Akatori wrote:
I have it. I ran it as 3.5 game. We really enjoyed the adventure. I cant imagine it would be that hard to convert, as the bulk of the rules are the same. Mny monsters from it should be eas to find already converted.
Pathos wrote: Personally, yes it would count as the fighter is attempting to break the grip of someone who has had extra training (i.e. the feat) in grappling. This is the way I see it as well. Grappling is about more then just the initial grab, its also about holding on and/or controlling the victim after you have them in your grasp.
Back when I was in the Army, we would start on Friday right after the final formation, and play through until PT monday morning. We would catch a little sleep as needed and stock pi;e the food and snacks to minimize other breaks in the action. Crazy days. We hit all the classics, Temple of Elemental Evil, Against the Giants, Tomb of Horrors. My favorite hands down was Vecna Lives.
Benchak the Nightstalker wrote:
Joe, I see your point and I agree. I understand this is an international site for a game that spans the globe. Having said that, I live ion the USA. Thanks to our economy, my using just the core books is less by choice and more due to financial necessity. So, I dont have access to the books outside of the main 2 core rule books. I thought from what I remember of the arguements about how bad the fighter class was in 3.5, the chief complaint was dead levels. Seems that this monk ability is very limited and situational at best. That would make it all but a dead level. I think the concept of we will put it in because we plan to make it useful is a terrible thought. Until it becomes relevant by the later books being released, its remains useless. Even after they are released, information in the core book should not gain relivance by something presented in a supplimental, optional book. Anything not in the core IS supplimental and optional for use. I say house rule a replacement ability. Something with a similar intent. Maybe somethin g like a Paladins smite evil, on have it be a Smite chaos. Either way, while I agree it is broke and you shouldnt have to invent a fix, in the end, all rules are optional if the DM and his group deside they dont like them. It seems to me it is better to make a fix that fits your game then leave it as it is if it seems useless in your game.
nidho wrote:
This makes no sense to me. The only difference is the way its constructed. Why would that make a long bow usable from horseback??
Shar Tahl wrote: Has this one been converted to 3.5 at all? Sounds like a fun one. I was a bit too young when it came out to be gaming, so I missed out! It shouldnt be that hard to convert it yourself. A little time consuming, maybe. I am doing that with the 'Against the Giants'. It should be fun. Its gonna need much work though. One area has like 50 trolls in one room, a hydra in the next, and a dozen or so fire giants next to that. That area will need some revision work, I think.
Goon-for-Hire wrote:
I'm not sure I understand this point. If I read what you say correctly, actually Role playing in a Roleplaying game is bad, but blatent abuse of power is good. Is that correct???
Thalin wrote:
I am not sure I follow some of the reasoning here. It seems to me the general opinion is if the monk cant kill the monster in less then 2 rounds, it is horribly inferior. At the same time, if he dies in a round or 2, that is bad as well. Am I understanding the logic here?
I knew that info was there. I was more looking for info on the ranger class they refered to in the campaign setting book. My reference to the lack of info in the core rules was more statem,ent adding to a question about weather this was evidence they just abandoned the idea of the class. Since that class grew in a region with no magic, I was interested in how that would change the base ranger class.
Please forgive my vagueness. I dont have my books with me.
Tarinor wrote:
I agree! if the wizard is the ultimate class after you get past the low levels, he should have no problems filling every role these other arcane caster class do. What is gained by adding more? Just about any answer given for this could be used to justify non-spell caster classes.
hogarth wrote: The table "Estimating Magic Item Gold Piece Values" has prices for "other" bonuses to AC and saves (2.5x and 2x the price for a "normal" bonus, respectively). I'd use that as a starting point, but don't be afraid to say "no" if it proliferates too much! Missed that all together. Guess I should have read to the last page! Thanks for pointing this out.
I have a player who wants to make items that give a luck bonus. My first reaction was 'No Chance'. the concept of adding another layer of bonuses that stack to through numbers higher seems a bit gratuitous. However, I try to not make decisions that way. I went through the book to find examples where the luck bonus is granted. I found 3, Divine Power, Divine Favor and a Sorc bloodline ability. Granted, I might have missed some, but I tried to be thorough. Even if I did miss some, it seems that luck bonuses are hard to come by. Having said this, are there rules for making items that give specific bonus types? If not, how is the bonus type determined if a pc wants to make magic items. And mostly, am I wrong for the base assumption that allowing him to make luck bonus based items will quickly create a situation that can get out of hand and therefore I should stick to my guns and say no.
Do you hear the grasshopper that is at your feet? - or Dear Paizo, please give us a monk base class!
Mirror, Mirror wrote:
No. The DMG. Pg 22.
