• Drucken

Autor Thema: Auf der Wache  (Gelesen 20753 mal)

Beschreibung:

0 Mitglieder und 2 Gäste betrachten dieses Thema.

Faena d'Cannith

  • Beiträge: 1186
    • Profil anzeigen
Auf der Wache
« Antwort #15 am: 04.11.2008, 09:13:55 »
Zitat von: "Sensemann"
Zitat von: "Sehayne d'Medani"
Zitat von: "Sensemann"
P.S. Hast Du eigentlich mal auf Auftreten gewürfelt gehabt?:unsure:


Nein. Ich versteh die Beschreibung von inspire courage aber auch so, dass ich nur die geforderten Ränge haben muss und dass das Ergebnis des eigentlich aktivierenden Perform-checks keine Rolle spielt (ich finde jedenfalls nirgends eine Angabe, welchen Basiswert ich schaffen müsste, um mein Perform überhaupt aktivieren zu können).

Wenn Du das anders gehandhabt sehen willst oder ich einen Denkfehler mache, weis mich bitte drauf hin.


Bin gerade ohne das Buch, aber ich meine mich zu erinnern, dass beim Thema Bardenmusik, worunter ja Inspire Courage fällt, etwas von einem Auftretenwurf zu lesen war...

Ich schaue mal nach, wnen ich die Tage mal wieder Zeit dafür hab...

Die schnelle Antwort lautet:
Es kommt auf die Fähigkeit an, die der Barde einsetzt. Bei Countersong steht dabei, dass ein Perform-Check gemacht wird. Bei vielen anderen Bardic Performance Fähigkeiten spielen aber nur der Level des Barden und eine entsprechende Anzahl von Rängen eine Rolle. Inspire Courage fällt in diese Kategorie.
Dies ergibt sich auch aus der Beschreibung des Perform Skills, wo keine Difficulty dafür angegeben ist. Mit anderen Worten: Sehayne hat recht. ;)
Hexenmeister müssen vor allem schön und nicht intelligent sein.
Vom SL anerkannte Versagerin
SL Gehilfin bei Regelfragen

Sensemann

  • Administrator
  • Beiträge: 43207
    • Profil anzeigen
    • DnD-Gate
Auf der Wache
« Antwort #16 am: 04.11.2008, 09:44:01 »
Spoiler (Anzeigen)
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Baellanna

  • Beiträge: 366
    • Profil anzeigen
Auf der Wache
« Antwort #17 am: 04.11.2008, 09:57:31 »
Spoiler (Anzeigen)

Sensemann

  • Administrator
  • Beiträge: 43207
    • Profil anzeigen
    • DnD-Gate
Auf der Wache
« Antwort #18 am: 06.11.2008, 23:13:30 »
Übrigens: Laut Regeln sind nun auf die Pathfinder Beta Prestigeklassen erlaubt hier 8)
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Sensemann

  • Administrator
  • Beiträge: 43207
    • Profil anzeigen
    • DnD-Gate
Auf der Wache
« Antwort #19 am: 08.11.2008, 16:15:24 »
@Sehayne d'Medani: Ist Deine Pathfinder Stadt in Ketten Runde eingeschlafen? :unsure:
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Sehayne d'Medani

  • Beiträge: 192
    • Profil anzeigen
Auf der Wache
« Antwort #20 am: 08.11.2008, 20:29:12 »
noch nicht ganz.  Mir sind 2 Spieler abhanden gekommen, von denen ich von einem hoffe, dass er sich schleunigst mal meldet, während mir der andere seine Rückkehr für nächste Woche avisiert hat. Ich bin allerdings am Überlegen, was ich mache, wenn sich auch nächste Woche nichts tut. Ich würde dich also bitten, noch etwas mit der Schließung zu warten, möglicherweise kriegst Du aber demnächst von mir eine entsprechende PM.

