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Author Topic: Ask a Simple Question, Get a Simple Answer 26: Still better than CustServ  (Read 28789 times)
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Sinfire Titan
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« Reply #660 on: July 29, 2011, 02:09:06 PM »

Only on Claw attacks?  Seriously?  That's odd, since all places where Dive attacks are specifically mentioned as an ability say piercing weapons.

That's because it got CopyPasta'ed directly out of the SRD and they didn't even think to account for races that fly but have no claw or talon attacks.

Quote
Fly

A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line.
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Kuroimaken
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« Reply #661 on: July 29, 2011, 02:10:56 PM »

Q199: What are the usual effects of IHS'ing the rain? I wanna make sure I didn't doom everyone.
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PhaedrusXY
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« Reply #662 on: July 29, 2011, 02:17:12 PM »

Only on Claw attacks?  Seriously?  That's odd, since all places where Dive attacks are specifically mentioned as an ability say piercing weapons.

That's because it got CopyPasta'ed directly out of the SRD and they didn't even think to account for races that fly but have no claw or talon attacks.

Quote
Fly

A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line.
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brujon
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« Reply #663 on: July 29, 2011, 02:47:16 PM »

What's an easy way to change your type to Aberration? I'm of course asking if you already made your character and is past lvl 1, so no creating character with templates slapped on. I mean feats/classes/etc... The easier the better.
Aberrate.
BoVD spell.
Level 1, 10 min/level. The subjects type changes to aberration and gets +1 Nat Armor per 4 CL.

That, is a good find.

And it's only level 1!  Preposterous! Pretty easy to get a slotless, continuous item for the effect, and then you can qualify for all the juicy aberration stuff.
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JaronK
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« Reply #664 on: July 29, 2011, 02:54:13 PM »

But Arachnoid Creature is restricted to Animals, Beasts and Magical Beasts IIRC... So it's mostly a No-Go. IF only it could be applied to Humanoids/Monstrous Humanoids... Then Incarnate Construct Warforged Feral Arachnoid would be SICK, but it's pretty hard to make Magical Beast PC characters, the only i can remember are the Beguiler from Shining South, and Awakened Animals.

The Shadow template turns you into a Magical Beast, so an Arachnoid Shadow creature would get you there.

JaronK
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« Reply #665 on: July 29, 2011, 02:55:43 PM »

But Arachnoid Creature is restricted to Animals, Beasts and Magical Beasts IIRC... So it's mostly a No-Go. IF only it could be applied to Humanoids/Monstrous Humanoids... Then Incarnate Construct Warforged Feral Arachnoid would be SICK, but it's pretty hard to make Magical Beast PC characters, the only i can remember are the Beguiler from Shining South, and Awakened Animals.

The Shadow template turns you into a Magical Beast, so an Arachnoid Shadow creature would get you there.

JaronK
Only if you were an Animal or Vermin.  otherwise, type is unchanged.

Q200: What book is the Valorous weapon propety from?
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The_Mad_Linguist
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« Reply #666 on: July 29, 2011, 02:56:12 PM »

But Arachnoid Creature is restricted to Animals, Beasts and Magical Beasts IIRC... So it's mostly a No-Go. IF only it could be applied to Humanoids/Monstrous Humanoids... Then Incarnate Construct Warforged Feral Arachnoid would be SICK, but it's pretty hard to make Magical Beast PC characters, the only i can remember are the Beguiler from Shining South, and Awakened Animals.

The Shadow template turns you into a Magical Beast, so an Arachnoid Shadow creature would get you there.

JaronK
Only if you were an Animal or Vermin.  otherwise, type is unchanged.
So an arachnoid shadow hairy spider.
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« Reply #667 on: July 29, 2011, 02:59:01 PM »

Q200: What book is the Valorous weapon propety from?

Unapproachable East, off the top of my head.
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TenaciousJ
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« Reply #668 on: July 29, 2011, 03:02:14 PM »

Q142 What ways can I get Summon Nature's Ally spells on a non-druid caster's spell list?

