ericpants's page

Organized Play Member. 27 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Any way to confine the smoke around an ifrit so that it's not obstructing the view of your entire party?

Or is there possibly another option for the use of firesight where using smoke/fire for concealment wont hinder the group?

Edit: Because someone is probably going to say it. Smokesticks are not actually smoke, but fog.


Miracle it is. The thing that killed me is apparently some sort of immortal headless horseman type thing


Soul was eaten after some crazy DC28 fort save fail. Any way to come back from that or is it new character time?


Special Technique: Working with the GM, your character may discover a fighting technique that becomes their signature. This
fighting technique should require actions prior to the actual attack roll with a minimum of three separate skill checks or 10-feet of
movement or special condition and two separate skill checks. A fighting technique also requires a specific weapon or spell. This is a
special full attack action (thus does not work with feats such as cleave or vital strike). If all rolls are successful, the character gains a
hero point. The character only gains this hero point if none were spent to accomplish the task. This can be attempted once a day and
you can only earn a hero point for this if you do not currently have any other hero points for successfully landing a special technique
(black hero points). However, these black hero points work just like normal hero points in all other regards. For instance, your
special technique may be to chandelier swing slash. It would require a specific weapon (a rapier), a special condition (something to
swing on such as a rope, chandelier, or tapestry), an Acrobatics check (to jump up and grab the chandelier), a Climb check (to
maintain hold of the chandelier), an Acrobatics check (to let go and land properly) and an attack roll. The DCs of the checks are
determined by the GM and subject to variation with the environment and conditions.

What sort of special techniques would you guys create using this method? Having a hard time coming up with something that could apply to an inquisitor of Shelyn that uses reach weapons if anyone has some ideas.


I like when the group receives maps so we don't have to keep asking where the doors are and can make decisions based on terrain. The group I play with has, in the past, stood around secret doors or leaned against secret walls for no apparent reason because they were illustrated on the map though. I would suggest altering the map into a general illustration with basic buildings and entrances or to remind them that the gods send swarms upon those that meta-game.


What's the DC for climbing out?


What sort of options are there to fill the trap disabling niche of a party besides the standard Rogue?


Synnik wrote:

So this druid decided as a true neutral character to pay a traveling merchant to go to a hostile military training base (to be filled with men formed from conscription) to 'poison' one of the guards, with the werewolf blood. He lied to the merchant of the contents of the vial. Sneaked away from the group to do this. When caught by myself and another he continued to lie even after taking damage and when at the brink of death from an attack to prevent him from healing he decided to just start walking off. This gave us issues. If this was an NPC I would kill him. But it was a fellow player and he was being a dick. We decided to ask the merchant in which the DM replied he was gone. Not only was he gone but as a dwarf he left. Undetected on a medium rhino. I went mental with how not possible that is and I felt like the DM wanted this plan to happen. So after my rant the merchant was there. He told us the plan and we filled in the gaps.

Should that druid have an alignment shift? Chaos for the sheer unpredictability with what the werewolf can do. The lying and sneaking. And evil because how is giving a completely randomised target a curse for life not evil? despite the fact the plan didn't happen. It was going to happen without our intervention.

From what I loosely gather it seems like he was acting on the neutral alignment to cause havoc in enemy territory and capitalize on it.

Would you change his alignment back every time he did something outside your scope of alignment restrictions? Do you happen to have a rogue or inquisitor with stealth or bluff skills? Would you say they're evil when using those skills? If he was indeed lying and either you or your party member that questioned him had no evidence against him or knew exactly what he was planning then why was he beaten and almost killed? Did your character read his characters mind? If not, would that change your alignments to evil? Why can't a dwarf merchant have skill in stealth to sneak in wares? Were the two of you beating the druid in front of the dwarf the entire time while he watched?

In conclusion, I don't have the minutes from your session and can't determine what exactly happened to make an informative opinion. (Even though I kind of did anyway. lols)


That house rule seems like it may severely handicap the "tank" unless you have other house rules to compensate.

Also, Adamantine Cobras just have stronger defenses right? I don't think they nom through plate any easier.


