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RCM wrote:

Two questions...

1) Is it possible to give each cybernetic eye it's own separate veemod implant?

2) I'm assuming veemods installed in cybernetic eyes don't use charges, is that correct?

I'm curious if you have found any answer to question #2?

As far as I know cybernetic eyes don't have charges, and veemods don't have charges.... veemod goggles have charges. So how do you actually power a veemod in your cybernetic eyes?


I just ran into this problem in the game I'm playing in. It seems like the most reasonable solution is what was suggested early that you get the bonus spell that blood ragers normally get at 7th at 7th and the 10th at 9th, the 13th at 11th, and the 16th at 13th.

Otherwise there is no spell you actually get at 13th because it says "the next three". There are only two more after the one you get at 10th.

This is begging for errata.


Some call me Tim wrote:
As a note, even though the rules don't allow it, I typically would let someone take an unarmed attack as an AoO. This of course provokes an AoO of its own, but hey if you are that desperate to attack them, have at it.

This is a pretty old thread, but when I read that bit I couldn't help but imagine the following scenario.

Goblin A - 1st level rogue with Combat Reflexes and Dex 18
Goblin B - Exact same stats as Goblin A
Both Goblins are unarmored and unarmed.

Goblin A approaches Goblin B and tries to punch Goblin B in the nose which provokes an attack of opportunity from Goblin B. Goblin B's unarmed strike on Goblin A now provokes an attack of opportunity which in turn provokes a cascade of attacks of opportunity back and forth between the two Goblins.


I'm currently playing a 12th level Witch with the Major Healing Hex.
I want to show this to my DM to see what he thinks.
The way I see it people rarely cast healing in combat and almost always use wands of Cure Light Wounds to heal up between combat. This isn't without cost, but it is pretty cheap.
Since this would more likely be used as a technique to heal up between encounters rather than the traditional wand of CLW I would hope it would be acceptable, since it is at least kind of clever.

My only really problem with this is that the spell is supposed to get harder and harder to pull off with each subsequent casting, and casting it on your friends eliminates that whole problem. If it instead added a 5% spell failure chance with each subsequent casting I would consider that a little more balanced for using it for healing the party.

I would love to get an official faq or errata on this though.


Dolanar wrote:
By that interpretation it is basically useless unless you want to take the skill/hp.

It is basically a watered down toughness, but the feats that tree off of it are worth the investment (imo).

Improvisation is a pretty damned cool feat and improved improvisation is kind of like an extra layer of frosting on the awesome cake.


InVinoVeritas wrote:

Oracle's Burden is pretty much a waste of a spell in all cases. Haunted, Tongues, and Wasting are not particularly hindering in combat. Lame is only okay. Clouded Vision and Deaf are worth it... but just wait until you cast 3rd level spells and take Blindness/Deafness instead.

I was looking at Oracle's Burden and was curious how it would actually work with Tongues. Since the benefit of Tongues is that you can speak that language at all would this effectively make someone mute if they didn't speak that language to begin with? (They are forced to only speak a language that they don't know in combat) Would this effectively be a silence effect but only on one particular person? (Knowing the language would be a way for them to get around it of course) Seams like a way to stop most spellcasters without having to cast silence and stop your own spellcasters. (Also command word activated magic items)