Can this spell activate on flat-footed targets?
Example: A caster places Contingent Action on a fighter with a low initiative with the trigger of "to attack when an enemy moves adjacent".
The downside I'm seeing is high-level fighters losing a round of full attacks if they allow the trigger.
Shambling mounds have the ability Electric Fortitude:
If the shamblalambadingdong is hit with multiple electrical attacks, does its constitution keep going up?
In other words, is the increase an unnamed bonus so it can stack with itself?
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Okay, this may be a case of RAW vs RAI but is the croc considered prone when using this ability?
I was equipping an NPC when I came across the item Jaunt Boots. In the description it states,
So before we find out what the boots actually do we know:
The boots themselves have a cool magical effect: three times per day, on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. This movement does not provoke attacks of opportunity.
But why do we need to know that the boots are stylish? According to who? Is there a guild passing these decrees? If I craft "non-stylish" boots does the price drop? The same goes with the "peaceful" orchard stitching. If I craft boots with an orchard filled with the slain bodies of my foes will that add a bonus? Actually, that makes more sense. Walking through a peaceful orchard isn't hard. Being able to navigate a body-strewn battlefield are what the boots are created to do.
So what flavor text has struck you as over the top?
Jason Nelson wrote:
How do you handle DR/magic if you have done away with plusses on weapons?
This is an interesting concept, inquiring minds want to know more.
Arbane the Terrible wrote:
And once you were past 9th-10th level, you needed the 1GP=1XP due to the staggering amount of exp needed to level up.
When I DM, when a PC uses the cheat death option, they are alive (barely) and removed from any ongoing threat until they are brought back to positive hit points. Very deus ex machina, but I only award hero points for leveling up and at the end of an adventure arc. If a character blows two points to save his skin, it gets saved.
The Grand Druid approaches the PCs. "These chickens must be delivered safe and sound to the keep of the wizard Harlan Sanders."
Little do the PCs know the route they must take is inhabited by an unnaturally intelligent (some might say super-genius) werewolf. The werewolf has levels in Arcane Trickster and a fascination maybe even an obsession with complex traps.
And no matter what the PCs do, one (or more) of the chicks always seems to get free at the most inopportune times.
Wacky hijinks ensue.
Otyughs. These living trash processors are reasonably intelligent and talk Common. They can be bribed with garbage. They are always hungry, and not necessarily malevolent. What's not to like?
True dat. They were so cool they got upgraded to the neo-otyugh.
"Hey, what to we call our new monster based on the Otyugh we have to present it to the board in five minutes."
"Screw it, just give it some hit dice and put neo in front of the name."
Forgive me if these questions have been asked before or if they happen to be in the wrong location.
If a building generates magic items:
1. Can you make an economy check to have an item sell to clear the slot so something else can be generated later, or does a PC have to buy it? And if you can make the economy check, who gets the money?
2. Do only items above 4,000gp that the PCs recover while adventuring and try to sell at a shop count for the BP payout, or do expensive items randomly generated count as well?