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#136
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#137
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I don't have savage species on me but I would probably break up the Centaur progression as: At start: +2 str, -2 int 60' Darkvision Speed 40' Class Skills: Listen, Move Silently, Spot, Survival Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling Favoured class ranger Level Hit dice BaB Fort Ref Will Skills Other 1 1d8 +1 +0 +2 +2 (2+int) x 4 Feat 2 2d8 +2 +0 +3 +3 2+int +2 str, +1 natural Armour, +2 con 3 2d8 +2 +0 +3 +3 - +2 str, +2 dex 4 3d8 +3 +1 +3 +3 2+int +1 natural Armour Large Size, Speed 50', feat, reach/space 10feet 5 3d8 +3 +1 +3 +3 - +1 natural Armour, +2 dex 6 4d8 +4 +1 +4 +4 2+int +2 str, +2 con, +2 wis NOTE You do not gain feats/bonuses to stas as per normal but as per the above table. After level 6 you would gain feats ervery level divisible by three and a stats bonus every level divisible by four as normal. (So next stat bonus is at level 8 and feat at level 9) Last edited by GhostKnight; 02-10-2005 at 05:39 AM. |
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#138
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#139
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There is actually a limit to the number of free actions that can be performed per round. Its ... erm ... this one's going to take me a little while to find, I think.
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#140
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#141
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Would giving skeletons longbows up the CR any? At least by a little like by 1/4 for the lower ones. Like a human skeleton with a longbow would be a CR of 1/2 or 2/3 other that 1/3. Maybe as a ad-hoc points other than a real change.
__________________Just thinking of putting some medium skeletons on the other side of a river or trench. With most thrown weapons being piercing and only base damage dice. It sounds like a good idea. |
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#142
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Okay, I found the free action limits I was thinking of ... forget I went looking for them. What I had partially remembered was the chart limiting the number of automatic actions that deities can take (based on their portfolio). It is not a good analogue for normal PCs taking normal free actions at all.
__________________So, yeah, whatever the DM says. I figure more than 5 is getting pretty ridiculous, though. |
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#143
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Since most rogue/invisible blade builds'll only have three attacks per round, 3 free feints would be good enough for them...four if they're hasted, five if they're multiclass fighter-types. That's fast feinting and one really sorry-looking target
__________________![]() The only time it'd limit them is if they were two-weapon capable as well and so had somewhere between 6 and 8 attacks a round... But oh, wait--the target's got heavy fortification and/or Crit immunity and/or Uncanny Dodge and so you just did only 4d4+(Str x4) damage, cross off all your nasty Sneak stuff ![]() (Speaking of--I think I asked this somewhere but can't remember. What happens when a Feint attempt comes up against Uncanny Dodge? Theoretically, the Uncanny Dodger should be able to still avoid being flatfooted...?) |
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#144
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#145
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Feint doesn't make you flatfooted, it makes you lose your Dex bonus to AC.
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#146
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Well, yeah...able to react uncannily to dodge should apply even when you're deliberately misled. Your body just jumps out of the way without bothering to query the brain on the matter, so the fact that you thought he was going to hit from this side shouldn't matter much :biggrin:
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#147
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Then why are there two separate Uncanny Dodges - if your body can save you from being deliberately misled, shouldn't it save you from being deliberately flanked? I would rather see a "Greater Uncanny Dodge" ability that prevents you from being bluffed.
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#148
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Yes, uncanny dodge allows your body to react to dangers that YOU DON"T KNOW, allowing you to not be caught flat-footed in a surprise or by an unseen attacker.
BUT if you conciously dodge a certain direction, you make your body move in the direction you want it to go, overriding the instinctive dodge. THAT'S what feint does, making you dodge in the direction the attacker wants you to dodge. As Medesha pointed out, it's the ONLY way to SA a rogue, monk or a Barb higher in level than you |
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#149
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(Aside from stunning or immobilizing him, of course.
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#150
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Point
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