Wild talk:43 Two or Three Timing: Difference between revisions
>Mqs No edit summary |
>Mqs No edit summary |
||
(One intermediate revision by one other user not shown) | |||
Line 18: | Line 18: | ||
=== Hmmm? === | === Hmmm? === | ||
* meteor swarm | * meteor swarm | ||
==== Found info about tower shield ==== | |||
Magical Attacks: A tower shield’s effects on | |||
magical attacks depend on the kind of magical attack. | |||
''Any attack aimed at your equipment is aimed at you.'' | |||
If a magical attack has you as a specific target (that is | |||
it does not merely affect the area that contains you | |||
but is aimed right at you), the shield has no effect. All | |||
rays fall into this category, as does any spell that has | |||
a Target entry in its header and any spell that has an | |||
Effect entry and affects creatures (provided, of | |||
course, that the attacker can and does choose the | |||
shield user as a target). Magical attacks that fill areas | |||
(bursts, cones, cylinders, lines, emanations, and | |||
spreads) are subject to all the rules for cover on page | |||
151 of the PH. Such attacks are completely blocked | |||
if line of effect between you and the attack’s point of | |||
origin passes through the side of your space the | |||
shield blocks. You get cover (+4 AC, +2 on Reflex | |||
saves) if the magical attack’s line of effect passes | |||
through the corner of the blocked side. Spread effects | |||
reach around the shield if they normally would | |||
extend into your space, but you still get a Reflex save | |||
bonus for cover when they do. A gaze attack is | |||
blocked if the shield would give you total cover | |||
against attacks from the creature with the gaze attack. | |||
If the shield gives you cover only, you’re still subject | |||
to the gaze attack (although you could avert or close | |||
your eyes to avoid the attack). | |||
This is from the F&Q, though it is my understanding now that we dismiss it entirely. The FAQ makes does make sense in this instance, though, as otherwise we would be rolling for damage to all equipment with every area attack since they would all be considered separate entities. If the tower shield was planted into the ground and let go it would be a separate story since now it is basically just a wall (and would probably be a move action to plant or remove). | |||
Also, you still have to TARGET someone with a ray. | |||
My 2 cents. | |||
== Lurk == | == Lurk == | ||
Line 62: | Line 97: | ||
MW Chain Shirt +4/-1 = AC 18 (touch 14, FF 14) | MW Chain Shirt +4/-1 = AC 18 (touch 14, FF 14) | ||
MW Halberd (10', +5, 1d10+1 x3) | MW Halberd (10', +5, 1d10+1 x3) | ||
Powers: extend reach, moment of insight, biofeedback, synesthete, sensory gloom, precognition, offensive | |||
</pre> | </pre> |
Latest revision as of 12:54, 16 August 2010
Tower Shield and Attack Spells
http://www.d20srd.org/srd/equipment/armor.htm#shieldTower http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#aimingASpell
Any spell with a line with "Target:" works (or those that are AoE). Those without it do not. Eldritch Blast is described as a ray.
Examples that do (with an attack roll)
- shocking grasp
- inflict
- black tentacles
- chill touch
That do not
- scorching ray
- acid arrow
- disintegrate
Hmmm?
- meteor swarm
Found info about tower shield
Magical Attacks: A tower shield’s effects on magical attacks depend on the kind of magical attack. Any attack aimed at your equipment is aimed at you. If a magical attack has you as a specific target (that is it does not merely affect the area that contains you but is aimed right at you), the shield has no effect. All rays fall into this category, as does any spell that has a Target entry in its header and any spell that has an Effect entry and affects creatures (provided, of course, that the attacker can and does choose the shield user as a target). Magical attacks that fill areas (bursts, cones, cylinders, lines, emanations, and spreads) are subject to all the rules for cover on page 151 of the PH. Such attacks are completely blocked if line of effect between you and the attack’s point of origin passes through the side of your space the shield blocks. You get cover (+4 AC, +2 on Reflex saves) if the magical attack’s line of effect passes through the corner of the blocked side. Spread effects reach around the shield if they normally would extend into your space, but you still get a Reflex save bonus for cover when they do. A gaze attack is blocked if the shield would give you total cover against attacks from the creature with the gaze attack. If the shield gives you cover only, you’re still subject to the gaze attack (although you could avert or close your eyes to avoid the attack).
This is from the F&Q, though it is my understanding now that we dismiss it entirely. The FAQ makes does make sense in this instance, though, as otherwise we would be rolling for damage to all equipment with every area attack since they would all be considered separate entities. If the tower shield was planted into the ground and let go it would be a separate story since now it is basically just a wall (and would probably be a move action to plant or remove).
Also, you still have to TARGET someone with a ray.
My 2 cents.
Lurk
Human Lurk 6 5d6 = 10-30; 22 BAB 4 FRW 2/5/5 = 2/9/4 Lurk Augment Psionic Sneak Attack +1d6 Initiative Boost +INT Power Points: 20, Powers Known 6, Max Level: 2 (1,1,1,2,2,2) Skill Points: 4+INT 1 Initiative (1/2) = +4 +3 +1d4 = +7+1d4 2 Stealth -1+4+9=12 3 Notice -1+9=8 4 Inspect -1+9=8 Human Psicraft -1+9=8 Int1 Athletics +1+9=10 Int2 Acrobatics -1+4+9=12 Int3 Deception -1+9=8 FreeK Knowledge (Tactics) -1+9=8 FreeP Profession (Bowyer) -1+9=8 Light+Shield Hu: PBS 1: PRS 3: Improved Initiative 6: Psionic Shot Lurks: Sneak Attack +1d6, and +1d6 per 2. Unfocusing: Will Save (10+INT) or lose psionic focus) Solid Strike: +2 damage, +1 per 1. Stunning Attack: DC 10+INT or stun. +1 DC per 2. Ignore Concealment Mental assault 2 points of Int or Wis, +1 per 2. 12/18/10/16/8/8 MW Comp Longbow (Str +1) (110, +9, 1d8 x3) MW Chain Shirt +4/-1 = AC 18 (touch 14, FF 14) MW Halberd (10', +5, 1d10+1 x3) Powers: extend reach, moment of insight, biofeedback, synesthete, sensory gloom, precognition, offensive