Do you hear the grasshopper that is at your feet? - or Dear Paizo, please give us a monk base class!
Louis IX wrote:
Somebody did. They had rules for just that sort of thing in second edition in the DMG in the class discription section. I never saw anybody use them.
I am trying to wrap my head around this. So does this mean if the caster steps up into the middle of his 6 melee friends, he can cast one touch range buff and effect them all? that one Cure x Wounds could effect the whole party if they all stood around the cleric while casting? thats seems a bit much.
To cast a spell from a scroll that you are not high enough level, you need to make a caster level check. The DC is Spell's caster level +1. Now, I assume the spells caster level would be the level needed to cast the spell on the scroll (Like, 5th level for a fireball penned by a 5th level caster.) But how is the caster check made? Would it be d20 + you current caster level. With the above fireball spell on a scroll (DC6) being used by a 3rd level wizard, he would need to roll better then a 3 on a d20. Is this right?
We have seven players in our game. Thankfully, none of them have ever been found of the companion/familiar/traveling zoo, so that is less of an issue. One Wizard uses Summon Undead from the SC, but only for the big conflicts.
DigMarx wrote:
Many of the "unique" class abilities are mimicked by spells. If you can cast detect traps, do you need a thief doing it? Do you need a fighters sword to kill the bad guy when you can roast him with a spell? My only issue is eventually, spells run out. When the caster has just used his last detect traps spell, and its just past lunch, what then? call it a day? rouges dont run out of find traps. Fighters swords dont run out of swings. This is where the whole power rank thing losses me. It seems they treat everything like a sprint and never think of marathons
I gotta admit, I dont get into the who is better then who debate on power rankings. But this does raise one question to me. If wizards are the top of the food chain, why would anyone want to play anything else. If they can fill almost every role needed, then why do you need the other roles at all?
So, I am planning on using the Cav. class as a BBEG in an upcoming adventure. I was reviewing mounted combat with a friend of mine. The question is: If the horse has the feat trample, and the Cav has ride by attack and spirited charge, do all of them apply in each charging pass the guy makes? Can the horse trample the poor schlep thats about to get knocked around by the knight?
IF you are not of a level high enough to cast the spell needed for an item, but you have a scroll with it, Can you use that and just take the +5 dc penalty? For example, My 5th level wizard just picked up craft wonderous item. Now he want to make himself a bag of holding. The required spell is Secret Chest, which he cant get until 9th level. However, he found a scroll last adventure with that spell. Can he use that to make the bag and how would the mechanics shake out for it?
As I read up on this more, it seems that, as a apell like ability, the act of using this ability in a threatened square would provoke an AoO. With this in mind can a spell like ability be used defensivly like casting a spell? I assume that if it can, then feats like combat casting would work with it.
avgbountyhunter wrote:
Every range weapon has a range incriment. That is in effect the maximum range it can be used without penalty. out to that range, ou suffer no penalty in its use. Beyond it you lose accuracy. For each incriment byond the first, you suffer a -2 to hit. Pg 144 spells it out pretty good. Even weapons not designed to be thrown can be. However, on top of the normal range penalties, you suffer an additional -4 to hit. This can be found on pg 141.
In our game, the players keep them. It allows them to track where the have been and plan where they want to take the character. Since we all use some form of digital character sheet, when I need to see them for some reason, They just email me a copy. I like having my own copy of their characters, however. It allows me to track things like the real value of the gem they blew the appraise check on, or the complete powers of that magic item they found and have only sorta started messing with. Plus, knowing that I have a copy on file helps keep honest people honest. Years ago, we had a player who was making changes between sessions because he figured nobody would notice. It was only by accident some one did catch on. He got mad, said it was his character and he would do with it as he wanted, then never showed up again.
galvatron42 wrote: I'm playing an archer type character in my current game. How would the folks on the boards feel about a feat that allows characters to attack with a bow in melee without provoking attacks of oppurtunity? There is a first level ranger spell called Arrow Mind that allows you to do this. I was thinking of creating a feat that would allow it. Any opinions or ideas? I think it would be really cool, I just am not sure how to tell if it would be too powerful or not. It doesn't seem that it would on the surface, but there could be things not so evident that would have an effect on it. I appreciate any advice or insight anyone may offer. I seem to recall an ability in a Prestege class that had that effect. Maybe the Order of the Bow initiate? Also, while I am not a huge fan of the 3rd party material, I think one of the Mongoose press books had some feats along those lines. Prooly in The Quint. Ranger book.
The rules say: No jump can allow you to exceed your maximum move,ent for the round.
