As the title says, we are doing a goofy/fun campaign where we are all rich, spoiled royal princes etc.. We get 250k to spend on items and then we're being dumped into undermountain. I'm looking for build ideas that maximize this potential error in the DMs judgement :-) Normally I would spend a ton of time working on this but I'm strapped for spare time at the moment and the campaign is coming up this weekend. Classes are anything found on d20pfsrd(.)com except psionics.
IMPRESS / HELP ME !
Please discuss the implications, ac / cover bonuses and penalties of the scenarios below. In all scenarios our creature is human and of medium size. As our baseline: Medium size creature is holding a medium size heavy steel shield with one hand. 1. Now is holding a large size heavy steel shield with one hand.
Assume now that our creature has four arms. 4. Four arms and holding a large size heavy steel shield in his two left hands.
Discuss.
Thanks for all the responses. I guess where I got it confused was that a "claw attack" is simply an ability like anything else (breath weapon or gaze for example). Whereas I assumed you could use a claw, like an item, the same way you could use an equipped weapon (like a sword) or something. The way it works:
vs. My brain:
Whereas the second example you could CHOOSE to use a claw because it is the piece of equipment you will never leave behind :-)
Yes, I was using the updated ruling that BigNorse is citing when formulating my unresolved conclusion. Also seen at the bottom of the page here: http://www.d20pfsrd.com/extras/pathfinder-faq I should have mentioned that earlier to prevent confusion from using the Core rules to resolve this. Either way it sounds relatively unanimous that if you were to watch this Fighter (creature) in combat he would punch his opponent 2 times, claw him 2 times and bite him 1 time. However, if the creatures claws were far more damaging than a standard punch to the face, it seems unrealistic that he would waste time not utilizing his natural weapons for all the attacks available to him. If he were a monk: he would at least have a increase to his unarmed dmg.
Okay so it basically goes like this: I've read all the rules at least 5 times. Spent the last hour or so pouring over the forums and I'm still not convinced I have a solid answer. Lets say I have two claw attacks and one bite attack from being a werewolf or a dragon template or something. Lets also say for the purpose of argument I am 6th level fighter with no weapons equipped or being wielded. I understand that you can use your natural attacks after using your standard attacks as long as you don't have a weapon wielded in said appendage. I also understand that the natural weapons will be at -5 to hit when you use them. Using a * to indicate attacks given from being a fighter and a ^ to indicate those given from natural attacks ... Does the fighter in the above example (not wielding weapons and capable of making 2 strikes due to him being 6th level) look like this during a full attack action: * unarmed strike / * unarmed strike / ^ claw / ^ claw / ^ bite ? Or can his full attack action look like this:
Or can his full attack action look like this:
(i.e. can the fighter, if he so chooses use his CLAW (or perhaps even bite) as a device to deliver his normal attack in lieu of a wielded weapon) Once the above has been determined, please help me determine which of those attacks will be delivered at 1/2 strength. Thank you in advance for intelligent and well researched replies.
Nightskies wrote:
and any outsiders As seen here
So ... to clarify what Stabbity said above via Forced March
Quote: A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard. and via Hustle Quote: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued. A fatigued character can't run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue. If we were to see this theory and rule in practice it would be a never-ending cycle of taking fatigue and non-physical dmg at the same time and then immediately healing it i.e. eliminating the fatigue and therefore a limitless run (assuming he has no needs to stop and take a leak, sleep) Even if the soles of his boots gave out he would continuously heal his burdened feet. Agreed ?
@Shadowcat Thanks for the response and yes, magical fatigue and exhaustion would certainly still be valid. Its constant effects are not something that even a regenerative body can renew. @Troubleshooter Thank you for your response, however, I'm failing to see how the Freedom of Movement example you have given is "similar" or relevant at all. To your other point regarding the cure spell: I am saying is that a non-magical condition would simply never occur. Stating "cure spells would remove the condition" assumes that it has already transpired which it never would have.
Any rules regarding regeneration and fatigue or exhaustion ? I couldn't find any. If not there should be. It is assumed that a monster (or player) can heal a wound (of any kind) for x amount every (round) 6 seconds. Therefore, I believe that this character would never be tired. Your muscles, assuming they are of a non-magical nature and physiology is all the same, would be able to maintain a constant state of repair and renewal with all tasks. If a runner was to begin running as fast as possible he would soon succumb to his own ability to shrug off internal damage as he runs. Granted, this internal damage is temporary and on a very, very small level, however it is still "damage". If someone with regeneration started running, he could very well run for eternity. I believe that if you have regeneration you would never get tired whatsoever. Our own regeneration (although not a supernatural scale) is what causes our bodies to repair from fatigue. While we do our regeneration on a much, much, much longer timetable; it is still what it does and therefore scaling this up to a much more rapid state would cause your body to never lose its ability to perform 100% at all times. Discuss.
