• (2E) Pierce Any Shield

    Rules Discussion spells
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    halfgiantH
    Pierce Any Shield (S M V) Spell Level: 9 Class: Wizard School: Alteration, Metamagic Range: 0 Duration: 1 round Area of Effect: Special Casting Time: 1 round Saving Throw: None Requirements: Somatic, Material, Verbal Source: Wizard’s Spell Compendium Vol 3 Description A more powerful version of pierce magic resistance, this spell must be cast one round before an offensive spell. The spell cast immediately after Pierce Any Shield cannot be stopped by any known magical defenses, including magic resistance, spell turning, spell absorption, anti-magic shell, or counterspell immunity. The target of the subsequent spell can only attempt a saving throw if the spell allows one, and such saving throws suffer a -8 penalty. The Pierce Any Shield spell does not protect the caster from events that would normally disrupt the casting of the subsequent spell. The material component is a silver spike or knife. Notes Common in the Mystara setting; otherwise, very rare.
  • (2E) Lowers Resistance

    Rules Discussion spells
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    halfgiantH
    Lowers Resistance Level: 5 Class: Wizard School: Abjuration, Alteration Range: 60 yards Duration: 1 turn + 1 round/level AOE: One creature Casting Time: 5 Save: None Requirements: Somatic (S), Material (M), Verbal (V) Source: Tome of Magic page 34, Wizard’s Spell Compendium Vol 2 Description This spell enables a wizard to attempt to reduce the magic resistance of a target creature. The target’s magic resistance applies to this spell but functions at only half its normal value. No saving throw is allowed beyond the magic resistance check. If the target has no magic resistance, the spell has no effect. If the spell successfully overcomes the target’s magic resistance, the creature’s magic resistance is reduced by a base of 16% plus an additional 1% per level of the caster. For example, a 9th-level caster would reduce the target’s magic resistance by 25% (16% base + 9% from level). Material Component A broken iron rod. Notes This is an uncommon spell, as noted in the Tome of Magic. The base reduction of 16% is substantially lower than in the spell’s originally published form.
  • Mage Armor, Superior

    Rules Discussion spells epicspell
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    halfgiantH
    Mage Armor, Superior Conjuration (Creation) [Force] Level: Wiz 10 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An invisible but tangible field of force surrounds the touched creature, granting a +12 armor bonus to Armor Class. This bonus does not stack with other armor bonuses, such as those from worn armor or shields, but it can stack with enhancement bonuses to armor or other bonus types (e.g., deflection or natural armor). Unlike mundane armor, greater mage armor imposes no armor check penalty, arcane spell failure chance, or speed reduction. Because it is composed of force, incorporeal creatures cannot bypass it as they can with normal armor. Note: Because 3.5 Epic spell system is very wonky, and overpriced, it was rewritten for 10th spell level. 3.5 Version can be found here.
  • New Patch - Server Update - 3/XX/2025

    EQ
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    halfgiantH
    Sounds good to me.
  • plane, tank, or battleship ??

