I have a follow-up question about the Black Pudding and don't want to make another thread, so THREADOMANCY Does a black pudding's acid ignore the hardness of metal? If it does NOT, it would be nearly impossible to damage a +1 weapon, shield, or armor. My second follow-up question is regarding the "full round" of contact. Does a creature that drops a two-handed weapon when grappled by a black pudding subject the weapon to the 21 damage per round as listed in the Acid ability?
Cut off his head! If you don't he'll rise as a ghoul and eat you! Absolutely, if you can make it seem reasonable and not OBVIOUSLY harmful (to the affected creature), then the action is carried out. Whether you can force a creature to attack an ally is somewhat more debatable. Is it obviously harmful? Well... yes and no. Attacking someone else, to me, is not OBVIOUSLY harmful. You wouldn't necessarily assume the enemy could harm you.
Just to further the point, the spell states "Asking the creature to do some obviously harmful act automatically negates the effect of the spell."
First of all, casting "suggestion" for creature B to "play piano" would be complete after even a couple of notes, since he has "played piano".
I would argue that this removes the creature from a combat, but doesn't make it helpless or unable to defend itself in any way. It's also kind of a nifty use of the spell, which I tend to reward. I'm pretty sick of "run away" or "throw me your weapon" suggestions. If directly attacked, our piano-player would consider NOT defending himself "obviously harmful" and the spell would break.
CRB wrote: Compulsion: A compulsion spell forces the subject to act in some manner or changes the way its mind works. Some compulsion spells determine the subject's actions or the effects on the subject, others allow you to determine the subject's actions when you cast the spell, and still others give you ongoing control over the subject. Of course, Suggestion is still a fairly powerful spell even when used offensively. Even something as simple as "keep your eyes closed" can cause blindness for a whole combat, and I've seen "handcuff yourself" used before as well. It's all about making it SOUND reasonable.
It actually seems to work out. Instead of sacrificing spells after combat or before bed, clerics sacrifice spells mid-combat to protect allies or hinder enemies, meaning PCs take less damage and need less healing. The same is true of channel, to some degree, although at high levels it becomes harder to heal up after a hard fight. As for the staggered, it generally works both in favor of and in opposition to PCs at the same time. While, yeah, the barbarian can't hang out at low hp anymore, he can stagger the giant with power attack.
Elinor Knutsdottir wrote:
My home group has never liked spam-heals. In fact, we have a couple of house rules to keep it to a minimum: 1)Clerics spontaneously cast spells from their domain list. They don't get a domain spell slot. If they take Healing, they get cure spells. Death, they get inflict.2)Clerics will select an appropriate alternative channel, where possible. Channel is not "positive" and "negative" energy, it is simply divine energy. Some gods heal undead, some heal living, some damage chaos, some repair items, some light stuff on fire. 3)If at any time you take damage equal to or greater than half your CURRENT hit points, you are staggered for one round. Diehard eliminates this penalty. (This makes combat healing not-stupid, and incentivizes keeping everyone in top health throughout the day, not just spamming) We generally play with the "flavor" that a cure light spell isn't a ball of heal-light, it's basically a first aid heal check that auto-succeeds and also heals damage through divine providence. We're thinking of changing the spell description, so that it just empowers a heal check, but we haven't done the math yet. Spamming heal-touch-wands devalues hit point damage, the heal skill, and verisimilitude.
First, some context:
ACG wrote: Bloodline Development: The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that bloodline’s 1st-level bloodline power as though she were a 1st-level sorcerer...If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline. UM wrote:
So, yeah, how do these interact? If I select Eldritch Heritage (Abyssal), and later take Arcanist and select Bloodline Development, can I take Abyssal? Do I start getting the other bloodline abilities, since I already "have a bloodline"? I'm guessing not, that seems OP. On a related note, I have an Arcanist/Fighter/Hellknight Signifer I want to have a bloodline. I can't select that bloodline using Arcanist (Blood Arcanist), because for it to not suck, I have to take it with the eldritch heritage feats, since my total arcanist level is only a max of 6, and taking bloodline development or the bloodline makes me ineligible for Eldritch Heritage later? What am I missing?
That's interesting. Based on that text alone, it would look like firearms would punch right through DR regardless of type. Some touch attacks deal hit point damage, so I'm curious if this is addressed anywhere. My gut is saying that the RAI is thus:
cartmanbeck wrote:
After reading the Skirmisher Tricks a few times, and going over the Hunter class, it seems reasonably to suppose that if the trick interacts with the Companion, the Hunter initiates it, and if it interacts with an attack, skill, or movement, then the Companion initiates it. They're not exactly "taught" since it's available through bonus tricks, but it still seems overpowered. Time will tell. I'm guessing they're usable a number of times per day equal to 1/2 the Hunter's level plus the Hunter's wisdom, but it could also be the Companions... Need clarification there, too.I might rule that only HUNTER bonus tricks can be swapped in this way, as that seems to me to be RAI, but it'd be nice to have everything else cleared up.
