So, since it seems nobody wants to discuss this thing anymore, I'm gonna lay down all the questions about this I wish the Devs would answer: #Q1. When a Tiny or smaller creature uses a move action to move into an enemy occupied square, does that provokes 2 AoO, one for leaving a threatened square and another for moving into and enemy occupied square, or are these 2 AoO the same one, the regular one provoked by leaving a threatened square?
#Q2. Can a Tiny or smaller creature use a 5-foot step to move into an enemy occupied square, and would that provoke an AoO?
#Q3. If a Tiny or smaller creature moves into an square occupied by another Tiny or smaller enemy creature with reach 0, will the invaded creature be able to AoO the invading creature even though it has reach 0, or will it only be eligible to the AoO if it's wielding a reach weapon? If the invaded creature can perform the AoO with reach 0, does the AoO happens after the invading creature has alredy moved inside the invaded creature square?
(Btw, with the present rules, if a Cat moves into the square of a rat, the rat get's to make an AoO on the Cat, which doesn't make sense. The Cat should have a reach bigger than the rat, so it should be the rat the one provoking an AoO from the Cat when it tries to attack the Cat. So, Houserule: Creatures with the same reach don't provoke AoO from each other when they approach to attack on melee. Only creatures with bigger reach get to AoO other creature with smaller reach than it's own when they try to approach to attack it.) #Q4. Is "moving into" an enemy occupied square a specific action or can it be done as just a part of regular movement?
#Q5. When a creature 3 sizes larger then it's enemy moves through the enemy's occupied square, does that also provokes 2 AoO or only 1, for leaving a threatened square?
#Q6. Can a Tiny or smaller creature teleport into and enemy occupied square, and would that provoke an AoO?
#Q7. Can you use Accrobatics to avoid the AoO for moving into an enemy occupied square? What if you move into with a 5-foot step, can you use Accrobatics then? What's the Accrobatics DC?
#Q8. When a creature 3 sizes larger or smaller than the other moves through the enemy creature occupied square, can they use Accrobatics to avoid the AoO for moving through? What would be Accrobatics DC?
Helpfull Article: Kobold Press: Size Matters (by Skip Williams) Rules of the Game: Attacks of Opportunity (Part Two) by Skip Williams In the end, the main reason why the AoO for moving into is just a reminder of the AoO provoked by leaving a threatened square, and as such can be avoided by a 5-foot step, is that, otherwise, anybody fighing a Tiny or smaller creature would be able to just take a 5-foot step to get out of it's reach, which would force the Tiny creature to take another 5-foot step into the square it moved to, and provoke another AoO, every round. It's unbalanced, unfair and doesn't make sense.
Tribune, I'd appreciate if you would stop asking others to simply "stop debating" and stop saying "your point is wrong", specially in a situation where the point is undetermined by the rules. Even if, in the future, you happen to be right, there's no need to be a @#%* while trying to stop others from proving otherwise, simply by smashing the "You're wrong" button. Please, try to contribute with someting to help prove your point, instead of just saying "the rules are clear". We're not computers, computers don't question the rules of the programs that runs them, we do. People have always questioned how to do things outside the scope of the written rules. I thought what we were trying to do here is determined if the AoO for moving into an occupied square is independent or if it's the same one for moving out of a threatened square, determined that by using other indirect rules (like acrobatics, but that wasn't enough to determine it) Even if there was't any quote in the acrobatic rules to solve this issue, as they say "where there's smoke, there's fire". Ozzy did have a point in thinking that moving through could be related to moving into, he was half way there. In the end, the acrobatics rules serve as an indication as to what moving into might be, but nothing more. Still, and indication is better than nothing.
I posted these links back in Here: Post #195 It was previously pointed out in an older thread by DM Blake,Here. Rules of the Game: Attacks of Opportunity (Part Two) by Skip Williams Quote: If you're a whole lot bigger or smaller than your foe, you can move through and even stop in the foe's space (see Player's Handbook page 148); you also can do so if you're size Fine, Diminutive, or Small. Entering a foe's space normally provokes an attack of opportunity from that foe, but if you use the Tumble skill to enter the space, you don't provoke an attack of opportunity from the foe if you make your skill check.
