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In addition, on the action economy point, he only has time to grab one item per round. And unless it is in an obvious place (like the weapon the NPC was holding), the item should be at RANDOM, as he doesn't have time to sort through everything in the guys pockets. For that matter some of those pockets will be empty. He might stop after the fifth round of "you find more pocket lint" during combat.


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The argument that the cone arrangement above gets closer to the caster is false. Sqaure A is the first square and is one square away from the caster, and closest to the origin corner. Square B is one and a half squares from the caster (1st diagonal), and therefore farther from the caster than square A, etc. Note that even if you argue that the first diagonal is ONE square and not one and a half, square B STILL isn't CLOSER to the caster than square A.


ninja is an alternate rogue class. The rules for alternate base classes specifically state that you can never take a level of the base class or vice versa. So if you take a level of ninja you can never take a level of rogue and vice versa.


Lincoln Hills wrote:

Good enough for me. Let's get back to the plane thing...

I've always assumed rejuvenating from the phylactery can work across other planes. I certainly hope the GMs I play under run it that way. Because I have always hankered to capture a lich's phylactery and then hurl it into the Positive Energy Plane (or, back in the Great Wheel cosmology, the sea of holy water that lies on the outskirts of Celestia.)

Have fun rejuvenating, Mr. Lich!

Wouldn't that be only a temporary fix? What I mean is, the lich would begin regenerating, be destroyed by the positive energy or holy water, and then start regenerating again. Along comes a planar traveler who finds the pretty, and obviously valuable box as they wander the planes and take it home. Next thing they know they wake up with a powerful, and very pissed off, lich in their home. LOL

A good reason not to pick up pretty trinkets on the positive energy plane.


I would point out than an analagous situation is when is damage applied to a creature? So, if you would apply all the damage to the creature before checking to see if it is dead, then all of the damage would be summed for the concentration check. IIRC, all of the magic missile spells targets must be selected before damaging any targets, while individuals using a readied action each attack and resolve individually.


The question that is being asked is really "In the game, does the creature (PC, NPC) know that it is at a disadvantage (i.e. doesn't get it's Dex bonus to AC versus the next attack from the feinter) and able to act on that knowledge?" The answer, to me seems to be clearly "no", or what is the point of a feint attack?

For PC's being feinted, the GM should roll both the bluff and SM rolls in secret without specifically telling the players what he ( or she :-)) is doing.

GMing requires an ability to consider what a creature would do based only on that creatures in game knowledge and have them react accordingly. There isn't any real defense for a player against a GM metagaming except not to play with that GM.



I would also point out that the implied definition of "open-ended" is one day per caster level. The spell doesn't specifically say so, but by putting in a time limit at all it is implied. Why should "stay here and guard the treasure until at least two creatures have attempted to steal it" be more onerous than "stay here for 10,000 years and a day". Just because one specified a time period and the other didn't? That doesn't make sense.
I'd allow it, but the maximum time of service (without recasting) is one day per caster level.


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You didn't actually change your space, only your position within the space, so I'd say you could 5 foot step


BNW,
Your arguments against Take 10 for unopposed checks seem to make the following assumptions:
1) that DC's for anything are set based on the level of the PC's rather than the difficulty of what they are trying to do.
2) and that ALL of the DC's are the same for a given adventure OR that the PC's know what the DC's are.

If the DC's vary and the PC's don't know what they are, then they will have to make a decision about whether or not to take 10. If they are trying to pick a lock, this isn't a big deal. Take 10, if it doesn't work try rolling if that doesn't work and you have plenty of time take 20. But if you are trying to Disable a trap, then taking 10 might be a bad idea if you don't know what the DC is. Having an INFREQUENT trap that is much higher then the standard DC is not a twit move by the DM - it is an emphasis that taking 10 on something that has a potential bad effect sometimes results in a bad outcome.

Further, if the rogue has invested sufficient resources into making disable device a trivial task for level appropriate challenges that means he has chosen not invest resources into other options. He should be rewarded for that choice when it is appropriate (disabling a trap) just as he will be penalized for NOT taking other choices in other situations.

For an opposed check, like sneaking past the dragon, just because the characters take 10 on the stealth check doesn't mean the dragon HAS to take 10 on his perception.

Largely ninja'd by Yeti


The closest analogy would be healing the movement penalty applied by running over caltrops, which IIRC, is removed with any magical healing.


Another way of looking at it is that the only reason we make a die roll and then compare it to a target number to determine if a hit was made is for ease of calculation. For example, there is no difference in probability between rolling eleven or higher and rolling an even number on a d20. Either way you have a 50/50 shot. Or rolling 16 or higher versus rolling a number evenly divided by 4 (25%). So once you've determined that to hit you must roll greater than 16 (based on hitting the target's regular AC), what you actually roll has no bearing on whether or not you hit his touch AC. There is nowhere (IIRC) that you using a single die roll to compare to two different numbers. Even the example of firearms doesn't do this. You KNOW which number you will be comparing the roll to BEFORE you make the attack.