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Just a note, I, Ogi's DM am watching this thread. It's a rather annoying issue as I don't want to nerf ogi's riding abilities, yet I also don't want repeated encounters nerfed by him outdoors, so I'd also love to see other DM's opinions on how to deal with mounted chars that deal ~50 damage on a charge at level 5 ![]()
A Man In Black wrote:
I think the point is to make non standard weapons viable at a high feat cost, and I admire the work. E.G. a club based fighter. ![]()
How does one resolve a level 2 elf fighter with the Trample feat? He has a str of 14 and a light warhorse. Personally the Overrun combat maneuver is a little convoluted. Can he overrun multiple targets? Do I
If Maethoron the Cavalier ordered his horse to overrun a group of kobolds (or one?) as part of a charge.. could he also use his lance? Could he attempt to overrun at the same time? What can/can't he do? ![]()
Lokie wrote:
For someone names after the god of pranksters you're quite uptight :D And possibly, but i think that still counts as one weapon. What I wrote was RAW, in TWF iirc it never specifies you must have two weapons, one in each hand _at the same time_. It just specifies that you fight with two weapons! ![]()
Can I just say, I once used a similar character. I love the concept. The trick isn't to reload your crossbows quickly.. the trick is to have a lot of them available and loaded at hand. Think about it this way, how many hand crossbows could you strap to your body. Add quick draw. Maybe add a houserule feat that you can keep crossbows loaded on your person for up to X hours without damaging the crossbow or risking harm to yourself. if your dm wont let you stand behind cover stealthed for an hour loading a million accessible hand crossbows (easily 8!) without shooting yourself in the foot do the following to him/her. They deserve it. // ***WARNING*** EXTREME CHEESE (and/or f!$$ing cool.)
1. Fire both crossbows
etc etc As many free actions as you want in a round? Eat your heart out, carry a dozen hand crossbows. ![]()
sivyr wrote:
Waaait a second.. So my wizard who cast chill touch... and missed.. DIDN'T use up his spell? I thought attempting an attack roll still used up a charge if you missed? ![]()
Sorry I was unclear - dming at the same time - I mean does to _identify_ a spell, does a wizard need to: 1. both see and hear the spell cast
Secondly, I understand the book *implies* sneak attacks with spells with attack rolls are legitimate, but there were arguments for and against.. was there any dev(or nethys, he's almost a dev imo :P) response as to whether a spell can be used to sneak attack with. Mainly I care about the melee and ranged touch stuff, so thanks for clearing that up. Is there any way to properly weapon focus(melee touch spells?) Thirdly, cat bite/claw/claw gets no benefit from multiattack.. this seems poorly thought out... ![]()
My players wizard can hear but not see two spellcasters casting a spell, according to pathfinder skills he must SEE, according to 3.5 he must SEE or HEAR? I believe its a -5 for not seeing or for not hearing in 3.5, does a similar rule exist in pathfinder? Is it possible to take weapon focus(melee touch) or (ranged touch) and weapon spec etc? Or are they _weapon_ only in pathfinder? Sneak attack has been discussed in a similar vein, so I wont ask, except to ask has it been confirmed by devs that SA is useable with "attacks from within 30ft" (weaponlike spell etc) Final question.. What does multiattack do for animal companions or other monsters with three primary attacks? I believe the druid AC gets it for free at some level or another. ![]()
Slime wrote:
That's a great idea, I'd allow a player to use a move action to "reprep" their buckler, it does seem to be fair. ![]()
Morvin Krupt wrote: So, I've just created this character and I had a pertinent question: Do things that amplify the save DCs of Channel Energy also amplify the save DCs of things like Command Undead (since they are a variant use of Channel Energy)? My gut instinct says "Yes" and so I built this character on that assumption (using the Sacred Conduit trait and the Improved Channel feats to amplify my Command Undead) but I wanted to make sure I was right before I actually played him. Thanks! Personally as a DM I allow those feats to stack, it makes for very interesting characters... but I'm not sure on the RAW. ![]()
Disenchanter wrote: Except that Wild Shape is a supernatural ability, and therefor doesn't have material components. Ah, that solves it. I did warn my party for this particular campaign I'd be a bit annoying about rare and/or expensive material components. That being said things like elemental body would be rather difficult for a wizard to do, I suppose I will hand wave most the costless mats after all. ![]()
concerro wrote:
Her options for new forms include all creatures with the animal type. This ability functionslike the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar. Beast Shape I
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The druid's ability to assume other forms requires the druid to "Have a piece of that creature" (iirc). Is it possible for my druid to use the Summon Natures Ally spells to summon a creature then take a piece of hair etc, or would the animals hair disappear with the animal itself? If so it makes the Elemental Body spells very hard to use.. |