I like blackbloodtrolls option of playing the curse. I played a haunted Oracle for a brief time. The GM used the curse to move and hide other players items and weapons. The curse was also used to interfere with other player perception checks. It felt like I was a detriment to the group and complicated an already severe handicap of not being able to use any items in combat without obliterating my action economy.

I would recommend not being a DM_Blake and causing needless strife for no apparent reason.


James Risner wrote:
Cheapy wrote:
Flanking is melee only.

That is intent and that is what most of us read when we read Swarming ability.

But the OP is reading that regardless of where the rats are, they "appear" to be on opposite sides of the opponent even if not in melee threatening range. Therefore they are "virtually flanking".

I don't agree with the OP. I will run a game believing that you must be in melee range of the opponent to do this. But some other DM is free to rule otherwise.

How do you disagree with a question? Regarding your following post, this is the rules section. I did look through the book. No need for snide remarks.


Cheapy wrote:

Check out this FAQ.

Quote:

Gang Up: Does this feat (page 161) allow you to flank a foe with ranged weapons?

The Gang Up feat allows you to count as flanking so long as two of your allies are threatening your opponent. The feat makes no mention of ranged attacks being included, and since flanking specifically refers to melee attacks, ranged attacks do not benefit from this feat. (JMB, 8/13/10)

—Jason Bulmahn, 08/13/10

Does Swarming make mention of ranged attacks being included?

Just found it as well. Thank you.


I did look at flanking. I also looked at the word considered. Then I wondered if it matters if flanking states melee attack, using a whip, or standing on one foot hopping up and down while doing the hokey pokey since you are considered doing all of that.


Can two Ratfolk with the swarming racial trait flank at range? Would this provide sneak attack damage at range?


Which monsters summoned from the level 1,2 and 3 spells understand language and which languages are they?


Gnomes with the racial trait pyromaniac are treated as one level higher when casting spells with the fire descriptor. What exactly does this entail? Does it raise the DC, damage, duration, or area of effect for fire spells cast?


What is the UMD check for activating a wand of burning hands in the following situations?

Ifrit with the racial trait to cast burning hands once per day. Burning hands not on the Ifrits class spell list.

Oracle with the blackened curse, which adds burning hands to the list of spells known.


1 person marked this as FAQ candidate.

Is the +2 from relentless still added to the bull rush when the attack roll is subbed in for the maneuver check?

Shield Slam: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.


Does the quick bull rush feat allow you to include the following movement when performing a full attack plus the 5ft step? A bull rush including the following movement without the 5ft step? Or a bull rush without the following movement plus the 5ft step?


Kazaan wrote:
With Quick Bull Rush, you can use Bull Rush in place of your first iterative attack. But if you're using a Boulder Helmet, you become staggered afterwards and Staggered prevents you from making a Full-Attack. Since you have the option after the first attack of a Full-Attack to either continue the Full-Attack action, or step it down to a standard Attack action and then take a move, he's basically asking if the Staggered condition prohibits him from continuing with the Full-Attack and forces him to step it down (in which case, his Standard or Move action for the turn is subsumed and he cannot follow up with a Move) or if he can complete the Full-Attack since he had already started it before he acquired the Staggered condition.

Yes, this is what I was referring to.


If I become staggered after using the Quick Bull Rush feat with the helm ability then can I still make a single move or standard action during that same round.


Level 8 character with 1 level of Fighter taking Cleave as the bonus feat and the next 7 levels all being Cleric. Can the character retrain Cleave for free (don't see anything about class level), or would the character need another 3 levels in Fighter (4, 8, 12, and so on)?


When performing a successful bullrush with an extra +20 over an opponents CMD, can I choose to push the opponent back a mere 10ft instead of the entire 25ft?

*This is not a question asking about my movement.*


I think the question is, can you only move a portion of the distance?


Could a Dwarf carry a lot of low DC poisons and drink them whenever the Dwarf has taken ability damage to recover to full?


Adjacent to foe. Overrun with a reach weapon. Can I overrun past the foe to use the reach weapon with greater overrun or would I have to use something like a boulder helmet? Would the foe get an aoo for moving 5ftpast during an overrun? It doesnt work like that with charge through after all. Right?


Can you overrun and move to the side of the target or does it have to be a straight line?