In order of presentation: ACG wrote:
Does this mean that the Hunter gains the ability, or that the companion gains the ability? With abilities like "Sic'Em" and "Heel", it would seem logical the Hunter gains uses of them. If this is true, how many times per day can they be used? If the animal receives the ability to use these, only a few make sense. ACG wrote:
Can the hunter change her companion's animal focus without using a use of her own? Can she change her companion's animal focus at any range? ACG wrote: Improved Empathic Link...see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection. If the hunter can see herself through her companion's eyes, does she still take penalties from being blinded? Thanks!
James Jacobs wrote:
1) I think this would be pretty cool if it were set aboard a ship or zeppelin of some kind, and the fight was over the power core or other way to survive. Wreckage, basically something to stand on that possibly fell more slowly than normal or otherwise stabilized the fighting. 5) James, have you run or played in AP#14, Children of the Void?
Spoiler: you're in a lighthouse and the force of the enemies causes it to crack and it ends up rolling down the hill towards the cliff, everyone still inside it.
James Jacobs wrote:
On a similar topic, do you portray NPCs in your games with particular accents according to their race or ethnicity? If so, what equivalencies do you employ? All dwarves having a russian accent, for example.
James Jacobs wrote:
Any falling object accelerates about 30 feet per second per second. That means in second 1, you fall 30 feet. Second two, 60 feet. 90, then 120, then...d=0.5*g*t^2 If g=30f/s/s and t=6s, we can deduce: d=0.5*30*6^2 d=0.5*30*36 d=0.5*1080 d=540 feet in the first round. In the second round... 1620 feet, for a total of 2160 feet. However, terminal velocity kicks in, limiting this to about 1500 feet for a total of 2040. After the first round, a human will fall 1500 feet per round since Human terminal velocity is about 250 feet per second. Large and smaller creatures will fall at slightly different rates. Sleeker objects and liquids will fall faster, depending on air density. Hope this answers your question.
I mention d20 CoC only because you had mentioned he's pretty close to Tsathoggua, who is presented therein I believe.
Finally, in your opinion, what would be the defining theme or ability of Mhar besides lovecraftian?
Alcohol does not instantly deal Con damage.
What about the damage being in nonlethal?
Kayland wrote: Why is it only a CR6 ally? A matriarch is a CR8 creature and the zombie template doesn't seem to decrease this. Since this is quickly becoming a threadnaught, I will summarize instead of reading everything, so I apologize if this was explained above: Xanesha is a Lamia Matriarch with one rogue level. This gives her 13 racial HD and one class HD. She is also large-sized.The Zombie Template: Change type to undead. Natural armor based on size, large +3. Drop class HD and change racial HD to d8s. Change saves to be Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. Lose all defensive abilities and gain DR5/Slashing. Winged Zombies can fly at clumsy. Other movements retained. Retain all natural weapons and gain slam attack. Lose all special attacks. +2 str, -2 dex. No con or int scores. Wis and Cha become 10. BAB= 3/4 HD. Lose all skill ranks. Lose all feats and gain toughness. Keep (Ex) abilities that augment attacks. Gain Staggered. This produces:
Weapon and Armor proficiency: Simple weapons and scimitar. You will notice that 83 hp is really not that much, especially considering it does not heal naturally. Also, the 1d6+6 is kind of just adorable. It loses wisdom drain, since that is (Su) ability. It loses ALL the spells, spell-like abilities, everything. The only redeeming quality is the speed, which gets slashed due to staggered quality. Let me re-iterate that this use of a spell is well within the rules and you should, in my opinion, in no way punish its use. Your players paid for this ability. They have a large chunk of undead HD in this, and it's a decent ally. It is not, by any stretch, a broken ally.
Cyrad wrote: All amphibious does is let you breathe underwater. That may be all it is supposed to do, but... no. Since all creatures with amphibious have the aquatic type, and all aquatic creatures breathe underwater, and have swim speeds...If you are arguing that you gain only amphibious, and not aquatic type, then you can't even breathe underwater. You can survive indefinitely on land, which is pretty worthless. Frankly, so is a swim speed without breathing water in most cases. My "Rules Question", to reply to prototype00, is thus: "what is the swim speed provided by the aquatic type?" I probably should post my group's decision in a homebrew forum, but I want to get an official ruling on the intent of the ability, which seems to be "you do not need to hold your breath underwater". It is, however, possible that the intent was to grant a swim speed and the aquatic type, and was missed in editing. I'm just not sure... so I asked.
