RPG game |
Ok, Its been confirmed. This site is causing threats to show up on my AVG maleware detecter. We will be switching sites as of now. I'll not check this site again, and be taking the steps to delete it altogether as the day goes on. Everyone please go to This site Register as a user and Join the new nations game, just copy/paste your character sheets from this site and send them to me in the other game. As for the Spiders Web Campaign; Wybren hasn't been on for days, intrest has seemed to be lost there, I'll not be continueing that game any longer. Hopefully everone follows the game to the new site.... |
| | Posting Rules-Combat | |
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Thimble Fiddlewinks Town Guard
Posts : 38 Join date : 2009-07-23 Age : 41 Location : Baltimore, MD
Character sheet Name: HP: AC::
| Subject: Re: Posting Rules-Combat Thu Aug 13, 2009 1:55 pm | |
| Actually I'm pretty sure a coup de grace is a full round action and thus can only be done with one weapon. | |
| | | DM Admin
Posts : 133 Join date : 2009-07-25 Age : 35 Location : Forest park, Ohio
| Subject: Re: Posting Rules-Combat Fri Aug 14, 2009 8:28 am | |
| Thimble is right::
Coup de Grace As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
Delivering a coup de grace provokes attacks of opportunity from threatening opponents.
You can’t deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to "find" the creature once you’ve determined what square it’s in, and one to deliver the coup de grace). | |
| | | Wybren Veteran Champion
Posts : 128 Join date : 2009-07-19 Age : 42 Location : THe Netherlands
Character sheet Name: Yorin / Radour HP: 11 (R) / 23 (Y) AC:: 17 (R) / 19 (Y)
| Subject: Finbert's color spray Tue Aug 25, 2009 1:27 am | |
| Hi all,
I read in the post that the priestess and the drider are paralysed? How can that be? One is blinded, stunned or knocked unconscious by a color spray, not paralysed. Moreover, the priestess must be at least 3d level (her spell is a 2nd level). Isn't she just stunned? In that case you can't take a coup de grace at her.
Wybren/Yorin | |
| | | DM Admin
Posts : 133 Join date : 2009-07-25 Age : 35 Location : Forest park, Ohio
| Subject: Re: Posting Rules-Combat Tue Aug 25, 2009 1:34 am | |
| Ya, I just posted that, its my fault for a bad choice of words... Didn't honestly know "Paralyzed" was its own condition... SOrry for the miswording guys.
The two are STUNNED. | |
| | | Wybren Veteran Champion
Posts : 128 Join date : 2009-07-19 Age : 42 Location : THe Netherlands
Character sheet Name: Yorin / Radour HP: 11 (R) / 23 (Y) AC:: 17 (R) / 19 (Y)
| Subject: Question Spiritual weapon Tue Aug 25, 2009 5:02 pm | |
| Hi, I have two questions about the Spiritual Weapon spell: 1. Can it be used to attack objects? The spell description says: 'opponents'. 2. Can it make attacks of opportunity on the opponent which it is attacking? The spell has some properties which are 'weapon-like' and others which are 'spell-like'. So it's not clear to me if AoO's can be made with the spiritual weapon. here is the description of the spell: - Spoiler:
A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows. Chaos: Battleaxe Evil: Light flail Good: Warhammer Law: Longsword,
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| | | Thimble Fiddlewinks Town Guard
Posts : 38 Join date : 2009-07-23 Age : 41 Location : Baltimore, MD
Character sheet Name: HP: AC::
| Subject: Re: Posting Rules-Combat Tue Aug 25, 2009 5:19 pm | |
| 1. I don't see why not, it should be able to attack objects just fine. 2. Striking "as a spell, not as a weapon" means it does not get AoO's.
The first is my opinion, based on my (possibly flawed) logic. The second is solid, and basically a clarification on the wording. On page 137 of the PH, in the bottom right corner, first sentence after Making an Attack of Opportunity: "An attack of opportunity is a single melee attack." Since this spell strikes as a spell and not as a weapon, it is not a melee attack. | |
| | | DM Admin
Posts : 133 Join date : 2009-07-25 Age : 35 Location : Forest park, Ohio
| Subject: Re: Posting Rules-Combat Wed Aug 26, 2009 12:28 am | |
| Ya, Spiratual weapon doesn't get AoO's because "You Direct it" which means you can't direct it to do something if its not your turn, plus, its not a living being, construct or anything of the sort. Only a spell. Therefore, it can't be flanked, can't be surprised and can't make AoO's.
Although, It can attack objects. Anything that can be an "Opponent"/"Enemy" in Yorins perception. So, a boarded wall blocking her path can be an "Opponent" to Yorin. SO, she can have it targe nearly anything really. | |
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