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Very nice. Thank you.


In a heads-up situation with a surprise adversary. Probably a paladin or ranger; trying to estimate potential....


Today is the day. Does anybody know a link for checking the standings?


Here is a way to test weapon damage at home. You will need black and white tissue paper, string and two potentially dangerous items (weapons for instance). Layer the tissue paper black over white for many many layers. Next hang each item the same distance above the tissue paper, side by side, cut the string. Use several intervals of distance and compare the impact on the black and white stacks of tissue paper. One story that I heard is D&D started when someone got kicked in the head by a horse leading to speculation on how many of those would kill a man as well as many months of sitting at a table indoors. I don't swear to that story.


That was a brilliant post on my part. It expired :( Play Savage Coast if you can find it. At Companion level it wasn't that the game was truly "easy" it was how it was introduced.


Prestiges would have to go. Difficulty isn't hard to understand, it is just so scttered in the books. No classes, only races with either the ability to use magic or not. And magic would be based on five paths with specific spells for each path at each level. Alignment would also have to be either Chaos or Law. I would also have to say go back to the days of Artifacts and Intelligences, it would make the game worl more simple by controlling the magic item population.


Cold Napalm wrote:
Ravingdork wrote:
Cold Napalm wrote:
Except that the flail head isn't a sphere. Any one of those pointy bits will transfer enough energy to shatter bone...when the weapon is swung properly (which it wasn't in the movie...for obvious safety reasons).
Just curious, how IS a flail swung properly anyhow?
On foot, you swing it in a figure 8 paterrn in front of your body and snap it at the target. On horseback, you use a tear drop shape and snap it at the target. We tried this using cornstarch stage flails for a stage show. The actor that got hit with a PROP ended up having 3 fractures on his arm. Had that hit his head, he would have likely died. Which is why I don't fault KoH for using improper technique. Even with prop flails, it's bloody dangerous.

It sounds like you are talking about a morning star. A flail is a short piece chained to a long piece. I have never seen a real one but have been told it is used similarly to a greatsword. I did have a chain whip,


Characters have seets, not players. You don't know who is smart and who isn't. An intelligence of 18 comes with a host of advantages for and spellcaster. Besides that, there are skill and ability checks. Who are you to assume that you would really be capable of playing a maximum score intelligence? Sure elves and such are smarter, blah blah blah. What would you think of a very smart (genuinely) player using a very low intelligence character for all sorts of super brain maneuvers? That was such bull, he would stand up and make eloquent speeches and whenever there was trouble he had the highest combat bonus. (He met with unfortunate circumstances -- Hehehehe).


donaldsangry wrote:
Bright wrote:
Psionics disable spellcasting, according to AD&D rules. Your chaacter gets a certain number of attack points based on Intelligence + Wisdom. Ego Whip takes no real time at all, possibly the fastest thing out there. Your antimagic fighter would be a charlatan and always at risk of meeting a more powerfull mind or getting locked into a duel with another psionicist costing attack and defense points. You would stand only a chance of getting what you want though, the Major / Minor is based on a roll.
3.5 Pionics have to make concentration checks in an antimagic field old DC 20+ power level. Also the Psionic Combat is gone in 3.5

I still play AD&D. It is bizarre that people are offended by this. This reminds me of another cheap "anti" magic. Use a ray of enffeblement to reduce the caster's power. That depends on the GM's view of items and difficulty, the idea was to attack the caster while challenging an item or spell, like a warding. Someone else seriously whacked out about AD&D in this thread, I brought it up because in Pathfinder you are stuck creating new spells, classes, feats and races to do such a thing. Or an item, but if a PC owns it everything is thrown off again, so make it some inconspicuous and give it a role--or intelligence of its own maybe.


Psionics disable spellcasting, according to AD&D rules. Your chaacter gets a certain number of attack points based on Intelligence + Wisdom. Ego Whip takes no real time at all, possibly the fastest thing out there. Your antimagic fighter would be a charlatan and always at risk of meeting a more powerfull mind or getting locked into a duel with another psionicist costing attack and defense points. You would stand only a chance of getting what you want though, the Major / Minor is based on a roll.


Weapon spikes are charming and usefull. Many persons who have posted on this thread appear threatened. Or is there something sensitive to the government about spike questions??? 2200 spikes on mithral weighing approximately 300 lb, nice math, I am not sure they could be packed closely enough. Rude-Dog had four on each shoulder pad, anybody remeber that. I can't imagine four being the same as one! Rules are rules, so how about if a whole bunch of people go channel some negative energy for a while.


