Eridan wrote:
This is a question that came up tonight. Do you need to absorb 10 points of damage in a single attack (so this DR and resistance only kicks in at Tier 2) or can you absorb 5 points one round and then 5 points the next round to reach the 10 for the DR and Resistances to kick in?
The RAW would not allow you to avoid the 2 slots for an opposition school spell. It would have to specifically mention it in the preferred spell feat that you don't have to pay the 2 spell slot cost to not pay it. Since it does not specifically say that you don't spend 2 spell slots for casting an opposition school spell you must use 2 slots to cast your spell.
I like how demjing thought everything out but I find it too complex for every day use. Which is why I use Touch AC. It always listed in a monster description and is has to be calculated when I make my own monsters and villains. It also still works for the case of a Magus using a touch spell through his weapon. The spell affects the target if the touch AC is hit but the weapon damage is only dealt if the total AC is met. If you miss the touch AC no effect from either.
"Armor spikes deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack."
1) I would think that you get the bloodline spells when your sorcerer caster level is high enough to cast them just like domain spells. I don't recall anywhere that would say you don't get them. Bloodline and domain powers you would not get.
Darksol you're making several wrong assumptions.
Ilja, I agree with almost everything you've said in this thread.
andreww wrote:
You can't do this. The spell clearly states that "After using this spell, you can't take any other actions until your next turn." Even if you cast this as a swift action you can't do anything else that turn. You might be able to argue for doing something before you cast the spell. But that would be a GM's decision.
57. The party awakes to find the campsite covered in butterflies. Treat as a swarm of butterflies that deal no damage but provide concealment to anyone more than 5ft away. 58. At some point in the night kobolds/goblins or other minor monster sneak in and try to steal the party's horses. They flee if confronted. 59. The party discovers that the clearing they choose to camp in is a fairy circle and transports the party to the first world for the night where they encounter various friendly and unfriendly fey. Needless to say they get no sleep. 60. The party camps on the site of a long forgotten centuries old battlefield. During the night the bones of the chicken/rabbit they had for dinner animate as a skeleton.
Turin the Mad wrote:
Modern tools like electric drills may make drilling out a lock noise but a hand drill would be a lot quieter but would take more time. If you wanted to be quiet it is certainly possible. Speed may require you to be noisier and have to go the hammer and chisel route. But there is no reason you can't disable device and be quiet doing it.
I am having a similar set of decision as we start a Skulls and Shackles campaign. Like you I am thinking of running a monk. I see little problem with the Lawful alignment since being lawful doesn't mean blinding following the law but having a strict code of conduct. Loyalty to friends and companions is a good place to start. Keep your word and try not to lie. Just be consistent in your actions. I am choosing Lawful Neutral because I think that is going to be easier than Lawful Good would be.
A few years back dungeon had a 3 issue minicampaign set in the world of Greyhawk. You might want to look at if you have them or I'm pretty sure you can still get PDFs. It was a few levels higher (I think 10 or 12) than your thinking about. But as three written adventures you would have some good stopping points that would still give the PCs some sense of accomplishment. I wish I remembered what issues they were in. I remember it had to do with Drow and Giants in one of the war-torn western countries. I am sure someone will remember which ones they were in.
I am soon to play in a pirate themed campaign and am having the same thought process you are having. I think I have settled on a Monk/Sorcerer possibly with a planar bloodline or planar linked race from the advanced race guide (probably water or air). Playing a monk will be new thing for me as I haven't played one since 1st edition and I am not sure I did back then. I am liking monk because I'll avoid heavy armor which will be bad on a ship or in water and the increased movement should help in shipboard combat. The sorcerer is there to keep me from getting bored with monk and use spells to up my combat effectiveness (mage armor & shield, Owl's wisdom, shocking grasp etc). Hope this helps.
An argument came up in my last 3.5e game. Does the protection from evil spell (particularly Magic Circle against evil) protect against a succubus' (or anyone else's)suggestion spell. The protection from evil specifically states: "Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person)." Suggestion, Hideous laughter and Irresistable dance are all Enchantment (compulsion) effects so are they blocked by Protection from evil? One opinion was no since the caster does not exert ongoing control since they cannot change what the recipient does on subsequent rounds. The other arguement is since the spells control the recipient for multiple rounds this counts as ongoing control since the recipient cannot change what they are doing for the duration of the spell.
I also had my stuff stolen from my car. Luckily I wasn't DMing at the time so I lost less then the OP. What was best was that the next week when I arrived for our next gaming session my friends had a new boxed set of 3.5 books (DMG, PH and MM) and a new bag and dice waiting for me. I still lost my notes and some old Dungeons that were in my bag but my friends really made me feel appreciated with that boxed set and new dice. Luckily I still had the next issue in the age of worms in the house and not in the car.
I have played wizards and fighters and clerics and paladins and druids and rangers for over 30 years. I have with all these characters been the one to shined and been the one to stand aside while someone else shone at many different levels. I have used all my spells and only a few in various encounters. I had a fighter tonight hit and do over 60 points of damage in one round (without a crit) and watched the wizard cast an 8th level spell and only do 48. Each class has its role and abilities and for the most part I find the core classes to have been well balanced. Its the supplemental classes that were often unbalancing and poorly designed. There is nothing to fix about the wizard in "5th edition" and there was nothing to fix about it in 4th edition.