Bumping.  I know I could pull it off with an Archivist.  Can a cleric or wizard do it?
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brujon
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« Reply #669 on: July 29, 2011, 03:04:43 PM »

But Arachnoid Creature is restricted to Animals, Beasts and Magical Beasts IIRC... So it's mostly a No-Go. IF only it could be applied to Humanoids/Monstrous Humanoids... Then Incarnate Construct Warforged Feral Arachnoid would be SICK, but it's pretty hard to make Magical Beast PC characters, the only i can remember are the Beguiler from Shining South, and Awakened Animals.

The Shadow template turns you into a Magical Beast, so an Arachnoid Shadow creature would get you there.

JaronK
Only if you were an Animal or Vermin.  otherwise, type is unchanged.
So an arachnoid shadow hairy spider.

Or, get a Beguiler (race from Shining South), he's LA+0 and is a magical beast. Then apply Arachnoid(LA+1). Now you have 8 claw attacks, fun ensues.
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ksbsnowowl
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« Reply #670 on: July 29, 2011, 03:06:27 PM »


Q 194: A Living Greyhawk group that I'm in is having some interpretation issues with the spell Web.
Web
Conjuration (Creation)
Level:    Sor/Wiz 2
Components:    V, S, M
Casting Time:    1 standard action
Range:    Medium (100 ft. + 10 ft./level)
Effect:    Webs in a 20-ft.-radius spread
Duration:    10 min./level (D)
Saving Throw:    Reflex negates; see text
Spell Resistance:    No

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Material Component

A bit of spider web.
Q 201: Follow-up question.  How does the cover provided by web interact with trying to center a fireball into the center of the web's area?  You're having to put the fiery bead through 4 squares of cover...

Should it be treated similarly to attempting to put a fireball through an arrow-slit?
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The_Mad_Linguist
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« Reply #671 on: July 29, 2011, 03:07:46 PM »


Or, get a Beguiler (race from Shining South), he's LA+0 and is a magical beast. Then apply Arachnoid(LA+1). Now you have 8 claw attacks, fun ensues.
I believe beguilers are cohort only.
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brujon
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« Reply #672 on: July 29, 2011, 03:47:14 PM »


Or, get a Beguiler (race from Shining South), he's LA+0 and is a magical beast. Then apply Arachnoid(LA+1). Now you have 8 claw attacks, fun ensues.
I believe beguilers are cohort only.

MM, Savage Species and multiple other sources tend to disagree. Every creature that has a LA different from -- is playable as a PC race. The (cohort) designation at the side of Beguiler's LA merely indicates it's more suited as cohort (or as a familiar, etc...). There isn't even any text indicating it as a cohort-only race, and it doesn't even make sense. And frankly, the race doesn't even have that much going for it, except the racial bonus to Hide and true seeing. (Which makes it the perfect sneaky critter.)
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The_Laughing_Man
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« Reply #673 on: July 29, 2011, 04:27:55 PM »

Q199: What are the usual effects of IHS'ing the rain? I wanna make sure I didn't doom everyone.

Quote from: Tome of Battle p.68
When you use this maneuver, select one spell,
effect, or other condition currently
affecting you and with a duration of 1
or more rounds. That effect ends immediately.

I assume that normal non-magical rain is in question here. I think that a rain is not a spell, nor an effect or a condition.

As a DM I would say that normal natural phenomenons cannot be IHS'd. So I suppose IHS'ing gravity is not possible either.

But in case there is house rule saying that it is possible then I suppose all the negative and positive aspects of rain would no longer be present (such as halved visibility and penalties to the spot and search checks). Oh you wouldn't get wet as well even though it sort of rains.
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The_Mad_Linguist
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« Reply #674 on: July 29, 2011, 05:18:48 PM »

Every creature that has a LA different from -- is playable as a PC race. The (cohort) designation at the side of Beguiler's LA merely indicates it's more suited as cohort (or as a familiar, etc...).