Sensemann

  • Administrator
  • Beiträge: 43207
    • Profil anzeigen
    • DnD-Gate
Auf der Wache
« Antwort #21 am: 08.11.2008, 21:12:36 »
Wollte auch nicht gleich mit dem Schliessen drohen, sondern einfach nur fragen, was los ist, da es dort so still geworden ist. :(

Schreib mir ansonsten, wie Du selbst sagst, einfach eine PM, falls ich irgendwie tätig werden muss, was ich nicht hoffe
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Sensemann

  • Administrator
  • Beiträge: 43207
    • Profil anzeigen
    • DnD-Gate
Auf der Wache
« Antwort #22 am: 12.11.2008, 18:42:03 »
Folgende Feats sind künftig erlaubt(ich weiss, dass es eigentlich für Euch zu spät ist, aber man weiss ja nie, wer alles stirbt und einen neuen Held braucht^^):

Zitat
Acrobatic Steps
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may ignore up to 15 feet of difficult terrain each round. The effects of this feat stack with those provided by Nimble Moves (allowing you to ignore a total of 20 feet of difficult terrain each round).

Advance (Combat)
You can move up to a foe with reach without provoking an attack.
Prerequisites: Dex 15, Dodge, Mobility.
Benefit: You do not provoke attacks of opportunity by moving through a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).

Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Blinding Critical (Combat, Critical)
Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Critical Focus (Combat)
You are trained in the arts of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Critical Mastery (Combat)
Your critical hits cause two additional effects.
Prerequisites: Critical Focus, any two critical feats, 14th-level fighter.
Benefit: Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.

Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Exhausting Critical (Combat, Critical)
Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Fleet
You are faster than most.
Benefit: Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. Its effects stack.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, base attack bonus +6.
Benefit: Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Greater Disarm (Combat)
You can knock weapons far from an enemy’s grasp.
Prerequisites: Improved Disarm, base attack bonus +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.

Greater Grapple (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, base attack bonus +6.
Benefit: Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.

Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, base attack bonus +6.
Benefit: Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.
Normal: Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.

Greater Penetrating Strike (Combat)
Your attacks penetrate the defenses of most creatures. Choose one type of weapon that you have already selected for Penetrating Strike.
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).

Greater Shield Focus (Combat)
You are incredibly skilled at deflecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, 8th-level fighter.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Greater Shield Mastery (Combat)
You can use a shield to deflect a great deal of harm.
Prerequisites: Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery.

Greater Sunder (Combat)
Your devastating strikes cleave through weapons and into their wielders.
Prerequisites: Improved Sunder, base attack bonus +6.
Benefit: Whenever you sunder to destroy a weapon, any excess damage is applied to the weapon’s wielder. No damage is transferred if you decide to leave the weapon with 1 hit point.

Greater Trip (Combat)
You can make follow-up attacks on foes that you knock prone.
Prerequisites: Improved Trip, base attack bonus +6.
Benefit: Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.
Normal: Creatures that are knocked prone do not provoke attacks of opportunity.

Improved Greater Fortitude
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prerequisites: Great Fortitude.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Iron Will
You have a clarity of thought that allows you to fight off mental attacks.
Prerequisites: Iron Fortitude.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Lightning Reflexes
You have a knack for avoiding danger, even when it is all around you.
Prerequisites: Lightning Reflexes.
Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet by taking a –4 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Master Craftsman
Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.

Nimble Moves
You can move across a single obstacle without slowing down.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allows you to take a 5-foot step into difficult terrain.

Penetrating Strike (Combat)
Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.
Prerequisites: Weapon Focus, 12th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).

Powerful Critical (Combat, Critical)
Your critical hits cause an amazing amount of damage. Choose one type of weapon that you have already selected for Improved Critical.
Prerequisites: Critical Focus, Improved Critical, base attack bonus +13.
Benefit: Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Shall Not Pass (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: Whenever an enemy provokes an attack of opportunity due to moving through your adjacent squares, a successful hit causes them to stop moving for the rest of their turn. Enemies can still take the rest of their action, but cannot move.

Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Shield Mastery (Combat)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, 4th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians).

Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Spellbreaker (Combat)
You can strike enemies that fail to cast defensively.
Prerequisites: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.

Staggering Critical (Combat, Critical)
Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn and you count as if you had take a 5-foot step on that turn (preventing any other movement).

Strike Back (Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.

Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Havelock d´Medani

  • Beiträge: 1420
    • Profil anzeigen
Auf der Wache
« Antwort #23 am: 19.11.2008, 09:52:52 »
@Marduk: Ein, zwei kleine Taktiktipps.
1. Wenn du vor rennst und nicht angreiftst, dann gehe nur soweit, dass du deine Standaedaktion noch hast und mache mit dieser Volle Verteidigung. +4 auf die RK sind nicht zu verachten.
2. Eine andere Option wäre einfach warten und Ready Action. Wenn die Gegner nach vorne kommen und in deine Reichweite, schiebst du dich vor uns und haust drauf.
(Außerdem: Wenn du gleich vor rennnst, nimmst du deinen Mitspielern unter Umständen die Chance manche Aktion durchzuführen. Deshalb wäre eine Ready Action auch sinnvoll, denn dann: behinderst du keinen Zauberwirker und keinen Schützen und wir haben die Möglichkeit dich mit Zaubern auszurüsten.)

@Durmast: Du hast zwar wenigstens deine SA genutzt, aber eine Ready Action wäre für dich auch eine Option in dieser Situation gewesen.

Ich hoffe, ihr versteht das als gut gemeint Ratschläge. Ich will nicht meckern, ich bin auch keien Leuchte beim taktieren, aber manches springt auch mir mitten ins Auge.

edt: Positiv ist anzumerken, dass ihr nicht ganz rangerannt seid und den Feuerball behindert habt ;)
Vom SL anerkannter Versager

Sensemann

  • Administrator
  • Beiträge: 43207
    • Profil anzeigen
    • DnD-Gate
Auf der Wache
« Antwort #24 am: 19.11.2008, 16:19:04 »
Wow, endlich mal Taktikgespräche hier!
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Havelock d´Medani

  • Beiträge: 1420
    • Profil anzeigen
Auf der Wache
« Antwort #25 am: 21.11.2008, 11:16:53 »
Nachdem ich wegen Taktik bei Faena angefragt habe, ka folgende Antwort :)

Zitat von: "Faena d'Cannith"
Mein Vorschlag wäre, dass ich einen Slashing Dispel entweder auf den Goblin oder auf den Raben(der Typ mit Schnabel?) loslasse. Besser dürfte der Goblin sein, das dürfte ihn töten. Außerdem sollten wir uns verteilen, um den Einschlag von Area Spells zu verhindern. Sehayne könnte einen Countersong als Ready Action triggern, sobald jemand zaubert. Marduk und Jerané sollten den Kämpfer angreifen. Durmast und Havelock sollten sich nicht töten lassen.
Vom SL anerkannter Versager

Sensemann

  • Administrator
  • Beiträge: 43207
    • Profil anzeigen
    • DnD-Gate
Auf der Wache
« Antwort #26 am: 21.11.2008, 11:51:13 »
Metamapschonanschauer :P
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Faena d'Cannith

  • Beiträge: 1186
    • Profil anzeigen
Auf der Wache
« Antwort #27 am: 21.11.2008, 12:39:34 »
Zitat von: "Sensemann"
Metamapschonanschauer :P

Na ja, sonst müssten wir diese Diskussion in Runde 1 führen, was unsere Chancen nicht wirklich verbessern würde, oder? ;)
Hexenmeister müssen vor allem schön und nicht intelligent sein.
Vom SL anerkannte Versagerin
SL Gehilfin bei Regelfragen

Sensemann

  • Administrator
  • Beiträge: 43207
    • Profil anzeigen
    • DnD-Gate
Auf der Wache
« Antwort #28 am: 21.11.2008, 12:42:42 »
Auch wieder wahr...hast recht...

Inplaypost bitte, damit ich schieben kann :)
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Faena d'Cannith

  • Beiträge: 1186
    • Profil anzeigen
Auf der Wache
« Antwort #29 am: 21.11.2008, 12:46:43 »
Zitat von: "Sensemann"
Auch wieder wahr...hast recht...

Klar, habe ich recht. ;) Außerdem wissen wir beide doch auch, wie solche Absprachen dann enden oder? :jester:
Zitat von: "Sensemann"
Inplaypost bitte, damit ich schieben kann :)

Mache ich sofort. :)
Hexenmeister müssen vor allem schön und nicht intelligent sein.
Vom SL anerkannte Versagerin
SL Gehilfin bei Regelfragen

  • Drucken