LeDM wrote: Honestly of all the unrealistic things this game allows your characters to do, this doesn't even seem that outrageous. If a PC had Doublestrike (Ex) I'd allow it since it seems reasonable enough. Otherwise, the rules don't seem to offer any way to "double-charge", so in general I don't think you could do this. Why should the rules let you Double charge. Charge is a full round action isn't it? So you should only get to charge once. Also just because you can use a lance while mounted one handed does not mean it isn't still a two handed weapon for determining what can and can't be done with it. I would interpret the statement that you can use it one handed while riding to allow you to control your mount and shield with the other hand like real-life jouster do. So I would say you cannot wield 2 lances while charging.
DrowVampyre wrote:
How is this different from a shocking club that doesn't inflict weapon damage just the spell damage or a wand of shocking grasp just with unlimited charges.
The more I think about this I think a weretaratula would use 1/2 its limbs as legs and 1/2 as arms. So at most it could wield 2 bows. I agree with the OP that a natural weretaratula would learn how to use its limbs. An infected weretaratula would be a different story at least initially. Also I think this creature would need ambidexerity to wield bows in both his left and right hands.
I am working on an idea for a demi-plane type dungeon where the party is inside the gears of a great clockwork mechanism. So the passages between gears change as the gears move. So passages open and close. Need to figure out how the gears move so I know how things change. Needs to be large enough that there is plenty to occupy the PCs for long time. Also need to create and economy and ecology for the denizens of the gears. Figure I have a community of gnomes growing a potato/bean like plant using dancing lights and illusion spells to allow the plants to grow for food. Figure the campaign is to get out of the gears.
Taking away animal companions (and to a lesser degree famaliars) hurt those classes. Also know who I will be fighting does impact my choice of spells to memorize which is the point of Indivar's questions which you clearly misunderstood. I have no problem with not having that knowledge it will just require a wider list of memorized spells. I'll think about posting something after tomorrow's finals.
Is your DM making you be an Ex-Cleric of Pharasma? If not you can take this as evidence that Pharasma is not opposed to the Undead horse. If I was the DM and player created an Undead horse and the Cleric of Pharasma allowed it exist I would make him and Ex-cleric.
My players get half price for anything they sell. The buyer has to be able to make a profit. I usually don't worry about the wealth by level since most of the time this cash get used to make or buy replacement magic items that the party can actually use. In a pre-written scenario things should already be balanced for the most part by the authors unless it comes from some disreputable 3rd party publisher. (I'm not famaliar with any 3rd parties that really fall into this category).
The elf helped others desert which is nearly the same thing as deserting yourself. The alignment issue is about what happens to the characters in game. The fact that a player's character executed another player's character is a different issue and requires an out of game solution. I agree that killing your friends is bad and crappy thing to do. It can only be done in special circumstances and only if both sides agree it is what the character would do and only with friends who understand its not personal. Even than I wouldn't recommend it often.
You don't need anything. Just create your arms and give them whatever str bonus or effects you want. Think of them as new magic item you created. Considering the theme I would go with some kind of art deco mechanical arms with hydraulic or pneumatic muscles that give a +4 bonus to strength. Add slicing arm attachments and built in pistols or maybe small cannons or grenade launchers. Or maybe blowdarts powered by the pneumatic system.
I would say the animal companion doesn't get the stat boost since it already gets increases in STR and DEX as an animal companion.
An enchanted whip is a magic weapon no matter how you slice it. It requires using the magic weapon rules. A shocking whip would give you a continuous shocking effect for the previously mentioned 8000 gp.
Jerry Wright 307 wrote:
As I read it the paladin was going to execute him either way. Desertation has been a capital offense in armies for equally as long.
I agree with Quintain. This paladin did act Lawful and Good considering they were at war and the elf was weaking the army and putting the lives of others at risk. Now the player is a bit of an ass for breaking the unspoken convenant that exists around many of our tables not to kill other PC's characters. That said sounds like the campaign ended on a great note. Just my two cents.
I'm developing a similar elemental plane arrange for my new campaign world. At the corners of the d4 (where 3 planes converge) I have the greater paraelemental planes (like Ice-Air/Water/Earth) and the edges (where 2 planes converge) are the lesser paraelemental planes (like Mud-Water and Earth) This has lead to all sorts of other weird ideas like elemental and paraelemental specialist mages and different supernatural powers/godlings like the Stormlord (Water and Air)
What I don't like about the heighten spell feat is when PCs want to use it with another metamagic feat. Then get upset when I only allow it if they use spell slot at least one level higher then the other metamagic feat requires.
Are you looking for something the character would cast on him/herself or something that would happen outside the characters control? As a cleric, their deity could basic do whatever they want with the character in terms of visions/prophecy. If I were doing this sort of thing I would have the character not be aware that this is some sort of dream but rather have them think they have be transported somewhere and have them find out its a dream afterwards. That way the player would still think there is risk to their character and chance of dying is still real.
I like to use secret chest to store back up supplies on the astral plane. Bring it back frequently enough and you have little risk of loss. And I rarely put expensive magic items in it mostly healing potions, scrolls and the like. I can also store excess loot in this fashion which will help with your lack of bag of holding or handy haversack. I would invest in alchemical lab to keep yourself in those type of items. Also you could make potions to give to your party members unless that violates your no magic items. Also a base of operations/home is another idea.
My two cents. If these Amazons are not just a human culture than human standards of proportions would not have to apply and they could be tall and thin. If they are kind of cat-like physically they could have long thin limbs which could add height without weight and also give them a more exotic feel/look. I would also go with parthenogenesis (reproduction from unfertilized ovum) This gets away from the where are the men and the population growth/maintenance problems. As I think about this I may add a cat-like parthenogenic race to my new campaign world. Now I just need a cool name for these warrior women. |