You really need to see to pick locks?What are the penalties for not seeing?
To my limited knowledge thieves train to open lock in the dark. This mean that they have simply a very high skill or that there is no penalty for picking locks when not seeing?
The recent FAQ about the magus:
From this text it an attack but not any form of attack action. The FAQ reiterate that.
AFAIK you can't even fight defensively as:
require you to use a standard action to fight and you are using a full round action and
Fighting Defensively as a Full-Round Action: You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for until the start your next turn.
require you to use a full attack action.
I am missing something?
From the last group of FAQs:
Unless this row of text in Two weapon fighting "You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon." forbid non-monk characters from using two weapon fighting while using Improved Unarmed Strike [and I don't think that that is the intention] this mean that it is possible to get 2+ "weapons" [hands, feet, whatever] enhanced with one casting of the spell and use both of them at the same time in conjunction with two weapon fighting.
Flurry of blow is a specific exception that allow a monk to make his multiple attacks with a single appendage, but other characters that use multiple appendages exist.
To put it another way, it it meant for the FAQ to give this benefit to the Unarmed Fighter or similar archetypes or only to the monk?
The spell with a range of self or a target of you lack a Sawing throw line, but with the advent of alchemist it has become possible to make then into infusions and hit a enemy with them.
That mean that even the most powerful enemy, with the best protections against magic can be killed by a successful touch attack and a standard attack using skinsend. If done right the enemy has almost no hope to avoid this fate.
For even more "fun" skinsed will work upon golems, undead and oozes.
Even without a alchemist in the party it would be possible to buy a skinsend infusion from a alchemist and put it in a syringe spear, so almost any group can have this handy combo.
Done the other way you can give your golem plenty of self buffs if you give it a few infusion in the form of oils.
I think that all (or almost all) spells with a target of you or a range of self need a saving throw line like this one:
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
substituting Reflex of Fortitude to will where appropriate.
If you agree please hit the FAQ button.
From the Animal Companion:
My problems are all in this piece of the description: "when thrown at a creature or space as thrown weapon"
1) "as a throw weapon". What is the range increment of this attack? Throw weapons range increments go from 10 to 30 feet.
2) "when thrown at a creature". I suppose it need to hit touch AC and use all the other modifiers for hitting (cover, concealment, blur, mirror image, ecc.).
This seem "a bit" too easy.
3) Just for the record, it do something to other language dependent abilities, like several of the bardic performances, the guide terrain bond bonus (your allies need to hear you to benefit from it) and so on?
In a thread about pricing magic items there was the example of a wondrous item with several spells with different caster levels.
I doubt that that is an intended mechanic, as managing an item with 5 different caster level is a nightmare.
Checking the crafting rules I find this:
No similar text for the other items.
Someone know if there is a Dev answer to this doubt?
So the recent FAQ cited above has specified that it is possible to bypass the "caster level must be at least three times the enhancement bonus" rule when enchanting items taking a +5 to the DC of the enchanting check.
Now I have a question about that.
It is a flat +5 independently from how many caster level are missed?, i.e. a 3rd level crafter can make a +5 sword (that would require a level 15 crafter) taking a +5 to the DC?
It is a +5 for missed level?
It is a +5 missed crafting tier?
There is something strange in the pricing of the Strand of prayer beads.
The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp.
The spellcasting beads:
bead of blessing 600 gp, spell level l * caster level 1 * 2 no space *1.800 =3.600/5 =720
bead of healing 9,000 gp, 3*5*2*1.800 command word = 10.800/5 = 2.160
bead of smiting 16,800 gp, 4*7*2*1.800= 100.800/5= 20.160
bead of wind walking 46,800 gp. 6*11*2*1.800=237.600/5= 47.520
The bead of blessing, smiting and wind walking have a discount, and that is reasonable as the bead are spell trigger items, so limited to the classes that can already cast those spells.
The bead of healing instead has a great surcharge. Being capable to chose between 3 different spells is a bonus, but it is not worth a multiplier of 4.16. For that price it would be possible to make 4 different beads and get a better final result.
I am missing something?
The rules about polymorph say:
Bonuses are definite as:
So I assume that only things that respect the in game definition of bonus work.
Some people has countered that saying that that has strange consequences, like:
-A Belt that has you constantly under the effect of Bull's Strength, Cat's Grace, and Bear's Endurance. Works fine.
So what is the intention of the rule?
