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1. Nobody is saying never ever heal your buddy and/or let them die. That is ridiculous.
PRD wrote:
Now we have a spell known as Cold Ice Strike Cold Ice Strike wrote:
I don't think there is any RAW for this. I would like for any of you to that view this to press the FAQ button unless of course we can find a RAW answer that I missed. edit:I am asking what kind of action is casting a metamagiched version of a swift spell for spontaneous spellcasters. spell combat wrote: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Dimension Door wrote: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn........ Since this is a case of specific rules I am wondering which one takes precedence. 1. Does DD trump Spell combat meaning the spell would have to be cast at the end of the full attack or the full attack is canceled
A more general question is that when rules collide is there an unspoken hierarchy such as Class features/monster abilities then feats, then spells. The post in question is post number 46. It shows up in my post tab, but not in the actual thread, and if you allow the mouse to hover over the links it shows that one post is 45 and the next one is 47. Link to missing post.<---It won't take you to the post, but it takes you to the thread.
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What I am asking is could a caster provoke once for the casting of the spell, and once again for the ranged attack portion. Discuss. PS:The point of this is to get this FAQ'd since no exact answer has yet to be given.
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Quote: Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability. I just think this should be FAQ'd since not giving them disable device as a class skill seems strange. Ashiel wrote:
How long do I get to control a creature since the 3.5 SRD text was removed? FAQ please.This comes from another thread.
Others believe that abilities and items that add caster levels only apply to certain spells. Example
Things like prayer beads boost caster levels. Here is my stance:
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Discuss Everyone once in while a person will present a proposition. For whatever reason and through various means such as mathematical analysis, theory craft, and actual gameplay the community(90%+) will basically disagree. The poster then wants to get upset, and accuse the dissenters of being power games, being upset, or always wanting to be right. If you are going to post here accept the that people might disagree with you. If they provide valid, and logical responses then address the responses. Otherwise there is no point to the discussion. I had several PM's with a poster who did not know the rules well, nor had a good concept of balance. Not being able to counter any statements they got upset. Other times people will be in a post and say ____ is broken, only to countered by idea X, Y, and Z. Instead of saying "thanks", or trying to present a counter they get upset. While everyone likes to be correct the point of the discussion isn't to be correct, but to share ideas. If I am correct as an example then good for me. I have probably just educated someone. If they are correct then good for them. I just got educated, and I am now a better gamer for it.
When a class has an SLA, but no effective spell level is indicated how is the level determined? I am not really asking this for debate purposes. Due to the way SLA's work with the concentration rules they should have assigned levels. They however are not printed in the books. I am basically asking everyone to FAQ this so they either go back and assign levels or give an official way to determine what the level should be. I figured this would be fixed by now. edit:AFAIK all the monsters have the effective spell level listed by their SLA's if they don't duplicate a spell. When a class has an SLA, but no effective spell level is indicated how is the level determined? I am not really asking this for debate purposes. Due to the way SLA's work with the concentration rules they should have assigned levels. They however are not printed in the books. I am basically asking everyone to FAQ this so they either go back and assign levels or give an official way to determine what the level should be. I figured this would be fixed by now.
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I think I have found a solution.
prd/rogue wrote:
Now according to this a denial of dex to AC sets someone up for sneak attack. This is what I call point 1. If anyone refutes point one please address it as point 1 in your counter claim. Second Piece of Evidence is the Dexterity Ability itself:
prd/dex wrote:
Point 2: In order to not be denied dex you must be able to react to the attack. If anyone has a counterclaim please address it as point 2. Third Piece of Evidence is the Perception skill:
Quote: Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you. Point 3: If you fail this check you can not react accordingly. If anyone refutes this please address it as point 3. Final Conclusion:
PS:I apologize if this has all been combined before, because while I have seen this subject come up before I have not seen these 3 points all put together. My paizomate Kelsey feels like humans are head and tails better than all the other races. Well those are not her words, but that is what I got. Kelsey wrote:
wraithstrike wrote:
Crippling Strike* (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Not that I disagree with the arguments that the rogue could be improved, but I never see this ability mentioned as a reason to go rogue. Is it because the ability only works once per round? PS:This might be a rules issue. I understand that you can't use other people's official things(characters, campaign worlds and so on) if you make product, but could you reference them legally.
If you are using Golarion instead of the campaign world this adventure is designed to be played in then Nethys could replace "insert 3pp deity". Resounding Blow:
School evocation [sonic]; Level antipaladin 4, inquisitor 5, paladin 4 Casting Time 1 swift action Components V Range personal Target you Duration 1 round/level Saving Throw Fortitude partial; see text; Spell Resistance no You must have a melee weapon in hand to cast this spell. On a successful melee attack, your weapon resounds with a thunderous clash. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack. If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a successful attack. A successful Fortitude save negates the staggering effect. On a successful critical hit, the target is stunned for 1 round and deafened for 1d6 rounds. A successful Fortitude save negates the stunning and deafening effects. If you are also using judgment or smite, your foe makes only a single save against all effects. This spell immediately ends if your weapon leaves your hand. Resounding blow stacks with the thundering weapon property. Is the save made once per round, per successful attack, once per spell(once one creature has been forced to make a save no other creature has to), or once per creature per spell(No creature can be forced to make a save by the same casting of the spell more than once). The resist energy spell has exhaustion linked to the status effect as if a spell can actually be exhausted the same way characters can.
