For your heal check he doesn't seem to have any visible symptoms other than a severe sunburn and major dehydration. As you search you remove his headgear to find long pitch black hair. He appears to be human but his pale skin and dark feature tells you there is something off about him.
As you do the physical examination you find a hidden pocket in his coat. It seems to have been sewn closed but when you handle the material you can feel the awkward weight. You also come across a fine looking dagger and a small coin back.
Omega group were waiting on Inoknownames to post for y'alls update.
And Alpha group just got an update not too long ago
Last edited by Doc_Pippin : 11-14-2012 at 05:37 AM.
But SO much better! How many Paladins can cast a FREE True Resurrection or really most of the curative abilities the Healer gets.
Hm.... a more defensive Paladin.... that's actually not too bad for a low tier...
Quote:
Originally Posted by Doc_Pippin
Flurry is part, it takes the first attack and exchange it with the flurry and allow additional attacks based on BAB. The only thing is you can't multi-flurry which I understand.
I was under the assumption that it was it's own action, not a Full Attack... I wonder why more people don't combined Pounce Barbarian and Monk some how... I bet there are ways to do it.
Quote:
Originally Posted by Doc_Pippin
Omega group were waiting on Inoknownames to post for y'alls update.
No you're not! My post was there the entire time! <.< >.> <.< >.>
Last edited by INoKnowNames : 11-14-2012 at 10:44 AM.
I was under the assumption that it was it's own action, not a Full Attack... I wonder why more people don't combined Pounce Barbarian and Monk some how... I bet there are ways to do it.
you need dragon magazine for the Chaos monk who's flurry is more random because monk requires lawful while barbarian requires non-lawful
you need dragon magazine for the Chaos monk who's flurry is more random because monk requires lawful while barbarian requires non-lawful
If you start with Barbarian then go into Monk, you lose Rage, and can't take further Barbarian levels. Trade off Rage, and you haven't lost anything... right?
If you start with Barbarian then go into Monk, you lose Rage, and can't take further Barbarian levels. Trade off Rage, and you haven't lost anything... right?
I don't believe there is anything you can trade it for which does not require chaotic alignment.
If you start with Barbarian then go into Monk, you lose Rage, and can't take further Barbarian levels. Trade off Rage, and you haven't lost anything... right?
Thats a huge loss though because the only way to completely lose Rage is Crafty Hunter (UA, p 58): Gain favored enemy, archery combat style, improved archery combat style, and greater archery combat style. Lose rage and indomitable will. Which kinda doesn't help Monks at all.
with the Monks belt(5), Monks tattoo(4), Superior unarmed strike(4), Sandals of the Tiger's Leap and the Gauntlets of the talon (5) Monk 2 then crossing to Barb you don't lose any class abilities and if you take the ACF Whirling Frenzy (Rage increases Strength, Ref saves and AC, and allows an extra attack each turn, instead of normal benefit.) for UA you can flurry for two hits at -3 +normal bab attacks +1from frenzy and +1 from haste and +1 from snap kick +1 from the sandals so you effectively get your normal amount of attacks +5
So at level 20 you hit 9 times on a pounce as a 20th level monk for Unarmed damage. AC as a 16th level, speed as a 11th level (+10 barbs bonus), Ki progression to magic, Stunning fist as a 7th level monk & and a 19th level barbarian, ghost touch on all unarmed strikes which now count as slashing weapons, ((W/ Necklace of Natural Attacks)) Enchanted
With the first hit dealing x2 damage
If you want a different flavor you could even go Monk 2/Barbarian 8/Drunken master 10 doing Monk level 20 damage +1D12 for improvised weapons + a slew of other abilities and fun
Last edited by Doc_Pippin : 11-14-2012 at 08:32 PM.
I don't believe there is anything you can trade it for which does not require chaotic alignment.
Chaos Monk is a simpler option.
True, but getting a Dm to accept Ferocity as not being Rage might be easier than getting a Dm to accep Dragon Magazine for some reason...
Quote:
Originally Posted by Doc_Pippin
Thats a huge loss though because the only way to completely lose Rage is Crafty Hunter (UA, p 58): Gain favored enemy, archery combat style, improved archery combat style, and greater archery combat style. Lose rage and indomitable will. Which kinda doesn't help Monks at all.
Eh, the only thing that matters is trading Barbarian Fast Movement for Pounce, right? Still, I see where you're coming from.
Quote:
Originally Posted by Doc_Pippin
with the Monks belt(5), Monks tattoo(4), Superior unarmed strike(4), Sandals of the Tiger's Leap and the Gauntlets of the talon (5) Monk 2 then crossing to Barb you don't lose any class abilities and if you take the ACF Whirling Frenzy (Rage increases Strength, Ref saves and AC, and allows an extra attack each turn, instead of normal benefit.) for UA you can flurry for two hits at -3 +normal bab attacks +1from frenzy and +1 from haste and +1 from snap kick +1 from the sandals so you effectively get your normal amount of attacks +5
So at level 20 you hit 9 times on a pounce as a 20th level monk for Unarmed damage. AC as a 16th level, speed as a 11th level (+10 barbs bonus), Ki progression to magic, Stunning fist as a 7th level monk & and a 19th level barbarian, ghost touch on all unarmed strikes which now count as slashing weapons, ((W/ Necklace of Natural Attacks)) Enchanted
With the first hit dealing x2 damage
If you want a different flavor you could even go Monk 2/Barbarian 8/Drunken master 10 doing Monk level 20 damage +1D12 for improvised weapons + a slew of other abilities and fun
Wait, why do Monks suck again? I know they aren't game breaking or anything, but for a while, I've thought of the Monk as a Core Truenamer (I've tried that. Not a big fan). If this is all accurate, I might ask that question again... maybe I'll wait for Monday...