As it as come up in another thread, someone has a RAW answer on what happen if you dispel the entry point of a Magnificent Mansion or a Rope Trick?
My interpretation is that the spell is canceled and the items/people that were taken into the extradimensional space appear in the spot where the spell was cast.
But seeing how items that create extradimensional spaces work it is possible to use the opposite interpretation and say that the access point stop functioning but the extradimensional space last if full duration. With that interpretation we have a new problem: what happen when the spell end?
This idea come up in another thread:
1) The weapon is a attended object so it get a Will ST to avoid the damage;
2) Then the spell don't say how many HP of damage you do to the weapon. Sunder isn't a condition as broken or destroyed, it is a kind of attack that dealt damage. Sunder say "If your attack is successful, you deal damage to the item normally."
I think that all the rules about breaking items apply, with item hardness, ineffective attacks, halving of energy damage dealt when appropriate and so on.
Probably the spell would dealt 1d6 hp/level of damage against non crystalline items but the spell don't say anything about what damage it do.
Comments or informations about this?
Total defense and quickened spells.
A strange thing that has come up in a magus discussion:
- when using total defense you can't make attacks of opportunity and use up a standard action;
What are the attacks modifiers in that situation?
Casting any quickened spell with an attack roll it is possible to get an attack while using total defense for any spellcasting class, so I think it is fairly important question for plenty of characters.
If it is not possible to cast quickened spells with a to hit roll when using total defense, it is possible to cast other quickened offensive spells that don't require a to hit roll, like magic missile?
- * -
An ability or magic item that allow you to make an attack as a quick action will allow you to make that attack while using total defense?
Underwater combat rules:
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
As written the merfolk crossbow is an inferior weapon as its range is shortened and its quarrels still suffer from the "–2 penalty on attack rolls for every 5 feet of water they pass through".
Probably the RAI is that the other missile weapon have shortened range increments of 5' when used underwater, but the RAW don't say that.
The questions from that are:
- * -
My reading is that normal missile weapons are meant to have a range increment of 5' underwater and special ones, like the merfolk crossbow are meant to have different range increments, but that is a personal interpretation.
Looking the alchemist formulae list in the Advanced player's guide I don't see the spell poison anywhere.
Someone know if it is a spell that only some alchemist archetype get, or simply an error in the database?
Burst of speed wrote:
So, what happen with this extract? It become a standard action to sue it?
Or he get to drink that extract as a swift action?
Having it in hand, already mixed, change something?
Having a engineer has a player get you that kind of questions. :-P
The ring of spell storing say:
I recall a ruling saying that that apply to randomly found rings with spells in them, and that if a specific spellcaster put the spell into the ring it has the caster level of that caster, but can't find ruling anywhere.Someone know if it is a Pathfinder ruling or a old 3.X ruling?
The alchemist infusion discovery say:
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
I have read that as "it last more than 24 hours" not only as "it last when outside the magic field of the alchemist".Recently another player has cast some doubt on that interpretation.
There is a official ruling somewhere?
Today I have received this from a distributor of used games:
Unfortunately as many of you have heard our US Post Office has lost billions of dollars this past year and have decided to raise prices in 2013. Unfortunately also international rates will see a dramatic increase, in some cases almost double the previous rates. This increase will take place on the 27th of January.
What will be the effect of thos increases on the shipping costs of Paizo products?
The cackle hex say:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
1) Some people take "cackle madly" literally, so, for them, this ability make the party easy to perceive and is noticeable, other say that it is a supernatural ability and that you can cackle without making any noise and maybe even in a unnoticeable way.
2) "an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round."
3) Several hexes have the text "Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours." or "a creature cannot be the target of this hex again for 1 day". It should be read as "the target can't be affected by the hex until the next day (so, conceivably you can affect him at 23.59 and again at 00.01) of you can't affect him till 24 hour have elapsed?
Please hit the FAQ button.
A normal bow assume a strength modifier of +0 to use it, If you have a lesser strength you are penalized.
In RL your strength isn't relevant when firing a crossbow but it is relevant when reloading it. The wink or lever used to reload it work as a strength multiplier but generally they are made to be used by people with a normal (+0) strength, so people with lower strength should have a problem reloading the crossbows.
There is any rule about this in any of the books?
As far as I know it there is nothing that will stop a spellcaster with the appropriate spell to create a simulacrum of a mythic character or creature. As tiers aren't levels or HD they don't affect at all what you can duplicate and, in theory, the simulacrum mythic tiers wouldn't be halved.
