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As a thought, if doing damage while remainig mobile is what you want, you might consider the vital strike chain. Might also come in handy if pressed into melee.


Midnight_Angel wrote:

"Open, gate of the golden bull! Taurus!!"

*ducks for cover*

yep, that's what i was thinking :)

funny item to have, but way too expensive to make it overpowered.


thebluecanary wrote:


Magical Knack only effects the power level of your spells, and does not effect your actual caster level for anything else.

It is like the +1 level of existing spellcasting class from prestige classes, but you don't gain any extra spells per day.

Short answer, Magic Knack will not help you qualify for feats.

ah...well, no. it actually does improve your caster level, for all intents and purposes.

furthermore, +1 level of existing spellcasting class does a little more than just improve your caster level. it potentially grants acces to higher spell levels and magical knack doesn't do that. that, i would consider broken.
to sum it up, magical knack does help you qualify for item creation feats, since, for them you need a certain caster level, which magical knack can help provide

;)


well, as far as i see it, your DM has it right. your talking about quite a bunch of mithral here. should you ever melt that armor down (using your numbers) and make it into actual mithral coins, you'd end up with a lot more than what you've initially paid for the barding (works even better with regular armor).
mithral is not a feature like an enchantment that can just be added to an item i.e. you don't just smear a certain amount (as given in the table) of stuff on the item in question. it must actually be "made" from that stuff.
my group calculates mithral items' values by (final) weight. costs a whole lot more, but we're all fine with that ;)


touché! didn't see that coming ;)
still, there's a lot there to shine a little light on the finer points of communication and "Rules as Written" versus "Rules as Intended".
Enjoy, if you care to read :)


Is this what is generally considered as RAW and if so, or not, why do so few people know?


normally, acrobatics (tumble) checks are made to avoid AoOs, which you don't provoke if you're invisible. tumbling through a square, though, lets you do something normally considered illegal in terms of rules, namely moving through an occupied square. so you still have to make that acrobatics check.

as a GM i might see favorable circumstances for you, depending on the specifics of the situation, and give you +2 on your acrobatics check.

i also agree with Nickademus42 on the CMD penalty


funny thing is, there's at least one NPC in the Gamemastery Guide that has oil of magic weapon in its stat block. wonder where that came from.


ok, sounds servicable. but doesn't it strike you as odd (from a verisimilitudey point of view) that you will always remain standing after a trample (assuming you're not dead)? feels silly. one cow, sure, you're a hero. but think stampede (as the aurochs' feature).


stupid me, should have elaborated on what i actually meant :)
i know them RAW and there lies the problem. the wording is confusing at best (e.g. trample=full round, overrun=standard), so how do YOU (as a GM) handle it? meaning, just how (far) can the trampler move while trampling? straight line or not?

and what could be done about the recipient possibly ending up prone. i mean if you (as a medium creature) can get tackled (overrun) by a hafling, would you not expect to end up equally prone after being literally trampled into the ground by said bovine?

...damn, probably should have posted this under "Advice"


e.g. by cow. how do you handle it regarding to movement and possible prone-ness?


since polymorph effects don't change your type, you're still a breather, so nothing changes.
don't like it that way, but that's how it is.


actually there's one instance when a creature is not allowed a reflex save against an area effect:

prd wrote:

Snatch

This creature can grab other creatures with ease.

Prerequisite: Size Huge or larger.

Benefits: The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
...

what does that imply ?


ok, thanks a lot. that's been quite helpful.
you all have a nice weekend :)


has anyobody got any idea how to rule electrical effects that are used on a conductive medium, say a metal-clad floor or salt water? how could targets be affected (full or fractional strength) and what area (or space) could reasonably be affected?


oh boy, such a mess and such little response...what a shame. familiars ain't gettin no love here it seems ;)

seems your GMs weren't quite thinking straight for arguing that a familiar knows exactly what it's master does carries its own can of worms.

but back to the matter at hand:

1) yes. nothing's keeping it from doing so rules-wise. why bother with skill ranks and seperate class skills otherwise?

