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Author Topic: Ask a Simple Question, Get a simple answer  (Read 88254 times)
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Runestar
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« Reply #500 on: August 07, 2008, 05:55:53 AM »

189) Could an air elemental move back and forth 10 times each round (bearing in mind that it does have a fly speed of 100ft) in whirlwind mode, effectively forcing the player to have to contend with whirlwind 10 times?
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carnivore
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« Reply #501 on: August 07, 2008, 06:19:41 AM »

A189... from the description of Whirlwind.. it appears as Yes... unless they fail thier initial save and are Suspended in the whirlwind.. thus they only take damage once per round, instead of 10 times

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Agita
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Justym2c
« Reply #502 on: August 07, 2008, 06:49:29 AM »

A 188 b

There's also the Formians' Hive Mind and similar abilities, which can be emulated to a limited extent (100 feet instead of 50 miles) with the Inviolate Link option of Fell Conspiracy. (Exemplars of Evil, page 24)
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Runestar
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« Reply #503 on: August 07, 2008, 07:54:54 AM »

A189... from the description of Whirlwind.. it appears as Yes... unless they fail thier initial save and are Suspended in the whirlwind.. thus they only take damage once per round, instead of 10 times

 Big Grin

Though it could just eject the PC before moving into his square again...

On another note, has anyone ever have the air elemental rise 100ft into the air after successfully engulfing someone before ejecting them? Does the damage from falling seem out of line with the air elemental's cr?
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ksbsnowowl
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« Reply #504 on: August 07, 2008, 08:17:15 AM »

Q 190: What are the rules for linking a vampire to the Dayheart in Expedition to Castle Ravenloft, and how many can be linked to it at a time?

I can see where it lists in the Dayheart's description in the appendix who is currently linked (and it mentions all vampires Strahd adds during the adventure will be linked), and in one of the encounters (K57?) it mentions in a sidebar that all Strahd's minion vamps are linked...  So does one become linked by becoming one of Strahd's controlled vampires?  What if Strahd dies?
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Hallack
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« Reply #505 on: August 07, 2008, 09:36:12 AM »

Q 191:  Is there a rule against getting precision damage on Attacks of Opportunity?  DM in current game is pretty adamant that none can be added saying only special attacks like trip or disarm.  Certainly those special attacks are allowed and other things like spells, martial strikes, ect are not but ....? 
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ksbsnowowl
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« Reply #506 on: August 07, 2008, 01:54:07 PM »

A 191: Depends on the precision damage.  Skirmish will not apply to an AoO because it specifically only works on your turn.

Sneak attack and sudden strike will work if the conditions to activate them are met.  It is possible for that to occur with Sudden Strike, but it it very rare.  The only thing I can think of is if the person is standing in a Greased square and doesn't have 5 ranks in balance.

Sneak attack will work then, or if someone leaves a square or does something in a square that provokes the AoO, while you are flanking that square.
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PhaedrusXY
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« Reply #507 on: August 07, 2008, 02:22:41 PM »

On another note, has anyone ever have the air elemental rise 100ft into the air after successfully engulfing someone before ejecting them? Does the damage from falling seem out of line with the air elemental's cr?
This was exactly the tactic used in one of the challenges in Meyer's "Overpowered Casters" threads on 339. Yes, it is definitely out of line with their CR. People had to resort to some bizarre stuff to survive that one. I had my necromancer's zombie grapple him and hold him down on the ground.  Big Grin
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Agita
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« Reply #508 on: August 07, 2008, 02:43:23 PM »

A 191 b

There is also a(n epic) feat, Sneak Attack Of Opportunity, that allows you to treat any AoO as a sneak attack.
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optimus_maximus
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« Reply #509 on: August 07, 2008, 04:10:06 PM »

Q192: Can Flick of the Wrist (CW) be used with the Hand of Death maneuver (ToB)?

I keep rereading the 'drawing a weapon' and 'unarmed strike' entries in the PHB and they say nothing about a hand being undrawable. I'm thinking at the start of a battle, when everyone else has a sword, striking with hands is as unexpected as someone drawing a sword really hella fast. Alternately, if they have to be drawn, they could be in your pockets.

Does Hand of death need to be done with your unarmed strike?

edit: and also, Q193: When something causes a target to lose their dex bonus to ac, is that the same as being flatfooted? I know many maneuver/spell descriptions say that they do this, but don't say 'cause the person to be flatfooted'. More hand of death curiosity.

edit2: apparently cust serv doesn't do 3.5e anymore. Ooops, I didn't get the memo.
« Last Edit: August 07, 2008, 07:41:14 PM by optimus_maximus » Logged
PhaedrusXY
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« Reply #510 on: August 07, 2008, 04:40:56 PM »

edit: and also, Q193: When something causes a target to lose their dex bonus to ac, is that the same as being flatfooted? I know many maneuver/spell descriptions say that they do this, but don't say 'cause the person to be flatfooted'. More hand of death curiosity.
A193. No. They are not the same thing, but even the WotC authors can't keep that straight.
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Nox_Noctis
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« Reply #511 on: August 08, 2008, 03:50:04 AM »

