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"Compelling" is subjective.
I'm not bashing the way anyone wants to play their homebrew settings, but when you're in what one could call the "typical D&D setting" these races should be incredibly rare and specific to a location. How all these weirdos come together in one group all the time is just ridiculous at best and absolutely immersion breaking at its worst.
You know that not all "D&D" settings are human-centric nor do they require all of the "other" races to sit in their own little corner of the world right?
What it means varies by each person and the setting. Being a different face does not mean they have to act differently. The other races are also humanoids, and while the books give background on the typical elf or dwarf as an example I sure the entire race is not cookie cutter, just like humans aren't.
If he wants to be a combat rogue he should be strength based instead of dex, but what skills does he see himself using a lot.
Malachi Silverclaw wrote:
I know that the rules for reach weapons don't allow them to attack adjacent foes, but can I use the improvised weapon rules to say that the weapon my longspear most resembles is a club and therefore use it to attack adjacent foes? I know that the improvised weapon rules say they are for objects not designed to be weapons, but the blunt end of my longspear was not designed to be a weapon, right?
No you can't. They made an archetype to specifically allow it at the -4 penalty to start off. If they intended for you to be able to do it anyway they would not have made a special ability that allows you to do it.
Sir Thugsalot wrote:
The point is that he was discussing archers, and you made a statement about losing attacks. He corrected you. Don't be a jerk. All you had to do was say "oh yeah you have a point", or you could have just stayed quiet.
You only change what a spell says is changed. There is no affecting size vs natural armor score. If they intended for the two to be connected they would say so. Your armor class is affected by size changes because you can get penalties and bonuses to your armor class based on size. That size bonus or penalty is in the monster stat block and has nothing to do with the natural armor penalty.
Note that it says they are "size modifiers". Then it goes on to list armor class, attack bonus, combat maneuver checks, and stealth skill modifiers which are affected directly by your size.
If you look at a monster it will have a natural armor bonus AND size bonus/penalty as two separate things.
Your size can also affect your dex and strength, and these specific changes are noted by the spell. You will never find a correlation that dropping down to size X or increasing to size y affects your natural armor bonus by ____ as a general rule because none exist. You may however find that using polymorph spell X affects your natural armor bonus by ___ amount, but that is due to the spell, not the size.
If you need more proof compare two spells that such as beast shape, and form of the dragon that increase your size by the same amount yet the increase in natural armor is different.
Also the game has "game terms". RAW and RAI natural armor is not an ability score.
Ability Score: Each creature has SIX ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creature's most basic attributes. The higher the score, the more raw potential and talent your character possesses.
The concentration is for holding the gate open, not controlling the creature. The concentration statement is under the "planar travel" section. The gate would need to be held open so everyone can step through while traveling. When you call a monster and its service ends it is returned home automatically per the planar ally rules.
I am saying that you can control them automatically for 1 round/level, but if you want to control them for longer than that you must bargain with them using planar ally as a guideline what what is fair payment.
There is no "immediate service". There is an immediate duration.
For the longer or more involved service you must bargain with the creature just as if you had cast the "planar ally" chain of spells. That is in addition to the 10000GP you paid to just to get the creature to show up.
This use of the spell has a material cost of 10,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.
If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards.
NPCs can ignore rules because they're NPCs. Rules exist for PCs. "Consistency" as you claim, is actually more immersion breaking to me and my group than its absence. To claim that the entirety of the world, NPC and PC, falls into ~20 neat little catagories.
Actually they can ignore the rules for the same reason the PC's can-->"because the GM said so".
..and don't misquote me. It shows lack of honesty. If you think I said something that was between the lines it is ok to simply ask.
If you go ignoring the rules anything can work but by the system's rules fighters are not good bosses, and for the purpose of consistency I dont like for NPC's to ignore rules. Maybe 1 or 2 may have a mcguffin, but good players will see through it, if it is constant and that could affect immersion.
I don't know if this was covered because I skipped every post but there is a difference between an evil outsider and an outsider with the evil subtype. IIRC alignment channel affects outsiders with the evil subtype and no barring houserules no outsider with a subtype is legal for gameplay. So if he had a teifling he should still be alive.
Rushley son of Halum wrote:
I thought you were saying he was not allowing. I guess you meant to say he is not allowing you to use it properly.
Except I see absolutely no proof anywhere that dimension door shuts it down. That rules just doesn't seem to exist. People are making assumptions that it does, but in reality, dimension door clearly says it prevents other actions. What other actions besides the full round action is the magus taking exactly?
If that full round action is in progress when DD is cast then the magus is taking it. The problem is that once DD is cast no more actions are allowed to be taken. DD says the action can not be taken. It does not say if the action is in progress you can continue taking it.
The timing depends a lot on the GM in my experience. I tend to run 6 to 8 hour sessions when I play at a table, and I tend to finish a book in two sessions occasionally 2 and a half.
For myself I don't really care for RP'ing buying things as a GM. Item approval is generally handled between sessions so that when we meet and the game starts the players can go buy the time, and take up a lot less game time, than if I have to approve every item right then.
For character sheets I prefer for players with things like Power Attack to have the normal and Power Attack modifiers in place to make math go by faster, and if certain players are slow with number have someone else do the math for them.
If a player wants to summon monsters then I like for them to have the stats ready in advance. That speeds things up also. Every group I am in goes into sidebar conversations that have nothing to do with the game. Keeping them below 15 minutes also helps.
What was taking so long in the other game to get to book 5? Did you play every week, every other week, once per month?
I prefer to play at least twice a month. If you go for more than 2 weeks without playing people tend to forget things.
