Hawkson wrote: The Holy weapon damage type is not named so, (to me) no question yes they stack. The weapon ability states "extra 2d6 points of damage against all creatures of evil alignment" not "extra 2d6 HOLY points...." Thanks. I had thought that it was a named type of damage, but if it is not, than I totally agree with you and that they would stack.
I have a character in my group that has a modified Saint template from the Book of Exhalted Deeds, and is also an 11th level paladin with a bonded weapon in place of a mount. The saint template allows him to inflict d8 pts of holy damage on evil creatures, and he also has the ability from being a paladin to enchant his weapon with the holy weapon enchantment. My question is this - does the same type of damage stack if it is from the same type - in this case d8 holy from his template and 2d6 holy form the weapon enchantment?
I have used increased skill points for the last two campaigns I have DMed. I give all classes that used to only get 2 a boost to 4 instead with the exception of psions, wizards, and sorcerers, all of whome get 6 points per level. I have not experienced any undo issues with this and have also found that the players would selecdt those skills that added extra flavor. So please - more skill points, please!
Thanks you all for the replys - I was hoping to get a more official standing on this issue and so I have e-mailed this same question to the Sage in hopes that I will get a response - lately I have not whrn I have sent in a question, but I am hoping that he (or she) will look up from the dusty tomes of lore before him (or her) and provide me with a offical answer. Please - I will beg if that is what it takes!
I have a question that a few of my friends and I have been kicking around with regard to using a skill check to repair damage to non-intelligent undead. My friends are of the opinion that they could use a skill similar to the the Craft check one can apply to a warforged (see Eberron Campaign Setting, pg.46) to heal damage to undead with a Intelligence score of -- (i.e. non-intelligent). I on the other-hand believe that the usage of such a skill check would fly in the face of the rule set down in the Librus Mortus (see pg.10) that states that non-intelligent undead cannot be healed or recover hit points unless it is through the application of negative energy - unless they have a special ability like fast healing (but that is a rare occurrence). In my opinion, the use of a skill to heal damage does not really "heal", but facilitates the body of the one who the skill is applied to, enabling it repair itself due to their condition as a living creature or one with a "soul" still anchored to their mortal coil. To try and say that becuase warforged can be fixed with the usage of a skill so mindless undead should be ble to be fixed in the same manner is a farse in my opinion - they are clearly VERY different, as on has an Intelligence score and is considered a living creature, and the other is the exact opposite - no intelligence and not living. It has also been said that un-intelligent undead should be able to be repaired, like bolting on a new arm or parts, and that the magic that animates them would allow said limbs and parts to function normally, due to the negative energy that would animate the new parts. I think that this is untrue, for one, the undead that have been hacked up, broken, and are missing parts when they are animated do not gain functionality of those parts that are broken or missing. And to say that the magic would "spill over" to the new parts is a weak argument too - the spells animate dead are realitively low level and only animate the dead creature is it cast on - I do not see it as being a strong connection to the Negitive Energy Plane that would just attach itself to anything. Now I do realize that intelligent undead heal hit points naturally (if that word even really applies) based upon their HD just as living creatures do. I believe this to be due to the fact that these undead are of a higher order and have a stronger connection to the Negative Energy Plan then their mindless counterpoints, and would therefore be eligible to have a skill (either Heal check or some other related skill) that would allow them to regain lost hit points at a higher rate). I could really use an official call on the application of the rules one could use to heal or repair mindless undead, and if a non-magical skill check could actually be used to accomplish such an act. If some of you fellas at Dungeon and Dragon have the time, I would really appreciate a more "official" answer to this issue.
You know what - this is kind of strange, but I never did get that panel that you are missing in my issue either - I remember that I was going to write in about it, but never did. I have kept all of the handouts and extras that have come with my subscriptions, and that is the one that I never received. Strange!
Hey fellers - I have a question. I have a Neutral/Good Wizard 3/Cleric 3/Mystic Theurge 4, so that means his caster level is 7th arcane and 7th divine. Now I know that my levels as a cleric and mystic theurge do not count toward the abilities that my familiar aquires (which would be those of a 3rd level wizard). But upon review of the Improved Familiar feat in the DMG pg. 200, it lists the Arcane Spellcaster Level required to obtain an improved familiar. If I wanted a psudodragon, 1) would I qualify and 2) seeing as I am a 10th level character and a psudodragon is 2HD and it's HD=the character level of my character, would the psudodragon gain additional feats, attribute mods, and skill points as per the Improving Monsters in the MM. I have e-mailed the Sage a few times in the past with questions such as these, but I have not heard back from him and do not know why, so I pose these questions to some of you, my fellow gamers, and also in hopes that someone at Paizo will be able to stir the Sage and get me an answer. Thank you very much and have a great day!
James Jacobs wrote: We did this for Incursion, back with Dungeon #100 and Dragon #309. Not sure if we're going to do the same for Adventure Path 3. Well I know that I for one have both issues- I just thought it would be ultra-cool to have the issues more in sync in covers with such as much work as had been put into the Age of Worms, ie the Worm Food articles and the adventures themselves, along with the other material like spells, items, ect... Sure you fellows may have done it for the Incursion, but that was basically a one adventure shot in the arm- with the Adventre Paths, you have people along for a much longer ride and IMO it would be a great cap to the endinging of a long Path.
I was hoping that there was someone in charge here on the message board I could tos an idea too. Here it is- I would love to see the covers of a Dragon and Dungeon put side-by-side and one big picture maybe: having the heroes on the Dragon cover and the bad guys on the Dungeon cover- basically taking one piece of art and using it to cover both magazines. An Ebberon themed story arc would be a great one for this idea- having the final adventure of the Eberron arc in the Dungeon and the Dragon magazine of the same month have a big influx of Eberron material, a few critters, some unique spells, items, maybe an Ecology of the Shifter or Warforged in it, and using a new piece of art like the ones in the Eberron books to grace the covers. I was hoping this would be done for the Age of Worms story arc but did not get off my butt soon enough to ask about it. Anyway, thanks for hearing me out. Robert Aldrich
I would love to see the Adventure Path in one bound edition. I currently have all of the issues (after having to order some back issues) and I would still be willing to buy a single edition of the whole Adventure. It would be great if Paizo did this to maybe add some extra content, like extra stat blocks and pictures of the NPC's in the game as they advance, other general art work (like having Brom do a new cover), and extra small things. |