WOW, don't light yourself on fire yet! I just started an all-new thread, you can protest me there. Yes there is a game reason, any class can use weapons and unarmed strikes at a penalty, this is the domain of fighters who should not be penaltized.


Michael Pennington wrote:
I believe its a matter of taste and being physically capable of carrying chaos-warrior level numbers of spikes :p

So between 200 and 300? Feedback appreciated.


Is there a maximum number of spikes a medium humanoid can wear or is it simply a matter of taste.


Calixymenthillian wrote:
Bright wrote:
Are you sure it's not -2/-6? I'm not asking what the rulebook says. I am suggesting that fighters could have the option of attacking twice at no penalty (that would be -0/-0) if they choose unarmed attack, have a weapon in each hand, and have two-weapon fighting.
...why?

Because they are fighters, it is what they do.

Oxy-what?


One of the party members should become a desert cheiftain and lead an uprising agaisnt the employer, gathering the nomads together. Then at the last possible moment go the wrong way, when they tire it will be easy.


Are you sure it's not -2/-6? I'm not asking what the rulebook says. I am suggesting that fighters could have the option of attacking twice at no penalty (that would be -0/-0) if they choose unarmed attack, have a weapon in each hand, and have two-weapon fighting.


Okay, for the third time, this is my idea. Fighters with two weapon fighting and a weapon in each hand make two unarmed attacks with a weapon at no attack roll penalty per round.


Bruno Kristensen wrote:
Bright wrote:
No, really, skip the penalty for two attacks for a fighter with two weapon fighting and two weapons if it is an unarmed attack. The fighter can't grapple with his hands full and about attack of opportunity, it gives the opponenet the opportunity to defend himself. And, yes exactly, to subdue the opponent, and then kill him! It makes heavy armor more reasonable and tactical movement easier. A sword has a hilt and a butt also, you know.
But a TWF-fighting fighter without a weapon in each hand could also punch his opponent, no?

The weapons could add a damage point each and both attacks would be without penalty. A fighter with no empty hands should be able to punch/punch or punch/kick, kick/kick, and there is still the issue of making a conscious fullu health opponent prone with a takedown. It is like tripping, but should do unarmed damage. Sure a fighter could punch, anybody can punch and use weapons or grappling too.


No, really, skip the penalty for two attacks for a fighter with two weapon fighting and two weapons if it is an unarmed attack. The fighter can't grapple with his hands full and about attack of opportunity, it gives the opponenet the opportunity to defend himself. And, yes exactly, to subdue the opponent, and then kill him! It makes heavy armor more reasonable and tactical movement easier. A sword has a hilt and a butt also, you know.


With crocodiles and fireballs too!


Give him a Belt of Giant strength and set him in a small room behind a narrow hall so they can only fight him one at a time.


Elementals serve, any contract to do something within that elemental sphere might be a way binding that elemental to that particular service permanently. I agree that summoning a specific variety of elemental could be difficult or unlikely. There are random tables in the old monster manuals for summonings and occurance. For the most part it is a good scheme. But there is the part about ruby dust that makes me wonder if it couldn't be even better.


DM_Blake wrote:
OK, in case that last post was too goofy, what I meant to say was this: WTH? Can you come back in here and clarify just what your idea really is?

You can punch with a sword in your hand. Unmanned airships: obviously the ninjas would be in the soft ballooney part where they would fall gently to the ground if shot down.


Two weapon fighting Fighter makes two Unarmed strikes With weapon per round at no penalty.


can should be "can not" sorry...


You do get the chance to do any form of damage at all twice, but with a penalty to both. And yoou can do one feat with one hand and another with the other. Whatever it is you are doing in that round making one attack with a higher damage weapon with a higher chance of landing than the first attack out of two, with the second being worse is really a good question. True, you MIGHT land two awesome hit rolls, but the chance of hitting once is better.


Zmar wrote:
Bright wrote:
Zmar, I didn't introduce the topic of boxing. What is the point in complaining about a rule that is not important enough. It's a rule, use it.
Well, I could care less for the rule, Just telling it's a pure abstraction and trying to talk about realism is kinda useless. Aside from that I'm not the one who complains about the rules, I was just trying to deliver some quick fix. My group is actually quite satisfied with the system as it is.

