Everything until now wrote:
turtles
This list would be impossibly big for less experienced GMs. General advice would be advised, depending on the kind of GM/players/interaction. That already exists in many forms. More experienced GMs don't need an exhaustive list of powerful combos, and here's why. In the spirit of your request... the best thing is to take the time to understand the system, dungeon, monsters, player's characters, and if you don't understand, either don't allow it or learn it on your own time. I wouldn't recommend winging it without that understanding unless you're willing to let the player(s) have near-total control of the game. I like to let the players have what they want and come up, but then they often don't like how challenges end up challenging them because their cheese doesn't work as well as they want, or worse, can't handle it when the cheese is used back at them. It's a balancing act; you shouldn't always say yes or no to cheese. Try to stick with what you know, start with the core book and slowly expand. Don't get overwhelmed by the players, they should understand that you're unaccustomed to the position and concede to your imposed limits. Don't be shy to make clear limits, it's better for everyone that way. Your players might even remind you of those limits! The kind of cheese I usually say no to are the kind that work in most situations. The first question I ask myself is: would this cheese save them from strong enemies successfully ambushing the PCs? General purpose crowd control that ignores immunity is an automatic no, regardless of other limitations. Things that change action economy deserve a good, hard look. Crafting custom items in general is nightmarish for balance. Always make Divination sketchy, and go to extra lengths if you have a bad poker face. Use a combination of counter-divination and in-game deception. Target summons and companion class features, especially the casters. Have dedicated counterspell casters on constant alert and hidden. Consumable items and other ongoing spell counters work well too. Ultimately, a list of OP strategies and combos is pointless, because there are many possibilities, and most of them can be dealt with easily enough and are subject to interpretation in terms of viability and if its legal or not. Rather than knowing all that is out there, just know what your players might use. Ask them if you have to. Having a list beforehand is backwards. If you're hardcore about the list none the less, then I'll start...
Multiple Enervation casters will wreck your BBEG without Restoration. 4 hits usually give -10 attack and spellcaster level and can quickly outright kill targets with nothing more than touch AC and SR to save them. With Quicken, that 4-caster team will kill almost any target not immune to Enervation in the first round combo with Energy Drain. Intelligent creatures can be defeated by the smallest of illusions, stronger ones only make it easier. Making a combo of illusions multiplies their effectiveness. The plethora of crowd control spells means that with a few of them prepared, you can take just about anyone out of combat for a few rounds fairly reliably, and its even easier to take groups out. The combo is in having different ones available. Trap the Soul. Just a prime example of the GM needing to understand what their players have. The ability to change the environment can do all or most of the work. Anything from Grease to Polymorph Any Object can spell doom, the caster just needs a scroll of the less common spells and prepare the better ones and even some innocuous environments can become deadly.
Had a GM like that once. I wanted to give up when he gave me, a holy vindicator cleric, a +2 defending boomerang. He was peeved about a paladin in the group with high Intimidate using a merciful polearm combined with the Enforcer feat to make people shaken and then frightened left and right. Which was wrong, but that was how the GM was doing it. His solution was to: steal the weapon and throw it in the ocean, which didn't work thanks to a feather fall and summon nature's ally, then to break it, which didn't work because of make whole, then tried to eat it with slime which didn't work because the paladin was onto the trend and didn't use his weapon against it. This tells me that the GM can't handle powerful characters. Let him gimp them, and get upset when he kills them because they're simply not strong enough. To answer... No, I would not play with this GM.
And, Barid, you have done well. I am heartened to run a game with storytelling like this. Emphasis on the mechanical aspect, though it does seem to be a living vessel. Moya as a concept works, so lets keep the vessel (apparently) unarmed for now. As usual, I'm doing last minute checks to be content with whats in store. In other words, things are on schedule.
