![]()
![]()
![]() Maybe someone can explain this.
Sailing Ship:
Example Sailing Ship DESCRIPTION Pirate brig (sailing ship) Colossal ship
DEFENSE AC 16; Hardness 5
OFFENSE Maximum Speed 90 ft. (wind); Acceleration 30 ft.
STATISTICS Propulsion wind or current
CREW Captain: NE female human rogue [pirate] 5/deep sea pirate 6
EQUIPMENT Armaments 6 light ballistae (port and starboard) with 200 light ballista bolts; 4 light catapults (fore and aft) with 50 light catapult stones and 10 alchemist’s fire canisters
. 90ft/rd x 10rd/min = 900ft/min 900ft/min x 60 min = 54,000ft/hr 54,000ft/hr / 5280ft/mile = 10.22 mph 7days x 6 weeks = 42 days 42 x 24 = 1008 hr 1008 hr x 10 mph = 10080 miles 24,901 Golarion approx circumference Azlant Isles begin around 2000 miles from Almos It should take under 10 days to sail that distance. If we lower the speed to Columbus equivalent of approx 4 mph that only pushes the time up to 21 days still half the time given What factors am I missing? ![]()
![]() Found out Combat manager is again fully supported by Kyle so I started adding more stuff as well.
![]()
![]() Eisenbaer wrote: I'm not sure what it is that I have done, but I am now unable to utilize the program. I was loading up a few custom bad guys, and now the loading splash screen shows up, then departs, going into 'background processes' and taking up 30% of the CPU. Try deleting the CombatState.xml file in your user...\roaming\combat manager folder Example:
If you have a problem on startup this is often the cause. ![]()
![]() Crossbow57 wrote:
I don't work on the Apple version but try "right"clicking on the Roll Initiative button see if there are other options. Roll Initiative without changing round is the option you are looking for.![]()
![]() shalandar wrote:
Sort of, is all you want a separate d4-d% die roller? I'm trying to grasp the why? Give me a reason for this to be useful. Describe how it would be useful in running a game.Maybe I'm missing something so paint a picture for me. Most of the dice rolling stuff is already in Combat Manager, the window would be no big deal, but the time needed is. Sell this to me and I will help you get it done. ![]()
![]() shalandar wrote:
It's possible, what exactly do you want it to show? give lots of details. I feel your pain I still struggle with certain aspects of this app. It has some beauty and horror under the hood. ![]()
![]() Derklord wrote: The rolling looks fine now, but the fix did create a different problem: One can now no longer select multiple party members (or monsters) with the Ctrl key (Shift key still works). OK. I believe I have ironed out the bugs in this {I hope}. Give this one a try and let me know.Zip File on DropBox
F.Y.I. I also made it so that if you left click a name in the Combat Sequence list the Selected Monster shows the Stat Block for that selection. ![]()
![]() Snapshot wrote:
I underestimated the difficulty of the whole issue. The Combat Sequence list box is different from the player list and Monster list. I can't get it to return a list box only a listcollectionview which has no selected item property. I will keep working on it.For now see how these changes work. The map [open] will not work if the file no longer exists in its original location. Zip File on DropBox.
P.S. There are some issues involving my Hero Lab import of Natural Weapon attacks. I will be working on these.
Keep letting me know when you find a problem. F.Y.I. The crash problem involved having items selected in the Player list or monster list when selecting from the Combat Sequence.
![]()
![]() Derklord wrote:
I was afraid that might happen I did a shortcut on the fix I should have a correct one later today, I will put a file check in for that issue ![]()
![]() Derklord wrote:
I see the problem, I can see how it got to be a problem. I have made a quick change to eliminate the problem. I will investigate further to see if the change causes any other problems. Zip File on DropBox.
Let me know if this causes any other issues. ![]()
![]() For those having issues with the map. or try out a few bug fixes download the zip file and copy the files into your Combat Manager Directory. I highly recommend you backup your CombatManager.exe and CombatManager.Core.dll before overwriting them. Zip File on DropBox.
Since the change to VS2015 some issues have been occurring. Let me know of any results. ![]()
![]() Tenebrous Sage wrote:
It is an issue that will be gone in the next release ![]()
![]() Ckorik wrote: Is there a way (I wasn't finding it if so) to turn on power attack or other 'buffs'... like rapid shot or anything - or is there an easy way to add another attack to the matrix? The short answer is No. Adding additional Attacks for special "circumstances" is complex. Kyle was working on Attack Cloning before his switch to Git-hub but the commit did not transition.