Lune wrote:
I'll reply to this so we can keep the thread going. The way I see is this, every player is entitle to: BAB 0-5: 1 attack
You can choose to attack with a 2H weapon for more damage or with a 1H weapon and use a shield for more AC, or use the other arm for something else. You can choose to TWF, but the penalties are horrible unless you have the TWF feat. So we have: BAB 0-5 + 1 Feat: 1 attack +1 extra off-hand attack (-2 penalty to these attacks)
If you have "Special Ability: Bite", you can do all of the above attacks, plus another extra Bite attack at -5 penalty to attack. Now, if your race has 2 claws instead of hands, you can make all of the above attacks OR you can: BAB 0-20: 2 claw attacks (No penalty to these attacks) Alegendly, the 2 claw attacks should be equivalent to a regular player's weapon attacks. I think, if a player wants to attack with one 1H weapon and a claw, the claw should "eat up" the off-hand attacks. This way, the players who have the "Special Ability: Claws" will be able to make one extra attack, equivalent to if they had spent one feat on TWF. But if the players wants to make a full attack with a 2H weapon or TWF, I'm sorry, but in these cases the claws would just be wasted, just as would any Bow feats the character may have while he's not using a bow. All that I said should work the same way for both weapons and unarmed strikes. So, if you can't make extra claw attacks if you are using weapons, you also can't make them when you use unarmed strikes.
Depends. If you don't mind believing you're playing in a world like Final Fantasy where combat actually happens in turns, then fine, you can attack and then raise your shield while you are defending in wait for your turn again. Now, if you wanna imagine things happen like in the real world where nobody's waiting for the other and everybody's turn happens at once, then you'll have to see that what you do in your turn takes the entire time of your round, and everybody else is attacking you while you are taking your action, so if you were not using your shield for the entire time of your action it's like you didn't use it at all during this round.
Vod Canockers wrote: Cohorts normally get half shares I think some of you guys are missing the point. It's only natural/logical/obvious that cohorts will get a share of the treasure, they are not slaves and it's not like I expect their share to fall from the sky either. The question is, does their share impacts on your expected wealth, according to your level, or does the feat simply gives you a "companion" creature, 2 levels lower than you, power wise, regardless if the creature requires equipment or not. Again, if I choose to have a dragon mount as a cohort, is it supposed to get a share of my treasure? What someone said ealier made sense to me, if a cohort dies and you get a new one, it will come with his own equipment, likewise, if you get the Leadership feat at level 20 instead of level 7, you'll be saving around 500,000g. I think that, since the party is considerably more powerfull with a cohort, the GM should probably have to raise the monsters power level accordingly, and as such the treasure will also be greater, so, the players should still maintain their expected character wealth and the mere presence of the cohort will be providing the extra treasure that will be his share, enough to maintain his expected cohort wealth. Just because the cohort expects to get some treasure it doesn't mean it has to come out of your share, the GM can just adjust the treasure so that everyone gets their expected share, according to the Character Wealth by Level table.
Who do you think is "The Best" villain of all stories? Some villains are just better than others, some have petty reasons to do the things they do, some are just bad because the story they are in just don't make much sense. I'm trying to find who would be the Biggest Baddest Evilest Very Greedy, Heartless, Sadistic, Deceptive MF out there, who would be the last one standing if they were all ploting to destroy each other. I'll list the ones I think are the best, list a few reason, and say a favorite in the end, not necessarily among the best, but just because I like it, and I ask you to do the same. The Devil - This is just for perspective, but one could say Satan should be the most evil bad guy there is or was right? Although, I do find a lack of motive. The only reason he has to do evil is "just because", and that feels too simplistic. Very Evil Cruel Sadistic Evil Bad Guy - A regular human, just a very evil one. I can't think of one specifically, but I think a simple very bad guy could be a very good vilain, with simple motives like money, power, pleasure, fun, these are all reason one can understand why somebody would do awfull thing to somebody else. If a simple human finds a way to trample over everybody elses's happyness in order to get some benefit, even if its a little, that should make a good villain, as long as the story makes sense, that the juice is worth the squeeze, unlike Nero from the new Star Trek, who wanted to destroy a bunch of planets to create a safe universe for his home planet, and the crazy crew that thought that was a good idea. The Joker - Very "good" villain, authentic, his motives are consistent, he just want's to see the circus burn, and his relationship with Batman, where he's always trying to corrupt the Batman, see if he'll snap and try to kill him, and the fact that his crazy scheems are somewhat umpreditable even to the world's greatest detective makes him one of the best villains, in my opinion. Lex Luthor - Different from the Joker, who's crazy, Luthor is one of the best Evil genious, creating very intelligent plans to achieve his goals. I loved how, in the smallville TV series, most of his conversations would end up with the other guy saying "What do you want, Luther?" and he's say "I want this, this and that.", like, he would always manipulate other to get what he wants. His motives are good too, he see's himself as a god among men, but when a "real god" shows up (superman) he can't accept that and keeps trying to find ways to become better than superman, to show his superiority over him, not just kill him. Rapunze's Step-Mother - Again, I can't think of anyone better specifically, but I'm thinking of the type of villain that's very deceptive, lying to everybody to get what he wants, and sometimes the hero will even know the villain is lying to his face, but he's the only one who knows that and can't convice everybody else that the villain is lying. I find this type of villain very "true", now all it needs is a good motive for all these lies. Favorite: T-1000 - I just love this guy. He's not evil, but his motive is simple. He's a machine, his sole purpose is to follow his programing. He has no emotion, no remorse, doubt, fear, no nothing, and he will stop at nothing to kill the poor soul he's after, not to mention he's literally a killing machine. On top of that, he's nearly indestructable, doesn't matter what the hell you try to do with him, he'll just "heal" himself and keep on coming after you, really unstopabble. And, how could we forget, he's made of liquid metal, I mean, how cool is that...
