OOC: Tholestia: also XP and GP tracking etc.

Cleave is one of those feats that can keep you alive through the earlier levels. At least every now and then you can still make use of it later (a free attack is still nice).

Errr... not a very useful post as it stands. More revision facts:

New feats:
Agile - +2/+2 Balance, Escape
Deft Hands - +2/+2 Sleight of Hand, Use Rope
Diligent - +2/+2 Appraise, Decipher Script
Nimble Fingers - +2/+2 Disable Device, Open Lock
Self Sufficient - +2/+2 Heal, Survival

Also, there are no more exclusive skills. Scry has been scrapped as a skill completely and hass been replaced with a will save mechanic (not entirely certain yet)

Halflings get +1 to hit with slings (not just with thrown weapons - this was an unwritten house rule in our campaign IIRC).

'Expertise' is renamed 'Combat Expertise'. There is no change to the feat mechanically however :)

Monks no longer have two seperate very confusing Base Attack Bonusses any more. Instead, eventually the penalty for their flurry of blows decreases and eventually disappears. At high level, they just get yet another attack with flurry of blows, again with no penalty.

Half Elves gain +2 to Gather Information and Diplomacy checks.

If you use a mighty bow while not having sufficient strength, you get a -2 to attack.

Analyze Dweomer is a L6 Bard/Sor/Wiz spell. It takes 1 standard action to cast and lasts 1 round/level. It tells you pretty much everything mechanical about the item and it only gets a save if it's bearer wills it. The focus is a 1,500 GP ruby or sapphire in a golden loop.

Identify is a L1 Bard spell or a Sor/Wiz L2 Magic spell. 1 Hour to cast, effects 1 object, and once again tells you everything (charges, powers, etc). It's material component is a 100 GP crushed pearl, stirred into wine with an owl feather.

A very Big one: Scribing spells into spellbooks: 100 gp per page. (The same as it was in 3e), but now only 1 page per spell level instead of 2 (cantrips count as 1st level spells for this purpose).

Jurgen, I think the defeated wizard only ahd one spellbook on him :)

Rav
 

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Why I didn't post:

Wednesday: Working on my presentation to become a Bachelor of Science. Forgetting that I had internet.

Thursday: Presentations from 9.00 till 18.00 (6.0) and immediately taking the train to Amsterdam to sleep at Linn’s place (no internet) for my parents wanted me to be in Amsterdam (why see Friday)

Friday: Linn and I where picked up at 8.00 by my parents and brother. We went to Breda for my Grandmas funeral (1904-2003) and I arrived back in Amsterdam at 15.00 to be in time for Jorrits “Bull outreaching” (8.0) Still I had no internet. We drank till 23.30 at which time I took the train to Hoorn where I climbed into bed asap.

Saturday: And now I am here writing this…
 


Take: 5 foot step, handing out bow, short sentence... yeah, I'll allow you to cast Cure Moderate Wounds on Wulf (Nearly all his damage was from two hits in the first round of each combat by the Halfling, who hits Wulf in his most vulnerable spots). He seems to cough up a bit of blood, with black... 'stuff' in it.

Karsten: Heh, just thought it was sound tactics. A +2 bow would have survived the assault Btw. Don't think I won't hesitate to do this again later when I think it makes tactical and motivational sense for an enemy to do so. Striking bows don't follow the Sunder rules, but the Strike a held Object rules, and are hence inherently easier to destroy than other weapons. (that, and the 3 hitpoints don't help :D) Oh, technically you can repair destroyed weapons. Basically treat it as an item half the cost. ie: 4000 gp to repair it by an NPC, or 2000 gp and 40(?) xp if someone in the group would have Craft Psionic Arms and Armour and would be willing to fix it for you. Perhaps you could persuade Wulf to use his Craft Magical Arms and Armour feat to create a Magical Bow instead. You would be asking him for precious xps though, so I'm not quite sure if he wants to, and if he does, he might want a 'little extra' ;)

And, as I said before, none of the changes to spells will take effect till you had one night's worth of rest. So Metaphysical Weapon still gives +3... lucky for you, otherwise that 2nd attack would have actually missed.

Take: Great tactics... but then I expect no less from you. karsten: great job on implementing the new rule on using Mighty Bows for which you aren't strong enough so quickly!

Rav
 

Never mind the bow, was only surprised that you did it. But it isn't real expensive, so pahpah (as in french arrogance) and remember I still have a magical sword :) Or are you gonna bash it still in the scabbard. :(
 
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The new rule according to bows, is a bit oddly placed though…
In the middle of a combat for one and I think that most people will think twice about buying a mighty +4 bow with a strength of 15 (need a belt +4 asap…:))
 

Question about the sword the Elf wraith uses. Do I spot any elven writing on it or maybe elven runes.
 
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takew said:
The new rule according to bows, is a bit oddly placed though…
In the middle of a combat for one and I think that most people will think twice about buying a mighty +4 bow with a strength of 15 (need a belt +4 asap…:))
Well, I think that's the idea. I have tried drawing a bow for which I was not strong enough, and technically, you shouldn't be able to use it at all. It is a bit of realism which makes bow choices more interesting: Will I get a mighty magical composite longbow and depend on bull's strength to use it, perhaps get a belt one day, or will I use a weaker one, even though I might regret putting all those enhancements on it when I really want a mighty bow later?

Ilan, on the sword: It could very well be, but he is swinging it around to fast for you to notice. The hilt seems to somewhat resemble elven design though.
 

INCORPOREALITY
Incorporeal creatures can only be harmed by other incorporeal creatures, by +1 or better weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids.
Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source—except for a force effect.

Incorporeal creatures move in any direction (including up or down) at will. They do not need to walk on the ground.
Incorporeal creatures can pass through solid objects at will, although they cannot see when their eyes are within solid matter.
Incorporeal creatures are inaudible unless they decide to make noise.

The physical attacks of incorporeal creatures ignore material armor, even magic armor, unless it is made of force or has the ghost touch ability.

Incorporeal creatures pass through and operate in water as easily as they do in air.

Incorporeal creatures cannot fall or suffer falling damage.
Corporeal creatures cannot trip or grapple incorporeal creatures.

Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.

RELEVANT PARAGRAPH OF TELEKINESIS
The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester’s choice).

Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per manifester level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.

This version of the power lasts up to 1 round per manifester level, but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object cannot be moved beyond the range of the power. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. The manifester might even be able to untie simple knots, though fine actions such as these require Intelligence checks against a DC set by the DM.
The problem I have here is that there isn't any weight to be manipulated at all. Althought the rules are ambiguous, I think the intent of the rules, as seen in the grapple and trip examples, is that no force can move them out of place. However, depste the fact that there is a weight restriction and what that might imply, makes me wonder what to do, as your effect is magical/psionic, and it passed both the miss chance and the saving throw.

My gut instinct says no, and even though I enjoy people thinking "outside the box"*, and finding new uses for old abilities, I think I am going to err on the side of caution here and make it not work. I am going to post a thread about this in the rules forum, and see what Enworld comes up with.

* I will give XP bonusses for things like this, though not this particular instance.
 

Wulf

Plzz make your posts a bit smaller. You don't have to enter down three times for every sentence. Make your attack rolls and damage rolls and write them down like me or Sullaf. Saves a lot of space. Also write down your roll and then your modifiers.

:)
 

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