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David Rowe's page

Goblin Squad Member. 58 posts. No reviews. No lists. No wishlists. 1 alias.


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I am. I first posted as a charter member in April 2006. Not sure when I became a member though.


Xander_21 wrote:
Does this exist?

I believe it does.

From my reading of the rules people seem to be getting confused between flanking and flanking bonus.

As noted in the rules: When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
By this definition your ranged attack cannot gain a flanking bonus.

In the rules flanking is defined as ...trace an imaginary line between the two attackers’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.
By this definition a ranged attacker can flank.

Please note the difference between flanking and flanking bonus.
Nowhere does it require that you must threaten the target to be considered flanking. But your target must be threatened by an ally to gain a flanking bonus when you make a melee attack.

All emphasis is mine.

Goblin Squad Member

GrumpyMel wrote:
Games should not force Guilds/Builders into taking on a 2nd real life job in order to achieve some level of persistance with structures.

^^This.

Goblin Squad Member

Interesting.

Goblin Squad Member

Arbalester wrote:
NPC anti-murderer lawmen, eh? Did those marshals get their training in some town called... Concord?

I laughed when I read that. I hope there is a town called Concord in-game which has the marshal training academy.

+1 rep for the bounty system. I like the idea of specifying who receives the bounty reward.

Goblin Squad Member

I look forward to further Goblinworks blogs.


Quandary wrote:


If the problem is Dispel Magic, not the number of buffs, why not fix Dispel Magic?
Couldn't it function by simply dispelling 1dX+N Total Spell Levels, not rolling for each?

This has to be the smartest and simplest idea I've heard this century. Implement it. Now.


Limit the abilities gained for the arcane schools and domains to a small set that scale with level.


Change all specialist powers, domain powers, or special abilities that can be cast a number times a day, or have a duration related to caster level, change to 3+a where a is the modifier of the characters prime attribute.
Effects that do damage related to caster level remain unchanged.

eg. Corrupting Touch (Su) ... this effect persists for 3 + (character's Charisma modifier) rounds ...
eg. Change Shape (Su) You can change your shape for 3 + (character's Intelligence modifier) rounds ...

This should relate the number of uses or duration of the power to the character's prime attribute but the effect to a character's caster level.


pg 17, table 4-3:Bard lists inspire courage bonuses at 1st, 5th, 11th, and 17th.

pg 18, the description of inspire courage lists the bonuses occuring at 8th, 14th, and 20th and implies 1st level.


Chris P wrote:
Is there a feat of something that allows a Druid to improve their Animal Companion once they have switch to a PrC that does not advance them? Would taking the Leadership feat count or is there some kind of feat that adds four levels to the Druid levels (no higher than character level) for determining the Animal Companions traits?

Check out NATURAL BOND from the Complete Adventurer.


As it is now written, Great Cleave just becomes a poor man's Whirlwind, except you only get an additional attack if you hit with the previous attack.
You would do better to drop this feat and modify Whirlwind.


If you're going to subsume Gather Information into Diplomacy, you might as well do the same for Intimidate. After all, intimidation is just a form of diplomacy.
And in that case, just call the skill Persuasion ... persuade them to tell you something useful (Gather Information), persuade them (charm) to help you (Diplomacy), persuade them (threaten) to help you (Intimidate).


I think Dodge, Mobility, and Spring Attack would work a lot better if the bonus/effect that each of them provides is effective against a single target, eg.

Dodge: You gain a +1 dodge bonus to your AC until your next turn against a single target in line of sight.

Mobility: You do not provoke any attacks of opportunity from the target of the Dodge feat due to movement this round

Spring Attack: You can move up to your speed and make a single melee attack against the target of the Mobility feat without provoking any attacks of opportunity due to your movement.


Yes, I would also like to see skill points retained. Your concept of acquiring skills as the character advances has merit, but I would suggest that new skills are acquired every third level (eg. 3rd, 6th, etc).
Alternatively, the character chooses a number his class skills as determined by Table 5-1 at 1st level, and that's it. Every other skill becomes a cross-class skill.


...
They're useful utility spells given that they last 1 hour/level.


That would be me.


Ditto.

Waiting for the PDF seems to be much like a broken pencil ... pointless.


It's now 4.22 pm on Friday 22nd August and no PDF. I'm going home soon in no expectation that I'll receive an email over the weekend.


Another day, another absent PDF.


Another glorious day has dawned in the exotic Southern Ocean location of Wellington (that's in New Zealand, a little north of Antarctica for the geographically challenged). No wind, no clouds, and of course, ..., still no PDF.
I shall now go and proselytize to the unwashed masses, or maybe flagellate myself, as penance for my misguided enthusiasm.


tbug wrote:
David Rowe wrote:
Everyone in the world seems to have it except us and some dodgy country in Central Africa.
Not so. I'm in Canada and I don't have it.

OK, ... and some dodgy province in Canada.


Werecorpse wrote:
Dan Cantu wrote:

I had problems downloading this in Opera. I would press Personalize, and then it would seemingly just refresh the screen and I'd be there on the page on where I pressed Personalize. I had to use Internet Exploder to personalize and download the file. It worked that way.

