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  1. J

    D&D 5E Should 5E have Healing Surges?

    Some did exist, but they expended someone else's healing surges, so in the end you were spending surges either way. You couldn't just chug a potion, or use a wand, to get you back to a decent fighting capacity.
  2. J

    D&D 5E Should 5E have Healing Surges?

    I will like for them to be in, as long as they don't stop other sources of healing (i. e. in 4E, once you were out of surges, you couldn't be healed. This felt completely counterintuitive).
  3. J

    Stinky Feats

    For weapon focus/specialization chains, the best fix is probably to allow PC's to retrain them, very much in the vein of a Warblade's weapon versatility. For Toughness, I've removed it from my game, and replaced it with Improved Toughness (for HP purposes, it's a free +2 to your CON, so it's...
  4. J

    Death Attack, the BIG threat...

    The biggest problem with optimizing the save DC through intelligence is that it's a sub-par option for an assassin, considering that you will need dexterity to avoid being hit in combat and for stealth skills, strength for straight-out combat (the kind of which you tend to do far more than death...
  5. J

    Death Attack, the BIG threat...

    Pretty much that. Prestige classing out of Fighter into just about any Fighter PrC or simply multiclassing for a single level of, say, Cleric, will give him another +2 on top of it (and, quite frankly, who takes more than 4 levels of Fighter these days, unless you really need all the feats?). To...
  6. J

    Birth control in D&D

    As another poster mentioned, there's the Nara root for females and (I can't remember the male version's name) for males in the Forgotten Realms Campaign Setting for 3rd. edition. They cause temporary infertility, though it won't stop a pregnancy already in progress. For that, resort to the BoEF.
  7. J

    Death Attack, the BIG threat...

    Death attack has always been a non-issue in my games, simply because of the craptacular DC, which most characters tend to fail on a 1 only.
  8. J

    Close-Quater Feats

    I assumed that you meant Close-Quarters Fighting, yes. This is with Close-Quarters Fighting, not with the one you are talking about. I am saying that, if Close-Quarters Defense is the feat I posted above, from another post of yours, an enemy with Improved Grapple couldn't grapple you if your...
  9. J

    Improved Evasion + Bomb =

    By RAW? Yes. With a DM with any common sense? No. He'd simply say "you get no save against a bomb strapped to your chest". My 2 cp, anyway.
  10. J

    Close-Quater Feats

    That explains it, then. That's why I wasn't getting it. I assume you're referring to this one, that you posted on another thread: Close-Quarter Defense- You gain a +2 bonus on attack rolls for an Attack of Opportunity generated by any of the following actions: an opponent entering your hex...
  11. J

    Close-Quater Feats

    Complete Warrior, or Draconomicon. Both have the same text. I suggest you check it out. The complete warrior version even has a pretty detailed example (which incidentally is very close to one I gave earlier, but mine I made up on the fly, as I didn't have my books handy).
  12. J

    Please advise my Tweaked Paladin.

    I suppose adding Cavalier and using a lance isn't an option?
  13. J

    Close-Quater Feats

    No, it wouldn't. The feat specifically says so. "If the enemy does not possess improved grapple or improved grab he cannot attempt to grab you, and in case he does, you add the damage dealt to your grapple roll." (paraphrased by me, since my books are in Spanish). Improved grapples do not...
  14. J

    the kaorti kukri

    I know I wouldn't let one of those near any of my players...
  15. J

    Close-Quater Feats

    The damage caused by CCF wouldn't negate an Improved Grapple, as per the text of CCF, which explains what happens when you factor Improved Grapple. In a normal grapple, the damage would negate the grapple, but since there is no AoO with Improved Grapple, they clarify the effect of both together...
  16. J

    Close-Quater Feats

    Ok, let's see if I can explain the whole situation in a way that makes sense, and hope it helps you understand things. In a grapple: Step 1 Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage...
  17. J

    Close-Quater Feats

    As far as I know, there is nothing in the rules to support that theory. If you provoke an AoO you can get hit, but that doesn't stop your special attack (for example, when you bull rush an opponent without improved bull rush), unless the text of the special attack specifies that case. Case in...
  18. J

    D&D 3E/3.5 Help Starting 3.5 Characters at Level 9 for Tomb of Horrors

    Just a small thing to keep in mind with the 3.5 conversion of ToH, if you're using it. The four-armed gargoyle at the beginning is very, very, very nasty. Other traps and tricks can be avoided or surpassed by using your brain and thinking before leaping, but the gargoyle is not quite the case...
  19. J

    D&D 3E/3.5 3.5 - how many spell like abilities do you use with a creature

    I already answered to the original question in RPG.net (under another screen name), so I won't repeat myself, and instead address this bit. Normally, the ones that are easier to remember are those that either: a) You cast before the fight begins, note down the effects, and roll with it. b) The...
  20. J

    poison in the forgotten realms?

    Tell him do make some Gather Information rolls. Depending on how hard you want the poison to be to find, and how much he's willing to pay for the info, adjust the difficulty accordingly. If he gets too bad results (say, fails the roll by over 5, or 10 points), then the guards get hear about it...
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