I currently use Custom Conditions for Power Attack. It gets complicated when using 1h vs 2h etc. not sure if this is feasible to automate or not. ![]()
![]() MendedWall12 wrote:
There is no specific format [yet] it should read any common format .jpg,.png,.bmp etc. Try upgrading to .net 4.6 that is the new target for Combat Manager.
Let me know if the problem persists so we can track the problem down. ![]()
![]() MendedWall12 wrote: Snapshot thanks for the update on stuff. I had a bit of weirdness because I downloaded and installed the test version with the map integration. I couldn't get it to load any pictures for maps. Is there a specific type of image file it needs? Secondly, I uninstalled the test version and reinstalled 1.6.3, and when it initially opened it was some kind of a calendar screen? Is that something new he's working on too, that popped up on accident? Or is that something already integrated behind the scenes that I somehow have failed to be able to open? Once I clicked on the combat window it disappeared, and I haven't been able to locate it again...? I will check on the map not loading, it works on my dev pc. I loaded it on my gaming pc and it works fine. What version of windows and .net do you have installed? The "Calendar screen" has been in Combat Manager for a long time but Kyle never fully developed it. It is a campaign time tracker for events and such.
![]()
![]() Sorry to everyone for being off the radar for a while.
Good to be back. ![]()
![]() chopswil wrote:
I am working on it. I have a converter reading the .ods file and creating a Dataset. Getting it into XML is proving to be more difficult than I expected.I will get it hang in there ![]()
![]() MendedWall12 wrote:
You are correct I have no android experience to build a version for android. I could probably find the bug but that will not help much. Then there would be the problem of updating the Android marketplace as that would be under Kyle's control.I am working on a data converter to read chopswil's data and create the files and database entries so anyone can update their Combat manager by downloading his files in .ods format.
![]()
![]() chopswil wrote:
I have rebuilt my development PC and have pulled the repository from Sourceforge but I am not seeing the last updates from Kyle. I am afraid he did not push his last fixes up to Sourceforge. I have examined the details ripper and think that I will change the way the data was read from XML to .ods [this is how google docs saves, that I can easily parse] work is keeping me out of state right now so things are progressing slowly. Hopefully I will get more time in the next few weeks. ![]()
![]() Greetings Again, I have been busy with other projects. I still work on Combat manager, however Kyle and I differ on some methods and I have been working only on the version I use personally.
I will try to post my progress here ![]()
![]() wyld wrote:
There is a problem with the code (Try giving the monster a gender) see if that temporarily fixes it. The Regex does not like the structure slag giant (Pathfinder RPG Bestiary 4 129) It tries to find a line beginning with Male or Female, if that does not work it grabs a specified line "now incorrect due to format changes" to parse the race and class of the Character [this is where the crash happens]. Combat Manager does not expect a space in the race name, this caused a bad parse. The (Pathfinder RPG Bestiary 4 129) is parsed as the class but causes no problem. ![]()
![]() Sir_Wigefield wrote:
Just to make sure I understand. You want the following for your character correct? Domain: Death, Magic
if this is what you want, the code listed has nothing to do with this.