Campaign Introduction
For 150 years since the noble Salzbachs of the Red Tower died fighting the abominations, the gate has functioned without fail. It was only a matter of time until it suddenly falters. It is not the first instance of such in Dornig, and the defenses in place to keep the worse denizens of the shadow realm emerging from the gate hold with the effort of the strongest of Salzbach. It comes as a surprise to few when abominations start to gather to take advantage of the situation, and refugees from the region flood into the city. Enter the player characters. Learn who to trust and who to put to the sword. Discover the secrets just beneath the surface, to preserve them or expose them. Destroy the true enemies of Salzbach to grasp its great wealth and power. Save the city from corruption or suffer the same. Character Creation:
Excerpt: The Grand Duchy of Dornig:
The Grand Duchy of Dornig, also known as the Domains of the Princes, is the one true successor state to the power that once was Arbonesse and Thorn. It is evident in their shadow roads. It is evident in their hoarding of the lost knowledge of the elves (and others). Most of all, it is evident in their ruler. Upon the Copper Sphinx Throne of Dornig sits one of the few elves who remembers the Age of Glory, before the Great Retreat, and before the despoliations of the Great Mage Wars. She is the Beloved Imperatrix Regia Moonthorn Kalthania-Reln vann Dornig, and all of this land’s lesser rulers, by blood and by marriage, are her children. Gifted with the presence of a singular respected ruler, Dornig should be a land of peace and prosperity, unlike the human kingdoms that squat on the ruins of elven Valera. Instead, however, it is a land of continual political intrigue, as the three most powerful branches of Kalthania’s descendants—and a host of minor cadet branches—plot and conspire against each other. When the Imperatrix is awake and aware, she rules fairly and justly. However, she is now in her fifth century, venerable even by elven standards, and she often nods and leaves the duties to her descendants.
And this creates problems among the Domains. Excerpt: The Free City of Salzbach:
Salzbach is considered a Free City in Dornig, largely independent of the various houses and owing fealty only to the crown. Its various guilds elect a lord guildmaster who reports to the Imperial Court. No member of a noble household can be made guildmaster, and the lord guildmaster is held personally responsible for what happens in Salzbach. Lord guildmaster is a position usually taken by an individual seeking to clean up the city, or a scoundrel seeking to grab as much as he or she can before being caught.
There have been seven lord guildmasters in the past 10 years. Two were assassinated in office, three were found guilty of corruption and executed, one retired for health reasons and moved to Courlandia, and one disappeared on the fey roads along with a powerful artifact from Roatgard (a forest infested with abominations). The current office-holder, Borin the Weaver, is considered to be of the “scoundrel” type, and he seeks to gain as much information and money as possible before he too disappears. Salzbach is an open city where the hand of the Imperatrix rests lightly. Dirty deals are made here and dark secrets are kept. The city has a Lorekeeper’s Association that is little more than a Thieves’ Guild that traffics in old artifacts from across Midgard. As a result, Salzbach is under continual observation by agents of the Lords Arcane, who wish to know what goes where (and perhaps to take it for themselves). Sudden deaths and mysterious disappearances are common, and anyone of note keeps a house outside the heavy city walls and a handful of capable and well-paid mercenaries to act as bodyguards. Visitors to the city are advised to keep a careful eye on their belongings, their investments, and their relatives when in town. Excripts of the deities of Salzbach:
The deities of Midgard commune with mortals often, literally drawing strength from the faith of their followers.
Excerpt: The Shadow Roads:
Much of the countryside of Dornig is forbidding for the traveler. Two ancient forests dominate the land—the Arbonesse and the Tomierran— but the rest of the countryside consists of smaller but no-less deep forests of younger vintage, high moors, and deep, tree-covered valleys. Merchant caravans lurch along ancient roads that were first laid by dwarves working for their elven masters. The rivers all flow north to the icy peril of the Nieder Strait, plagued by Viking reavers. How, then, does the Imperatrix keep her Grand Duchy together? The answer is another legacy of the old Elven Empire—the fey roads. The fey roads are also called shadow roads, and they are nothing less than passages tunneled through the transitive plane of shadow...
In the Shadow Realm, the roads cross and recross. A skilled wizard or experienced shadow lord might move from place to place within the plane and between the planes, if he or she knows the correct passages. Dornig makes extensive use of the fey roads, though not in the way they were originally intended. Miscellaneous information: This takes place in the Midgard Campaign Setting. Looking for about 5 players. It will be PbP, here. Please use a statblock format similar to this. Rich backgrounds are appreciated. I'd ask that each player be able to post at least 6 times a week. My intent is for this to go to 5th level, with potential for continuation. Submissions are open through March 10th, the choices will be made on the 11th, and those chosen have until March 13th to make final changes. Coordinating your story with one or two others will increase your chance of being chosen.
