poniedziałek, 3 stycznia 2011

Czy wiecie, że...

Nazbierało się tego trochę:

[Spell-like'i]:

Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise. [co oznacza, ze kiedy fiend robi summon demon/devil, to jednak jest to standard action]

[Szarże przez trudne tereny są niemożliwe!]:

Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult terrain counts as 2 squares of movement. [...] You can't run or charge across difficult terrain. [bronienie takich schodów nabiera nowego sensu, bo przy braku szarż każda próba podejścia to AoO]

[Korytarze koboldów i inne ciasne miejsca]:

In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC. [co oznacza też, że nie można w nich szarżować]

[Jednak czary typu aid, magic fang i inne dodają się do CMB]:

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. [IMO oznacza to też, że broń z cechą trip jest sensowna, bo pozwala doliczać bonusy z broni typu enchantment, Weapon Focus itd. do próby tripa]

[Jednak można walić w jednego wroga kilka AoO w rundzie]:

If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.

[Woodland stride druida i rangera nie działa na efekty czarów]

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

[Z drugiej strony, druid ma bonus do tego save'a.]

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

[Można używać manewrów, np. tripa, w zwykłych ataków oraz AoO miejsce ataków, ale]

Any combination of a creature's attacks during a melee full attack can be replaced by a trip, disarm, or sunder maneuver (any maneuver that says "in place of a melee attack"). When doing this, the calculation for the creature's Combat Maneuver Bonus uses the base attack bonus of the attack that was exchanged for a combat maneuver. For example, a creature with a BAB of +6/+1 who performs a trip with her second attack uses +1 as her BAB for the CMB of the trip.

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