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  #76  
Old Oct 23rd, 2013, 01:35 AM
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Quote:
Originally Posted by Sir Alex View Post
FYI, my wife's probably having our baby tonight.
WOOT!
Quote:
Originally Posted by dirkoth View Post
FYI, Fil
Shadowdancer gives Evasion as a class ability. Typically, game rules have "if you have evasion already, you gain improved evasion", but shadowdancer does NOT say that. So, is that a mistake, and it should, or is that intentional, and you don't get anything more than evasion, even if you already have it. I'm cool either way, just wondering.. my first time ever playing one, been hoping forever for a chance.
awesome!
universally, evasions stack into imp. evasion... so go ahead even though the text doesn't specify it.
Congrats on an excuse to play one.
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  #77  
Old Oct 23rd, 2013, 01:36 AM
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So how did we band together? A strike force assembled by the Silver Flame or just a band of rogue mercenaries?
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  #78  
Old Oct 23rd, 2013, 01:43 AM
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Congrats, Alex!

The SRD seems to have the base incorporeal information, which was revised several more times.

I'm using the D&D 3.5 Rules Compendium, page 64. The incorporeality entry is about two pages long. I always make sure to reread it before I play an incorporeal character, which is pretty often. This is the way that I've normally played it with other DMs, but I thought I would ask because it is tricky.

I'm going to quote a couple rules that I think might be important to the game.

Quote:
Originally Posted by Rules Compendium, Incorporeality, Harming, page 64
Even when hit by spells (including touch spells) or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source--except...

For attacks the require attack rolls, the to ignore damage is treated as a 50% miss chance. If a creature receives miss chance from multiple sources. such as being incorporeal and having concealment, they don't stack. Only he highest miss chance applies.

Nondamaging effects affect incorporeal creatures normally unless such effects require corporeal targets to function (such as implosion) or they create a corporeal effect... (such as web).
The first one we know, but it states damage only.

The reason I pointed out the second is because an incorporeal creature takes a 50% miss on attacks from within objects, but that would be pointless if they already had a miss chance. That's circumstantial but it fits with most of the rest of the text.

The thread you linked did not seem to mention that you can use nondamaging effects to attack incorporeal foes, and since I am considering Seer I did not plan of stacking up damage powers. This is probably important for most of us to know.

Quote:
Originally Posted by Rules Compendium, Incorporeality, Attacking
An incorporeal creature's attacks ignore... An incorporeal touch attack isn't the same as a melee touch attack--armor can work against an incorporeal touch attack if the armor has the ghost touch property.

Non-magical attacks made by an incorporeal creature with a melee weapon have no effect on corporeal, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance, except for attack it makes with a ghost touch weapon, which are made normally (no miss chance).

If an incorporeal creature throws a thrown weapon or shoots a ranged weapon, the projectile becomes corporeal as soon as it's thrown or fired, and thus can affect a corporeal target normally (no miss chance).
There is no note about a miss chance on incorporeal touch attacks. That really should be mentioned in the Monster Manual if it were meant to work that way. Presumably, an incorporeal creature could use an incorporeal touch in order to transfer a touch spell without the 50% miss chance on damage.

I'm not sure about why the difference for melee and ranged, but they made one. The question would be if ranged touch attacks count as ranged weapon attacks. I think they should, given the way weapon-like spells generally work. In fact, the text says nothing about spells affecting corporeal targets, and so a ghost's fireball ought to do full damage against PCs.

Quote:
Originally Posted by Expanded Psionics Handbook, Psion Uncarnate, Shed Body, page 149
His material weapons also remain corporeal.

He can use equipment normally, deriving benefits from items that enhance his capabilities; however, all of his equipment remains material even when the character is uncarnate.

He is immune to all nomagical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source, except...
The EPH does not mention anything about miss chances, and it does not have the updated rules. However, the class feature is designed for this problem, and this whole discussion might be mute except for clearing up incorporeal enemies.

Note, the class would probably have a feature for attacking corporeal foes if needed. This makes it more advantageous to be incorporeal, but it probably should be considering it is a power.
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Last edited by Grenadier; Oct 23rd, 2013 at 02:13 AM.
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  #79  
Old Oct 23rd, 2013, 01:49 AM
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sorry to keep asking questions, but... it's probably faster to ask and get an answer, than take forever on my own to find it.

