Undead Painting

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Don't worry about. Let the PC have his glorious victory and move on. As for the heavily tweaked bad guy, keep him and use him for something else. It's not like the PCs knew the full extent of his powers, so they won't know the difference. Also if he died in one shot you are either at a fairly low level, or he wasn't "tweaked out." BBEGs should be able to take a scythe critical especially if magically prepared.

On another note I remember a time playing Rolemaster a demon from beyond the pale showed up that we were supposed to run from, but I (decidedly the weakest character in the party) took a pot shot and killed it. If you are familiar with Rolemaster that was an open end on the hit and a double open end on the superlarge creature critical. Totally changed the course of the adventure.

Sorry for reminiscing, but it goes to show that events like this in game are great and memorable. Don't look for ways to take them away.


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For the next game I'm running I am considering just giving out certain feats to anyone who meets the prereqs. I guess I'm wondering if anyone thinks this is a terrible idea and why. I get tired of the entirely formulaic characters when there are so many interesting feats out there, and this should allow characters to branch out. Most of the feats suggested have a penalty to use.

Combat Expertise - isn't a great feat by itself (usually just a gateway) and it has a penalty to actually use.

Power Attack and Deadly Aim - there is a penalty to use these and they are almost a feat tax on melee and ranged combatants.

Vital Strike feats - allows for scaling damage for high BAB, even when hitting a moving target.

Two-Weapon Fighting feats - two-weapon fighting damage on a full attack scales fairly close to the two-handed weapon fighting and it requires feats and it does MUCH less damage against a moving target when he can only make one attack. Why not?

Point Blank Shot - mostly something for the ranged attackers and why shouldn't you do a little more damage up close.

Metamagic Feats - these all have a penalty to use (higher level spell slot) and in some cases no one thinks the penalty is worth the boon especially if you have to spend a feat first.
Heighten, Maximize, Silent, Still, Widen

If you think this is the worst idea ever let me know why. If you think it's great, and should go even further with more freebies, tell me which ones.


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James Jacobs wrote:

From page 214's discussion on area. For an emanation, you pick the spell's point of origin and measure its effect from that point. This is a grid intersection.

For an antimagic sphere, which has a radius of 5 feet, you pick a grid intersection and the effect emanates from that intersection for 5 feet. This gives you four squares of protection (see the "5-foot radius" spell area on page 215.) If you're Large or smaller, you can comfortably exist inside your spell's area. If you're bigger, part of you will stick out.

Ok this unfortunately brings up the issue of facing which few game systems cover (really I can only think of Rolemaster). If I have antimagic on a given point (corner of my space, right ankle, whatever) and turn then the antimagic would move too, but there are no rules for what action it is to turn. Obviously the rules intend you to be constantly in motion as you get shield bonus against the guy behind you and can make AoO's, so can I move the antimagic to block attacks and spells? This still wouldn't work against area spells, but should stop directed spells and magic weapon abilities.

The other option to make it useful for a colossal dragon is to cast 8 or 9 of them. Damned third dimension.