Undead

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i'm in mcallen. at the BOTTOM!


Cheapy wrote:
Tiny Coffee Golem wrote:
Abraham spalding wrote:
Tiny Coffee Golem wrote:
familiars need thumbs and the ability to talk to use umd
Not to be a jerk but I don't see anything that requires the ability to talk -- at most only to make noise. Thumbs are likewise useful but not an absolute requirement.

agreed, but their is some debate over the need to speak to use command words. i have yet to see dev clarification, so it works however the dm says it works.

i was being slightly sardonic by saying thumbs. more accurately the abilty to grasp.

My raven can can grasp the wand with his beak!

And before you ask how does he Use Magic Device, the answer is "magic."

he could grip it by the husk


kyrt-ryder wrote:
DM Chris wrote:
title says it all. just wondering what people like/dislike. i cant decide if they're a viable class or not. eidolon seems a tad weak, but that's just from a glance.
Ok, so I'm curious, what seems weak about the Eidolon to you?

i dont remember. looked a few months back.


so mephits just have the highest CHA out of the "thumbed" choices then?


read the sorcerer guide. was a little confused.

will someone elaborate on how you get a "second caster" with improved familiar? i'm assuming you just give it a wand?

BUT....

what all do you have to do to make this work?
is mephit the only monster that can do it?
what are the best wands/staves to give it?

i just want to know more about this concept


and i mean summoner THE CLASS


title says it all. just wondering what people like/dislike. i cant decide if they're a viable class or not. eidolon seems a tad weak, but that's just from a glance.


are there any south texas gamers out there?


Brennan Ashby wrote:

I think I see what DM Chris is trying to get at with this spell. He is asking if each use of the spell can be used to essentially disarm an opponent, but then also function normally with the now disarmed object.

Sustained Force: Disarm and then instantly move disarmed object.
Combat Maneuver: Disarm and then have disarmed object fall at opponent's feat.
Violent Thrust: Disarm and then instantly hurl disarmed object toward foe or at the opponent you just disarmed.

Am I right in this DM Chris?

If so, lets look at the numbers... say your a 9th level Wizard with a +4 Int mod:

If the target's are two level 9 Bandits (Warrior), medium-size, +2 Str, +3 Dex, and +4 Will (+3 base, +1 Wis); its CMD would be 24 (10 + 9 BAB + 2 Str + 3 Dex). You would need to roll an 11 or higher to perform Telekinesis Maneuver. The Bandit would need to roll a 15 or higher to resist itself being affected by the spell or have its possessions affected.

Sustained Force Disarm: Will DC 19 - You move the (disarmed) longsword 20 feet vertically.

Combat Maneuver Disarm: +13 vs. CMD - The target drops its longsword (main-hand) into it's square. If you succeed by 10 or more, the target also drops its shortsword (off-hand).

Violent Thrust Disarm: Target: Two alchemist flasks on the bandit A's belt. Will DC 19 for each flask - You hurl each flask (Two Attacks = +8 vs. AC 10 [secondary target = square occupied by bandit B] or vs. AC 16 [secondary target = Bandit B wearing studded leather and a +3 Dex mod])

NOTE: Since you are using the Telekinesis spell, and not throwing the Alchemist Fire as a splash weapon, the attack roll is not treated as a ranged touch.

If you hit, you deal 1d6 fire [Alchemist Fire, if direct hit] plus 1 fire splash damage

OR 1 fire splash damage [Alchemist Fire, if targeting square]

Alternatively, you target the Bandit A's longsword. Will DC 19 - You hurl the (disarmed) longsword at Bandit B, One Attack = +8 vs. AC 16; Hit = 1d8 damage [Longsword]

So...

yes, we're on the same page, but you lost me at this part:

NOTE: Since you are using the Telekinesis spell, and not throwing the Alchemist Fire as a splash weapon, the attack roll is not treated as a ranged touch.

also, what was the point of showing all the math?

also, i think under "sustained force" and "violent thrust" the wielder of said weapon would have the option of letting go or not. at that point the question becomes: can you lift their weight? if so, they consciously choose to move WITH the item. if not, they hold on tight and you aren't able to move anything.


ok, first you agreed with this:

"Typically characters have a much better grip on wielded weapons than held candles."

by that, you implied that a candle could be disarmed with option 3

yet now you're saying "holding = disarm"

by that, you're implying that a candle could not be disarmed with option 3

so which is it?


ok, so by your estimation of the spell, i cannot disarm A WEAPON from someone and then hold the item 20 feet above their head? because that's two separate castings of the spell, right?

that begs the question: is a wand more like a weapon or candle? what about an orb?


ok, but in that case, no will save because a hat is not technically held?


but "violent thrust" has "whose HELD possessions are targeted by the spell"

what's the difference between "targeting a held possession" and "disarming"?


my point is this: it SEEMS like you could disarm with all three options.

can you?

