mege wrote:
Calicific Touch isnt quite the same. That spell requires an arcane spellcaster to get dangerously close to something, and then manage to land touch attacks. Even using spectral hand it's not that bad, cause it means the caster is not using other spells in the meantime. The issue I have with this weapon is that it's already very powerful without this ability, and the weilder can go about his normal fighting routine without the opponent having any real defense against it. I don't really mind when the BBEG gets toasted like that. It means either he was woefully unprepared or the party used a great tactic, and should be rewarded. This weapon does not require such tactics however, and it's virtually impossible to prepare for.
I just got the PDF for the second book tonight. I know a lot of people don't have it yet (I'm shocked that I do!) I haven't had time to read all of it, but there is an item in the book called "Zul", a magical trident, which seems hideously overpowered. There's really no save on the dex damage? How can that be right? This thing could slay most dragons in a few hits.
Sure, Rogue is somewhat weak. But if it worked on just "Lost Dex", that ninja at level 10 with improved vanish is going to TWF full attack for XXX + 10d6+10, 4 or 5 times - damn near every round. 50d6+50 from raw sneak attack at level 10 on a full attack (plus whatever else from weapons, strength, etc..) is a bit silly for any class. The feat chain is designed to mimic someone sneaking up and getting one or two really solid hits to knock them out. The intent was not to steamroll someone uncontious mid-fight.
One thing I've found that really helps break the tedium of kingdom building is that I have events every month. It never made sense to me for an entire month to pass without anything interesting happening. I don't assign all the quests at once, and I don't have every hex populated from the beginning. The party can't just blast through the land exploring it all in one month and then expect nothing to change the rest of the year. The Stolen Lands are constantly changing and being reclaimed! Every month that I roll a "non-event", I come up with a new quest (usually from the book) that involves a new threat to the stolen lands (i.e. A Forest Drake has been sighted! or, Trolls have moved into the southern Narlmarches!) The threat could be in any hex, even if previously explored. It really keeps the game world interesting, and also gives a great opportunity to throw plot hooks for some of the other great modules that can be easily tied into this setting like Crown of the Kobold King (and others.) Also, the Game of Thrones type atmosphere is very easy to bring into this adventure path, especially since Brevoy screams it. Consider the Greenbelt like Riverrun (in the GoT series), it's smack in the middle of a political nightmare consisting of New Stetven, Restov, Pitax, and Mivon. Bring those other nearby kingdoms much earlier into the game. An strong alliance with Maegar Varn in book 2 will make book 3 very interesting. Make sure to build up the tension between Restov and New Stetven. Discussions with Mivon and/or Pitax tend to make Restov and each other very nervous.
I'm curious how other groups handle the following situations, and if there are any official rules I'm missing about it. Question: If a character is within the threatened area of another creature, assuming no other prior knowledge of the creature - do they know it? Example 1: A giant rolls up 10ft away from a wizard. The giant has 10ft reach. Assuming he has not seen the reach of the giant yet, does the wizard "Feel threatened" enough to know he needs to cast defensively? Example 2: A fighter (without Combat Reflexes) moves up and trips a Wizard. The Wizard provokes an AoO from the fighter while standing. Does the Wizard "feel threatened" even though the fighter has no remaining AoO's? Does he know he can cast spells safely? Example 3: A tenticle monster with Combat Reflexes and a huge reach is in range of a party of heroes. One of the heroes provokes an AoO from movement. Do the other heroes "Feel Threatened" if the creature can still take more AoO's? Do they know they need to Acrobatics to move safely? My assumption is that during a battle a character always "Feels threatened". Anything else they wish to assume about the capabilities of the opponent is their choice.
Almost all poison attacks on weapons or natural weapons are considered "Injury" poison. I'd have to argue that those didn't take effect simply because the attack failed to injure if deflected. The same would be true of some of the rogue sneak attack modifiers like Crippling Strike and Slow Reactions, because they require the sneak attack to do damage. Interestingly: negative levels, paralysis, the "Grab" special ability, the rogue "Bleeding Attack" ability and many other things would still apply even if deflected by Crane Wing since they only require you to "hit" the target.
DSXMachina wrote:
Great point. I think that would work. However, does this mean it can deflect touch attacks? They require attack rolls - and I think we already agreed that natural attacks count as weapons. Would it work on touch attack spells then? You are considered "armed" with a spell. I'd change my mind on this feat very quickly if by RAW it allowed this.
Cidwin wrote:
In Hindsight, that T-Rex is now F'd.
Charlie Bell wrote:
Ah, there we go. I submit. :)
TriOmegaZero wrote:
So how would it work in the case of Dirty Trick and a Dueling weapon? Clearly you're using the weapon then. When it's a standard action, even with the weapon, you cannot deflect it by your logic. Now lets add Quick Dirty Trick. Would it now classify as an attack you could deflect more easily just because someone focused on being better at it? The attack action is just a way to define when you can do it. A combat maneuver is a seperate event the way I read it, which is why it has an entirely different rules section. The waters get very muddy here, as usual.
TriOmegaZero wrote:
I'll just bold the other part, since that's how I read that. Also, I know some combat maneuvers require standard actions. Why would those get a buy, since they are all classified as maneuvers? I don't have access to the Pathfinder SRD here at work, sadly. As I said earlier though, I don't let it work on Maneuvers in my game. I have a Master of many styles monk with Crane Wing, and Snake Style in my game right now. If Maneuver's didn't work he would be nearly untouchable.
Maxximilius wrote:
But it's not an attack roll. It's a CMB check with bonuses for carrying a weapon. Very different.
To me, maneuvers enter a different world. Even if they use the attack action, they don't follow the normal "attack" rules, and I treat them different. I've had players try to argue all kinds of things, but ultimately it's up to the GM to give the final say. Besides, monks are already silly hard to land maneuvers on if built correctly. :)
Honestly I think it's pretty clear. It says it works against Melee Weapon Attacks. It's basically deflect arrows for melee. The way I DM it is as follows - Works vs:
Doesnt work vs:
Personally I think Snake Style is a lot scarier. It works against anything that requires an attack roll since it just says "Melee and Ranged Attacks". |