In Dornig, like many places in Midgard, good and evil characters have to at least avoid disrupting each other to survive. I expect the same from the party. Opponents will to overpower on even ground with strength, will be wise and exploit your weaknesses with patience, be intelligent and put you at a disadvantage with insidious traps, and charismatic, turning your associates against you with deception. You will need skill, tactics, diplomacy and prowess to survive. Only characters experienced enough to understand this will be accepted. In other words, no lone wolves. I'll track encumbrance and mundane resources, make secret rolls for characters, and will use some kind of map program- the mapping system is TBD.
Because there are other good boots. There seems to be a lot of "Well that makes this thing look weak then!" arguments that are really moot. The cynical tone doesn't do well. Ultimately, you're assuming the speed property only has an effect on the weapon itself. That's wrong. It is affecting the wielder, allowing the creature to hit with that specific weapon again. The weapon doesn't twist and strike again, nor does it have a phantom that follows through on one swing. It is making the wielder attack faster. That is why it does not stack with itself.
Troubleshooter wrote: ...technically, not being able to see further than 320 feet away doesn't actually prevent you from taking the same shot. It just applies a 50% miss chance if you still manage to select the right square. (It had been said that it could potentially be 20% under some conditions.) Deigo Rossi wrote: Seeing how the modifier for missile fire through 1.000 feet of water is -400 I wouldn't have allowed the shot. (He also explained how a longbow, in fact, can shoot that far) The natural 20 question has been answered (critical confirmation is an attack roll and a natural 20 is always a hit on an attack roll, so a couple natural 20 rolls is always a critical). Since this has evolved into a "can an archer actually shoot 1,000 feet underwater" question, the quotes summarize where we're at now. RAW on Natural 20 (AGAIN): As littlehewy just said.
Critical Hits wrote: When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”). To find out if it's a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit. Bold emphasis. A critical confirmation roll is an attack roll. A natural 20 on an attack roll is a hit. A hit with a critical confirmation roll makes it a critical hit. As I've heard someone else say... "A natural 20 is an auto-success on saves and attack rolls. REPEAT. A natural 20 is an auto-success on saves and attack rolls."
Well, I completely glossed over it, but you shouldn't be able to shoot at something 1,000 feet away unless he had double range increment on a bow. And if he did, give it to him: lethal attack is still fully lethal at 1,000 feet. IMO, houserule it! Decrease range increment underwater so it is impossible to make the shot in the first place. Like trying to melee attack something out of reach.
93) You inherit an indestructible lizard from a long-lived Outsider who was part of your bloodline generations ago as described by the agent passing it to you. Instructions for its care are given, a friendly farewell, and the tiny lizard chirps at you. The next day, another agent arrives to inform you that the lizard is, in fact, a Tiny Tarrasque, and many eyes watch to be sure you raise it properly, lest you be... replaced.
A cherry-picked combination. Here's my suggestions. Requirements:
Class Features:
1 : Lay on Hands, Smite Evil, Bardic Performance
These abilities need to be unique to this Performing Paladin blend, that can't simply be achieved with multiclassing paladin and bard. Some incomplete ideas: Sense Ill: Can readily identify negative conditions in allies, and with a expenditure of a spell (dependent on severity of condition, compare to mercies), may remedy a condition in an ally with a use of Lay on Hands on the target Righteous Performance: Apply all the benefits of a declared Smite Evil, with only +1/2 the damage, to one ally/5 bard levels Gracious Performance: Allies within 30 ft gain bonus equal to Inspire Competence to all saving throws. Medium Armor Casting: Cast bardic spells in medium armor. Grace and Luck: Expend 2 uses of Bardic Performance to increase the effect of Lay on Hands by +1 to each die rolled and make it a swift action to use on others and free action to use on self.
