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Greetings from Spain Ok. I have some doubts about grappling and the escape action.
- On page 242. Grapple Action: "You attempt to grab an opponent with your free hand. Attempt an Athletics check against their Fortitude DC." - On page 470. Escape Action: "Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creatura grabbing you..." - On page 620. Immobilized Condition: "If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in pace or the relevant devense (usually Fortitude DC) of the monster holding you in place." So, I don't know but this isn't very clear. Is there any official explanation? ![]()
Hi everyone! Ok. I am a little lost about that rule: Chain Group (Core p. 275)
Please, I'd appreciate if someone could give me a couple of examples about the topic, because I'm not able to fully understand it. Thanks ![]()
I just bought both deck (critical hit and fumble), but I have a doubt. All Critical Effects have a Saving Throw, aren't they?
Because some effects, if you apply them automatically, are pretty devastating. Not counting that double damage is still done with the attack. ![]()
Greetings I've started browing the Core Book and I got surprised with the Paladin's class ability Glimpse of Redemption.
May I be missing some point in that rule? ![]()
Hi everybody I'm re-reading the playtesting rules again and, though some doubts had been clarified to me, others have raised. For example, goblins has a 25 Speed.
Futhermore, if a goblin has the Very Sneaky feat, this one lists "You can move 5 feet farther when you take the Sneak action, up to your Speed
I'm lost now. May it be an errata? Because it mentioned up to your Speed, not half your Speed. So, how long may a goblin stride while sneaking?
Thank you for your feedback ![]()
Hi from Spain to everyone Well, I've made a first reading of the playtest rules. I liked very much some changes, but there are a few points that shocked me. I know that D&D and later Pathfinder are RPG with an abstract combat system. There are other RPG more realistic, but I liked Pathfinder because it mantained some kind of balance. It was hard but not a killing system. There were no "second winds", where any PC could heal himself with no help, what made some encounters pointless and harmless.
I find incomprehensible that there is no natural healing rules. I think that Medicine skill should list some king of long term treatment. Also, everybody should have a chance of self recovery.
I don't know, but the old system, with a loss of 1 HP/round and death at negative Constitution seemed to be fairer. Ok. That's my point. Thank you for your time. ![]()
Hi from Spain On my last gaming session, one of my players used a Summon Monster IV to summon a hound archon, giving it the order of casting its "Aid" spell-like ability on two allies who were unconscious and dying. My doubt was that "Aid" isn't a healing spell, but I ruled that if the temporary hit points gained put them above 0 hit points, they could act until the effect dissipated. What do you think about this use of temporary hit points. Is it correct? Greetings ![]()
Hi from Spain My party has a ninja with the vanishing trick. So I've been having some doubts about invisibility lately. For example, on my last game, group faced some giant spiders, which have the tremorsense ability. In other situations, they have also fought against monster with the scent ability. I assume that a creature with any of this abilities can pinpoint an invisible opponent, but it still has the 50% miss chance due to concealment.
Am I right? ![]()
Hi from Spain Honestly, sometimes there are game situations that makes me doubt about the clarity of the rules.
But what happens if you are, for example, a cleric and have spent your daily uses of channel energy?
I remember that in old D&D and AD&D, we ruled that this type of powers could be used XX times per every natural day (that is abilities were reloaded at midnight though that were a little unnatural), but I also read some supplement that stated you have to wait 24 hours between uses. When you only have 1 use, that rule could be easy, but if you are a cleric with 6 o more uses of channel energy, keep tracking of the exact momento of every use is madness. I'd appreciate any idea. Greetings ![]()
Hi everyone One of my players, who is playing a conjurer wizard with the dimensional steps ability, asked my about this option: You are against an enemy spellcaster/archer/etc. Could you ready a use of dimensional steps as an standard action, to teleport yourself away if your opponent fires an offensive spell/arrow, making him miss the attack? I'd appreciate any idea. ![]()
Greetings from Spain I have a couple of doubts about the Summon Monster spell. Reading the spell's description it says that "It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions." In the case of a Sorcerer/Wizard who cannot communicate, I am not sure about the spell's limits. I mean, you summon the creature and it attacks the nearest enemy. Ok. But, after that. Can you change the enemy? When the first enemy is defeated, how the creature acts? Does it follow attacking the nearest enemy or remain defending you?