In any case, shouldn't Omega Team be getting an update soon?
Last edited by INoKnowNames : 11-14-2012 at 09:03 PM.
Omega's update is incoming don't worry I just had to deal with my Junior sailors before I could focus for five mins. ((I just whipped the Monk Barb stuff up from memory)) Monk in Core is terribly weak but if many source books are allowed they begin to even out ((Especially if some one can cast Greater Mighty Wallop, a 24hr counts as +5 size catagory adds alot of damage))
Oh, that's good, so I can eavesdrop a little... maybe.
__________________
After years of disintoxication I'm back in the D&D tunnel
"I don’t understand God. I don’t understand how He could see the way people treat one another, and not chalk up the whole human race as a bad idea. I guess He’s just bigger about it than I would be."
Jim Butcher-Dresden Files, book 3
Ya as Human you can pick any language except secret ones like druidic. Your only Native language as a human is common
Sylvan is the language of forest folk and fey
Celestial is the language of the heavenly planes
and as a Sorcerer you most likely know Draconic because that's where you draw your power from
And just in case someone doesn't understand the number of bonus languages its your native and Common +x where X is your int modifier. Likewise you can learn more by spending 2 skill points (Each) (And RPing it in game) (only 1 skill point if you have speak language as a class Skill)
Last edited by Doc_Pippin : 11-15-2012 at 06:27 AM.
I really don't want to be the one to say this, but Mage Armour doesn't stack with regular armour. Why they didn't make the level 1 Force Domain spell "Shield" instead I'll never know.
And yes, I've done this myself. Next time I build a Force Cleric they'll have a dip of one of those classes that gives Wis to AC and abandon normal armour altogether.
After a DM clarification on fly speed - Up is at half speed, down is at double - but is there a minimum angle to count as up/down? Too high or too low an angle would be abusable. I'd suggest in the region of 15-30' from Horizontal.
15' is the minimum to prevent someone gaining ground-speed by climbing a bit and then gliding for a long distance at double speed.
30' is the maximum to prevent someone gaining more height by flying at normal speed at 30' vs someone at half speed straight up.
Those are for max angle of climb (good is any), not the difference between level flight and up/down. I also think those are the wrong way round...
Ok I found the actual mechanics
Spoiler
Fly
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:
Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.
Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
Average: The creature can fly as adroitly as a small bird.
Poor: The creature flies as well as a very large bird.
Clumsy: The creature can barely maneuver at all.
A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line.
Moving in Three Dimensions
Tactical Aerial Movement
Once movement becomes three-dimensional and involves turning in midair and maintaining a minimum velocity to stay aloft, it gets more complicated. Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuverability, as shown on Table: Maneuverability. The entries on the table are defined below.
Minimum Forward Speed
If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.
Hover
The ability to stay in one place while airborne.
Move Backward
The ability to move backward without turning around.
Reverse
A creature with good maneuverability uses up 5 feet of its speed to start flying backward.
Turn
How much the creature can turn after covering the stated distance.
Turn in Place
A creature with good or average maneuverability can use some of its speed to turn in place.
Maximum Turn
How much the creature can turn in any one space.
Up Angle
The angle at which the creature can climb.
Up Speed
How fast the creature can climb.
Down Angle
The angle at which the creature can descend.
Down Speed
A flying creature can fly down at twice its normal flying speed.
Between Down and Up
An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance of level flight.
Table: Maneuverability
Maneuverability
Perfect Good Average Poor Clumsy
Min forward speed None None Half Half Half
Hover Yes Yes No No No
Move backward Yes Yes No No No
Reverse Free –5 ft. No No No
Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft.
Turn in place Any +90º/–5 ft. +45º/–5 ft. No No
Maximum turn Any Any 90º 45º 45º
Up angle Any Any 60º 45º 45º
Up speed Full Half Half Half Half
Down angle Any Any Any 45º 45º
Down speed Double Double Double Double Double
Between down 0 ft 0 ft 5ft 10ft 20ft
and up
Yes, but that still doesn't specify what counts as up/down. Is flying along at 5' to the horizontal considered level flight? I'd suggest anything up to 15' counts as such, otherwise you can fly up a little bit at half speed and then glide a very long distance at twice speed and go faster than if you'd just flown flat.
Yes I understand what your saying but as the rules don't exist I would have to assume that in a 360 degree world Up would be the cone above your completing 1/4 of your Total capable movement while down would be the same.
I really Wish I could just draw on the screen
so from your pan view of facing forward with you taking the anatomical position you would have two effective 180 degree views one in front and one in back regardless of elevation to qualify for game conditions it would be easier to split the 180 into equal parts of 60 degrees giving six angles.
So their would be Up Normal and Down forward and back.