Mathieu Legault-Forest's page

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I've just made a character with the nomadic halfling heritage feat and the emissary background.

The nomadic halfling states: "everytime you take the multilingual feat, you gain another language."

The emissary background states: "you gain the multilingual skill feat."

Does the nomadic halfling feat apply to the bonus multilingual feat from emissary?


So as opposed to raising a shield, which obviously uses a hand, could a player use their shield hand to as a free hand. Say a fighter wanted to grapple an enemy with his hand carrying a shield?

I'd say they could do it with a buckler, but I'm not sure for a regular shield. Would they need to stow away the shield or drop ot like a weapon?


1- Don't work around the rules: If you're trying to go around the rules, the DM will make a change, and everyone will be sad.
2- Develop your character: having goals and a past goes a long way to make your character believable.
3- Don't make your character too crazy: More a personal choice, but one of my most memorable character is a generic mage. But he has a personality that makes him unique.


I'll do my best, though I try not to add pop culture in actual roleplay.

Insultig:
A goblin could predict you!
I've seen a monk wear an armor better than you.
I'd rather trust an asmodean cleric.
You're even slower than a dwarven paladin.

Threat
Time to go to sleep... Real tight.
I'll shove my fist up your face so hard you'll s@&% your teeth.
Don't blink
You may want to win, but I cannot lose.

Ill add my own categorie

After a kill
You blinked!


Endency wrote:
Sorry for the long string of questions. Can I channel smite into a touch attack? If so would it be able to get sneak attack on that as well? And again if so what type of damage does the sneak attack deal? If its the energy type is it subject to the will save for half?

The feat requires you to use it with a melee attack roll, so a touch attack should work, given you use the swift action required to empower the touch attack. Also, given the chance, you should be allowed to use a sneak attack in a channel smite. Finally, for the matter of the type of damage, I can quote the Core rulebook, p.119, :Your target can make a Will save, as normal, to halve this ADDITIONAL damage. Notice the additional. The sneak would remain plain damage, like a sneak attack, and the target can roll a will save to halve the channel damage. Your damge would then be : Basic damage + Sneak damage + channel damage (will save halves) Hope that helps


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First of all, I got to say I love the thread. I know there's been some concussion over Lamontius answer, however, there is a unanswered question in there that I will try to answer: Grappling, and combat maeuvers in general.

Charge: Not officialy a Combat Maneuver, but let's cover it.
Full round action
Prerequisite: Clear line of sight, clear path, 10 feet (2 squares)
Benefit: Move twice your speed, then attack, gain +2 atk, -2 Ac.
If you move a least a distance equal to your speed and have +1 BAB, can draw a weapon in the process. You can not take a 5 foot step this turn.
Partial charge: Only if restricted to taking one standard action per turn. You only move your speed, and can not draw a weapon unless you have the quick draw feat.

In short: Double move and attack +2atk, -2 ac.

Bull rush: Provokes an attack of opportunity. Make a CMB vs CMD check. Push the enemy up to 5 feet per 5 point over the CMD, minimum of one.
Benefit: Useful to get flanking position on a tough enemy.

Disarm: Provokes an attack of opportunity. Make a CMB vs CMD. If you succeed, the target drops his weapon. If you succeed by 10 or more, drop both weapon.
Benefit: An enemy that drops and weapon must pick it up with a move action that provokes an attack of opportunity. Useful when you have multiple ally close to the enemy.

Grapple: Here comes the big one.
Provokes an attack of opportunity, Make a CMB vs CMD. If you succeed, both you and the target are considered grappled. You can end the grapple as a free action.
Grappled: -4 dex, -2 atk, -2 combat maneuvers not related to the grapple. Can't use action requiring 2 hands.
Next round: Make another grapple check, with a +5 bonus, to maintain the grapple. If you succeed you can: 1. move half your speed, 2. deal damage equal to unarmed or with one handed weapon. 3. Pin the enemy. You lose your dex bonus if you pin the enemy
Pinned: Cannot move, no dex bonus, -4 ac. Does not stack with grappled effect.
Breaking the grapple: Make a CMB or Escape artist check vs CMD
Benefit: Gives control over the enemy's movement, as well as debuffing the AC. Useful when you dont want to kill an enemy, or on the opposite, kill an evasive enemy.

