Runes! On every surface, as many as you can.
Add some open barrels of lamp oil for extra explodiness. Throw in a few handfull of caltrops, just because.
Wait in proximity of the prepared room (but not too close ;-) ) to immediately hit them once you hear the BOOM. Other wise they will simply heal up, use some useless low-level spells or charges from healing wands as your only "victims" of the nice ambush.
Chess Pwn listed the general rule.
How many extra AOOs you get our of Combat Reflexes is the specific feat you want to analyse.
Going along this kind of thoughtline a DEX-booster would not actually raise the number of AOOs...
Specific effects overwrite general, thus, yes, your number of Extra-AOOs goes down when your DEX-mod goes down, and up with it likewise.
The feats "check" what your current stats are when you want to use them. Like when your STR falls under 13, and you cant use Power Attack any more.
Grab a reach weapon and Combat Reflexes. If they walk up to you directly, you get an AOO, becasue you threaten out at 10ft, and they leave the 10ft threatened square to ge tto the 5ft square to actually hit you. If you want you can trip as part of an AOO. If you want you can build for it and medium humanoids will literally throw themselfes at your feet ;-)
And if they dont go to you directly and stay at 1 square out so as not to provoke an AOO, they just wasted a turn. :-) And you can attack them with your reach wepon, and then 5ft-step backwards :-).
But you need something like Improved Unarmed Strike, natural non-claw-weapons or Armor Spikes to still treaten at 5ft distance simultaneously. If yuo get zerg-rushed by massive numbers comstantly, get Quickdraw to switch from your reach weapon to a normal one if you cant maneuver when completly surrounded.
For extra funsies combine this with a Come and Get Me Barbarian to slaughter half a russian-stlye human wave attack when it isnt even your turn.
From your description i am unsure you handly the Surprise Rund correctly.
1st. Sneaky Rogue gets into position right behind victim. No combat yet, because Rogue is unnoticed.
2nd. Rogue starts Combat with a Surprise Round against the flat-footed victim. Due to surprise round, only 1 Move Action, or 1 Standart Action. No Full-Attack possible yet.
3rd. If victim is skill conscious you need to win Initiative against him to give him a full-attack and still catch him flat-footed. Once he got to act, flatfooted happy-sap-time is over.
Anyway, if you hit in these situations a Sap Master Rogue will deal MASSIVE amounts of damage. IF you hit. For your character your to-hit-bonus is terrible.
With the massive amounts of surprise subdual damage you can deal, it is much more important to make sure you actually hit your enemies, instead of trying to get 2 or 4 more D6 to damage.
When you follow a deity you are restricted by which domains you can choose from, and you have to follow a certain Code of Conduct for behaviour your deity likes. Very narrow and specific for Paladins, very wide and lenient for Inquisitors, with Clerics in the middle. And you risk the possibility of falling from grace. But you get the weapon proficiency (hard benefit) and the advantages of being a member of a holy organistion which can support you (soft benefit).
If you go for the "i do my own thing", you have absolute freedom, cant fall from grace, but dont get the free proficiency.
How to trick my players into helping someone become immortal without them becoming immortal themselves?
In general the Kingdom can buy magic stuff for itself that is available for sale through the expenditure of BPs. 1 BP is worth 4.000 Gold if buying stuff with it for kindom use.
This is not by withdrawing money from the state for private use, in which case you only get 2.000 Gold and 1 Unrest.
So simply look at the market price for the Golem you want and buyit regularly. Just that the seller isnt a generic NSC, but a PC. For the kingdom it makes absolutly no difference from whom it buys, as long as it pays market value for its wares.
The Kingdom Building rules are very general and cant cover every possible action. The DM has to make a judgement call.
Independent of that, Golems are creatures and not really buildings, thus they should better be processed as "Armies" with no upkeep, then as buildings.
Unless you really just employ them as Gatewatchers or more specific jobs, in which case the GM has to make a judgement call, again.
I made myself a list for the spells that can be used with it, as i am currently playing a Skald. I cleaned it up somewhat by removing duplicates and a few utter useless trash spells who have better in every way spells on the same level.
The list is CRB-only, as i consider it undefined that it would also include all POSSIBLE non-standart spells, as well as clearly secret spells or restricted to secret society X spells.
IMPORTANT! - I left out those spells that my Skald already regularly knew. So check for some classics that are not on the Kenning-list, as they were on the normal Bard Spells Known list of my char.
General Spell-Lines for Spell Kenning
Beast Shape [-, -, I – IV]: You take the form and some of the powers of an animal.
