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So a behir has constrict and swallow whole- if it swallows a creature, does it deal constrict damage to the swallowed creature after the first check on its turn or no?


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I made a race based off of harpies called haryas, which I came to by messing with the Latin word for harpy. I added the archetype to give some life to the race, as well as adding favored class options for the core classes (plus oracle).

Link here.

I just wanted to share and see what other people think of it!


So this is a class that I made a while back, and I've been tweaking it a bit recently. I like the current place it is in at the moment, so I figure this is as good a time as any to get some feedback on it.

The class is based around "putting the monster into the player-" a high hit point total, natural attacks and abilities that are reminiscent of monstrous creatures are what I intend its main draws to be. In addition, there is a focus on adaptability as well as suitability.

Metamorph class.

Mainly, I'm hoping other people can take a swing with my class to "break it," meaning like how a person can build a barbarian that can pounce from across the battlefield or a monk that can grapple a god- in other words, what ridiculous levels can a person make with this? Now, I'm still open to normal feedback, but I do think my class is at a good point.

In addition to feedback, I am also looking to try and make sure abilities are clear as possible- if there is some ability or wording that you are unsure about, please ask me!


I may just be reading it wrong, but does the gun chemist's alchemical ordnance not allow a reflex save for half? I know it calls out saving throws for things attached to AO, but I fell as though it implies that there's no save, which is OP in my opinion.

The archetype: https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-al chemist-archetypes/gun-chemist-alchemist-archetype/


Recently, I've been revisiting a class I made a while back, and for one of the abilities, I found that I didn't like how I originally worded it- what it does when a player takes it is allow them to change their size by one category in either direction, but I realized that it was too vague- one could argue that it would stack with enlarge person, and I don't want that. Currently, I have the wording as follows:

"Your size changes by one category, adjusting your natural attacks as appropriate. If you grow one size, you gain a +4 size bonus to your strength score while taking a -2 penalty to your dexterity score. If you shrink one size, you gain a +4 size bonus to your dexterity score while taking a -2 penalty to your strength score. Any equipment on you when you change size changes with you and remains the new size until you revert and if you come under the effects of a polymorph spell that doesn’t change your size, you retain the size you have changed to with this ability. This otherwise functions as enlarge or reduce person, respectively. You must be at least 6th level to take this [ability]."

My goal for this ability is as follows:

1) Allows a player to change their size,
2) Doesn't stack with other size changing abilities, but
3) Allows for polymorph effects to use the new size instead of the old one, as the class has several abilities in it that are considered polymorph effects.

For reference of number three, here is how polymorph effects work with size changes from the SRD:

"You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."

My question is, does what I've made appear to do what I want it to do from your perspective? I understand that sometimes a different perspective other than my own can help my achieve what I want.


If you used whirlwind attack and wanted to make an attack with a secondary weapon, would you make the attack at your full BAB or at your full BAB-5? I imagine that it'd be the former, as this isn't a full attack action, but I wanted to get some input from others.


For the feat ultimate mercy, how long does it take to use?

https://www.d20pfsrd.com/feats/general-feats/ultimate-mercy/

Is it a SLA, thus a standard, is it as the spell's description says- just touch- or is it as the spell raise dead, thus one minute?


What ways are there for a player to gain fast healing?

I know that the spell regenerate gives regeneration, which is a better form of fast healing, but that is the only source I know of. Are there any other spells, bonuses, traditions or feats that give it?

If there's something that grants something that is fast healing in every way but name, that would work too.


For the 4th level veil spell, does it have you add your level twice if you are trained in deception?

Relevant sentence:

It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to Deception checks to prevent others from seeing through their disguises, and add their level even if untrained.


If I give a monster the snatch feat, does this give it the +4 to grapple that the grab ability grants?


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So I'm making a campaign and have a groups of traits for it that PCs can choose from to give them a pull into the story. I wanted to get some feedback on them, as well as see which ones people might gravitate towards. IMPORTANT: I do not care what other campaign traits do- as each player will gain one of these traits, I want to make them in line with each other, not those other campaigns have.

Wild Hordes: This is the beginning threat that the PCs will be dealing with, and the higher-up baddies of this group are those that tie into the traits that involve them.

