Have initiatives posted for all to see, and someone responsible for announcing who is on deck to go next. Have all likely buffs and debuffs preloaded into character sheets if you are using something like Hero Lab, so you can avoid mental math and just turn them on and off with a click. Have a turn clock - if you can’t declare your action within 15 seconds, then you are delaying or passing on your turn. Have the DM announce ACs and health status for foes, to save time asking and confirming hits/misses. There are a few cases where this will help players choose whether to use a particular bonus or ability, but the increase in speed is worth it. tell the players when they seem to have gained the maximum or sufficient information in a social encounter, to avoid wasting time as conversations drag out needlessly. Similarly, have multiple ways for the PCs to learn key bits of plot info, so that progress is not derailed by a single skill failure or missed clue. Even be ready to have an Npc give them what they need, perhaps at a penalty in terms of treasure or other consequences.
I think your original inclination is right. The homunculus probably is not living, therefore is not a valid target for the spell. This is not clearly stated in the description, nor in the Construct creature type rules, but is strongly implied in the latter. Constructs share many key traits solely with the only other non-living creature type, undead. No healing, resurrection, CON score, etc. They are destroyed, not killed. That said, if you are playing in a home game, it sounds fun, and isn’t a gateway to some game-breaking power move, why not?
If you are already part of the hunt, there are a million ways to slow them down and derail the hunt. Bad mushrooms in the cook pot; you eat them too, to avoid suspicion. Everyone gets sick and either goes home or delays the hunt. Be clumsy and make a racket as you approach the lair. Volunteer to scout ahead, and cruelly warn the dragon. That sort of thing. Not as extreme as killing the nobles, so less likely to result in you being banished or worse. Just don’t get caught...
VisionTron wrote:
Bonuses of the same kind (in this case enhancement bonuses) do not stack. There are a few exceptions, but this isn't one of the them. From the PRD: Stacking: Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa.
Peter Kies wrote: The rules for "flanking" say you only get it when making a "melee attack", not a "full attack" Peter, in the flanking rules, the "melee attack" is used in the generic "hitting the guy with something you are holding in your hand" sense to make the distinction with ranged weapons (which you can't flank with without some special ability that makes an exception.) Otherwise it would say "attack action" to make clear that it is referring to the standard action. Granted, the language in the rulebooks is regrettably inconsistent, but that it the dominant usage. For example, an attack of opportunity is not a standard action (attack). Yet it is described this way: "An attack of opportunity is a single melee attack..." Similarly, consider the Power Attack rules: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls...and its effects last until your next turn. If "melee attack" meant standard action, there would be no need to specify "all rolls" or point out that its effects last beyond the end of the current turn. Hope that helps!
What is your AC? Are you sure you aren't stacking bonuses that don't stack? Is the DM playing all monsters as stupid? If they can't hit you, intelligent bad guys should be killing your friends and against you be casting spells, using touch attacks, using ranged attacks from perches you can't reach, turning you against the party, etc., not continuing to swing at the guy they can't hit. |