![]()
![]() Shard Obsidia wrote:
RedDogMT wrote:
I took a brief look at this. Yeah its messed up.This will take some time to follow all the code. I will try to find some time to fix this soon. ![]()
![]() JLendon wrote:
Click the [Combat Manager] Button in the upper left corner and select [Export Custom Data]. Select what you want in the export file. Save it and reverse the process to [Import Custom Data]. ![]()
![]() TMNTurner wrote:
Could you give an example and I will explain what you need to do if it is possible. ![]()
![]() Enderrin wrote:
Hexes and performances can be tracked by creating a custom condition. Kyle updates the data when he has time. Generally when he releases a new version. ![]()
![]() Quote:
Quote:
Go ahead and link to your data so we can take a look. ![]()
![]() Zilfrel Findadur wrote: Does anyone have custom homebrew files for Combat Manager and would like to share? :D i will appreciate it! even if is by PM pleaase D: i'm having a hard time adapting illithids and beholders. Here are a Beholder and Mindflayer, best I can do within the current limits of Combat Manager I may throw a few other things in. ![]()
![]() Tels wrote: How hard would it be to write an addition that automatically handles the Sacred Geometry feat? I have no intention of ever using it, and if I have it my way, it'll never see use at a table I play it... But I imagine some GM somewhere will allow it and it would be nice to have such a thing automated as much as possible. Extremely complicated, 1st Combat Manager does not track ranks, it only tracks the total plus to the skill roll.2nd currently Combat Manager does not, utilize metamagic feats or have any "Casting" mechanism for tracking spells or slots. 3rd The Math would be insane, [any series of Addition, Subtraction, Multiplication, Division] 4th If someone was insane enough to take this feat it should be their responsibility to solve the math, I as a DM would require it. I am certainly not going to do the math for them. As currently written Combat Manager cannot support this. ![]()
![]() Mir wrote: Oh, how do you do custom conditions? This will be quick and Generic but once you get there its not difficult. Create a blank character
Oddly there is a strange number now appearing on the condition display, I will have to look into that. That aside those are the basics. ![]()
![]() Mir wrote: Mostly I'm figuring things out by looking at the monsters already there but somethings are really confusing. Where I see something I can copy and paste and try to alter to play with formatting it's not bad. Right now I'm trying to enter a monk and even looking at a monk monster I can't see how you get things like Wis/Monk bonus to show up in armor. There is no manual edit here just places where you can enter things in boxes. The short answer is you can't. Combat Manager is a Combat Manager not a Character Builder. If that's what you need look at PCGen or Hero Lab both are excellent Character Builders. Some things in Combat Manager have to be forced, look at the Monk Wis/AC bonus and give him a +# to his dodge bonus to AC, If this is something you need to do often make it a custom Condition that you can add to any monster. If you are unsure of how to do anything, just ask and someone here can assist you. I normally monitor this thread frequently, my recent internet problems made that difficult. It should be better now. ![]()
![]() Sorry I have been absent my Internet has been down for over a week. Mir wrote: Been playing with it some trying to enter a character. For some reason I can't seem to get spells to show up after I edit. I can type in the spells per day box but nothing shows up on the character sheet. I also can't find away to link the spells as they are on the monsters in the database. I tried a cut and paste from a monster and it just came up grayed out and again didn't show up on the character sheet. This is on windows XP. I assume there is a method of spells I'm missing or something. This has been a sticky problem for lots of people, so I will give a little help session on formatting of the spell info. First this is why it works but is very very picky.The Regex:
_ClassRegexString = "("; foreach (Rule rule in Rule.Rules.Where(a => (a.Type == "Classes"||a.Type =="Races"))) { //remove plural from race name - this is for SLA {Dwarven may be incorrect} may need fixed if dwarves ever get a racial SLA if (rule.Type == "Races") { rule.Name = rule.Name.TrimEnd('s'); } if (!first) { _ClassRegexString += "|"; } first = false; _ClassRegexString += rule.Name; } //Wizard Specialist "as class names" _ClassRegexString += "|Abjurer|Conjurer|Diviner|Enchanter|Evoker|Illusionist|Necromancer|Transmu ter"; // special SLA names _ClassRegexString += "|Domain" + "|Bloodline" + "|Arcane School"; _ClassRegexString += ")"; } private static string spellcountblock = "((?<spellcount>[0-9]+(?=[;,\\)])),?)";
private static string spellblock = "((?<spellname>[\\p{Pd}'\\p{L}/ ]+)([*)])? *(?<superscript>\\[[MS]\\])? *(?<countdc>\\(" + countdcblock + "\\))?,?)";
Regex regSpells = new Regex("((?<classname>" + _ClassRegexString + " )?(?<sla>Spell-Like Abilities)|(?<classname>" + _ClassRegexString + " )?(Spells (?<blocktype>(Known|Prepared)) +))(\\(CL ((?<cl>([0-9]+))(st|nd|rd|th)?)([,;] *concentration *[\\p{Pd}+]?(?<concentration>[0-9]+)( \\[[\\p{Pd}+][0-9]+ [\\p{L} ]+\\])?)?([,;] *[\\p{Pd}+]?(?<spellfailure>[0-9]+)% spell failure)?([,;] *[\\p{Pd}+]?(?<meleetouch>[0-9]+) melee touch)?([,;] *[\\p{Pd}+]?(?<rangedtouch>[0-9]+) ranged touch)?\\))[:\r\n]*" +
some of this is mine, most is Kyle's work. It breaks down what you enter into the boxes so it can be processed. There is much magic here that I won't go into. Due to the Regex strings everything must be consistent or it will all fail, something like a house of cards. Note:items in [] brackets are optional
Each section has a header if one is not present a default will be generated.
