Yuan-Ti wrote::o SPOILERS
Sorry! when your re-reading a book for the second time (3rd reading) you kind of forget that some people havn't read it yet.
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Yuan-Ti wrote::o SPOILERS


Tso wrote:Another question...
For the weapon benefit "Ornate", it says to increase the cost multiplier by X. Does that mean multiply the cost from Table 8-9, or is it referring to something else?
Thanks much.

Jackdelavert wrote:In the example of this spell it inflicts damage per round, but the damage portion of the spell is instantanious, have i missed something? if you combine an instant effect with a duration effect does it change the damage to per round of the other effect (in this case the mist)?



Tso wrote:Another question...
For the weapon benefit "Ornate", it says to increase the cost multiplier by X. Does that mean multiply the cost from Table 8-9, or is it referring to something else?
RJS - Any thoughts on some of the other unanswered errata? I'd still like to know what the rest of Campaign Idea #1 is.
Thanks much.

RJS wrote:Jackdelavert wrote:In the example of this spell it inflicts damage per round, but the damage portion of the spell is instantanious, have i missed something? if you combine an instant effect with a duration effect does it change the damage to per round of the other effect (in this case the mist)?
Yep. If you combine an instantaneous effect with a duration effect, you take the longer of the two.


Morfedel wrote:Where the heck did that come from? I didnt see that post anywhere.. except on my seperate thread


maeglin wrote:The entry for the Overcome Injury ability of the Weapon Master is unclear.
THe formula reads: one half class level x Wis bonus, but all examples ignore the "1/2" and just do class level x wis bonus. (10 level Weap. Master with WIS 14 (+2) = 20 points)
Which is correct?
Also, someone mentioned that some character classes in BCCS have been taken from other Green Ronin products. Have the Weapon Master class or Sword Master PrC been used in other products? (Hint: product placement here, boys)
THanks!

Jackdelavert wrote:Thanks for the responses, any idea when we can expect a compiled Errata list?

Off the cuff, I'd say go with the rule. It may have been a late change.
None of the classes are featured in other GR products, though some sort of show up in the Thieves' World PG (with minor tweaks).


RJS wrote:Jackdelavert wrote:In the example of this spell it inflicts damage per round, but the damage portion of the spell is instantanious, have i missed something? if you combine an instant effect with a duration effect does it change the damage to per round of the other effect (in this case the mist)?
Yep. If you combine an instantaneous effect with a duration effect, you take the longer of the two.


RJS wrote:Well, first off, this is a "patch" until I get back to taking a look at what would be an appropriate DC increase for sustaining a damaging effect. I would suggest that the damaging effect only occur within the area of the spell, so if so mook gets caught in the blast of a continuing fear fireball, he should be able to leave it, assuming he has enough speed to do so, outside of the blast radius. The big concern is the Hold/Create Energy combo, which is insanely yucky. However, blended spells have insanely high Magic Use DCs, so it's sort of a check. But yes, it is a cheap way to cast a fireball twice or longer for that matter. Give it a try, if it seems a bit too much scale it back. I might recommend increasing the MU DC by an amount comensurate to the damage the effect deals, such as 1/2 the DC modifier added because of damage dice (+4/d4; +6/d6; and so on).

RJS wrote:Well, first off, this is a "patch" until I get back to taking a look at what would be an appropriate DC increase for sustaining a damaging effect. I would suggest that the damaging effect only occur within the area of the spell, so if so mook gets caught in the blast of a continuing fear fireball, he should be able to leave it, assuming he has enough speed to do so, outside of the blast radius. The big concern is the Hold/Create Energy combo, which is insanely yucky. However, blended spells have insanely high Magic Use DCs, so it's sort of a check. But yes, it is a cheap way to cast a fireball twice or longer for that matter. Give it a try, if it seems a bit too much scale it back. I might recommend increasing the MU DC by an amount comensurate to the damage the effect deals, such as 1/2 the DC modifier added because of damage dice (+4/d4; +6/d6; and so on).


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