2) yes. familiars are seperate creatures and can do stuff other creatures can, which includes aiding another. knowlegde skills can be aided on.

so, there ya go!


also comes with a handy "remove paladin status now"-button, aka poison use. in case you ever wanna go real badass. seriously, i really respect players who lose their paladin-hood and go bare-bones afterwards.


i'm surprised nobody's come up with paladin/ninja yet. wasn't that everyone's wet dream when you where 13? now you know why ninja uses CHA for ki pool ;)
just kidding, doesn't actually work that well...hellavulot of mindbending neccesary for that one


20 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

couldn't find anything in the books that clarifies the sohei's light armor proficiency in combination with his other abilities, like flurry of blows or the monks level dependant AC bonus and wisdom bonus to AC.
so, how does it work?
does it work together at all? and if not, why give him a light armor proficiency?


oh my, there's nothing like the good ol' poo/fan thang. glad i didn't pick a front row seat. all the funny smell and none of the splatter. YEE-HAW!


yeah, trample again. my favourite. any ideas on the movement part (single, double)?


i keep hearing rogues would lose out eventually. how is that so? going with the archetypes and talents there's a world full of fun (and hurt).

-scout and sniper rule big time (they're even compatible) as does poisoner or thug.

-bleeding attack used on the right type of foe (lacking opposing thumbs, healing magic, auto-heal abilities or friends who can provide any of those i.e. your good ol' monster) means certain death after your first sneak attack. but don't forget to do the shoe afterwards ;)

-minor & major magic can be ridiculously powerful as you can apply empower and quicken SLA to them. quickened/empowered acid splash/chill touch/shocking grasp with some sneak attack on top anybody?

-what about dastardly finish, crippling attack (nice with crits), dispelling attack?

it's sure nice to have a ton of skills with just one skill rank in them. but better yet to have a ton of skills with max ranks. i mean what's you're disable device/escape artist/whatnot of +10ish gonna help at lvl 15-20?

granted, the rogue doesn't lend itself to being played as straight-foward as a fighter. but then again, if you don't like thinking on your toes maybe 4e (rogue) would help. brain: off, attack: on --> damage done

i think playing a rogue requires some wits and out-of-the-box thinking in order to get the best out of it. my advice: don't rely too much on numbers and shape situations to your advantage
being prepared/in control makes you strong and if you're not, there's uncanny dodge :)


all right, just my reasoning. thanks :)


-how does trample really work? how far can the trampling creature move and can you be proned by the trampler?

-the whole "holding the charge" issue (as previously mentioned)

-"accidental" command word use

-what the hell is an aluminum falcon?


a touch spell discharges when touching an enemy during an unarmed combat maneuver (overrun, bullrush, trip and grapple), right?


1 person marked this as FAQ candidate.

i was wondering...does a fighter's armor training ability affect armor check penalties (and max dex bonus) incurred by shields, namely tower shields?

thanks for your input :)


think overrun...but keep size in mind. enlarge person might help though. :]


reefwood wrote:

I was wondering if there were anymore insights or official word on this topic?

A human takes the Mounted Combat and Trample feats. The human rides a combat-trained horse with the standard horse feats. When the human uses the Trample feat to make an overrun attempt with the horse...

1) Do the human and the horse both provoke an attack of opportunity from the target?

2) Does the human or the horse make the CMB check.

the rules seem poorly written here, suggesting that it's THE RIDER performing the overrun for all intents and purposes, and your mount merely contributing a hoof. there's only so much abstraction i can take and a little verisimilitude goes a long way.

It's the mount doing the trampling, providing weight, muscle and size.
an experienced rider should certainly be able to steer his mount so as to trample the target more properly, which could translate into using the riders BA(if better) when calculating CMB for the trample.
Trample denies the target the possibility to avoid the overrun and with no feat available to explicitly remove the AoO part, i would just include
that with trample.


DrDew wrote:


However, it does make sense to play it by levels of success. If your attack total is high enough to hit their touch AC but not their regular AC then you managed to touch them, just not get damage from your attack through.
If you hit their regular AC then you touched them and got through their defenses to damage them with the attack.
This is how I describe things happening in combat. If an attack is good enough to hit the target's touch AC but not high enough to get through their armor then I tell them that it glanced off of their opponent's armor.

that makes sense to me, too. a related issue came up in my game a few times. what happens to a held charge on a succeful comat maneuver check like grapple (or just being in a grapple), bullrush, overrun or trip (unarmed)? yet another blind spot so far...


