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Help creating Lizardfolk Barbarian1/Druid8
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<blockquote data-quote="Kalendraf" data-source="post: 1603352" data-attributes="member: 3433"><p>Sure are. This is probably the most likely one to come into effect:</p><p></p><p>Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.</p><p></p><p>That +8 AC bonus is really handy in assisting the low AC of the druid, his companion and/or summon NA's. Once they enter the water, they'll likely stay there since the water helps their AC so much. Unless the party can somehow drive them out (possibly with enough ranged attacks) or lure them away, the druid and his pals are likely going to stay in their great position floating in the water.</p><p></p><p>You'll likely want to check out the entire section that talks about aquatic combat. Normally landbound character who wind up fighting in/under water suffer various penalties which are described on a table. Also, water impacts spellcasting and how fire works as well.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1603352, member: 3433"] Sure are. This is probably the most likely one to come into effect: Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects. That +8 AC bonus is really handy in assisting the low AC of the druid, his companion and/or summon NA's. Once they enter the water, they'll likely stay there since the water helps their AC so much. Unless the party can somehow drive them out (possibly with enough ranged attacks) or lure them away, the druid and his pals are likely going to stay in their great position floating in the water. You'll likely want to check out the entire section that talks about aquatic combat. Normally landbound character who wind up fighting in/under water suffer various penalties which are described on a table. Also, water impacts spellcasting and how fire works as well. [/QUOTE]
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