Hell Knights: My campaign has a heavy theme on chaos/law rather than good/evil, and thus hell knights are an obvious inclusion. The continent that this will take place on is full of strange and chaotic energies, and thus I have the Order of the Nail as the most prominent order (though every order has some presence, especially if a player wants to be a different order).

Silver Reef: This is the starting city and resting place for PCs in the campaign. Most important NPCs will be/come from here, and threats generally involve threatening this city.

The Forest: This is the region around the settled lands of the setting. Magical beasts, monstrous humanoids and fey are all abounds in these lands, and traveling them is dangerous.

Reclaimers: These are the brave souls who explore the forest, hunt dangerous beasts, search for settleable lands, and, in many cases, removing foliage to make future trips safer.

Chiropa: This is a custom race I've made that I will extend to my players. If you care to see what the race is like, see here.

The traits, with the mechanical aspects bolded-

Adept Orphan: You were raised in an orphanage in Silver Reef since you were a baby, and your caregiver only knew that you were brought to him by a cloaked individual, who disappeared shortly after delivering you. Growing up, you had a rather uneventful childhood, but you found yourself inclined to certain spells. Whenever you cast a transmutation spell, you treat your caster level as one higher for the purposes of duration and overcoming spell resistance. Requirement: You cannot be evil.

Cheerful Chiropa: Unlike others of your kind, you were born in the city of Silver Reef. Despite having only your family as other chiropas, you never felt out of place- in fact, you found you could connect with just about anyone, no matter who they are or where they’re from. This makes any creature you meet with an attitude that isn’t hostile or unfriendly to be treated as one attitude step better than normal. In addition, you gain a +1 trait bonus on diplomacy rolls, and diplomacy is always a class skill for you. Requirement: You must be a chiropa.

Failed Reclaimer: You served Silver Reef as a reclaimer with a group of close companions. One day, you were ambushed while exploring one of the deeper parts of the forest, and only you made it out alive. Since then, you’ve had a grown hatred for the beasts that live in the forest. Choose either fey, magical beast or monstrous humanoids. You gain a +1 trait bonus on attack rolls and a +2 trait bonus on skill checks to identify this creature type. In addition, you may make knowledge checks about them untrained.

Flexible Magician: Magic has been in your family’s blood for as long as any member can remember, but it has been gradually weakening in the last few generations. When it came to you, your father thought that you wouldn’t possess a drop, but you instead impressed him- in fact, even at a young age, you seemed able to change the makeup of your spells on the fly! Once per day before you cast a spell that deals damage with the acid, cold, electricity or fire descriptor, you may change half of the dealt damage to another type (either acid, cold, electricity or fire). The spell gains the descriptor of the second energy type. If you are a spontaneous caster, this does not increase the casting time of the spell.

Free Spirited: You were born into a family who have served at the hell knight fortress Eirstadt since its founding. However, unlike your family, you never agreed with the brutal and unforgiving beliefs that the denizens held, which caused you to receive many a stern talking to or beating. You finally left after news came that your father had to take an early retirement, leaving you to take his place as his eldest child. Unwilling to live that life, you left to make a life without predetermined choices. You gain a +1 trait bonus to will saving throws due to your free nature, and once per day, you may reroll a failed save against a charm, compulsion or enchantment effect. Requirement: You cannot be lawful.

Lawbringer: Your family used to serve the city of Silver Reef as famous reclaimers, until a group of unknown arsonists caused a great fire to ravage your family’s estate, killing everyone in your family except for you. Since then, you have applied yourself to your family’s convictions and kept their memory alive, hoping to bring those who killed them to justice. Once per day as a free action, you may focus your convictions upon a creature. If that creature is chaotic, you gain a +1 trait bonus on attack rolls, damage rolls, saves and AC against that creature. If the targeted creature is also a fey, magical beast or outsider, the trait bonus to damage on the first successful hit against it increases to be equal to your character level. This effect lasts until the creature is dead or you rest. Requirement: You cannot be chaotic.

Outsider Initiate: You never knew you parents, but you were told that they were simple peasants from Silver Reef who met an unfortunate fate. You were raised in Eirstadt, the hell knight fortress, and trained there over the years. You were able to notice that most of the stationed knights wouldn’t talk to you, but on occasions of necessary actions, they never disrespected you. For reasons unknown to you, you were informed that you needed to leave the fortress even though you had been there for as long as you remember. Due to your experience, you gain a +2 trait bonus on charisma related checks to influence hell knights and their associates, and these groups have a starting attitude of indifferent towards you.

