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delivery started in France it seems since i just got mine :D
dunno if it's been translated in English but Metal Factor is quite the stealthy deadly meat grinder. here's why since i doubt it's available in anything else that french:
and since the players will use those dice in an hyper drive battle to enhance their piloting tests cause a single failure can wipe-out the whole team instantly... well you probably get the point ]:D from more conventionnal games how about dark heresy? you'r always one shoot from death or irreversible debilitation.
James Jacobs wrote:
Ok i think i finally understood Hamatula strike correctly: if i hit i can impale then on the next turn as a standard action i make a grapple check to maintain the grapple if i success i deal damage with the impaling weapon that's it, if i have greater grapple i'll be able to make an other grapple check but if i use it to damage my opponent i'll have to do it with a weapon allowed by grappling rules, is that it ? btw rapid grappler came from Ultimate Combat, sorry i forgot to say that . i don't know if the PC i had in mind would really be "Overspecialized", i was thinking of creating an absolutely gruesome fighting style thanks to hamatula strike feat, one where i'd make blood and gore fly with my bare hands ^^, and to make it more terrifying doing it with a female character with a sweet personality who'd still me smiling sweetly as she tear her enemies apart :D. well that was the idea. thanks for your time and sorry to have bothered you ^^.
James Jacobs wrote:
First thanks for your time and insights. just a few more questions since it seems I was to vague on some ^^ and one cause I want to be sure of understanding your answer. edit: plus one for a feat you seem to confused with an other. (For the ranged thingy it didn't shock me because the archer fighter archetype can grapple with his arrows ^^)Hamatula Strike + Greater Grapple: does this mean that I could grapple more than once with the weapon or that I could grapple once with the weapon and once the normal way? Hamatula Strike + high critical threat range: the question was more along the way of if my weapon crit on lets say 15-20, does a roll of 15 on the grapple check (with the impaling weapon i mean) is a critical threat?(since the grapple check is to damage with the weapon) Hamatula Strike + feats that let you strike with more than one weapon at once: i was thinking of feats like:
Tiger Claws (Combat):
You can sacrifice multiple attacks to make a single devastating strike. Prerequisites: Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th. Benefit: While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, can add half your Strength bonus to one of the damage rolls. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful. edit:
rapid grappler::
Benefit: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.
hi! while showing a feat from the cheliax companion to a friend i came upon this feat that i had completely forgotten: Hamatula Strike (Combat):
You can catch your opponents on your weapon and hold them in place. Prerequisites: Improved Grapple, Strength 13, Base Attack Bonus +7. Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a –4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple. and it gave me an idea for a "plan b character"(back up character for when my current one die in the gutter he's in), but i'm not sure exactly how this feat works with other feats like greater grapple and rapid grappler or vital strike / two weapon fighting, or even impaling critical, and with high critical threat weapon like rapiers.
Also the feat don't restrict to melee hits can this be used to make porcupines out of enemies with a bow or crossbow?
sorry for the wall of text i can seem to organize my thoughts on this one :/ thanks for your time
hello!
Quote: Assuming he is still capable of doing so, he continues his actions once you complete your readied action. let's say that a PC fight 1 on 1 an NPC and both are melee combatant without ranged options nor reach. what happens if those two following situation arise? 1) the PC win on initiative and ready an attack with the trigger if some one try to strike me i'll strike him. the NPC charge, the PC strike him as the npc stops to hit him and take a 5 foot step backward. 2) same but without the charge, meaning the npc take a move action to get at melee range and the PC strike and step back. as long as the terrain allow it the pc will get strikes without getting it in return ? since the NPC had to move to get in melee range he wont be able to 5 foot step to follow the PC ... thanks for your time.
Cojonuda wrote:
from what i know only Pharasma is against abortion in any situation, in your case i'd rule the abortion a neutral act at worst and a good act eventually. i mean come on better the child not be born than be hated as a reminder of a rape (those tend to end up in child protection services after a lot of abuse in our world), and for the good part it's cause an half rotten pirate boat simply isn't a good environment to raise a child, even more true if we're speaking of the Wormwood.
James Jacobs wrote:
if you do publish it i'd immediately buy it, been craving for a post-apo game other than vermin and Z-corps for quite some time!
hi again!