Next is the Info section, this is consistent for all blocks but it has optional parts. If you include it, it must conform to this sequence. As noted you can separate the entries with a comma or a semicolon followed by a space.
Next come the actual "spells";
Examples:
greater teleport (self plus 50 lbs. of objects only) invisibility (self only) summon (level 3, 1 zebub or 1d4 lemures, 40%) shield of faith (already cast) SLA Formatting b]Note:[/b] Then Info section is entirely optional for SLAs SLA: #/day-spell1, spell2[,] #/day-spell1,spell2[,] At will-spell1, spell2 An SLA has two options #/day or At will Note: the - is not optional and can not have a leading space or the line will not appear, a trailing space will be ignored. Note: At will must be spelled exactly capital A and lowercase w or the line will not appear. Full SLA Block: (CL 5th, concentration +12, +12 melee touch, +11 ranged touch) 3/day- fireball (DC 17, Maximized), Inflict Moderate Wounds (DC 15) 2/day-scorching ray, shield At will-mending Next Spells Known Formatting
Examples:
[Full] Sorcerer Spells Known (CL 7th; concentration +12; 15% spell failure; +12 melee touch; +11 ranged touch) 3rd (5/day)-dispel magic, major image (DC 17) 2nd (7/day)-glitterdust (DC 16), invisibility, phantom trap 1st (7/day)-alarm, identify, magic missile, shield, silent image (DC 15) 0 (at will)-detect magic, ghost sound (DC 14), light, message, open/close, prestidigitation, read magic [Minimal]
Next Spells Prepared Formatting
Examples: [Full] Wizard Spells Prepared (CL 5th, concentration +12, 15% spell failure, +12 melee touch, +11 ranged touch) 3rd-fireball 2nd-scorching ray 1st-Magic Missile 0th-mending, flare [Minimal]
![]()
![]() Kyle Olson wrote:
I'm not sniping I'm griping there's a difference Sniping:make a sly or petty verbal attack. Griping: express a complaint or grumble about something, especially something trivial. Hmm. Ok maybe a little Sniping. I'm glad you have had good results with them, mine have been mixed to frustrating. My typical results with Lone Wolf:
Me:Subject: Pathfinder bug report: The ifrit burning hands SLA no longer appears in the .por XML file >Before: ><spelllike> ><special name=\"Burning Hands (1/day) (Sp)\" shortname=\"Burning >Hands (1/day)\"> ><description>A cone of searing flame shoots from your fingertips. >Any creature in the area of the flames takes 1d4 points of fire damage >per caster level (maximum 5d4). Flammable materials burn if the flames >touch them. A character can extinguish burning items as a full-round >action.</description> ></special> ></spelllike> > >Now: ><spelllike/> Lone Wolf:Thanks for emailing Lone Wolf Development's support email address. Your email has been received and should typically be answered within 2-3 business days. If you do not receive a response within that time, make sure to check your spam filter. Lone Wolf:Recently, we developed a new save format for portfolio and stock files. This eliminated many items that don't have user input on them, and made portfolio and stock files smaller. This appears to be related to this change. Hope this helps! Me:How could that possibly help.
Lone Wolf:Why do you feel this information still needs to be included? Me: I must admit I am a bit baffled by that question. Why would I feel it necessary to include a characters racial spell like abilities in their stat block? The short answer is because I can't read and display a full character stat block if all the necessary information is not present in the .xml file.
I am currently writing a new Hero Lab Import and am being frustrated by the complete lack or poor presentation of data in the .xml file present in the .por file. The documentation lists this for third party use, but the data presentation is horrid. The data is missing, truncated, or aggregated so much you have to divide it multiple times to get useful information, yet is full of static useless information that is non related to presentation of character data such as definitions of every skill, spell, feat, etc. these are presented in the rules, are static and are not related to individual characters so need not be included with each character. However every ability, feat, choice, etc must to be present to properly display a complete stat block for each character.
