually formed of mental essence, also known as astral essence. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. The benefit of having the eidolon try is that they don't share your "cooldown" so you can demoralize one turn and your eidolon can demoralize the same target next turn. 453 4. 621 4. The 'off round' reload-strike-reload sucks, but risky reload really fixes it so you can Risky Reload, Reload, Strike. Large (tall) creatures have an inherent reach of 10. Source Core Rulebook pg. Somatic. Intimidation Feats Source Core Rulebook pg. I'll try my best to keep it updated and correct any errors people find and add any suggestions I'm in favor of - I'm sure there will be plenty once more people get real play experience and after errata. Dying always includes a value, and if it ever reaches dying 4, you die. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. However, we often run out of options quickly, ending up with everyone only tripping and striking which is rather boring. Speed fly 25 feet Melee [one-action] ghostly hand +13 [] (agile, finesse, magical), Damage 2d6+2 negative Frightful Moan [one-action] (auditory, divine, emotion, enchantment, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 21 Will save. More information on line of effect can be found on page 457. Ranged Reprisal Feat 1. Mechanically Demoralize loses the auditory trait and gains the visual trait when you demoralize this way. It has two massive tusks, which it uses to gore prey and tangle with rival slurks. Juke [reaction] Requirement A creature must be mounted on the goblin dog. Reactions in Encounters. Leaving the compliance aspects aside for a moment, let’s. Hide [one-action] You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The statistics for individual creatures might alter the traits, the number of actions, or other rules of these abilities. 0. Introduction. com AUDITORY CONCENTRATE EMOTION FEAR MENTAL With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake. If your Fighter has a decent Charisma score, he/she can Demoralize, then Intimidating Strike, and the opponent will have a -2 to AC and saves until the end of their turn, when it will drop to -1 to AC and saves. 510 4. Spell 2. Familiars are a small, magical animal-like creature that serves as equal parts pet and multipurpose tool. Some effects and spells will specify something to the effect of "increase you condition value by 1", these do exactly what they say they do, setfrightenedvalue=frightenedvalue+1. Your reactions let you respond immediately to what’s happening around you. As you said, it's a potent support-y option, as well as being decent for making your next turn hit a lot harder. Goblin Song is a Performance check, with Versastile Performance Bards can use Performance to Demoralize and the best part: Lingering Composition is a Performance check. Attempt an Athletics check against the target’s Reflex DC. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language. The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. 255 4. Rage of Elements comes out today, the Pathfinder 2e Remaster is on the horizon, and my spies in the Starfinder world have informed me that a 2nd edition of Starfinder is coming! Quite exciting! This update was a big one, and while everyone on the team deserves humongous kudos for all of their work, I want to give an extra big shout out to Devin. Source Core Rulebook pg. Game Master. Demoralize generates panache, and Piercing Finisher is a great way to get extra efficacy out of your single Strike per turn if your positioning is good. Demoralize is one of the best skill actions for a Ruffian Rogue, with Athletics maneuvers being a second way to set up flat-footed for your allies, or if missing a flanking partner. A Double Barrel Pistol or Musket pushes the double reload off till like round 3 (since you have an extra shot you can inject into turn 2) and some combats will. Fear character build. I wanted to group the basic actions based on often they will be used in combat. So Raise Shield, Stride, Strike. Increase your maximum Hit Points by your level. Small module to keep track of persistent damage for pathfinder 2E using the effects system. Occasionally working in the action to share Mortal Weakness with our champion on one of those rounds. Do note, however, that the frightened outcomes from both Scare to Death and Demoralize. Passport to Earning (P2E) For any technical support, call 1-800-309-4095. A mental effect can alter the target's mind. ago. Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Source Core Rulebook pg. 303 4. That's why everyone keeps suggesting the Ranger Dedication, but at that point. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. Critical Failure The creature is stunned for 1 round and blinded for 1 minute. Greatsword. You fire a ray of heat and flame. Effects. Price 200 gp. 291+ (Verified 10) Installation Link: Manifest URL Update Notes: Read Notes. Prerequisites polymath muse. Intimidating Prowess basically provides this benefit, by granting to a +1 (and later, +2) bonus to Charisma, but the feat requires 14 Strength. Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). 6. The second time you use an attack action during your turn, you take a –5 penalty to your check. Critical Success You knock the item out of the target's grasp. The extra action is especially good if used for mobility and kiting. Round 1: Exploit Vulnerability, move, strike. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn’t require language. You are the victim of a personal or hereditary curse. Violent motion while casting. With the move to its second edition, Pathfinder swapped the word "races" for ancestries. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. The target must attempt a Will saving throw to determine the effects. 1. Its has plenty of supporting feats for the playstyle so it can really lean in and utilize it the most. If you critically succeed at your attack roll, the target treats the result of its Fortitude save as one degree worse. You don't have your wits about you, and you attack wildly. You take a status penalty equal to this value to all your checks and DCs. The scaling is good, but you still probably don’t want this as a Signature Spell because it only has more effects at. Whenever the rules tell you to use a " [something that's normally a d20 roll] DC", what it means is to take your bonus to that roll and add 10. Source Core Rulebook pg. You can Demoralize with a mere glare. You are carrying more weight than you can manage. At 9th level, choose one of those skills and increase its potency bonus to +2. You are bleeding out or otherwise at death’s door. No, think of it as programming logic. 108. Bon Mot to support your casters and reduce Demoralize DC. Gunslinger Ways. Attacking more than once or twice is a waste(and a danger for a crit fail) and I know we should manouver around or use dtuff like trip or demoralize, in order to weaken the enemies and soften them for others. . On a success, the wand is broken. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. . Use Recall Knowledge to learn about the enemy and stack on the debuffs and bonuses (such as Demoralize and flanking). Source Core Rulebook pg. Worst - Ones which you will not use. Introduced in the Advanced Player’s Guide, the Catfolk is pretty much exactly what you would expect from a cat-based humanoid. The idea is that multiple Barbarians can't use Terrifying Howl within the same 1 minute window. Your goal is to block 5 hits which negates 40 damage but only hits the shield for less than 32 damage total on all. No no, I understand power of Demoralize, just point out that you can't really spam it, because of immunity Monk can auto-trip on 6 level with wolf stance, fighter can auto-grab on 2 level with Combat grab, and Swashbuckler will have less str, than dedicated athletics-character, and circumstance bonus just so-so help with itHadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for feeding on vegetation. The maximum dying value at which you die is reduced by your doomed value. With both fighter and ranger you can get 6 attacks per turn at really high levels (Fighter needs Double Slice, Two weapon Flurry and Desperate Finisher and ranger needs impossible flurry). Ranged attack rolls use Dexterity as their ability modifier.