1- does a melee weapon with a range increment can be enchanted with Special Abilities that "can only be placed on a ranged weapon"?(some questions assume the answer is yes, mainly because of the Ricochet Hammer) 2- what's the range increment of for example a dagger when enchanted with Distance and thrown by a character with a belt of mighty hurling? 30 feet or 40 feet? (since i thought about it i keep imagining a warrior throwing a pilum/spear/light hammer at some on the first floor of the Eiffel Tower from the ground floor :p) 2- about Designating:
3- now that i think about it, what about other Special Abilities like seeking? 4- would a rogue with a seeking dagger be able to sneak attack someone with concealment (like from dim light)? 5- about the ricochet hammer, what happen in the case of a, for example, level 11 fighter wielding 2 or 3 of them with those feats: rapid fire, two weapon fighting, improved two weapon fighting, greater two weapon fighting, quick draw? does he throw 3 hammers one coming back immediately and the other two will bounce up to 3 times each? or does he throw 2 hammers one bouncing 4 times the other 3 times? also can a ricochet hammer bounce back and forth between 2 targets? 6- about the Ring of Sustenance, doesn't the 2 hours thingy make a group of characters all wearing this ring (and their mounts too if they have any) effectively double their travel speed ? as they can make cycles of 8 hours walking 2x2 hours sleeping? or enabling them to craft as if not traveling each day while traveling if they have the right traveler's crafting kit? DISTANCE:
This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind. BELT OF MIGHTY HURLING, LESSER:
This thick leather belt is buckled with a bright bronze clasp in the shape of a fist. When worn, it grants its wearer a +2 enhancement bonus to Strength and allows him to apply his Strength modifier as a bonus on attack rolls instead of his Dexterity modifier when making ranged attacks with thrown weapons. Also, the range increment of any weapon thrown by the wearer gains a +10-foot bonus. Treat this Strength bonus as a temporary ability bonus for the first 24 hours the belt is worn. DESIGNATING, GREATER:
This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +4 morale bonus on melee attack rolls and a +6 morale bonus on melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration. RING OF SUSTENANCE:
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer only needs to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself. RICOCHET HAMMER:
This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder’s additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a –4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder’s additional attacks for that round Rapid Shot (Combat):
You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
James Jacobs wrote:
tried both already ^^ but since he call roll a saving throw it didn't produce the desired result :/ i'll just resign to my fate and let him have is fun by altering the encounters a bit to keep him busy while the others have fun ^^ ah there's one creature that give him a hard time ^^ the giant spider :D viva the web attack ^^ on an other subject here's 2 question on magical items with an command-word activation method: 1- can someone other than the wearer activate them if the command-word is known by the said person? 2- if multiples items or proprieties on the same item are linked to the same command-word will all of them activate at the same time if the said word is used ?
James Jacobs wrote:
for the first problem: thanks i'll keep doing that then ^^ for the second problem: I'll keep praying for you to be right it's been 10 sessions so far and he still live up to is legend. the worst part is that he's been building is character to soak up damage like beast from the start (read invulnerable rager with 18 const and toughness build up the stalwart feat chain and rage powers to be even more sturdy... he already breaks en hundred hit points while raging and nearly while not) TT_TT
dear James, today I come to ask for an advice as you being a writer, player and master all warped in the same mind might be the best person to direct this question to ^^ (hence why i didn't post it on the advice board) i'm currently running the kingmaker AP to a group, but two "problems" came to be.
the second problem is more universal, it comes from a player of mine at the same table, the problem is simple yet complicated, that player is a damned-luck-fiend... he plays a Barb wielding a greataxe, so far all's good, but he roll an average of 1 natural 20 once every 4 rolls and didn't roll under 10 on his hit dice for is last 5 level-ups at first i was thinking he was cheating but no I've carefully checked his rolls, made him roll with my own dices in case his' were loaded, nothing change. it was funny at first but now the other players quickly started to grow seriously tired with it, specialty since it take all the challenge out of the fights, like for instance when they first got out of oleg's post so lvl 1 i rolled an encounter with an owlbear as they were all mounted I naively thought why not it'll scare them a bit and make them more careful it's not a bad thing, he rolled a 20 on initiative and promptly charged the owlbear sending him meet is ancestors on the spot with an other natural 20.
