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Looking at the SRD, it says that enchanting the siege weapons themselves cost 2x as much as normal, so I would retract my earlier statement and say that the ammo would probably cost 2x, so 130gp (10 base + 2x 60 special material cost)


I don't know the rules, but I would go with a more realistic standpoint and charge the same amount as a Spear, since its pretty much what ballista bolts were. For other siege ammo, I would ballpark it by using the price increase for large and exotic armors, which is something like a x4 price increase?


I would think that the Elephant Stomp is more a feat for creatures, say Huge/Large Eidolons that can do ridiculous damage with natural attacks.
But to your first question, that's what the 'Charge Through' Feat is for, to overrun the goblin and then attack the wizard.
But I'm still not sure if you could use the overrun and attack on the same target (I posted a similar question 2 days ago.... I don't think anyone has a solid handle on mounted combat ;) But that's what FAQ's are for!


1 person marked this as FAQ candidate.

I would say that the one hour a day is the magic items limit, so usinv them the other 7 hours would be no. But you are esentially getting 2 days normal work done in an hour. Plus it says only the final check is needed to complete the object, so its a single roll pass/fail.


Read the spell description, they can't be triggered by anyone over 60 ft away. So that's one way to get around it. Or your DM may rule that looking at it in a reflection may not trigger it, medusa style, but that would be house rule.
But it is kinda funny that "Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Perception skill to find asymbol of death"..... does that mean that every other class CAN'T see it and therefore can't be affected by it!? (Sorry for the irony)


Sorry for asking the same stuff as many of the older questions but it never seems to have any definative answers.


2 people marked this as FAQ candidate.

I am getting to make a mounted combat specialist, not sure if fighter or cavalier, but what I am most interested in is how charging works in comibnation with other bonuses you getting from the mounted combat feat tree, like Trample. Also important is improved overrun? And can you overrun as part of the charge, as in I get my lance attack then trample you with my mount? The question(s) I have are kinda vague (sorry) but I just want to understand how the rules interact, especially if I had a unique mount that already had Trample or the Improved overrun feat itself.


Someone pointed out this archtype on the other thread and when looking it over I saw they get rogue talents at 10+. My question is specifically about improved evasion but can apply equally to any talent that has a prerequisite or a lesser version : can the witch take improved evasion at her first opportunity and get the full effect or wold she have to take it twice with the first time acting as regular evasion?


I would have to agree with Azaelas, and go with the simple solution of RAI that you need the EWP to wield a large bastard sword in 2 hands to avoid the -4 nonproficiency penalty.
The mental leaps I took to reach this decision (after almost being swayed by your argument Malachi) were these:
The descriptions specifically call them out as EXOTIC weapons, but wielding them in two hands allows you to use them as martial. Therefore if you are already using them in 2 hands you can't wield a larger size version at all. (But I also acknowledge your point that they are ONE handed weapons). It turns into an order of operations problem then, whether to consider the exotic first or the one-handed first.