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    dwarfD
    where will bob install his first lightning cannon ??
  • 0 Votes
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    halfgiantH
    Veil of Absolute Deception School: Illusion (Glamer) [Mind-Affecting] / Abjuration Level: Clr 5 (True Cloak), Sor/Wiz 9 (Superior Invisibility), Psion 9 (Impenetrable Veil) Casting Time: 1 standard action Range: Personal or Touch (see text) Target: You or one creature or object touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless); see text Spell / Power Resistance: Yes (harmless) Amalgamated Spell Level Equivalent: 16th (Highest SL + Avg of the remaining) “In the shadowed halls of forgotten gods, where powermasters weave unseen threads and bend the fabric of thought, a secret was born—a veil so perfect that even the eyes of truth falter. The Veil of Absolute Deception cloaks its bearer in a tapestry of divine mystery, arcane illusion, and psionic denial, rendering them an enigma to all who seek them. To the world, they are a phantom, a lie so profound that reality itself bends to believe it.” Description: Veil of Absolute Deception is a powermaster spell masterful woven of divine, arcane, and psionic power, creating an unbreakable shroud that conceals the target from all forms of perception. This spell reverses the clarity of True Seeing to obscure truth, enhances Superior Invisibility’s total sensory concealment, and incorporates Impenetrable Veil’s psionic barrier to protect against mental and magical detection. The result is a near-perfect disguise that resists even the most potent divination and sensory abilities, making the target an unassailable phantom. Effect: When cast, Veil of Absolute Deception grants the following effects to the target: Total Sensory Invisibility: The target becomes invisible to all senses—sight, sound, smell, touch, and even magical detection—for the duration. This includes immunity to effects that normally reveaal invisibility, such as See Invisibility, Invisibility Purge, and Glitterdust. The target can attack, cast spells, or take other actions without breaking the invisibility, unlike standard invisibility spells. This effect extends to all gear carried or worn by the target, up to their maximum load. Divine Obfuscation: The spell creates a divine veil that obscures the target’s true nature from divination and supernatural senses. Spells and abilities such as True Seeing, Discern Location, Legend Lore, Scrying, and even True Seeing. Psionic Mental Barrier: The spell erects a psionic shield around the target’s mind and presence, rendering them immune to mind-affecting effects (e.g., Detect Thoughts, Dominate Person, or Mind Probe) and psionic detection powers (e.g., Detect Psionics, Clairvoyant Sense). Adaptive Illusion (Combined Effect): The caster can choose an alternate appearance for the target (e.g., a different creature, an object, or an empty space) that adapts dynamically to the observer’s expectations. This illusion affects all senses and is reinforced by the psionic and divine components, making it nearly impossible to disbelieve.
  • Powermaster Spell: Dimensional Ironskin

    Rules Discussion powermaster spell
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    halfgiantH
    Name: Dimensional Ironskin Level: Cleric 7 (Irongaurd, Greater), Wizard 4 (2E Stoneskin), Psion 7 (2E Dimensional Blade) Combined Level: 10 School: Abjuration [Force, Psionic] Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute per level (D) Saving Throw: None Spell Resistance: No The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage. When cast “Your skin takes on a metallic sheen with a stone-like texture, faintly glowing with swirling patterns of planar energy. Metal weapons pass through you harmlessly, while mundane and dimensional melee attacks are absorbed or deflected by the spell’s layered defenses.” Effect: When you cast Dimensional Ironskin, your skin transforms into a shimmering, metallic-stone hybrid infused with faint ripples of planar energy. This spell grants the following protections: Damage Reduction: The affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake’s strike, etc. Immunity to Metal Weapons: You are immune to all damage from metal weapons (natural or manufactured), including melee and ranged attacks, as per Ironguard. This immunity persists for the full duration of the spell. Dimensional Protection: You are immune to melee attacks enhanced by dimensional or planar effects (e.g., a Dimensional Blade or similar psionic/arcane powers that bypass physical defenses by cutting through dimensions). This includes immunity to effects that teleport or sever your planar connection as part of a melee attack.
  • Powermaster Spell: Omniscient Sight

