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![]() I think you should look at it from a character's perspective. Even if starvation and/or dehydration don't kill you, you would still be in extreme discomfort and pain, followed by severely impaired motor and cognitive skills. Who wants to live with that? I also agree with several of the above. Hunger and starvation are not from a physical source, and therefore the effects are NOT reduced by DR/-. The Cords of Stubborn Resolve issue is very reminiscent of the Vicious Weapon issue from awhile back. I seem to remember the end result being the idea that effects from magic items are similar to spell effects, and therefore would bypass DR. ![]()
![]() You can't jump over impediments as part of a charge. Jumping over them is the same as moving around them, moving vertically is not any different than moving horizontally. Reading the bold portion above (thank you Claudekennilol), you can see that the existence of the impediment is the test, not necessarily your ability to avoid it. It would be a move action to climb down to the ledge, unless you are just walking off. In which case the fall would be 20 ft. Actually climbing over the ledge saves you 5 ft of the potential fall, and in this case saves potentially 1d6 points of damage. Actually climbing over the ledge would require a move action, UNLESS your GM thinks a 5 ft step would be appropriate, however if they do, you can't move from that spot. The rules are unclear as to whether a fall counts as part of your movement. In my group, a fall of that distance would not count, as the effort and time it takes to fall that far are inconsequential. If the fall was 150 ft? Different story. If there are clear rules on that topic, my group hasn't found them. More often than not, in those situations we make up rules on the spot, with reasonable DCs. Perhaps more important than than the distance a character falls, would be if the character took damage. If you take any lethal damage in a fall, you fall prone, and your move action ends. ![]()
![]() A charge needs to be a straight line, jumping over obstacles would violate that. Generally, climbing is done at 1/4 your base speed. So climbing down 5 ft would consume one move action. Falling, or intentionally dropping, doesn't count toward your movement. So to perform your action you would need a Climb check and a move action, this would put you 15 ft up clinging to the wall. With a free action, you can let go of the wall. With an Acrobatic checks you can negate the fall damage, if you fail the acrobatics check, you would take 1d6 nonlethal damage. After all that you are on the ground with a stard action left. ![]()
![]() I play a grapple focused Treesinger Druid. Generally, things don't survive long enough while grappled to make a full attack. Something to remember with a grapple focused character (and all characters) is: you are rarely fighting by yourself. My primary tactic is to grapple and then either pin (greater grapple) or move the enemie. Doing that allows our TWF rogue to get full sneak attack, or the katana wielding fighter to eviscerate them. Or I can lock down an enemy while the others deal other threats. I can't take out a dragon by myself, but it seems crazy to expect such ability. ![]()
![]() Both creatures in the grapple remain in different squares. Generally, there are no penalties for a 3rd creature attacking into the grapple. There are some feats, class abilities and such that could grant some penalties, but those would be special cases There could be penalties (like soft cover) for ranged attacks, but those would be the same if there wasn't a grapple. ![]()
![]() Since 80 ft is more than 5 range increments, I don't think you can throw a grappling hook far enough. You would need use an arrow. I agree with others, since it is not a skill check (using the grappling hook) you cannot take 10. If your GM is mean, and you miss the roll, you may need to make a reflex save to avoid taking a grappling hook to the face. The real danger in this operation would be the climb checks to get up. An 80ft climb is a long time to be exposed (and flat footed) on a cliff face. Also a long time for the party to be split as half the party may be on top, half on the bottom. ![]()
![]() As far as I know, there is only one issue for a small mount on a large (or larger) mount. That is their ability to fast mount/dismount. If your mount is one size category larger than you can mount or dismount as a free action, with a ride check. If e mount is too big, you always need a move action to mount or dismount. ![]()