You should also tell him that he does NOT have the authority to tell you that you can't use the bow. PFS GM's do not have the same power they have in home games. He can NOT run the game, but deciding what to allow is well beyond what his powers can affect.
PS: Rushly go over to the PFS forums with this also.
DD shuts this down. He has to take the feat to bypass it. I know you like to go with the more loose interpretation of the rules, but by the rules your friend has take the feat. If the magus had a rule in place allowing it to ignore DD or any other action that would prevent use of the entire full round action then it could bypass it, but it doesn't. Without a specific allowance to bypass DD it can not do so.
A +1 keen flaming longsword is not a +3 equivalent weapon. It just cost the same as a +3 weapon. Pricing them the same does not make them equivalent for the purpose of enhancement bonuses in any way, shape or form. If it called out pricing equivalent that would be different, but the pricing chart and being equivalent to a +X weapon are not the same thing. The closest that I can gather would be something like an amulet of mighty fist granting a +3 bonus to a natural attack. That would make it equivalent.
Bonuses are actual numbers and only the weapon's enhancement counts as a bonus. Flaming as an example is NOT a bonus nor equivalent to any bonus. If it was it would grant a +1 to attack and damage also.
No it would not apply. Attacking with a reach weapon is NOT the same as having long limbs. As an example a giant attacking you 10 feet away suffers no penalty. If he uses a reach weapon to attack you from 20 feet away then he would. How long you can reach is a part of every creature even if they can only reach 5 feet. Specifically using a "reach weapon" which is the term used in the book is a game term covered in the equipment section.
Rider affects depend on damage being dealt. As an example if a monster has poison, but DR means no damage is taken the poison is not applied.The stirge does not depend on damage to do its con damage so it is not a rider affect. It is the main affect, and DR has nothing to with this case so it is a nonfactor. The point is the application of damage being neccesary for the 2nd effect to kick in. It is not so much that deathward stops con drain. It stops the negative energy, and that is what allows the con drain.
If the modifiers for everything is setup on the character sheets, then it may just be a problem of being poor at math. You may have to give one of them a calculator.
Between having everything on the character sheet correct and a calculator that should solve it. If not come back and let us know. If I missed something you covered let me know that also.
The playing field is not all that level. The fighter picked up a caster. The wizard can grab a cleric, and that cleric(cohort) might actually be better than the fighter. The wizard with a cleric supporter just pulled farther ahead.
I know this is a 2nd reply, but divine favor is a short term buff, and so is divine power IIRC. That means 2 rounds of casting before he even fights, and I dont know if they stack like they did in 3.5.
I only added in the standard action to try to satisfy both sides. As a GM you want DR to be completely negated, and as a player you don't want to have to bother with a lot of different weapons. Making it a swift action still means you don't overcome it until round 2, and that is assuming you have the right weapon and you even know what type of DR it has.
You could be enlarged. That way your normal reach allows you to hit them without them being adjacent to you and since it is not a reach weapon there is no cover penalty.
I was saying that if you use a reach weapon and someone is in between you and the person you are attacking you have to take the soft cover penalty to attack.
What were you saying?
That might be true, but it does not help that player feel better if he is dex based and using TWF. You might be doing 7d6(1d6 is for the weapon)+3=24 average..DR 10 drops it to 14, and DR 15 drops it to 9 per attack
Now some will say rogues dont count so lets go with a ranger
1d6main weapon + 6(favored enemy)+ str 3= 12.5 DR 10 2.5 DR 15 =0
Now we know str based TWF'ers do better, but that just that DR pigeon holes you into STR builds if it is too hard to overcome.
Being well below your normal damage is ok sometimes, but at higher levels where DR is common certain builds will really suffer.
I am sure if he is doing 40 per hit he is buffed up, and what level is he? Let say he is doing 40 per hit and he gets the hits. That is 120, assuming no misses, but with DR in place it could drop to 90 or 75. That is a big drop off, and one player doing it does not mean the rest can do it. I know I would have to put in a lot of effort to get in 40 points of damage with a one-handed weapon
Let's see. assumes level 16
I would not have so many different types of DR, but let's assume PF's version is not availible.
IIRC there is way to make a weapon change metal types. I would have that as a flat cost, and not a +X equivalent price.
I might have another enhancment that lets a weapon transform into another weapon as long as they are in the same category(two-handed, one-handed, light).
That just means you have to worry about alignment.
PS: My first two ideas would require standard actions for each one. That makes having more than one weapon a good idea, so they are not spending two rounds transforming a weapon, and it reduces the golfbag affect. It also keeps the cost down for TWF'ers. As for TWF'ers I might have the TWF feat chain automatically improve based on your BAB so they dont need all of those feats.It would take two feats away.
For archers there is feat called clustered shots that only only applies DR once for a full attack instead of for every attack in that full attack.
My player who plays a fighter at home campaign took Penetrating Strike and it works great. Only DR 15 can slow him down a bit, and 25+ damage which he does with a single handed melee weapon isn't bad at all.
IIRC(without checking the book) I think that is a fighter only feat. Not everyone is a fighter. Rangers, rogues, inquisitors, and any other sword and board or TWF'er is going to suffer. I don't mind DR as a whole. It is the variety of DR's that is the problem. I have run fights where players struggle with DR. It is only to mitigate damage, but it felt like the character was mitigated since he was not using a two-handed weapon.
I forgot about that.
OP:If you are the GM just give it caster levels to dispel deathward.. :)
My reading of this ability agrees with Gabriel. This is a case of a specific rule (mythic power) over ruling a general rule (Recent Casting Limit).
There is no quote saying you can bypass the casting limit. It says you can prepare after 1 hour. Bypassing one rule in a section is not permission to pass all the rules in a section of the book.