I would like to contribute custom Mob rules, designed by a internet figure named Oslecamo. I've tested this template, it works. Mages beware. It won't work with the trickling in orcs, but it'll do great for 20+ 'mobs' of orcs. One good sized mob will make them battered, bloody and calling for the healer. I change the DR from armor to include Dex. Big block of Mob template copy-paste: Intro
Well, as any D&D player may have noticed, it's really hard to make large number of small enemies threaten players once they start reaching higher levels. It would be really cool if you could put your 10th level party against a hundred level 1 orc warriors, but the batle would be really one sided as the casters fly and drop nukes and the orcs can, at best, hit the party members on nat 20s, plus no sane DM wants to roll attacks, saves and iniatives for one hundred orcs, not to mention the models. And the players wouldn't even get experience. The good news is that DMG 2 gave us the mob template, wich turns that group of commoners into actualy something dangerous. The bad news is that, like everything else in DMG2, it kinda sucks. Ok, it's probably the best thing in the book, and the only reason any D&D player should bother reading it, but the template itself really could use some work. It's a great idea and so I decided to properly polish it. So I present you:
A mob is treated as a single entity similar to a swarm,
“Mob” is an acquired template that can be added to any
Unless noted otherwise, all of the mob abilities are ex abilities. Resumed version: Size: dependant on the number of members. Large ones count as four and small ones count as half. Mobs have reach as the base creature.
Other creatures can move across a mob whitout troubles, and the mob can move over creatures, causing attacks of oportuny for movement. Mobs do attacks of oportunity as their base creature does, except that they have no limit to the number of aoos they may perform per turn. Mobs can change their shape at will as long as their area remains the same and pass trough any passage large enough to allow passage of their composing inidividuals. HD:Equal to the number of members. Mobs breack up at 0 hp. Speed:reduce by 10 The following remain unchanged from the base creature, but apply the mob's size modifier: AC, grapple The following remain unchanged from the base creature:
Charisma, intelegence and wisdom change to 10. Mob damage: die damage of the weapon most common on the mob, increased to the new size, and multiplied by the following factor based on the mob's size. Apply strenght modifier before multiplier. 1/2 BAB:Don't multiply
Armor and shield bonuses count as DR against all mob attacks. Mob attack options: Mob up: mobs automaticaly deal mob damage to all creatures in the same area of the mob at the end of the mob's turn, whitout need of any action. It may also choose to attack objects whitin it's reach as a free action at the end of their turn. Voley:Standard action, single target or area based on mob size. Uses mob's ranged weapons range. Ref save for half damage of 10+mob's dex+mob's BAB.
Large:Can't use area attack.
Creatures hit by a volley get can't move next turn and drop twice the damage they've taken in feets if they're flying. A sucessfull save means hit creatures move at half speed next turn and drop the damage taken in feets if flying. Volleys cannot be used if the mob has ungrappled enemies inside of it. Mob grapple: as normal grapple, but creatures who are caught by the mob take mob damage instead of unarmed damage, and the mob can never be grappled itself. It can also carry grappled creatures at it's full speed. A mob who's grappling a target never takes any penalty for grappling. Trample:The mob must start and end it's turn away from the creature, passing over it somewhere in between. Damage 2d6+1,5 str modifier of the mob, reflex DC 13+mob's size bonus+mob's strenght modifier for half damage. Enemies can choose to make an aoo instead of the save. Only smaller creatures than the mob are affected. Mob mind:A mob cannot use any special ability that demands an activation like spells and breath attacks. It can still use abilities that work automaticaly such as poison, improved grappled, swallow whole, gaze attacks ect. Use the base creature HD for DCs Mobs can still use skills as normal. Mob Anatomy:Immune to criticals, precision damage and spells/effects that don't deal damage and/or don't outright kill a creature. Don't affected by flanking, bullrush, overrun, trip or grapple If a mob fails a save against a spell/effect that would normally kill/incapapacitate a creature, such as disintrigate, slay living or wail of the bashee, it instead gains one negative level for each creature that would be killed by that spell/effect. Large creatures count as 4 and small creatures count as half. Mobs take +50% damage from area damage spells.