The topic and the rule are both good, lists of actions and times have been developed, so why not create a structure for real combat? A right hook will either land or get blocked-exposing the ribs for a moment. There are punches, lunges, long kicks, headlocks, takedowns and the cross body block; to honestly cover the basics. Combat has not been getting any attention. People who do you round pieces seem to experiment and dungeon masters have absolutely no basis for claiming a character is tired or fatigued, though we often do. It isn't really a matter of damage, it is a matter of energy and position.


The out right odds on doing more damage with two weaker weapons both attacking at a penalty could be worth research. Use a two-handed weapon and go for vital damage. You can have more than one weapon.


Princess of Canada, Robbing the blind is a classic scheme in itself. Cheating old ladies is harder than it sounds and hiring dogs goes nowhere. Threatening to overrun a city with rabid monkeys can make a landslide too, depends on your means. One of my charcters (actually an NPC taken as a retainer) would turn gold into copper or back into lead! For he who no longer has any gold at all doesn't have much that he is going to do. Those were the bad old days. Starting cults and polymorphing others!


Problem. Two things control luminescense, one greater and the other lesser. The lesser is the composition of the emitter and the greater is the size of the emitter. At only the size of a marble you continual flame rocks would be an everlasting candle. 10gp for permanent candle seems a little steep to me. And this flame, is it hot? Will it burn down my hovel? I am thinking more like 2 gp and something to make it safe, so that I can get some sleep.


Zmar, I didn't introduce the topic of boxing. What is the point in complaining about a rule that is not important enough. It's a rule, use it.


Another fine combat thread has slid into spells per second. I make them wait! I had a DM who would count components, written portions and paraphenelia too! AD&D does still rock this stuff out the door, anyway... Considering that I do box I must say that yes the most powerful parts of striking happen in a flash--practically without anytime at all, BUT you create that time with formal advancement through the Five Fists (jab, cross, uppercut, straight, and hook). So just throwing in a blast every round wouldn't be realistic. Although for a fist fighter six seconds provided enough time for as many as eleven punches. At high level wearing gauntlets this could pack ALOT of heat! So take it or leave it, you are the DM? Do it if you want too.


I see that I am late, think about Brew Potion. Then your witch can have an armament of soots, oils and droppers of nasty things to confuse and amaze enemies. Then your witch could have poisonous potions to throw or load onto fans. Isn't a symbol of Baba Yaga a brush? Kind of like a painter's brush?


Helic wrote:
KenderKin wrote:
Where do half-dragons come from????

From dragons. You cut them in half.

You accidentally step on the secret pressure plate, the loud clicking of a winch fills the room, the two dragon halves noticed by the party earlier slam back together above your head!


There are rules for creating any kind of item you want. It is nice to be a spell caster and do it yourself, but if not you can still pay. One of our old tricks was to use a light spell or continual light spell to blind opponents, you could apply this with permanance to the gem of a ring which you wear reversed. Or maybe a silence spell applied to a pair of boots, it might not technically be a sneak attack, but you should work out a basic bonus ahead of the time. A bit of Native American Folklore is a pair of boots that would sound like thunder when the wearer would make a special magical stomp.
If you want to get the best out of your abilities plan these things ahead of time so you can have the advantage of terrain and hazards. Suddenly, just as the hammer falls, some gamer is always yelling: "stealth, dodge, engineering..." but that just isn't the way it is supposed to work.
A good place to keep a dagger for a grappler is strapped tot he back of the forearm. Daggers strapped to the belt are more likely to be grabbed by an escaping opponent. Nice cross-over idea too, what kind of stats does that character have?


Cold Napalm wrote:
Bright wrote:
Cold Napalm; So you personally disproved Pro Wrestling with use of an "Axe-Kick?" I am not sure if I would respect that claim more or less if you used Korean. NIU was a long time ago, it seems, you mean Dooki-Chigi? What did you do the last time someone switched you standing into the Hurricane Arch? Professional Wrestling is awfully real, my friend. And also, I certainly mentioned armor in my post and gave a suggestions for simulating Iai against an armored opponent. Besides that, not everybody who can wear armor does. Chainmail versus a Katana would not be so wonderful for the guy who thinks drawing cuts don't work on armor. It is a matter of speed, leverage, strength and force--not to forget experience.

