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Topics - Risada

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1
General D&D Discussion / [3.5] Question about Grapple
« on: November 24, 2017, 09:12:40 AM »
So, I tried looking for the Ask a Simple Question, but didn't find it.

Anyway, I have a question regarding monsters using grapple .


In a game session I was in, my wizard polymorphed one of his summoned critters into a Treant and said wooden critter engaged in a grapple against a medium humanoid creature 15 ft away.

The DM ruled that he could make an AoO against the arm and avoid the grapple.

I tried arguing that he did not have reach for that but I was rule zero'd away.

Now I come here asking your help.

Base on the situation above and the rules regarding monster grappling posted below:

Quote
Rules of the Game - All about grappling part 4 - http://archive.wizards.com/default.asp?x=dnd/rg/20050322a
Monsters in a grapple may use their natural weapons, but only by using the “Attack Your Opponent” option (which applies a –4 penalty on the attack roll). When using the “Damage Your Opponent” option, the creature deals unarmed strike damage appropriate to its size (see Part 2 of this column)

Some options available while grappling (such as “Damage Your Opponent” and “Pin Your Opponent”) state that they may be used in place of an attack. The monster gets as many “attacks” in a full attack action as it would get if it were attacking with a weapon, based on its base attack bonus: +1 to +5, one attack; +6 to +10, two attacks; +11 to +15, three attacks, and +16 and up, four attacks. Each one after the first would suffer a cumulative –5 penalty on the roll (just like a character with a high BAB making multiple weapon attacks).

For example, a dire tiger (BAB +12) grappling a PC would be allowed three separate attempts to damage its opponent, escape from the grapple, or pin its opponent; the second would take a –5 penalty on the grapple check, while the third would take a –10 penalty.

The treant can make the grapple if the targeted creature is within his range or the defender can AoO his way out regardless of the defender's reach?

2
Gaming Advice / [3.5] Getting Desecrate spell with a Dread Necromancer
« on: March 17, 2017, 03:35:26 PM »
Topic.

Is there an easy (read: not very painful) way to do this? The DM is not flexible enough to add it for free.

Off the top of my head I know of Arcane Disciple (pick a domain with said spell, increases MAD) and a 2 level dip into Fiendblooded (a lot of  prereq feats for a feat starved class)

Thanks for the help.

3
Gaming Advice / [M&M 3e] Help with a power
« on: September 17, 2016, 08:02:01 PM »
While brousing Ronin Army's forums, I stumbled upon this power.

Power Word: Shield   [ 23 PP ]
Weaken Damage 12, Resisted by Effect Rank, (1/rank)
Extras:
Alternate Resistance: Resisted by Effect Rank (+1/rank),
Increased Range - Ranged, (+1/rank)
Trigger 2 - when target is struck by a damaging attack (that is not insidious) Shield Weakens that attack, 
Flaws:
Instant Recovery (-1/rank),
Noticeable - target is encased in transparent glowing bubble until Shield is triggered (-1 flat),
Quirk: Can only be used as a trigger, Diminished Range Notes: Trigger only lasts until the end of the current scene

Can anyone help me figure out the detailed cost of it? I tried PM'ing the author there but got no response.

The modifiers I am aware of are already indicated.

Thanks for the help.

4
After a few years without gaming as a PC, the time has come again.

The game will start in three weeks and I will play a Fighter focused on trip and intimidate.

Rules
1- Starting level is 2, starting gp is 3500. No LA buy off.
2- Books are all from Wizards except ToB but see 5. Third party is possible, but see 5.
3- Stats are 90 pts and can be bought 1:1 (so I could have for example Str 18, Dex 18, Con 18, Int 12, Dex 12, Cha 12)
4- There's a kind of guild rule where you gain certain benefits according to the guild chosen. The best ones are one that grants +1 bonus on attack rolls every 2 levels, +1 stat point at every 4 levels (effectively making level 4, 8 and so on grant 2 stat points) and one that double the number of feats granted at levels 3, 6, etc.
5- EVERYTHING must be approved by the DM.

What I have so far (race choice and feats until level 4 already approved by the DM - I convinced the DM to allow Stone Power even without a Stone Dragon Maneuver):

Mineral Warrior Human Zhentarim Fighter 1

Possible high level build so far is LA 1/Zhentarim Fighter 10/Avenging Executioner 4/XXX 5

The build below is considering guild choice as the one who double the number of feats at levels 3, 6, etc.