Feats: Same as the base creature; all mobs gain Improved
Challenge Rating:
New:
Leaded Mob (http://www.giantitp.com/forums/showpost.php?p=7195979&postcount=17) Detailed version Size and Type:
8-20: large
Hit Dice: A mob has a single pool of Hit Dice and hit
The mob has HD equal to the number of composing members (with large creatures counting as 4 and small creatures counting as half). Reducing a mob to 0 hit points or lower causes it to
However, for abilities based on the number of HD, like SR, the mob uses the number of HD of the base creature. Initiative: As the most common among the creatures composing the mob. Speed: A mob’s speed is 10 feet slower than that of the
Armor Class: As the base creatures, with the respective penalty for the new size(-1 for large, -2 for huge, -4 for gargantuan, -8 for colossal)
Base Attack:Use the most common BAB of the members of the mob. Don't recalculate based on the new HD. Grapple: Use the base creature attack bonus, modified for the mob's size, and as appropriate for its Strength modifier. Attack/Full Attack: Mobs can’t make standard attacks. In return, they receive three special attack options: Mob up A mob automaticaly deals damage to any creature whose space it occupies at the end of its move, with no attack roll needed. Mob attacks ignore concealmentand cover. A mob’s attacks are nonmagical, unless the
The damage amount and type is based on the damage the most common kind of individual of the mob would normaly deal, but multiplied by a factor based on it's BAB and increase the damage HD acording to the new size. 1/2 BAB:Don't multiply
For example, a mob of 50 orc warriors with longswords would deal 12d6+6 damage to any creature inside it every turn. The mob can also choose to deal that damage to any unatended object it is touching. So a mob could eventualy bring down walls and houses. Volley If at least half of the members of the mob have similar ranged weapons, they can fire at the same time at an area or target as a standard action. The mob cannot fire if it has nongrappled enemies on it's midst. Range is the same as the ranged weapon more common in the mob. Damage is as the mob up attack, but based on the ranged weapon the mob is using. Range increments give a bonus on the defender's save of +2 for each range increment. Single target: as mob up attack damage, enemy can make a reflex save equal to the mob's BAB+ 10+mob's dex modifier for half damage. If using a fullround action the mob can do iterative attacks, but whitout the -5 penalty. Area attack: A mob of huge size or larger, as a fullround action, can deal mob up damage in an area based on their own size. Reflex of 10+BAB+mob's dex modifier for half. Huge-5 radius circle.
Creatures who fail their saves against a volley of either kind are pinned down by the projectiles, and cannot move next turn. If flying, they drop down twice as much feets as they took damage. Even if they make their saves, their speed is reduced to half in the next turn, and if flying they drop a number of feets equal to the damage taken. Mob grapple: a mob can grapple as a standard action, altough it cannot be grappled back. Sucessfull rolls from the oponent just mean it managed to don't be brought down by the mob. Instead of unarmed damage, the mob deals the mob up attack damage to grappled oponents as they are mercyless steped over by the angry individuals. The mob can carry grappled oponents at it's full speed. Armor and shield bonus work as DR against all mob damage. Space/Reach:
A mob's reach is the same of the base creature, and it's aoos work exactly as aoos from that creature, except the mob can make as much aoos per turn as it wants. It's height is the average of the composing individuals. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature,
Mob mind: A mob’s mentality is fueled by emotion;
Mobs can still use skills as normal. In addition, mobs gain both of the following:
Special Qualities: A mob retains all the special qualities
However, unlike standard swarms, mobs are made up of relatively
A mob that gains negative levels equal to its
Characters with cleave deal double damage to a mob in melee. Characters with greater cleave deal quadruple damage to a mob in melee. Saves: A mob uses the same saving throws as the base creature, but failed saves never result in anything worst than negative levels as it loses members. Effects that don't instantly disable a creature (like blindness or curse) have no effect whatsoever on the mob. Abilities: A mob’s abilities are the same as the base
Challenge Rating: Based on size: Large:3, or +2 if the base creature’s CR
Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]
Splat. "Wh-!" Rocosmia instinctively wipes her hand through the overripe splatter of the peach whilst looking toward the side of the road where it came from. "Ugh... HEY!" As Puck moves back into hiding, Rocosmia swiftly reacts with an outstretched hand and a spoken spell. A small jet of watery fluid saturates the spot around where Puck went into hiding, forming a clear glossy coat on the wheat. Reflecting sunlight brightly, the grease issues squeaking noises as Puck finds himself sliding upon it. In vain, he tries to propel forward while Rocosmia approaches menacingly. "Where do ya think you're going!?" Puck responds with a slap as he falls to his open palms. Jolting around him, the glistening wheat sways with his fall. Another spell comes from Rocosmia, and she comes upon him just after he pushes himself up. He opens his mouth as though to protest, unsteadily staggering in place. "Did I