Lone Wolf:Thank you for your explanation. I didn't realize that this was missing from the custom XML output. I'll put this on our to-do list.
Lone Wolf:Follow-up question on this: Is the Burning Hands spell-like ability appearing in the tracked resources section? Me:Yes, it is listed in tracked resources.
Lone Wolf:After consulting with the other Hero Lab developers, I have discovered that this change is to conform with how Paizo creates their stat blocks. For core and featured races such as the ifrit, their spell-like abilities appear under tracked resources instead of spell-like abilities. Hope this helps!
Me:If that is how it has to be fine. However could you include the Caster level, DC and a (Sp) so it can be identified as an SLA properly.
I'm just trying to inspire them to do better. ![]()
![]() DM Buckeye wrote:
I am not exactly clear on what you are asking. However Combat Manager already has features for reading Hero Lab .por filesPCGen .rpgrp files as well as it's own .cmpt,cmet files. A recent post has indicated that PCGen is moving to a Freemarker engine that should allow for a template to create a consistent file for Combat Manager to Read greatly increasing compatibility. If only Lone Wolf would adopt a similar user friendly policy. You can also enter a new monster/NPC directly into Combat Manager from the monster tab [Just click the {NEW} button] and fill in the information. You could directly edit a .cmpt files [it's an xml file] but I would not recommend that. ![]()
![]() I just pushed a few thing up to have added to Combat Manager for the next version in addition to the spell block formatting.
The CMB string comes in the following flavors that I know of.
I have been meaning to do this for a while, I am now proficient enough in Combat Manager to begin adding some new features. ![]()
![]() TyrKnight wrote: I just discovered this and downloaded for my ipad. It's interesting. But I tested a few monsters and not all of them took the templates. Augmented Summoning or Advanced Couatl didn't change the attacks section. Also, would be helpful if there were a guide. Is there a way to start with a completely blank character for the party to add? I have a halfling and elf and neither appear to be in the monster list. I have nothing to do with the apple side of this but I might be able to assist if you could be a little more specific. What exactly does not change? Any special attacks or poison etc will not be affected as these are not consistently formatted making it nearly impossible to automate changes. As for a blank character the PC version has a button at the top of the monster and party roster to add a blank new character. I do not know if the apple version has that.
![]()
![]() chopswil wrote:
No, Kyle setup a flow document and element creation methods, I just changed them a little, edited a few Regular Expressions. Added a few missing elements, fixed a missing .xml read element, etc. Kyle has setup an interior structure that made it not too difficult. Probably harder to explain than do. B.T.W. if you respond to this thread please include a {like or dislike} so I can judge whether to submit this to kyle for inclusion, but remember kyle decides what gets included. ![]()
![]() For those interested in what RedDogMT is talking about, Here is an image of the formatting changes. I used the Celestial Theurge as a basis.
Give some feedback whether you thinks it's better or not. I will address the RulesShort.xml issue with Kyle if the feedback is positive. ![]()
![]() Ok, perhaps I approached this incorrectly.
Thedmstrikes wrote:
Semantics, unless you intend to have to run every pet store in a major city to find one where a monkey has "recently"{undefined term} perished the spell is useless. In my case I have a CE Orc Witch in the Mwangi Expanse using the spell {don't ask} so monkey acquisition is not a problem and the ethical consideration are not a problem. While we all agree the spell is very cool it's writeup is confusing.I do agree with the Necromancy[shadow]. Thedmstrikes wrote:
Richard Pett wrote:
Richards clarification was very helpful in this instance. {The intent is to stop a single critical hit regardless of the damage}Gloriously succinct answer. {It cannot be killed, but dissipates if it takes 6 hp damage/caster level (it gets no save against any attacks it stops).} as compared to {It cannot be killed, but dissipates if it takes 6 points/caster level of area attacks (it gets no save against these attacks).} The removal of those three words and the rewording in the parentheses completely muddied the meaning of the sentence to the point of being meaningless in context. What does it matter if it gets a save its gone anyway.
