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![]() Andrew Betts wrote: Technically I believe it goes by type, no they would not get it against and undead version. I've always disagreed with this fact, especially playing a dragon hunter that is supposed to be going up against dracoliches. But in the end it's the GMs decision, I think giving it on a case-by-case basis is a good idea. I would agree ... go by the base type. A hydra skeleton is a skeleton and therefore undead and the ranger would get favoured enemy undead, but not any others. And they certainly wouldn't stack if the ranger had both favoured enemies. It's about knowing how to hurt a specific type - a hydra's weak spots are a little different to a skeleton of a hydra. anyhoo, back to work ![]()
![]() I like the idea of opposed rolls for invisibilty type spells. I have often toyed with modifying a bunch of spells to function with opposed caster level checks, but never got around to it because it increases the amount of rolling in a game without actually adding a whole lot to the overall experience. If you wanted to change things up a little bit you could say that the "see invis" type spells only pierce spells of their level or lower. Therefore imp invis will not be pierced by see invis, but it would be pierced by true seeing.
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![]() thank you thank you thank you I am pretty sure that is the correct trilogy - I read it 10 years ago I think so my memory is a little fuzy. It was about the time I too read Magician series and Daughter of the Empire series by Fiest -> such good books. thanks again, now i just need to find a library or store that stocks it. ![]()
![]() Hey all, I read a book a while ago and I forget what it was called or the author. I think that the title had the elements involved, e.g. fire and ice or something like that. The basic premise is that there are alien sybiots that grant 'magical' powers to rare humans. A computer onboard the ship controls pretty much everything including the introduction of the symbiot. Multiple symbiots grant greater powers but there is more conflict between the symbiots. Any ideas as to who the author or book might be? ![]()
![]() Jonathan Drain wrote:
HAHAHA teach them to wear heavy armour. mmmmm perhaps a little *too* mean. ![]()
![]() Russ Taylor wrote:
Ah yes forgot about that little caveat. Antimagic field does not have the same slow falling effect though [snicker], but it is much higher level and there are probably much better options at that level. ![]()
![]() wizards had a looong article on aerial movement and they ruled that you fell 500 feet in the first round and 1000 feet every round thereafter. It also goes into pretty good detail about pulling out of a dive and intentional dives etc.
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![]() bump ... ignimbrite78 wrote:
when using greater blink do you vanish to the material plane between attacks on a full round attack or can you only move between the material and ethereal planes a certain number of times per round? thanks in advance ![]()
![]() oooo I *love* time stop - I am going to be DMing a collosal red dragon and he is going to have time stop on his spell list... breathe fire, PC's react, time stop, wait for it, wait for it, PC's react, breathe again ... rinse and repeat till protection from fire is out or the party is dead. AH I am looking forward to testing that out. ![]()
![]() Dragonchess Player wrote: Since blink specifically states that targets are flat-footed (unless they have true seeing or some other method of detecting the individual when ethereal), greater blink would follow the same rules. To make it worse, give the rogue a ghost touch weapon... thanks for that - he will habe true seeing, the one thing that i was curious about was if he can blink back to ethereal between attacks in a full round attack? I was going to have a readied action to attack the blinker when he materialised. so i guess the idea would have been - can the blinker say the AoO fails b/c he decides to blink when he wants to blink?![]()
![]() ignimbrite78 wrote:
-Clarification- Sorry, poorly worded post, it should have read something like:Brilliant energy bypasses nonliving matter. Therefore, perhaps it should bypass the natural armour of a living creature. The natural armour of living creatures is from a really tough hide and therefore living and bypassable ... This little option would help to alleviate some of the problems with dragons and giants etc. And if you used that option I would keep the enhancement at +4.
