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Topics - kitep

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61
Gaming Advice / Ghoul Touch - no save?
« on: June 21, 2013, 10:20:18 PM »
Does Ghoul Touch allow a Fort save to avoid being paralyzed?
Quote
Saving Throw: Fortitude negates
 Spell Resistance: Yes

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.


I could read this as the Fort save applies to both being paralzed or just to the stench.  I'm leaning toward yes, you get a fort save vs paralysis but I've seen others say otherwise.

FWIW, some spells like Flesh To Stone have the "Fortitude negates" stat line, but says nothing about it in the spell description.

62
Gaming Advice / Sickening Grasp & Duskblade Channeling
« on: June 19, 2013, 09:44:31 PM »
Sickening Grasp (CM-47)
Quote
As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells.

This can be powered by Vampiric Touch, the "bread and butter" of duskblades, but it happens on EVERY melee touch attack, not just necromatic ones.  The duskblade's arcane channeling channels touch attacks, but do they count as touch attacks for the purpose of this feat?  I'm thinking "no", but I'm hoping I'm wrong :)

To be clear, I'm only talking about when they channel a melee touch attack, not when they channel a ranged touch attack.

63
Gaming Advice / Sanctified Spells (and Arcane Preparation)
« on: June 19, 2013, 02:49:13 PM »
Casters who prepare spells can prepare sanctified spells.  How's this work for someone like a wizard?  Does she need to have the sanctified spell in her spellbook first, or is it just available for preparation?

Arcane Preparation allows a spontaneous caster like a duskblade to prepare spells.  Can this somehow be used to prepare sanctified spells?

64
Gaming Advice / Way to wield a two handed weapon and a light weapon?
« on: June 19, 2013, 03:10:23 AM »
My character wields a two handed greatsword.

Recently, he got a Talon Scepter (MIC-210) which is a +1 flaming light mace that also allows him to make a ray attack (1d6 fire) as a swift action.

Is there a way to keep both hands on the greatsword, but still use the mace for what amounts to a free attack every round?

65
Gaming Advice / Whirling and 5' step
« on: June 18, 2013, 10:33:48 AM »
The Whirling (MIC-46) weapon ability lets you make 1 attack vs each opponent within reach (functions like Whirlwind Attack)
When taking the full attack action, you can take a 5' step before, during, or after your attack.
Can I attack the adjacent opponents, take a 5' step, and continue to attack those that were originally just out of reach?

My duskblade wants to know  :D

66
Gaming Advice / Dual Wielding Rings of Wizardry
« on: June 18, 2013, 10:25:42 AM »
Suppose I get 5 first level spells.
Suppose I'm wearing 2 rings of wizardry I, one on each hand.
Do I now get 10 or 15 first level spells?


67
Gaming Advice / Swinging an Ally
« on: March 25, 2013, 08:15:13 PM »
We've all been there.  You're having a nice peaceful bar brawl, when someone will pick up an ally and start swinging her around like a club.

So what are the modifiers?
-4 for non-proficiency
-4 for improvised weapon

Is it -8 for both, or does the penalty for improvised weapon include the non-proficiency, so you only take -4 total?

68
Gaming Advice / Cost of Rhino's Rush Wand
« on: March 15, 2013, 08:27:32 AM »
Rhino's Rush is a Paladin and Ranger 1st-level spell.  (It's also a Wrath spell, but let's ignore that for this question)

By the time Paladins can cast 1st level spells, they are 6th level with a caster level 3.  Ditto with rangers.

The cost of a wand is 750 * CL * SL

Does CL need to be 3?  aka cost = 750 * 3 * 1 = 2250gp


69
Gaming Advice / Scrolls and Duskblade Channeling
« on: February 27, 2013, 01:33:18 AM »
Can a duskblade cast a spell from a scroll and use it with his channeling ability?
If yes, then how about from a wand?
For both cases, assume the spell is on his spell list, though it may or may not be a spell known.


70
General D&D Discussion / D&D Movie - The Book Of Vile Darkness on SyFy
« on: November 12, 2012, 03:56:43 PM »
SyFy is showing the D&D Movie - The Book Of Vile Darkness on Sat, Nov 24, 9pm eastern.