STR 17+2 = 19
DEX
CON 16+4 = 20
INT 16-2 = 14
WIS
CHA 17-2 = 15

Feats
Human: Jotunbrud
1: Combat Reflexes
Fighter 1: Combat Expertise
Fighter 2: Improved Trip
3: Endurance
Guild 3: Steadfast Determination
Fighter 3: Zhentarim ACF (Skill Focus Intimidate)
Fighter 4: Stone Power
Fighter 5: Zhentarim ACF (Extended Intimidation)
Fighter 6: Resolute ACF
6: Imperious Command
Guild 6:
Fighter 8:
Fighter 9: Zhentarim ACF (Intimidate as a swift action)
9:
Guild 9:
Fighter 10:
12: Staggering Strike
Guild 12:

What I need help with: First, should I go for high Dex in order to maximize AoOs with Combat Reflexes? Endurance and Steadfast Determination are there in order to allow me to sleep in my armor and to fix the bad Will save.

Second, suggestions on overall build so far and help in fitting tripping stuff and Intimidate into a single build if we can somehow fit another guild choice, because that +9 to hit is very tempting.

Thanks for the help.

Edit: TL; DR - Making a human fighter tripper with a pint of Intimidate. Need help polishing build.

5
D&D 3.5 and Pathfinder / [3.5] Help on a houserule
« on: February 19, 2016, 03:12:49 PM »
Let's say I want to start a game where everything gets full hit points per die.

How should I fix damage dealing spells so they don't lose to weapon damage mid-late game? (assuming no metamagic madness)
Adding a +1 or +2 per dice of damage on all damage spells enough?

Should healing spells also be similarly tweaked?

6
Gaming Advice / [3.5] Summon Monster's updated list?
« on: January 27, 2016, 08:24:50 AM »
I was reading the MoMF bible (here) and it mentions that there is an updated list of the Summon Monster spells, including MM2 and BoED. Does anyone know where can I find this?

Also, I remember I found somewhere a spreadsheet with a lot of monsters ready to be used with Summon Monster. Does anyont know of it?

7
Gaming Advice / [3.5] List of Rakshasa?
« on: January 20, 2016, 08:28:28 AM »
Is there anywhere a compilation listing all published rakshasas for 3.0/3.5?

Edit: here's what I know:

Rakshasa (CR 10), MM
Ak'chazar Rakshasa (CR 15), MM3
Naityan Rakshasa (CR 7), ToB
Naztharune Rakshasa (CR 11), MM3
Zakya Rakshasa (CR 8), ECS

8
Gaming Advice / [3.5] Fell Weaken + Howling Chain?
« on: January 17, 2016, 07:43:17 AM »
What happens when a Wizard casts Howling chain with the metamagic feat Fell Weaken applied? All damage the chain deals will apply the -4 penalty to Str?

9
Homebrew and House Rules (D&D) / [3.5] Expanding the Rod of Ropes
« on: March 06, 2015, 07:06:13 AM »
I have this idea of making a NPC focused on using the Rod of Ropes in and out of combat.

The item description lists 3 uses: 300 ft. worth of rope, grappling hook to pull user towards a solid object or bull rush creatures within 30 ft. or two grappling hooks  to slide between them.

But, let's say the Rod of Ropes could be used to bring hooked creatures to the wielder. How would you guys rule this ability?

Ranged touch attack to hit? Use the bull rush's modifier (+5) to pull the creature? Or the wielder's Strength modifier?


Also, how would you guys deal with the second function's 1000 pounds limit? Anything that is to be moved by the Rod must be tied to it? What about the line in the item that states any know is undone within 30 ft. from the rod?

Oh, yeah... Any other ideas for how to use this are welcome as well.  :)

10
Gaming Advice / [3.5] Spring Attack + Improved Grab = ?
« on: February 05, 2015, 09:21:53 AM »
Let's say I have an animal capable of using Spring Attack and has the Improved Grab ability.

What happens if the animal uses his Improved grab ability while Spring Attacking? Does the grappled creature move with the animal? Nothing happens?

11
Min/Max 3.x / [3.5] Salvaging a Sword and Board Paladin
« on: January 23, 2015, 12:57:59 PM »
I have one player in my tabletop group that is quite unhappy with his current character's performance in combat. Defense wise, he's alright with it. The problem is when he's attacking. His character has no offensive presence.

He is using a sword and board Paladin with the ACF from Complete Champion to swap spells for feats and the Sword of Celestia ACF to swap his mount with a magic sword. Sources allowed are... Everything. Even Dragon Magazines and 3rd party.