if so, you'd want to be choosy:

sustained force: single target/will save/multiple rounds
combat maneuver: single target/combat checks/multiple rounds
violent thrust: multiple targets/will saves/single round

so, assuming you could disarm with all three, your choice would depend on the situation.

however, then you have to ask if they would resolve differently.

for instance, if i did violent thrust to disarm, would they still get a check to "hang on" to the weapon? or would you assume they failed that because of the failed will save?


and does "held" have to mean "held by hands"? if someone targets my belt with violent thrust telekinesis, does my belt get a will save too?


is it just purely up to them whether or not they "let go"?

if so, does the will check just allow them to ignore the effect altogether then?

so if i used violent thrust on several held items would it go like this:

1) item-holders make will checks
2) item-holders who fail their will checks may choose to let go of their items OR travel with their items

?


ok, but the violent thrust section does say "as are those whose held possessions are targeted by the spell"

so if they are legal targets of "violent thrust" yet you say i cant disarm them, what happens?


so if you targeted someone's pants how would you know if the pants were ripped off of them or not?

if you targeted someone's staff, how would you know if they were able to hang on?


so what happens if i target most of a persons objects and use "violent thrust" to strip them from him?

is it just a will save for each item?

how do you know if he is flung with the items or not?

second question: i could just use "violent thrust" to disarm multiple foes, right?


ok, so what about if someone had a necklace and i wanted to choke them with it?


Tiny Coffee Golem wrote:

Casting Time 1 standard action

Components V, S

Range long (400 ft. + 40 ft./level)

Target or Targets see text

Duration concentration (up to 1 round/level) or instantaneous; see text

Saving Throw Will negates (object) or none; see text; Spell Resistance yes (object); see text

You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force : A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance .

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.

Combat Maneuver : Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus , and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell...

when i said it was CONFUSING, i didn't mean GEE I DIDNT EFFING READ IT SO IT'S CONFUSING. I READ THE SPELL. i just didnt know if taking an item away from someone, as is alluded to in the first section, was just another option or if you could only disarm with the disarm section. having the option might prove useful depending on whether or not the creature with the item was better at Will saves or combat checks. i just didnt know if you could still disarm using the first option of the spell or not.


also, telekinesis is a bit confusing. can i use the "sustained force" option to take someone's weapon away? if so how does that play out? they get the will check and then they lose it?

or would that be a disarm? if it's a disarm, do i continue to hold the item telekinetically afterward?

what if i used sustained force to pull someone up by the back of a thick necklace?


sorry, i meant CAGE, not CAVE


i'm thinking of using Fabricate to make a big club/spear/sword from whatever my surroundings are and then using telekinesis to hit with it.

a few questions:

what exactly does "You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship." mean? can i just make a crappy sword and call it good?

also, where can i find weight and damage info for huge/gargantuan sized weapons?

also, i was wondering what the rules would be for other uses of fabricate:

could i take a wizard's robes and make them into a big bag that instantly trapped him?

could i take the stone ground beneath someone and fashion it into a cave?

likewise, would these require craft checks? or could i just say that they're low quality?

-chris


"It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves."

can you just try to trap someone UP TO THEIR HEAD in stone? like a stone straight jacket?


so i can't make bends/90 degree turns in the wall of force either?


or even just a square without a top?


can you make a cube with it?


bump


how tall are walls? like wall of force for instance?

it reads "wall whose area is up to one 10-ft. square/level" but it never says the height. and if it's 10ft squares that you stack vertically, how thick is it? how many spaces does it take up? or does it just go BETWEEN spaces?

-chris


i dont really have the time to post my build right now, but can you explain how magic jar is good?


also, can i just make a big stone ball with WOS and then just roll it over multiple people with telekinesis?


I just gained two levels. I'm an 11th level sorcerer now, so i get to pick 2.

I'm thinking telekinesis would be good, but i'm not sure how limited it is or not.

I'm trying to decide whether or not to get this spell.

Can I drop big objects on people? How do I know if i hit them? How is damage determined?

If you want to kill a wizard, do you just pick him up by his cloak/pants and then drop him? (gets a will save i guess?)

i guess i could move allies around on the battlefield? but is it one use per move?

what's the difference between using "sustained force" to take a sword from someone or "combat maneuver" to take a sword away from someone? do you just choose whichever suits you best in the moment?

what's better? wall of stone or wall of force?

can you make a cube with wall of force? could i cast cloudkill into it for a little death chamber action?

also, is it just me or is stone shape just as good as wall of stone? seems like the stone from stone shape would be thicker too???

feeblemind seems like a good choice too

-Chris


test 2

[IMG]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Plains;a=Name,M,33,6 8,bob;b=Name,M,23,63,chris;c=Name,M,18,72;d=Name,M,9,69[/IMG]


test

[IMG]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Plains;a=Name,M,33,6 8,bob;b=Name,M,23,63,chris;c=Name,M,18,72;d=Name,M,9,69[/IMG]