0-Level Kenning Spells
Create Water: Creates 2 gallons/level of pure water.
1st-Level Kenning Spells
Alarm: Wards an area for 2 hours/level.
2nd-Level Kenning Spells
AuguryMF: Learns whether an action will be good or bad.
3rd-Level Kenning Spells
Animate DeadM: Creates undead skeletons and zombies.
4th-Level Kenning Spells
5th-Level Kenning Spells
AtonementFM: Removes burden and reverses alignment change.
6th-Level Kenning Spells
Acid Fog: Fog deals acid damage.
WIS 7 on a melee DPR-machine?!?
Who gets hit with Will-Saves the 1st by any reasonable competent caster? The "stupid brutes"-looking dudes! And who does indeed have a bad-Willsave? Mr. MAX-STR POWER! - dump WIS.
He will run, he will cower, or worst cast do some stupid suggestions or even become charmed into protecting his new ebst friend, or outright dominated.
The Golem's body has some costs when creating it.
Subtract a bit of the worth because it is damaged and mixed up in metals and has to be sold at scrap value, rather then at new-material-cost.
So i'd halve the worth of a used golem body at half unbroken worth, and then they can sell it at half value. If they go through the trouble of getting it to a smeltery that can break down the mixed up metals.
The spell is overall meh. Far from "too good". Not even really good.
It targets the best save of most monsters.
Even at the level there are much better CC options.
Give him a Hat of Disguise. Then let him put on a new disguise everytime they meet him, so they are never sure if the friendly innkeeper is really that, or if his cold boddy is rotting behind the kegs in the cellar and Mr. BBEG is trying to poison them again, or trying to slit their throats in their sleep again, or trying to frame them for a murder again.
Let the paranoia grow.
Never fight fair. Run to scheme another day.
Attack them indirectly. Make a plan so that they jave to split up to protect all their loved ones, or leave some deliberatly to their death, to incite distrust and hurt feelings in the group. try to disunite them.
But how did you do that? What the BB code to get proper links in this forum?
You dont need to hit everything as hard as you possible can. this is as obvious as that dead people stop fighting.
If you are strong enough to open a slightly stuck bottle of coke - then do always and without exception squishy every banana you want to peel to a pulp?
Have you ever slapped someone, without it suddenly mutating into a strong right-handed knock-out punch?
This is clearly a case of trying to read the rules in a way too litteral case if you are honestly asking if a normal person can control his own body strengh ingame.
This is a GM problem.
No amount of looking for other abilities will solve this. The GM is either incompetent on how to increase challenge in a non-stupid way by simply handwaving away character abilities, instead of raising the CR in an appropriate way. Like with more monsters (4 flunkies, instead of 2 besides the BBEG), or by raising monster CR (give them more levels, a Simple Advanced Template), or even switching monsters out to higher CR versions of related abilities. Like switch a CR 5 meleemonster to another CR7 melee monster (liek Direbear to Firegiant).
What the DM does is literally the worst way to "bring challenge back to the table".
OR, in the worst case, he is stuck in a players-vs-DM-mindset and resents that he "looses" all the fights.
You need to have a grown-up talk with the DM to find out which of these two possible scenarios apply and then work TOGETHER to remove them.
Short: DM problem. Can NOT be solved in-game. Needs to be solved by talking out-of-game.
Paladins dont go around "killing anything that is evil", because that also includes minor evil people who do mundane evil things, like bullying or wife-beating.
No "I walk down the street, activate Detect Evil, and start the slaughter of anyone who pings". This behavior is the caricature of a Paladin. Nor do you have to play him Lawful Stupid.
Finally someone else who gets it!
"So, friend, do you have some time next weekend, do discuss some "projects" i have been juggling in my mind ...? The Golden Bell over at the docks has some nice privat rooms who are protected by a Private Sanctum, and the extracharge is really miniscule."
For really big fights, or climatic BBEG encounters, every rogue worth his salt should carry "Dust of Disappearance", which gives you Greater invisibility for 2d6 rounds.
Or be a Ninja, and just call yourself a rogue, and get the ability at 10th level to Greater Invis yourself per ki-pool ability.
Or play an Arcane Trickster, who can cast regular Greater Invisibility on himself.
Can Juggernaut's Pauldrons be used by a non-humanoid to get to Large size?
While the Enlarge Person spell itself only targets humanoids i read somewhere that i cant find again that if items refernce spells for their effects, they do not concurrently apply the restrictions a refernced spell may have. Just that their effects are what the spell would generate.
