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D&D 3.5 and Pathfinder / [DnD3.5e]How does the mount charge work?
« Last post by Quintaine on Today at 07:27:44 AM »
My friends and I are confused about the mount charge. There are two main questions. First, what action does the rider need to do for a mount charge. Second, whether a mount charge is considered a charge and benefits from charging related abilities, such as Pounce, Rhino’s Rush,etc.
Following are the rules for mount charge.
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“If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge, page 154).”(PHB 157)
“Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.”(PHB 154)
“If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge.”(RC 89)
According to the second sentence of First paragraph, it seems whatever action rider uses to make an attack, he can make a mount charge. But the third sentence links to charge action, but designers never said rider need make a charge action for mount charge. I’m really confused about that.
By the way, the Spirited Charge feat said “When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).” And the Halfling Outrider’s 8th level ability: “Full Mounted Attack (Ex): At 8th level and higher, a hal-fling outrider may make a full attack when her mount moves more than 5 feet but no more than a single move action. The character cannot combine this full attack with a charge action” They are seems to suggest rider need to make a charge action to mount charge.
I wonder if there a clear description can answer my questions. And if the rider can use charging related abilities during mount charge, it seems a very powerful build because of the multiplicity damage.
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I immediately think of the Boots of Agile Leaping, from MIC, p. 76.  Though those require 5 ranks in Balance, they let you stand from prone as a swift action without provoking attacks of opportunity for a mere 600gp.  With that being the case, even if you double the price of the boots, 1200gp so you don't have the skill rank requirement would be fine, imho.
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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by linklord231 on Yesterday at 10:51:13 PM »
I would expect a "clasp" to be slotless, but apparently it's neck slot.  Still very good though!
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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by Nytemare3701 on April 16, 2024, 02:58:59 AM »
I cast raise thread, using Swarmbane Clasp as a focus.

Cheap item that fixes a REALLY annoying pair of issues, namely swarm immunity and swarm nausea.
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Well hello there. You're mostly going to see activity on the discord these days, that's got a fairly active population. Forum is much more quiet than it used to be.
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September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on April 15, 2024, 09:01:27 PM »
Knowledge (TMWNMTK) to see if Elizabeth has a hint as to what she is?
Rolled 1d20+15 : 4 + 15, total 19


"Are we heading elsewhere or meeting here?"
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September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on April 15, 2024, 07:34:24 PM »
"Of course."

(Her facial expressions and tone are odd.  She comes across as someone in a mask pretending to be human.)
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Homebrew and House Rules (D&D) / Re: Move Action Maneuvers - Rushes
« Last post by Garryl on April 15, 2024, 12:11:17 AM »
I recently took the time to review and reevaluate the initial set of rush maneuvers posted for the original nine disciplines. Some still hold but, but there are plenty that I'm not as fond of any more. Several of them feel like they should be boosts instead of rushes. Some are fine in principle but need a balance adjustment, particularly where avoiding AoOs is concerned (I think I undervalued it somewhat in the original writeups, and it's almost certainly too prevalent in general). However, my issue with some of them is a dislike of the core design, whether in the effect used or how so many rushes are just more powerful versions of lower-level ones.

Notes and analyses:
(click to show/hide)

New ideas to replace or augment some of the rushes to be removed:
(click to show/hide)

Tentative new rush writeups
(click to show/hide)

Tentative strike/boost rewrites of original rushes
(click to show/hide)
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September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on April 14, 2024, 07:41:23 AM »
Sense Motive = 1d20+12
Rolled 1d20+12 : 18 + 12, total 30


"I'm assuming there will be representatives from all three sides?"
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September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on April 13, 2024, 10:21:45 PM »
"Haha! So many questions! My family has always been a part of the Sisters.  You might say we were there from the beginning."

sense motive plz

"But to business.  Our former servants are almost ready to be on the move.  We need to set a time, and the place of egress."
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