![]() Strict RAW I would say they don't stack. At best the rules are ambiguous. Some similar abilities stack (like sneak attack) while others don't (like channeling), while still others can, but don't always stack, like Animal Companions. Personally, when the rules are ambiguous, I would tend to let the player do whatever benefits them, unless that would be too unbalanced or game breaking. This doesn't seem like it would break the game, so I would allow it. Just my opinion. ![]()
![]() *I cannot believe the the impertinence, the sheer audacity, of these Druids. Killing things like that. Don't they know that only wizards are allowed to do that. Druids are too overpowered, and therefore not allowed at my table. I can't have the players actually killing the enemies I throw at them* sarcasm. Seriously. I think there is some sticker shock when it comes to Druids around that level. They get a fairly big, sudden, spike in Melee effectiveness, but it is not too far beyond what other Melee fighters can do. Other Melee fighters just get smaller boosts every level, instead of every 2-4 levels for Druids. As for a Druid's spellcasting. If a Druid is casting buffs on himself, he isn't attacking. If he is throwing spells at his enemies, he isn't attacking, and the enemy will be more likely to save, because his wisdom is suffering. Druids can do a lot, but they can't necessarily do it all real well. ![]()
![]() graystone said wrote: If you think so, once again either use a citation or please don't give your opinions as RAW fact in a rules question thread. It sound like that how you'd house-rule it, which is fine but i can't see how it'd RAW. Can you cite the rule that says a non slashing weapon can be used as a Vorpal weapon? I am not aware of any such rule, you seem to be making an interpretation based on that absence. Which is fine, in fact the rule set requires us to make interpretations to fill in gaps. The important thing to remember, is that one interpretation is not more RAW than another. My own view, for what it's worth, is that Vorpal only works with slashing weapons. That feat does not change the weapons used, it allows the warrior to use the weapons in different ways, because thats how feats work, they alter the person, not his equipment. So even if you had some means of making a club do slashing damage, the club cannot be enchanted with Vorpal, as it is still a bludgeoning weapon. if a crafter tried, he would just get an error message, no matter how loud the warrior shouted that he can slash with it. ![]()
![]() Orfamay said wrote: Before you make any house rules, be aware that there are a number of winged animals (owls are a classic example; see also here) that are nearly noiseless in flight. There is a difference between a tiny (by game mechanics) bird gliding through an open area filled with trees, and a large monster trying to hover in a tiny (from the perspective of the monster) room made of stone, presumably with a lot of small objects that are gonna be thrown about. However if he is using magic, it's pretty moot. ![]()
![]() Being large gives it a -4 penalty to stealth. I am unaware of any special rules regarding winged flight and stealth. You could give him another penalty to stealth or perhaps a fly check to keep the noise down. Both of those would be house rules, and the player should be part of any discussion. In general, however, I wouldn't worry about it. LazarX is right. It would be very difficult for such a creature to be in a position to even make a stealth check. As for the impractical size, that seems like a problem created by the player that will most likely only hurt the players, and therefore is for them to worry about. If the large eidolon makes it so only half the party can fit in a room, and influence the battle, it would be in the party's interest to fix that. I think the simplest solution, assuming its on the summoner's spell list, would be Reduce Person. I don't have the Summoner in front of me, but I believe they have that spell as well as Share Spells so he could pop the eidolon back down to medium for 10 minutes a casting. ![]()
![]() My level 9 Bard loves his wand of Magic Missle (CL 7 I think I don't have his sheet handy at the moment). Generally, he won't out damage the party's Fighter or Druid, but he can use the wand while singing and dancing. Sometimes massive piles of damage are not the responsibility of the wizard (or bard) or the wizard does not want blow throuAndals his best spells and the relatively small, but reliable, damage from Magic Missile is just bonus. Of course a magic Missile is situational. All spells are situational. Wizard:"We need to get out of this deep hole, what spell should I use? Magic Missile!"
