Game of Death

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A few questions answered from the 4 people who jumped me on Yahoo... ;)

1. A fallen paladin blackguard gets a monster summoning ability. This ability can only summon CR 1 monsters. Caster level is effectively twice blackguard level for all general purposes.

2. Sorcerers gain no benefit from the quicken metamagic. I am thinking of allowing quickened sorcerer spells, which would negate the sorcerer's full round casting for those spells. Would there be any objections to that?

3. Is there any way at all that anyone might become incorporeal? Yes. Several. See the spell Shadow-walker on the web site, the vampire template, maybe some other spells. I ordinarily wouldn't consider this worth mentioning, but since I specifically banned ethereal/astral/etc., I decided y'all needed to know that there WERE some possibilities of incorporeality.
 

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I hate to do this to you, but I would really appreciate a more full description of the Prestige Classes on the website.
 


oh! i just thought of a rules question for you; can True Seeing see through thick, magically conjured smoke? say, maguically created, though it's persistent after the cessation of magic?
 
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seasong said:
2. Sorcerers gain no benefit from the quicken metamagic. I am thinking of allowing quickened sorcerer spells, which would negate the sorcerer's full round casting for those spells. Would there be any objections to that?

Quicken Spell [Metamagic]
Benefit: Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level.

As it specifically says that full round spells can be quickened, I have no problem with that affecting the it-makes-it-a-full-round-action clause of spontaneous metamagic. Though it certainly isn't intended that way. Course, if we don't allow it, then anyone who casts as a spontaneously will only be able to cast one spell a round no matter how many attacks their hasted opponents have. :)
 

Saepiroth said:
oh! i just thought of a rules question for you; can True Seeing see through thick, magically conjured smoke? say, maguically created, though it's persistent after the cessation of magic?
Per the spell description, NO. Nor will it see through plant growthed foliage, conjured rain, etc.
 


Just a reminder: During a chat this came up and I wanted everyone to have a chance to read it...

"And actually, some of the environmental effects are likely to be nasty, but it's the sort of thing which, if you read through the Environments section of the DMG, you can prepare for."

Remember: rain, winds, cold, heat, tunnel fighting, fighting in water, fogs, etc. I just wanted to make sure everyone knows what they're getting into :). No magical effects or weird physics or planes, but the environment can be pretty hard on you, too.
 


A note on flinging things with Telekinesis:

This is an interpretation of the rules, not a rules change, but it's worth mentioning:

If you don't throw a weapon LIKE a weapon, it is not treated as a weapon for purposes of damage. If you DO throw it like a weapon, you can only concentrate on a number of weapons based on your BAB and number of attacks. You get your INT bonus to hit, which is advantageous, but otherwise, it is functionally impossible to fling a bajillion throwing stars and expect them to behave like throwing stars for purposes of damage.
 

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