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![]() Archaeik wrote: There is no other reason for the spell text to indicate "concentrating on the spell" if it does not intend you to use the concentration rules, and simply a poor choice of language if it's flavor text. Sorry, missed that part. You are only concentrating on the spell during the initial casting and if you are using a standard action to call down a bolt. Normal concentration rules apply. The original question is do you loose the whole spell or just one bolt. I think the RAW indicates that you loose the spell, but that doesn't make much sense since the spell has already been successfully cast. I would say that you loose that bolt. ![]()
![]() Let's just look at two fairly common CR 6 monsters, the will-o'-wisp and a very young red dragon, compared to the 'average' from the table. Will-o'-Wisp: AC 26/26/16, HP 40, Saves +3/+12/+9, natural invisibility, immune to magic
The WoW is on average 40% harder to hit, but has 68% the HP over the dragon. The dragon has lower AC, HP, and saves, but is immune to three things. The WoW has higher AC and saves, but much lower HP and is invisible and immune to magic. Monster design is a delicate dance between offence and defense that also should take into account what the PCs should have as far as gear and magic at that level. ![]()
![]() 3646) From CRB under 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." 3647) From CRB under swift action: You can perform only a single swift action per turn. ![]()
![]() I think in the S&S book, you can hire crew for free with a diplomacy, bluff, or intimidate check. You only have to pay them 1 plunder (~1000 gp) when you pull into port. My group is at the same story point as yours and they have three other ships at Tidewater Rock. I give them 1d4 plunder per week per ship. ![]()
![]() What level are you? Is a 4th level NPC really going to help you? Remember that if you bring them into battle, it's fair game for the GM to target them and probably instantly kill them with a CR appropriate for you encounter.
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![]() One counts down while the other counts up. They definitely interact with each other, but 10 lethal plus 10 nonlethal does not equal 20 damage. Consider if a target takes 10 lethal plus 10 nonlethal and gets healed for 10 damage. Healing also heals an equal amount of nonlethal damage, so they actually heal all the damage they have taken in that instance. ![]()
![]() Kalindlara wrote:
They don't "stack". They are separate. CRB wrote: Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you're staggered, and when it exceeds your current hit points, you fall unconscious.
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![]() Also remember that some weapon enhancement bonus equivalents also bypass certain types of DR.
So if i have a +1 wounding longsword, it would bypass magic (+1), slashing (longsword), and cold iron and silver (+3 total bonus). ![]()
![]() Cevah wrote: If I add a 2nd level Lesser Restoration, that changes the recharge to needing a 2nd level slot, which I don't have. If I get the Paladin version, it is 1st level, so does not change the stave's recharge level. Oh, you want to add the paladin spell to the staff. I misunderstood. In that case: SRD wrote: The multiple similar abilities rule is specifically for items that don't use a magic item slot (such as staves), and can't be used for items that do use a magic item slot. The existing staves all use this rule for pricing the cost of their spells. When adding abilities to these items, remember that they're priced with the highest-level spell at 100% of the normal cost, the next-highest at 75%, and all others at 50%, which means that adding a new spell that's between the lowest and highest spell level can alter the cost of the other abilities in the item. Increasing the number of charges required for an ability also affects the cost of that ability (see Creating Staves). Because staff pricing is so complex, a GM might want to forbid adding new abilities to staves, or limit new abilities to the lowest-level spell already present in the item. Creating Staves wrote: The materials cost is subsumed in the cost of creation: 400 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (300 gp × the level of the spell × the level of the caster), plus 1/2 the value of any other abilities (200 gp × the level of the spell × the level of the caster). Staves are always fully charged (10 charges) when created. You'd also need an 11th level paladin with the craft staff feat. ![]()
![]() Cevah wrote: As to cheese, I do have a reason: I want to put this into a staff I already have. However, I can only cast 1st level spells. This means I cannot refill a 2nd level staff. Um, not unless your GM houserules it. CRB wrote: Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day. The charge has to come form the spellcaster, not a wand. Even if you could use a 1st level paladin spell, you could only recharce a wand that has a 1st level spell as its highest level spell.![]()
![]() The timing is because it is expected of the PC to make friends and swing the other crew to their side. If you are really finding it boring, just ask if you can skip ahead to the next day that something happens. Yes, the pace does pick up. If you're looking for heavy armor, this is not the campaign for you. Light armor and even medium armor is popular with pirates. If you're looking for something more, ask the GM if you can buy what you want from the armory. ![]()
![]() Yes. This is from the Vermin Companion section of UM:
Ultimate Magic wrote: Mindless: Vermin companions have no Intelligence score and possess the mindless trait. In spite of this, vermin companions may learn one trick, plus additional bonus tricks as noted on Table: Animal Companion Base Statistics. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion's Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks, as per Handle Animal. Vermin companions have no skill points or feats as long as they have the mindless quality.
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![]() If I am correct about the spell:
Arachnofiend wrote: Nawtyit is correct. Yeah, the Halfling should not have been engaged at all when Compassionate Ally was cast, let alone killed. GM messed up here. If I am incorrect about the spell: MeanMutton wrote: A Giant Dire Leech is something addressed by the core rules and they do not do 1d8+2 CON damage immediately - they would do 1 point of strength damage and 1 point of con damage at the end of a round of attachment. Either way, beer, and they are still alive.
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