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![]() Armor would absolutely not fit while wild shaped (unless it was tailored to an ape, and therefore wouldn't fit a humanoid) A minor but potentially important note. Armor with the Wild enhancement still melds into your body, but you retain the armor bonus. So either way you no longer suffer armor check penalty or max dex. ![]()
![]() Most grapplers intend for their opponents (or victims) to be immobilized. Allowing a caster with a Fly spell to circumvent that would be unbalanced. The caster could, theoretically, force a grappler into a position it doesn't desire. For example, over a cliff, or into a wall of fire, or a flank. The Fly spell doesn't contradict or override the general rule in this case. Obviously you can house rule anything you want, but I would make sure your players know about it beforehand. Let the grapplers know what can happen to them if they grab the wrong caster. ![]()
![]() As part of a full attack, your deinonychus would be able to use all of those attacks. So talons, bite, and fore claws, or 4 attacks total. When you cannot full attack, you choose a single attack, 1 talon, bite, fore claw, or other talon. Remember that 2 Talons, is two attacks. So in your example, it would be d20+BAB+STR twice, if both hit, the damage would be 1d8+4 twice. Also, as I said before, if you are making 2 talon attacks, you can also make a bite and fore claw attack. The other somewhat complicated thing to remember with natural attacks is whether or not they are primary or secondary. When making a full attack, primary attacks use your full bonus (generally BAB+STR) while secondary use your full bonus minus five. They also only get half your STR on damage. Reading the bestiary, you can see which attacks are primary and which are secondary, in your example, the fore claws are secondary, because their bonus is 5 less than the other attacks, the damage is also reduced. Hope that helps. Druids can be confusing the first time. Most of the rules in the game are written assuming a PC is using a weapon or two, and the rules for natural attack don't follow the same rules as weapons. ![]()
![]() Depending on the character's finances and how long she wants to use that tactic, have your wife check out the Shirt of Immolation. The shirt won't damage her and will do more damage than mundane fire. ![]()
![]() I don't believe there are RAW costs associated with this, but your GM might be able to slap some together. When you want to have new spells added to the book, you can pay an NPC wizard to scribe them. To keep your subterfuge in tact, if anyone asks why you don't do it yourself, you can reply something to the effect of "The greatest Magician in Qadira doesn't have time for such minor trivialities. His time is far too valuable to be spent writing. I also do not bother to grow my own food, sew my own clothes, or empty my own chamber pot. To waste MY time is to deprive the world of its greatest resource" If people don't buy it, that's what Bluff is for. There is a wondrous item you should look at with this idea, Mnemonic Vestments. They allow (among other things) you to use that spellbook and your spell slots to cast the spells written within. ![]()
![]() The size of weapons is not relative. A tiny two handed weapon is still a two handed weapon, and cannot be used with weapon finesse. I imagine the same would go for the Titan Maluer Swashbuckler, but those rules are still being play tested, and so can't be adequately compared to the existing rules. As far as I know, there is no way (using core rules) to use weapon finesse with a lance. Even if you could, charging imposes such massive penalties to stealth, you probably won't be getting sneak attack, no matter how many feats you sink into stealth. Horses (or triceratopses) just aren't meant to be stealthy. Tyrannosaurs on the other hand (according to Order of the Stick) can be. ![]()
![]() In general, you can make iterative weapon attacks combined with primary natural attacks. It makes all natural attacks secondary (-5 to hit, only 1/2 strength mod to damage). The problem with Lesser Beast Totem is that you can't use your hands for both claws AND a weapon. I point that out mainly to point you toward the rage power Animal Fury, which gives you a bite attack. Which you can use with claws or a weapon. ![]()
![]() My flower did not increase in size or gain rage. Both of those things increased his damage, at the cost of AC, and i am trying to maximize his AC. The party does more damage if he can stand in a flank for the TWF rogue longer and take hits for her. Mine also has Dodge, Mobility, and the Flank trick, Also I think the flavor would have been hurt by an increased size. A small flower is just so much cuter than a medium flower, and the cuter the flower is, the greater the contrast when he does something creepy. Specific rules trump general rules. The specific rule is that the flower can rage like a barbarian. It's ridiculous to think a creature can't benefit from its own abilities. A flower companion can rage. He couldn't benefit from the Rage spell, but he can benefit from his own abilities. ![]()
![]() I am playing a Treesinger right now. I chose the flower because of his AC being so much better than the treant. Our party was pretty Melee heavy so I didn't really need him to deal damage, his primary role in the party is tank and flank. He can cover me while I cast spells, and provide flanks for the rogue and fighter. If you wanna go this route, I suggest not giving him the 4th level advancement. Instead try to max out his DEX, give him dodge and bracers of armor. My flower has the highest AC in our party. I agree with the idea that the Treesinger has a lot of flavor. And I think his plant companion is a great source of that. In my party, the flower can change seamlessly between a super cute little friend, to one of the creepiest things ever. Frolicking through the tall grass one moment, to evicerating a rat he found the next. You can have similar situations with traditional animal companions, but those can get clichè. ![]()