Is it worth watching?


71
Off Topic Fun / Samurai Seven
« on: September 16, 2012, 12:59:10 AM »
Every time I watch this show, I see the mechanical samurai and can't help but think "warforged".

72
Gaming Advice / Artificer - Create Item
« on: September 06, 2012, 05:05:40 PM »
When an artificer creates a magic item, I know a UMD check is required to emulate the spell.

But what if the artificer doesn't have the stat in question to cast the spell?  For example, he wants to emulate a cleric-1 spell, but he himself only has a wisdom of 10 - not enough to cast 1st level spells.  Does he need to make a second UMD check to emulate the wisdom score?

73
Gaming Advice / Words of Creation
« on: September 06, 2012, 04:11:24 AM »
Words of Creation (BOED) lets you create "good" magic items at +1 caster level and no extra cost.

I assume "good" magic items are those that require a spell with the [good] descriptor.  I imagine that's a small list.

Is there a way to get this going on all spells?  I know of 2 feats (Consecrate Spell & Purify Spell) that adds [good] to spells, but both raise the spell level* which defeats the purpose.  Anyone know of a way?

* I know there are some who will point out that metamagic feats don't actually raise the spell level.  My DM says that as far as our game goes, it counts as a higher level spell for creating the item.

74
Gaming Advice / Mountain Hammer vs DR/-
« on: September 03, 2012, 12:59:57 AM »
The Tome of Battle strike "Mountain Hammer" says it "automatically overcomes damage reduction and hardness"

Does this include DR x/- ?

75
Gaming Advice / Artificier - take 10 on UMD to create item?
« on: August 22, 2012, 01:18:02 AM »
When an artificier creates an item, she needs to do a UMD check to pretend she can cast the spell.  Can she "take 10" on this check, or is a roll always required?

76
Gaming Advice / Can a Crusader take the same manuever more than once?
« on: August 09, 2012, 01:11:23 AM »
A Crusader (Tome of Battle) gets 5 manuevers.  If he really likes manuever A and B, can he take Ax3 and Bx2, or do all 5 manuevers have to be distinct?  Can he take less than 5?


77
Gaming Advice / Gestalt - Sneak Attack & Psionic Sneak Attack
« on: August 08, 2012, 11:11:51 PM »
If a gestalt character gets 1d6 sneak attack from 1 side and 1d6 psionic sneak attack (lurk) from the other side, do they combine for a +2d6 total?

78
Gaming Advice / Entangle
« on: August 04, 2012, 01:25:33 AM »
Quote from: Entangle
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.


Does the full-round action include both the check AND moving half speed, or is it check only, and hope you make the saving throw so you can half-move next turn?


79
Gaming Advice / Healer class and goodberries
« on: August 02, 2012, 11:54:38 PM »
The healer class has the Healing Hands class feature.

Quote from: MiniHB-9
Healing Hands (Ex): Whenever a healer casts a spell that
cures hit point damage, she adds her Charisma modifier to the
amount of damage healed. For instance, if a 5th-level healer with
an 18 Charisma casts cure light wounds, she cures 1d8+5 points of
damage normally, plus an additional 4 points of damage due to
her Charisma bonus. This bonus applies only to spells of the healing
subschool that she casts as a healer, not to those that she may
have by virtue of levels in another class.

One of the spells they can cast is Goodberry which cures 1 hp per berry.  So does each berry now cure 1+Cha mod?  Is there 1 "super-berry" that cures extra hp?  Extra berries?  Extra berries that only cure damage and does not provide a day's worth of food?

Does Healing Hands even apply to Goodberry?  It cures hp, but it's not of the healing subschool (at least it's not Conjuration(healing)).

80
Gaming Advice / Essentia investing, Rageclaws
« on: August 01, 2012, 02:00:12 PM »
If I invest essentia into a soulmeld, does that same essentia count as invested in the chakra bind?

Eg, rageclaws (TOM-83)
Each point of essentia gives me another 3 points that I can be a negative hp without dying.

Binding rageclaws to the totem gives a +1 enhancement bonus per essentia.

So would the same 2 points of essentia let me go to -15 hp AND give me a +2 enhancement?
Or would that require 4 points of essentia total?

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