    Rules Discussion powermaster spell
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    halfgiantH
    Spell/Power Details Name: Omniscient Sight Level: Cleric 6 (True Seeing), Wizard 6 (True Seeing), Psion 6 (Pierce the Veil) Combined Level: 9 School/Discipline: Divination (Cleric/Wizard) / Clairsentience (Psion) Casting Time/Manifestation Time: 1 standard action Range: Personal or Touch (see below) Target: You or one creature touched Duration: 1 minute/level (D) Saving Throw: None or Will negates (harmless) Spell Resistance/Power Resistance: No “When you invoke Omniscient Sight, your eyes glow with a radiant light suffused with arcane runes and psionic energy. The world around you unveils its secrets as divine insight merges with arcane mastery and psionic clarity. Illusions melt away, hidden truths stand revealed, and the veils of deception part before your omniscient gaze.” Description Omniscient Sight combines divine revelation, arcane precision, and psionic clarity to grant the caster or a touched creature an unparalleled ability to perceive reality. Upon casting or manifesting this spell/power, the subject’s senses are heightened to a supernatural degree, piercing all forms of deception and illusion. The subject gains the following benefits: True Vision: The subject sees through all illusions (including invisibility, blur, displacement, mirage arcana, and similar effects), magical darkness, and polymorph or shapechanging effects, perceiving the true form of creatures and objects within 360 feet. This includes seeing through mundane disguises and obfuscations (e.g., fog, smoke) as if they were not present. Enhanced Detection: The subject automatically detects the presence of magical auras (as per Detect Magic), psionic auras (as per Detect Psionics), and alignment auras (as per Detect Evil/Good/Law/Chaos, all four simultaneously) within 360 feet, with no concentration required. With a standard action, the subject can analyze these auras to determine their strength, school/discipline, and specific properties. Mental Clarity: The subject gains immunity to mind-affecting illusions (e.g., phantasmal killer, weird) and a +4 bonus on Will saves against other mind-affecting effects for the duration, reflecting the psionic influence of mental discipline. Spiritual Insight: The subject can perceive the spiritual essence of creatures, gaining knowledge of their alignment (good, evil, lawful, chaotic) and whether they are undead, outsiders, or elementals, without requiring a check.
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    halfgiantH
    Amalgamated Spell: Dimensional Triad Anchor Level: Cleric 4, Sorcerer/Wizard 4, Psion/Wilder 4 Combined Woven Spell Level: 8 School/Discipline: Abjuration (Divine), Abjuration (Arcane), Psychoportation (Psionic) Components: V, S (Verbal, Somatic) for Cleric/Wizard; Mental Focus (Psionic) Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature or object Duration: 1 minute/level (D) Saving Throw: None Spell Resistance/Power Resistance: Yes Description Dimensional Triad Anchor combines the divine authority of the gods, the arcane mastery of the multiverse, and the psionic manipulation of spacetime into a singular, potent effect. When cast, you emit a shimmering ray of energy that fuses radiant divine light, arcane glyphs, and a pulsating psionic resonance. This ray locks the target in place within the dimensional fabric, preventing all forms of extradimensional movement or travel. Effect The target is enveloped in a field of interlocking energies: a glowing divine aura, swirling arcane runes, and a subtle psionic hum. Dimensional Lock: The target cannot use any form of extradimensional travel or movement for the duration of the spell. This includes, but is not limited to: Teleportation effects (e.g., teleport, dimension door, greater teleport). Planar travel (e.g., plane shift, gate, astral projection). Ethereal or incorporeal movement (e.g., ethereal jaunt, etherealness). Psionic teleportation powers (e.g., psionic teleport, psionic dimension door). Universal Resistance: The caster level check (or manifester level check for psionic manifestation) is made at +4 to reflect the combined potency of the three traditions. Components Verbal (V): A resonant chant invoking divine authority, arcane precision, or psionic focus, depending on the caster’s tradition. Somatic (S): A gesture that traces a triangular sigil in the air, symbolizing the unity of divine, arcane, and psionic power. Mental Focus (Psionic): For psionic manifesters, the power requires intense concentration rather than verbal or somatic components, in line with psionic mechanics.
  • The Erithar Kingdom

