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Kech Hunter

Ed Girallon Poe's page

97 posts. Alias of Erik Herrin.

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DrDeth wrote:
Sigh. You can't do that. "The arm does not give the alchemist any extra attacks or actions per round, ". This has been confirmed by the devs. Thus you can't dual wield two longbows.

Where has it been confirmed? Because as everyone I play with sees it, I'll just be using the attacks granted by two weapon fighting, just with unorthodox weapons. The vestigial arms never give me extra actions; they only allow me to use bigger weapons to take actions I already have.


Would a greater hat of disguise be worth it? Alter self at will gives +2 dex and small size for a +2 to attack in exchange for 1 point of damage per hit (1d8 to 1d6).


I will have four levels of Alchemist and (I'm told) a lot of downtime to brew potions. I should also be able to use wands from my extract list no problem. Plus my mutagen should help.

My group is also pretty good at custom treasure, so a set of the greater bracers of archery and the pale green prism ioun stone could be conceivable in my future. Any other Items you could think of?


Grizzly the Archer wrote:
What I don't understand is why get a second set of arms for another bow, just for one extra attack. For trading out the one attack, you lose out on +5 potential to your attack. However, two bow wielding is cool.

It's three attacks actually, But yeah rule of cool. But if their AC proves to be too high I can just switch to one bow.

Atarlost wrote:
Make it a weaponmaster fighter to get weapon training back on track and it shouldn't be completely hopeless.

Would the 2 level speed up of weapon training and sub-par abilities really be worth trading out armor training on this high dex build?


We'll be starting a new campaign soon. I proposed a character concept, to which my GM response was "You're doing that!". I'd like any advice or critiquing I can get.

We'll be going from levels 1 to 15 with 20 point buy, and we're allowed to use any Pathfinder published material.

The rest of the party will consist of a halfling witch jinxer, a dwarven mounted barbarian mammoth rider, and a gnome casting-focused nature oracle. We will be going through the Jade Reagent adventure path.

My Build- It's a dual-wielding archer. Mainly worried about the feats.

Human Internal Vivisectionist Alchemist 1/Fighter 1/I V Alch 3/Fighter 11
Attributes
STR 14
DEX 19
CON 12
INT 12
WIS 12
CHA 7
Human +2 went into Dex. Planning on putting all increases in Dex

Feats
1 Point Blank Shot, Precise Shot
2 Deadly Aim
3 Rapid Shot (discovery- Vestigial Arm)
4 -
5 Two-Weapon Fighting (discovery- Vestigial Arm #2)
6 Weapon Focus (Comp. Longbow)
7 Manyshot
8 Improved Two-Weapon Fighting
9 Weapon Specialization (Comp. Longbow)
10 Point-Blank Master
11 Clustered Shots
12 Improved Precise Shot
13 Greater Weapon Focus (Comp. Longbow)
14 Greater Two-Weapon Fighting
15 Improved Critical (Comp. Longbow)

Skills
5 skill points Alchemist levels; 4 at fighter levels (with fav class)
Max Perception, Diplomacy (I ALWAYS end up being the talker; taking a trait to get this), & Knowledge (nature)(adds to heal with Cruel anatomist which in our campaigns we use as Knowledge (medical & CSI)). Other skills open.

I'm also worried if my attack bonus will be high enough with the penalties I'll be accruing. -4 from two-weapon fighting, -2 from rapid shot, and up to a -4 from Deadly aim. That's -10 to attack at 13th level O_O. Will I be able to counter that to a respectable attack bonus?


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Ah, ha, ha, ha, stayin alive, stayin alive... Just keeping things going.

@Vladimir Thomas- Sorry to burst your bubble, but Ruloc said he wasn't going to add anyone else to this list until it's done. He may or may not start another list, so cross your fingers and hold on to your character descriptions (I know I have a few:).

Yes, Ruloc does take commissions and that would be your best bet if you're in a hurry for your pics. Just hit him up at his Deviant Art page.

@Ruloc-If you haven't guessed, I stalk you when I haven't heard from you in a while. And it seems every time I do, I find another piece of your wonderful artwork. This is a wonderfully creepy piece that I will be recommending as a reference to a low charisma halfling witch Klooless will be playing in an upcoming Jade Regent campaign (alongside Janeko from your list). Keep up the great work!

...And stay in touch, we tend to miss you around here!


Chiming in for an answer. My party encountered a demilich and the "How much damage does this spell do?" question came up. After investigating, I found this thread and now question the targeting of the spell (didn't have a problem at the table, as the demiliches Wail of the Banshee is an emanation centered on it.(which I find more fitting for this spell anyway.)).

The "Ask James" thread has an answer of "only 10 damage/level, total", meaning if the first guy fails and can take 170-200 damage, everyone else is safe. I'm not sure about this answer, as it makes Wail of the Banshee feel like a glorified Harm. Yes, it's at reach, but it's also save negates! Doesn't feel 9th level to me...


