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Sczarni

My understanding is that both Cleave and Great Cleave replace your regular attacks for the round (iterative or single).

So its:

1. Declare Cleave/Great Cleave vs. multiple melee targets adjacent to one another

2. Make attack

3. If first attack hits, do damage and make second attack vs. second adjacent foe at same attack bonus

4. If you hit with the second, and have Great Cleave, and have a third adjacent target, repeat down the line in ad nauseum.

And you could use Power Attack (or other feats) with this I imagine

NeoSamurai wrote:
Sir Hexen Ineptus wrote:


My main problem though here is that you can no longer charge and perform a cleave, was the removal of this ability really all that necessary?

that raises a couple of questions I have on the nature of how cleave and great cleave work in regards to each attack.

does one use the Cleave feature then proceed to Great Cleave after finishing the second attack or does Great Cleave replace Cleave (which I hope it doesn't)? Changing Cleave to a half action makes cleave and great cleave a bit less confusing imo.

Additionally how would this work on characters with more than 1 attack per round.

does it go:

attack 1: +5
cleave
great cleave
attack 2: +1
cleave
great cleave

or does it go something different?

Sczarni

Typo on page 52 of the Beta under the paragraph Aquiring Skills:

"Character’s who take levels in their favored class can also chose to gain 1 additional skill point.

Also, the language used in the Skills section vs. the Races section differs slightly:

page 11:

"Skilled: Humans gain an additional skill rank at first
level and one additional rank whenever they gain a level."

vs. page 52:

"Humans gain one additional skill point per class level."

Sczarni

Is that Gary winking at us? ;-)

Sczarni

One of the things that I was surprised about with the 3.0 to 3.5 conversion of the spells Create/Create Greater Undead was that Vampire was no longer on the list for the Greater version. I thought maybe this was because it is a template monster while the rest are stand alone.

However, with the powerful undead that can be created with these spells, I think it reasonable to allow Vampires (or any other type of undead) to be created with either of these spells (taking the existing Caster Level tables in the spell descriptions into account) by using the Level Adjustment when figuring out the maximum hit die of undead that can be created.

For example... the Vampire template is a +8, and a Mohrg (14HD) can be created by an 18th level caster using Create Undead... so allowing a creature of 6 HD or less to be made into a Vampire using this spell seems possible.

I guess an argument against this would be if you take into account the specific manner of death being necessary to create the particular type of undead... like Ghosts needing the restless soul element to their demise, or Vampires needing the blood drain... but perhaps these sorts of things can be implied to have taken place as part of the spell during the casting.

Just thought I'd throw it out there.

Sczarni

Yes, they all are... yet, 4E fails to acknowledge Greyhawk (and Blackmoor for that matter) as the original campaign worlds, and instead claim that FR is (hmmmm, funny that, since FR is being "updated" to 4E)

KaeYoss wrote:
CourtFool wrote:
KaeYoss wrote:
And, more importantly, they went out of their way to invalidate D&D's previous history.
Which of the following is D&D according to you: Greyhawk, Forgotten Realms, Planescape, Darksun, Spelljammer or Ravenloft?
They all are.

Sczarni

Hahaha... No Poof-Mounts!!! :-)

Sczarni

One of the things that has bothered me through 3.X is the daily summoning of the paladin's celestial mount. It has always seemed hokey to me for a paladin to summon his mount for a certain number of hours each day. If the mount was "summoned" (or found via a quest, etc.) once when that ability is gained, and the mount stays around, that would be more realistic. Like how they used to be called in 1E/2E. If the mount is killed, then the paladin will have to summon another to replace it after penance, purification, what have you.

Sczarni

I get the general idea of what the skill is trying to address... creatures that don't normally fly would probably need practice to do so effectively, even with magic.

Possible solutions:

Anyone who has ever hang-glided will tell you that the physical aspect of contolling the glider is probably closer to the Acrobatics skill (aspects of the old Balance skill specifically), or perhaps simply a Dex check for complex manouvers. Granted, we're not talking about piloting a glider, but your own body.

Having flown both unpowered sail-planes and powered planes as well, its all about the coordination of power, pitch, roll, and yaw.

Seeing astronauts in zero-G training taking several flights to get accustomed to moving around while weightless is another analogy I can think of... again, a Dex based check probably.

Sczarni

The Maure Castle Environs are shown on the inside back cover of 9577 The Adventure Begins.

Basically, it looks like the upper level is in total ruin... a ring-shaped wall surrounding a "Central Keep".

Robert Head wrote:

Erik? James?

A little help?

- rob