hi! a quick question on the dragon style feats chain:
agnelcow wrote:
oups :D should have waited till i'd finish reading ultimate equipment to ask about that one ^^
hi, my group and i have been trying to find a solution to a problem wealth related about an character, maybe you got an idea that would help. the character's concept is quite simple at first but problems start to surface at level 6 :/ the said concept is a character that throw daggers, simple right? with a bit of TWF so as to make it rain steel. the problem? first we're looking at 3 +1 returning daggers +2 every 6 lvl (or 8 if done with a medium BAB class) which doesn't even make the trick since a returning weapon come back at the hand of your turn and need to be catch so at lvl 6 asuming you managed to find the 40K gold for 5 daggers you'll throw 4 and 3 will fall at your feets :/ we thought of 4 ideas to work around the problem: 1- house ruling that returning weapon come back immediately so that the character needs only 2 daggers. 2- house ruling that a character with the quick draw feat can Sheathe a returning weapon as part of the free action to catch it when it return, that doesn't change the cost problem but at least the character can keep throwing his daggers after the first round. 3- creating daggers like the ricochet hammer, the character would only be able to make up to two attacks per enemy but at least if there's enough of them he'll get all his attacks for considerably less than idea Nb 2. 4- creating a pair of item (gloves,bracer or scabbard for example) that would be enchanted like a double weapon and would have the ability to spawn daggers (at the same cost in action as drawing a weapon) that last only till taken out of the target or something like that. or simply instead of being enchanted the pair of items could be able to spawn copies of daggers stored in it like in a 'glove of storing' but taking a ritual of sorts to store the daggers. i'm really hoping to hear your thoughts on that kind of character and those ideas, as you could be aware of implications that we didn't see on helping that kind of character, or that this kind of character isn't meant to be for a reason that we're not aware of, and you being a creative director and all might be the best one to answer or confirm such concerns. thanks for your time.
hmmm i seem to recall that a mount must be 1 size larger that the one mounting it :p
Maxximilius wrote:
the base damage is actually 55 and the damage would be 55-57 as without a monk's robe or the ninja master trick unarmed strikes will only do 1d3 damage :p then again the goal of sap master is to be able to OHKO animal guards and other high HP guards so that you can sneak in a guarded place to do your deed without blood shed. but your question rise a better one, so sorry James i'll bother you with yet another question (or two) :) can a concealed weapon be an unarmed strike ? how would one conceal such "weapon"? by concealing one unarmed martial training ? and would underhanded be usable if the enemy is not even aware of your presence? ha! or would that be the only way of using an unarmed strike as a 'concealed weapon that the opponent didn't know about'?
Gauss wrote:
that was what i thought to until an other player pointed out that flaming burst text say that a flaming burst weapon works like a flaming weapon not is a flaming weapon which open room for doubt edit:
would it be reasonable to reduce the price of igniting/flaming burst to +1 in the case where the other is already on the weapon as Gauss suggested?
James Jacobs wrote:
yeah you had answered on the multiple types of energy a while back but what about multiple same energy as with my previous example? the +X flaming igniting flaming burst sword?
After a lot of confusion from both parties (mostly because of me having an hard time explaining my thoughts in English) James Jacobs did confirm that you count the doubled SA dice pool when calculating the bonus from knockout artist and sap adept if you have sap master.
hi again ^^ i just got an interesting question from an other player that had me wondering: back in the aDnD 3.5 days "flaming burst" was an upgrade of "flaming" and we kept playing it that way but was it correct? the text of those weapon enchantments don't seem to indicate that it is the case.
James Jacobs wrote:
thank you for the confirmation and your time ^^ Ps: I started asking about this because you had answered differently to someone here a month ago and it struck me as odd, you might want to delete that post in order to not confuse others :p good day to you(or night i never know with the time difference).
James Jacobs wrote:
seem so. the initial question was basically this i manage to take those 3 feats:Knockout Artist,Sap Adept (Combat),Sap Master (Combat). Let's assume i did so as soon as possible so i'm a level 5 rogue/ninja and have a Sneak attack 3d6.
the 3 feats' text from the PRD:
Knockout Artist You can throw devastating knockout punches. Prerequisites: Sneak attack class feature, Improved Unarmed Strike. Benefit: When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll. Sap Adept (Combat)
Sap Master (Combat)
James Jacobs wrote:
ok then i'm really confused as to why sap master effect doesn't count for the sap adept bonus :/
James Jacobs wrote:
ok i was over-thinking things for this part. the over question still remain unanswered but i'm starting to think i wasn't direct enough and you didn't realise there was an other question (the main one actually) so i'll try it bluntly hoping you don't find it rude of me to ask this:in your answer to krodjin's question about sap adept and sap master you state that sap adept's bonus is calculated with the character's raw SA dice pool while the text of sap adept state that it use the number of dice rolled. why? the question still is the same for knockout artist since the text is the same with the exception of a present or past tense for the roll verb.