Like if an item would refernce the "Sleep" spell in how it works, this would not also mean that it caps at affecting creatures with 4 HD. Or like in this question here, referencing "Enlarge Person" is only for what effects happen, but not that it also imports the "humanoid creature" as a restriction.
So, how does this work?
If inheritance sets only in after a certain amount of time, instead of irrevocabily and instantaneous, it makes assassination for effect much harder.
So if the timelimit for Raise Dead has to tick down 1st without a successful raise, and then inheritance happens, it gives the now temporarily-deadified but still technically ruling noble time to undo the hard the assassination caused. Thus pulling off a succesffull assassination will become much harder, as the classic (and relatively easy) poisone dgoblet or crossbowbolt from the belltower wont really work any more.
Thus i conclude that there will be an amount of time for reviving, and at least a stipulation that at least 1 possibly working try to resurrect has to have taken place before an inheritance process can be started. While still allowing for reliable rules, this also makes it so that the realm doesnt fall into a succession crisis just because the King was temporarily unavailable for 5 hours.
James F.D. Graham wrote:
This has extremly strange consequences.
I am rich, so i can hunt grannies with my Crossbow. I mean, even if they catch me and hang me for bloody murder, it only costs me about 8.000 Gold and 2 weeks vacation to get rid of the resulting inconveniences.
"Off off, Harold. Go fetch me the 9er Club! I'm gonna hunt me some preschoolers before lunch. Tolly-Ho!"
Or a bit more sane:
If it is a magical device a rogue with Trapfinding can disarm it.
How? - Its magic.
Perhaps draw the correct take-it-off-runes on it, disrupt the flux-combumbulator-thaumaturm-flow or make it think you just spoke the correct command word etc.
Indedendend of that, if you have no thief tools, no roll if your DM sais you cant improvise this with spit and fingernails.
What also might be is that this is a cursed item, for which you'd need Remove Curse or some substitutes thereof.
But if it is a variant of Magical Menacles working correctly, then you should get a DD or EA roll.
The "Far Seer" Ability of the "Fated Champion" Skald Archetype is worded a bit unclear. Especially when looking at the healing spells who do not deal damage per se, but can be used to deal damage on undead creatures.
#1. So can a Fated Champion cast Heal as a 6th level spell when using his Spell Kenning ability to heal himself?
#2. And if he can, what about when he wants to use it on an undead?
How i read it as it is written as "spells that deal damage" and not "could deal damage" option #1 would cost him a 6th level slot as it does not deal damage. But when he tries #2 if would cost him a 7th level spellslot and thus fail, as the spell now "deals damage" and thus the level increase would trigger.
How do you guys see this?
You make a single check and apply it to each DC. It's possible to successfully acrobatics your way past a low CMD foe without provoking an AoO from them while simultaneously failing to acrobatics your way past a high CMD foe and provoking from them.
I see it the same way.
1 check, and then compare it to the monsters in the order you want to pass them.
Darksol the Painbringer wrote:
The question was about making AoOs, not if and how you can switch around between weapons used on your turn.
The actions you can take out of your trun are severly limited!
There is a cutting differnce between both, and that is that on your turn you can use the free action to let one hand go of the wielded 2-handed Longspear, to reduce it to being merely held with one hand (and thus not threatening with it any more), and use your now freed up PHYSICAL hand to punch with the gauntlet. And then using another free action to grasp the 2handed Longspear again, reestablishing your thretened are with it again.
BUT when it is not your turn you cant take the necessary free actions to switch between how you are using your PHYSICAL hands. When you end your turn you can either wield thee Longspear 2handed and thus threten at 10ft, but not 5ft, OR you hold the Longspear in one hand, and have the other free to punch, thus thretening at 5ft, but not 10ft.
It is only a free action, but an action nontheless. And you cant take it because it is not your turn.
I honestly do not see the real issue her. Just use Armor Spikes to get exactly the combat-result of thretening at 5ft you want to have, and dont need to change your grip on your Longspear.
I advice you against allowing gestalt in your 1st run as a GM.
Gestalt is a significant power- & utility-boost for the PCs. You needto factor that in as a DM, and that takes experience how to do it, without stuff becomeing too easy or having to fudge rolls constantly to prevent TPKs.
Keep it simpler for your 1st time. In the next campaign when you have a feeling for how certain effects will work you can give Gestalt a try.
The steps you have given there are wrong.
This here are the correct steps for weapon damage from size increases:
"ETA:2d6 (greatsword) ->3d6 (large greatsword) -> 4d6 (huge) -> 6d6 (gargantuan)"