Search results

  1. Zurai

    You primary stat should never be lower than 18

    Now whether they actually did is another thing entirely...
  2. Zurai

    ranger powers and heavy thrown weapons

    Note that heavy thrown weapons don't do as much damage as bows and have far less range. Using heavy thrown instead of bows is already sub-optimal. Giving them the benefit of being able to use their melee powers without dropping their bow and Quickdrawing two weapons is the silver lining...
  3. Zurai

    D&D 3.x Spells (3.5) that prevent resurrection?

    I guess we'll have to agree to disagree. "The creature is not dead" seems pretty clear RAW to me.
  4. Zurai

    Streetwise skill not needed

    Some uses of both Nature and Dungeoneering - relating to finding what you need - also take 1 hour.
  5. Zurai

    Great Dragon War Cry: Misprint?

    No. Deific Vengeance, Enervating Smite, Just Action (which isn't even a power)... and those are just in the Paladin section. I'm sure there are others.
  6. Zurai

    Great Dragon War Cry: Misprint?

    No, it isn't. It's against ALL weakened enemies for the entire encounter. Please read what I wrote.
  7. Zurai

    Ranger & TWF vs. Archery Powers

    No such thing as magic arrows, any more.
  8. Zurai

    Streetwise skill not needed

    Uh, isn't that exactly what Nature and Dungeoneering do for their respective environments? Answer: Yes, yes it is.
  9. Zurai

    Great Dragon War Cry: Misprint?

    Paladins actually have several as well, and all classes have at least one I believe. The issue is that it's an Encounter power. You don't need to save it for the solo. You can get that +5-8 accuracy bonus for 6 rounds in every fight you ever fight once you get to that level.
  10. Zurai

    Company of the Morning Sun OOC

    IC thread is up. Enjoy! For the record, if anyone dies, replacement characters will be other mercenaries in the Company that have been doing "other jobs".
  11. Zurai

    Company of the Morning Sun: Heroes for Hire

    The tavern is crowded and loud, as usual for evenings in Diamond Harbor. It's a rough town with rough people; you're as likely to meet a smuggler or pirate at the docks as anything else. Still, this particular tavern - the Morning Sun - though busy, has a reputation for being a bad place to...
  12. Zurai

    Streetwise skill not needed

    It's Gather Information + Knowledge: Local, not just GI. It doesn't make sense at all to merge Diplomacy and Knowledge: Local.
  13. Zurai

    Stats that don't have + Stat mod

    Yes, as long as they actually roll dice. You always add feats, enhancements, etc to damage rolls. You only add stat to the damage if told to, though, and you never add anything to flat damage amounts (such as Furious Smash or the secondary attack on Cleave).
  14. Zurai

    Great Dragon War Cry: Misprint?

    I was making a Joan of Arc build last night for fun and came across an oddity in the Warlord's power list. Great Dragon War Cry is a level 23 Encounter power that, in addition to dealing damage and weakening the enemy for a round (fairly standard stuff), also gives a buff to your entire party...
  15. Zurai

    Ranger & TWF vs. Archery Powers

    TWF rangers never lose the ability to attack outside of enemy action. Archers can (no more ammo). TWF rangers don't provoke OAs for attacking. Archer rangers do. TWF rangers get access to other feats that increase damage and defenses. Archers don't. TWF rangers get epic-level weapon feats...
  16. Zurai

    Company of the Morning Sun OOC

    Alright, now for the final character review and we can get underway. industrygothica: Initiative should be +3 and Perception should be +9/19 active/passive (Warlord and Elf bonuses). Basic Melee Attack should be +2/1d4-1, I think. I believe negative modifiers still count. Not that it really...
  17. Zurai

    D&D 3.x Spells (3.5) that prevent resurrection?

    That's a fine house rule, but it directly contradicts rules as written.
  18. Zurai

    Rangers and dual throwing weapons

    It works. I keep toying with the idea of an Eladrin Ranger using the Eladrin Soldier feat and throwing javelins, but honestly it's kind of a weak concept mechanically.
  19. Zurai

    Experience Point Weirdness: Is my math funny or theirs?

    How about just "how many monsters of appropriate level"? Level XP Needed XP/Monster Monsters/Level 2 1000 100 10 3 1250 125 10 4 1500 150 10 5 1750 175 10 6 2000 200 10 7 2500 250 10 8 3000 300 10 9 3500 350 10 10 4000 400 10 11 5500 500 11 12 6000 600 10 13 7000 700...
  20. Zurai

    A talk on the concept of "failures" in a skill challenge (no math, comments welcome)

    Not neccesarily. Example from a real game last year: Kidnap/assassination attempt on the queen and princess of the country. The party survived the combat with no losses, but the queen was assassinated when the kidnapper decided there was no chance for him to accomplish his primary mission...
Top