I made a post. If you go to my profile to check my post you can see it, but if you go to the actual thread then it is not there.
I doubt that many post have been made. When it is clicked on it goes to a different post. Quote: Hidden Master (Su): At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1. I know it says SU, but you can't dispel an SU and this has a caster level, and it says you cast a spell. In order to avoid confusion I think it should be an SU completely or be an SLA. Maybe it was an SU because SLA's provoke attacks of opportunities, but that can be fixed by saying something like "unlike normal SLA's this ability does not provoke attacks of opportunities."This is more so people can FAQ it, and get it errata'd than to debate, but feel free to debate if you want of course. If posters are going to ask for advice or try to use something in a debate to prove a point could you do a copy and paste of the ability? Not all of us have all the books, and even those of us that do don't know the name of every ability in that book. At the least I don't think that listing the name of the source is too much to ask. This is mostly for anything not in the core book, even though that would be nice also. I have just noticed this seems to be happening at times. That is all. Your friendly neighborhood demi-lich out. :) That dragon listed at the end is what I might use. The idea is that it is the true leader of the whispering way currently. Her son defeated her per the books description. I will probably make him a CR 20 or 21. The idea is that while the PC's were dealing with AA the seals were being gathered and broken. After AA's defeat the PC's find out there are only a small number(5 or less most likely) seals left. They will have to gather all the seals they can. Each one will give a party member a power boost of some sort. Each seal destroyed give the Whispering Tyrant more power since he is more easily able to influence those outside of his prison which he uses to empower his minions.
The other idea is to try to restore Arazni, the Harlot Queen of Geb to her former self. She would be about a CR 22 to 24 and Geb would be a 24 to 26 depending on how good the players are. The will have to gather certain items, and learn how to use the ritual to reverse the process. Anyone else have any ideas. Hopefully I can expand more on these when I am more awake. When the RMA gets to a certain level he can change into a red mantis which has its attacks limited by the number of natural attacks instead of BAB.
Quote:
I am sure that bleed and rend are not affected by DR, or at least I am sure I saw developer say so anyway. I can find the post or anything official(RAW) so the main point of this is to find a quote(RAW), get errata, or an FAQ addition. PS:I am 100% sure about bleed, and about 99% sure for rend attacks. UC wrote:
Is there anything in Ultimate Combat to help with this? I have a new guy who seems insistent on trying it, but I already know how it is going to go down. Win init, do sneak attack on round 1, then not be so useful for the rest of the fight. I am thinking of sending him over to the scout from 3.5 and/or suggesting the feat form 3.5 that stacks the scout and rogue classes for the purpose of skirmish, but I am trying to avoid 3.5 material until all other options are exhausted. Mike made a 12th level DPR thread, but it is restricted to PFS meaning I would have to learn a bunch of rules I don't care for. Ok so maybe it is not a bunch of rules, but I feeling lazy. I do have to thank him for the formula though. Rules:
If you use non-core material, please state up top where it came from. This is so people can check your work without having to wonder where Crouching Hyena Strike came from. Try to stick to Paizo/Pathfinder non-core, player-oriented material. this isn't really the place to discuss WOTC 3.5 material or other d20 publishers' work, and Bestiary races are generally not well-balanced for player use. Once the character is made, we need to figure out how much damage it does with a full attack. This standard is meant to best approximate typical combat circumstances, when damage is most on the line. The original thread wrote: Target AC of 25. This is the standard for AC at CR 11, according to the Bestiary monster building guidelines. Target touch AC, when relevant, is 12 because that seems as good as any number. A single full attack unless another attack routine is more effective.
Damage is figured out without consumables. There are just too many consumable-related shenanigans in D&D, and this avoids a whole ton of corner-case builds that illustrate nothing but the fact that consumables in D&D just aren't balanced. Point Blank Shot is not applicable (unless you can't practically attack from longer range, as in the case of weapon throwers and alchemists). Most archers will prefer to avoid getting this buff, in most circumstances. The value in DPR of a +1 to hit, a +1 damage, and an additional full-BAB attack will be figured out for each class. Some classes benefit more from one type of buff over another. No class will be allowed any in-combat rounds to set up.
Damage/round formula: h(d+s)+ft(cd+cb+r) h = Chance to hit, expressed as a percentage. This doesn't exceed .95 (unless you autohit for whatever reason) and never goes below .05.
Depending on your build you may have to do your own math though. If there is another DPR Challenge for level 11 let me know and I will delete this thread.
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