Urheil's page
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Undead Thread wrote: What year is it? 2024 and counting...
zza ni wrote: well the enemies get +4 on melee attacks on him if he's prone.
and if said troll got combat reflexes he can attack for every shot he provoke (as long as he still have aoo left to make).
but yea. being prone is a good thing sometimes (specially in ranged only fights if you are with the cross bow. ranged attack vs prone are at -4)
great! thanks a lot to you and all of you!
wow! thanks everyone!
so, let me explain this as I understood it (english is not my first language as you all can imagine).
1- When the ranger decided to use *rapid shot*, triggers the AoO.
2- Troll trips ranger
3- If the ranger has a weapon that can be shot while prone, then continues to do so completing the full round. If not, still has the move action (or cancel de full attack and uses the move action).
Is that correct?
If that's correct being prone with a loaded light crossbow and being able to attack anyway without any extra negative bonuses nor concentration checks for "maintaining the arrow on the bow and fixed on the target"... it seems... i don't know... like it doesn't care you are prone while you were attacking...
Hi, it seems i'm unable to find an answer to this question/situation:
I have a ranger with multiple shots.
He is threaten by a troll in a small room, so he can move out.
The ranger decides to full attack anyway.
1st attack, provokes AoO.
Troll goes tripping (ranger can't take advantage of this AoO).
Ranger gets tripped.
Does the Ranger looses all the attacks? How does it work?
I ruled he only missed the standard action, as if he was only making one attack.
Options i'd considered:
1- Miss a standard action, still got move action. This is the one i applied.
2- Miss the full round.
3- Doesn't loose the second attack, but is prone.
4- Doesn't loose any attack, but is prone.
Discarded 2 because it's too costly.
Discarded 4 because on the first shot you aim, but someone tripped you so you loose the aiming.
But 3... i don't know... not sure.
TL/DR: how does trip affects ranged full attack when applied in the first aoo?
I think i'll have ti Open a new thread
"Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand’s spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge."
I was gessing that using a wand with umd and failing doesn't expend a charge... Because that doesn't active the spell trigger, but in the middle of the casting , did You finish the spell triggering? Or is it failing the spell triggering?
Edit spelling
Thanks! I couldn't find the rule! Do You have the link or text?
Hi all. Sorry, it wasn't clesr for me.
I have a player with lesser restoration wand.
After the first round he stops the casting. Does the wand Lose one Charge?

Lex Starwalker wrote: Here are some modifications of the trust system I am considering implementing. I'd be curious what you all think.
Behind-the-scenes. Although I'm going to keep track of trust, it will be an invisible system to the PC's. I think this will work better, and will hopefully defuse some of the rush to get to Harrowstone, allowing more RP in the town. Instead of letting the PC's know of a system, I will subtly show their level of trust in the town by how I RP the various townsfolk. I will also subtly indicate when the PC's have improved or hurt their relations with the townsfolk through roleplaying, effectively letting them know when they've gained or lost "trust" without revealing the system.
Basically, I think trust should be used as a guide for the DM to gauge the attitudes of the townsfolk for the PC's. It should not be used as a crutch, and the mechanic shouldn't be revealed to the PC's. This would only server to "break the fourth wall" and ruin suspension of disbelief. It should enhance roleplay, not replace it. Ultimately, good roleplaying on the PC's part should always trump a die roll (in social situations).
Again trust is a guide and reflects the average attitude of the average towns person. Obviously, each person is an individual. I will allow the PC's to build relationships with individual folk (with diplomacy and just good old roleplaying) which will trump any trust mechanic (this mechanic is basically for the folk who don't know the PC's personally).
I'm also doing away with the automatically losing 1 trust point each day. Instead, as long as the PC's are seen to be working the problem, they won't automatically lose a trust point for that day. Rather they will only lose a trust point for the day if they're obviously not doing anything to solve the problem or help the town.
I'm about to start Carrion Crown on the following weeks. I've considered doing the same as you, but I need to keep in check my players since some of them could go "berserk" when bored... but don't mention when they will earn a trust point or when they loose them. I did mention to them that there is a mechanic that the townfolk will recognaise their help or not, but no mention at all what are the benefits...
