If the party is attacking the BBEG and he casts dominate person on the Barb and said barb fails the will save, the BBEG commands the barb to come to his side and protect him. What happens next? Would this be considered to be "forced to take an action against his nature?" If so having just failed a save would he be immediately make another? And then would he have to take one every round? Thanks for any help with this. PS Barb is N if that matters.
Hi Dela,
luke (dot) bensons (at) gmail (dot) com
Kickstarters are stupid. Dont do them and you should be fine. There's a lot of talented writers and game designers out there of which Gary is definitely one. Would I give any of them money to write and publish something? No. Show me the product and I will decide whether its a good purchase or not. Kickstarters are stupid. You may be putting someone into business that has no idea how to run a business and then you get mad that they cant run a business when you put them there in the first place. Don't assume that because someone can design a killer game that they can run a business. Left lobe , right lobe thing, anyway... What were we thinking? Good heavens......
Shifty wrote: Hence Tanglefoot bags drop a flying creature to the ground regardless of whether it has movement left and even not on it's turn - bizarre but true. Huh? It just amazes me that this can be accomplished all within 6 seconds. But of course it makes perfect sense citing your example there.
I have a PC who is asking whether or not a flask can have MW or magical (+1,2 ect) qualities. I am having a hard time finding a ruling on this. His argument is that since ammunition can gain this quality then crafted flasks should also have the option of having this quality since he can have a "flask Launcher" or a "launching crossbow" which basically makes his flasks ammo. I am not sure if there are guidelines for this.
Jesse Davis wrote:
How would I go about doing this the PDF's are encrypted.
I was wondering if hovering is a separate action or is it part of somethings move action. For instance; A dragon uses its flyby attack to use its breath weapon on some unlucky party. Can it move in, hover (causing a cloud of debris while it breathes) use its breath weapon and fly past in the same round? btw it has flyby attack and hover.
Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you. Is a natural claw attack considered a melee weapon attack?
I was wondering how a weapon like this works. It says;
Benefit: You can use an ogre hook to make trip attacks. Weapon Feature(s): trip My question is when a character is using one and makes a successful attack does it deal its damage plus get an additional CMB roll to see if it trips?
In our campaign my players are moving through an area on dog sleds. They have come to a point where 80 ft in front of them are 4 rangers with bows ready to attack. They have decided not to stop but to plow oon through. Do they gain some advantage against the attack because I think they have a movement rate of 70ft on the sleds. It seems it would be more difficult for the ranger to hit them moving at that speed.
I'm not sure I understand the problem here. It sounds like he's built a pretty cool character and put some thought into it. It doesn't sound very overpowering to me at all. Personally I wouldn't be looking for ways to nerf him I would be looking for ways to set him up with situations he can shine in. That way he will have more fun and feel rewarded for his cool build. It seems strange to me when a DM wants to nerf a PC thats pretty F'in cool. He wont ruin your game unless you let him. Relax, take a deep breath and remember it just a game. Lets have some fun. You might learn something.
Last night one of the PC's in our game became possessed with an incorporeal spirit. Something called a screamer. Once he was possesed the screamer started a suicidal frenzy trying to make the possesed PC kill himself. One of the party members used a cmw spell in an attempt to damage the screamer. He had to make a touch attack on the possesed PC because he didn't want to be healed, he was hell bent on suicide. The touch was successful and damage was dealt to the screamer only. I told him that I would allow the spell to either damage or heal but not both. Did I play that out right? How would you have done it?
I know how you feel. The first time I dropped a PC I felt pretty bad about it but, all and all its a game. If there is no chance of death then its not a very good game. I have since decided that I wont pull any punches for either side when it comes to letting the dice fall where they will. Overall I think my players appreciate that sense of danger and thats what keeps them coming back. If a 7th level player is still charging into combat then I say the gloves are off and it may help that person to be a better player in the future. I am not too sure how the guidelines go for PFS but I think "fudging" might be frowned upon for either side.
I posted this in the advice forum and realized I should have posted it here. I was wondering if these 2 can be used together. The description for ring of force shield says:
Does wearing and wielding this still leave you with a free hand (the requirement for crane wing) if your weapon is in your other hand?
I was wondering if these 2 can be used together. The description for ring of force shield says:
Does wearing and wielding this still leave you with a free hand (the requirement for crane wing) if your weapon is in your other hand?
Macgreine wrote:
To give a better example: Sir paladin knight hails from a kingdom that taxes people beyond what seems reasonable in everyone eyes. But being a lawful good guy from said kingdom sir paladin see's the peoples reluctance to pay the taxes as an evil act. Although the people may be good they feel the taxes are not justified. But sir paladin see's it as people breaking the law of what is good and right and expects everyone to pay these unreasonable taxes because of his religions political affiliation with the kingdom.
It seems to me Paladins should be all about redemption. The evil act is forgiven in hopes of the actor being converted to the paladins religion. The evil being is always given a chance to cry for mercy and salvation from the evil that motivates it. If none of this happens its the paladins job to eradicate the evil it encounters. He should have no tolerance for evil beyond that. This only applies if the paladin is motivated by religious duty only. Some paladins also believe that they have a political rhetoric to live up to that somehow their religion has adopted. It can get complicated. Just look at how politics and religion divide people in real life and you will know what I mean.
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