Dosgamer wrote:

The scenario I expected this to come up in happened over the weekend and I used the Reflex save for half damage to offer an avoidance of being knocked prone. As it turned out, all three people who were trampled failed their save and took full damage and were knocked prone.

I was satisfied with the way it worked in game, and will continue to run it that way as a houserule until I see something official to the contrary. Thanks!

You're welcome. Glad to hear it worked out for you. But I doubt your players were all too satisfied ;]

By the way, how did you handle the movement issue?


Turkina_B wrote:

...what about "dancing" enhancement?

this is beyond words...


reefwood wrote:
Dosgamer wrote:

Bolded emphasis mine, referencing that it works like overrun. Overrun allows for enemies being knocked prone if the CMB is 5 or more beyond the CMD required to overrun the enemy.

With trample not requiring a CMB roll, my assumption is the knocking prone is automatic but I would love to have a clarification as this may come up very soon in my game. Thanks!

My assumption would be that since no CMB roll is made, then the trampler never has a chance to win by 5 or more. Nor does it say that you win by 5 or more. It simply says you wins and do damage (as per the result for winning), but the trampler doesn't get even get a chance to access additional affects that depend on the roll.

yo reefwood, i guess you're right, strictly RAW-wise, but i think that the rules for trample a very badly written and the reference to overrun does more harm than good. how far can the trampler move anyway? 5ft (rofl), its speed, twice - and if so, does the charge part come in anywhere?

from watching countless documentaries i'd say that first of all a stampede of cattle pretty much looks as if they were running and furthermore i just can't get myself to picture a person of medium size NOT to be prone after literally being trampled INTO the ground in such a case.

of course, you're not talking about a stampede here, which in terms of rules doesn't do anything except increasing the REF DC for half damage anyway. but my gut feeling suggests that there should be a fair chance for the recipient of a trample attack to go prone due to the attack.
after all, that could happen to the target of a regular overrun, even though the attacker could be smaller than the target and the target doesn't even eat hoof.

this one's ripe for errata, i'd say. an easy fix could be to have the recipient of a trample go prone when taking full damage from the trample (either because you took your AoO and didn't drop the trampler or you blew your REF save).


the prd says this:

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

i say this:

the first and last sentence are in conflict. i think one doesn't accidentally use a standard action by speaking the command word unintentionally. would be pretty silly, since any word "could" be a command word costing you a standard action every time you open your mouth ;)

i believe the standard action constitutes "directing" the effect, e.g. making a touch attack, determining targets or what not. after all you surely wouldn't be able to determine those factors when you speak the command word by accident.

so what happens when you don't direct the effect? it just goes off with those factors determined randomly i'd say. while effects like fireball could bring about undesirable results, effects where you don't have to make any decisions would just work like they always do. the consequences of this might not appeal to everyone, as it might allow some instant buffing e.g. shield, divine favor etc.


Abraham spalding wrote:
It's kind of one of those basic rules that I feel everyone should know simply from reading the rules.

damn, you're right. reading the rules first WOULD have helped ;)


ok, thank you for your prompt answer, shadowcatx. i thought this would incite more discussion :/

anyone else?


Hello there,

i was wondering if spell focus increases the DCs of spells cast from magic items. furthermore, would spell focus apply to spell-like abilities duplicating spells from the chosen school?

thanks for your input :)


hello there!

i don't know if this has been asked before, but does assuming the form of another type of creature, e.g. a bear, by means of a beast shape spell, or wild shape for that matter, actually give you that type (animal in this case)?
how does this interact with favored enemy or spells like animal growth ? furthermore, could use magic device be used to overcome this if your type didn't change?

[end barrage of questions] ;)


that reminds me of something...

what would happen if a medium-sized character fell into a pit, which happens to be about a hundred feet deep with a base area of one square (5x5 ft), and at the bottom of said pit, there was a medium-sized zombie or similiar creature? would the game crash?