Slave Fighter: You were captured by a group of the wild hordes and made a slave to fight others for their entertainment. Something about you stood out to your captors, and they made you fight increasingly unfair opponents, but through luck and skill, you still managed to survive. Eventually, you were rescued by a group of reclaimers who performed an assault against this pack of the horde. Due to your experience, you gain a +1 trait bonus to initiative, and whenever you are flanked, you gain a +1 trait bonus on attack rolls and to AC. Requirement: You cannot be good.

Sole Survivor: Born in the town of New Wood, you lived a difficult life- raids from local monsters, disappearances of townsfolk and the threat of the wild hordes made living day to day both terrifying and uncertain. One day, New Wood was caught unawares after an earthquake by the horde, and you remember being slashed across your chest before falling unconscious. When you next awoke, you found yourself alone, but the wound in your chest was gone. Once per day as a swift action, you may gain fast healing 2 for a number of rounds equal to 1 + half your character level. If you ever fall unconscious due to hit point damage and haven't used this ability yet that day, it automatically activates when your next turn would take place. If this healing brings you to a positive hit point total, your remain unconscious for 1d4 hours or until something wakes you, such as another source of healing.

Wild Born: You were found alone as a baby deep in the forest by a group of reclaimers and were brought back to Silver Reef. Growing up, you seemed to be more athletic than other children, and you found you preferred the company of animals and working beasts than to that of other people. You gain a +10 bonus to your base land speed, and you gain darkvision out to 30 feet. If you already possess (or later gain) darkvision, increase your existing darkvision by 10 feet instead.


I just gained an ability to be able to complete spell trigger items as a sorcerer of my level (currently 10), and was wondering what would be some good choices. I've already picked up a few scrolls of haste and a wand of heroism, but what else would be a good idea? I should mention I'm a grappler.

I got this ability from a homebrew ability.


Would using unhindering shield negate a kensai's canny defense feature? I believe it would work, although I wanted to get confirmation.

Unhindering Shield
You still gain a buckler’s bonus to AC even if you use your shield hand for some other purpose. When you wield a buckler, your shield hand is considered free for the purposes of casting spells, wielding weapons, and using any other abilities that require you to have a free hand or interact with your shield, such as the swashbuckler’s precise strike deed or the Weapon Finesse feat.
Special: A monk with this feat is not considered to be using a shield for the purposes of his AC bonus, fast movement, or flurry of blows.

Canny Defense Feature
When wearing light or no armor and not using a shield, a [kensai] adds 1 point of Intelligence bonus (if any) per [kensai] class level as a dodge bonus to her Armor Class while wielding [her chosen weapon]. If a [kensai] is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.


I'm running a creature with ability against some PCs soon, but I don't know when it is supposed to activate:

Fast Swallow (Ex):
The creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn.

If it grapples a person, does it get to swallow right then, or does it have to wait until its next turn to swallow (still as a free action)?


Let's say creature A is grappling creature B, and creature B has the grab ability on its attacks. Creature B attacks creature A and hits, granting a free grapple. Would this free grapple-
a) Grant a grapple check to remove/reverse the grapple,
b) Create a separate instance of grapple, or
c) Fail?


So say there's an invisible creature lurking around, and it possesses the grab ability (If a creature with this special attack hits with the indicated attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity). It then attacks a creature (thus making them flat footed) and hits them.

Would the bonus grapple also be against the hit creature's flat footed CMD, or is it now at a point where the creature is "aware" of its assailant?


Really simple, is there a first-party way to get either ironskin or barkskin as a spell as a sorcerer or wizard?
If neither is possible, what would be a cheap way to one or both at a decent level a game goes on?


So I found this class:

https://www.d20pfsrd.com/classes/base-classes/omdura/

And will be playing it in a homebrew undead themed campaign.

Rules are 25 point buy, no stat dumping, automatic bonus progression +1. I was thinking of starting stats of the following: STR 16, DEX 13, CON 15, INT 10, WIS 10, and CHA 14. This is pre race, as I was thinking either human or aasimar as the race.

What I want to ask is what would be good feats to compliment the character, as well as spell choice. My god is most likely Sarenrae, and his alignment will be either CG or NG. Any input would be great!

