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pellinore's page
Goblin Squad Member. Organized Play Member. 20 posts. No reviews. No lists. No wishlists.
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Wise Old Man wrote: So drawing a weapon must be sheathed? Even though it says nothing of it in Draw. Shouldn't picking up an item and drawing a weapon for battle be different? Drawing a weapon is a move action that can be done as part of a regular move action if you have a BAB of +1 or higher. This applies to "weapon-like objects carried in easy reach" not objects on the floor. In addition, drawing a weapon as a free action can only be combined with a regular move action not a full round action that happens to involve movement (such as the Leaping Shot deed). You really need Quick Draw to make it work.
Pg. 241 - The Scribbler
SR is listed as 26 but should be 24? (12 + Caster Level of 12 per Spell Resistance)
Seltyiel doesn't count as a bishōnen? The hawtness in question
Or is he too muscular to really count? (Not that one example is enough to bring parity when compared to the female iconics.)
Mathwei ap Niall wrote: Mook disarms kensai and then runs away. Chase him. Okay, sub Scorching Ray for Shocking Grasp, DJ Mooky Mook is still dead and Magus still rearms with a move action. Then the rest of the Flunky Bunch still have to deal with the fully armed and operational Battle Magus.
And this is assuming Mooky Mook can even disarm the Magus! 1BAB + 4STR (Mooky Mook was top of his class in Smashin' Stuff) + 2ID = 7 vs. 15 (no Prot. Ring yet, i guess) succeeds 65% of the time but(!) our Magus cast Mirror Image last round so 1 in 5 chance of picking the right one reduces the success rate to 13%. Them's kinda long odds.
Mathwei ap Niall wrote: Well you obviously haven't read this thread.
Whoever said get close and feint? You feint from 30+ feet away and then do a move action (depends on what all is going on).
Magus can't attack but can cast mirror image and move in preparing to attack putting him in melee range.
Bad guys turn he attempts to disarm IF he has improved disarm he makes a CM check vs 10 + Kensais BAB + 0 (no dex allowed) + 0 (tanked str on this dex based build). Kensai is disarmed and since he had no weapons in hand (but did have imroved unarmed strike) he is now wielding the kensai's weapon.
(If we don't have improved disarm then he 5' back and uses a reach weapon, no AoO, same result except weapon is now on the ground behind the bad guy)
Magus casts (defensively) Shocking Grasp, 5d6 (average 17) damage drops the 1st level mook and Magus re-arms as a move action (weapon is in same square thanks to weapon cord). GG mook.
Mathwei ap Niall wrote: No, we simply don't care if he does. When he goes to recover that weapon he provokes an AoO letting his attacker(s) beat him down or sunder the weapon cord (or just attack it it has 0 hardness and hp's) or do any other CM on him they want.
Weapon cords don't solve the problem, in some ways they actually make it worse.
Not sure how the theoretical magus is any worse off with a weapon cord? At the very least it makes it possible to 5' step and rearm and still have a standard to do...something. And are we really going to be spending additional actions on sundering the cord? How many resources in terms of feats and actions are we going to spend to possibly neutralize this one guy? What's the rest of the party doing while all the bad guys are playing keep-away with Elric?
Mathwei ap Niall wrote: Second, you don't attack the Kensai after the feint, you Disarm him. Everything about the Kensai is specifically built around using one SPECIFIC weapon, once that's taken away it loses the lions share of it's power. Remember all the fighter combat feats it has only work with the chosen weapon, his canny defense only works when wielding his chosen weapon. Literally every offensive ability the archetype has stops working if you take his specific weapon away.
At that point he becomes a wizard in melee range, a few more hit points and a better bab but a much easier target to kill. In general the best defense against a Kensai is to simply have someone take his weapon and run away, he's completely hosed without it.
And are we to assume the magus in question is too cheap to spring for a weapon cord? Spending two rounds to feint then disarm when the magus can use a move action to rearm seems...not such a great option.
Just to muddy the waters further, what if the fellow taking the total defense action is wearing one of these: Can he now take an AoO via the belt? Does he then threaten adjacent squares?
Kolokotroni wrote: For modern weapons you might want to check out the super genius games product: Anachronistic Adventures The Enforcer. It has rules for modern weapons.
As for the rest, I'd think you could find a solid foundation in d20 modern/future. Pathfinder isnt such a big divergence from 3.5, so most of that would probably work just fine.
Some friends of mine have been working on a modern version of Pathfinder (a la D20 Modern). It's got a heap of modern weapons and armor as well as alternate classes that fit in with a modern milieu. They're still working on the final product but the preview version covering levels 1 to 4 is out and it's just a few bucks. i'm not sure what Paizo's policy is on links to other websites but if you're interested, just send me a message.
Grick wrote: Chris Mortika wrote: No, you are affected by it. It affects you. You are influenced or altered.
Effect is rarely used as a verb; it means to bring into being. To be "effected by" a spell, the spell would have to be responsible for your existence. You "effect change" in an organization; that means you are responsible for the existance of that change.
