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| DemonMonkeyBoy10-15-04, 02:19 PM | AoO and Bullrushing Specifics :b: I’ve made a spell, called Rushing Fist, that adds a bullrush affect after damage is done. So I’ve got a couple of examples to clarify rules and how I plan to use it in game. Please add anything you think of. 1. A readies an action to cast RF when B takes a 5ft step to cast a spell to push B back into the threatened area of C. Does pushing B 5ft cause an AoO? If I win by a large enough amount and push into C square who falls prone? 2. A casts RF and pushes B away from C and into a threatened square of D, which B was not in before. How many AoO? 1or 2. For those who wish to know this is the spell I’m talking about. Rushing Fist Level: Sor/Wiz 2 Components: V, S Range: Long (400ft + 40ft / caster lvl) Casting time: 1 standard action Effect: tiny hands of force Duration: Instantaneous Saving throw: none This spell creates multiple tiny hands made of force, for every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.. The hands will automatically hit your opponents as long as no two are more than 30ft apart. After striking for 1d4+1 points of damage the hands will attempt to Bull Rush the opponent in any direction you can see. The first hand counts as a Medium creature with a Str of 10, but each additional hand striking the same opponent gives a +4 circumstance bonus. |
| DemonMonkeyBoy10-16-04, 01:13 PM | :b: Well I either did a good jod or I confused eveyone. Any good suggestion out there? :) |