offend...?" he instead asks with a smile. Rocosmia ignores it. Quickly slapping the eidolon on the forehead, formless threads takes hold over him with it's magic, the bindings of touch of gracelessness. He slows a little, and Rocosmia towers over him. Her expression conveys malevolence, yet as dripping bits of the old peach fall from her hair into the slick grease, she seems a bit sickened. "Give it up first, then we'll talk." Of course, I'd expect a reaction from Digger. If desired, we can assume Digger and Rocosmia find their way to the others without any further magic expenditure and this event can be continued simultaneously or glossed over. I'd prefer we continued it either in the discussion tab or as a aside to the events ongoing as we continue the adventure. Many rolls, determining what happened, skip as desired: This is with Jake's unspecified permission to post for Puck, which helps move things along. Presuming Puck was at 40 ft from Roco with a -12 to hit (improvised weapon, 4 range increments). 50' would have been max range. He still hits. (touch AC 10 w/o armor on) Perception: 1d20 + 2 ⇒ (10) + 2 = 12 Note perception remains 12. Lost track due to range (-4), but... Roco's initiative: 1d20 + 9 ⇒ (16) + 9 = 25 Puck's initiative: 1d20 + 4 ⇒ (13) + 4 = 17 Roco casts Grease where Puck was and moves closer. She should spot him, depending on how GM handles stealth. Puck's Reflex DC 15: 1d20 + 5 ⇒ (11) + 5 = 16 Success. Puck tries to move away. Puck's Acrobatics DC 10: 1d20 + 4 ⇒ (1) + 4 = 5 Big failure, falls prone, and is flat footed due to using acrobatics. If he wasn't spotted already, he should be now. Puck then stands up. Roco casts Touch of Gracelessness, moves up, and touches vs AC 11: 1d20 + 5 ⇒ (8) + 5 = 13 He is auto-spotted by bumping if he wasn't spotted already, lest there is houserule against it. Hit. Concealment 20% miss: 1d100 ⇒ 92 Lands. Puck's Fortitude save, DC 15: 1d20 + 4 ⇒ (2) + 4 = 6 Fails. Dexterity penalty: 1d6 + 2 ⇒ (2) + 2 = 4
I've made this for a player along with his help, and I'd like some extra input. The concept is going for a more martial archer than the inquisitor or cleric can achieve while maintaining a decent caster capability. The martial ability is achieved through Diversified Training, the bonus feats and Divine Strike. Some things I'm particularly wondering: is the 10th level ability enough to keep leveling Divine Archer past 8th? Likewise, is Greater Bane, Graceful Reach, and Blindsense enough to keep one past 4th? Or is it all too powerful? Advice sought. Edit (note): Kept the fluff down to a minimum. Divine Archer Hit Die: d8 Requirements
Class Skills
Table: Divine Archer
Class Features Weapon and Armor Proficiency: A divine archer gains no weapon or armor proficiency. Spells per Day: At the indicated levels, a divine archer gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a divine archer, he must decide to which class he adds the new level for purposes of determining spells per day. Bane (Su): At 1st level, a divine archer can imbue a bow or crossbow with which he has weapon focus with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the divine archer wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the divine archer before the duration expires. This ability lasts for a number of rounds per day equal to the divine archer’s level. These levels stack with any other class with the Bane ability to determine the number of rounds per day. These rounds do not need to be consecutive. Diversified Training: A divine archer adds his divine archer level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his divine archer levels as levels of fighter). He also adds his level to any levels in a divine spellcasting class for the purpose of meeting the prerequisites for feats. Monster Knowledge (Ex): At 2nd level, a divine archer adds half his divine archer level to all Knowledge skill checks when making skill checks to identify the abilities and weaknesses of creatures and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge. Bonus Feat: At 3rd level, a divine archer may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. A divine archer gains an additional combat feat at 6th and 9th level. Divine Strike (Su): As a swift action, the divine archer can imbue a bow or crossbow with which he has weapon focus with a fraction of his power. For 1 round, his weapons deal +1 sacred damage and are treated as magic for the purpose of overcoming damage reduction. For every five divine caster levels he possess, this bonus increases by +1, to a maximum of +5 at 20th level. Blindsense (Ex): The divine archer learns to be more aware of his surroundings even while focused on his target. He gains the blindsense ability with a range of 30 feet. If the divine archer has the blind fight feat, he also gains blindsight with a range of 15 feet. Graceful Reach (Su): Trying to stay out of melee, the divine archer's ability to give aid to his allies is improved. Spells with the (harmless) discriptor gain short range of 30 feet + 5 per divine caster level. The target must be willing, or the spell fails automatically. Greater Bane (Su): At 8th level, whenever a divine archer uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. If the divine archer gains Greater Bane through another class, this damage increases to 6d6. Destined Shot (Ex): At 10th level, once per day, a divine archer may consider the last attack roll of any iteration to be a natural 20 (before the roll is made). He then rolls twice for the critical confirmation roll and takes the higher result.
