Anevia Tirablade

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We're probably one session away from the end of Raiders of the Fever Sea.


Casting Water Walk on someone who is underwater takes them to the surface at a rate of 60 ft/round.

http://www.d20pfsrd.com/magic/all-spells/w/water-walk

Decompression sickness is not modeled by this, and is left as an exercise to the reader.


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Winnie, Half-Elf Druid (Seasons Subdomain). Found in the woods as a baby, she was raised by druids and animals, so she didn't have the most firm grasp of a lot of social conventions. Converting from Green Faith to Erastil between books 1 and 2 of Kingmaker really just made things weirder.

It was decided early on that she'd be a bad fit for High Priest, so she became the Marshal instead. She roamed the countryside, delivering her own brand of justice. And babies. (Profession: Midwife)


A Ring of Mind Shielding will do the job as well.

http://www.d20pfsrd.com/magic-items/rings/ring-of-mind-shielding


Coridan wrote:
So the tidewater cutlass allows a hydraulic push with a whopping +1 CMB? Kind of underwhelming.

I was just about to ask this myself. It came up in my game tonight. I think it should be a little better, but I'm not sure how to go about it.


One of my players is going to be playing the same archetype, and I was planning on running it that way as well.


One of my players is making a sorcerer for my upcoming Skull & Shackles game, and is asking if he could apply Improved Bull Rush (and presumably, the rest of that feat tree) to spells like Hydraulic Push, Hydraulic Torrent, and Interposing Hand.

Is this against the rules? Is it just plain a bad idea? I'm not a huge fan of the idea, but I don't want to just say 'no' because of that.


I was wondering if there's any difference (aside from format and availability) between the Alternity: Player's Handbook Preview Edition PDF available in the store, and the actual Player's Handbook book that the other people in my group are using. The 'Preview Edition' part makes me a little leery that it's some kind of 'basic rules' or a demo or something. Thanks in advance.


I have my Dungeon and Dragon subscriptions being sent to my college address now, but when I switched it from home to college this august, there was about a one-month lag between the change and the issue being sent to school instead. So I was wondering how soon in advance should I change my address back to home if I want the issues to go there during winter and summer breaks. Thanks.


And if there IS a supplement, can we get a full version of the issue 349 cover? 'cause it's pretty awesome.


I was excited last month when I read the preview of Graymalkin Academy, as I have a wizard in my group who took Collegiate Wizard (from Complete Arcane) and this sounded like it'd be fun for his character.

Unfortunately, I opened up the magazine to find that it features several monsters that simply don't exist in my game. Now, the Drow are the only one I have a hard and fast rule about. Aboleths and Rakshasas (and some of their minions, like the Skum) are simply monsters I've never used, and their introduction would be sorta dificult to explain.

So I was wondering if anyone had any ideas for enemies that were a little less... exotic.


Y'know, I was thinking the EXACT same thing... :-)


Tarlane wrote:
No, it shouldn't stack together. Its like wearing armor and having mage armor cast upon you, you take whichever bonus is higher and the other is ignored until the item is removed.

Actually, it'd be more like wearing armor and having Magic Vestment cast on you, since it provides an enhancement bonus to natural armor, not just a flat natural armor bonus.


An amulet of natural armor basically works like the spell Barkskin, in magic item form. And Barkskin provides an Enhancement bonus to Natural Armor.

d20 SRD wrote:
The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

EDIT: Better than that, the description for the Amulet of Natural Armor itself says that it grants an Enhancement bonus.

d20 SRD wrote:

Amulet of Natural Armor

This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.


The Elven Thinblade is an exotic weapon that appears in Races of The Wild. It's basically a cross between a longsword and a rapier. It does damage like a longsword, can be used with weapon finesse, and counts as either a longsword or a rapier for the purpose of weapon focus, improved critical, etc...


So I'm adapting the WOTC module The Speaker in Dreams for my 3.5 game, and I've run into a bit of an issue: The module has a Bone Devil (Osyluth) as one of the monsters. The thing is, in the module, the encounter with the Osyluth is EL 6, and it has 33-ish hitpoints. The Osyluth in my MM is CR 9 and has 90-some hitpoints. I'm assuming this is just a case of a monster getting beefed up in the conversion, but since I don't want to slaughter the PCs, I need to replace it.

Now I know a Chain Devil would be CR-appropriate, but I'm just not liking them that much. Anyone have any suggestions? And any general advice from someone who's run this module would be much appreciated.


I've come up with a new rule for my game that I have yet to implement (as noone has died yet), so I'm not sure how well it'll work, but here it goes: If you die and are raised by anything that would cause you to lose a level, you instead take a negative level. Your XP stays the same, and this level can't be removed by any means. Once you level up, the negative level goes away, and you get your new level. I think this balances making death important, but doesnt screw the player too badly.