And grabbing the nards...don´t forget that. And an axe kick isn´t something that is ONLY used in korean martial arts...in fact there are some euro martial arts that use such an action as well...not that it is generally a good thing to use. I´m sure a professional wrestler could kick my butt...but not because of the techniques of professional wrestling, but because he is bigger and faster and in MUCH better shape then I am.

As for your idea of cutting through chain...HAHAHAHAHAHA. Yeah, pretty much any tests that has actually been done says no. Even tests using butted chain on deadliest warrior says no. Much less tests me and other serious students of the sword have done with riveted chain. Hell even axes have trouble cutting through riveted chain. And this is before you add plate and leather and padding to the mix. Even against the lacquered japanese armor, your not cutting through the armor...your gonna try to BYPASS the armor. Not even your professional wrestler will generate the power needed to cut steel with a sword. If you honestly believe that a katana can cut steel, I know for a fact that you don´t study iaido or iaijitsu from any respectable source and quite frankly you think pro wrestling is real so that kinda just drives the point home.

Nice flip-flop


Traps? What? To the group: Someone has to be a Dwarf! Glyphs of Warding, that is what I like. I craft my spells and NPC to perform as I envision them, but a simple Dispell Magic (meeting difficulty) does always work. As a counter-trap I have seen items with Detect Magic come to great use. Ussualy it is the item which glows and not the nearby magic. I once stalled the players for quite sometime with Bigby's Hand insisting that they go the wrong way. It was my Bigby, not theirs after all. I must also suggest trying out a nasty ice storm or mud slick as part of your next adventure. Cheers!


Cold Napalm; So you personally disproved Pro Wrestling with use of an "Axe-Kick?" I am not sure if I would respect that claim more or less if you used Korean. NIU was a long time ago, it seems, you mean Dooki-Chigi? What did you do the last time someone switched you standing into the Hurricane Arch? Professional Wrestling is awfully real, my friend. And also, I certainly mentioned armor in my post and gave a suggestions for simulating Iai against an armored opponent. Besides that, not everybody who can wear armor does. Chainmail versus a Katana would not be so wonderful for the guy who thinks drawing cuts don't work on armor. It is a matter of speed, leverage, strength and force--not to forget experience.


Cold Napalm wrote:
Even in real life, you can connect and still not have a fatal or even fight ending blow...especially with armor involved. All Iaijitsu does is give you quickdraw in all honesty. The noto (sheathing) of the blade is never done very quickly...and there is no evidence that chiburi (the snap) was done in real sword fights. More likely, they wiped their blade of blood and guts before putting their sword back into the saya (scabbard) as blood is highly corrosive...and even a small amount of it soaking into the saya would be horrible for the blade. Forget what you see in pop culture if you wanna know what is real. However there is nothing wrong with trying to recreate what is in pop culture in a fantasy game...you just have to realize the difference.

In all honesty this is an example of why nobody is out there using "instant kill ability." It does exist and it does work. All in the same vein, where are all the flying elbows and body slams in RPGing? I swear to you, there are some dangerous people out there who really can do these things. Besides that, do you think they are surrounded with competitors? No, they eliminate the competition. Just because something is flashy, graceful, and promises a quick end everytime people are always saying it is fake. Iai, just like Professional Wrestling, is not truly represented. IMHO :)


And besides all that, a character succesfully completing an Iai draw (sheathing at the end of it or not) could also--possibly--be considered automatically flanking as a mid-level specific.


This turned out to be an interesting thread for two reasons. Iai could be described as "surprise, I am not surprised!" and the draws (not strikes or cuts) are lethal--meaning critical or vital. They can be stacked one after another as they all start and end at the waist. Three vital feats per round? On the other hand it is not practiced with armor, I do not know if tournaments are legal, but when they occur fighters wear only a Gi with Hakama. They stand barely more than a sword handle apart and draw with a cut similar to old west gunfighters after a momentary staredown. So, a practitioner of Iai does not need to be consider un-ready, unarmed or flat-footed--whether or not armor is involved.


It sounds like skill check time. With a couple of successes in survival and dungeoneering they should be able to build a little fort somewhere and have something to eat. If they fail though, you better through a creature or two at them.


niel wrote:
Slight derailment- If the save of a poison is con based and you buff the creatures con, will the poison save dice increase? If a druid wildshapes into a venomous creature, could he harvest his own poison and would it last past his return to normal form? My GM is still on 3.5, but I'm interested in hearing the answer for both 3.5 and Pathfinder.