Q194: Looking at the D&D glossary concerning level adjustment, one encounters the following lines: "Some creatures' level adjustment entries include the word "(cohort)." Although these creatures may be problematic as PCs, they make good companions for a character who has taken the Leadership feat." In short, what is it about the Petal and Beguiler and whatever other such creatures with the "(cohort)" tag that makes them problematic as PCs while being perfectly balanced as essentially a second PC gained through Leadership?
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« Reply #512 on: August 08, 2008, 05:16:15 AM »

A 194 For the Petal, it could be the Tiny size - I seem to recall some designer stating that only Small+ creatures are meant to be played. (The Jermlaine is Tiny too, but its LA was defined in an update document so it may have been overlooked.)
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carnivore
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« Reply #513 on: August 08, 2008, 06:02:05 AM »

A 194 For the Petal, it could be the Tiny size - I seem to recall some designer stating that only Small+ creatures are meant to be played. (The Jermlaine is Tiny too, but its LA was defined in an update document so it may have been overlooked.)
except for the Brownie ....
Brownies as Characters

Brownie characters possess the following racial traits.

-- -6 Strength, +10 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma

--Tiny size: A brownie has a +2 bonus to Armor class and attack rolls and a +8 bonus on Hide checks. A brownie uses smaller weapons than humans use, and his lifting and carrying limits are half of those of a Medium character.

--A brownie's base land speed is 30 feet.

--Darkvision out to 30 feet.

--Low-light vision.

--Calm Animal: As a free action, a brownie can calm an animal. The power is similar to a calm animals spell, except that it works on a single animal within 30 feet. An animal that has been affected or has made a successful saving throw against this power cannot be affected again for one day. The caster level for this power is 7 + the brownie's character level. The save DC against this power is 14 + the brownie's Charisma modifier. This is a supernatural ability.

--Spell-Like Abilities: A brownie can use the any of the following, each once a day: confusion, dancing lights, daylight, dimension door, protection from evil, ventriloquism. Saving throws are 10 + spell level + the brownie's Charisma modifier. The brownie's caster level is 7 + the brownie's character level.

-- Evasion (Ex):If a brownie is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the brownie takes no damage with a successful saving throw. If the brownie gains a class level that gives it the evasion class feature, the brownie gains improved evasion instead.

-- Hide in Plain Sight (Ex): In areas of dim light, tall grass, or heavy undergrowth a brownie can use the Hide skill even while being observed and without having anything to actually hide behind. This ability does not stack with the hide in plain sight class feature.

-- Uncanny Dodge (Ex): A brownie retains its Dexterity bonus to AC even if caught flat-footed or targeted by an unseen foe. However, the brownie still loses its Dexterity bonus to AC if paralyzed or otherwise immobile. If the brownie gains a class level that gives it the uncanny dodge class feature, the brownie gains improved uncanny dodge instead.

-- Wild Empathy (Ex): A brownie can improve the attitude of an animal as a druid does. The brownie's bonus on wild empathy checks is 7 + the brownie's Charisma modifier. If the brownie gains levels in a class that has the wild empathy class feature, the brownie's bonus on wild empathy checks is 7 + the relevant class level + the brownie's Charisma modifier.

-- +2 racial bonus on Craft checks.

-- Automatic Languages: Common, Halfling, and Sylvan.

-- Bonus Languages: Draconic, Elven, Giant, Goblin, and Gnome.

-- Favored Class: Expert.

-- Level Adjustment +4.


 Big Grin
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wO-_-OdrOw
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« Reply #514 on: August 08, 2008, 12:37:57 PM »

Quote
Q180 Are there any melee weapons that deal bludgeoning damage and naturally have an 18-20 threat range? OR are there any ways to change the damage type of a weapon through weapon enhancements?

Bump/Was that a no?
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iconoplast
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« Reply #515 on: August 08, 2008, 12:41:30 PM »

A180 There's a +1 Enhancement for Bludgeoning Weapons that works like Keen in the Magic Item Compendium.  (Impact?)
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carnivore
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« Reply #516 on: August 08, 2008, 03:59:15 PM »

A180

although there are several weapons that do Bludgeoning Damage, with a Crit range 19-20...... ther is only one that i found with a Crit Range 18-20:

Glot(Frost p76) — 1d4 damage, (18-20 / x2), 10’ range* B, 1 gp ,1 lbs
If rolled on a flat, unobstructed surface, Range is 20’, If rolled on an icy, flat, unobstructed surface, Range is 30’.

 Big Grin
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Nunkuruji
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« Reply #517 on: August 08, 2008, 04:06:09 PM »

  bowling ball
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Agita
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Justym2c
« Reply #518 on: August 08, 2008, 10:47:35 PM »

Q 195

The rules for Augment Crystals on page 221 of the MIC state that they can be affixed to a weapon, armor, shield, "Or any other magic item that grants an armor bonus to AC," which Bracers of Armor do. Bracers of Armor are even mentioned in one of the examples on that same page. However, there don't seem to be any "Bracer Augment Crystals," just shield and armor, so I'm wondering, what do Bracers of Armor count as, shields or armor?
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« Reply #519 on: August 08, 2008, 11:36:08 PM »

A 195 They grant an armor bonus to AC, so... armor.
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The Malazan Book of the Fallen, Steven Erikson
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