Okay, so this is a little weird.
Well... this doesn't make a lot of sense. First of all, Amphibious states "Amphibious (Ex) Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land."
Okay... So if I pick Amphibious, I get to breathe air and water and don't have to make swim checks and I get a swim speed. If I pick Swim 30' I get... a swim speed. Yay. Second, Ferocity is not listed as a wereshark, shark, dire shark, or any other kind of shark ability. It looks like it was tacked on there for good measure. That's lame.
Amphibious with swim speed equal to land speed
Thoughts? Revisions?
I believe this was marked answered incorrectly. I'm not sure who to contact about this, but I don't want to spam threads looking for the answer. I know I'm kind of raising this from the dead but I decided to rule it as rend damage at the style level and bleed damage at the shred level.
Okay, first of all, what ability will they be using? Animate dead requires a material component of a gem worth 25gp per hit die. Right here you have your first roadblock- It's not one gem per hit die, it's a gem worth 25gp per hit die. 12HD would then be a gem worth 300gp. Such a piece may simply not exist, and even if it does, it might be a quest in itself to retrieve.
Let me know if you have any questions about this and feel free to PM me.
Jason Bulmahn wrote:
Ummm.... Can we get an answer on this? Please?
As a GM, I don't consider people that haven't made an alias, as it majes it that much harder for me to compare characters and see what they would be like.
If you don't get chosen, change the name, avatar, and profile for the next game. It doesn't hurt to have inactive aliases!
Here's fighter feat progression:
1b. Weapon Focus Short Sword 2b. Dazzling Display 3. Intimidating Prowess 4b. Two-weapon Fighting 5. _____ 6b. Shatter Defenses 7. Shield Slam 8b. Greater Weapon Focus 9. _____ 10b. ______ 11. Deadly Stroke 12b. Shield Master I'm using a short sword as weapon focus to incur less penalty while two-weapong fighting, but at 12th I recieve shield master and that not longer matters. So my rules question is: Can I swap weapon focus (short sword) at 12th level (using fighter bonus feat swapping) to weapon focus (longsword)?
I've been very busy with my new job, and haven't really had time to work on the connection issues at home between shifts. I'm posting from work now as it's started to calm down and get a little less chaotic, but I can't guarantee I'll be able to respond with any real immediacy. I would like to see through to the end, though, even if just to read the posts here and there.
Cyrdak doesn't seem to notice the mocking.
Even if nothing else translates, goblins and Shelyn along with his serious demeanor and pensive expression should describe well enough his mood. These people need heroes. Not ones with steel and muscles, mind you, those are of course important, but these people need heroes they can see. I intend to give the people of Sandpoint Stars, divas, models. He eyes Aislinn with gravity that defies his fanciful dress and boisterous act. You may find yourself more interested in my craft, girl, if you desire more than a few silver and strive to be more than a parrot.
Cyrdak grins as wide as his face will allow.
Can't get a good map uploaded.
It is a three day trek even flying to the small craggy cave that is to be your base of operations. While earth elementals conjured from the cliff set to work building fortifications, Vorin gazes at the looming volcano to the north. Black smoke seeps ominously from the jagged mountain, pooling in black clouds high above. Stirrings of movement in the valley below catch his eye, and he points out the tribe of orcish raiders.
Ah, no Varisian?
In your research you discover that Fire giants are immune to fire. In addition, they have a correlating weakness to cold. Following this trend, you calculate that should the giants follow the standard tactic of throwing large boulders, that the rocks would be imbued with great heat. Fire giants are organized combatants, charging over and through opponents to reach prime targets. They possess a particular glee in destroying the weapons and armor of smaller races, seeing this as the ultimate insult. Most wield greatswords themselves, making them adept at cleaving through even hardened defenses. Adult males weight approximately four tons, and often reach heights of about twelve feet. Hellhounds are often seen with fire giants, and they have on occasion allied with red dragons. Trolls and ettins are known to be used as shock troops, as the fire giants can keep trolls in line easily. Only martially-inclined fire giants of the rarest sort rise to be lords over large establishments. You recall that trolls regenerate unless staunched with fire or acid, and that they fight with tooth and nail. They are quite stupid. Ettins are two-headed monsters in the open. Fighting with huge weapons in both hands easily, they are capable of holding off or even decimating large forces very quickly. However, they are particularly clumsy and even stupider than trolls, despite having two brains.
|