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![]() +4 does seem to be a smidge high. I suppose that game designers decided that most parties would be fighting ~50% of battles with armoured foes so having that ability would bypass a bunch of challenges. However I think that bypassing natural armour might be too much. After all the description says that it bypasses nonliving matter and a really thick hide is living matter. So perhaps an in house addendum to the rule ... ![]()
![]() hey all, looked around and didn't find anything that really addressed this issue: does a level 20 rogue who is under the effect of greater blink get to sneak attack every attack? I know that normally only your first attack gets sneak attack (unless flanking) when you either cease to be invisible or cease to be ethereal. The question revolves around the dubious wording of the greater blink spell. As I read it a character under the effect of greater blink is in control of when they are ethereal; so they can blink back and forth between ethereal and material between each sneak attack, thereby leaving their opponent flat-footed for every attack. Any help with this would be appreciated. ![]()
![]() we are plowing through city of the spider queen and our dwarven defender and human cleric (usually under the effect of righteous might) both have really high ACs. The dwarf in his defensive stance gets his AC up to about 35 and that was for a level 10 PC. The level 4-9 drow fighters and wizards have no BAB to speak of and have no way to touch the dwarf, they even have a hard time hitting the cleric. I think that their bonuses to hit fall in the range of +7 to +14. I think that the ability to increase AC, compared to BAB, is a little skewed and might need a minor adjustment. Ridding the system of one type of AC would go a looooong way to equalising the imbalance. e.g. limiting natural armour to monsters that have thick skin might be a good idea or tossing out deflection bonuses. Either one would decrease a typical tanks AC by 10-20%. ![]()
![]() I think that all the bonuses that the elemental savant obtains as it progresses - i.e. becoming immune to crits and sleep etc, are totally worth blowing a feat. Consider that the spellcaster only loses one spellcasting level for all of that gain ...
That being said, perhaps the suggestion of retraining would be a 'nice' thing to do. Perhaps a free Spell Focus (evocation) to replace the now defunct Energy Substitution would be appreciated. Or something else, say access to elemental familiars without taking Improved Familiar ... ![]()
![]() Sebastian wrote: I don't buy the tattoo as holy symbol argument. You might as well just give clerics the feat that lets them cast without somantic components if you are going to allow that. The divine focus functions under the rules as a way to prevent clerics from casting spells. Making it so that it can't be removed takes away a limit on the cleric's power. At my table, I call that meta-gaming. You think as I do. Personally I think that DMs don't steal spell books and destroy divine focii often enough when dealing with overpowered caster (but that is a whole other can of worms). The critics may argue that is wizards can use their bodies as spell books (tattoo variant) then a cleric should be able to blazen their shield or hand with a holy symbol. ![]()
![]() Sebastian wrote:
I agree. The craft check seems especially appropriate - and adds value to those little used craft skills. If you fail the DC to craft the holy symbol then perhaps there is the 30% spell failure with 00 being a catastophic failure.Also the act of preparing does seem to imply pre-casting, so it would involve the use of the holy symbol plus any verbal, somantic, focuses or material components necessary to complete the spell. But ... you could argue that it is just mentally reminding yourself what you intend to do during the day - kinda like writing out a to do list ... ![]()
![]() Chris Salvato wrote:
I concur. I would also like to add a question:
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![]() well we have been taking about 5 or 6 sessions to complete each adventure and we don't play every week, so it is taking FOREVER! Arggghh.
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![]() I'm just about to run the adventure in Eberron. I think that my group is going to breeze through it, even though they are down a PC ... However I see this as a good thing as they got hammered in TFoE; three PCs died in that adventure at one time or another. So I think that they could afford to have a lighter adventure. I am going to try and introduce a much larger diplomatic/roleplaying component to this adventure as the previous two have been very much hack and slash. So instead of fighting their way through the lizardfolk lair perhaps they manage to persuade someone to bring them before authorities and the shaman catches them en route and intervenes and smoothes everything over. Anyway ... IMO I do not think that the adventure needs to be tampered with. Just hand out the correct XP for overcoming the encounters and let the chips fall where they may ... ![]()
![]() Jeremy Mac Donald wrote:
Thanks for the comments and the vote of confidence, the base for the monster is the dread wraith which has all those feats and abilities. I see your point about some of the feats and life sense.However the spring attack and incorporeal nature is a perfect fit. They hide in the walls spring out, attack and then retreat into the walls. With abnormally high INT and WIS it makes perfect sense for the wraiths to use advanced tactics. They want to slowly wittle down the PCs and turn them into mithral. Although I did not include it in the original post I was going to have the mithral wraiths be dwarves that became too obsessed by mithral - eventually they starved to death and became the mithral wraiths. When they encounter PCs they want to add the PCs to their collection by turning them into mithral statues. ![]()
![]() Vaeliorin wrote:
Ummmm yes. I suppose that I should have specified that ... I just had an alternate option - make the damage permanent. Perhaps with the option for a Wish or Miracle to reverse the damage. any thoughts? ![]()
![]() Hello everyone, I recently had a brainstorm and came up with a new breed of undead and wanted thoughts/opinions. The general concept was Midas's golden touch meets Dread Wraith. So I designed a dread wraith that slowly turned beings into mithral statues instead of dealing CON damage. The base stats etc for the wraiths are the dread wraith and I changed a couple of little things without modifying the CR. Here it is: Mithral Wraiths; CR 11; Large undead; HD 16d12, hp 104; Init +13; Speed fly 60 ft. (good); AC 25, touch 25, flat-footed 16; Base attack +8; Attack +16 touch melee (2d6 plus Mithral Touch, incorporeal touch); Space/Reach 10’/10’; SA Mithral Touch; SQ darkvision 60’, daylight powerlessness, Incorporeal traits, Lifesense 60’, Undead traits, Unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24.