James Jacobs wrote:
sorry for the confusion the wall of quote was so you wouldn't need to go dig for a month old post to refresh your memory. the question is about your answer that i quoted and especially the one i re-quoted in bold. To be exact and direct you can resume it like this: - knockout artist and sap adepts feats text refer to the number on SA damage dice rolled for their bonus. - sap master modify the number of SA damage dice rolled. - when asked about how master and sap adept/knockout artist interact you answered that sap adept and knockout artist give a bonus depending on the raw number of SA dice of the char. the problem is that your answer:
2. - create a ripple of illogical interaction(sacrificed SA dice that still count toward sap adept and knockout artist and sap adept bonus, sniper goggle's bonus SA dices not counting toward sap adept and knockout artist and sap adept bonus being the first two that came to mind) so in the end what's what? thanks your time as this created quite some drama around my table as one of the PCs is a ninja using this chain of feats.
James Jacobs wrote:
first sorry to exhume this answer a month after you wrote it, i was wondering why you're saying "Sap Master only doubles the sneak attack dice—it doesn't double your level's total amount of sneak attack dice allowed for your level, and THAT is what Knockout Artist and Sap Adept look for." while knockout master's and sap adept's text speak of the number of sneak attack dice you roll/rolled not your number of dice via level. i mean if i sacrifice some SA dice to add an effect via a feat(or the lvl20 ninja ability) i wouldn't count them for sap adept or knockout artist but what your saying tell otherwise nor would "sniper googles" 2 additional SA dice count for those two feats according to you.
i'd like a link to the post where james posted this as the feats knockout artist and sap adept mention the number of sneak attack dice you roll on the said attack not "your level's total amount of sneak attack dice allowed for your level"
Xperia play and Archos Arnova does this pool means that we might get an app version of the player character folio?
Morganstern wrote: So far from reading over the Core Rulebook (a few times), I haven't seen anywhere where the book states that casting an evil aligned spell is an evil action in itself. I have seen statements that a cleric cannot cast spells that are against their alignment, such as a Good cleric casting an Evil spell, but this isn't stated as "If they do, they shift alignment" but rather as "They can't do it". So as far as rule mechanics go, i'd say (and to state this very clearly, the game has a decent amount of room for interpretation. This is the interpretation that me and my group feel fits best with the rules as written within the book) that casting a spell with an evil descriptor isn't an inherently evil act, but it can be if used for evil purposes. The descriptors are there more as guidelines for interactions with other abilities and spells rather than saying "casting this spell is considered a [alignment descriptor] act". well the fact that they specifically went out of their way to say that the holy vindicator's death knell wasn't an evil act does speaks volume.
page 217 and 218 Monstrous Humanoid (3 RP) on page 217 but listed as 2 RP on page 218 (centaure entry)
Belle Mythix wrote:
isn't the said ghost the result of adding a template to an existing race? and for Extraplanar well it's not a true subtype as it is a circumstantial one that come and go a you travel from plane to plane ^^
pobbes wrote: No, it's redundant. Flaming burst is the flaming special quality just with burst. It would be easier to think that there is a burst special quality that lets your elemental qualities do more damage on a critical hit than to think that flaming and flaming burst are two different qualities. that was my first take too but earlier i started to wonder about it since the flaming burst text says "A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit." and not "A flaming burst weapon is a flaming weapon that also explodes with flame upon striking a successful critical hit." that plus the fact that's the flaming burst text doesn't say that you can't have both on your weapon and the precedent on counter intuitive weapon enchantment stacking (icy flaming weapon) well i fully admit that this one is highly counter intuitive and it may be sleep deprivation that make me over-think things edit :
Adamantine Dragon wrote:
that's exactly the psychological problem I'm having as i took used the upgrade one into an other rule in my game either as a GM or player
blackbloodtroll wrote: A dragon(human) is doable. ah an other one that i forgot to ask about in the initial post, they speak of subtypes for the humanoid and outsider(native) types but i dunno if others can have some too
Gluttony wrote:
my initial thought was something like the race type to be humanoid(human, dragon) (which make the vulnerability to both human bane and dragon bane)i went in doubt when i remembered that kobolts where humanoid(reptilian)
so that people that don't have the book yet may participate here's the humanoid type text:
Quote:
Alexander Augunas wrote:
actualy it's not a subtype your speaking about but a type. Selgard wrote:
and as for you *sigh* i dunno how to put it in a better way than this: "The RAW is what the RAW is.." is good and all but i don't seem to remember saying that what i'm asking about is in contraction with RAW ... as the RAW don't say anything on the matter which is why i asked, to either get an official anwser or a good deal of people telling me to either stick to the reptilian subtype or go for it
