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Thank you! I will read it. :)


Hi All!
At first I have to tell that this is a cool adventure... well I mean not actually cool... it's great.
I need an info: what is the animal symbol of A1h vault?
Thanks


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Hi!
I wondered what does this sentence mean in the Slay living spell's description:
"The subject might die from damage even if it succeeds on its saving throw."
I mean I know this, this is clear, but this is clear about every other damaging spells. The subject may die if she succeeds on her saving throw vs. a fireball or lightning bolt or cone of cold, etc. Why is this sentence highlighted in this spell's description?
Thanks


Thank you!
I think I'll make a house rule about this. A small modification. Defender and defended may share the same square at the end of their movement. Defender takes -4 penalty on attack rolls, skill and ability checks. Defended takes -4 penalty on missile attack rolls, skill, ability and caster level checks. Defended may not engage melee. If the defended wants to cast a spell she may casting defensively.
Additional feats may reduce penalties.
Does it sound good?


Hi!
Is there any rule which helps me defend someone else from melee attacks?
As PC I would like to defend the wizard of the party, as a DM I would like to defend the traitor king from the party. But the rules let the attacker walk round the defender and directly attack the defended person. So, how can I prevent a single attacker pass me?


Hi All!
I searched rules but I didn't find it.
The cost of 50 pieces of arrows equals a magic item of same enhancement.
But what about specific items?
Like a slaying arrow. Is that cost (2282 gp) works for 50 pieces too, or its price is for only one arrow because it's specific?
The question is the same for other ammunion.


Hi!
The text says: "Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally."
Therefore the killing method of a regenerating creature is:
Slash it under deadline HP, cause damage form onto it which stops its regeneration (fire or acid vs. troll, good vs. devil, etc.) and coup de grace it on the next round.


Thanks for the answers!
I thought that elementals are solid creatures so this type of magic affect them.
MeanMutton: I agree with you about the real-world vs RPG logic, but these RPGs based on real-world physics. This why I asked it. :)


Hi All!
Can I stop/hold/slow a fluid or windy creature with entangle, web or similar spells (forcecage)? Actually we had a debate about a medium water elemental which crossed an entangle spell.
Some said elementals (water, water and fire) aren't resisting such spells and effects, others said that they can pass through these spells. Both make sense.


Hi All!

The advantage of a hidden weapon is obvious in a non-combat situation. The rules of hidden/concealed weapons are almost clear at the surprise round. But what about the in-fight rules? The rules state that any fighting combatants are aware of the others. What about the hidden weapons? My rogue has a visible short sword in his right hand and a hidden dagger in his left hand. My enemy fights with my teammate 25 ft away. Range and ranged attack into melee penalties doesn't matter now. Can I throw my dagger and cause sneak damage?


There is no spoon...
I just wanted this answer from others too. :)
Thanks!
Sometimes it happenes that the players make things like traps or magic items. So I was curious. :)


Hi All!
Please help me understand this:
To make a mechanical trap, the characters have to roll the DC every week until they finishes it. The DC is realtively high.
To make a magic item the magic user rolls only once and the DC is low.
What?!
Let's see an example:
The rogue wants to make a tricky CR6 mechanical trap without any other modifications. Craft DC is 25, cost is 6.000 gp (60.000 sp). The trap is finished in 96 weeks if the rogue reaches DC25 every time.
The wizard wants to make a very useful Ring of Freedom of Movement. Craft DC is 12, cost is 20.000 gp. The ring is finished in 20 days.
What?!
If the rogue rolls 21+, she doesn't make any progress. If she rolls 20 or less, she ruins the half of the raw material.
If the wizard rolls 8+, the ring will be useless and the material is lost, if her roll is 7 or less the ring will be cursed.
What?!
To cast Freedom of Movement the wizard needs to have an Int14 (mod: +2). Spellcraft is class skill and Int based. The wizard has an automatic 6 points on it if we foolishly suppose that she put only 1 skill point on it and doesn't improve her most important skill anymore.
So, the question is: where is the balance? Or a simple logic?
Thanks for advice.


Well-well-well, thanks for the responses and advices. Now I see I wasn't proper enough. I've mistaken changing into a form and changing into a type. But I still think that this is more powerful than others. At low level druid gets bonuses almost equally to others, but hours longer, at higher level (from 10th) also gets immunity vs. bleed, critical hits and sneak attacks (and DR5/- from 12th level). No spell or class ability copies this power this long. And don't forget the first wise choice for a shape changer caster is the Natural Spell feat, therefore druid still can't speak but can cast spells.


Hi all,
May someone please tell me, why druids so overpowered?
I mean at 6th level she gains an ability which is too powerful: the elemental wildform. She can keep the form of an elemental for the duration of 1 hour per level.
Other classes' class abilities can be used only for several rounds. Non of these so strong like an elemental wildform combined Natural Spell feat. The druid can transform herself with a standard action and become protected against poison, stun, bleed, paralysis, sleep, flanking, critical and precision attacks. And can cast spells. And gain the appropriate elemental form's other abilities: fire damage, high speed, fluidic body or strong body. For at least 6 hours. At higher levels the druid can change more times within this 6+ hours period.
Barbarian can rage only for 2 x level + Con mod + 2 rounds. A barbarian, who fights her entire life. Well, at 20th level, with 22 con, the barbaran can rage for 48rnds. Less than 5 minutes... what is 5 minutes in a war?
Cleric's channel is only 3 + Cha mod/day. Ok, it isn't a continous effect. (The sorcerer and wizard have same not continous abilities.)
Monk's ki pool is near to fair, it ends only if she losts the last point. Anyway monk has only 1/2 level + wis mod points. Not so many.
Paladin's Smite Evil. Well, it's continous while the chosen enemy still exist or the end of the day. Quite good, but only against a handful of enemies.
Well, why druids so overpowered? Hmm? :)