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![]() Eric Jensen wrote:
Heya well I spend about 50% of my time away in the field but I should be in Vancouver from mid Nov till mid Dec. If you are interested in playing a couple of one-off adventures let me know.ignimbrite78@hotmail.com oh yeah, we live in Vancouver,
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![]() my imperfect recollection is that the rage expires at the end of the encounter or when rounds run out. the 'end' of an encounter is kinda DM discretion. if a DM wanted to be a hardass he could declare the encounter over when the last villain collapses. Personally i'd be tempted to have the barbarian hack at the last corpse it killed (owing to residual anger and frustration that there is nothing left to kill) until either the rounds ran out or it receved healing from the cleric. Now the main issue i can see is metagaming...
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![]() maybe allow a reflex save and then ask for a jump check to see if they actually clear the surface of the water... ok, if you *want* to get technical the damage dealt is a function of the radius, actually it would be proportional to the inverse of the radius squared, considering a rasius unit is 5 feet for D&D. within 5' it deals full damage (1/(1*1))
you can see that it bleeds out very quickly and the potential for damage is very limited. heck if you want to toss around lightning bolts etc you could also apply the same principle. ![]()
![]() Black Dougal wrote:
always level 3, the damage and skill bonuses far outway the extra whatever from other classes. ![]()
![]() remember wild wild west? maybe reanimate a huge monstrous spider and slap full plate and various projectile weapons on its frame, then have skeletal halflings fire the projectiles (ballista or giant sling shot alchemist fire). Alternatively, make a large collection of 'undead' that will help build homes etc for the poor get them to do all the grunt work. Who says that necromancy cann't be used in a beneficial manner? igi ![]()
![]() Talion09 wrote:
mmmmmm actually no car for me, the 'burbs are bad. Could you point your player to the wotc community classifieds instead? btw to all interested we are having a 'meet and greet' for anyone interested in joining/making a group in Vancouver. Details are on the wotc community classifieds under the " Vancouver BC Looking for game" thread: "Here is the plan:
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![]() Hey all,
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![]() Fake Healer wrote:
What about making gems that confer the ability for elemental damage resistance that can be plugged into the armour. So you start with a basic set of MW or better armour and you plug in your green emerald that costs 18,000 gp and the armour now has acid resistance 10. emerald = green = acid
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![]() couple of thoughts for and against: No! Personally there is no way I would buy into this as a player. It is the equivalent of buying a new weapon every 166 rounds of combat.
Yes! As a player I think the idea of being able to adjust your weapon on the fly to overcome DR or energy resistance is a great idea.
Summation: I think the flexibility is cool, but the inherent drawbacks are too great to make this playable. igi ![]()
![]() dungeonblaster wrote:
I have always used your normal attack modifier - so if you are a weapon finesse kinda PC then you use Dex, otherwise Str. The way I see it is that if you are touching someone you can touch them by making a dextrous grab, i.e. you kind of wait till they come to you or they make a mistake and then you lash out and touch them OR you just muscle your way in and touch them (with your clenched fist or whatever) you're not looking for a good place to touch them you are just slamming them.igi
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