By the way, there is another rule that I don't fully understand. In the chapter about Magic appears this paragraph relative about the Conjuration School: "A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again." I'm a little confused. This means that I cannot summon this kind of monster again? But, if you summon multiple creatures with the same spell, you are not using the same creature at all. Please, could anyone explain to me the meaning of this rule? ![]()
Greetings from Spain In our last game session a couple of feats made me think about their right use.
Say that we have a wizard who knows both of them. In its description, Elemental Spell says that you "may replace" a spell's normal damage or spleit the spell's damage.
On the other hand, Merciful Spell doesn't use up a higher-level spell slot. So, could a wizard have all his damaging spells learnt with this feat and choose if they deal lethal or nonlethal damage at the precise moment he is casting them? Please, I would appreciate some clarification. Thank you everybody for your time ![]()
Greetings from Spain Mr. Jacobs I am a bit confused about the Weird Words power from the Sound Striker (a bard archetype listed in the Ultimate Magic book). According this supernatural ability description, it deals physical damage, that can be selected as bludgeoning, piercing, or slashing damage for each word. So you can deduce that Damage Reduction applies to that ability.
I'd appreciate any clarification. Thank you ![]()
Hi everyone from Spain I have a little doubt. One of my PCs is a bard who is thinking about choosing "Blistering Invective" as a 2nd level spell.
So, please, could anyone give me some help? Thank you ![]()
But in the Combat Chart you have this... Table: Armor Class Modifiers Defender is… Melee Ranged
So is a foe around a grapple attack either the grappler or the grappled (both with grappled condition), he could, for example, make a sneak attack if he were a rogue. ![]()
I see So, -4 Dex penalty is only against the enemy that you are grappling, or that is grappling you. Because when I read messages of people who said that grappled condition had been softened, I remember that in 3.5 Ed, you retained your Dex bonus against your grappling foe. Ok. But against the enemies that are around you, then according Combat Chart, you lose your Dex bonus. That makes grapple more or less as lethal as was in 3.5. Well. I am a little confused about this. ![]()
Hi everybody from Spain !!! Last game session my group had serious doubts about grappling rules. I've already read some messageboards about the topic, but I wasn't able to find an official answer that settled the question.
So I don't know very well how apply the rule. When a grappled PC has a penalty of -4 Dex and -2 to hit rolls, and when he loses his Dex bonus against opponents that are not grappling with him (as listed in combat chart)? Please, could someone give my a clue about the matter. Thank you very much. ![]()
Hi everybody I have a question for the board. Some Bardic Performances list a range of effect (usually 30 ft), but some of them don't, for example Inspire Courage. It is said that if the performance has a visual component, you only need have a line of sight to the bard, so that one is clear. But in the case of having an audible component it is a little confusing to adjudicate a range of effect in the middle of a combat or other noisy or chaotic situation. How do you solve this problem? Thank you and greetings from Spain ![]()
APG wrote: This spell functions like greater magic weapon, except that it subtly alters the physical properties of a weapon, enabling it to bypass damage reduction Yes I thought that too, but after a few moments, I realized that it was a very good spell only trading duration. My points was: a) In the Spell Index, the spell description doesn't say anything about bonuses, only DR bypass. b) Bards don't have access to magic weapon spell nor greater magic weapon spell. So I found difficult that if they can't choose that spell they could got this one that seems a lot better. So. More opinions? ![]()
Hi everybody !!! I have a little doubt about the Versatile Weapon Spell in the Advanced Player's Handbook. The spell description says that it works like greater magic weapon only that the weapon affected can bypass DR.
Thank you,and greetings from Spain ![]()
Hi everybody!!! Sorry about this mix but I have become a little confused. 1- Broken condition
Ok. But if you go to the Glossary: "Items that have taken damage in excess of half their total hit points gain the broken condition". So, In the case of an object with 10 hp, when it gains the broken condition? With 5 hp remaining? 2- Grappled condition
I'm not sure, but I think that this -4 penalty it's only used for the 2 adversaries that are grappling. If any other guy attacks them, then they lose their Dexterity bonus. Is it correct? 3- Two-Handed Weapons
Ok, that's all.
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Hi everyone! Yesterday, I was designing a kind of pirate scoundrel to oppose to my PCs and read the dirty trick rules, with the feats Improve and Greater Dirty Trick. It's very colorful, but on the other hand, removing the condition imposed is very easy.