NOTE: The Omdura implies that you don't gain your own invocation bonus until lvl 11, thinking that you don't count as your own allies. The DM has ruled that I will not gain my own invocation bonuses till that point.


https://www.d20pfsrd.com/classes/base-classes/omdura/

I found this class just recently and want to play it sometime. The theme of the campaign that this character would be in is undead, so I want to go Sarenrae or a similar deity (I've considered Pharasma, but I'm not liking the idea).

What I want to ask about is spell selection- as a spontaneous caster, I need to select my spells carefully. My role would be largely support (a divine bard, if you will) and so I know a few obvious choices- bless, blessing of fervor and heroism are good (prayer grants a sacred bonus which doesn't stack with two of the invocation bonuses). What I don't know well at all is the inquisitor spell list (other than heroism), what would be good spells for this character to pick off of the inquisitor list, if any?

This may help (this is pre-racial bonus):

16
14
14
10
10
14


Does the bonus from improved/greater grapple apply to someone you have grappled who is trying to break the grapple? If you can provide a link to a primary or official post, please do!

Example:

I have a grapple CMB of +18 and roll to grapple someone with a CMD of 25. I roll a 7 and succeed.

Their turn, they try to break out. My base CMD is 24- would I add the improved and greater grapple to my CMD in this situation?


If a character VMCs into magus, will they be able to take the extra arcana feat (past level 7, that is)? I'd imagine so, as the oracle VMC calls out the extra revelation feat, but I figured I'd check.


If a character VMCs into magus, will they be able to take the extra arcana feat (past level 7, that is)? I'd imagine so, as the oracle VMC calls out the extra revelation feat, but I figured I'd check.


So I'll be playing a slayer, and I had one skill left to put ranks into. Not sure what to put it into, I choose use magic device (took a trait to make it a class skill and get a +1) cause I think it'll be fun. I'm just curious as to what spells would best help me and my party using this.

I'm a player in Strange Aeons as a TWF slayer tank who trips (no spoilers please!), if that helps.


What magical items do you think should exist that don't?

For example, I think there should be energy immunity cloaks that cost ~60000-75000, but they only are against one element, never more.


So I was thinking of making a cleric of Norgober and wanted some advice.

I want to be in more Frontline combat rather than just throw spell DCs at things, so I have the following array:

20 buy, human

16
14
13
10
14
14

I plan on putting ranks into bluff, sense motive and perception.

Any advice would be welcome.


Pretty much all I want to know is when you think of "3rd party" classes, what comes to mind? I'm not really looking for a "x class is op and y sucks," I'm just curious what experiences people have had with third party. If there's a 3P race that jumps out, please feel free to share that as well.

For example, I've had experience with the kobold press battle scion, the vorpal knight and the rite publishing draconic exemplar.

The battle scion I think is just fine, the only thing that I'd say it would need is a personal spell list.

The vorpal knight is a class I so want to use and have players use, but it just gets too much with its soul aspects ability. Even an inexperienced player could outshine a vet using this class.

The draconic exemplar is honestly very cool. It also suffers similarly as the vorpal knight in that it is very good, with six natural attacks being the biggest tribute. Removing the wing attacks/gore helps reign it in, but still.


So if a creature with flyby attack hits and snatches a creature, do they get to finish their movement? Also, how would grappling affect the hover check (since the grappling creature can't make a normal movement to keep flying)?


So I'm playing a grapple build in a friend's campaign, and I've only ever used the "tie up" portion of the grapple rules, as that just takes them out of the fight. What I want to ask is if this is the best use of my action or not- moreover, would dealing damage or some other action I could take instead be better? Please note that this isn't me asking what to do in situations where I can't grapple.


So I recent looked at shifter and found it wasn't what I wanted from it, especially with the class banking off of the druid class. So, I made what I wish shifter was:

https://drive.google.com/file/d/12W_sU24_fH2py0BbAEUR_thSrtWXNc0d/view?usp= sharing

So far, this is what I have. I want to make clear here that I'm not trying to sell this as a complete and balanced class; I want input from others, as other people will see weaknesses and loop holes that I over look. There's also the description and class skills section, both blank. Any input about this would be nice!

Two things I want to address: the first is I list in the bonus feats section two feats that don't exist: additional aspect and extra shifter pool. I intended to put what they were at the end of the class, but forgot to, so here they are:

Additional Aspect: You gain an additional aspect that you can manifest with you aspects ability. This feat may be taken multiple times.