Partizanski wrote: Everytime this come up, I always remember the super saiyan mythic barbarian fight, where two come and get me barbarians with mythic combat reflexes infinitely provoke from each other attacks until the end of time. And this is when the God of Reason shows up and says "Not while I'm here!", then teleports them both to oposite sides of the universe.
This is from the Rules of the Game 3.5 Archives, by Skip Williams: Stand Up from Prone: Use this action to get up when you're lying on the ground. This does not count as movement, but you're pretty darn close to defenseless when regaining your feet, so standing up provokes attacks of opportunity. Getting to your feet when seated on the ground is just as difficult as getting up from a prone position and also requires a move action that provokes attacks of opportunity. If you're kneeling on the ground, getting up takes some time, but it doesn't make you vulnerable, so you use a move action that doesn't provoke attacks of opportunity. Getting up from a chair is a free action that doesn't provoke attacks of opportunity if the chair is fairly high; otherwise it's just like getting up from a prone position.
Barbed Arrow/Bolt: When a barbed arrow is attached to a length of silk rope and fired from a bow, the arrow's range increment is reduced to 30 feet, but it gains the grapple special weapon quality. Barbed bolts exist for crossbows. Source: Ranged Tatics Toolbox. Weapon Quality - Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action. Source: Ultimate Combat. In the case of a barbed arrow, the reach should be how long the length of rope is, and it can have any lenth, as long as the character who fired the arrow was standing beside the giant roll of coiled rope. Grapple - Move:You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus. Snag Net: A snag net works like a typical net exotic weapon, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a trip combat maneuver check against that opponent; if you succeed, you may trip the opponent or deal 1 point of piercing damage to the opponent. The concentration DC to cast while entangled in a snag net is 17 + the spell's level. The Escape Artist DC to escape a snag net is 22. Lasso:A lasso allows you to entangle a foe like you would using a net. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It requires a DC 23 Strength check to break it. The concentration DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. Special: On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop. Telekinesis Spell: Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). Range long (400 ft. + 40 ft./level)
The Double Dwarven Waraxe already is a one-handed weapon, you can see it in the on the dwarven weapons table on page 17 of the Advanced Race Guide. It's basically a better version of the dwarven waraxe that grants a +1 bonus on all attack rols after the first when using cleave or great cleave, for an extra 30g. It is not a double weapon. The "double" is just fluff for double bladed. I don't like this weapon because it has an unfair advantage over the other weapons for no reason.
I can see how some don't like the idea of someone using a bow to fire and a spiked gauntlet to defend itself, but if this someone happens to be a werewolf with big, sharp teeth, I think most would see less problems with that. On the other had, it's silly to see archers adopted by orcs to be able to get the toothy trait to gain a bite attack (which, btw, would make no genetic sense) just to be able to defend themselfs on melee. In a game with access to magic items that can do anything, where imagination is the limit, it seems to be very hard to limit players to not use their hands or other body parts to attack with the weapons at their disposal, if they know how. Look, as long as the player is using only the attacks he's entitled to, from BAB, AoO, Haste, etc, shoudn't make much difference if he used it to fire an arrow, punch, kick, bite or hit with the damn bow (hopefully it will break), or whatever.