From my point of view this is a potentially serious problem. The best solution seem to add a note about the simulacrum spell in the mythic rules, specifying that it is not possible to duplicate the mythic tiers with that spell.
a) The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage. That's pretty clear, if you have a touch attack you do 1 extra d6 of acid damage.
b) If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.
It seem a bit underpriced.
The first question is:
During playtesting the reply was NO:
but the final version has no text about it not stacking with Arcane strike.
Even more important, Arcane strike has no text in it limiting it to a total weapon enhancement of +10, so a 20th level bard with a +5, keen, holy, wounding rapier can use it to get a +5 to damage, while, by that ruling, a magus that has enhanced his weapon using his Arcane pool can't.
This generate a second question:
2) Arcane strike count as a weapon enhancement and is counted in a weapon total enhancement bonus for the +10 ceiling to the enhancement?
And a third:
3) The black blade strike ability
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade's arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
has the same limitation?It can be stacked at all with Arcane strike?
(I am the "fighter" in my current group so I am very interested in anything that can increase my damage output)
I have a problem in how mythic power is gained.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus.
There is already a tendency for a subset of the player community to to privilege one characteristic to the detriment of all others, this mechanic will only reinforce that style of playing.
I know that the Pathfinder developers prefer the KISS approach, but it wouldn't be better to get the mythic power from all your characteristics?
With the current method class that require multiple characteristics are penalized.
Michael Brock wrote:
I am missing what is the ruling, can you elaborate your reply?
The biggest problems, from what I get is:
Recently my group a lost a seizable amount of loot as a BEEG Bag of holding was destroyed.
Relevant pieces of the rules:
Detect Magic wrote:
It is possible to identify a magic item by its lingering aura?
Repairing Magic Items wrote:
The use of Make whole don't require you to know what the item was, only to have the appropriate level.
But what are the requirement to repair a magic item without using make whole? In 3.x "re-crafting" the item was the only way to repair it. The requirements was to be capable to craft the original item. That line has disappeared in Pathfinder. So, anyone can repair it?
Then there is the question of knowing what the item was. It is possible to repair something if you don't what it was? I think that it is necessary to know what the item was to try to repair it. So you either have to know what it was or you have to identify it while the aura lingers.
Last thing, what is the cost if you are the guy repairing the item?
This post state clearly that a Attack action is a Standard action:
Jason Bulmahn wrote:
the combat section of the PRD seem to imply that you can make multiple sunder attempts in a full attack.
I have seen multiple posts stating that sunder can be used in a AoO or as part of a full attack, but no proof that Bulman ruling is limited to Vital strike only. So there is any evidence that it is possible to make multiple Sunder attempts in one round?
(For the record, I think it should be possible and was convinced there was a official ruling allowing that, but I can't find it)
Guarded life wrote:
While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
If I read it correctly that the ability don't say that you convert damage from the attack that has brought you under 0 hp. It say that you convert lethal damage to non lethal.
As written you get to convert 1 hp level of the total damage you have taken so far to non lethal damage even if you are level 20, the attack as delivered 2 points of lethal damage and you have been brought at a grand total of -1 hp.
I am reading it correctly?
As a added question, how would it interact with Invulnerable barbarian?
Today I have received order 2129582.
Several of the PAIZO softbound present a common problem: they have been exposed to high humidity and the coat of the coated paper has started to melt, bounding the page together.
In the past I had that problem a few other times, if I recall correctly always with late summer packages.
1) the package, while less good that usual (it was a UPS package, not the usual PAIZO package) was in reasonably conditions and didn't showed any water damage
2) not all the books present this problem, so it was not a transportation problem, the 2 copies of Ultimate equipment are in perfect conditions, or I wouldn't be so calm ;-)
3) the damaged products are 2 copies of Paths of Prestige PZO9249, 1 copy of Varisia, birthplace of legends PZO9425 and 1 copy of The Moonscar PZO9537
4) I am not asking for a reimbursement or substitution but I would like if you did a check trying to discover what and where is the problem. As it has happened more than once (if I recall correctly always with August-September shipments) it point to a problem in your or your printer storage
5) if you need a photo of the damage or any further information you can send a mail to me (by PM on the forum or to my e-mail address) or ask in this thread. I am often in the forum and I will keep an eye on it.
6) even in the past the problem was with softbound, not hardbound
I don't see a thread about the errors in Ultimate Equipment, so here we are.
