Pokazywanie postów oznaczonych etykietą Czy wiesz. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą Czy wiesz. Pokaż wszystkie posty

środa, 16 listopada 2011

Low-light vision

To szokujące, że odkryłem to dopiero teraz (dzięki Paweł), ale low-light vision działa tak: w każdym dim light (noc na powierzchni) widzi się jak w bright light!

sobota, 19 lutego 2011

Czy wiesz, że...

Czy wiesz, że wyciągnięcie zza pasa eliksiru to move action (jak dobycie broni), zaś wypicie go to standard action? Jednakże, możliwe jest wtedy zrobienie kroczku w tył (free action), jako że nie wykonało się ruchu per se. Tak, Quick Draw czasami się przydaje.

niedziela, 23 stycznia 2011

Czy wiesz, że...

Mounted Combat

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground.

środa, 5 stycznia 2011

Czy wiecie, że...

I jeszcze jedna ciekawostka: będąc prone można się poruszać w rundzie tylko o 5 stóp (jedna kratka), zużywając na to move action.

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.

poniedziałek, 27 grudnia 2010

Cz wiecie, że...

... trucizny działają inaczej, niż w 3.5 edycji?

Unlike other afflictions, multiple doses of the same poison stack. Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.

sobota, 11 grudnia 2010

Czy wiesz, że...

... przypięcie sobie tarczy do, a także jej zdjęcie, to move action? Ponadto w szarży, jako jej część, można tylko wciągnąć broń, nie zaś tarczę.

środa, 1 grudnia 2010

Darkness

Hej!

Zwróćcie uwagę na opis czaru darkness:

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

sobota, 13 listopada 2010

Czy wiesz, że...

... W PF, w przeciwieństwie do 3,5:

"Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can't use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. A flat-footed character can't make attacks of opportunity, unless he has the Combat Reflexes feat."

Czyli w skrócie: zaczyna się walka, pierwsza runda, rzucamy na inicjatywę, każdy kto się jeszcze nie ruszał, automatycznie jest flat-footed. Jest to zmiana w stosunku do 3,5, gdzie flat-footed w 1. rundzie walki były tylko te istoty, które w poprzedniej były suprised. Oznacza to, że inicjatywa nabiera jeszcze większego znaczenia, bo można komuś ładnie wyjechać dotykowym czarem lub sneak attackiem, zakładając, że jest się od niego szybszym.

Przypominam również, że istoty flat-footed nie mogą rozdawać ataków okazyjnych, chyba że mają uncanny dodge lub Combat Reflex.