Extra Shifter Pool: You gain an additional 2 points in your shifter pool. This feat may be taken multiple times, increasing your shifter pool by 2 each time.

The second is that I fail to state what survivalist is. It just adds half your level to survival checks, nothing fancy.


So I got the idea to make a class, and one of the abilities I wanted to give it would to get a few abilities from the universal monster rules page. So, rather than just picking abilities that I think would be cool to have, I wanted to ask what abilities other people liked that they think wouldn't be broken on a PC.

As for what the class is, I planned on calling it shifter, but there's already a class with that name. Having looked through the already existing shifter, I know that it isn't what I wanted, since it relies on shapechanging and has an attachment to druid, neither of which fit into the image of this class I have in my head, which is why I've decided to make a different class rather than an archetype.


I'm playing a cleric, and was wondering if there is any way to gain shapechange as a spell that I can prepare. The campaign is going to end soon, but I just got 9th levels spells and wanted to know if I could get this spell.

As this is a currently existing character, I can only use traits and feats. The character is human, so there might be some shinanigans there.

Any help would be appreciated!


So I am playing a grappling build with a character who doesn't have improved unarmed strike (I took dirty fighting, I have 10 dex), but he does have natural weapons. While I know he won't gain the +2 to damage, is there any reason he WOULDN'T gain the +2 to grapple? It states that it doesn't apply to natural weapons, but I don't necessarily have to grab with the natural attacks themselves.

And, provided the previous is true, if I transform into a creature with grab and land a hit, will the following grapple roll gain the +2?

Also, can anyone tell me why the errata made the bonus cost a +3? I understand why they didn't want it a +1, but a +3 seems too much to me when there's something like the gauntlets that only cost 4000 gold.


I made a cleric archetype, and just wanted some thoughts on it:
===

Faith Guarded

Armor Proficiency

A faith guarded is not proficient with any kind of armor or shield. This alters the cleric’s armor proficiencies.

Faith’s Shield

At first level, a faith guarded makes a vow to her deity to be protected solely by her faith. She gains a bonus to her AC equal to her wisdom modifier (max ½ level). She loses this bonus if she ever wears armor or uses a shield.

Diminished Channel

A faith guarded cleric gains additional channel energy dice every three levels instead of every two. She stills gains channel energy at first level. This alters channel energy.

Diminished Spellcasting

A faith guarded receives one fewer spell slot at each spell level. If this causes her to receive no spells of a spell level, she may only cast spells of that level (excluding domain spells) if she has bonus spells.

Spontaneous Casting

A faith guarded does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. She insteads chooses a transmutation spell at each spell level that she can cast spontaneously by sacrificing a spell of equal or higher level. As an added limitation, she may only choose spells that affect her and/or her allies. She may replace any one spell she has previously chosen at each level where she achieves a new level of spells. She must still provide all components for the spells selected. This alters spontaneous casting.

===

Please let me know what you think!


If I have a weapon with the grapple special property with an enhancement bonus and I also have a belt of superior maneuvers and score a critical hit, if I choose to grapple and use the belts ability (a free action that grants an enhancement bonus to grapple checks), do these two bonuses work together?

Normally, the same kind of bonuses don't stack, but the weapon's enhancement bonus applies to attack rolls and the belt's applied to specifically grapple maneuvers.


I'm building a character and I have all the items I know that I want to get, except items for the eye and neck slots. I was hoping other people could give me some ideas.

I'm building a grapple character, so anything that can help with that would be nice.

I am already aware of the necklace of natural armor, I don't plan on taking that, and I'm with a non power gaming group, so I shouldn't need to worry about losing that extra AC.

Thanks ahead of time.


I recently made a class, and would like some input on it.

https://docs.google.com/document/d/1kdm2pXQHCASkGe0gjdOwc_AZbSaET7AQ3p9AUxN 2f0s/edit?usp=sharing

(Just in case the Draco Soul link doesn't work) https://docs.google.com/document/d/1CS27-jMEjXU8ZotL1BVcdcsi0rkG075ZYWLh8Pg w2fQ/edit?usp=sharing

I made this class to bring a non-caster character to be able to take on being a dragon (albeit temporarily). With it, I wanted to make the class make the character actually feel like a dragon at all times, hence the hybrid form feature. I also added what I believe will help with role playing, both in the what is described in the hybrid form feature and the Draco soul feature.

