Hey there lads!
Just after todays playing session I stumbled upon a few ideas for the next session, however the more I thought about it the more I ran into "I don't know how that works exactly" situations. So if anyone could specify how the following situations work and where they roughly get that from that would be much appreciated!
1. AOO's when being bull rushed, tripped, disarmed what not. Basically at the AOO part in the PHB it's said that a person can only make one AOO per turn. Does that mean that if two people in the same round try to bull rush a person the second gets to "have a go at it" without suffering an AOO from the defender (provided he took his AOO the first time since this is voluntarily)?
2. When a cleric for whatever reason changes his deity (generally over-time or forced by magical means of course) how would that work out for his domains? Would there just be some point where he loses his old domains and gets to choose two new one's? Or will he for whatever reason keep his old domains despite the deity change? I couldn't find anywhere how a deity change would affect domain choices so if anyone could clarify that would be much appreciated!
3. Can a cleric of good alignment summon a fiendish creature? I read over the summon creature part but I can't find anywhere that technically a good cleric can't summon a fiendish creature from his appropriate list. Common sense would say the summon might be less inclined to listen and more stubborn, but is it possible? Or did I over-read some rule saying it is strictly alignment bound?
4. Slightly linked to the last question. Can a cleric summon a creature in a location where it knows it will inevitably be hurt a lot. For example say there is a 5 by 5 ft spiked pit trap about 30 ft deep and two enemies fell in there. What'd be a better way to finish them than summoning a fiendish boar right above the pit plummeting it down onto the both of them?
Theoratically the fall of the boar would do (boars generally weigh 200 + pounds) 3d6 damage for a level three cleric spell. Not adding the possible extra's from the spikes they're being shoved into.
However when being summoned does the creature have any control over if it wants to arrive there or not? All that is stated in the PHB is that you can't summon a creature in an area that can't "support" it (given example no aquatic on land). Does summoning them in an odd spot count as unable to support? Or just "unlucky placement"? heh
5. When a cleric uses the spell command (level 1 spell PHB 3.5 page 211) on a creature. Say the cleric is in a 5 ft wide hallway crossing another 5 ft wide hallway with a pit trap (5ft x 5ft) in the middle. If the cleric stands right by the edge of the trap and uses the command spell approach on an enemy on the opposite side of the trap. The enemy knowing about the trap and knowing the slight detour (cutting the corners) can circumvent it. Would the enemy nevertheless walk into the trap? The quoted description of command is "On its turn, the subject moves toward you as quickly and directly as possible for 1 round.
Would his mind be affected enough to make him want to come directly as quick as he can or would he come directly within known safe routes?
There we go if any of you lads could shed some light on these or give your opinions on them that'd be much appreciated!
Erky
Just after todays playing session I stumbled upon a few ideas for the next session, however the more I thought about it the more I ran into "I don't know how that works exactly" situations. So if anyone could specify how the following situations work and where they roughly get that from that would be much appreciated!
1. AOO's when being bull rushed, tripped, disarmed what not. Basically at the AOO part in the PHB it's said that a person can only make one AOO per turn. Does that mean that if two people in the same round try to bull rush a person the second gets to "have a go at it" without suffering an AOO from the defender (provided he took his AOO the first time since this is voluntarily)?
2. When a cleric for whatever reason changes his deity (generally over-time or forced by magical means of course) how would that work out for his domains? Would there just be some point where he loses his old domains and gets to choose two new one's? Or will he for whatever reason keep his old domains despite the deity change? I couldn't find anywhere how a deity change would affect domain choices so if anyone could clarify that would be much appreciated!
3. Can a cleric of good alignment summon a fiendish creature? I read over the summon creature part but I can't find anywhere that technically a good cleric can't summon a fiendish creature from his appropriate list. Common sense would say the summon might be less inclined to listen and more stubborn, but is it possible? Or did I over-read some rule saying it is strictly alignment bound?
4. Slightly linked to the last question. Can a cleric summon a creature in a location where it knows it will inevitably be hurt a lot. For example say there is a 5 by 5 ft spiked pit trap about 30 ft deep and two enemies fell in there. What'd be a better way to finish them than summoning a fiendish boar right above the pit plummeting it down onto the both of them?
Theoratically the fall of the boar would do (boars generally weigh 200 + pounds) 3d6 damage for a level three cleric spell. Not adding the possible extra's from the spikes they're being shoved into.
However when being summoned does the creature have any control over if it wants to arrive there or not? All that is stated in the PHB is that you can't summon a creature in an area that can't "support" it (given example no aquatic on land). Does summoning them in an odd spot count as unable to support? Or just "unlucky placement"? heh
5. When a cleric uses the spell command (level 1 spell PHB 3.5 page 211) on a creature. Say the cleric is in a 5 ft wide hallway crossing another 5 ft wide hallway with a pit trap (5ft x 5ft) in the middle. If the cleric stands right by the edge of the trap and uses the command spell approach on an enemy on the opposite side of the trap. The enemy knowing about the trap and knowing the slight detour (cutting the corners) can circumvent it. Would the enemy nevertheless walk into the trap? The quoted description of command is "On its turn, the subject moves toward you as quickly and directly as possible for 1 round.
Would his mind be affected enough to make him want to come directly as quick as he can or would he come directly within known safe routes?
There we go if any of you lads could shed some light on these or give your opinions on them that'd be much appreciated!
Erky