Sorry, I'm at work and can't remember my google password to be able to log in and adjust the map - I know it's some version of "i f#**ing hate passwords," but i can't remember what is capitalized and what isn't
Flynn moves 5ft. south/down on the map and takes total defense as he waits to see what happens next
let's see what Gorum brings us he whispers to himself
i believe the answer to my question in the subject is yes, but i couldn't find anything as definitive as i would like (even though i thought i had seen something at one point).
oh, and in case it isn't clear enough in the subject i'm asking if i cast magic vestment on my +1 armor, at a level at which magic vestment gives a +1 enhancement bonus, does the armor acts as +2 armor? and likewise with magic weapon.
thanks in advance for any insight.
I thought I saw something in one of the books a bit ago that was purchasable 1/day flying enhancement for heavy armor, or maybe it was a specific full plate that could fly once a day, but now I can't manage to find it anywhere.
Does that ring a bell for anyone? and if so, could you fill me in?
Thanks in advance!
So there's feat ways to get decided to damage for slashing weapons (dervish dance, slashing grace), but I can't find one for an actual piercing weapon. Anyone have any insight on this? It doesn't have to be a feat, just want dex to damage on a rapier without buying the agile property.
I ran a fun bar fight once. It was low level, so that helped, but basically a thug picked a fight with them for sitting in his seat/table and then as soon as initiative was rolled, the barkeep pulled his heavy crossbow out and yelled, "no weapons," making it clear that their would be runners for law enforcement if that rule wasn't held to.
thanks in advance.
so any thoughts about would be much appreciated.
hey, i'm pretty new to gming, and i've got a bunch of questions about this one as i'm looking to prep it. if anyone has any insight, i'd greatly appreciate it. so here goes:
1. on p. 6 it says that pathfinders can suppress an individual effect of the Guards and Wards spell for 24 hours. how does that work mechanically? do they just say, "we decide to suppress the fog?" Do they have to succeed at a spellcraft check to recognize the spell first? Do i have to tell them that they have the ability to suppress one effect? it seems very vague.
2. on p. 8 under the fire mephits description, it says they start north of A1. Does that mean in area A5? or does it mean at the north end of the hall of A2? or something else? The mummies start "near area A5," so I assume that means the north end of A2. In general, i'm having a hard time figuring out where they are all supposed to be once the PCs enter.
3. more on that first fight. I can't tell how involved B and S are supposed to be. Does S just stay in A3 and observe with claivoyance? does B leave A5 and join the fray? if not, how does B know what's going on? I feel a bit at a loss how to set that up so that B and S are there but so they don't automatically become indistinguishable to the PCs and immediately just get attacked and end any chance of dipomacizing and whatnot.
thanks in advance for any thoughts/clarifications.
in the description of ghoul touch, it makes it seem that the save is just in relation to the sickened feeling for those in the 10 ft. radius of the paralyzed person and that the person touched becomes paralyzed with no save if the touch attack lands. that seems kind of crazy but definitely how it seems to read in plain english. is there any precedent for the way spell descriptions work that points to the save also being in regards to the touch effect.
hmm, unseen servant is an interesting one. having it bite it from area damage would be annoying, but that might still be the winner for me compared to 10k or more for an item/glove or the weapon cord (maybe i'll have a change of heart, but right now I'm not really digging the visual of my dervish dancing scimitar wielder having a wand flapping around him on a string).
Bbauzh ap Aghauzh wrote:
i'm not convinced the other reading of it turns it into fluff. it turns it into a feat that the animal companion can take if smart enough but cannot use. that doesn't seem like just fluff to me so much as the way the rule reads in conjunction with the mechanics of the game.
Hi, i was wondering if there is any way to store a wand as a free action? i wouldn't need to access it again easily, but after using it to cast something, i'd like to be able to get it out of my hand (without dropping it) and move if possible.
anyone know of anything?
thanks in advance.
oh, and i'm already locked into being a half-orc, so no tail (not that i'm sure if that would work with a tiefling or not)
i can't say i've thought about this overly much, but i've always liked the idea of having crossbows be against touch ac. it has always seemed to me that this would be balanced by the lack of iterative attacks since loading would always be at least a standard action (light) if not a full round. and maybe up the damage a bit on heavy or whatever. i like some of the strength rules for reloading a heavy one or some such as well.
Bbauzh ap Aghauzh wrote:
this is where it seems to me that you are arguing based on the belief that "physically capable" is the same as "mechanically capable." i can see an argument for that, but i don't think it's and open and shut case. it seems to me that using the word "physically" in that statement evokes or connotes more of a connection to the common sense meaning of capable than the game mechanic capable. if that's the case, then an animal can clearly take ius (i'm assuming you wouldn't argue with the common sense idea that animals are capable of unarmed attacks even though you argue that the mechanics of the game change these to being called natural attacks or somesuch) but it would simply be a wasted feat within the game (obviously except for taking it as a prereq).
i'm curious about your thoughts on this as well as on why what i've taken to be your reading of it should be assumed.
thanks in advance.