Dictionary.com Example sentence: "Everyone effected by high-speed rail service knew they were near a train line..."
Those people were not created by the high-speed rail service. It had an effect on them. (Unless they, as a group, are defined by being near the train line, thus the concept of that group was created by being effected by the train... augh)
So you're saying anyone with an active Mage Armor spell is, for the duration, affected by the spell?
i'm guessing those "example sentences" were harvested by a bot because about half of them are using 'effected' incorrectly.
StreamOfTheSky wrote: Dust of Sneezing and Choking, while basically an instant win for any character with a good throwing arm, is nonetheless fairly cheap.... in every sense of the word. That's dirty pool, old bean.
Shadan wrote: Would you allow to memorize and cast Bear's Endurance before saves are rolled to help a successfull save? Although i don't think that's strictly permissible by the RAW, i'd be inclined to allow it as the character is in pretty dire straits.
Gwaihir Scout wrote: This is off the top of my head.
1. Every new exposure to the disease requires a saving throw. If he has already caught the disease, then it doesn't matter unless it's a day later. A failed save in that case means the disease duration is extended to match the new exposure. I may be confusing things with poisons here.
2. All different diseases stack and require separate saves. So yes, the PC is in serious trouble without remove disease.
Even with Remove Disease, that guy is in trouble. Since the spell now requires a caster level check against the save DC of the disease, Vorel's Phage is particularly nasty. Even with a 6th level caster (about the highest you're likely to have when you encounter the phage) they'll need a 14 on the roll to remove it.
Gluttony wrote: At extremely high levels I occasionally like to use empowered Mage Armor for a +6 bonus.
It's not really worth it until you've got enough higher level spell slots to spare a 3rd level one, and of course as others have said, you really can't defend yourself with Mage Armor alone. You need to actually put effort into it.
Just as a note, Mage Armor is not a valid target for Empower Spell as it has no random numeric variables.
NeoSeraphi wrote: pellinore wrote:
Here's one: Slashing Cage
** spoiler omitted ** Wow. Wow, that trap is just brutal. I love it. Thanks for the link. Yeah it is! Especially since a decidedly nasty person is right down the hall and now knows you're coming =)
Holy thread necromancy, Batman!
Think of it like this: would you take a -2 to hit to do 0.5 more damage per sneak attack die? i wouldn't. Plus you have to spend two rogue talents to boot!
This is not a wine for drinking, this is a wine for laying down and avoiding.
NeoSeraphi wrote: Cheapy wrote: Ignoring common sense, the specifics still trump the general rule. That doesn't apply in this situation, I don't think. It says you get a dodge bonus versus attacks made by traps. It doesn't specifically state "You retain this bonus even when you are flat-footed against traps".
Saying it's specific versus general would be like saying the Knife Master gets his Dodge bonus against attacks made by rogues when they catch him off-guard. The Knife Master's Blade Parry (IIRC) ability that gives him a dodge bonus versus light slashing weapons does not apply to all attacks made by slashing weapons (It's a dodge bonus. He loses it when he's flat-footed), so why would Trap Sense apply to all attacks made by traps?
Quote: Plus, traps can make attacks more than once. I admit, I had not considered that possibility at all. I have never heard of such a trap. Could you give an example of a trap that attacks more than once? Here's one: Slashing Cage
Spacelard wrote:
They don't talk about uncle Llewellyn because he joined the predominatly female section of the Cult. Think about the shock people have when people of opposite genders take a perceived gender specific job. Or the disbelief of a pornstar playing RPGs...
Thanks needs to be given to Greg Stafford and Runequest which has inspired my gaming on so many levels.
Very nice stuff, definitely reminiscent of the "What the Chieftain taught me" essays and Cults of Prax. i still remember being introduced to Runequest and being blown away by the mythopoesis of Stafford and the other creators of Glorantha.
Xuttah wrote: Xuttah's Crate of Horrors
Aura: Faint Necromancy, Faint Evil
CL: 5th
Slot: -
Weight: 30 lbs
Price: 17050 gp
Description:
This rather innocuous-looking packing crate holds a sinister secret; skittering undead doom!
Once per day on command, the crate will reanimate the bodies of several hundred tiny animals placed into it as a swarm of plague zombies of up to 5 HD. The person activating the crate counts as the creator for purposes of commanding the undead per Animate Dead.
Typically, bats and rats are used for this grisly purpose, but necromancers with a dark sense of humour often craft these items as a barrel and fill them with deceased primates.
Construction:
Craft Wondrous Item, Animate Dead, Contagion; Cost 8525 gp,
That is deep fried awesome on a stick.
Dennis da Ogre wrote:
The game isn't about RAW, it's about doing cool stuff. Go over to the rules forum and slaughter someone else's fun.
There isn't anything in RAW that addresses this one way or the other.
Edit +1 to Zurai's comment above.
If it's F*ing cool, and doesn't screw things up, and in particular if it's in a grey area then you are doing a serious disservice to your players by saying no.
As a GM, my motto is "Don't say no...just determine difficulty."
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