Leaf Leshy

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Question 1: The DC and damage for catching fire via the Burn extraordinary ability of a small fire elemental is amplified if it basses from one burning character to a second. Am I reading this right?

More Details:
A small fire elemental uses its Burn ability to deal fire damage to targets that it hits with its slams. The damage is 1d4. Victims of Burn must make a Reflex save of DC 11 or take an additional 1d4 each round. However, if another creature makes an attack against the burning creature using natural weapons or an unarmed strike, the attacker follows the catching on fire rules. Thus the Reflex save becomes DC 15 and the amount of damage eachround becomes 1d6. Am I reading this right?

Question 2: The rules for the Burn ability state that a creature making an attack against a burning creature using natural weapons or an unarmed strike, should follow the rules for catching on fire. However, what if a burning creature makes an attack against a non-burning one? For example, should I apply the catching on fire rules to a target that is attacked by a burning treant or wooden golem?


2E PHB (for interest) wrote:

Missile weapons are intended mainly as long-range weapons. Ideally, they are used

before the opponents reach your line. However, ideal situations are all too rare, and
characters often discover that the only effective way to attack is to shoot arrows (or
whatever) at an enemy already in melee combat with their companions. While possible,
and certainly allowed, this is a risky proposition.
When missiles are fired into a melee, the DM counts the number of figures in the
immediate area of the intended target. Each Medium figure counts as 1. Small (S) figures
count as _, Large as 2, Huge as 4, and Gargantuan as 6. The total value is compared to
the value of each character or creature in the target melee. Using this ratio, the DM rolls a
die to determine who (or what) will be the target of the shot.


Ok. Perfect. Will have to dig out my books, but I really think it's in the version I have. Thank you so much!


wrote:
D&D 3.5 used to give you the option to either take a -4 penalty or risk a 20% chance to hit an ally, but they have removed that option in Pathfinder. I still allow the choice in my homebrew games

I thought that I remembered something like that. Do you know where in the 3.5E rules to find it?


My ruling on Profession is that it can stand in for a relevant skill at the player's option. So, if the player has Profession (herbalist), the player may be able to Appraise some plant-related items, identify some plants and even plant-based poisons, etc. This is just a house rule though that helps to make putting points into Profession desirable.


What about the repair line of spells here. Perhaps cheaper by the rules than a wand of Make Whole.


Hello!

I have a player that wants to fire into combat and forego the -4 penalty to avoid hitting his allies. That is, he'll take his chances and hope not to hit them. But *shrug* if an accident happens.

Is there a rule for this? Perhaps d100 to determine who gets hit if the shot is successful or something else?

Side note that any existing rule for this seems like it would be tough to manage because the ACs of allies and enemies are likely to be different, compounded by which targets, if any, get the +4 AC for cover.

Thanks in advance for your help!