The pummeling bully feat has the following text: Quote: Benefit: When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if you hit with any of your attacks, you can attempt a reposition or trip combat maneuver check as a free action. I'm not 100% sure on how this should be parsed. Do you get one trip or reposition if any of your attacks hit, or do you get one trip or reposition for every attack that hits?
According to Inner Sea Gods, Clerics of Milani gain Coordinated Effort and Good Hope as 3rd level spells. Would this mean that Warpriests of Milani gain these as well? I cannot decide, because the Warpriest says that "A Warpriest casts divine spells drawn from the Cleric spell list." While those two spells are not on the Cleric spell list, they are on the Cleric of Milani spell list. I think the only reason why Inner Sea Gods doesn't list the Warpriest is because the Warpriest didn't exist until three months later.
It would not work. While it doesn't explicitly state how it is added, bonuses don't change types in translation. Secondly, looking at the cost of the Benevolent ability, I would say it's definitely intended to stay as an enhancement bonus, and is more intended to be used on party members that do not wear armor when they're about to take a hit.
The biggest issue is that the choice of "level-dependent variables" is a very poor word choice. I mean, everything is level-dependent, isn't it? And that would mean that very fundamental things would be modified by gaining a negative level like: Your BAB (derived from the table of your class, which you read according to your level), your bonus stat points gained at levels 4, 8, 12, 16 and 20, your hp (I hope you kept your hp rolls because you gain HD+CON mod hp each level), class features, skill points (amount is dependent on how many level you have), amount of feats, eligibility for feats, and so on... In fact, if you get down to it, the RAW definition of a negative level is brutal. Because it basically says "remove one of your levels entirely, and in addition to that take a -1 to many rolls, oh, and you lose 5 hp". I don't think an FAQ is enough, that section needs a rewrite because it's a mess that is TOO open for interpretation. Discussing it is pointless because it's so vague that an answer that everyone would be able to agree to (a.k.a. "a rule") would be impossible.
The biggest issue is that the choice of "level-dependent variables" is a very poor word choice. I mean, everything is level-dependent, isn't it? And that would mean that very fundamental things would be modified by gaining a negative level like: Your BAB (derived from the table of your class, which you read according to your level), your bonus stat points gained at levels 4, 8, 12, 16 and 20, your hp (I hope you kept your hp rolls because you gain HD+CON mod hp each level), class features, skill points (amount is dependent on how many level you have), amount of feats, eligibility for feats, and so on... In fact, if you get down to it, the RAW definition of a negative level is brutal. Because it basically says "remove one of your levels entirely, and in addition to that take a -1 to many rolls, oh, and you lose 5 hp". I don't think an FAQ is enough, that section needs a rewrite because it's a mess that is TOO open for interpretation. Discussing it is pointless because it's so vague that an answer that everyone would be able to agree to (a.k.a. "a rule") would be impossible.
The book pretty explicitly states that the system should not change any of the statistics behind spell saves, only the math. However, the book makes a math error, here is a quote from the book: Normally, the orc would attempt a DC 15 Will saving throw (10 + 1 for a 1st-level spell + 4 for the wizard's Intelligence bonus). Since the orc's Will save modifier is –1, he has to roll a 16 to succeed, and thus will fail his save 80% of the time. Rolling at least 16 to succeed doesn't correspond to a 20% chance of success. Simply counting the numbers that lead to a success will tell you that it should be 25% (and thus 75% fail chance). The numbers to succeed are: [16, 17, 18, 19, 20], that's 5 numbers, x5% = 25%. The next part is actually correct, the wizard has a 20% chance of failure (which means success from the point of view of the orc). This means the chances have shifted 5% in favor of the wizard unlike the book states. Here is a chart to make everything more clear: http://i.imgur.com/DQgZPbJ.png Note that when a roll ties with the DC, the roller wins. When the orc rolls that means he does not get affected by the spell. When the wizard rolls that means he does affect the orc with the spell.
shadowkras wrote: Have you checked the adventure path book? It should be in there. Well yes, obviously, but not without GM markings. (The S denoting secret doors, the X with the boulder trap) These are essential to me because I use the maps online in roll20, and if those marks are there I need to spend 30 minutes per map to photoshop all the markings out.
A youtube playlist updated every sunday can be found here. The group consists of:
We will be testing quite a few unchained rules:
Videos will be uploaded every sunday, but you can also watch us play live at my twitch channel every saturday 19:00 CET.
