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Mid spring on a mountain peak will still have snow.


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No, it is only for Fighters or classes in which it specifically says you can use that class level as fighter levels to take them, such as warpriest, brawler and swashbuckler.


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You could always use the background skills rule from Unchained. Each character will get two extra skill points to use on a limited list of skills that don't have much in game value, but add to roleplay.


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How do you prepare spells blind?


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In my opinion, memorable characters come from roleplaying their personality, not from builds.


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Also target less expensive things that they may have showing, like spell component pouches, a scroll case or potion. Don't grab their +3 sword or 20k staff, unless you want them to be chased to the end of the world and beaten to a pulp.


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Halek wrote:
This bard can destroy the encounter by virtue of effectively stealing minions with enchanment magic while hitting harder than a fighter.

Undead are immune to mind affecting spells.


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You could also use the Arcane duelist archetype that allows you to cast with your bonded weapon.


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You could always be a villain and play a necromancer of some sort, building your own undead horde.


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ShinHakkaider wrote:


The rule should be if they miss again on the confirm, THEN that should be a critical fumble.

Hitting on the confirmation makes no sense. It should work like the opposite of the critical hit rules.

Crit Hit Threat
Confirm Threat with hit
(Essentially having to hit TWICE)

Crit Fumble threat
Confirm Threat with miss
(Essentially having to miss TWICE)

This is how my group does it as well. Works out fine. Drastically reduces fumble chance, but still happens on occasion.


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Use the spell Shield other and the feat Antagonize.


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Rogue talent available to many classes.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.


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One rolls attack, the other rolls damage. Or one is the skill person, the other is combat.

If they are the playing the character as the same personality, I can not imagine this being much fun, as they are participating half as much though.


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Falling and being pushed are movements outside your control. Abundant step is your choice to move. That is how I differentiate them.

You also leave off the last half of the move action definition, which is: or perform an action that takes a similar amount of time.

Overall, it is an ambiguity. I personally don't think there is a right or wrong answer. It is up the the DM's interpretation.


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I can certainly understand the viewpoint of the other side, such as standing from prone and taking a 5" step as being legal and thus Abundant step being in the same realm of move action.

I simply disagree and would not allow it in a game I was running, and this is my reason why:

Move Action: A move action allows you to move up to your speed or perform an action that takes a similar amount of time. See Table: Actions in Combat for other move actions.

You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move action for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.

In my opinion the ability results in distance, therefore it is movement.

However, I also would not argue the subject if another DM allowed it in their game. Ultimately it is at the discretion of the GM running the game and how they interpret the rule of movement.