Human Paladin 5/Hellreaver 7
B: Power Attack (in this table there's a houserule that everything gains an additional feat at 1st level)
1: EWP Bastard Sword
H: Improved Initiative
3: Shield Specialization
Pal4: Divine Shield
6: Extra Smite
9: Shield Ward
12: Protection Devotion

Another fact is that this paladin did not invest on his weapon for a while... Mostly because he needs to spend XP in addition to GP.

How can this be salvaged so he can become a threat to the enemies? The feats and class levels can be swapped, but the less changes the better.

I have a few ideas that might help:

- Grab the Gauntlets of Heartfelt Blows (+Charisma fire damage);
- Take one level of Exotic Weapon Master to access Uncanny Blow and be able to use Power Attack with his one handed bastard sword as if he was two handing it; Not possible
- Convince the paladin to fork over the xp required to enchant his Sword;

Any other ideas that might help in this situation?

12
Gaming Advice / Searching for a ritual
« on: December 03, 2014, 08:58:32 AM »
What's the name and source of the ritual that allows you to teleport using shadows by sacrificing some amount of Constitution?

13
Legends of the Heroes / Music tracks with chanting?
« on: December 02, 2014, 09:54:41 AM »
I am looking for some tracks where there are people chanting for dark purposes. You guys know any? Here are the ones I know:

NieR - Blu-bird

Middle Earth: Shadow of Mordor - Fort Morn

Ar Tonelico hymmnos could be used, particularly those that sound like to this one...


Any help is appreciated.

Thanks




14
Gaming Advice / [3.5] Spotting a stationary object far away
« on: October 10, 2014, 03:43:31 PM »
Let's say I have a medium sized archer standing 400 ft. away from his target with clear view between them. The archer is using magic to see his target.

How can the target spot the archer? By the Spot rules, this would be DC 40... Except the archer isn't hiding.

Is this the only ruling regarding these kind of situations?

15
Gaming Advice / [3.5] Arcane Archer's Imbue Arrow questions
« on: October 10, 2014, 03:36:02 PM »
Can an AA use Imbue Arrow with spells such as Wall of Chains? It does not have a Area line, but its effect emcompasses an area....

Also, suppose I am using the Imbue Arrow ability with a spell storing arrow holding Web. Can I use Wall of Chains with the Imbue Arrow and make it trigger first so I can have a few places to anchor the Web with? If not possible, is there any spell that could help with this?

16
Gaming Advice / [3.5] Monks and Manoples
« on: September 03, 2014, 02:41:27 PM »
Let's say a monk is proficient in a Manople, the exotic weapon found in Sandstorm.

Quote from: Manople
Resembling a sai with blades, a manople is actually a gauntlet worn over your hand. Since it is worn this way, however, you cannot carry anything else in that hand, nor can you use it to cast spells or use skills.
A manople gives you a +1 shield bonus to AC. Unlike with a spiked shield, you retain this bonus to AC even on a round in which you make an attack with the manople. If you lack the appropriate Exotic Weapon Proficiency feat, you do not retain the shield bonus to AC, as you would with a spiked shield. A manople has no armor check penalty and a 5% arcane spell failure chance. Like a spiked shield, a manople can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.

Does the monk lose his AC bonus while wearing a Manople, considering the text kind of mentions the manople behaves in a lot of ways like a spiked shield?

17
Gaming Advice / [3.P] Ways to walk on walls?
« on: August 28, 2014, 08:01:38 PM »
What are the ways to walk on walls? I am planning to make a monk that does this.

I remember there's a skill trick that did something close to this... Can't remember the name...

Edit: and there's the Up the walls psionic feat. The monk using this feat could jump midway through his movement on the wall?

Edit2: oh yeah... And if possible without using magic.

18
Gaming Advice / [3.5] Shieldbearer spell question
« on: August 11, 2014, 02:42:17 PM »
Can someone cast Shieldbearer on a tower shield and choose to gain the benefits of total cover without losing his actions? Or the tower shield will only provide its usual bonus to AC?

19
Gaming Advice / [3.5] Arcane Channeling question
« on: August 11, 2014, 11:13:54 AM »
Can I use one or more items that affect spells (such as Empowered Spellshard and the Bracers of the Entangling Blast, both from MIC) with a spell being channeled through the duskblade's weapon? I believe it is possible, but am looking for some confirmation.

20
Gaming Advice / [3.5] Effect that trigger on a critical stack?
« on: August 11, 2014, 11:02:06 AM »
Basically, topic.

Let's say I can cast Burning Sword and Weapon of Energy.

Can I use both on a single weapon (I don't see anything that says it's not possible)? What if the weapon already has flaming burst?

If I crit, both will apply their respective bonus damage? So if I am using a bow and it crits, the attack will deal an additional 4d10 points of damage?

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