Kevin Andrew Murphy wrote:
I like where your research took you. Citing a similar ability is a great step in finding a viable answer. I also like your alternative ruling for illusion spells and mimicry. Regarding the bluff skill, we had the same line of thinking because 3.5 listed it as benefiting from synergy bonus from the bluff skill, which would indicate that disguise contains a certain degree of oratory as well. To quote Quote:
However, we may have concluded that one who is naturally a talented liar (or bluff'er), would not naturally be a talented voice impersonator ... but the synergy basically defines bluffing as "acting in character." Strange that "acting" is not perform. Unless they had no way of doing an opposed check to detect falsehood of the impersonation with perform. (as stated above response) Thanks for the responses thus far.
Lyingbastard wrote: I think it could also fall under Disguise (as in disguising your own voice) or Perform (since you're doing a vocal impression - Dana Carvey doing George Bush Sr. for example). We considered perform as well, but then what would be the opposed skill roll ? Perform to Perception ?
I noticed that the Disguise skill does not cover mimicry and / or impersonating a voice of a specific person. It only says "You are skilled at changing your appearance." What happens when you are dressed as a specific individual and you begin to talk to someone who is intimately close to that person ? Anyone have any ruling on this ? Is is a part of the disguise skill, bluff, or something else entirely ? Assuming this question could also translate to disguise self for the purposes of any further discussion. Intelligent, researched answers please.
Thanks for all the additional feedback, I asked for intelligent responses and I got them. While we're on the topic - does the NPC know that he is under the effects of the spell ? OR does he know that he WAS once the spell has worn off ? Furthermore, how do you handle your campaign when the spell wears off ? Let's use the above example of giving away secret plans. If the PC does indeed succeed at using a charmed NPC to give away secret information - when the spell wears off what happens. Play the situation from there. NPC gives information. Group lets him go. Spell wears off. NPC returns to, lets say, a thieves guild. Thieves guild leader says "You drew them a map to the secret ruins where we hold all our gold !? Why did you do that !?" NPC responses
In addition, what response would the NPC give if the spell had NOT worn off at this point ? "Yeah, he's a buddy of mine ... it's not a big deal." ?
Charm Person has become a hot topic in our campaign as one PC has been using it repeatedly at low level fights. Here is the story. We killed a lot of clerical acolytes. One stabilized and we healed him up to interrogate him. Once we were finished, the PC cast Charm Person and the NPC failed the saving throw. He began to tell the NPC "you don't remember killing all your friends ?" "you became possessed by evil" even though the person that was charmed did in fact witness the true event. He told the npc that it "was all an illusion" and "I'm your friend, I wouldn't lie to you". Would this work ? Obviously you can't change a persons memories with charm person, but could you use the fact that they are your friend to CONVINCE them that their memories were fake ? From the spell "This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your
Using this vocabulary from "trusted friend" would he automatically believe what the person is telling him as truth even though it is a severely radical lie ? The PC is not asking the NPC to complete an action of any kind in order to stay within the boundaries of the spell. If yes, how would you go about making the PC administer these lies ? Bluff checks with bonuses ? If he fails, what would happen ? If you lie to a "friend" and they find out, they would be upset. However, he is magically enamored to be his friend. Seeking numerous opinions of the intelligent masses.
Further artificer questions. I understand this is long and drawn out, but I'm really trying to cover items that have not yet been discussed and hopefully provide some great feedback to help this class. Tons of questions regarding materials, crafting availability, and hardness. Earlier it was stated that items were MacGyvered when created. Am I to assume then if you are naked in a 5x5x5 metal box that the artificer is rendered incapable of creation ? At what point then is the artificer able to create ? If he is in a forest he may be able to come up with materials, (wood) but not in a desert I would imagine. Would it be possible to add rules for repairing broken items ? Or items that have exceeded their use but have not yet broken ? Perhaps 1/2 the time it takes to create an item, you could repair or "recharge" one ? <Materials> Needs to be discussed. My gm is a stickler for details. Do these inventions have the properties of a magical item for the purpose of being broken by someone else ? Or do they have the properties of how they were created ? Are they stronger than average as you go up in level ? Wouldn't I always create them out of the best materials available ? This needs to be standardized somehow. Lets say I create a mechanical arm, or goggles - the arm is made of wood (as those are the only materials available to me when I created it if paragraph 1 holds true) however the goggles are created of metal (same). I am then running out of a burning building ... does the wooden item catch fire, and the metal item become hot enough to burn my face ? Am I able to create other objects on the fly that don't have magical properties through MacGyver-ing ? Could I make a spring-loaded ladder that extends from 1' to 10'' for example ? Even though it is not magical ? Can you set the magical properties to affect the item when used ? For example could I make a sword that casts shocking grasp when it hits something ? Or make a mechanical arm that actually DOES bigby's crushing grasp ? Do these items register magically when being detected by magic ? Are they rendered useless if you were in an anti-magic field of somekind or are they purely mechanical in nature ? Production and creation Who decides the weight of the item ? If it depends on what the item looks like, why wouldn't I make all of them dice size ? How big ? How small ? Could I create pyramid in 4 hours as long as I gave it a 1st level spell ? Do the items function the same in all atmospheres ? Underwater ? Plane of Shadows ? Again, I apologize for all the questions ... I really want to play this class but a lot needed to be clearer for me. |