I have a player with a 6th level shifter with the octopus aspect(a class I wasn't familiar with until now). He used Wild Shape for the first time last session to become a giant octopus, giving him 8 tentacle attacks a round (with grab). I went with it at the time because it was late, but is this right?
Beast Shape II:
Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.
I can see where he's going from one to the other, but it seems to me, the wording about major form of the aspect takes precedent over the spell description. According to that, he would be limited to a regular octopus. Can someone please double-check my reasoning on this? Thank you in advance.
I am very late to this party. I had actually forgotten about the physical part of this bundle until a friend asked if I'd gotten my miniatures. I got the $45 dollar bundle, did that level include the minis? I've clicked on Partner Redemptions and it shows where I can arrange shipping for the comics (which I've just done), but it doesn't say anything about minis. Thank you in advance.
NO. NO. Its not possible. I can't be the first person to put one of, if not the, best quote ever on this list.
"I have come to chew bubblegum and kick a$$...and I am all out of bubblegum." -- John Nada, They Live.
"If this be madness, I've neither need nor want of sanity." -- Unknown (Has anyone heard this one before?)
Alex Ross is a phenomenal artist, but I have to say, this is a weak design. All that chrome on top is going to be a pain for the regular art team to pull off, month after month. In truth, Ross himself is probably the only artist who could make it look halfway decent. IIRC, he did a similar design for Spider Man, at about the time of the first movie. THAT one was excellent, harkening back Steve Ditko's early art. But here, it’s just not as sharp.
I think with respect to lawful good and paladins, my simple litmus test is "what would Superman do?"
"What would Batman do?", I think, is also a good metric.
While I agree with most of the posts here about paladins not havin to be Awful Good or Lawful Stupid, there is something I think bears pointing out. All the suggestions here require the paladin to make the sacrifice, to compromise his feelings, belief, etc. The anti-heroes get to go blithely on their way. Referring to recent OOTS, Hinjo's desire to press on and continue fighting for his city, his home, is legitimate. (OK, I'll stop playing with BBCodes now.) Choosing the lesser of two evils , is still choosing an evil (last time, promise).
Sorry, just felt it had to be said.
Specifically, Legion of Sentinels. IIRC its a Soc/Wiz 3 illusion spell that creates a small squad of swordsmen in one place (I don't have my copy handy). It states that the swordsmen can make one AOO a round, have AC 25, and I forget how many hits, but it doesn't say what bonus to hit or damage they have. Can they make a regular attack on your round? Does anyone have a clearer idea of the particulars of this spell? Thank you for your time.
Except that all core classes are banned. Like I said, this is partly my own fault. The players may only take the classes from the complete books, the minatures handbook, and some of the monster classes from savage species. The scout doesn't have the option of multi-classing into fighter. Part of the point of this campaign was to test all the whining and teeth gnashing about how superior the complete classes are over the core classes.
Maybe you need to reiterate to the players that this campaign was supposed to be (partially) an experiment, to playtest the non-core classes? Perhaps you'd be better off limiting the races to core.
Dragonchess Player wrote:
The duskblade needs 1) a speed boosting item or spell for a retreat and 2) smart tactics. Get in, lay the smack down for a couple rounds, then get out. He doesn't have the staying power of a barbarian or a fighter, so he shouldn't push it. Even with the "-blade" in the name, he'd be better off as a spiked chain wielder with Improved Trip.
The duskblade CAN do the job, but, admittedly, he will get chewed upon doing it. A couple of months ago, in the Eberron section of the wizards site, they had a series called Clockwork Wonders and a item called gliding boots. Similar to boots of springing and striding, they allowed you to make a 10' adjustment without drawing an AOO, instead of a 5' one.
As has been mentioned before, choosing an actor to "play" your character is a good idea, and I'm going to try that soundtrack idea.
One thing I do is ask myself some quick questions about the character, like what his (or her) favorite color is, are his parents still living/when did they die, how does he wear his gear and why, that sort of thing.