Overun: Provokes an attack of opportunity. The target can let you pass or try to stop you. If he tries to stop you, make a CMB vs CMD. If you succeed, move through the square. If you get 5 points over the CMD, the target is prone. You cannot end your movement in an enemy's square.
Benefit: Can get to the backline of a fight if the path is blocked.

Sunder: Provokes an attack of opportunity. Make a CMB vs CMD. If you succeed, you deal damage to an item held or worn by the target.
Benefit: Can destroy the advantage of a specific item.

Trip: Provokes an attack of opportunity. Make a CMB vs CMD. If you succeed, knock the target prone.
Prone: -4 to melee attacks. No ranged attacks (except crossbows). +4 Ac vs ranged, -4 Ac vs melee. Standing up is a move action.
Benefit. Debuffs the target Ac to hit it better with melee attacks.

In short, all these actions aren't necessarily to most optimized actions. There might be better stuff, and some effects are rather similar aka trip vs disarm. But using these actions add a lot of flavor to a fight. Rule of thumb, CMB vs CMD, get an effect. Cheers


There's no official rules for alcohol, beside the little text box in the drugs and addiction of the gamemasters handbook. Personally I didn't like this rules, I thought it was really rushed, and though it might work for some party, I designed my own rule for alcohol. They can be applied to pretty much any sort of general alcoholic drinks, and if there needs a stronger drink, the game master can either design a new affliction or increase the dosage.

I consider alcohol to be a drug, using the same stats as in the gamemaster's handbook:

Type: ingested, Addiction: minor, Fortitude Dc 8-10(DM choice)
Price: Varies
Effect: 1 hour; +2 Charisma
Damage: 1d2 Dex and 1d2 Wis

Using this homemade formulae, I consider the addiction to be minor when regarding moderate alcohol comsumption. An excess could raise it to a more severe addiction. The very low fortitude save is more there to really put emphasis that nearly anyone can have a drink without much longterm effect, but heavy comsumption can add up quickly. As for the effect, the added charisma is to reflect the increase in confidence that alcohol provides. Remember that multiple doses wont have stacking benefits. And excess of alcohol could eventually give a penalty to charisma, at the DM discretion. The penalty on dexterity refelcts the lack of coordination while the penalty on wisdom reflects the weakened senses of the target. These bonuses stack. The low fortitude save also makes it that addiction rarely last for very long, since each day without any alcohol will reduce the check by 2 up to the minimum, which pretty much sums up a character being very heavily hungover.

I designed these rules for the Drunken Master Monk I was planning on maybe playing someday, and I thought alcohol should have its benefits and drawbacks, thats it folks. Enjoy


How would Dweomer retaliation work with dispel magic. In the case you make the concentration check because the spell was level 4 or more, would you retain the spell the enemy casted, or dispel magic, or none of the above?


I'm somewhat conflicted on wether or not I could apply the effect of the defensive feedback arcane discoverie on the resistance class ability of the abjuration school of magic.

Defensive Feedback:

Rather than dissipate damaging energy, you can redirect some of it back to its source.

Benefit(s): When an abjuration spell you cast prevents damage (with damage reduction or energy resistance), if the attacking creature is within 30 feet of the protected creature, the foe takes 1d6 points of damage for every 10 points of damage prevented.

Resistance (Ex): You gain resistance 5 to an energy type
of your choice, chosen when you prepare spells. This
resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance
changes to immunity to the chosen energy type.

So I would suppose that it is not applied, since Resistance is an extraordinary ability, which are not considered magical. On the other hand:

Energy Absorption (Su): At 6th level, you gain an amount
of energy absorption equal to 3 times your wizard level per
day. Whenever you take energy damage, apply immunity,
vulnerability (if any), and resistance first and apply the
rest to this absorption, reducing your daily total by that
amount. Any damage in excess of your absorption is
applied to you normally.

This ability is supernatural, and is considered to be magical. Could I apply the defensive feedback discoverie, or would it only work on fully fledged spells?