Unless you can see the future, the AoO or the Ready Action has to happen after the triggering action has already started to happen. In my understanding, a AoO happens somewhere during the triggering action, after is has started and before it's concluded. So, you can't change your action after the AoO, because you had alrady started it and some of it has happen already. What should normaly happen is for you to lose your action, like if you try to Trip with a weapon and the resulting AoO Sunders your weapon, you lose your "whole Trip" attempt, but in the case of movement, it can be divided in squares, so maybe you could use the rest of it, if you can (this is something that has not yet been adressed by the rules, I belive). Sometimes, when you "declare" you are gona take a move and a AoO makes you prone, effectively moving 0 squares, it may seem like you didn't move at all, but in fact you did. You had to start your movement for the AoO to happen but got thrown prone in the middle of it, so now you are somewhere in between squares. Legally, you can't stay there, and one point of the trip was to prevent you from reaching the other square, so the game throws you back to where you started, but in fact you wasted your action already. Anyhow, I too would like to know: If you are tripped while moving, can you use the rest of your movement to crawl/burrow while prone? If you are tripped making a full-attack, can you continue the rest of your attacks while prone?
The Klar is a spiked light shield (shield bash:1d4 x2 P,light weapon) with a blade attached to it ("Klar" blade:1d6 x2 S,one-handed weapon). The blade is a "separate" weapon, it may or may not be masterwork (depending if you paid for it) and it can have it's own enchants. The Klar's blade can be a Black Blade. The shield can be enchanted separatly as a regular spiked light shield.
Lizardfolk - Masters of the Universe Anyway, How will we know which creatures are breaking the rules if there are no rules to create such creatures? And even though some don't wanna play fighiting with their claws, I'm pretty sure some do. Well, I still would like to see an official way to advance creatures with natural attacks without changing their size, in a way they'll be in equivalent strenght to players. Until then, if natural weapons damange for different CR are not a problem, then you can just use standard damage progression to calculate all weapon damage increase by size. Universal Damage Dice Progression: -/0 >>> 1 >>> 1d2 >>> 1d3 >>> 1d4 >>> 1d6 >>> 1d8 >>> 1d10 >>> 2d6 >>> 2d8 >>> 3d6 >>> 3d8 >>> 4d6 >>> 4d8 >>> 6d6 >>> 6d8 >>> 8d6 >>> 8d8 >>> 12d6 >>> 12d8 >>> 16d6 >>> 16d8 >>> 24d6 >>> 24d8 >>> 32d6 >>> 32d8 >>> 48d6 >>> 48d8 >>> 64d6 >>> 64d8 >>> 96d6 >>> 96d8 >>> 128d6 >>> 128d8 >>> Most spells and abilities that change creatures sizes and their attacks, like the Enlarge Person or Reduce Person spells, normaly do so by a full size change, from Small to Medium or Medium to Large sizes. These full size changes, when they increase a creature size to anything beyound medium size and more than 1d8 damage, they advance 2 steps in the damage progression for every full size change they suffer. Likewise, any full size decrease to anything below medium size or any damage less than 1d8 will adavance only 1 step in the damage progression. For example, a Halfling using a Greatsword(1d10) and under an Enlarge Person spell will be dealing only 2d6 points of damage with it, only 1 step above in the damage progression, since he's a small creature and the size change didn't bring him beyond medium size. Now, the same Halfling under a Giant Form II spell would get to Large size, and this second full size increase would his Greatsword to deal 3d6 points of damage, 2 steps above his previous full size increase, because now this 2nd size increase got him above Medium Size to Large size. On another example, if a Human using a Short Sword on each hand(1d6) were under a Enlarge Person spell, his Short Swords would now be dealing only 1d8 points of damage, only 1 step above in the damage progression even though the spell brought him to Large size, one full size incrase above Medium, because his Short Swords were only dealing 1d6 points of damage before that size increase. If instead of Short Swords the Human were using Longswords(1d8), then this full size increase would bring his damage to 2d6 with each Longsword, 2 steps above in the damage progression, because now both his new size is beyound Medium and his weapon was dealing at least 1d8 points of damage. - Any weapon who's damage got reduced below 1 point of damage now does no damage at all, it's become smaller than a needle and represents no threat under our average HP scale system. - Enlarge Person spell doesn't stack with similar spells and abilities that change the creature's size, like Beast Shape, Plant Shape, Giant Form, Form of Dragon, Elemental Body, Polymorph, Shapechange, Righteous Might, Animal Growth. You may only have one form at a time, so you may only under the effect of one spell with polymorph subschool, though you may be under the Alter Self and Enlarge Person spells at once. Wils Shape is a supernatural Druid ability, but it seems to also not stack with Enlarge Person or similar spells and effects. - The Strong Jaw spell stacks with spells and abilities that change the creature's size. - Other effects that increase your weapons and natural weapons size should not stack, like Improved Natural Attack Feat, Lead Blades spell, Impact magical weapon special ability, Bashing magic shield special ability or Jotungrip's Titan Mauler ability. Shield