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    Maximum Hit Points

    Level=1: max die + Con modifier Level>1: max of {die roll, Con modifier, or new BAB÷2} + Con modifier Example: Fighter 1 with Con 16 (+3) starts with 13 HPs. When leveling to 2nd fighter rolls a 2, but Con mod is +3, so new HPs are 3 + 3 (Con) = 6. Total HPs are 13 + 6 = 19. Example: Wizard 7...
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    Maximum Hit Points

    Perhaps. Hasn't happened yet. If a Wizard makes it that far, don't they deserve it?
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    Maximum Hit Points

    Level=1: max die + Con modifier Level>1: max of {die roll, Con modifier, or new ECL÷4} + Con modifier Example: Fighter 1 with Con 16 (+3) starts with 13 HPs. When leveling to 2nd fighter rolls a 2, but Con mod is +3, so new HPs are 3 + 3 (Con) = 6. Total HPs are 13 + 6 = 19. Example: Wizard 7...
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    Spell Save DC Based on Character Level

    We have used 10 + casting ability mod + 1/2 caster level (round down) since 3.0 with no problems. For us it came down to theory. We decided two factors ought effect how hard it was to resist a spell. 1) a caster's natural casting ability, and 2) their experience as a caster. We saw no reason...
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    Why I don't like Bodaks...

    Bodaks are un-fun. Don't use them unless the party has been warned and has some way to protect themselves.
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    Cure Minor Wounds 1/Minute

    5kgp pebble of devotion: while holding the pebble for one minute and continuously murmuring the name of the god which granted the spell which powers it, the stone heals 1 hp
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    Druid build help

    This has been my experience as well. The situation was made far worse with the recent Alternate Form revision to Wildshape which forced all magic items to meld and become useless. Wildshape ought be renamed Quick Furry Death if used for combat. Scouting is the best use for Wildshape at this...
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    does anyone else think half-orcs get gypped?

    [Moderator Edit] Note above, where Umbran directs everyone to drop the linguistic discussion. -Hyp. [/Moderator Edit]
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    *Why* full round metamagic for socerers?

    It seems to me that many people are estimating the perceived logic behind the rules limitation, but I can't recall anyone actually commenting that they agree with the logic based on their experience. Has anyone actually let Sorcerers cast metamagic spells with a normal casting time? If so, how...
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    Is there a way to not lose access to your magic items while wildshaped?

    Suggest an ability that can be added to any item, call it "Wild", which allows the item to remain functional when in Wildshaped. Then negotiate the cost, either a flat amount (e.g. 4000gp) or a percent (e.g. 15% price boost). IMHO, as you gain levels your items will become more and more...
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    How Do Metamagic Rods Work For Preparation Spellcasters?

    I summarize as follows: one can "use the feat" when one possesses the rod. When does a Wizard normally use a metamagic feat? When the spell is prepared.* When does a Sorcerer normally use a metamagic feat? When the spell is cast. From this I conclude that Wizards use the rods at spell...
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    Rogue with telling blow

    Sneak Attack and Telling Blow are different abilities. One can qualify for one, the other, or both. Nothing in the feat description implies, as I read it, that one wouldn't get Sneak Attack damage if qualified for it as well.
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    Rogue with telling blow

    A. Why would the normally applied sneak/skirmish damage not apply?
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    Why do Sorcerers have to take a full round action to use a metamagic rod?

    Without meaning to hijack, based on my reading of the SRD it appears that a spontaneous caster can apply a metamagic to an immediate or swift spell with no casting time increase. True? Of course a strict reading of the SRD means the casting-time increase doesn't apply to anyone but sorcerers...
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    Why the fear and hatred of Disjunction?

    Disjunction is a bad spell. It makes the game less fun. Comments about 'real threats of danger' are, of course, correct so far as they go, but IMHO miss the point. As a player I do want to be challenged. Losing the use of my magic items does create a scary challenge, as characters...
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    Falling speed

    I think it was a good ruling as well, though as Frank points out probably not supported by the rules. The game has a big problem with simultaneousness which is often concealed and irrelevant, but in the case of falling it becomes apparent and real, and should be dealt with by an aware DM. Nice...
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    Movement, falling damage, Dim Door

    My, and other's, suggestion was to set one's momentum, not inertia, equal to 0 in relation to the surface upon which one appears. This eliminates all issues of varying speeds/momentums, messy math, and (perhaps sadly in the OP's opinion) falling/casting/smashing attacks. If one goes with the...
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    Movement, falling damage, Dim Door

    As has happened before, and will no doubt again, I respectfully disagree with the FAQ. For reasons, see my post above. There is no way we are meant to calculate all kinds of momentum just to use a spell. How does one deal with teleporting from the ground to galloping horses, or to wagons or...
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    Movement, falling damage, Dim Door

    Dimension Door and other Teleportation spells ignore the normal physics of location and time, alllowing for instant movement, or translocation taking no time, depending on your view. It is easiest to consider that the spells move you and give you a new momentum of 0 in regards to the surface...
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