I believe the (cohort) tag means that it only is suitable as a cohort, not as a main character.
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ksbsnowowl
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« Reply #675 on: July 29, 2011, 06:04:58 PM »

Q 193: Are there any rules for adjusting the CR of a monster that is significantly injured?  I have a CR 8 creature I want my EL 2 party to face, so they know how dangerous the world is, but obviously putting them up against an average specimen of said creature (a dumb melee bruiser; think a drider with claw attacks, and 95 hit points), even starting at range, would likely kill them.  How should I adjust the CR if they meet the creature when it is at half hit points?  One quarter?

Also, I'm utilizing a slightly modified version of the vitality/wounds hit point rules from Unearthed Arcana, so I could drop its wound points to one, thus a single critical will almost assuredly drop it, regardless of any remaining vitality points.
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Maybe I'll just make a dedicated thread about it, then.  Must not be simple enough.
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The_Mad_Linguist
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« Reply #676 on: July 29, 2011, 06:06:26 PM »

Q 193: Are there any rules for adjusting the CR of a monster that is significantly injured?  I have a CR 8 creature I want my EL 2 party to face, so they know how dangerous the world is, but obviously putting them up against an average specimen of said creature (a dumb melee bruiser; think a drider with claw attacks, and 95 hit points), even starting at range, would likely kill them.  How should I adjust the CR if they meet the creature when it is at half hit points?  One quarter?

Also, I'm utilizing a slightly modified version of the vitality/wounds hit point rules from Unearthed Arcana, so I could drop its wound points to one, thus a single critical will almost assuredly drop it, regardless of any remaining vitality points.
Nearly a day, and not a bite  Big Eyes

Maybe I'll just make a dedicated thread about it, then.  Must not be simple enough.
No, there aren't any rules, eyeball it.
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jojolagger
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« Reply #677 on: July 29, 2011, 06:18:27 PM »

Q 193: Are there any rules for adjusting the CR of a monster that is significantly injured?  I have a CR 8 creature I want my EL 2 party to face, so they know how dangerous the world is, but obviously putting them up against an average specimen of said creature (a dumb melee bruiser; think a drider with claw attacks, and 95 hit points), even starting at range, would likely kill them.  How should I adjust the CR if they meet the creature when it is at half hit points?  One quarter?

Also, I'm utilizing a slightly modified version of the vitality/wounds hit point rules from Unearthed Arcana, so I could drop its wound points to one, thus a single critical will almost assuredly drop it, regardless of any remaining vitality points.

Making the encounter 1/2 difficulty is equal to -2 CR. 1/8 Difficulty would be equal to EL 2. That Gives an idea of how far you need to change it.
Source DMG page 39.
« Last Edit: July 29, 2011, 07:27:44 PM by jojolagger » Logged

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ksbsnowowl
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« Reply #678 on: July 29, 2011, 07:03:28 PM »


Making the encounter 1/2 difficulty is equal to -2 CR. 1/8 Difficulty would be equal to EL 2. That Gives an idea of how far you need to change it.
Source DMG page 39.
Excellent!  That's exactly the kind of thing I was looking for.  I'll have to read up on that later.
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« Reply #679 on: July 29, 2011, 07:55:30 PM »


Making the encounter 1/2 difficulty is equal to -2 CR. 1/8 Difficulty would be equal to EL 2. That Gives an idea of how far you need to change it.
Source DMG page 39.
Excellent!  That's exactly the kind of thing I was looking for.  I'll have to read up on that later.
Note that 1/2 HP or 1/8 HP isn't necessarily 1/2 difficulty or 1/8 difficulty.  I'd say if the CR of the monster is 4 above the group then it's not really all that big of a change to be down to 1/4 HP at the outset of a fight.

Perhaps have him injured and still suffering the effects of some long-term debilitating spells, like Bestow Curse?  Or maybe some Strength damage from poison?
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