Any thoughts about it? Greetings from Spain ![]()
A simple question that came to my mind, and I get a little confused. If you have a wand with a touch spell (shocking grasp, for example) and you use the wand but miss the touch attack, can you hold the charge as with normal touch spells? If the answer is affirmative, you could have your wand charged at the beginning of a combat so that you don't have to waste an standard action after. Thanks !!! ![]()
Hmmm, the benefit says "the first attack you make each turn". I agree in some manner with Themetricsystem (ufff), but I would have change the prerrequisite to BAB +6, because then the player has to choose if taking a penalty for his second attack means gaining damage bonus without penalty in his first one.
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I don't know if we are talking about the same feat. Furious Focus cancel the penalties for using Power Attack in your first attack.
BAB 1 to 3: +3 damage bonus
Ok, only with his first attack, but it's a very good feat and in your first levels you can use it for free because you only has one attack. ![]()
Honestly, I think that this feat should have greater prerequisites, at least to force people to wait until a BAB +6, and obtain multiple attacks, to be consistent with the penalties that the feat imposes. An example of a PC that one of my players is designing: 4th level fighter (archetype Two-Handed Fighter)
Feats: Power Attack, Furious Focus, Weapon Focus (greatsword), Weapon Specialization (greatsword), Cleave, Shield of Swings. Ok. So he can use Power Attack without penalty always with his only attack:
A little overwhelming for a 4th level character, isn't it? And another question...
Thank you and greetings from Spain ![]()
Hi everyone and greetings from Spain!!! A player in my party has a monk PC and is very fond of movies like "Crouching Tiger, Hidden Dragon". He asked me about the possibility of making attacks in the middle of a jump, and jumping while tumbling in the same move. For his first question I think that this is a kind of Spring Attack maneouver because jump is part of this movement, and he is taking a standard action between his movement. But I have some doubts about the second one.
I would like some opinions about this. Thank you ![]()
Hi Ok. One question.
Thank you from Spain
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Hi everyone I don't know if someone has already listed these errata, but better safe than sorry... :-)) During our last gaming session, we found some errata that can be important related to skills and the character sheets that you can download in this web site. Character Sheet:
Also, Sense Motive doesn't appear as a class ability in the Rogue description, but it does on the summary table of skills for classes.
Grettings from Spain Zaragoz ![]()
Hi everybody I friend of mine show me a copy of the Gamemastery Critical Deck and I liked it very much.
Greetings from Spain !!! ![]()
Hi everybody In my gaming group we have always considered Rage ability as a two-edge power.
I would rule that Rage does not enhance your CON ability.
What do you think about this? Greetings from Spain Zaragoz ![]()
Hi everybody I'm a little worried about that subject.
Reading almost every power at 1st level, they sound like having integrated "Wizards Reserve Feats" in a your rules system. On the first hand, it's a good idea, because a spellcaster is never out of all his capabilities, as they are limitless effects.
For example, the "Blinding Ray" of the Illusion School of Magic.
In the case of Evocation School of Magic. They have a limitless supply of energy bolts dealing 1D6 +1 every 2 levels.
That's all folks Thank you very much for your wonderful work. Greetings from Spain Jesús ![]()
Hi everybody I'm a little worried about that subject.
Reading almost every power at 1st level, they sound like having integrated "Wizards Reserve Feats" in a your rules system. On the first hand, it's a good idea, because a spellcaster is never out of all his capabilities, as they are limitless effects.
For example, the "Blinding Ray" of the Illusion School of Magic.
In the case of Evocation School of Magic. They have a limitless supply of energy bolts dealing 1D6 +1 every 2 levels.
That's all folks Thank you very much for your wonderful work. Greetings from Spain Jesús ![]()
Hi everybody Well, in our last D&D Campaign, we started to use this optional rules, a kind of mix between the rules listed in Unearthed Arcana, and Conan d20.
On the other hand, I have always had the feeling that when PCs reach level 11th or 12th, the Base Attack Bones is pretty high, but ACs are almost the same. So you always hit with your first attack. The only difference is with your second and maybe third attack. When I read Conan d20 RPG, I liked very much the concept, but it was very difficult for me to adapt to the D&D 3.5 rules with its variety of armor types and weapons.
Greetings |