Thedmstrikes wrote:
No longer relevant as Richards answer removed the option of additional attacks. Thedmstrikes wrote:
{Components V, S, M (freshly killed body of a monkey)} This line indicates the spell is not dismissible the text says other wise.Core Rules page 216 Dissmissable:
(D) Dismissible: If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell’s effect and must speak words of dismissal, which are usually a modified form of the spell’s verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn. The spell does not require concentration therefore [Standard Action.] Please provide links if you quote an online source. Thedmstrikes wrote:
Not particularly helpful answer. Ok, maybe I need to elaborate [I will keep this brief]1)Does an alchemists bomb explode or not? as the splash damage is not critical related and the original target would be subjected? 2) Balor: can the monkey stop this attack?
Vorpal Strike (Su) Any slashing weapon a balor wields
(including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any. 3) Lantern Archon: its faster than the speed of light. The question is can the monkey stop an attack that bypasses all damage reduction? Yes I know its not presented as damage reduction but I would still like an answer.
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type. Thedmstrikes wrote:
This answer is somewhat incoherent. The only issue here is the poor wording of thecoup de grace:
Coup de Grace: As a full-round action, you can use a
melee weapon to deliver a coup de grace (pronounced “coo day grahs”) to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target. You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace. Delivering a coup de grace provokes attacks of opportunity from threatening opponents. You can’t deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you’ve determined what square it’s in, and one to deliver the coup de grace). attack as it says "You automatically hit and score a critical hit." it should probably say "You automatically hit and confirm a critical hit." Confirm being a relevant game term. Sacrificial Monkey text "When an enemy confirms a critical hit against you, the monkey throws itself before the melee, ranged, or ranged touch attack and takes the hit itself." I know it's pedantic but in my world words mean things use them correctly. Thedmstrikes wrote:
I am not misinterpreting it, it was a lure for your answer below, the Range and/or the Target field(s) (is/are) missing. If the Range is Personal no target field is necessary, If it is Touch(or more) a Target field is necessary. Why is the Sacrificial Monkey considered a creature as it cannot be targeted or killed?[Effect: one creature] It should read [Effect: one shadow monkey] or such. Thedmstrikes wrote:
9)This question is related to the feat Eschew Materials:
Eschew Materials
You can cast many spells without needing to utilize minor material components. Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. What is a dead monkey worth? If you had to purchase a monkey to kill as per [Adventurer's Armory page 21] 3gp is the going rate, however it strangely does not mention the price of a recently deceased monkey [wow what an oversight, I want my money back until this travesty is corrected.] Seriously though, can you eschew the monkey away? 10)Is the monkey incorporeal? or solid? Can it be stolen or moved if left somewhere?
That should be enough for now.
![]()
![]() I don't know if this is the proper place to post this but I will start here, direct me elsewhere if appropriate. Sacrificial Monkey:
SACRIFICIAL MONKEY
School conjuration (creation); Level sorcerer/wizard 4, witch 4 Casting Time 6 hrs. Components V, S, M (freshly killed body of a monkey) Effect one creature Duration 1 day/caster level Saving Throw none; SR no You create a shadow monkey—a foul, animated object that clings to you like a sickened baby. The sacrificial monkey has a single use: to stop a confirmed critical from affecting you. When an enemy confirms a critical hit against you, the monkey throws itself before the melee, ranged, or ranged touch attack and takes the hit itself. The monkey always stops such attacks and never stops any other attacks. The monkey cannot stop damage inflicted by critical hits from spells or spell-like abilities. The monkey cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but dissipates if it takes 6 hp damage/caster level (it gets no save against any attacks it stops). The sacrificial monkey can be dismissed or commanded to remain at a given location. Issuing such a command temporarily suppresses the benefit of the sacrificial monkey until it is again within your space. You can never have more than a single sacrificial monkey at any given time. 1)How is it this spell does not have the [Evil] descriptor? You have to kill a living creature to cast it. 2)The term single use is vague, it can only stop one attack or its only purpose is to... 3)Does the monkey stop all damage or just up to it's HP? Example [assuming not single use] the monkey has 1 HP left you take a 50 point critical what happens to the other 49 damage it couldn't stop. 4) It can be dismissed or commanded as what kind of action? 5) So it can stop a critical from a Supernatural ability? 6) Does this work against a Coup de Grace? 7) No Save and no SR, is not (harmless) can be cast on another creature.{I know 6hr cast time but none the less} 8) If you cast the spell on another creature it is their monkey or still your monkey, for purposes of a single monkey? |