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I LOVE THE MONKEYS! Not just the band, but these beautiful pictures. Dhima Hona was a brainstorm child of mine that Mobat ended up playing, and I must say, you did it justice. He's not much of a poster so I'll send it along, "Thank you very much!".

P.S. Just so you know, your art is the perfect size for Iphone backgrounds :]


Being helpless, I would be inclined to rule that your Dex and Str mod both become -5, the same as an any other paralyzed creature. You would likewise lose Dodge bonuses and your Wis bonus if a monk. At most, your CMD would drop to 11 (your base attack bonus) + other modifiers that aren't lost when denied Dex (the new -5 modifier from Str and Dex would cancel out the base 10). But do note that the tentacles also get a +4 bonus to attack you while helpless, which could improve to a +8 if you end up prone.

You might actually still be quite resistant to a grapple even if you are held, depending on the extra accumulated bonuses, but the odds aren't in your favor.

P.s. Is that a strength of 8 or a strength modifier of +8?


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Necromancy with the answer!

The Pathfinder Player Companion: Blood of Night contains a small blurb in the Moroi (standard Pathfinder vampire) section under the "Secrets of the Moroi heading".

Pg. 8, Blood of Night wrote:
Spells like darkness and protective penumbra (see Ultimate Magic) provide temporary respite from the dawn...


James, would a vampire on the ethereal plane need to worry about sunlight?


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Ruloc, just saw Eric and Ulygun. Just beautiful pieces; I was hoping they would be going somewhere in the Reign of Winter adventure path, but then I saw the Wayfinder #8 part. Still great art!


Would something like "she may use her witch level as her base attack bonus for attacks and combat maneuvers made with her hair" work? Or is that too little? Witch level + Int mod + Grab bonus (+4).


Ashiel wrote:
The white witch will forever suck as long as her abilities are anchored to a 1/2 BAB chassis with poor short-range survivability. Nothing you've posted here will make it anywhere near overpowered, because due to their abysmal combat maneuver bonuses, most all of it is effectively useless.

I looked at that, which is why I tied it to the prehensile hair hex letting the witch use int for attack and cmb. Likewise, the witch is a full caster and has numerous touch spells which could be used with the hair. This version would also give her some hexes back, helping with offensive potential.


I love the concept behind the WHW, but find the execution a little lackluster, giving up most of what makes a witch a witch. Starting with an attack with a bunch of holes making its weaker counterpart seem more powerful by comparison and ending with numerous roguish options that are either entirely ineffective or show up at too late a level to be relevant.

I made a few minor adjustments to give back some "witchiness" to the white-haired witch. Too strong? Too weak? Easy to understand? Feedback is much appreciated.

White-Haired Witch Redux:
White Hair (Su): At 1st level, a white-haired witch gains
the ability to use her hair as a weapon. This functions as
the prehensile hair hex except as noted below. The hair is
a primary natural attack with a reach of 5 feet that
deals 1d4 points of damage (1d3 for a Small witch). In
addition, the witch gains the Grab ability with her hair When
a white-haired witch grapples a foe, she does not gain the
grappled condition and is not forced to move the opponent
adjacent. The witch is not limited in the amount of time she
may use her hair in this manner.

At 4th level and every four levels thereafter, a white-haired
witch’s hair adds 5 feet to its reach, to a maximum of
30 feet at 20th level.

A white-haired witch can choose from any of the following
upgrades to her white hair in place of a hex:

Constrict (Ex): The white-haired witch gains the constrict
ability with her hair, dealing damage equal to that of its attack
whenever she successfully maintains a grapple.

Trip (Ex): A white-haired witch who successfully strikes a
foe with her hair can attempt a combat maneuver check to
trip the creature as a swift action.

Pull (Ex): A white-haired witch who successfully strikes a
foe with her hair can attempt a combat maneuver check to
pull the creature 5 feet closer to her as a swift action.

Strangle (Ex): When the white-haired witch’s hair is
grappling with an opponent, that creature is considered
strangled, and cannot speak or cast spells with verbal
components. You must be at least 8th level to select this
upgrade.

This ability replaces the hexes gained at 1st and 2nd level.

Rogue Talents: At 4th level, a white-haired witch may
choose to learn a rogue talent instead of a hex, using her
white-haired witch level in place of her rogue level. A
white-haired witch cannot select an individual rogue talent
more than once. These tricks must be selected from among
the following: assault leader*, combat trick, finesse rogue,
major magic, minor magic, positioning attack*, resiliency,
surprise attack, and weapon training. At 14th level a
white-haired witch adds the following advanced rogue talents
to the list: another day*, defensive roll, improved evasion,
opportunist, redirect attack*, slippery mind, and thoughtful
reexamining*.