What do we do with skills in 3.5 that aren't in Trailblazer/PF? I can figure some (move silent is stealth), but what about Concentration, in regard to TOB maneuver that allows you to roll a concentration check in place of a will save? how does that transfer?
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  #80  
Old Oct 23rd, 2013, 01:57 AM
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Congrats on the baby! and sneaky Whisper Gnome complete and up in character folder!
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  #81  
Old Oct 23rd, 2013, 02:03 AM
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Concentration remains a skill under Fil's rules, and it will likely be combined with Autohypnosis.

Most skills that aren't condensed are still around. That mainly means the specialty skills (Martial Lore, for example) plus Concentration.
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  #82  
Old Oct 23rd, 2013, 02:09 AM
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Quote:
Originally Posted by Grenadier View Post
Concentration remains a skill under Fil's rules, and it will likely be combined with Autohypnosis.

Most skills that aren't condensed are still around. That mainly means the specialty skills (Martial Lore, for example) plus Concentration.
on target as usual.
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  #83  
Old Oct 23rd, 2013, 02:15 AM
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Is the DM in me showing?
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  #84  
Old Oct 23rd, 2013, 02:22 AM
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Congrats Alex.
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  #85  
Old Oct 23rd, 2013, 10:03 AM
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thanks. I'll just write it in on my sheet then.
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  #86  
Old Oct 23rd, 2013, 01:11 PM
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Congratulations to Sir Alex.
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  #87  
Old Oct 23rd, 2013, 01:21 PM
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Great! all the characters are loaded into the thread now!
So... I'll be compiling them to look at balance and outlyers in different aspects so I can see how strong the team is as a whole so I know what you can statistically handle under normal circumstances. This will largely decide the "CR" of stuff I throw at you, whether it be hostile pirate ships or a single Beast From Hell, I'll hopefully see a sweet spot where no one is overwhelmed or having too easy a time.
Just looking at everything in a glance, I think only some minor tweaks may be needed to make this a functional game. It'll take a few days for me to do this, so maybe by this weekend we can be underway.
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  #88  
Old Oct 23rd, 2013, 04:22 PM
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once again, confused. Sorry, but I would rather fully understand something by asking stupid questions than think I do and remaining silent.

Magic spells, BMB. I have six levels of Wizard, and six levels of Witch. I gain a +6 BMB from both/either. So, my BMB is 6, correct? I can't go higher than that. 6 BMB gives me 4/3/3/2.

And, I get bonus spells per my casting stat, which is intelligence. so, I get 0/1/1/1 for that, giving me a total of 4/4/4/3.

However, in this E6/Gestalt game, I have no idea how that interacts with two casting classes. Do I get 4/4/4/3 for each spell list/class?

And, am I reading right, that I no longer have a "spells known" per say, but that I have a pool of all spells to draw from to ready each time? If so, how does that work with specialization, for example in necromancy or abjuration?

And is the spell/casting/etc. dynamic about the same as that of the 3.5 Spirit Shaman, for example? Big list of spells, choose so many at each level each time, but cast them repeatedly (like a sorcerer)? Is that how this works? Or am i reading all wrong?
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  #89  
Old Oct 23rd, 2013, 04:23 PM
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And Fil, Rhoma is not complete, but she gets closer with each break from the conference I am attending, so save her for last or check back and see what is updated as I get time to work on her.
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  #90  
Old Oct 23rd, 2013, 04:57 PM
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For the purposes of this E6 gestalt game, all spellcasting is combined for purposes of spells "readied" & spell slots.

So since you have Wiz 6/Witch 6 you can ready 4/4/4/3 spells per rest & you gain 4/4/4/3 spell slots per rest. These readied spells and spell slots are from ALL your spell casting classes. So you can ready a combination of 4/4/4/3 Wizard and or Witch spells and then you have 4/4/4/3 slots with which to cast them.

Essentially it simplifies spell casters by removing the need to keep track of separate spells per day. By the same token it weakens them because multiclass spellcasters must pick and choose which class spells they want to prep.
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Last edited by Eviltedzies; Oct 23rd, 2013 at 04:58 PM.
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