Spikes do stack with Bashing magical shield special ability, to a total of a damage as of a shield 3 sizes larger, equivalent to another one handed weapon with the Impact magic weapon special ability. The Monk's Robe is an strange item that seems to stack the other effects. A Monk may not benefit from the Improved Natural Attack Feat, but he may benefit from the Lead Blades Spell with a Ring of Spell Storing or an Amulet of Mighty Fists with the Impact special ability, although Unarmed Strikes are normaly considered Light weapons, it shouldn't be unreasonable for Monks to use the Impact special ability, after all they do pack a punch. In theory, Jotungrip and Impact special ability could stack, since one ability allows a creature to wield a weapon larger than he could and the other ability doesn't actually change the size of the weapon, just it's impact, but for game balance these two are viewed as the same type of bonus, extra size damage bonus if you will. Sidenote.: Understand how weapons damages are determined: Weapons of the same "size" may have different damages. A Greatsword is a martial two-handed weapon that deals 2d6 of damage. A Glaive is a martial two-handed weapon that deals 1d10 of damage, but has reach to compensate. The Kyoketsu shoge is an exotic two-handed weapon that deals 1d4 of damage, but has reach, disarm, grapple and monk special properties to compensate. For every special property a weapon has it's damage decreases by one step in the damage progression. Commom special properties are Blocking, Brace, Deadly, Disarm, Distracting, Double, Fragile, Grapple, Monk, Nonlethal, Performance, Reach, Trip. A light-weapon is considered as an weapon special property. Ranged weapons also count as a weapon special property, and the longer the range the less damage they do. A critical range of 19-20 counts as one special property, and so does a x3 critical multiplier. A critial range of 18-20 and a critical multiplier of x4 count as two special properties. Weapons should not have both special critical range and multipliers, only one of the two per weapon. A Heavy Mace is one of the most simple weapons, it a one-handed weapon that deals 1d8 of damage with a critical of 20/x2. Martial weapons are better than simple weapons, so they either do more damage or have more special properties than simple weapons, like Warhammer is exactly like a Heavy mace, but has a better critical multiplier of 20/x3. An exotic weapon is better than a martial weapon, like a Dwarven Wareaxe is exactly like a Warhammer, but has a better damage of 1d10 and is slashing instead of blunt. Two-handed weapons are better than one-handed weapons, but require two hands to use.
How do you even hold brilliant energy bullets? If you try to put them over a table, they would just fall through it and through the floor. I guess you could say they only turn brilliant when you fire them. This could explain how an arrow can become completly made of brilliant energy to be able to completly pass though walls. The "significant portion" thing shoudn't really matter, as long as you are living you could hold a weapon completly made of brillant energy (just don't get disarmed). As long as you are using it right, to bypass armor and shield (and in this case other non living things) and not attacking vampires who just "ate" with it, the significant portion or no-portion should not matter to game mechanics.
Quote: Keep in mind that the illusion is essentially static. In other words, like that painting, the illusion of the corridor is pretty good when viewed from the correct angle, but if you were to move to one side, it wouldn't look quite right. Maybe, if it's just one person, then the illusion could change to the point of view of that one person, if the illusion can be changed. If it were a psionic "illusion" then it would function for all points of view, as the illusion this time is inside each persons mind. Quote:
To maintain the logic of illusions an physics inside the game, I see no problem with him hiding inside the statue, even if it's not RAW. Maybe you could consider that glamers adapt themself to the movement of whatever they are "changing", like a Hag disguised as a beautiful woman, and that illusions do not adapt, in the same way as glammers do, that is. So, in the statue case, the wizard would not be able to move. If it was a glammer spell, maybe he would and the statue would move too.
I don't understand the math behind the Monk's Unarmed Damage progression. Soon their damage catches up to the damage of regular weapons and at level 10 they start doing Greatsword damage with each "hand", that if they don't do anything to increase that damage before that. I'm not questioning the pattern of how it increases (btw, it's around 50% with every size category larger), I wanna know why did they make that base damage increase so much, why not stop it before, like at 1d10? TWF with Bastard Swords and only -2 penalty seems pretty good to me. It makes me feel like a Fighter or Ranger will never be able to have weapon damages as good as those. AND, the real problem lies with increasing size and using other spells to buff that up to bizzarish 12d8+ base damages. Also, I always thought the Monk's Unarmed Damage increased because of his "Kung Fu", and I don't see how that adds up to size increase. His Kung Fu skill won't matter much when he's crushing your whole body with his colossal finger. You should not be able to use that crazy base damage with other size increases spells and other abilities, the math is just broken, and I wanna know why did they do it this way. |