I honestly think that a cohort seems too much... but may be give'm a healer to help them... not sure though
How was it in your campaign? did your idea work?
hahahahahaha
honestly, i only read the first two pages and then tried to find conclusions. Maybe i missed it, don't know.
but since i'm running a campaign and i need some answers, that's what i came up with.

Hi... I think nobody will ever read this, but this is my conclusion.
First of all, my considerations:
Case 1: I pick a chair to attack someone or something.
Case 2: I have a bow and shooting arrows.
Case 3: I have firearm/ranged weapon and using it they way it's supposed to.
Do I threat?
Case 1: yes
Case 2: no
Case 3: no
So, now the grey areas:
Case 4: I pick a chair to move it or to pass it to my friend.
Case 5: I'm shooting arrows or I'm shooting my gun.
So, do I threat with the chair or my bow or the handle of my gun?
The easy one:
Case 4: No. Why? because I wasn't prepared to hit anything.
The difficult one:
Case 5: Depends.
My analysis it has been, using a gun/bow as an improvised weapon. But that weapon has a functionality on its own. So, I have to consider that it can be use as a double weapon. One weapon you probably know how to use and the other one that is always an improvised weapon.
Now comes the tricky part (not considering class features or feat):
a- You use your bow / gun shooting. You are not prepared to use it another way, so as long as your using it normally, I won't be considering to threat any squares.
Case 5 in this case is No, you don't threat squares
b- If you are considering threatning squares, you can take proper penalties as if using your weapon as two weapons and then you will be able to hit with both, hence:
Case 5 in this case is yes, you threat.
Note: Remember, you get the -4 (untyped) for improvised weapon so it stacks with that side of the arm.
Did you like my way to solve it?
Lanathar wrote: Each PC
I find it quite complicated because the price limits suggested are actually quite hard to find things for
Also already quite strong PCs are significantly powered up by bonus feats and items
Thanks!!
Hi, a question about the gifts when levelling up the rebellion.
In the player's guide states wrote:
Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and
18, admirers among the rebellion’s supporters supply
gifts and tributes to each PC. At rank 3, the gift is a single
potion worth 300 gp or less. The gifts given at ranks 6, 11,
and 16 are all provided as tributes of gold pieces in the
amounts listed; each PC gains the listed amount. At rank
8, the gift is a piece of armor or wand worth 1,200 gp or
less. Wands are fully charged (and cost the appropriate
amount). At rank 13, the gift is a wand or weapon worth
5,000 gp or less. Wands are fully charged (and cost the
appropriate amount). At rank 18, the gift is any magic
item worth 10,000 gp or less
So, at rank 3, is a potion for each pc or is it one for the whole party?
Same for rank 8, 13, etc...
Thanks!
ohhhhhh, i was based on this text:
Laria Longroad: Laria’s work with the Bellflower Network has given her an excellent reputation among Kintargo’s downtrodden. As long as Laria remains an ally of the Silver Ravens, all Loyalty checks to take the Recruit
Supporters action gain a +2 bonus.
Rexus Victocora: Although Rexus was never officially a part of the Sacred Order of Archivists, he learned a fair amount about how to lie low from his mother. As long as Rexus remains an ally of the Silver Ravens, the rebellion’s Notoriety score is reduced by 1 (to a minimum score of 1) at the start of every Upkeep phase
So, as "an ally" I understood that they were officers...
Ok, need to clear things up with my group.
Thanks to you all!
Thanks roeguerogue!
My issue is with this part:
"You can have multiple identical officers [...] the bonuses granted by officers don’t stack"
What my players had suggested is "we don't care about the bonus, we want more extra actions".
You said: "you can't have more than one officer per position slot", but the text says otherwise
So, I understand that they'll have one numerical bonus for one of the Strategists, but does every strategist give them more actions?
Or should i understand that the "extra bonus action" also do not stack?
Hi, I'm starting to run this ap and got a little bit confused about the strategist bonus.
(sorry for my bad english)
I have 6 players, so they had all the officers' positions taken.
But then they enrolled Rexus and Laria.
So, they want to make them officers, specifically Strategists, to have more action bonuses.
Is this legal? Bonuses of the same type do not stack, but it's from different sources...
Sorry if it is a very very noob question... tried to search it but i think nobody asked that.
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