Edit: Nevermind, it seems to work in Opera, too. It just too a long time.

still nothing here in Australia (have any internationals got it?).

My wife would like to thank you for providing her with much amusement over the past few days. She has enjoyed laughing at me as I check the emails saying "maybe it is here" only to say "still nothing".

Everyone in the world seems to have it except us and some dodgy country in Central Africa.


You guys do have Australia and New Zealand in your list of actual countries to deliver the PDF's to?


The Wandering Bard wrote:
Still nothing for me... waking up to an empty downloads page again...ugh.

I think that wandering wombat's been spit-roasted for the barbie and my kiwi has had a nasty accident with an Orcinus orca.


and another hour ...


Still waiting ...


The Wandering Bard wrote:
David Rowe wrote:

It would appear that New Zealand has fallen into the Dark Ages again. I live in the most distant time zone imaginable and have been a PF Charter subscriber since April and the PDF still hasn't arrived.

For those of you who have the luxury of having already received the PDF ... spare me not another thought.
Hasn't reached me here in Oz yet either. Hang in there mate.

Thanks for the support.

Yours is probably arriving via wombat and the Nullarbor and mine's being flown in by kiwi.


It would appear that New Zealand has fallen into the Dark Ages again. I live in the most distant time zone imaginable and have been a PF Charter subscriber since April and the PDF still hasn't arrived.
For those of you who have the luxury of having already received the PDF ... spare me not another thought.


Sure, US$20 is 'pricey' for a monthly subscription, especially when compared to Dungeon magazine. So do what our playing group does ... everyone pays an equal share towards the subscription price. In our case that means we only pay US$4 each a month.


Have a read of the article at this link:

http://www.wizards.com/default.asp?x=dnd/rg/20050426a

But the short answer is, Yes, the subject is aware of a spell cast on them (assuming it doesn't have a visible effect) if they save. No, if they fail.


Actually, it depends.

There's a difference between fighting with two weapons and holding a weapon in your off-hand while only fighting with a weapon in your primary hand.

If the PC attacked during their round with both weapons then the AOO will use the highest bonus of their primary weapon with the appropriate TWF penalties.
Otherwise, if they only attacked with a single weapon during their round (or did not attack at all) then they use the highest bonus of their primary weapon (which in this case can be either weapon) without the TWF penalties.


For a start I'd move some of your stats around (I assume you rolled dice, otherwise that's a 42-point build). In which case I'd have
S: 16
D: 16
C: 16
I: 14
W: 10
Ch: 12

It opens up more options, and the lost of a +2 bonus on Will saves is offset anytime you're in a rage.

Using a bastard sword two-handed does not require the Exotic Weapon Proficiency.

"Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon."
The fact that it is Large is irrelevant, you're already paying for that with Monkey Grip.

As for an insane damage build, that's all a matter of how you see yourself using the barbarian. And don't say "the tank". As an example of what I mean our group has several different 'teams' of PC's that we play with. One of them contains three fighter types: a full-plate armoured fighter with greatsword and the usual weapon focus and specialisation feats, a sword-and-shield fighter, and a barbarian/frenzied berserker with glaive. The latter PC does as much damage as the other two combined.
I personally have a preference for the scythe. Using this weapon when charging an opponent and combined with Leap Attack, Power Attack and Improved Trip opens up interesting possibilities.


Bard


Mastermaze, laminated grid sheets and 25mm painted figures.


Fizzban wrote:

What gear is a must for you and your group? I going to say rope. Every member of almost every group I've been in has had rope. We don't start an adventure without it. You have a cave? You need rope. Sneaking in a fortress? You need rope. Cyrpt? Rope. Woods? Rope. City? Rope. To climb, to trip, to carry, to swim, to save, to burn rope, RoPe, ROPE.

Fizz

rope

food
water
antitoxin
alchemists fire
sunrod
caltrops
fishing hook and line
grappling hook
tanglefoot bag
acid flask
holy water

and my latest discovery in the 'goods' list

portable ram


Peebo Pickle Pardfart wrote:

If a PC tries to cast a spell on an NPC how do you determine if the NPC knows?

And vica versa, does a PC know?

This has come up due to Charm Person.

Thoughts welcome!

Try this link ...

http://www.wizards.com/default.asp?x=dnd/rg/20050426a


asteryx wrote:
Our barbarian 8 was drained 4 times so he has 4 negative levels. Which save bonus should apply 24h later when he rolls to see if each drain is permanent?

The first saving throw will be at -4. If he succeeds on that one the next will be at -3, and so forth.

There is nothing to prevent you from drinking a potion of bears' endurance (or having the party spellcaster cast it on you) and raging just before making the saves.


buddhaSMASH wrote:
David Rowe wrote:

Sorry, I forgot to say that Silent Spell isn't the greatest.

SILENT SPELL [METAMAGIC]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.

Special: Bard spells cannot be enhanced by this metamagic feat.

Also, forget Combat Casting. Maybe Spontaneous Healer instead (then you don't have to learn the Cure spells). Take Extra Music and Lingering Song.

