So last night in our AoW game my character died... He was 8th level at time of death but what quickly raised (scroll) and is now level 7. I understand that I lose out on any feat I may have took at 8th level (fighter) but I'm wondering if I also lose my stat point for gaining level 8?
I...
yeah, this is why i posted the question. the word "normal" in the Bane description was the problem. Does casting GWM change the weapons "normal" enhancment bonus?
Quick question:
If I have a +1 Undead Bane Longsword that has Greater Magic Weapon cast on it (CL20) is it treated as a grating +7 to hit and damage (on top of the extra 2d6) against Undead or does the GMW cancle out the bonus from the Bane propery?
Basically, the Bane property says:
GMW (or...
Its a bit of a drive, but theres a group forming that will be meeting at Battleground Games and Hobbies in Abington. I believe the start date is late August.
Here is the thread in which the game is discussed:
http://p209.ezboard.com/fbattlegroundfrm11.showMessage?topicID=69.topic
If you find yourself just south of Boston at all you could check out Battleground Games and Hobbies in Abington. The website should be in my sig.
We have a ton of d20 RPG's covering just about anything you could want. We also have quite a few non20 RPG's as well. As far as stuff from 1985...
If nothing else it allows the wizard to conserve high level spells and turn one of his lowest level spells into considerable damage at mid-high levels.
That is how i read it as well.
As far as when it would come up, in most cases it wouldnt due to most characters not having reach weapons. The PC in question is a Spiked Cheese wielder and has a 10 foot reach. He wanted to make his 5 AoO's in an attempt to trip several baddies that moved...
We have house ruled BT to a 2nd level spell that also requires the characters moved to use a move action to acclimate.
We wanted no part of this whole:
Fighter 2 delays
Fighter 1 full attacks
Wizard casts BT on Fighter 1 and Fighter 2
Fighter 2 full attacks
target dies
or
Super fast rogue...
This is my belief as well, although Frank and others disagree. The reason for this is due to the idea that Beholders fire their rays in unison, but I'm not sure where this idea is coming from.
Frank, can you please point us in that direction?
Right, but does it allow you to make AoO's when you can not act?
I see two things being said under the "Unaware Combatants" heading...
1) Unaware characters can not act.
2) Because they have yet to act in combat, they are flat footed.
They are independant statements. A character could make...
err... to get more than one AoO per round? Anyways, more on topic, to make AoO's the first actual round of combat before acting, or any other time a character is rendered flat footed in combat?
If a character can't act in the suprise round, why would he be able to make attacks?
Can a character with the Combat Reflexes feat make AoO's during the suprise round if he/she is infact suprised and has yet to act?
Under Suprise Round in the Player's Handbook it says:
It seems pretty clear to me that suprised characters can not act at all in the suprise round. They are...
This is true. The Fighter is the better archer in terms of combat potential, but the Ranger is most likely the better "all around" character. If what you are looking for is a fairly one dimensional character outside of combat and what will turn into a very powerful damage dealer at around...
It can ruin an entire groups gaming experience. Adjusting encounters around a chain tripper from levels 1-10ish is absolutely hellish on the group. Right off the bat any medium sized (and most large sized) bipeds are eliminated from the game.... Either the tripper absolutely dominates leaving...