Spanky the Leprechaun wrote:
omg its a grey bacon rainbow
Far-Reaching Sight:
Aura faint divination; CL 3rd
Slot none (see below); Price 4,000 gp; Weight 1 lb. DESCRIPTION This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder can choose to spend a full-round action to make a single shot with a firearm that has this sight. When she does, she can resolve the attack against the touch AC of her target regardless of the range increment. Dead Shot (Ex):
At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed. At a glance, it does seem as though one needs to spend a full round to specifically benefit from the scope, but that is not the case. It merely says that with it, one can use a full round action to shoot one shot, which is an unnecessary statement in itself. The Far-Reaching Sight benefit is achieved whenever a full-round action is spent to make a single shot. Dead Shot would benefit from this. They're not really stacking- it can be misleading to say they do. An AC enhancement bonus and a resistance enhancement bonus don't stack in the same sense. You just get both benefits.
Attempting an abbreviated summary of both arguments, omitting quite a few ... odd points: a. Attacking with a weapon in the 'off hand' alone should incur the penalties of 1/2 STR and -2 to hit. This is inconsistent with the concept of throwing weapons and wielding a shield. None the less, it makes sense. It is backed by a statement made by a staff member and an ability for the shield fighter, though not conclusively addressing the question at hand. The 'off hand' concept has been butchered, and bleeds the validity of this argument. b. Not using extra attacks granted by having two weapons should avoid the penalties, suggesting that 'two weapon fighting' is merely a special attack that one does not have to apply when fighting with two weapons. This also makes sense. That one can attack with different weapons in the same round in the same hand without penalty, and that the concept of a 'main hand' applies only to 'two weapon fighting', kind of dodging the concept of two weapon fighting. That is the whole point of the question in the first place. c. The thread in its entirety is inconclusive. FAQ'ed. The (a.) argument seems to hold more water, but I want (b.) to be right.
Perform is not a trained only skill, as Happler said. Further, a Perform check- "Check: You can impress audiences with your talent and skill in your chosen performance type." So if (s)he's blowing hot air to impress a crowd, that's Perform. If (s)he's trying to convince them to work hard to make their town more defensible against a goblin raid, that's Diplomacy. The example for improving defenses would count as simple aid (its for their own good), so convincing a lot of people to help with that would be easy. It wouldn't take much to raise the DC quite a bit. The challenge would be to get a bunch of people to pay attention. If the PCs have attention anyway, just go straight to the Diplomacy check. If they're trying to get the attention of a crowd in a marketplace, a Performance check would be in order, followed by Diplomacy for the convincing. If you only wanted to make one roll, that should be dependent on whether or not the PC has attention already and if they're trying to convince or impress. On the street or just trying to raise hype- Performance. Trying to convince a group to do something who is already listening- Diplomacy.
SOME bonuses do stack. Such as dodge bonuses. Here's a list covering most of the bonuses. The bonus in question, as the title states, is an enhancement bonus. Bonuses: Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.
