Arlindil

Wyrven's page

22 posts. Alias of Abdanck.


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You will find some rules in the Ultimate Campaign sourcebook.


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Check this : https://docs.google.com/document/pub?id=1DB6sOfbAzFmKVPgcyLWipTVqvWFjfDSv6v _YiGQb5Yw


Dispel magic on the dagger so you suppress the "magic"
Fabricate to change the weapon type
...dispel magic end, Kukri is magic again ;)


you can use a feat "Dimensional Agility" to bypass the limitation.


A player using Wish/Limited wish can emulate any other spell already existing of the same level or under.
Is how i use it as DM.


what i have planned myself for my Magus :

Spell Blending
Lvl 9 : Resist Energy, Ghoul Touch
Lvl 18 : Telepathic Bond, Magic Jar
Lvl 19 : Sending, Summon Monster V

Greater Spell Acces (Lvl 19)
Lvl 0 : Touch of Fatigue, Mending
Lvl 1 : Protection from Evil, Endure Elements
Lvl 2 : See Invisible, False Life
Lvl 3 : Protection From Energy, Heroism
Lvl 4 : Summon Monster IV, Dimensional Anchor
Lvl 5 : Feeblemind, Dominate
Lvl 6 : Antimagic Field, Contingency


Perram wrote:

*Takes notes...*

I've been wanting to do some of this for awhile now... especially the list part. Expect changes soon.

Just keep us posted Perram ! ;)


Perram wrote:

*Takes notes...*

I've been wanting to do some of this for awhile now... especially the list part. Expect changes soon.

Can't wait !!!


Yes Perram's tool is awesome, but like Baroh, i would be glad to have a Spell list Generator taking care of the caster level, stat bonus, racial or trait bonus to generate the appropriate Save DC, Spells per day, etc...


I would love a spellbook generator like Perram's Spell Card.


I would say "Named Magic". As the creation, the creator imbeed the True name of the futur controller. By this way a Golem creator can sell his production to others.

As a House Rule you can state :
A golem without master (because of his death) could be "reprogrammed" with the proper creation feat and maybe a 10% cost based on the golem price.


+1

and a firearms list/stats for ship with naval rules will sounds good for me too.


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I have do the conversion for the first module of AP "Rise of the Runelords".

Send me your mail at abdanck_at_hotmail.com, i will send you the excel file of my work.


You have the "Velashu Horse Lord" tribe in the Second Darkness AP.
But only mentionned, nothing really written in details.


By the rules :
Withdrawing from melee combat is a full-round action.
When you withdraw, you can move up to double your speed.
The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. You can’t take a 5-foot step during the same round in which you withdraw.

In a difficult terrain the fist square you want to move in cost 2, so is it still AoO free ?


Need the Sages here again !

I'm Dming a campaign, and yesterday the group was fighting against a Wraith.

The Wraith drain the constition of the Ranger. He have 16 in constitution and the Wraith drain a total of 10 points.

The Ranger felt under 0 hp, so he start to dying, as nobody can stabilize him in time.

By the rules :
When your character’s current hit points drop to a negative amount equal to his Constitution score he’s dead.

The ranger is dead at -16 or -6 (his new constitution score) ?


Hello,

I have a quick question for all the "Rules Experts" here.

When you want to do a Withdraw move, but in a difficult terrain. By the rule the first case don't give AoO to the ennemy. But a difficult terrain case cost double. So my first free-AoO 5' step is ok, but i need 5' more to move, and so do i provoke an AoO ?


I have the same problem on my table.

Can i add some questions ?

- an area dispel magic can be a solution ?
- Can't find the rule about the "re-summon the same creature for 24 hours." Where is it ?


+1 for the Elven blade(s) dance.

Some fencing moves for swashbuckler fighter/rogue builds.

Gladiator moves for focused Warrior.


Loengrin wrote:

I do'nt know for 1 and 3 but for 2 I think he had to make a handle animal check to "push" the animal since he don't know the trick "ride" ;)

“Push” an animal is a DC 25 check...
And maybe a ride check after that to "stay in saddle" (with a penalty for non normal mount and no saddle :p )

Ok for the Handle Animal check, but if he can cast Tongues to speak "Dolphin". He can avoid this right ?


Hello all,

I have some rules questions for the community (please excuse my poor english from France).

1. How do you handle the damages done by elemental spell (Fireball, Lightning bolt and so on) with the equipment on the Player Character ?
For exemple : a Wizard, with some potions, alchemical stuffs and a Spellbook hit by a Fireball. All the items must have a save ? Hardness/HP rules apply ?

2. A Summoned monster or animal can be use as a mount ? My party's Wizard, want to go after a boat in full sea. He want to summon a Dolphin (Summon Monster I) and ride it for 1 or 2 rounds to catch the boat leaving. Is it possible ?

3. the same wizard, get immersed with all his equipement. Spellbook and scrolls are damaged by water if immersed or it's waterproof ?


Hello,

I'm a french player (i mean in France). During a trip in San Fransisco 15 days ago (6th of October precisly), i bought the Core Rulebook and the Advanced Player Guide in a RPG store (Games of Berkeley - Very good by the way !).

Back in France, i just discover my Core Rulebook had some printing issues.

Pages 297 to 312 are missing, and pages 289 to 296 and 313 to 320 are in double (So i miss some spells !)

How can i do to have a new one ? (of course I throw away the purchase ticket :( )

If needed i can take some pictures.
It's the "Third printing April 2010"