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  1. kjenks

    Bard with a whip

    A Spell Storing weapon must inflict damage to cast its spell, and that won't work most of the time with a whip. Using the FAQ rules for two-handed disarming, you get a +4 bonus when using a whip two-handed for disarm attacks.
  2. kjenks

    Using a Huge or larger mount in combat

    The rules don't prevent you from mounting up on a hostile mount. You can ready a standard action, but this would be an attack action (Disarm) and a move action (jump) followed by another move action (mount up) and another attack action (grapple). Ain't gonna happen.
  3. kjenks

    Using a Huge or larger mount in combat

    An over-sized reach weapon does not grant 20 ft. of reach. There's a FAQ entry on this topic: FAQ === How do reach weapons work if they are of a different size than the creature wielding them? Say, an ogre wielding a Small or Medium glaive, or a human with the Monkey Grip feat wielding a Large...
  4. kjenks

    Using a Huge or larger mount in combat

    You did the right thing for the wrong reason. In this situation, the large druid could reach the rider. The rider's lance gave him 10 ft. reach. The large/tall druid had 10 ft. reach. Your other player was right; a rider is considered to be in any square that his mount occupies. So the rider...
  5. kjenks

    Technique for immunity to area dispel magic

    Check with your DM to see how he interprets a Ring of Counterspells. Some of us believe that it counters area spells per the counterspell action. Others believe that it only affects spells with a Target: entry.
  6. kjenks

    DR and movement

    Nonmagical thorns are not subject to DR either. The only thing DR applies to is, well, just read the rule yourself: "A creature with this special quality ignores damage from most weapons and natural attacks." Thorns are not weapons or natural attacks. Falling damage is not a weapon or natural...
  7. kjenks

    DR and movement

    SRD === Damage Reduction (Ex or Su): A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from...
  8. kjenks

    Tactics for 9th level druid?

    A level 9 druid should probably have Greater Magic Fang (the +1 on all weapons variety) on his animal companion for most of the adventuring day (1 hour/level). In addition to Animal Growth, don't forget Nature's Favor, a swift action spell from Spell Compendium, which adds bonuses that stack...
  9. kjenks

    Help me understand mounted combat

    The Ride skill description says you must make a Ride check if YOU are damaged: SRD === Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action. === It's an easy DC 5, so you don't...
  10. kjenks

    Simple but Effective Feats for a 1st-level Paladin

    Mounted Combat + Ride-by Attack The first protects his mount (a cheap, store-bought mount at low levels, his paladin't mount at higher levels). The second protects him, allowing him to attack and move away, so an enemy must charge or ready an action to get a single attack. Having a good horse...
  11. kjenks

    Disarm animal possible

    SRD === Tripping a Mounted Opponent: You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or Strength check. If you succeed, you pull the rider from his mount. === Try this instead. Clearly, this works best on low-skill riders...
  12. kjenks

    Power Attack with single natural weapons

    Main 3.5e FAQ === Does a dragon with Power Attack add twice the number subtracted from attack rolls to damage rolls when making a tail slap? No. While it shares some mathematical similarity to a twohanded weapon, the tail slap (or any other natural weapon that adds 1-1/2 the creature's Strength...
  13. kjenks

    Mounted combat - taking cover behind your mount

    The Main 3.5e FAQ modifies the rules for Ride/Cover a little bit. Make sure you check out the revised rules and check with your DM to see if he uses them in his campaign. There isn't a good definition in the rules of what kind of training it takes to be "trained for war." Personally, I think...
  14. kjenks

    Making a cleric, advise?

    I'm fond of the elven archer cleric in a Forgotten Realms setting. The Elf and Time domains are really nice. But an important consideration for a cleric is your role-playing situation. Frankly, most clerics are pretty boring in combat -- buff up the party, heal them when they're injured, every...
  15. kjenks

    "Practice Spellcaster" Feat - Huh ?

    You already know my opinion of that aberration. Sounds like CR 21 to me. The MM example of a "Frost Giant Jarl, 8th-Level Blackguard" boosts the CR of a normal frost giant from CR 9 to CR 17. Adding wizard levels to a standard frost giant should boost the CR in the same manner. Abusing the...
  16. kjenks

    Need help with Critical Hits

    That's not quite correct. You don't actually do any multiplication at all. You just roll the damage multiple times. For your quarterstaff example, on a critical hit you'd roll 1d6, add 16, roll another 1d6, add another 16, and you're done. You could express that as 2d6+32. But you'll get a...
  17. kjenks

    Empower Spell

    Empower Spell + Cure Moderate Wounds is a level 4 spell slot that cures about 28 HP. CCW cures 4d8 points of damage +1 point per caster level (maximum +20), or about 28 HP for your 10th level caster. Sounds about right to me. Tip: Have your 10th level caster prepare Empower Spell + Insignia...
  18. kjenks

    Paladin Questions/Advice?

    Consider the Practiced Spellcaster feat and a Lesser Metamagic Rod of Maximize for your Divine Sacrifice spell. Another feat alternative: Quicken Spell and Divine Metamagic, to make use of your mostly-wasted Turn Undead class feature.
  19. kjenks

    Black Lore of Moil

    A quick web search reveals... Black Lore of Moil (Metamagic). It adds Xd6 damage to Necromancy spells, where X is determined by the spell's level. Instead of using up a higher level spellslot, it uses up an expensive material component that costs 25gp per d6 of added damage.
  20. kjenks

    Warhorse - not proficient with any armor?

    Your warhorse is indeed proficient in armor. SRD - Type description for "Animal" === Animal Type: An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Features: An animal has the following features (unless...
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