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Wizard wanted to use mage hand to take a weapon
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<blockquote data-quote="LowSpine" data-source="post: 4293370" data-attributes="member: 60239"><p>20 pounds isn't too bad. It is a pair of Glaives, or 2 spiked chains, or a tent.</p><p></p><p>Personally I would make able to do anything the wizard could do manually, but instead of strength I would use intelligence.</p><p></p><p>Any attempt to resist the effects should be against Will instead of Reflex or Fortitude.</p><p></p><p>The other thing is I would make any of these actions stilll use the normal type of action it would require. (or at least a Minor Action because it takes an minor action to sustain the Mage Hand.)</p><p></p><p></p><p><u><strong>GRAB (with Mage Hand)</strong></u></p><p></p><p><strong>GRAB: STANDARD ACTION.</strong></p><p></p><p><strong>Target: </strong> You can attempt to grab a creature smaller, same size, or one size larger than you.</p><p></p><p><strong>Intelligence Attack:</strong> Make an Intelligence vs. Reflex. You must have at least one hand free to make a grab attempt (use the force Luke.)</p><p> Hit: The enemy is immobilized until it escapes or you end the Grab.</p><p> Your enemy can attempt to Escape on its turn.</p><p></p><p><strong>Sustaining a Grab: </strong> You sustain a Grab as a minor action (Not free action - it takes a minor action to sustain a Mage Hand.)</p><p></p><p><strong>Effects that End a Grab:</strong> If you are effected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, suprised, or unconscious), you immediately let go of a grabbed enemy. If the target's distance exeeds the range of the Mage Hand the Grab ends. If the target is subjected to a pull, a push, or a slide effect the Grab ends.</p><p></p><p><u><strong>ESCAPE (Mage Hand):</strong></u></p><p></p><p>You attempt to escape from an enemy who has grabbed you (with Mage Hand.) Other immobilizing effects might let you make escape attempts.</p><p></p><p><strong>ESCAPE: MOVE ACTION</strong></p><p></p><p><strong>+ Acrobatics or Athletics:</strong> Make an Acrobatics check vs. Will or an Athletics check vs. Will against the (Mage Hand) that effected you.</p><p></p><p><strong>+ Check: Resolve your check.</strong> Success: You end the grab and can shift as part of this move action.</p><p> Failure: You are still grabbed.</p><p></p><p></p><p>Other attempted actions with the Mage Hand can easily be converted like this.</p><p></p><p>As for disrupting another's actions I would say the Mage Hand can nevver cause more than a +1/-1 effect and require a standard action to do so.</p><p></p><p>I would not allow a disarm because the wizard is not capable of doing that physically. It is an action that is not open to him anyway.</p><p></p><p>Any sort of attack that would cause damage should never be greater than 1d4, but probably no greater than 1d2 or 1d3 would be best - without Intelligence bonus to damage.</p></blockquote><p></p>
[QUOTE="LowSpine, post: 4293370, member: 60239"] 20 pounds isn't too bad. It is a pair of Glaives, or 2 spiked chains, or a tent. Personally I would make able to do anything the wizard could do manually, but instead of strength I would use intelligence. Any attempt to resist the effects should be against Will instead of Reflex or Fortitude. The other thing is I would make any of these actions stilll use the normal type of action it would require. (or at least a Minor Action because it takes an minor action to sustain the Mage Hand.) [U][B]GRAB (with Mage Hand)[/B][/U] [B]GRAB: STANDARD ACTION.[/B] [B]Target: [/B] You can attempt to grab a creature smaller, same size, or one size larger than you. [B]Intelligence Attack:[/B] Make an Intelligence vs. Reflex. You must have at least one hand free to make a grab attempt (use the force Luke.) Hit: The enemy is immobilized until it escapes or you end the Grab. Your enemy can attempt to Escape on its turn. [B]Sustaining a Grab: [/B] You sustain a Grab as a minor action (Not free action - it takes a minor action to sustain a Mage Hand.) [B]Effects that End a Grab:[/B] If you are effected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, suprised, or unconscious), you immediately let go of a grabbed enemy. If the target's distance exeeds the range of the Mage Hand the Grab ends. If the target is subjected to a pull, a push, or a slide effect the Grab ends. [U][B]ESCAPE (Mage Hand):[/B][/U] You attempt to escape from an enemy who has grabbed you (with Mage Hand.) Other immobilizing effects might let you make escape attempts. [B]ESCAPE: MOVE ACTION[/B] [B]+ Acrobatics or Athletics:[/B] Make an Acrobatics check vs. Will or an Athletics check vs. Will against the (Mage Hand) that effected you. [B]+ Check: Resolve your check.[/B] Success: You end the grab and can shift as part of this move action. Failure: You are still grabbed. Other attempted actions with the Mage Hand can easily be converted like this. As for disrupting another's actions I would say the Mage Hand can nevver cause more than a +1/-1 effect and require a standard action to do so. I would not allow a disarm because the wizard is not capable of doing that physically. It is an action that is not open to him anyway. Any sort of attack that would cause damage should never be greater than 1d4, but probably no greater than 1d2 or 1d3 would be best - without Intelligence bonus to damage. [/QUOTE]
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Wizard wanted to use mage hand to take a weapon
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