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If the DC is 28 and they have a +2 modifier, they can't open the door using strength. It's that simple and no different form skill checks in that respect. Note however that other party members can use aid an other (I think it applies to ability checks, if not, it should...) to grant an additional +2 and that there are often other ways to get around an ability check. forinstance, picking the lock of that door (either to open it or reduce the strength required), breaking it down using damage etc. ![]()
Why not based them around a starknive? The hilt (or maybe you call it differently) is very similar to a starknive. Unlike the starknive, you can't thrown it though you gain a shield bonus when wielding two of them (when you cross your arms in front of you, you get a nice and strong surface to catch blades). The shield bonus increases when fighting defensively or taking the full defence action. Other option might be to base them around short swords and allow the weapons to do 1d3 damage to either the weapon or the attacker on a sunder or disarm attempt.
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The character gets a +2 circumstance bonus to intimidate checks. That's the bonus you get from something like that.
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Anyone ever tried to boil their dice for 20 minutes?
btw, the hyper hygienic society we are living in is probably one of the reasons there is an increase in auto immune disease (like allergies). When the immune system doesn't get alien things to attack, it will eventually find else to attack.
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The Rot Grub wrote: Hmm, perhaps you're not getting a grasp of how I'd manage the club. First, I will need to find a way to get approval from the principal, and little elements that can spark interest in traditional subjects, using the RPG as a source of enthusiasm, I think will be a part of this. To convince the principal, I would just quote the article. You can offer all that by simply playing the game and actively encourage the players to play our their character.Quote: Whenever possible, you should always make people aware of the benefits of roleplaying, as these are many. Firstly, as a game of active communication between a group of individuals, it involves a great deal of social skill development, including speaking and listening skills. It aids the development of patience, respect, and teamwork, as those involved learn the necessity of waiting their turn, and working together to accomplish a common goal. Given the unusual and tricky situations characters in a game can find themselves in, roleplaying actively encourages creative thinking and problem-solving, not to mention visualisation and the ability to understand different outlooks, points of view, and consequences. Beyond these points, roleplaying has elements of basic mathematics, largely addition, subtraction, and basic probability, as well as providing an avenue by which boys especially can improve their literacy, especially descriptive writing. Depending on the setting of the roleplaying game itself, it may also teach aspects of history such as the Middle Ages and Renaissance. Roleplaying is also a great way to relax with friends, one that does not involve being transfixed by a television or games console, and is performed in a safe, social, indoor environment. As it is not a physically active pursuit, it is also ideally suited for children with physical challenges. Not bad for something that is also immense fun.
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Shouldn't we faq this? It's compatible with RAW though I don't think it's RAI, I think flurry of blows should have been a full round action rather than full attack action.
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Supreme wrote: At the end of the day it's flavor. You may as well just have a Barbarian, Cleric, and Wizard. Cleric has spells for traps, wizard can have spells for unlocking and scouting, making Rogue useless. Cleric/Wizard can use spells for being a face, Barbarian can tank and deal stupid-amounts of damage by himself. etc etc. You get the point. So you want to spend precious resources on something a rogues/bard does for free? Think of what you could have casted when you don't need to waste spells to find traps, remove traps, find hidden door, be the face...Or what you could have casted when you prepared the spells but ended up not needing them that day? Spells cannot replace skills. They can be a useful addition though are resource driven, something skills are not. ![]()
Ravingdork wrote:
No it doesn't. That's not what your quote says. Your question says that epic weapons have at least a +6 enhancement bonus. That dash '-' indicates a specification of what was written before the dash. In this case, it specifies a characteristic of an epic weapon, mainly that it has a +6 or higher enhancement bonus. ![]()
Detect Magic wrote: I hate it when people suggest a good rolepay character has to have ranks in Profession. It's a stupid skill with only one mechanical use - making money. Why do you see profession so limited? Just think of your own profession and what it offers you besides a pay check.
imho, if you see profession as limited to just earning cash, I think that is more based on your experience with the skill and not what a dm/player could do with it if he wants to. ![]()
Sean Mahoney wrote: You can indeed come up with a bunch of house rules to keep the rules as written from killing commoners in Varisia at normal temperatures for half the year if they are outside for an hour... but really? That should be necessary? How about we admit the rule as written doesn't work well. What house rules? The first is just a function of survival. The second is implemented in the game for a reason and I'm sure someone can come up with a quote if necessary. The third and fourth are just common sense. If I get cold, I go inside before I go hypothermic. Why would a farmer be any different? The fifth is simply a spell.The only discussable bonus is the combination of the first and fourth. One could argue that the survival bonus is granted by additional insulation just like the cloths do. However, this is only limited by the imagination of the player and dm. If they find an other way to justify the survival bonus, it's fine to apply both. Quote: It would be reasonable to say that you can't take 10 on the survival check as the check it is for poses a real threat. Do you really think the farmer should bring along a group of people to huddle around him while out for 1 hour (aid other on the check for heat)? Really? That makes sense? It doesn't pose a real threat at the time you make the check (that is, while still indoor preparing to venture out). And it's a routine action which to me is a strong indication of the possibility to take 10. A failed check means he wears his jacket backwards or forgets a hat. All he has to do is look in the mirror before venturing outside and see what's wrong.I don't see a problem with the 'aid an other' check. He receives help when putting on his cloths. All his wife does is look at his back to see if his coat is good. Or mentions what he needs to wear so he doesn't forget anything.
P.S. It's still early so I'm not creative at this time so I wrote the example based on clothing. I see little reason why something similar would not be possible with other survival based solutions. Casting of a 1st level spell will cost that farmer most of his daily income at 25g per cast. Even then the poor adept will only have a few castings a day and certainly even with the clerics help won't be able to cover even a tiny community of 50 people. Speaking based on gold value is wrong. In a small community, the adept relies on the farmers for his survival. I'm sure he'll be glad to cast the necessary spells if that means he can eat today. As for the lack of castings. It's only one of the 5 counter measures to battle the cold and if all else fails, this is a possible solution to the problem that a limited number of farming communities might resort to.
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Asteldian Caliskan wrote:
On the other hand, a well build rogue might open different approaches to the encounter through their skills and tallents (stealth, climb, disables device etc.) without expending resources from other classes. Just look at the armies today. Intelligence (not the stat, but knowing what your enemy does) and (mechanical aided) skills are atleast as important as holding the biggest gun. ihmo, you can't grasp the complexity of an encounter in simple metaphors. You can twist them and focus on certain aspects to prove each and every point. ![]()
Matthew Trent wrote:
And your point is? P.S. And I disagree btw.
It's actually quite simple. Some concepts need a prestige class. Some concepts need an archetype, some concepts need an alternative class and some concepts need a base class.
P.P.S. And you just proved my point. The prestige class are not a bad thing. You only need to find concepts that work with them. The multiclass support offered by the arcane archer and mystic theurge are good examples.
About Ilina AniriSkills:
skills Stealth is my Dabbler skill but for the base 4 Manipulation Larcency Linguistics and Heal (representing my time as an Apothecaries daughter) Knowledges:
knowledges Humanities Nature Planes Psionica Arcana Combat Data:
Good Saves Reflex and Will HP 15/15 Fort X Reflex X Will X AC X Attack Bonus +5 Base Attack: +1 Damage Bonus 1d6+2 Magic:
Magic Style: Mental Mana X/X Spells known Class:
Shroud Attunement. you are a creature attuned to the darkness beyond reality, commonly called the shroud, because of this, you receive darkvision out to 60 feet and may make hide checks while within a source of shadow that covers your entire form, even while actively being observed, |