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Silver Crusade

Feat descriptio clearly say " encluding bonus to those dice rolls"... It's pretty clear

Silver Crusade

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Sorry to necro this post, but I thought the everyone posting here would be interested...
I play a Smiad's Paladin and thought about the Empyreal Lord's precepts and his clergy code of conduct... Here following is what I came about with and my GM approved:

The Mysteric Cult of the Pitiless Dragonslayer counts many Clerics, numerous Warpriests and a moltitude of Paladins among its followers.

Paladins of Smiad are first and foremost stalwart champions of Good, bringing their Lord's righteous War to evil dragons and expending their efforts in helping good dragons in their plans. They secondly try to twarth Evil in every other form, thus being a paragon of Good in the world.
Code of Conduct
Smiad commads his followers to uphold his Tenets and follow his Virtues

You will bear yourself in the world like The Lord does in the heavens:

  • Strive to resemble the champions of Good, Honor and Nobility in your demeanor,
    cause they are sacred to the Empyreal Lord Smiad and he commands that you sustain their good work.
  • Shun the ways of their evil rivals. Don't let their ill and ravenous will spread like poison in the world,
    cause they are a profanity to The Empyreal Lord Smiad and he commands that you mercilessly hunt them down.
  • In the unlikely event that you cross your path with one truly wishing to atone, help him fulfill this venture. Destroying an evil Dragon is an impressive feat. Winning one to the path of righteousness is a true marvelous endeavor.
  • Do not walk the path of Empyreal Lord Smiad out of desire for fame. Take credit of every deed you accomplish though, since getting due Renown for your dedication lights your Lord's pride. You are not required to be humble, but don't let Hubris stain your heart.
  • Strike all evil with courage.
  • Defend the defenseless.
  • Help the helpless.
  • Protect the vulnerable.
  • Avenge the innocent.
  • Uphold Good, it originates from a genuine believer's Thoughts.
  • Uphold Honor, it originates from a genuine believer's Words.
  • Uphold Nobility, it originates from a genuine believer's Actions.
    So let your Mind be Pure, your Speech be True, you Deeds be Grand, and your Soul will shine like polished dragon metal in the eyes of your Empreal Lord Smiad.

  • Silver Crusade

    Grick wrote:
    TheSideKick wrote:


    buckler FTW?

    yeah i just reread it to be sure as the rules state as long as you are not wielding a weapon in your off hand ( 2 handed weapons require 2 hands not to be wielded in 2 hands) you retain your ac.

    Using your shield arm to help wield a two-handed weapon still counts as wielding it, and that case is specifically called out as having the penalty: "You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so."

    And then after that: "In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn."

    So your buckler and greatsword combo will apply a -1 penalty to attacks with the greatsword, and any time you attack with the greatsword, you will lose your buckler's AC bonus until your next turn.

    I do not agree... As per RaW, you lose your shield bonus if you wield a weapon in your off-hand. When you use the greatsword you wield the weapon with both hands NOT with your offhand... It's the same as using a range weapon. You use your off hand to HELP the blows not wieald a weapon... There's nothing as an off-hand when using a two-handed weapon...

    Silver Crusade

    Starglim wrote:

    I think you could count any terrain (as defined for rangers) except urban and underground, plus natural caves. This already restricts it severely for many adventures.

    A building, street, sewer or constructed/excavated dungeon with dirt, water or plants on the floor is not a natural environment. Apart from anything else, this is probably the most common cause of difficult terrain in such places.

    Can you explain what you mean about "3 feats progression"? Acrobatic Steps and Nimble Moves don't have this restriction. Light Step has it because it's an elf racial feat that just happens to build on the previous two feats.

    Well I wrote 3 feats progression because you must invest 3 feats in order to take the latter one.

    As you said the first two talents don't have that restriction so I thought that the last one was slightly lamed for that restriction. One of my players wanted to take it and he's a half-elf. I'm pretty sure that "elven blood" allows you to take the talent so I let him use it, but he posed the question and I had a doubt. I'm sorry for my english, I'm Italian.

    Silver Crusade

    3 people marked this as FAQ candidate.

    I've a doubt about Light Steps feat. Specifically I don't get clearly what they wanted to say with natural environment.
    By RAW I should say that you can comprehend everything exept Houses, Dungeons and other handworks... BUT...
    The difficult terrain depends by obstacles, objects and particular conditions that made the terrain "difficult". If some dirt and minute rocks and stones make an otherwise plain outdoor road a "Difficult terrain", the same debris will make a dungeon floor "difficult".
    Besides we're talking about a 3 feats progression. How do you think?
    Who ca explain clearly ho this feats progression works?

    Silver Crusade

    richard develyn wrote:
    Tanis wrote:

    yep. treant too. anyone that's in an occupied square and not grappling.

    yeh, i see how it could be common, but in my experience it generally isn't. Just ad hoc it with squeezing rules, unless it's quite frequent at your table.

    What's the point of having everyone at -4 TH and AC? Might as well leave the chances as they are (or am I missing something).

    And in response to Bruno, what would you do if the person who fell in was large too? Make the room underneath 20'x20' ;-)

    Richard

    Well... mathematically speaking you could even the odds and ignore the penalties for all. But I'd go differently to master this encounter... I'd give the treant a bigger penalty. That's for the fact that it's BIG and it surely not as agile as the players (dimensionally thinking)... Next time you could always make the garden bigger ^^