Take Your time, Ruloc. We'll wait as patiently as we can. Fenegaz has it right: Greatness > Speed


Whenever I have a cleric or a vitalist (Dreamscarred Presses psionic healer),yes. It's great to watch a cleric channel energy after a fight just to watch the combat pick right up! But then again I can be a bastard sometimes.


As Grizzly says, archers are powerhouses in pathfinder. I would recommend looking at the kensai magus from ultimate combat. Sounds right up your alley.

...Though I have to say anything you build will be effective with a 82 point buy :]


This is the intense focus I'm talking about:)
.
.
.
...he's staring into my soul...


Okay, Ruloc, a few pages back you gave me the go ahead for a switch out. I took some time and even tried a little creative writing, so I got a little long-winded.

Janeko éna kai Téssera:
Name: Janeko éna kai Téssera
Race: 1/2 Tian-Hwan / 1/2 Varisian
Hair: Black; Shaved
Eyes: Honey/Hazel
Age: Early 20's
Class(s): Alchemist (Internal; Vivisectionist)4/Fighter 11
Adventure: Jade Reagent
Written Portrait:

"A perfect morning," Janeko whispered quietly, the words billowing from his ever-serious lips to form into misty puffs of smoke in the early morning light ,"to test my adjustments."

His stern, golden eyes drew past the strap of his backpack along the curvature of his left shoulder, admiring his handiwork. The muscle and sinew of a normal man had been meshed with brass and alchemical clockwork, transforming his entire left arm into an automated masterpiece. Great detail had been taken to allow all the articulation and strength of the arm he lost so many years ago, and it showed as the tiny gears and pistons silently whirred to life. With mechanically precise movements, the arm swiftly swept his cloak's hood over his neatly shaved head.

Quietly he climbed down the rough cliff face to the junkyard below. The scent of rusted metal and and rotted foodstuffs carried to his nose by the moist sea air; a smell that reminded him of many adventures as a once-beggared orphan. The heels of his dark leather boots dug into the soft beech sand, leaving small pools where he stepped. Agilely he made his way between the mounds of detritus, his eyes and ears scanning for the telltale signs of his prey.

As he made his way through the haphazard junk-heaps, his attention was seized by a distant THUD, followed by malevolent cackling. With a flit of his cloak, he pursued the unmistakable noise of the soon to be target of his mornings test run: goblins.

Janeko crept behind a pile of dilapidated shipping crates. He leaned slightly past the splintered wood to find a single bat-eared goblin, indistinguishable from any other he had seen. The little bastard had found himself an old trunk and had proceeded to smash the lock with a sizable sea stone. As the goblin dug into his new found treasure, Janeko's left arm snapped to life, reaching behind him to grab his weapon: a longbow composed of nearly as many mechanical parts as his arm.

As he leveled the bow with motorized accuracy onto the now-open chest lid, he grabbed an arrow from the quiver at his hip. He took one final breath as he knocked the missile back, steadying his shot. Like a statue he held motionless, waiting for the perfect moment to end this little monster. He would wait for hours if he had to, frozen and breathless , until his target was lined up.

Janeko didn't have to wait long for the dinky idiot to raise his oblong head from old trunk, now covered in odd dresses and scarves. His chest tightened at the sight; no, at the memory. He could see it all again.

The canvased wagon lousy with the wretches, tossing silk and cinnamon into the air...

His sister and mother huddled together: his father swinging his sword to protect them...

The hot pain of jagged metal digging into his shoulder...

The smell of fire mixed with the chorus of human anguish and goblin glee...

Janeko's stern face twisted to rage as his backpack erupted into a storm of metal and tubes, finally settling on the shape of two slender arms connected by a rotary cylinder at the small of his back. His new arms equipped themselves with his old bow, a well used elven article, and rolled up his back to align themselves at his shoulders, mirroring his other hands. In only a few seconds, the goblin had been pierced from head to groin. Janeko's quiver was empty.

He breathed out, slowly, "Not bad."

Description:

Janeko is 5'08" with very fit, athletic build. He has dark black hair that he keeps near shaved, leaving only a slight shading to his scalp. The same is true for his sparse facial hair, leaving only the lightest shading of a mustache-less goatee. Lineage-wise, He takes after his father (Tien), yet his wide brilliant eyes betray his Varisian heritage. He is quite stone faced, rarely showing an emotion other than intense focus. To add to the intensity, He is also know to stop breathing unless talking or sleeping.

