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I'm starting a new game, and every player missed the fact they get +2 to four ability scores during character generation. I suggest you put "Ability Boost" on the table for each class at first level, like it is for 5th, 10th, etc.
The class description has a reminder for all the first level character options except this, and new players are missing it.
A player is asking about the following scenario: 1) He's "holding a charge" from a touch spell previously cast.
Does the spell discharge on the target? My guess is No. The target's touch AC only matters if you are specifically making a touch attack. He's not arguing, but I do like to make sure I'm correct.
Drunken Ki makes sense to me up to the last part... APG wrote:
Can we discuss what situations this ability might be used, rather than just taking a 5-foot step?
I'm reading the Life Bond ability, where if the Summoner takes lethal damage, it can be transferred to the eidolon point-for-point. However, as soon as the Summoner hits -1, the eidolon goes away due to the summoner being unconscious. I can't discern the "window" where this ability ever comes into play. Is the summoner required to take Die Hard for this class ability to function?
How do the poison stacking rules interact with the spell delay poison? For example, lets say I go tromping though a nest of small centipedes (Fort DC 11, 1 dex for 2 rounds). I get bit 15 times, but have a delay poison running. When the spell wears off, am I staring down the barrel of a DC 39 save for 16 rounds? That just doesn't seem right to me. |