Maybe it is a bit early, but as I am making a new character, an Alchemist, this error jumped at me:
Ultimate Equipment Page.76: wrote:
In the APG it weight 5 lbs. 50 lbs can be more realistic but the playability of going around lugging a kit that weight as much as a full plate to be capable to use your class abilities seem a bit low.
Note that an Alchemist’s kit (one of the adventurer kits presented in the book), a kit that include "This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin." weight only 24 lbs.
To me it seem a clear violation of RAI but RAW RD interpretation of the rules is valid.Someone has any insight if there is a rule that block this kind of trick?
The rule bending thread has highlighted two question about the ring of evasion:
1) The ring say:
I think this mean that the ring give you the evasion ability with all the limits of that ability (armor limits [but see 2) below]), other people feel that the first phrase mean little and is fluff and the ring give you the ability of avoiding damage on a reflex save regardless of your armor.
2) the second question is: if the ring give the equivalent of the evasion ability, what version of evasion we should use?
The rogue ability (limited to light armor)
A "simple" question: if a archer is using manyshot, what will happen if he use differently enhanced arrows?
As an extreme example a +5 arrow and a mundane arrow?
What attack bonus is used to hit the target?
As far as I can see it it is not possible to use arrows with different to hit bonuses in a manyshot attack.
In another thread Wraithstrike say that manyshot is "always" used, that you don't have/can't chose not to use it, but this simple question seem to point out that using it is a choice. One that is almost mandatory, but sometime people can choose differently, especially if hey have a "one of a kind" arrow that must hit and so want to fire it with the attack with the highest BAB.
James Jacobs wrote:
As James suggested I am opening a new thread on this topic. Please hit FAQ or comment if you feel that there are other problematic entries.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Same or very similar text for plenty of classes.
So an actual range of "you" don't exist.
My personal interpretation is that a range of "you" is the same thing of a range of "personal", but I have seen plenty of people claiming that it mean "any spell that you can cast on yourself", regardless of the range at which you can actually cast it.
So someone has a definitive ruling that say if it is one way or another?
(reposted from a PFS thread as it is a general rule question)
A question about a witch replacing a dead familiar:
If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch’s level and her patron (see patron spells).
What are the bonus spells?- only the patron spells
- the two spell each level that the witch get for his class progression plus the patron spells
- all the above plus his intelligence bonus as first level spells
Some rule questions about attacks of opportunity:
Actions In Combat table wrote:
1) This provoke 1 AoO or up to six (i.e. up to the number of touch used)?(note that it is not a AoO for casting the spell, you can be a target for a AoO even if you were "holding the charge" from a previous round)
2) There is no corresponding line for using a touch spell on one friend.
If touching a friend to deliver a spell is always a full-round action "holding a charge" become way less interesting and combat healing become problematic.
This don't help much:
Touch: ... Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.
Again, touching 6 creatures is a full round action. touching 5? 2? One?
This text can cause a lot of problems. I am used to situations in which player that was "holding a charge" could walk his full movement and then deliver the spell as a standard action against a friendly target, but if delivering a held charge is a full round action there is a problem with moving ad delivering it.
if, as more coherently with other rules, it is a standard action to deliver a held spellagainst a single target, we are lacking a row in the standard action section of the table, and we still have the problem if delivering the spell provoke or not.
If you feel that touching one target shouldn't provoke, why touching more than one will provoke?
A few question related to the Oracle Life link ability.
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
1) at what range you can create a bond? The ability don't specify anything.
2) If the oracle is unconscious, has 10 constitution, is at -9 HP and has life link running, how much will he cure?
3) It count as healing for stopping bleeding effects from wounds or the loss of hit point for the dying condition?
4) It count as magical healing for things like the Infernal Wound ability of Horned devils?
To better explain questions 2-4, my doubt is if the life link is a form of magical healing (an so can fail tanks to the Infernal wound effect, will stop bleeding and so on) or it is a transference of life energy and so it is limited to the life energy available to the oracle but work even against effects that limit healing.
This FAQ indirectly say that it is possible to craft items above the character CL. apparently with a single +5 to DC for missing the prerequisite ability a no increase in DC for missing the caster level. It is how it should work?
That will really allow someone to craft a luck sword with wishes, as soon as they get the minimum skill level to reliably beat the DC.
With a CL of 17 and missing only 1 prerequisite it would be a DC of 27, so a 10th level character with skill focus spellcraft and no intelligence bonus could do it.
