Tortilla's page

Organized Play Member. 5 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


RSS


Very good question, and one that has caused me to put in a lot of research. Fake Healer is correct and thorough in those posts. The only thing I have left to add is that temperatures of -20 f or lower cause lethal damage and do not allow a save. While that does seem to enable the cold buffing strategy, the Golem, Wood entry states: A magical attack that deals cold damage... Therefore, environmental cold damage doesn't seem to be harsh enough to cause buffing.

That being said, yes, a spell caster with cold damaging spells could buff a Golem, Wood, but I'm not sure how long those temporary hit points last, nor what limit there might be. The books seem relatively unexplanitory (at least the Core and Bestiary, as well as 3.5 resources were).

Per Manual of the Planes, 3.0, the Positive Dominant Energy trait of the Positive Energy Plane, there is a limit of double your natural hit points that you can reach before exploding to death outright. It is, however, a specific danger of the plane because high energy areas aggressively fast heal you. If you DM, and players abuse Cold Buffing with their Golems, Wood, you might consider implementing critical mass type temporary hit point rules.


I personally way prefer the description of Breastplate that makes it sound like Greek Hoplite or Roman Gladiator armor. If your group is the type that gets really detailed with the reality of what your character is wearing, then ask the GM really quick if you can be treated as wearing helmet and greaves as flavor. Since there are no called shots to the head or shin, usually it doesn't really matter here. I am glad someone noticed too that the description is kind of ridiculous.

I don't know why so many people are against someone asking about this.


FrodoOf9Fingers wrote:

Go with the modern day!

Grab an aluminum can
Poke a hole in the bottom, insert straw.
put other end of straw in mouth with a small easy to suck off stopper, and tie the aluminum can to your head. Problem solved?

I love it!


1. Good question. I found nothing in the Core Rulebook addressing whether they are treated as a weapon in that regard or not, other than to say that if it is in your pack then you have to search for it as a retrieval action (move equivalent I believe).

A thing to consider is that wearing a sword, whether sheathed through your belt, hanging therefrom, or strapped over your shoulder, is designed so it can be drawn conveniently. The hilt sticks out where it can be grasped and drawn quickly. On the other hand, a small vial is usually stored in a belt pouch or in the backpack somewhere. It doesn't have a convenient handle (unless your glass blower is really good), nor a sleekly designed holding mechanism from which to draw.

You could pretty easily draw a sword while running towards your enemy (assuming the minimal training with it), but reaching into your pocket and pulling your cell phone out of your pants to throw it at someone while jogging would either be extremely difficult or just throw off your run dramatically.

Ultimately, if I were your GM, I would rule that vials stored in a pouch would require a move action to draw, though not as a weapon draw (so not free during a move). However, if you were placing them strategically on your body, maybe purchasing some modified clothing with extra pockets designed for this, I don't see why they would be any more difficult to draw than shuriken (drawn as ammunition; free action).

Perhaps I am wrong on this, it does say that "A splash weapon is a ranged weapon..." which could imply that the vial is ammunition to be drawn freely as long as it is conveniently placed (like a pouch, not a backpack). I would like feedback on these ideas if any other GMs have input.

2. Yes, if they are already in your hands, then they should follow the normal full attack rules. Referencing the Two Weapon Fighting section of the Combat chapter, Thrown weapons: The same rules apply when you throw a weapon from each hand. I would assume they are treated as light weapons.


Well, first of all, I don't think that it mentions specifically in the rules that you can't other than referring to "spells per day." Though, if you did choose to allow it in your group, there are some things to consider.

First of all, if they have a 24 hour period to prepare for siege, they would not get three castings, because it takes eight hours to rest and one hour to prepare (unless we are talking sorcerer).

Otherwise, I feel that it would overpower the class in certain circumstances. Compare the wizard casting his spells once every 9 hours (roughly 24 times every 9 days) to the cleric who only gets his spells once per day (9 times in 9 days).

In general, it would rarely be situation where it would matter as long as the cleric and wizard are cooperative. It may put the cleric at a disadvantage if they ever go head to head. But, it never says in the rules specifically that you couldn't allow multiple castings using resting time. Just be warned that setting a precident like that might off balance a game, and change the dynamics of class power.