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![]() I understand that since they are both full round actions a monk can't use his flurry of blows with spell combat however can a monk use his stunning fist ability (or version thereof such as Crushing blow) and spell combat? If so, then since the rules state that one can choose which to use first if a monster is stunned first before the spell attack it would lose any DX bonus to AC to help with the spell attack right? ![]()
![]() The big thing that seems to come up is that in a village of 201 how many people makes up a labor unit if everyone is busy in the town rebuilding the walls, farming etc.? Or does that even matter as long as we have the gold to pay for what we need done (purchasing as opposed to earning) the buildings just get made in the amount of time that we added up for each room as in the case of my Inn/Brewery 233 days? ![]()
![]() The capital spending limit per day in a village is 10 units. Is this a grand total for all PCs looking to build something or does each PC have access to those 10 units per day? My party is in a frontier village that we would like to build numerous buildings in: an inn/brewery, a smithy, a couple of temples to different dieties, and an alchemist shop. We have calculated the types of capital for each building, but the question remains: how many projects can be started? Our DM has been trying to figure out how many people one unit of Labor is to determine the projects started.
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![]() I probably should've specified: I'm a Rogue 6/Shadowdancer 1 who has 5 ranks in Craft Alchemy (total bonus +12). We are in an area rather remote and a budding (still being built) small town so many items magic and otherwise are extremely hard to come by which is why I took the ranks so I can make stuff we normally can't get. It just doesn't seem fair that a +2/+3 bonus magic item can take less time than a tanglefoot bag if I don't roll great. I will probably end up taking Master Alchemist at 9th level but I'm just trying to find a way to balance the system. ![]()
![]() I have a few questions regarding Craft (Alchemy), and a small rant probably so please bear with me: Why is it that a spellcaster can craft a 7000gp item w/ a permanent bonus in one week and it may take more than one week to create an antitoxin that is only worth 50gp and a one use item? Compare that to Brew Potion which is only 2 hours for any potion under 250 gold. What happens if my first week of progress for an antitoxin (value 500sp)is a total of 400sp, then I get the same roll the next week, can I use that extra 300sp toward another batch of antitoxin or something else? Even with only one alchemist lab (CRB) how many items can be crafted? In Ultimate Equipment an Alchemist Lab room it says up to 3 people can use it. If it takes one week or more to create one item how is it that shops can exist? It just seems extremely unbalanced overall. The guys in my party have been able to craft numerous magical weapons and wondrous items and in the same time period of a couple months of downtime I was able to create just a few vials of antitoxin. Any ideas/advice would be greatly appreciated. I know about the Master Alchemist feat, I'm just looking for any other thoughts. Thanks in advance. ![]()
![]() Can a monk use his stunning fist ability for an attack of opportunity? One thought among our group is that yes he can as there are no specific rules saying otherwise. The other is that the stunning fist is a special attack and therefore not available to use during such a quick opportunity like an AoO. ![]()
![]() Thanks for all the insight. It's given myself and my DM something to think about. I'll be honest, I think that with the affliction the rules should not give a PC the opportunity to transform at will. The affliction should just stay under DM control. A natural lycanthrope would be different but there is just too much open for interpretation here. Being aware of a condition and being able to control it are two very different things. ![]()
![]() But after the first full moon, or when I get hurt, whichever comes first, I can get a DC20 Will save to realize I have the condition. Once I realize it then I can have some control (penalties during a full moon) over my actions. Quote: The character remains in animal form until the next dawn and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition. Quote: An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. So until I become aware of my actions, the GM will have complete control. But there is nothing saying I have to become a raging uncontrollable monster. ![]()
![]() I have been looking and cannot seem to find any hard and fast rules about alignment changes in regards to contracting lycanthrope. If the base animal is neutral, and they all are, why would someone who is aware of their condition be forced to change alignment? You retain all abilities, including Intelligence, so you should be able to make a choice even in animal form about how you act. Yet I have read many posts that the GMs seem to force a change of alignment. I'm a CG rogue with a werewolf affliction, there is a lot of potential fun roleplaying there, but not if my alignment changes to CE. I'd like to read some thoughts on the subject. My GM hasn't made a ruling yet as this just happened and I still may get cured. ![]()
![]() I'm still confused after reading these answers. Here is my issue:
Base Creature (Human)before any adjustments
Is this then right with adjustments: Humanoid Form St 10 Dx 16 Con 12 Int 14 Wis 14 Cha 11 Hybrid/Animal Form St 15 (wolf base is 13 then add a +2 bonus)
Also, I didn't see anything about alignment change, though I am a CG rogue, all the examples I've seen are CE. Any thoughts? I'd like to playout this affliction as I think a 5th lvl rogue/werewolf could be interesting. ![]()
![]() Are there any general rules regarding the skinning of an animal or monster hide to be used in the creation of armor/shields? Specifically we killed a bullette and want to use its hide for armor. We still have about two weeks to travel to the nearest town. The survival skill was used to skin it, but is that skill enough to keep a hide or even use for the skinning of monsters? ![]()
![]() We are a very cash strapped party. Our magic items are very few and far between. The homebrew world we are in is a lot like the wild west wilderness, very few towns and those aren't very large. I'm looking to become a shadowdancer anyway in a few levels. The way the spell is written just doesn't make a lot of sense to me. ![]()
![]() Why can't the Darkvision spell be made permanent on others? In the description of darkvision the receiver is "creature touched". Darkvision and Tongues have this in the descriptor. All the other "self" permanency spells are personal. Since I can be the receptor of a darkvision spell why can't I be the receptor of a permanency spell that follows it? I'm a 4th level human rogue and in a party that consists mainly of dwarves. I'm fairly useless outdoors at night or in a completely dark dungeon w/o carrying a torch that screams "hey monsters look at me!!!" Any help would be appreciated. ![]()
![]() How long would it take to dig a simple hole in the wilderness with regular ground and a shovel? Why, if I have a shovel, would I need to pay gold to create sharpened stakes I get from tree branches to put at the bottom of a hole that I dig? Is there a minimum depth that a hole must be to be considered an effective trap? Also, if I'm setting traps in nature ala Predator with logs and snares is there a gold piece cost and again how long should it take to make and set these traps? I just don't get the reason why a simple trap should cost 1000 gp. That seems absurd. I just started playing and for now our adventures are in the outdoors and not a structured dungeon so the idea of using natural things for the traps came up. I appreciate any insight. |