Orkoral

Carnox's page

Organized Play Member. 69 posts. 2 reviews. No lists. No wishlists. 2 Organized Play characters.



3 people marked this as FAQ candidate. 1 person marked this as a favorite.

If I am air stepping and step of a cliff what happens? Do I plummet and land (hard) 1 foot of the ground below? Or do I maintain altitude allowing me to cross a chasm or the like.

--------------------
This spell functions as air walk, except you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less stable than solid ground. When walking on air, you ignore difficult terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a –10 penalty on its Perception or Survival check to do so. However, because of the instability of the air you walk on, your speed is reduced by 10 feet (to a minimum of 5 feet) and you take a –4 penalty on Acrobatics, Climb, and Ride checks.

If you have 1 rank in Fly, your speed is not reduced when using this spell, and you can cross over liquid at half speed. If you have 5 ranks in Fly, you can cross liquid at full speed and do not take the penalties to your skill checks.
---------------------


1 person marked this as a favorite.

Not that anyone probably cares, but I wanted to report back in on this.

I went with a human ranger freebooter/skirmisher with a weapon and shield combat style. I took Fey Foundling, Toughness, and Fast Learner faster learner. On an 18 point I went with pretty flat with a 10 Chr as my "dump." Everything else was 14 and 13. now at 18th I've evened out to all 14s and a 10 and have stat boost of 2/2 and 2 to give me 16/6/14/16/14/10. I've got a lot of useful skills at an effective modifier, good saves, a ton of hp, and super ac relative to the campaign. I don't do a lot of damage, but I hold the center, draw fire, and stay standing.

It all works really well. Now wielding Zul and a +2 spiked, bashing shield with appropriate shield feats so I can dish it out if I need. Usually though I'll fight defensively and maneuver so the heavy hitters (Rage Prophet and Rogue) get flanks, etc.


1 person marked this as a favorite.

Maybe I missed the in the myriad other threads about shield spikes, but...

[Edit]if i was spelling mithral right I might have found this old thread.
I'll leave this up since it covers darkwood and reflect the bit in UE about having shield spike be masterwork in addition to the shield such that they get a +1 to hit.

Heavy wooden shield 10 lbs, 7 gp
Heavy steel shield 15 lbs, 20 gp
Shield spikes +5 lbs, +10 gp

Base:

Heavy wooden spiked shield 15 lbs, 17 gp
Heavy steel spiked shield 20 lbs, 30 gp

Masterwork:

Per UC you can apply masterwork to both the shield as armor and the shield spikes. It unclear that having the spikes created as masterwork weapons is RAW necessary to have the shield enchanted as a weapon.

However, assuming I want the masterwork benefits of both the armor and weapon aspects of the shield.

Heavy wooden spiked shield 15 lbs, 17+150+300=467 gp
Heavy steel spiked shield 20 lbs, 30+150+300=480 gp

Special Materials:

And now it starts to become unclear.
First assume that the shield and spikes are the same material.

Heavy Darkwood spiked shield 7.5 lbs, 17+150+300+(15*10)=617 gp (weight halved and price adjusted based on original weight.)

Heavy mithral spiked shield 10 lbs, 30+?
And here’s the first breakdown. A mithralshield simply has a surcharge of 1000 and that includes the masterwork so 1030. Or since normally spikes need extra craftsman ship maybe +300 to make them masterwork for weapon purposes, so 1330. Since that same +1000 would cover the anything from 5# buckler to a 45# tower shield, I’m not sure it makes sense to apply the 2500gp upcharge to the spikes as if they were a separate weapon that weighed 5lbs—that would make it 3530, btw.

Second assume instead that the shield spike can be a different material.

While wooden spike on a metal shield seems silly, steel spike on a wooden shield make sense, as would mixing mithral or adamantine spikes on a steel shield.
So a darkwood shield with mithral spikes might be:

7 base+
150 mw+
100 darkwood+
10 spikes+
2500+mithral by weight
--------
2767 total (weight 7.5 lbs btw)

Questions:
1. Price of mithral spiked heavy shield?
2. Is it worth even bothering with mixed materials between shield and spikes?
3. Would you allow spikes to be added later to an existing shield or require that a spiked shield be created as such from the get go.

Thanks


1 person marked this as a favorite.

We're at the leadership level. Just finishing chapter 2 I think. Baron Xavier Ulfstander is Paladin of Erastil though morally flexible as Paladin sgo. I'm considering using my cohort to fill the role of treasurer in part for the benefit of upgrading Oleg.

My thought is a Paladin of Abadar who really never cut it in the field so to speak, but is wiz-bang with the monies and can really get behind the idea of developing a right-minded economic powerhouse that can be a force of enlightenment in the region.

But that a Paladin build with high mental stats and low physical ones. It looks odd, but the cohorts here won't generally be adventurers, but more helping run the kingdom?

And better ideas?

Thanks


1 person marked this as a favorite.
Grummik wrote:
So it looks as though my original assessment was correct. An AoO is an immediate action and not a full round action so, AoO is main-hand only. That's my final interpretation on this.

AoO

AoO is NOT an "immediate action." In fact, I don't think it technically fits into any of the action types.

Action Types

It probably should be explicitly defined in free actions

Free Actions

like "Speak":

raw wrote:
In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action.

Something like:

Attack of Opportunity: An AoO is a special type free action that you can perform even when it isn't your turn. See the rules for AoAs.

In any case, off-hand is really only defined in the context of making multiple attacks. If youa re only making a single attack--regardless of the action used--you can make it with any available weapon.