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  1. M

    Pyrohydra

    No... the Hydra still has 12 DEX, so each head has the option to deliver 2 AoOs per round. If a character were to do 2 (or more) different stupid things (which provoke AoOs) in a round, while threatened by a 12 headed Hydra... the character should expect 24 bites at him. Mike
  2. M

    Fighter Feat Choice: Cleave vs. Hold the Line?

    Feats like Hold the Line and Close-Quarters Fighting are really dependant on your DM's fighting style... if he throws charging and grappling opponents at you all the time... then these are the feats to take. YMMV Mike
  3. M

    Fighter Feat Choice: Cleave vs. Hold the Line?

    Cleave now... Hold the Line later in life... if you stay straight Fighter. Mike
  4. M

    Pyrohydra

    A Hydra is effectivly X monsters in one box... X representing the number of heads. Each head (or monster) has combat reflexes and 12 DEX.... that means that each head (monster) gets 2 AoOs per round. So, if the big dumb fighter moves to attack the Hydra, and moved out of it's 10ft. threat...
  5. M

    Pyrohydra

    I'll 2nd Nail's read on how Combat Reflexes works WRT Hydras. ...Now, if one of your arcane casters has ray of Stupidity... then ANY CR Hydra is dead. Mike
  6. M

    Retributive Amulet?

    I'd put Nightsticks above the amulet. Mike
  7. M

    Retributive Amulet?

    Do I allow it? Well, WRT the "exalted" stuff... it's an all or nothing with me (houserule). If a character wants to live by most, if not everything in chapter 1 of that book, then the character options within that book are available. No cherry picking. And the Retributive Amulet is worth...
  8. M

    Retributive Amulet?

    When the wearer takes damage from a melee weapon attack made with a natural or hand-held weapon, the damage is divided equally between the attacker and the target... if the damage is an odd number, the extra point goes to the attacker. Mike
  9. M

    Optimized mage combos

    On you? Or the Party? Mike
  10. M

    Stat damage spells

    Hi there, I have a Sorcerer in the party who is trying to specialize in stat damage... rays and touch spells etc. He just hit 4th level, and has chosen Ray of Stupidity (SC) for his known spell. He is also talking about picking up lesser Shivering touch and Shivering touch (FB) at his...
  11. M

    Level 10 Half Dragon Character Help

    10 levels of what? Mike
  12. M

    Buckler Question

    Unless you choose the alternate Fighter option... Armoured Mage in CM. Mike
  13. M

    Powerful build + Carrying Capacity

    No... only what is specifically stated in the Powerful Build description. Mike
  14. M

    Ray of Stupidity?

    Yes, stat damage will stack with itself and stat penalties. Stat penalties from the same source will not stack. Ray of Stupidity is a very powerful spell against intelligent targets... however it's a death sentance to Animals... and most Magical Beasts. Actually, with this spell... and Assay...
  15. M

    Ray of Stupidity?

    Or limiting it to an INT of 1... like ray of enfeeblement (ranged touch attack to STR, no save) or Feeblemind (no attack required to INT & CHR, will negates) are? Mike
  16. M

    Ray of Stupidity?

    Doesn't seem right to me either... in fact something similar just happened at my table. A Six-headed Hydra pops out of a swamp and charges the party (4th level)... and the Sorcerer shoots the thing with his ray of Stupidity... touch AC of 9... Int of 2... it's sad really... and awfully...
  17. M

    Best 1st level combat spell for 1st level caster?

    And at mine.. it's 4th level. Mike
  18. M

    How useful is Hide?

    Do you have Complete Adventurer? It expands on the hide skill... So... Get around that corner, and ready to attack from a hidden position when your target comes around the corner. Mike
  19. M

    Invisibility and Flanking

    To be fair... he DID say that it was totally unofficial: Mike
  20. M

    Red Hand Of Doom, questions

    --Spoiler-- Well, your party has +/-50% more members then the norm... and will be starting at 1-2 levels higher... You could start off as-is, and then ramp up the baddies if the party is having too easy a time with the first couple of encounters. After the opening ambush and their...
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