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Yeah, it being a lift and shift makes sense, it just sounds kind of weak given that it's conditional, and the original version did give a +2 to all 3 of the attack, AC, and saves, and never seemed to break the game anywhere.

As an aside, the best Ranger edge for recall knowledge, Outwit, only benefits from the AC bonus for 1 level until 17, and can't choose to use the save bonus because they're forced to use it on the next attack or save given the new wording. This might be an interesting, albeit maybe unintended balancing lever to keep an Outwit ranger from basically spamming and maxing the bonus each round with a +4 circumstance bonus to recalls.


Since the change to monster warden in the last errata to become a +2 bonus either AC or Saves instead of +1 to both, Legendary Monster Hunter no longer interacts with Monster Warden.

This seems like an oversight and, as a level 16 feat, this seems deeply weak, so I'm thinking I'm going to give a PC who picks it the original effect of a +2 to both.

Can anyone think of any way this might break anything?


Also, Levitate has no weight limit. Levitate literally any object off the ground.


Question about Golem antimagic.

I would have assumed that abilities that add elemental damage to strikes wouldn't affect the golem antimagic ability.

However, I can see the argument for it in some cases.

What are people's thoughts on whether these 2 cases apply?

1. Property runes. I wouldn't have considered this, but since the wording of golem antimagic says spells or magical abilities, I can see the argument that since the property rune is magical, it triggers the effect.

2. Ki Strike with elemental fist. Since Ki Strike is a Focus Spell, I would think that this definitively counts as a magical effect that targets the golem.


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Temperans wrote:
citricking wrote:
Samurai wrote:

One huge difference between martial's Whirlwind attack and a caster's AoE is that Whirlwind specifically says it only attacks your "enemies" within reach, meaning it excludes all of your allies that may be in the same area. Caster's AoE's hit everyone in the area of effect, friend or foe.

Hopefully they'll create some kind of feat or ability soon that allows casters the same ability to only target enemies that a raging barbarian has...

Chain lightning

Phantasmal calamity

2 specific spells not every caster wants to use.

Casters are said to have flexibility. But that is just an illusion by the large number of spell that many casters wont ever use.

If you have the option, and choose not to use it, that's not an issue with the class.

Every class has to make the choice about what abilities they want. No class gets to be the best at everything.


I recently ran a few sessions where I made my PCs do dance battles and Scott Pilgrim battle of the bands encounters instead of standard fights.
I used performance for initiative, and had them do damage to a audience hit point pool instead of to each other.


If a creature moves, and I use No Escape to follow it, How do we track the ability to keep in reach?
Do we move square by square, accounting for all extra movement such as diagonals?
Can I move past the enemy if I still have movement and it doesn't?


YuriP wrote:


Zalerian wrote:
Agreed. Armor material is pretty well moot except mithril is lighter and orichalum can have another enchant. There are more beasties than I realized that had armor damaging attacks though (half dozen or so). It is still a huge chunk of your wealth tied up in little actual value.

Even mithril is far away from being viable for an armor. It's just reduce the volume a little (1 point), there's no more armor class reduction like old version (what's good in my opinion, the armor reduction from old games give an enormous advantages with classes that has armor restricted abilities). And the orichalcum is a rare, lvl 20 stupidly expensive armor that just allow you to put one more rune and +1 for initiative. You probably don't earn such armor, in a game, and even if you earn one, you probably has a better use for the money.

The only special materials good enough is dragonhide armors that can allow druids to use much better armors than those they usually can use.

I thought that if you had Mithral Heavy armor, that it basically removed the speed penalty as long as you had enough strength. I'd argue that 5 ft movement is decently valuable.


I can understand not using the Quick Block for Shield of Grace.

Wouldn't only your ally get the damage reduction from your champion reaction though? The description of Shield of Grace says after the Shield Block, and technically you don't get the damage reduction from your action.
Though since you would need to complete the reaction I dunno how that technically interacts.


Does Shield of Grace trigger on a Shield of Reckoning reaction? I would have thought so since it states that you use your Shield Block reaction, though since it's technically a Shield of Reckoning reaction, I wasn't completely sure.

Also, if you have Quick Block along with Shield of Grace, can you use the damage you take from Shield of Grace to trigger your extra Shield Block from Quick Block?
This I would think is more unlikely, but the trigger for the Shield Block is when you would take damage, which I would think occurs after the Shield of Grace, since it says to split the damage evenly, rather than take the damage as part of the reaction.


Hi, is there a way for me to split the shipping of the order to receive the lost omens world book later?
I'm trying to get these in for someone's birthday.