I will be running Mummy's Mask starting next week and here are the systems we will be using:
The work that this requires from is not that big:
Also, hey Eivind. Don't you worry about the poisons, it'll be alright :)
Mark Seifter wrote: Only subscriptions. That said, given you can cancel your subscription whenever you like, with little hassle, if you're going to preorder, you might as well subscribe and get a shiny pdf! Why not automatically give pdfs then? Seems counter-intuitive how it works now. Also, any particular reason we have to wait until it ships for the pdf? My impatience is killing me...
Right at the start of the campaign there should be a speech, of which the latter half is given. I'm trying to find out what an invocation to the lady of graves would entail, is it like a hand over the chest in a spiral as mentioned in inner sea gods? For that matter, has anyone else written up a nice introductory speech that I could use?
As written there are two main issues with Mage's Disjunction. 1. It is not completely clear if the caster's effects and items are immune, or only the items. I am assuming the former because that reflects older versions of the spell without the ambiguous wording. 2. The spell has been given a duration, RAW this means that the spell would be a cloud that stays for minutes per level. I'm pretty sure it's intended to be an instantaneous flash of disjunction and then a duration on the following suppression. By wanting to make minimal changes to the text of 3.5 spells, they accidentally introduced this error. I'm pretty sure they meant it to be an instantaneous flash because otherwise the spell would have text describing what happens if you start/end your turn in it, and what happens if you enter the effect. In light of those two issues and the obviously intended interpretation of the ambiguities, I have rewritten Mage's Disjunction for use in my group to remove the ambiguities and still retain all of the intended functionality. School abjuration; Level sorcerer/wizard 9; Domain magic 9 CASTING Casting Time 1 standard action Components V EFFECT Range close (25 ft. + 5 ft./2 levels) Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text) Duration instantaneous (see text) Saving Throw Will negates (object); Spell Resistance no DESCRIPTION All magical effects and magic items within the radius of the spell, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the 1 minute per caster level. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed. Magical effects on, or magic items carried by or touched by the caster are immune to this spell's effect. You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined. You can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
Also, one more thing, the spell has a duration. However I interpret that duration to mean the duration of the suppression, not the actual duration of the initial blast of disjunction. The reason I think this is because otherwise the description would either have something like "this save must be made every round the item remains in the field" or "an item can only be affected once per disjunction" like every other spell with persistent components has.
I have an important question regarding the intended interpretation of the Mage's Disjunction spell. It is regarding the first paragraph of the spell: Quote: All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed. The issue here is that "you" is also the second person plural pronoun, so depending on your interpretation, it changes the meaning of the first sentence. If you assume that "you" means "the caster" the first sentence becomes: Quote: All magical effects and magic items within the radius of the spell, except for those that the caster carries or touches, are disjoined. This would mean that the caster does get all buffs and such removed, but his or her carried items are immune to the spell. Since this is the most common usage of the word "you" I think this is the intended reading. The other option is the plural "you" which would loosely mean "people" here. That would change the meaning to: Quote: All magical effects and magic items within the radius of the spell, except for those that are attended, are disjoined. A quick reading of this could either mean that all attended items are immune, which would mean the last sentence that talks about the rolls attended items must make it completely useless, or it could mean that the process that attended items undergo is not actually called "disjunction" but "suppression". Given the logical leaps that this reading requires you to make I do not think this is the correct one, but one of the players in my group does think this is the correct interpretation, so I'm asking you guys what you think. Does "you" in spell descriptions mean "the caster" or "people"?
Philly wrote:
The most immediate solution is to divide it in 6 parts, or to make sure that you upload each image as a jpeg that is no bigger than 5MB.
A Sylph Wizard can choose to take an additional +1/2 each level to the effective level for a school ability she possesses. (With a maximum of +4) My question is, does this only apply to the part that says things like "You receive a bonus on initiative equal to 1/2 your wizard level", or does it also count for the part that follows "At 20th level, assume that you always roll a natural 20 for initiative"? If I were 16th level with the bonus taken 8 times (making it effectively level 20), it would give me +10 on initiative, but would it also add the natural 20 part? I need to know for this concrete example: I have a 7th level Air Elementalist Sylph Wizard, with the bonus taken 6 times in Air Supremacy (giving me an effective level of 10), do I get the Fly at will that Air Supremacy grants at level 10?
I think you misunderstood. I left the billing address as is, with the name that's on the card. I changed the shipping address to have my name on it, because the person in whose name the credit card is, is rarely home to sign for packages. If you check the order you'll see what I mean. I think it should still work this way, right?
Erik Keith wrote:
Ah ok, I suppose it was the name on the billing address?
It came up as payment declined, the credit card on file is the only card in my family, so it will have to suffice. It also works everywhere else. EDIT: I've updated the shipping and billing address to the name on the card (which is my mother's). Please advise if this worked, and if not tell me in detail why it's still being declined. |