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  1. Artoomis

    Inspire Courage + Greatness + Heriocs

    On that, we agree.
  2. Artoomis

    Inspire Courage + Greatness + Heriocs

    Well, they are right there in the description of how bardic music abilities work: "Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic...
  3. Artoomis

    Inspire Courage + Greatness + Heriocs

    The rules are quite specific on this. Only certain things cause you to stop maintaining one of these non-concentration-required bardic music abilites. Using a "Su" ability is not one of those things, ergo, using a Su abiolity does not stop the previous ability from on-going functioning. All...
  4. Artoomis

    Inspire Courage + Greatness + Heriocs

    True enough, along with many ways to tweak bardic music. If you could only find a way to do one using an immediate action, you could do swift and standard during your first turn and then immediately thereafter do an immediate for the third one. Even if you do not allow these song to be...
  5. Artoomis

    Inspire Courage + Greatness + Heriocs

    Issues of using feats and magic items to boost the effects aside, the main "conniving application" is to get these three songs going for every member of the party well before any encounters. Of course, if a bard does indeed totally get tweaked for boosting the various Inspire effects, the...
  6. Artoomis

    Inspire Courage + Greatness + Heriocs

    True enough. I was only pointing out how the rules are written. Avoiding abuse of the rules is the DM's job. :) Maybe the DM/Player partnership is a better way to put that. Anyway, we know that keeping the song abilities going does require some sort of reasonably robust sound, so that is a...
  7. Artoomis

    Inspire Courage + Greatness + Heriocs

    Well, I was only pointing out something in RAW that many have overlooked. My own DM won't let me do it, but agrees it is indeed RAW.
  8. Artoomis

    Inspire Courage + Greatness + Heriocs

    Who knows? It's magic! Okay, seriously, what about this: Round 1: "Have Courage, my lads, we'll win...." (Inspire Courage) Round 2 "Have Courage, my lads, we've got 'em on the run..." (Maintain Inspire Courage) Round 3: "You guys are Great, whack 'em hard... Have Courage, my lads, we've...
  9. Artoomis

    Inspire Courage + Greatness + Heriocs

    No, intent is often clear when you take things as a whole. In this case, they may very well have intended that only one song ability could be used at a time. Nothing in the text makes that intent clear in the least, but maybe that's what was intended. However, if so, this is the world's worst...
  10. Artoomis

    Inspire Courage + Greatness + Heriocs

    Wow, what a stretch. :) All that says is, if you have any questions about how being deafened and the 20% failure chance works, go see the rules on casting spells with verbal components while being deafened. That says nothing else, not does it even imply anything else. I do not know how you...
  11. Artoomis

    Inspire Courage + Greatness + Heriocs

    Without getting into the proof, only those bardic music abilities that specify they need concentration do so, per the bardic music description. The "Inspire" abilities do not need concentration. It's fair to call it a free action (the appropriate perform skill, could be an instrument, poerty...
  12. Artoomis

    Raising/Training an Owlbear Cub

    That's not necessarily applicable to 3.5.
  13. Artoomis

    Raising/Training an Owlbear Cub

    Assuming you could train it (and maybe you can with a very high Handle Animal check (DC 30)), I suspect that it would be at least one-two years to maturity, at which point, more than likely, it will be too weak to travel with you as you will be facing challenges too tough for it. Knowing that...
  14. Artoomis

    Inspire Greatness -- Bonus Hit Dice?

    I wholeheartedly agree. You are still wrong about the Bonus Hit Dice, though, as i have proven above. :) Of course, I do not expect anyone to change his/her mind about this at this point.
  15. Artoomis

    Inspire Courage + Greatness + Heriocs

    All abilities that are of the category "bardic music" may be used, in total, up to 1 time per day per level.
  16. Artoomis

    Inspire Courage + Greatness + Heriocs

    Why not? Inspire Courage is defined as an ability. These abilities all fall into the "category of bardic music," but that, in and of itself, does not mean you can't use the "Inspire" abilities at the same time. Now if you can find and actual rule to back you up, that would be of interest...
  17. Artoomis

    Inspire Courage + Greatness + Heriocs

    1, RAI: I am not positive. The rules around how actions and abilities are so clear cut that I think maybe it was intended, but, then gain, maybe not. Maybe they just thought is was obvious you can't do this, but than published rules that say you can, if you want to. It's certain that not...
  18. Artoomis

    Inspire Courage + Greatness + Heriocs

    Inspire Heriocs does take a full round to take effect, but it is not a full round action. Not that this would matter, anyway. But... "Starting a bardic music effect is a standard action." Thus one could start the Inspire Heroics and then move, for example, and that woudl be legal. No effect...
  19. Artoomis

    Inspire Courage + Greatness + Heriocs

    No, it's not. Inspire Courage is an Su ability, with specific rules about what you cannot do and still maintain the "song." Using another Su ability is allowed - it does not require stopping the "song." Inspire Greatness is a Su ability. It would seem, therefore, that one can start Inspire...
  20. Artoomis

    Inspire Courage + Greatness + Heriocs

    Interesting approach, but flawed by, among other things, the fact that each bardic music ability is distinct from the others. "Bardic Music" is no "an ability," but "Inspire Greatness" is an ability. Thus Inspire Courage is an ability and inspire Greatness is another ability. As written...
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