Champions was the system that got me started role playing. It may be a bit intimidating at first, but once you get the hang there is almost NOTHING you can't do with it.
Ender, I think you’d be better off with a melee build. The fighter’s strengths lie in close range physical combat. The wizard’s strengths lie in range and versatility. Fighting a sniper’s duel in an essentially open field against a wizard is playing his game on his terms. With fly, he’ll be able to take the high ground and negate whatever cover you can find.
Also, depending on how the officiating DM handles it, winning initiative may not be as important as you think. From what you’ve described, the two of you will be placed randomly on the field. Unless you wind up in line of sight from the get go, you’ll be relating you moves to the DM in secret until you do. As a DM, it’d be easier for me to have you roll for initiative once you’re placed and then take turns on movement.
Here are my suggestions, which may or may not be worth the paper they’re printed on:
- As I said earlier, I think you’re better off with a melee build. Focus on a spiked chain as your main weapon. It gives reach and allows adjacent attacks, and can be used for trip attacks. Get an animated (defending?) tower shield, since it can provide cover. If your budgetary rules will allow it, get a luck blade instead of a ring of three wishes. It’ll give you a re-roll and a +1 luck bonus to all saves in addition to three wishes. It only has to be on your person to use, so you can still wield the spiked chain and frees up a ring slot. You should have both a ring of protection or freedom of movement and a ring of counterspell: disjunction.
About ten years ago, I played in an all-warrior AD&D campaign. In the middle of the dungeon, we find a +3 greataxe. The only problem: none of us had WP: Axes. So we continue on and come across three chests. We'd encountered a similar setup before and, by sheer luck, avoided their traps, so we're worried about these new ones. It then occurs to me, "Hey, that axe was 5 or 6 feet long. We'll use it to smash the locks. So what if we're not proficient." Well, it worked and on we went. A little later we came to a door with no key. We all tried to simply break it down, but we all failed. I said, "I pull out the +3 lockpick and try again." Nailed it on the first try and thus was born the Fighter's +3 Lockpick.
Read the Mordant's Need books FIRST: The Mirror of Her Dreams and A Man Rides Through. If you can read those two books without slitting your wrists, you may then ATTEMPT to read the Covenant books. "Mirror" was hard to get through (the heroes could do no right) but compared to "Covenant", it is positively cheerful.
If I had read "Need" first, I might have had more patience for "Covenant". I slogged through the first one and started the second, but I just couldn't finish it.
What really turned me off about the Chronicles was what Jade was referring to. It seemed like every other page, Thomas was telling himself (and us)," This isn't real, this isn't happening, I'll die if I believe..." Makes it just a *touch* hard to get into and stay in the story when the main character, though which we are supposed to experience it, jolts us out of it every 30 seconds.
Duskblades were what sold me on the PHB II. I'm playing one in AoW and have been looking a possible PrC to go into, but I haven't found one I like. The best I've found so far is Dragon Disciple, but it'll push my 5TH level spells out of reach. I'd like one that continues my spell advancement. Does anyone have any suggestions?
Thank you, for your time and attention.
You should be able to write directly on to SuperBeast's 9-pocket sheets with either china markers or wet-erase, battlemat markers.
Also, 3M makes a low tack Scotch Magic tape that would lift off of the cards with no problem. It is a (semi-) clear tape with Post-It note adhesive. A couple of strips across the back over the note area should laminate it nicely.
I’ve been reading the boards for a while now, but this is my first post, so I hope you’ll forgive me for being a little long-winded:
When I was about nine years old, my oldest brother made a sword out of a piece of aluminum for the SCA. The hilt was wrapped in cord and had wooden bed knob, painted black, for the pummel. It was the coolest thing I’d ever seen. It was about as tall as I was, but was really light, because of the aluminum. I could hold it with one hand, but had to use both hands to swing it. Years later, as I was making my first AD&D character, I read the description for a bastard sword. My mind went instantly to my brother’s sword. And so, it became a tradition for my characters to wield bastard swords.
And so, (dramatic pause) I will declare for the bastard sword!