    Lore
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    daermadmD
    Sourced from this journal: Re: [Gorlen Blackhammer – Journal Entry #367](in the Year of -647) Erithar Kingdom Overview A Kingdom Reborn in Steel and Honor Government & Leadership Erithar is ruled by the Sovereign Council, a blend of warrior-kings, strategists, master crafters, and scholars. King Darius Velkor, the Reforged Sovereign, leads the kingdom with a balance of tradition and progress, ensuring Erithar remains both a military powerhouse and a beacon of innovation. Culture & Society Erithari society values discipline, honor, and craftsmanship. The caste system of the old kingdom has been replaced by a merit-based hierarchy, where warriors, smiths, and scholars alike can ascend based on skill and service. The kingdom is renowned for its Reforged Legions, battle-hardened troops wielding enchanted weapons and specialized war machines. Geography & Key Locations Veltrith Citadel – The heart of the kingdom, home to the Sovereign Council and the grand war halls. Blackforge Peaks – The industrial and magical crafting center, where dwarves and human artisans create legendary arms and armor. The Reforged Bay – A once-ruined port city, now a thriving trade hub connecting Erithar to neighboring lands. The Obsidian Arena – A battleground where warriors prove their might against the kingdom’s deadliest challenges. The Sylvan Verge – A mystical borderland where Erithari warriors train with elven spellblades and druids. Epic-Level Adventure Hooks in Erithar The Unfinished War The Autaria Dynasty, despite being neutral, has been secretly funding rogue warlords within Erithar. A hidden faction of Autarian warlords seeks to destabilize the kingdom by rekindling ancient blood feuds. The Sovereign Council seeks heroes to uncover the conspiracy, infiltrate enemy ranks, and prevent a war before it begins. The Hammer of the First King Legends speak of an ancient weapon, the hammer of the first Ebon Sovereign, lost during Erithar’s downfall. New texts suggest that it lies within a forgotten vault beneath the Blackforge Peaks. However, the vault is guarded by ancient constructs, cursed remnants of the kingdom’s past, and a sentient forge-spirit that judges the worthy. The Warlord’s Challenge A mighty warlord from beyond Erithar’s borders has declared the kingdom unworthy of its rebirth. He issues a challenge—defeat his army in ritual combat, or submit to his rule. His mercenary legion consists of ancient warriors bound by cursed oaths, requiring not just strength but strategic brilliance to overcome. The Ember Pact Betrayal The Ember Pact, the coalition of master smiths, has discovered a new method of forging soul-infused weaponry. However, their lead artificer has gone rogue, escaping with the knowledge and selling it to the highest bidder. The party must track him down, navigate through political intrigue, and decide if such power should exist at all. The Siege of the Shattered Bay A naval force of unknown origin has begun a supernatural siege on the Reforged Bay. Ships appear and vanish like ghosts, striking at key supply routes. Entire warships disappear without a trace. Is it an old enemy seeking revenge, or something older and more sinister awakening beneath the waves? The Soulforge Gambit Beneath the Obsidian Arena, a long-sealed vault houses an ancient machine capable of reforging warriors into nearly unstoppable beings. A rogue faction within the Reforged Legions seeks to activate it, willing to sacrifice hundreds of soldiers to create a godlike warlord. The heroes must decide whether to destroy or control this power. The Tournament of Kings Every 100 years, the Tournament of Kings is held in Erithar—an epic contest where champions battle for glory, power, and the right to challenge the king himself. However, this year’s tournament is different—one of the contestants is an outsider with a claim to the throne, and the tournament may be a cover for something far more sinister. The Hunt for the Shadow Vanguard A legendary covert group of Erithari warriors, the Shadow Vanguard, disappeared centuries ago during the kingdom’s fall. Now, their leader has returned, unchanged by time, claiming that something unnatural has kept them trapped between life and death. The heroes must uncover their fate, battle against time-warped foes, and decide whether to free or destroy the vanguard.
  • Boston Dynamics... time to up your game ;p

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    dwarfD
    with a $14k price tag, it’ll be interesting to see what kind of nifty things get built around it https://newatlas.com/ai-humanoids/worlds-first-front-flip-humanoid-robot-engineai/
  • Weapon Size Table

    Game Discussion cheatsheet weaponsize
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    halfgiantH
    ChatGPT extrapolation
  • Spell Point Regeneration

    Game Discussion cheatsheet
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    daermadmD
    @halfgiant said in Spell Point Regeneration: Mental Clarity [Mystic] Everquest Player’s Handbook (Page 133) I can see a feat adding to the ability modifier. We don’t have meditation as a thing. Honestly I never really worried about mana regen at levels 10+ as around that time, people generally started getting access to travel to go rest safely or small portable cottages, or spells. For low level, which we never play at, these numbers are a huge deal. For NPC raw numbers (Kargin crafting, etc), sure they matter some.
  • Ioun Stones

    Game Discussion
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    dwarfD
    dregs hadn’t reached Epic yet when we stopped that game - he was getting close to 16 / 16 / 16 so it’d be a year or two of adventuring before he’d graduate to Epic Alchemist
  • Special Ability Types