My first thought is if he tries an attack like that that takes him beyond his base move and manages to get the roll, treat it like a charge. If he is just covering distance (say jumping a gorge)it would count towards a double move and he could finish his move when he landed. Is this the correct reading and application of the rules?
So I did a little digging and drew some parallels to existing spells and their mechanics.
As far as not being able to do precision damage on items, while I agree, I would like to be able to back my play with something more then a simple 'I dont like it so no.' Could you point me to it in the book. I have looked under the combat section and the rogue class description and cant find a direct statement of that. Maybe I'll check the equipment section next.
Viletta, I think you are missing a major factor. At some point, it seems this game became unfun for either the player or the dm. regardless of the rules, it wasn't fun. The player proving he is right on his interpretation or the dm being right based on nothing more then I am dm therefore I am right. In the end, it really doesn't matter. The 2 have come to a place they feel they have irresolvable issue with each other. If the player backs down, he will always fell he was cheated and attitudes between them will get worse, and in the end there is a good chance this issue could break the game. Sadly, the same is true if the dm backs off his stance at this point. As far as an authority goes, there is no authority over our group above the decision made by our group. We know what works for us. We keep it fair to the spirit of the game we want to play. You have the right to your opinion. Just remember, when it comes to someone else's game, your opinion has no value unless that group chooses to to give it validity. So far, your argumentative approach merits you nothing in my eyes. Of course, that too is just an opinion.
Greatings all. A few weeks back I posted a related question. Now I am trying to work through the mechanics of it. Basically, the party's Cleric has the Artificers Touch power through one of his domains. Now, he has started talking about using that ability to target the gear of the bad guys. If and when he does it, is it safe to assume that: 1) the power would cause this to be an 'armed' unarmed attack, much like touch range spells, and as such this part does not provoke an AoO?
If I am wrong on my first assumption, and he tried this trick on someone with Combat reflexes, would he be subject to 2 AoO's (one from attacking unarmed and one from Sunder) or is the sunder considered just part of the attack and as such is truely just one action with one AoO coming at him? He has also talked about possibly taking a level in rogue. Would the Sneak damage also add to this. I have always assumed if a caster/rogue hit with a touch spell on a sneak, it applied, so why would/would not this be the case? My first thought is it should stack. Is it far fetched that his God might have given him insight into an unseen weakness in the item? On the other hand, as he advances, that could be a hassle to deal with. Regardless of the oppinions on weather this is a good or bad plan on the players part, it is how he is planning his character, so please stick to the relevant details and avoid any issue on TO or sub-optimal builds or any of the other metagaming concepts.
Shadowlord wrote:
The rule says: Squeezing: In some cases, you may have to squeezeinto or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. It only says into a space. No other considerations are give about why the space is smaller. It would seem that, in his example, the only reason you would move into these space would be because the ones adjacent where occupied. So, if they were trying to fight from that area, they would be squeezed in a tight space with a limited range of movement to manouver.
Viletta Vadim wrote:
While you are right to a point, I feel you are completely wrong in the end. From whats been said so far, the DM has tried to talk to the player in question. It seems the players style simply doesn't mesh with the rest of the group. You seem to be suggesting the group as a whole should be willing to compromise their enjoyment so one guy can play the game the way he wants because the book says he can. How do you see that ending? The one with the most time and energy invested is probably the guy running the show. Even if he is completely wrong, if the rest of the group is happy with how things are going, its not going to change. The best thing they can do is simply part ways on good terms. A drawn out debate wont change anything if the group as a whole doesnt like the one players style of play, legal or not.
A Man In Black wrote:
Is there a thread here somewhere that lists or at least discuses these problematic spells from the Spell Compendium in PF? I have a player who has recently asked if I would allow spells from that source and a resource like this could cut down my time spent looking into the various spells.
Viletta Vadim wrote:
I disagree. In the end, the DM is running the game. If the DM has 4 people in the group, three are there to have fun and just play a game and one wants every possible advantage they can get, it disrupts the game for the group. Not that the one is breaking rules, but his style of play doesnt fit the world the DM has created. There for, his character IS the problem. If he wont listen to reason when approached about it, get rid of him. We had a situation like thata few years back. After a while, everybody at the table started to have issues with him and soon after the game fell apart because. As the guy running the game, he doesnt have to defend the statement to any of us that he feels this guy's a munchkin. We may agree or disagree, but in the end, if he feels he is disrupting them game, then he is. His perception is his reality. I can say this, just killing the character wont fix the issue if its the guys gaming style at the root of the problem.
Farmerbob posted:
Then this seems confusing to me. Readying is a standard action. If you take a move action, then use a standard action to ready an action, How can you take another one as an attack? Or is it because, regardless of the actual action, it counts as a standard action?
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