The Archive wrote:
Revisiting this, the Basic Grappled condition says you can't move, so why can they stand up? *Edit* Aw never mind, RAW standing up isn't moving (which is dumb) its just a move action, though i find the logic on it ridiculous its the way it is.
Kobold flood is the third step in the Kobold Style feat tree and it allows, as a grapple action, to mount a prone enemy which allows you to move into the enemy's square and prevents the target from standing up without succeeding a grapple check. But from what I understand, it would require the enemy to succeed a grapple check to stand up from a normal grapple, so I don't understand this feat, can some one show me what im missing? As always, thanks in advance.
it was between 20 and 25 point buy (cant remember and its hard to reverse engineer with the time i have), vampire gives HUGE stat boosts, one has +5 from a tome, +6 dex from item, +4 cha from item, +4 from levels Vampire Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an
i dont have the others character sheet infront of me
Drood wrote:
No they arnt but we wanna finish the adventure Jailoy wrote:
Magic item introduced in the campaign makes them immune to the sun, i have dispelled it before and used it against them. also, i could just kill them in there sleep, but thats not exactly fun for any one Also the rogue has a +32 reflex save
Certainly Character 1 Defence Armor +8(bracers of armor +8), Shield +2 (+1 light shield), Dex +13, Size 1, Dodge 1, Natural 9 (amulet of nat armor +5 & Vampire), Defelect 3 (ring of protection +3) 10 base =47 ac Offensive Defence can raise this to 54 on a successful sneak attack, Smite good can raise it by 6 vs good enemies, and an occasional shield spell for another +2 Attack BAB +12, Dex +13, +3 weapon, +1 size, -4 piranha strike = +25 Character 2
Attack BAB +16, Str +11, Weapon +5, Greater weapon focus +2 two-weapon fighting with shield mastery -2/-0 so main hand is +32 off hand is +34
1st Character
AC 47 (Touch 27)
Weapon finesse rogue, uses Offensive Defense to increase defense even higher (54 ac) 2nd Character
AC 55
Sword and board two-weapon fighter Campaign: Way of the Wicked (book 5) *Sigh* Level 15+ is generally when players get ridiculous, I know this, but these two have gotten so strong i cant challenge them any more, the premade encounters are a joke and custom/enhanced encounters require CR 20+ to even matter (due to insane AC and high attack) Currently my answer to this has been control undead on the fighter and am now using him as a mind controlled villain, as the only thing strong enough to fight them is each other, advice on re balancing the game including means to destroy all the equipment they have would be much appreciated.
As the build isn't complete I don't have much to give you, Swashbuckler level 7
my feat selection varies depending on the weapon I choose, but currently its built for an agile short sword Feats: Weapon focus, Shield Focus, Piranha Strike, Combat reflexes, Quick draw This is a solo game so the dm has suggested I take some feats like iron will to cover my save bases.
I'm trying to decide which build is better for a level 7 swashbuckler, i like the idea of piranha strike cause i'm of the mind set that higher damage equals better, but all the forum posts i see promote using slashing/fencers grace.
Build A: Piranha strike with an agile short sword allowing for more flat damage at a penelty to hit, with an inferior weapon 1d6 19-20 or Build B: Katana with slashing grace, less damage, higher attack and crit but requires exotic weapon prof or Build C: Rapier with fencers grace, same as build B except lower die damage and doesn't require exotic weapon prof I feel like im sold on build A but does any one have some insight for me on the subject that might influence my decision?
cept the pull manuever requires a listed pull amount excerpt from universal monster rules "pull" "The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature’s description. This ability only works on creatures of a size equal to or smaller than the pulling creature. " But it isn't listed under the weapon.
Can a druid use the extraordinary abilities/attacks of a creature its shaped into? For example, if a druid wildshapes into a narwhal which has the extraordinary abilities Tusk and Hold breath, could a druid use these? it would seem kinda ridiculous if it couldn't, as one is a 5ft spear growing out of its head...how can they be the unicorns of the seas without it?
