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In coupe de grace it states "You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die." If the target fails, are they DEAD (negative HP equal to CON) , or DYING (-1 HP)? Also, "As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent." Is it a full attack? or just one attack? ![]()
Hmm, I figured the loss of evolution points due to me not being able to use my half elf favored class bonus, the loss of a spell per day lvl and having the dragon disciple be weaker cause I'm not a sorcerer would be enough but alright I see your point. Does that feat allow the eidolon to progress as if i were gaining summoner lvls? ![]()
I love the summoner class and am currently playing one at lvl 6. I'm thinking about branching into prestige classes but all of them halt my eidolon's progression due to him being based on my summoner level instead of character level. Would it be too much to ask my GM to wave the summoner class ruling and allow the eidolon to progress based on my character lvl? This would allow me to take a prestige class I'm really interested in which is the dragon disciple. I like the RP flavor of it because I plan to make my eidolon dragon like too. I would try to do a two handed melee flanking buddy build with this set up. ![]()
The cleric is the center of the wall and thus is not protected by it, he may still be attacked. The wall does not have a specific AC or HP but disbands when the cleric takes damage equal to his AC. Is this fair or do you think the wall should be able to be targeted and have an AC of the clerics and HP of something related to him? Okay, I agree the objects and spells not being able to pass is too overpowered. Only non-good persons cannot pass. I also agree with your suggested DCs ![]()
Thank you for the input so far, it really does help. This is my first game I've GM'd and we all plan it to be a long one (PCs lvl 20 n all). I hope I'm not planning my own games funeral by doing this lol Questions about the protector:
Questions about the mender:
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I'm a newer GM, my party is currently all lvl 8.
My Cleric follows Cayden Cailean, the lucky drunk. He is also has a high AC with full plate and a Tower Shield. He will have the option soon to choose whether he see's him self as a protector or a mender of the party. His choice will grant him one of the following: Protector - Once per day, the total defense action slams your shield's bottom to the ground, creating a holy wall 30 ft on both sides of you and 30 ft tall. Only good alignment persons, spells or objects may pass the wall. The holy wall stays until the cleric ends total defense or takes damage equal to his AC. Mender - Your tankard's ale radiates vigor. Once per day, as a free action you may drink it, healing you as if it was a channel energy (scales with the cleric's channel energy but does not actually use up a channel energy.) Or, splash it upon another creature, dealing damage or healing 1/2 of your channel energy roll, while having a chance to remove a physical ailment: sickness, paralysis, sleeping etc. The chance that the ailment will be removed is a d100 that must roll higher than the DC of the effect the creature is experiencing. |