![]() This may not be real helpful. There is a barbarian Rage Power called No Escape. It allows you to make a double move when an adjacent opponent withdraws, so long as you can end your double move adjacent to that enemy. My barbarian has used this to great effect, running down enemies that try to flee. Our GM has also used his rage power (and penchant for unintended suicide) to great effect. Luring him into traps. Just picture that scene in A New Hope when Han and Chewie chase down storm troopers, only to be led to a room filled with enemies. ![]()
![]() I am not aware of any penalties that would apply. Perhaps somebody more learned than I could find something. I will point out that as GM you do have some discretion regarding bonuses and penalties. If it makes sense to you that there should be a penalty for the enemy rangers, give them one. It seems like a -2 or -4 would be fair when shooting at a moving target with 70ft movement. I would propose it to your players first though. Make sure they are ok with you making a house rule, and ask if they think it's fair. You are the king at the table, but more of a constitutional monarch. That's assuming this game is NOT PFS. If it is, you probably can't do any of that. ![]()
![]() Serum wrote: You're reading the the table incorrectly. That's exactly what it means. What do you think an Aligned Creature is? Where do humans fit on that table? Humans would be an aligned creature, if they have an alignment. There is nothing inherently good/evil about humans, they don't have a racial effect on their aura, or whether or not it is detectable. Most outsiders (like tieflings) are the same in that regard. An aligned outsider (like an angel) is an outsider that is tied to a particular alignment. An earth elemental with 1 HD wouldn't have an evil aura, while an imp would. Because the imp is an aligned outsider, while the earth elemental is not. ![]()
![]() Tieflings are not an aligned outsider, because native isn't an alignment. Whether an outsider is aligned is determined by their plane, and whether or not that plane has an alignment. Native usually means the material plane, which has no alignment. The idea is that Outsiders are so permeated with the essense of their plane that it alters their aura to reflect that plane. And if that plane has an alignment, the aura reflects that. Since Native outsiders are not from another plane, their auras are unaltered by their ancestry. An aligned outsider is not the same as an outsider with an alignment. ![]()
![]() The penalties aren't redundant, because they aren't both penalties. Cover means that the target is effectively hiding behind something. In this case another fighter. His ability to avoid the arrow shot is increased. Shooting into Melee IS a penalty, because the combat impedes the archer's ability to fire accurately. They aren't redundant because that is a -4 to an attack roll, and a +4 to AC. ![]()
![]() A Druid cannot use Wild Shape at all when afflicted with Baleful Polymorph. Both are polymorph spells (or mimic a polymorph spell). He needs to have that spell broken before he can start wild shaping again. That assumes the Druid was NOT wild shaped when BP was cast on him. Generally you a polymorph spell fails when cast on target already under a polymorph effect. I don't remember if there is an exception made in the BP spell. Edit: GM fiat can overcome any potential issues with your NPC if you wish. ![]()
![]() Admittedly, it is an interpretation. My group uses this interpretation. One reason is that we don't think the ability to make squeaks and grunts is sufficient for speech, regardless of the mental capacity of the squeaker. Another point against using Share Language in that way is that essentially bypasses the feat Wild Speech for the cost of a single 1st level spell, which we view as unbalanced. ![]()
![]() Share language allows creatures to understand language, it doesn't grant them the physical capability to speak. It is useless for a wild shaped Druid, who theoretically already has the mental capacity to understand his own languages. Share language wrote: The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse
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![]() A one level dip in Fighter, and using an item called the Sash of the War Champion. It increases your effective fighter level by 4 for Bravery and Armor Training. Level 5 fighters can move full speed in Medium armor, as well as reducing the ACP and increasing Max Dex. Or wear Mithral armor of some kind, if you like simplicity. If you are especially wealthy, you could combine the two ideas, get some Mithral Full Plate. Mithral Full Plate would be considered Medium Armor, you would move full speed, as well as keep your Barbarian Fast Movement. A third option, be a dwarf. If you aren't a dwarf, kill yourself and have your friends take you to a Druid ( at least level 7 I think) and have them cast Reincarnate on you until come back as a dwarf. This could get expensive, since your new race is random, but you could get lucky. I don't recommend option 3, it just seems silly. ![]()
![]() The items doesn't say it gives skill points, and Animal Companions don't use intelligence to determine their skill points (generally speaking), so this item would have no effect on Skill points. If you wanted to house rule it, and I were GM, I would say fine, your animal companion gets his class bonus plus his int mod in skill points per HD. The Collar grants +2 intelligence, so the most you could have would be 4 intelligence, which is a -3. So your animal companion would lose 3 skill points per HD. if I were feeling particularly sadistic, vengeful, or annoyed I would force your Companion to take negative ranks. Then again, my group rarely let's me take the big chair for some reason. ![]()
![]() It's not really a feat. But my favorite method of dealing with that situation (as a caster). Is to use a free action and ask my barbarian friend to kill the guy who stepped up. The barbarian is a caster's best friend. You can also insert a fighter or ranger or whatever into that role. In my game right now, it's a barbarian. Current Campaigns
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