Brambleson

buckledup's page

Organized Play Member. 44 posts (45 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.




I don't know why i can't find any info on this, but it has been pestering me a while.

Does jumping = regular movement when concerning moving into/out of threatened squares or is it a separate move action that just isn't listed in the AoO table?


I have never played an AC class and have been doing a decent amount of research to try and understand how AC classes stack or more accurately don't stack, and i can't seem to find a clear answer for my particular scenario.

I was interested in how an AC class would stack in the case of same class archetypes that don't replace the same abilities and are assumed to be otherwise stackable.

Thanks for the lesson im about to receive. :)


I could be totally off on this so someone please set me straight. If i understand the druid animal companion table, the column with "skills" displays the total skill rank points that the companion has at that level.

Assuming this is correct then a 10th level companion has 9 skill points to disperse? I have to be misunderstanding this, because under the beastiary regular animals are listed as having these traits:

An animal has the following features (unless otherwise noted).

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Fortitude and Reflex saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.

this would give a regular animal running around in the world 2x as many skill ranks as a druid's companion.

i know i've gotta be wrong about this, but could someone give me a point in the right direction?


i have been unable to find a satisfactory answer on this topic so i thought i'd pose it to the boards.

the first question. is there any information regarding dragon breath weapons in detail? i know they are either cone or lines and are considered bursts. i also know there are alternate breath weapons that are labeled as "gas", but is there any more information on them?

the second question. can wind wall deflect breath weapons like "cold" or "fire"? or even partially deflect breath weapons like acid?

we house ruled a cold breath attack would be dispersed, but only after a fair bit of debate and no concrete evidence to the contrary.

the logic is as follows: the wind wall is 2 ft. thick and of "considerable strength" and strong enough to completely deflect arrows and bolts which are designed to pierce materials (air included). it's hard not to divorce "real world" from "fantasy", but it would seem to me that a magical wind strong enough to completely deflect an arrow or bolt would be strong enough to deflect frosty or fiery breath and (to a lesser degree) disperse more corporeal breath weapons like acid.

thoughts??


1) are incorporeal creatures affected by chain of perdition's combat maneuvers since it is a force weapon?

2) does the Magus pool strike couple with sneak attack precision damage?

thanks folks!


how would the synthesist's BAB work when multiclassing?

normal: synthesist uses the BAB of his eidolon.


our group has a bit of confusion regarding DR and spells/spell-like abilities/supernatural abilities.

does damage reduction only apply to physical attacks or does it extend to spells?

does a creature with DR10/good resist ten points of all attacks that aren't good/holy based or just the physical ones?

im leaning towards damage reduction being a qualifier for physical attacks and spell/energy resistance being the qualifier for spell attacks.

what's the word?


i was curious if you could use ant haul to carry and then drop or throw your load. i can't seem to find any information anywhere that is even closely related to this idea.

assuming i can't throw it (which i am) how do you calculate damage for an extremely heavy item that has been dropped or thrown at someone/thing??

thanks!