hello guys, i was reading the "Weapons cannot possess the same special ability more than once." thread and it made me take a second look at "elemental" and "elemental burst" weapon enchantment such as:
Quote:
and it made me wonder since one can have a "+1 flaming shocking" weapon and have both flaming and shocking active at the same time, wouldn't one be able to have a "+1 flaming flaming burst" weapon and have both flaming and flaming burst active at the same time? thanks for your time
well i feel stupid as i write this the question but here i go anyway:
got a player who love the idea of playing a half-dragon half-human so i'm looking into making a race for it since the template in the bestiary is way to powerful, but i want him to have the drawbacks of the dragon subtype (dragon bane weapon and paladin oaths I'm looking at you!) thanks
from the holy vindicator prestige class(APG):
Quote:
tricky but it imply that otherwise casting death knell is an evil act(and by extension every other [evil] spell)
too bad ^^ but oh well thanks for giving a quick and straight answer anyway ^^
Hello everyone I come to you with an idea of option that might not be hard to add and could help international subscribers like me a big deal in not getting headaches, an option to set a maximum value in shipping parcels. you might not be aware of this but some countries' customs got a minimum value under which the parcel doesn't stop in the custom services (and generally is exonerated of customs fee). international shipping is slow already but one can easily double or triple the shipping time because of those slow pokes in customs services. personal experience got a shipping with USPS first class to get it faster, my first purchase at paizo's website in fact, so ok 6 to 10 days that's cool i thought ... except my parcel did get here in 6days but got stuck in customs... 5 weeks... thank you for your time
Onishi wrote:
I didn't detail it but i was thinking in the line of letting the "unconscious" player chose to die and rebirth at is soulbond location exactly as if he had died, and registering who "killed" you at the time of your knockout would eliminate the problem of knocking-out-and-dispose-by-"natural"-means problem. the capture part would need some safeguards such as only be able to drop the character in a safe place like an inn or something
I like your ideas, as for the capture option it might be easiest to authorize/force the captor to use fast travel or mount, but for the mercy system why not simply use the non-lethal damage system ?
there is an other advantage to this system, the possibility for players to create gladiator-like games, friendly fighting tournaments.
ultimate combat wrote:
doesn't that mean that a human ninja can take the 1/6 rogue trick favored class option from APG?
damn :/ then is there a way other than team-up to aid another with a move action ?
Quote: You put yourself in danger's path to save your allies. and Quote: You are skilled at protecting yourself and your allies with your shield. and it seems strange to be able to take someone's hit if your protecting him with your weapon but not with your shield Oo
Maxximilius wrote: Honestly, I'd just allow it because it is flavorful, and go back to hitting the real, squishy dangerous targets or using touch attack spells instead... that is in the case where i let you do so :p not exactly something i plan doing with this PC ^^ but i'm getting side tracked here sorry. as for the question at hand i guess it's wait for an FAQ or some official input while house ruling it in the mean time seeing as the opinions are as divided here as at my table :/
hi it's me again with an other strange combination. Core Rulebook wrote: You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can't make attacks of opportunity while using total defense. Advanced player's guide wrote: Your swift strikes ward off enemies attacking nearby allies. here i think most of you are seeing where i'm going, does use = make? or in a less ridiculous way of putting it: can you use the bodyguard feat while using total defense? thanks for your help and have a nice ... whatever part of the day it is when you took time to read this :) PS: sorry for my crappy English it's not my native language so i'm not that good at anything but reading it :/
Lathiira wrote:
if things were this clear cut it wouldn't be a pain in the ass like that, the problem is that while you read "Armored Defense stacks only with adamantine armor." one can also read "Armored Defense stacks with adamantine armor but act like a normal DR with the rest."one could also ask him self if a "from armor" wasn't forgotten at the end of the sentence " This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction." if this sentence was written with this magical Armor Special Abilitie in mind : Invulnerability: This suit of armor grants the wearer damage reduction 5/magic. hell now that i speak about it " This damage reduction stacks with that provided by adamantine armor" doesn't directly refers to the damage reduction from the adamantine part of the armor just any damage reduction provided by an armor made of adamantine. okay that's a stretch but one reading it like that wouldn't be in the wrong i think...
Lathiira wrote: I agree with tarantula. Specific rules trump general rules. Stalwart may stack with class abilities; this is a general rule. Armored Defense says adamantine armor is the only DR it stacks with; this is a specific rule. So the two can't play nice together, sorry. I will no say that Tarantula's post necessarily wrong but yours on the other hand seems quite wrong since you call a specific rule general ,no two DR stack that's the general rule the problem here comes from two specific rule that contradict each other.
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