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It's like Invisibility and Greater Invisibility (or whatever Greater, Regular, Lesser items), when the definition specifically makes you read another topic to get information about it they are related.


Rysky wrote:
blahpers wrote:

Edit: Clarity.

I disagree and would be interested in seeing what rules text leads you to this conclusion.

Seconded.

"Fast Healing: A creature with fast healing regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing"

"Regeneration: Creatures with regeneration heal damage at a fixed rate, as with fast healing"

Even if someone does not agree that they are the same 'type' of healing the fact that regeneration says 'as with Fast Healing' indicates that they are the same. You don't even know how regen totally works unless you also read Fast Healing.


I know it's old and probably forgotten, but I stumbled across this and felt the need to reply.

Fast healing and regeneration are the same type of healing - they are both 'natural' healing, they don t stack... and, technically, you don't get your HP back from sleeping.


Since swarms cannot be Bull Rushed I would think "no". (And/Or: You kill 100 insects (for example) by walking through a swarm square, it doesn't count as damage. Stomping down on squished bugs doesn't make them any more dead.)


I don't mean to beat a dead horse/sneak attack a peasant, however I noticed that no one brought up where Flanking came from; it does shed some light on the whole 'melee only' aspect.

Flanking was created by WotC for the MtG card game, it instills a -2 (-1/-1 in card game terms) penalty for creatures that block another creature, i.e. get into melee with the attacker.

WotC simply carried the rule from one game to another.


No worries. I play a halfling with Deadly Aim and Throw Anything - I know that everything has weapon stats. :)


That doesn't prevent penalties from ability drain, etc.


Talcrion wrote:
Just to throw gas on the fire, it says don't suffer ANY penalties when attacking, CLEARLY this includes all spell debuffs as well. bwahahha, take that stupid bards casting Bane on me

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. ...


The problem with 2 shields is that your hands become useless for anythjng else. If you have a light shield you could carry a potion or something in that hand, but once you use it that's done; trying to dig in a pocket or pouch would be good for a laugh.

There is also the matter of donning two shields (unless you wear them at all times, however using the privvy could be an issue there). It takes a move action to don a shield, but that assumes you have a hand free to do so, if one arm is already strapped up you're most likely going to need help getting the second one on.

Then there are trip attacks (or anything else that knocks you down) - how do you stand back up?

Just some thoughts on life with 2 plates for arms.


I think they made a mistake in saying "You threaten a 5' area ...", characters don't threaten anything (besides a keg), weapons do. Each weapon has it's own threatened area, a creature needs to cross through 2 threatened squares of a particular weapon to trigger the AoO, crossing one square covered by one weapon and a second square, covered by a different weapon does not provoke.

Crossing 2 seperate squares covered by 2 seperate creatures doesn't trigger.