This is the first class I have ever made, so please be patient with me, and if I gave this class some thing that players really shouldn't have, please let me know what and why.

Here's a few other things:

1) There is not a lot of flavor text for the select able abilities. I plan to add flavor text later, after some input.
2) I do not give the class all good saves (bad reflex), despite its relation to dragons, who have all good saves. While it can make its reflex good through Heightened Reflexes, I didn't want to just flat out give three good saves to what is intended to be a realistically played class.
3) Similarly to the previous explanation, this class grants only four skill ranks instead of six, despite the dragon relation. There is an ability that grants an additional two skill ranks, but I didn't want to just give a class a ton of ranks just because I could.
4) I would like to request extra attention to the maximum amount of the Power Pool ability in relation to the rest of the class- do I give too many (and while I would disagree, too few?) points in this pool?
5) I feel like the level twenty capstone ability isn't all that good, or interesting, really. I was thinking of adding three options the character can take when he reaches this level, such as permanently increasing the Natural Armor feature by four or gaining another two of three Hybrid Form abilities, maybe a greater increase to strength, things like that. Input on this would also be welcome.

As a last mention, I am not perfect, and neither is this class that I made. If you think of something draconian that seems obvious and that I missed, please let me know (regardless of what it is). Even if you believe its application to be unoptimal, I'd like to add it.

Thanks to all ahead of time!


If I have darkvision and polymorph into a creature that doesn't have darkvision, do I lose it?


The ruling for the frightful presence monster ability states that it is activated as a free action as a part of an attack or charge:

This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge.

However, I keep seeing the groups in my games have the area of the frightful presence as just something that is always active. If there some ruling that makes the presence always up that I don't know about?


If a character is grappling another creature and wished to take a five foot step, could they use it to move away from the creature they are grappling, and/ or use it to make a better position next to their grappled opponent?


While I am aware that creatures that are three sizes apart can move through one another's occupied space (still granting an AOO), does this allow these creatures to end their turns within reach others space? If this can happen, what would that mean for flanking?


If a larger than normal creature is traveling with the party and it has to enter somewhere where it needs to make use of this ability, how should it be represented on the map? Would it be able to defend itself?

Would it slow down the party?

Can party members still maneuver around it?

If there's anything else to add that you think might be necessary, please let me know!


So I was thinking about a druid who's companion grappled opponents to make the rest of the party's lives easier, and was wondering what magic items would best complement this idea. Since the companion is strangely shaped, it would only have the following slots:

Armor, belt*, chest, eyes, head, headband, neck, shoulders, wrist

*Technically, this slot only allows a saddle, but my group allows any belt.

Any help would be nice!


So I just gained a single seventh level spell for my mystic theruge, and I was looking at one of these spells to be my spell known. My biggest stat is in wisdom (28) and my chrisma is secondary (17), which is why I'm debating the two rather than just taking waves of ecstacy.

Any opinions would be nice, or perhaps something else, if you think that it would be better!


So for my group's current campaign is coming to a close, so we've been looking forward about characters and concepts for our next one. It will be aquatic (homebrew), and we all have come up with some characters that we want to play-

Armiger Fighter
Paladin
Sandman Bard
Swashbuckler
Gunslinger (Me)

As you can see, all we have for spell casting is a bard, so healing is not a very common thing that we will have. Does anyone have any recommendations for how to mitigate this?

A note on the DM for this campaign, he isn't going to try and outright kill us or anything, but if we end up in a situation where we can die, he won't fudge numbers. He is also having us start at level one.


Some of the sorcerer bloodlines grant DR instead of energy resistance, and the DR is against only one type of damage. What I want to know is if they, say have DR against bludgeoning damage and are hit by a weapon that deals bludgeoning and piercing damage, will the DR apply or not?


Are there any creatures with both blindsense and blindsight? If so, what creature(s)?


While I know that attack rolls have crit success/fail, my group (and many others, for that matter) allow all d20 rolls to crit succeed/fail. What I want to know is what are the ONLY things allowed to do this, RAW, that is?


So if I, a grappler, grapple someone and I am wearing a ring of freedom of movement, does that prevent the other creature from even being able to try and escape my grapple?

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