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Ravingdork wrote:

Nicos, I've edited my post above to include a few numbers.

Let's not dwell on them though. This thread isn't about fighters VS wizards, it's about character perceptions and why people don't roleplay them out more.

I agree with you Ravingdork. Sometime it would be nice for a low-experience-level character to run screaming from a zombie (a realistic approach for most people when a mutilated walking corpse suddenly rises up before you) than to grimly step up and hack away with her sword, knowing (as a player) that a zombie is not too tough.


Tels wrote:
That Magister class is awesome! I just sent a Text to the player informing him about rebuilding as one if he wants to.

Correct me if I am mistaken, but won't the Magister class also be two spell levels behind a primary caster of the same level? Wasn't that the problem with the Mystic Theurge in the first place?


Muldoon wrote:
I use the 0 lvl spell Askew Balance. It causes the target to become prone. I cast it when I can cause the most falling damage

I am not familiar with that spell, but I am pretty sure you cannot cause a flying creature to become prone (you cannot trip one either).


I assume you want spell suggestions to combat flyers (rather than to 'contain', 'stop' or trap them). If so, here is some help.

Pyrotechnics (fireworks): will blind them if they are within 120'.

Spectral Hand: will allow delivery of touch spells to opponents within medium range (100'+). Combine with a Vampiric touch/Shocking Grasp/Ghoul-Touch.

Sleep/Deep Slumber: (close range for Deep Slumber)the flyer will have a really rude awakening...

Obscuring Mist/Darkness effect: any of these will make sure the flyer cannot target you.

Glitterdust/Blindness-Deafness (blindness): better than pyrotechnics for ensuring the flyer cannot be effective.

Summon Monster/Fly/Summon Swarm (bats): bring the fight to the flyer.

Suggestion: suggest the flyer engage you on the ground.

Dispel Magic: if the flyer is a wizard

Fireball/Lightning Bolt/Scorching Ray/MagicMissile: more direct route


I would say that it does not allow multiple attacks. It is a natural attack, much like a slam or bite attack. I would allow the Lamia to use the touch at full BAB if it did not make other weapon or natural attacks (it is using the touch as its primary and only attack).

I should also clarify my last post: the Lamia can utilize its wisdom drain touch attack only with a held-charge spell, not every time it casts a touch attack spell (the touch spell allows a free touch as part of the casting, not a free touch-attack)


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The Lamia's wisdom drain is a supernatural "melee touch attack," hence it should follow the rules for any standard attack action, and it does not activate simply whenever the creature touches something.
The Cleric touch ability is a Spell-like ability, and follows the rules for those (p. 221 CRB), essentially acts as a spell with casting time of one action.
I would rule that the Lamia could use the Wisdom Drain when making a touch attack with a withheld charge, but could not use the Cleric touch ability.


I would rule just the base slam damage (plus strength mod). Power attack allows one to gain a bonus on all melee damage rolls, it does not modify the damage caused by the supernatural whirlwind effect.


Gauss wrote:
Ultimately, what I posted is accurate by RAW. If you can find a rule that gives blanket proficiencies for all natural attack abilities I would love to see it. Note: Proficiency in simple, martial, and exotic weapons do not qualify. Natural Weapons are not listed as simple, martial, or exotic weapons. (Personally, I think they are simple.)

I think the rule you are looking for is under the heading "Weapons" in the Equipment chapter, subheading 'Simple, Martial, and Exotic Weapons:'

"All characters are proficient with unarmed strikes and any natural weapons possessed by their race."


Nezthalak wrote:
Quote:

Edicts:

Q: What do you do with the Edict Penalty reduction in the case of multiple cities having Cathedrals, Arenas, or Waterfronts? Do you halve each time?
A: Nope; one four-square building is enough to halve the cost of edict penalties. Multiple arenas, cathedrals, or waterfronts don't further reduce overall edict penalties (but multiple arenas, cathedrals, or waterfronts DO have a cumulative effect otherwise).

what cumulataive effect? halving the cost of their associated buildings?

The cumulative effect meaning the bonuses to Loyalty, Economy, and Stability.