A wizard with 18 intelligence, Craft weapons, masterwork tools and skill focus could beat that DC at level 5! it would be harder to meet the prerequisites for the +2 to hit and damage than the DC to craft a wish granting item.
While the above are extreme examples, being capable of crafting items at a CL higher than yours character level seem out of kilter with other rules of the game, where it is very hard to get your abilities to work above that limit.
Edit. math correction and Cheapy point about the +2 bonus.
I wish to thank all Paizo Costumer Service personnel for the good work they do.
When I have some problem with my orders they are always speedy and courteous in resolving them, even if the problem is born from my fumbling fingers.
Keep up the good work and thank again.
The recent discussions about stealth and hiding had me re read uncanny dodge, and I noticed something I had always missed:
A Barbarian Uncanny dodge is even weaker (but I did know that) as it will not protect you from losing your dexterity to a invisible opponent, it protect you only from being flat footed by a invisible opponent.
It is a intended effect or it is a oversight?
Pre-emptive note:Flat footed is not the same as losing your dexterity to AC.
In a long discussion about using Arcane mark as an attack I have seen several claims of "I will Arcane mark his face with the word thief" or "with a big X".
From my reading of the spell:
- The mark will appear where you touch an object/creature, you can't chose a specific spot unless you use some kind of called shots.
- The mark is your personal signature. From the description it is a fixed text, not something that can be changed on the spur of the moment.
(Note that in the 3.x version, at least in forgotten Relams, the goddess of magic enforced the uniqueness of the wizard marks. Every wizard had a specific personal wizard mark and he was prohibited from coping another guy mark. That was not maintained in Pathfinder but the spell text somewhat reflect that idea.)
I have a player with a summoner character. He has just reached 4th level and he want (obviously) to get the maximum number of attacks with his eidolon.
He think he can get them with 2 claw attack (arm), bite and slam.
He read the slam ability as a body slam. My reading of the ability is that it replace one or both claws attack but I am not sure what interpretation is right, mine or his.
So I have 2 question for the forum collective wisdom:
Note: the eidolon form is Bipedal
I have found some older post about this question but nothing conclusive.
The question has been made moot by Grick with:
"Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity"
and link to the relevant section of the rules
A recent discussion in the Advice section has evidenced that there are problems with what is an armed touch attack when used to deliver touch range spells.
Then we have an added problem with the means of delivery utilized:
Ross Byers wrote:
I removed some bickering. Flag it and move on, folks.
Ross, I know it can seem a strange request, but is possible to get a record in our own page of the posts that were removed? And maybe a red highlighting for the parts that made them removal worth?
I have noticed that a couple of mine have been removed, for some I get why, for other I am in doubt (citations of other removed posts? too aggressive? other reasons?). Sometime, if I return to a thread after a time I don't even recall what was in a removed post.
If it is not too much work it would be nice, as it would teach us what is the limit on the Paizo forum (probably I have some bad habit as I am used to the way more aggressive EVE forum).
In the Magic chapter the rules about material components say:
So apparently there is no requirement for you to have the material components in your hand when you cast a spell. You only need to have them in your component pouch.
But, in the same chapter, the grappling rules say:
Grappling or Pinned: wrote:
implying that you need to have the material components in your hand when casting a spell.
So, there is any section of the rules where the need to have your components in hand is explicitly stated?
Note: I know that Eschew materials will remove the problem, but that is not the way to resolve a rule question.
I have some doubt about the witch Cackle hex:
1) a Cackling witch can maintain more than one hex with one Cackle?
2) She should use one Cackle for each hex she maintain?
3) She can maintain different kinds of hexes at the same time?
Beside my ongoing subscriptions I am preordering Paizo material for a few friends (I am the one with a CC and and address where there is always someone to receive the package).
This mean that even preordering some product they will not get their copy of the PDF at it will be in my downloads with my name on it.
There is some way to resolve this little problem?
Prehensile Hair wrote:
I have 2 doubts about this witch Hex:
1) The hair should be always used as a secondary attack, even when the witch is attacking only with them or they are a kind of natural attack that can be used, with the usual malus of being treated as a secondary attack, in conjunction regular attacks or alone and at full attack bonus?
2) they can be used to deliver a touch range spell?
I am favourable to say that they can be used as a primary natural attack if used alone and that they can deliver touch spells, but I want to hear what people will say pro and against that and especially why as there can be problems I am not seeing.