Storm Raven
First Post
maddman75 said:Except that you can't charge or run unless all your movement in the round is in a straight line. Another senseless change.
That's not a change. Those are just rules that people didn't pay attention to in 3.0.
maddman75 said:Except that you can't charge or run unless all your movement in the round is in a straight line. Another senseless change.
Scion said:Thinking about it from the real world perspective I dont see much problem with walking around a wall at a set pace, and then running quickly afterwards. After all, you may get the bonus, but you also get the penalty on a charge.
Snipehunt said:Or the fighter could just run in and grapple.
Trip isn't that effective against casters. They don't need to stand to cast spells.
Nightchilde-2 said:Better yet, ready a shot from a bow. None of this pesky "move in and hit" stuff, just plink 'im off from range.
Really make the caster's day by using Manyshot (which is a standard action and, thus, could be Readied). The more Concentration checks you can force him to make, the greater the chance he'll slip up on one.
Altamont Ravenard said:Are you implying that if hit with multiple arrows from a multiple shot feat attack, he'll have to make multiple concentration checks? If you are, I highly doubt that it works like that...
AR
From the SRD--Manyshot said:MANYSHOT [GENERAL]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus feats.
A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
From the SRD--Magic Overview said:Injury: If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you’re casting). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you’re casting). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.
Repeated damage does not count as continuous damage.
Nightchilde-2 said:Caveat: I could be wrong.Anyone that can point out my error to me, feel free.
I don't see why not. The caster is effectively struck by several successful attacks. If two people readied an attack on a caster, and both successfully hit, he'd have to make two Concentration checks. In essence, this is what Manyshot does.
Senior Bobo said:But manyshot only involves one attack roll. I believe that to mean it's considered to be a single attack. So only one concentration check.
Of course, with all that damage going to one attack, it's going to be a tougher roll so it's still a good idea and worth doing.
AuraSeer said:It shouldn't have. The rules don't quite allow that.
You can take a 5' step along with a readied action, but only if you have not already moved. If the swordsman took a Move and then readied, he could not then take an additional Move when his action was triggered. He'd have to wait until his next turn to close the distance.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.