A lot of good advice here which i thank everyone for, I'm thinking of using a armor/shield enhancement called Bullet Blocking which will be a +2 enhancement and allow armor to apply fully to firearms, also Adamantine armor will apply its bonus vs firearms unless they use adamantine bullets against it, i considered lowering protection from arrows to a level 1 spell because I have never once seen it used by a player as they all think its under powered (feel free to counter that idea, im just saying for years we have ignored it). I have considered adding more anti-gun spells as well but im not sure where to start with that. i'll throw in a few more details to help answer some of the questions that have pop'd up The setting is highly magical and based around an adventuring guild called Aegis, which uses gladiatorial combat as a display to intrigue potential employers, so player vs. Adventurer types will be common. The guild has many mages that protect the crowd and try to prevent deaths in the arena The monster hunting is something i knew the heavy armor characters will be fine at, but as there will be tribes of orc/gnolls that use firearms (not all of them but a couple handful of guns per tribe isnt unreasonable) the fighter will have some trouble vs the more humanoid races.
I wish to start a campaign world that heavily uses firearms, but i'm afraid of invalidating heavy armor characters as I still thematically like them, in reality guns kinda invalidated the style but I like it, so i have been working on ideas to keep heavy armors relevant in this more modern setting
the setting will likely use the advanced firearms as the base or at least have them readily available for those with money the location will be mainly dense forests and the adventures the party will be dealing with are mainly large monster hunting, gladiatorial combat and a dash of dungeon delving.
Does a rogue require cover to use his version of hide in plain sight? it states that he may stealth while being observed as long as he is in his chosen terrain, but it says nothing about needing a lack of concealment unlike a shadow dancer who's ability states they can do it as long as they are within 10ft of dim light, regardless of having something to hide behind, thanks in advance for any response.
in Forceful strike it states that you make a combat maneuver check with a bonus equal to your caster level to resolve a bull rush attempt against the creature struck. Are they saying that you use your caster level as your total bonus or that you add you caster level to your normal CMB? thanks for the help.
awwww your no fun ^_^, no i'm definetly on the same page with ya, this is the first game our DM has DM'd hence why i suggested house ruling againt my summon novas, well thanks for the help all, you did manage to teach me about the eidolon dismissal rule and i can rest easy knowing im not cheating while steam rolling over every encounter...until she gets mad and starts actively trying to kill us...
Darkwolf gets what I mean, that tactic just seems cheesy, effective and fun but cheesy. like Darkwolf said though, it burns through summon monster uses per day, i suppose its super effective mainly cause my summoner is running through the king maker adventure path and a lot of the time you only face 1 or 2 encounters per day due to all the traveling.
I think you misunderstand cause it seems it would work, turn 1 summoner uses summon monster SLA to summon 1d3 celestial eagles next to the opponent, then each eagle takes a full attack, turn 2 assuming they all lived the round they each take a full attack before the summoner acts because its never stated who goes first, just that they act on the same turn, then as a standard action the summoner uses his summon monster SLA
at this point we assume the summoner does not have an eidolon out. as both cant be out at the same time I think people are getting from what I posted that I can have both my eidolon out and my summon monster SLA out at the same time, I know you cant do that, what im propossing is rapidly swapping them, but Wraith gave a good reason as to why i cant do that, but now im addressing just rapidly swapping out summon monster SLA
So i figured that if you summon a creature it just automatically unsummoned your eidolon, are you saying that it is required to dismiss your eidolon to use your summon monster, cause i knew they both couldnt be out at the same time, just not that you had to actively dismiss one first. and is that the same for using the summon monster SLA all previously summoned creatures from your SLA must be dead or actively dismissed before you can use your SLA again? Yes so i read the book and you may have a point behind the Eidolon needing to be dismissed, but not the Summon monsters so the tactic still works for back to back summon monsters
So playing summoner, which is my favorite class now btw, I discovered a method of kicking ass that...well makes me feel a little bit dirty for using it, to the point that i told my DM that it was perfectly fine to ban me doing it or house rule against it, but she didnt and here I am addressing the problem once and for all (hopefully). When a summoner enters battle he or she will usually have its eidolon out,
So is this a valid tactic? it seems cheesy as hell to me, a simple fix would be that the summoner always acts first, is that already a rule? can some one verify for me this tactic, Thanks. |