    Game Discussion cheatsheet specialabilities
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    halfgiantH
    Table: Special Ability Types Extraordinary Spell-Like Supernatural Dispel No Yes No Spell resistance No Yes No Antimagic field No Yes Yes Attack of opportunity No Yes No Dispel: Can dispel magic and similar spells dispel the effects of abilities of that type? Spell Resistance: Does spell resistance protect a creature from these abilities? Antimagic Field: Does an antimagic field or similar magic suppress the ability? Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does? – Extraordinary Abilities (Ex) Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training. These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are standard actions unless otherwise noted. Spell-Like Abilities (Sp) Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell: Using a spell-like ability while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated. A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is: 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Some creatures are actually sorcerers of a sort. They cast arcane spells as sorcerers do, using components when required. In fact, an individual creature could have some spell-like abilities and also cast other spells as a sorcerer. Supernatural Abilities (Su) Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is: 10 + ½ the creature’s HD + the creature’s ability modifier (usually Charisma).
  • Counterspell

    Game Discussion cheatsheet counterspells
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    halfgiantH
    Counterspells It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane. How Counterspells Work To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.) If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things. To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results. Counterspelling Metamagic Spells Metamagic feats are not taken into account when determining whether a spell can be countered Specific Exceptions Some spells specifically counter each other, especially when they have diametrically opposed effects. Dispel Magic as a Counterspell You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, dispel magic doesn’t always work as a counterspell.
  • Grapple

    Game Discussion grapple cheatsheet
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    halfgiantH
    Grapple ## Grapple Checks Repeatedly in a grapple, you need to make opposed grapple checks against an opponent. A grapple check is like a melee attack roll. Your attack bonus on a grapple check is: Base attack bonus + Strength modifier + special size modifier ## Special Size Modifier The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. Use this number in place of the normal size modifier you use when making an attack roll. Starting a Grapple To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses). Step 1 Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2. Step 2 Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3. Step 3 Hold. Make an opposed grapple check as a free action. If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike. If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are. In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie. Step 4 Maintain Grapple. To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.) Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target. If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1. Grappling Consequences While you’re grappling, your ability to attack others and defend yourself is limited. No Threatened Squares You don’t threaten any squares while grappling. No Dexterity Bonus You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.) No Movement You can’t move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling. If You’re Grappling When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses. Activate a Magic Item You can activate a magic item, as long as the item doesn’t require a spell completion trigger. You don’t need to make a grapple check to activate the item. Attack Your Opponent You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a –4 penalty on such attacks. You can’t attack with two weapons while grappling, even if both are light weapons. Cast a Spell You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell. Damage Your Opponent While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a –4 penalty on your grapple check. Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual –4 penalty for changing lethal damage to nonlethal damage. Draw a Light Weapon You can draw a light weapon as a move action with a successful grapple check. Escape from Grapple You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s). Move You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple. Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple. Retrieve a Spell Component You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check. Pin Your Opponent You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below). Break Another’s Pin If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned. Use Opponent’s Weapon If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a –4 penalty (doing this doesn’t require another action). You don’t gain possession of the weapon by performing this action. If You’re Pinning an Opponent You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent’s weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking. You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt (see Disarm). You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa). You can’t draw or use a weapon (against the pinned character or any other character), escape another’s grapple, retrieve a spell component, pin another character, or break another’s pin while you are pinning an opponent. If You’re Pinned by an Opponent When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a –4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling. Joining a Grapple If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple. If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against. Multiple Grapplers Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple. When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.
  • All things crApple...

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    dwarfD
    CIA reacharound ?? feels like a CIA reacharound (( can’t believe i’m rooting FOR apple !! )) https://reclaimthenet.org/uk-government-secretly-orders-apple-to-build-global-icloud-backdoor
  • Plotting with the manaverse

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    daermadmD
    @halfgiant said in Plotting with the manaverse: If Feb 8th is the day being referred to, then Yes i can swing that. Yeah, I meant the 8th. I was dealing with my daughter’s make up driver’s ed class on the 6th. had that date stuck in my head.
  • Windows Operating System

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    daermadmD
    @halfgiant said in Windows Operating System: I’m looking to setup to run Windows on my new laptop for gaming. Is Windows 11 a hot mess these days? What is recommended? I run Windows 11 on my work laptop and have no issues running games on it. At least ones that the on board video can support. No issues with Windows itself. I’ll agree that there is a fuck ton of telemetry built in. Even disabling it with various tools only really helps until the next major update (H1/H2 cycle).