In Norse Mythology the god Balder survived being poisoned after someone shapeshifted into a bush whose berries or leaves were an antidote. First the other gods had to make the snake say what kind of snake it was. The person shapeshifted had a rough time shifting back and later Balder died of something else anyway. When you shapeshift you take on all normal characteristics and can cast your own spells if the new form allows the mobility. That is a long standing convention.


KaeYoss, You are certainly most wise of these things (except the part about crossbows being invented for weaklings), will you bear my children?


nidho wrote:
I want to know more about these "pizaro", and my google-fu is not strong enough, care to explain?

Forgivable, I learned about pizaros (try pizzaro, pizzarro and pizarro) watch a special on real dungeons. I think it was a series based on investigating urban legends of gates into hell. The Pizaros were employed in mediterannean cities to rid sewers of the homeless and the dead during the rennisseance. You can quote me and I would nnot be ashamed to be wrong, it was a very interesting series of special investigations into worship of the dead, ancient catacombs, and place where one can outright enter hell or the underworld.


midnight756 wrote:
ninja turtles just great... on a serious note, remember traps. use moot minions to lure into traps. Most players charge, what a great place for a pit trap, you can use d20pfsrd.com for premade traps. if the players start steem rolling your encounters have them way through some cheep poison to drops some stats. pit traps to use up some healing. also a innocent victim who turns out to be an enemy who undermines the group -sending from mobile

Tip Number One: buy real blue line graph paper a draw a careful map. See the floor from directly above, not in perspective or slanting with a gradient. You don't have to write a description for every square foot, just the basic character of the light, the walls, and the air. Always tell the group when something significant changes, if you don't cue their checks someone woill start scoping, this means to move one square at a time and roll a handfull of dice. It is a gameable tactic, but your game can flow easily. Don't draw a huge map and lay it out (unless that is the way you play). This is something I like about tiles, you can lay them down board by board. And on sewers in general, unless it is raining they are dry, when it storms they fill quickly.


KaeYoss wrote:
Bright wrote:
A friend has wanted to play Pathfinder since I bought the book last month. Listen to what he came up with (briefly): Elf, Wizard, High Str, 20 Int, Endurance, Prestidigitation, Acid Splash, HEAVY CROSSBOW--(!!!)--1d10??? What??? He didn't even take a breath! Good Show, Zoron!
O...kay? While I wait for this to make sense (;-P), I'll just make fun of that character and tell him to elf it already. Strong elf wizards have no business with crossbows, they're supposed to get composite longbows.

You must not know what a Pizaro is, and that is forgivable. But who says strong elves are "supposed to" get composite longbows? Being a Pizaro (roughly meaning the equivalent of Tunnel Rat) would not be possible with a longbow. I have it in my head that anyone can take any skill, he took Sleight of Hand. Being an Elf Wizard with a Heavy Crossbow already had me on my toes so I let him run with it. He ruthlessly killed a goblin, all by himself.


A friend has wanted to play Pathfinder since I bought the book last month. Listen to what he came up with (briefly): Elf, Wizard, High Str, 20 Int, Endurance, Prestidigitation, Acid Splash, HEAVY CROSSBOW--(!!!)--1d10??? What??? He didn't even take a breath! Good Show, Zoron!


Quandary wrote:
Barbarian Fast Speed is not dependent on form, it is a Class Ability, not a Racial Ability. Awakened Dogs or Dinosaurs could just as much take Barbarian levels as a Human, thus it should apply on top of the Wild Shape base speed just as well as Humanoids. I could see a viable Druid/Barbarian build only taking Druid up to 6th level for Beast Shape 2 Wildshape, to get Pounce, Grab and Trip and Large Size. Probably taking at least 2 levels of Barbarian by the time you get to that level. 7th level gets you 4th level spells, and 8th (as pointed out) gets you Huge Size and other powers (Trample is nice for readying against Mirror Image'd Casters). But even Beast Shape 2 would have alot of synergy with Barbarian Rage Powers. And Elemental Body 1/2 is definitely nice as well. Is there a reason you couldn't put your Armor back on and use weapons while in Earth Elemental form?

People who suddenly feel the need to strip naked on the battlefield can really disrupt a game! Barbarian/Druid suggests some form of avarice. The word escapes me at the moment...

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