Search results

  1. A

    Resist versus Protection

    Sure they do, if you survive the first casting and then win the battle in one round. :) The way I look at it, protection keeps you at max hit points and able to devote all your actions to offense. You can unload on the enemy, hopefully put him out of commission quickly, and then not have to...
  2. A

    Neutralise Poison

    What the spell does is neutralize poison. While it is in effect, any poison in the subject's body goes away. Whether the poison is present the bloodstream already or gets introduced later doesn't matter; the spell still does the same thing. Changing the name would be silly. The spell doesn't...
  3. A

    Resist versus Protection

    Fair enough, that was a bad example. I forgot that in 3.5, fire resistance always applies against each ball separately. That does not invalidate my argument: protection from elements is better against a single, large damage source. Consider my other example, draconic breath weapons. Assume...
  4. A

    Resist versus Protection

    They serve different purposes. One spell is designed to offer moderate protection over a set period of time. The other offers total protection, up to a set amount of damage. If you're going to wander around in the Elemental Planes, or walk for an hour across inch-deep lava, then resist energy...
  5. A

    Flaming Armor

    Is there such a thing as flaming armor in a published rulebook? I know the SRD has one for fire resistance, but I'm looking for something that makes the armor itself hot and firey. I'm designing a warforged named "Sear" who is, among other things, a priest of a fire deity. I'd like to have him...
  6. A

    Deflect Arrows

    A reflected arrow attacks the firer "at your base ranged attack bonus." Eventually one of the reflectors will miss his attack roll, and the arrow will fly off someplace harmless.
  7. A

    True Strike as a Swift Action

    This sentence illustrates the point you're missing. Future spells are irrelevant here because this tactic isn't useful for high-level casters. We're talking about dedicated warriors who have taken one level in an arcanist class, just to gain access to true strike. That's what "front-loaded"...
  8. A

    Deflect Arrows

    If you want the monk abilities to make sense, I'm afraid you are doomed to disappointment. Monks are supposed to be so highly trained, "impossible" tasks are a matter of course for them. It's not easy to fall 30' onto stone and walk away completely unhurt, or run the 50-meter dash in world...
  9. A

    True Strike as a Swift Action

    Ah, of course, there are plenty of other first-level spells that do >20 damage at caster level 1. I can't think of any at the moment, but I'm sure they are very common.
  10. A

    Wizards' Rules of the Game articles

    Maybe so, but there is no way to tell the difference between what's valid and what's wrong, unless you already have the rules down pat. And if you do grasp the rules well enough to spot all the errors, the articles won't tell you anything you don't already know. The ROTG articles should...
  11. A

    Character...help

    In the standard campaign, yeah, it's may be slightly unbalancing. A race with net positive stat modifiers plus other abilities is supposed to have at least a +1 LA. However, Forgotten Realms tends to have a higher power level than the standard campaign. Balanced against all the other...
  12. A

    Warforged and Subdual Damage

    As the posters above me have pointed out, warforged have been erratted to heal nonlethal damage normally. But if you come across some other race that does not naturally heal nonlethal damage, it's still different from lethal damage when it comes to magical healing. Anything that cures lethal...
  13. A

    Mr. Immunity

    Using any combination of race, class, and PrC, how many permanent immunities and resistances can you put on one PC? I'm not trying to make an invincible Superman, I'm just curious whether it's possible to avoid all the bad status effects without resorting to spells and items. I think the best I...
  14. A

    What's the best trap you've ever unleashed upon your players?

    Are you sure about that? Anything "incredibly simple" would have taken your players less than a whole session to complete. Executing the solution may have been easy, but figuring out what to do clearly was not. Judging by your explanation, you gave no clues that the players could use to...
  15. A

    D&D 4E [Thread from 2005] Ridiculing People Who Want to Talk About 4E - Okay on ENWorld?

    If I might make a request, could this new tag please be called "4E Rumors," or something similar? That would make it clear to new posters that anything in the threads is speculation rather than fact. I think calling it simply "4E" will just cause confusion, as people will assume there actually...
  16. A

    Magic Item: Possible Brain Bender?

    In one campaign I got hold of a +1 throwing returning vorpal wounding kukri, at 4th level. The DM never intended us to acquire that weapon, but the BBEG threw it at my monk, who finally got some use out of his Snatch Arrows feat. :)
  17. A

    Feats a Warlock should take?

    Do you know that the campaign includes critical fumbles? That house rule makes a BIG difference. When every round offers a flat 5% chance to zap one of your friends, combat becomes much more dangerous for the PCs. Warlocks have to be particularly careful about such "friendly fire" when it's...
  18. A

    Feats a Warlock should take?

    I'd skip Precise Shot. You can almost always avoid firing into melee, by choosing to pick on an enemy caster or other back-rank character. Even when the only available targets are meleeing, touch attacks are easy enough that you'll tend to hit despite the -4 penalty. It's not worth spending a...
  19. A

    Admit it. Who else did this?

    In my first Basic D&D game, my brother the DM thought a magic missile was a physical object. My elf character wound up carrying a magic bazooka, and the missile's explosion tended to kill a room full of monsters all at once.
  20. A

    Touching allies.

    Water breathing is a touch spell that affects multiple allies. AFAIK it's the only one in the core books.
Top