The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. From d20srd.org
Note: The following descriptions of bonuses was taken from d20srd.org, the definitive SRD site for the 3.5 ruleset. The information has been modified where necessary to apply to Pathfinder. Bonus (Alchemical) An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. Bonus (Armor) An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to Armor Class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn't apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. Bonus (Circumstance) A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. Bonus (Competence) A competence bonus (or penalty) affects a character's performance of a particular task, as in the case of the bardic ability to inspire competence. Such a bonus may apply on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren't related to a character's level or skill ranks. Multiple competence bonuses don't stack; only the highest bonus applies. Bonus (Deflection) A deflection bonus affects Armor Class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. Bonus (Dodge) A dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character's Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. Bonus (Enhancement) An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor's bonus to AC, they don't apply against touch attacks. Bonus (Insight) An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. Bonus (Luck) A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. Bonus (Morale) A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. Bonus (Natural Armor) A natural armor bonus improves Armor Class resulting from a creature's naturally tough hide. Natural armor bonuses stack with all other bonuses to Armor Class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature's existing natural armor bonus, which has the effect of increasing the natural armor's overall bonus to Armor Class. A natural armor bonus doesn't apply against touch attacks. Bonus (Profane) A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. Bonus (Racial) A bonus granted because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature's race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. Bonus (Resistance) A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. Bonus (Sacred) A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. Bonus (Shield) A shield bonus improves Armor Class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield's shield bonus, which has the effect of increasing the shield's overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn't apply against touch attacks. Bonus (Size) A size bonus or penalty is derived from a creature's size category. Size modifiers of different kinds apply to Armor Class, attack rolls, Stealth checks, combat maneuver checks, and various other checks.
The players (all disguised as drow) set up camp near the target house, and sent the rogue through town to gather more information with the ranger shadowing as backup. Knowing the challenger to be a crafty sort, she goes and finds the elite drow issuing the duel to the house that holds the artifact. Then she challenges him to an immediate match using wit, the stakes: if she wins, they help the PCs run off with their prize, or she and the PCs steal for him if she looses. The drow decides to make the condition be an giant spider egg-snatching contest from a hatchery to a spot ~60' away within 2 minutes, no interference. Situational house ruled that they could spend 10 feet of movement to drop all carried eggs safely and keep running the rest of the distance in a straight line, and a successful sunder = broken egg. Using only web and frostbite, she just barely wins and keeps maintaining her disguise. With wounds healed for both, he promises his support to her. But then they force her to stay with them and the ranger goes to get help... Meanwhile, the slave oracle contacted the PCs at camp to share his story including knowledge of the merchant. After short discussion, they agree to help him after putting the oracle through a zone of truth. Knowing the PC's objective himself, he pledges to help them in return. The PCs go to the merchant, who gives his side of the story and then accepts payment regarding the barges. When they return to camp to find the ranger waiting for them, they head off to rescue the rogue in short order. But they don't find her in time- the window of opportunity for the artifact starts ticking. The PCs rush to the noble's house with the artifact, finding the oracle with a few others waiting for them. They retrieve the Black Font, eating damage from traps without the rogue's help (the rogue player controls the oracle in the meantime). Outside, word of the soon-to-be escape riles up other slaves and riots break out. The drow elite have their duel regardless. The winner is the one that does more damage than the other against the monsters each house brings to the duel. They first go against a minotaur, trying to get it to do more damage the other contestant rather than kill it quickly. Then the poor rogue is pitted as their second opponent. She uses their animosity to the point that she gets sneak attacks in by flanking- and wins by taking down the drow that her captor challenged. Declaring victory by default, the challenger congratulates the rogue for her viciousness and honors his agreement. The PCs are reunited just outside the house in the midst of growing chaos. With slaves in tow of the PCs, the drow elite interprets the slaves as 'the prize' due to paladin ranting. Dispite protests from the dragon disciple and ranger, the group proceeds with the aid of the drow elite to the hidden barges, and see the slaves with the oracle off. Unsurprisingly, the drow tries to swipe the Font off the players, and succeeds. His clerics give him a blessing of fervor and freedom of movement in the surprise round, then slow down the PCs with summoned monsters as he runs back to the city. The dragon disciple gives chase in dragon form while the rest fight. Got to use the chase mechanic, but going BACK to the city, not away! The party takes only a few rounds to handle the summoned creatures, using a haste to catch up. The disciple bombards the drow noble with evocation until his freedom wears out, then snatches him in a grapple just back in the city. The game's getting late, so we wrap it up with the dragon PC holding him as the others come to back him up. Quite satisfied with this one - would've been rough without those ideas! |