Alain

21 Huzzahs's page

6 posts. No reviews. No lists. No wishlists.




2 people marked this as FAQ candidate.

I would like a clarification in regards to the Polymorph Rules, specifically this:

Excerpt of Polymorph Rules:
"...In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses."

Now the question: If I shift to a form that has a natural attack that includes say, 1d6 acid damage, and that acid damage is not from a Supernatural (Su), Extraordinary (Ex), Spell Like (Sp) or similar ability, do I still gain the acid damage?
Likewise, what about ability damage and drain on a natural attack?
For consideration: Monstrous Physique and Plant Shape

Examples:
Popobala, Bestiary 3: bite +25 (2d6+6 plus 1d4 Cha drain), 2 talons +25 (1d6+6 plus grab and popobala fever), 2 wings +20 (1d6+3)
Viper Vine, Bestiary 2: bite +23 (2d6+8/19–20 plus 3d6 acid), 4 tentacles +21 (1d6+4 plus grab)

In the Popobala example, I know that I don't get the popobala fever - it's from a supernatural ability with the same name. However, the CHA drain is not from any ability on the monster's sheet. It's not explained anywhere. Do I still get this from Monstrous Physique if I become a Popobala?
Similarly, the viper vine's acid damage is never mentioned in the abilities section or explained.

Are these extra damages/effects bestowed by polymorphing, and part of the natural attack, or are they separate but not called out as such? And if so, how does one know if these add-ons are separate from the natural attacks if they are not called out specifically in the stat block?

This recently came up while building a character, and it seems that there is no clear answer with regards to this specific situation. It's an issue because some monster options for polymorph spells such as Monstrous Physique or Plant Shape are much more appealing if these forms of attack are valid.

I have yet to find a definitive answer in the FAQs or forum search but have seen this question asked many times and never answered.

EDIT: Changed the title and the opening sentence.


--I apologize for the long post, but details are important--

Hello everyone. I don't post here often, but I'm in need of some help.
I'm a new-ish DM, I've been DMing for about 2 years. I've run several campaigns in multiple settings, such as a campaign in a LOTR-esque setting and one in an open world exploration sandbox. Regardless of the setting though, I seem to always run into the same problem. Namely, one of my players doesn't seem to trust me as DM. It started off quite subtly, and I missed the cues that this was occurring. Over time though it's gotten to where this player doesn't even believe me when I tell him a ruling or describe an action.

Here's some detail on the player:

• He is a heavy rules lawyer, he knows at least as many rules as I do as DM and he is more than willing to tell me what I'm doing wrong in the middle of a combat/RP, despite being asked not to.

• He tends to play characters that hog the spotlight. Mainly due to this player's tendency to talk constantly, never giving other players a chance to react or take actions. He does this without cease, every session, to the point where other players are now complaining to me.

• He is a combat lover and rarely RPs.

• He is a nice guy, and is usually willing to compromise in most other situations.

I'll admit that as a DM, I make some mistakes. I'm not perfect. However this player has a behavioral problem where he'll act as though he was the DM; whenever one of the other players asks a question to me he interrupts with his own ruling or answer, even if he's demonstrably wrong afterwards.

This led to an uncomfortable conversation after a particularly tricky move by the campaign's villainess. Here's what happened:

The villainess sent fey henchman into the party's path, resulting in a convoluted but completely rules-legal event where an expensive magic item got stolen from the party (not his character, a monk). The problem player did not once believe me when I told him that everything had followed the rules. He refused to back down, insisting that I was wrong, had made a mistake somewhere, had cheated the characters, etc etc. I also refused to back down, and I told him that what I say, goes. He continued to try to argue with me until we both got tired and he left. It wasn't a shouting match, but it was a bit heated.

This player has constantly tried to argue with me while I DM. It's obvious that he no longer trusts me as DM. He seems to be trying to "backseat DM" me - you know, like a backseat driver.

On top of all the above, he seems to view the game as a DM vs the players thing, not a cooperative effort. This has hindered my ability to communicate my concerns with him.

What do I do? Other players are beginning to complain, but I don't want to lose this player, he really is a kind person but the problems he's causing are sucking the fun out of the game for me.


17 people marked this as FAQ candidate. Question unclear. 3 people marked this as a favorite.

Okay, so I have a player who is running a level 9 thundercaller bard. His favorite technique is using the thundercall performance to deal lots of damage and stun multiple times in a round. Basically what he does is start a thundercall performance, end it, then start another to deal 6d8 points of damage and 2 stun rolls. The problem is that many of the other players are feeling overshadowed by this damage output, especially the stun (I've had direct comments). We are a new fairly low-power group, this is my second time DMing and I'm not really familiar how to adjudicate the thundercaller. To make it worse, I already had him switch from a soundstriker, so he's been fairly tolerant with me. It's a little awkward to consider rule changes at this point, though they may be necessary.

For reference:

Thunder Call:
"Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level."

I have some questions regarding the use of this, as well as the use of this and two bard spells (exquisite accompaniment and virtuoso performance).

1. Is using two of the thundercall in a round legal? Does the bard simply produce a single performance effect while maintaining per round, or can he start/stop to use the thundercall effect multiple times in a round (so at 11th when he can start a performance as a swift action, 3 times a round)? What I'm really asking is how does the bard's performance work with thundercall - immediately when the performance starts, or at the beginning of a round while he is maintaining?

2. What is the benefit of using exquisite accompaniment? A bard can already maintain a performance as a free action, so how does this spell help?

3. With virtuoso performance, eh can start a second bardic performance. I have some concerns here: can he use this to do thundercall even more times in a round? If thundercall is indeed "maintained" and has an effect only once per round, this isn't too bad- he'll get two thundercall blasts per round, one from him, one from the performance spell. Otherwise, this could give him six in a round using his current strategy (three from start/stop on his own, 3 from the accompaniment).

Exquisite Accompaniment:
Exquisite Accompaniment: "You create a phantom instrument, a glowing construct of magic in the form of a portable musical instrument of your choice. The instrument floats beside you, moving as you move (even if you teleport). It cannot be damaged, but can be dispelled. The instrument plays as you direct, and as long as it plays, you do not have to expend rounds of bardic performance from your daily allotment to maintain an effect. Activating a bardic performance or switching to a new effect still costs a round of your overall bardic performances per day."

Virtuoso performance:
Virtuoso performance: "While this spell is active, you may start a second bardic performance while maintaining another. Starting the second performance costs 2 rounds of bardic performance instead of 1. Maintaining both performances costs a total of 3 rounds of bardic performance for each round they are maintained. When this spell ends, one of the performances ends immediately (your choice).Virtuoso performance does not stack with any other method of maintaining simultaneous bardic performances."

Thanks for the help!