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    MUST you hold a touch spell charge?

    I don't see how it matters in the long run. The only real reason I can come up with to dismiss a touch spell is to immediately cast another touch spell (as in the inflict to cure example given before). In those cases the new spell replaces the old spell once cast so its not a factor. As far as...
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    Need Help Bad!!!!!

    Well if you look at modern boy bands and the like they can sing the songs, but they can't write them (not that the songs are worth singing, but they usually have singing ability- even if I hate the way it sounds). Historically, however, songs were written by the singers- or other singers. What...
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    Elemental Immunities

    Personally I see Hold spells as being a form of paralysis, so Elementals are immune and Remove Paralysis works on them. Maybe its just the 2e in me, but it seems like that was the intent. I could be wrong.
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    Does Fortification armor negate stunning?

    Too bad nothing saves you from Stunning. One of those oddities of the rules I guess, or maybe it was something to help out monks and mind flayers.
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    MUST you hold a touch spell charge?

    If you have inflict "on hold" and want to cast a cure, it will be replaced by the cure once you cast it, so theres no real need to dismiss the spell. You can only hold one charge, and any new touch spell simply replaces the previous spell.
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    Antimagic shell (I know, I know ...)

    Antimagic field is the ultimate spell protection, but anything with any melee ability can just walk in and dice up your wizard, so its hardly the ultimate defense, not to mention once its in the field with you , you can't do anything to it. Image Merlin casts his Antimagic field at one end of...
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    Sundering a ring?

    I think you read Lord of the Rings one too many times. You can't sunder rings, or bracers, or headbands, or whatever- not by the rules as written anyway.
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    Catching on fire rules ... contradictions?

    Re: more fire... Usually. It depends how much subdual damage it has on it. It heals 5 subdual a round and takes 1d6 damage a round. If it manages to get rid of the subdual damage before it runs out of hps it can get up and extinguish itself and keep fighting. Other wise it dies. Normally we...
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    Adamantite Question !!

    Its cool for flavor, but not much else in most cases. Its great in an antimagic field, or dead magic, and its immune to being supressed by a targetting dispel, its harder than steel (hardness 20 I think) and as such very hard to sunder, and its cant be disjunctioned. Lots of advantages over...
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    Using your familiar to touch teleport subjects

    Your familiar would have to be in touch with the ranger at the time you cast the spell (unless it was a delayed teleport I guess). Get a Bracelet of Friendship. Perfect for these situations.
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    Ways to counter Harm

    This is correct. The rod wouldn't work either since Harm isn't a single target spell (ala Hold Person), or a ray (like Disintegrate). Theres no real defense other than SR or an antimagic field. Or being undead.
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    Raging Sneak Attack?

    All sneak attack really is is hitting someone in a vital area, one thats assumed to be normally defended well enough not to allow extra damage. Its not out of the question to think of a Barb/Rog who rages and instinctively hits those vitals as the opportunities present themselves (ie...
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    Catching on fire rules ... contradictions?

    The difference is that nature of the substance, not how it works. Alchemists fire (ie Greek Fire), ignites on contact with air, oil has to be lit. So throwing a flask of oil at someone covers them in oil until you light them up with fire of some sort. Alchemists fire ignites once the vial breaks...
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    Paladin level loss

    It also could be said that the player loses the benefits of the ability (ie the horse "goes away" for a time), until they regain the level. This helps with the problem with the horse being a extraordinary intellegent beast one day, and a plain old nag the next, and then a week later being back...
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    Pets - are they animal companions too?

    Not to mention most animals flee at the sight of anything scary, like say anything without the animal or humaniod desrciptor in its creature type. You'll go through dogs so fast that you'll wonder why you even bothered. If you want to have a huge pack of dogs at low level, I guess thats fine...
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    Sneak Attack: A Little Too Powerful?

    Personally in the 4 campaigbns I've been in/ran Sneak attack wasn't an issue. Sure its great if you can pull it off, but most people pound the rogue into paste once they figure out what they are (if the rapier and light armor doesn't tip people off). I'm personally glad sneak attack is so...
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    Witness a Munchkin DM!: Double weapon magic item question...

    Each head is its own weapon. They gain costs like single magic weapons (ie a +1 double axe, with +1 on each head costs roughly 4700 gp, not 8350). DMG p 184 bottom of page ** footnote "...doubling the cost of the bonus...."
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    "Weenie List" of Ubiquitous & Popular Magic Items

    Braclet of Friendship. Greatest item ever made that noone really uses. Give it to the cleric so he can save everyones butt.
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    moving in combat

    Only for a 5' step. Taking a move provokes an AoO (unless thats all you do in a turn, ie double move only).
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    What can you Trip with ?

    I'll agree that the rule has always been that a weapon needs to be a "tripping weapon" (for lack of a better term, but I just recently saw a feat (or was it class ability) that allowed one to use the Improved Trip feat with a Quarterstaff, which just threw me off. I'll try to find the source...
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