What book is Lingering Song out of? And correct me if I'm wrong, but I thought Spontaneous Healer made it possible to cast cure spells without preparing them. Favored Souls don't prepare spells.

Lingering Song is from 'Complete Adventurer'. And here is the description I have of the 'Spontaneous Healer' feat.

SPONTANEOUS HEALER [GENERAL]
Prerequisites: Knowledge (religion) 4 ranks, nonevil alignment, able to cast any cure wounds spell

Benefit: Can spontaneously cast cure spells (from your class spell list) just as a cleric can. You may use this ability a total of your Wis modifier times per day.


Sorry, I forgot to say that Silent Spell isn't the greatest.

SILENT SPELL [METAMAGIC]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.

Special: Bard spells cannot be enhanced by this metamagic feat.

Also, forget Combat Casting. Maybe Spontaneous Healer instead (then you don't have to learn the Cure spells). Take Extra Music and Lingering Song.


Have a look at this spell mix, it might suit you better:

0. Creat Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Resistance, Virtue
1. Bless, Entropic Shield, Cure Light Wounds, Hide from Undead, Remove Fear, Resurgence, Shield of Faith
2. Align Weapon, Silence, Cure Moderate Wounds, Remove Paralysis, Healing Lorecall
3. Cure Serious Wounds, Prayer, Mass Resist Energy, Cloak of Bravery, Remove Disease
4. Cure Critical Wounds, Lower Spell Resistance, Neutralize Poison, Restoration, Death Ward
5. Break Enchantment, True Seeing, Disrupting Weapon, Mass Cure Light Wounds, Flame Strike
6. Heal, Heroes' Feast, Greater Dispel Magic
7. Greater Restoration, Righteous Wrath of the Faithful, Mass Spell Resistance
8. Mass Cure Critical Wounds, Greater Spell Immunity,
9. True Resurrection

0. Daze, Detect Magic, Ghost Sound, Lullaby, Message, Summon Instrument
1. Detect Secret Doors, Expeditious Retreat, Healthful rest, Inspirational Boost, Hideous Laughter
2. Calm Emotions, Tactical Precision, Rage, Mirror Image, Insidious Rhythm
3. Crushing Despair, Daylight, Haste, Slow, See Invisibility
4. Dimension Door, Hold Monster, Freedom of Movement, Greater Invisibility

Also the prestige class Fochlucan Lyrist allows for simultaneous progression in bard and a divine spellcaster.


Celestial Healer wrote:

I'll let someone else answer the first question, since I don't have my rules in front of me.

There are two ways to move out of a threatened square without provoking an AoO (assuming all criteria are met for the AoO: enemy is aware of you, armed, not flatfooted, etc etc). One is the 5-foot step, the other is the withdraw action (which is a full round action). So in answer to your question, if the character only moved 5 feet out of their threatened square in order to cast a spell, drink a potion, fire a ranged weapon, etc, there would be no attacks of opportunity involved.

Edit: I see we were all posting at the same time *mutters*

Withdraw doesn't completely negate AOO's for moving. The square you first start from is no longer considered threatened.


I wouldn't panic tooooo much. My Dungeon issue #134 only arrived yesterday.


There is the Disguise Spell feat but it requires bardic music and 9 ranks of Perform as prerequisites.


I'm afraid I agree with the majority ... Combat Casting is a waste of space at high level.
Yes, it may be very useful at low-levels, but I have a rather narrow view of how a character should operate ... you're either a front-line character or you're not.
If you're front-line and casting spells while in combat I'll be giving you a reality check afterwards; if you're not front-line, casting a spell and using Combat Casting then someone isn't doing their job keeping off the bad guys from the second-line.
In any case a 5' step is always a good option (assuming the opponent doesn't have reach).


Silence is an illusion (glamer).

From the SRD ..."Glamer: A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear."

and the spell itself ..."Saving Throw: Will negates; see text or none (object) Spell Resistance: Yes; see text or no (object)
"

The conclusion I draw from this is any unwilling creature specifically targeted by silence that makes its save or SR will completely negate the spell. If targeted on an object then the spell is negated only for those that make their save or SR.


The natural armour bonus of monsters is untyped. The amulet provides an enhancement bonus to natural armour.
Untyped bonus's always stack with typed. So an amulet stacks with a creature that already has a natural armour bonus.


Spellcraft DC 28 to identify the temporal stasis spell
Knowledge (arcana) DC 30 to identify the properties etc of the scrolls


Absolutely. The group I am DMing got caught flat-footed by an invisible creature, and that won the ensuing initiative. The lead fighter took a suprise round and then a full round of sneak attacks. The claw and bite damage was insignificant compared to the 20d6 sneak attack damage he took.

I'll take sneak attack over CdG any day. Why, because of this ... "A helpless character takes a –4 penalty to AC against melee attacks, but no penalty to AC against ranged attacks. A helpless defender can’t use any Dexterity bonus to AC. In fact, his Dexterity score is treated as if it were 0 and his Dexterity modifier to AC as if it were –5 (and a rogue can sneak attack him)."


As a DM, you of course may interpret the rules as you like, but this from the SRD might help.

"...an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area."

Nowhere is it mentioned about missing the target and remaining invisible.

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