Thanerak's page

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In my opinion there are 2 things a tank needs same as in an MMO.

1. the ability to redirect aggro from the enemy onto your self or else where
(cause them to focus their attention where it will be least effective or cause them to accidentally take tactically bad positioning)

2. the ability to withstand the aggro that is generated

almost any class can do this in one way or another
options include
feats that say look at me and control enemy movement like antagonize and stand still

the get the healer approach be a heavily armored cleric and make it obvious that you are a healer and intentionally leave your self exposed.

the party face approach being a diversion getting the enemy where you want them

the stealthy approach and hide the big threat.

the illusion approach have the enemy commit resources to a threat that doesn't exist

I personally like a cleric with the trickery domain to take advantage of multiple of these options (just make sure you have a good wisdom constitution and charisma int for extra skill points helps as well)


Quote:
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

as it says when the spell expires the subject gets exposed to all the poison it was exposed to durring the spell

and got poisoned 15 times (by the same type of poison) lets say small centipedes (Fort DC 11, 1 dex for 2 rounds, 1 save cures)
he has 15 stacks of the poison in his system adding +28 to the DC and +700% duration (extra doses)
making the poison in your system (fort dc 39, 1 dex for 16 rounds, 1 save cures)

so get some place safe where you can heal off the paralysis of having a 0 dex unless your dex is above 16 or you roll your nat 20 before you become paralyzed (fair odds to get that nat 20) (about 56% chance of getting a nat 20)

Delay poison is purely to make the poison not an immediate threat it still is a threat that has to be taken into consideration especially when facing a large amount of poison.


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deuxhero wrote:
james maissen wrote:
deuxhero wrote:
It doesn't say "your turn ends" though, it says "After using this spell, you can't take any other actions until your next turn". Continuing a full round action isn't taking any other actions.

Sure it is.

If an enemy dazed your PC in the middle of a full attack you are arguing that the PC could continue to finish their full round action while dazed...

-James

Aside from being really hard to Daze someone during their turn (Readying an action triggers off an "action" and activates before it, and if that requires the action be an "action", can't trigger mid full attack unless they 5 foot step during the middle of it and you trigger it off that), the Daze condition's wording is "A dazed creature can take no actions", rather than they can't take further actions (per DD)

Continuing to take an action is still taking that action if you are disintegrated mid action the pile of dust doesn't finish doing what you started or if you move into a dimension door trap you are disoriented and you cannot continue to move unless the GM rules otherwise. the rules in reference say "no actions" not "no additional actions" and thus they can stop actions already started.