His body, while in impeccable shape, is marred by scarred tissue and a missing left arm. In its place is an arm made in steam-punk fashion, Brass and glass tubing filled with red liquid, all made streamlined to be properly shaped like a real arm. His arm is only the beginning to his mechanical adaptations. A large, backpack-like construct of brass cogs, wheels, and pipes is fixed at his shoulders with the bulk of the device resting at the small of his back. When unfolded, it forms into two thin, simple arms and hands, capable of functioning as normal arms, but created for a different function. When combat initiates, the arms roll-up, connected by a pivoting cylinder, along the spin to set themselves even with the shoulders. They then grab an extra bow and mimic his stance only in reverse, allowing him to aim both bows with the same eye. If possible, this is the stance I would like to see him in.

Equipment-wise, He wears celestial chain under his hooded jacket, allowing him to appear under armored. He favors burnt orange and forest green along with other natural colors. He has a pair of magical bracers matching the description of the bracers of falcon's aim (Ultimate Equipment pg. 272) that he wears on his "main" arms. He keeps his quiver and his hip flask (containing his mutagen) on his right hip. He has two bows, the first is a well worn bow of elven make gifted to him by his savior and mentor, the second a bow of his own design made similarly to this, made of copper, brass and wood.

Please replace Roscoe with Janeko, Then place Janeko before Banipani. Thanks, once again, Ruloc!


James Jacobs wrote:

Yup; it's valid. It's a weird artifact of the way the game is designed, since it's awkward to have a game where minis often would end up occupying the same space, so if two creatures end up sharing a square during combat, one of them more or less has to either move or it gets knocked down.

Unless they're swarms or morlocks.

...I get the whole "in same square, someones got to fall down" scenario, but can people really bull-rush them into that predicament the way the tactics of the grey maidens describes?


James Jacobs says its valid.

...But I think he misread the question.


I actually played a synthesist, Dr. Virgil Halifax, for an AP (Carrion Crown). At one point, I felt bad because of how strong this character ended up. The core weakness of the normal summoner (i.e. the summoner) is wrapped in a nearly impenetrable monster shell.

We even had a scenario where a higher level wizard and his minions ambushed us at night. Everyone but our rogue was asleep, and he failed to perceive the Black Tentacles he cast in the surprise, then Fireball first turn. That was the only (and I mean that, ONLY) time during the entire campaign my summoner took damage. He then Dimension Doored, Summon Eidoloned, flew in, grapple-deaded the wizard, grapple-deaded his minions, and finally mourned the loss of the rest of the party. Being caught of guard won't stop a synthesist.

During the same campaign, I had 3 Dismissals thrown at me. I had to roll a 1 on my save to fail. That might stop a normal summoner, But synthesists have excellent saves.

We never had any Antimagic Fields to my knowledge, but I'm pretty sure our magus and oracle would have had the same reaction I would have had. A spell that totally neuters 3/4's to an entire adventuring party is not a spell to be thrown lightly. It will most likely cause a TPK.

...oh, and for all those summoners out there with Large/Huge size eidolons trying to fit into dungeons/cities, look up greater hat of disguise. You'll thank me!


Whoooo! Free paralyzing touch undead Eidolon!

...On a more serious note...

Your eidolon is not immune to disease and so will be afflicted as any other creature would, receiving it's daily save (I suggest when summoned each morning) and taking appropriate damage. Ghoul fever, however, specifically says that only humanoids will raise as ghouls the next midnight. While your eidolon will take ability damage, it will not become a ghoul.


Just finished this book a few days ago, And it has been some fun. Our haunted metal oracle got whammied with the Sorshen trap and, unknowingly, negated all the social benefits he could have reaped from it by refusing to take his helmet off till he "got better". Much laughter has been had. I must say I love these kinds of "events" in pathfinder games.

On a different note, I posted this question in the rules forum, but maybe here might be better. Direct quote:

During the events of book 2, Curse of the Lady's light, the Grey Maidens have a tactic of "using bull rush to force PCs into squares occupied by other enemies or furniture in order to make them fall down".

Is this a valid use of bull rush, as I can't find rules for it anywhere?

The rules actually seem to the contrary.


cwslyclgh wrote:
It would not seem to be, based upon my reading of the bull rush rules... do they have any unusual feats or anything that might explain it?

no feat other than Improved bull rush.


1 person marked this as FAQ candidate.

During the events of book 2, Curse of the Lady's light, the

Enemy:
Standard Grey Maidens

have a tactic of "using bull rush to force PCs into squares
occupied by other enemies or furniture in order to make
them fall down".

Is this a valid use of bull rush, as I can't find rules for it anywhere?


Resurrecting this unanswered question in hopes of an answer.


If you have the curse of tongues and "gift" somebody your curse in combat, are they then forced to speak a language they (probably) don't know? Does this mean they can't talk? Just wondering, since oracle's burden says they don't receive the benefits of the curse, in this case knowledge of the language they're forced to speak.


Tirq wrote:
Pretty good. How was yours?

Pretty quite compared to previous years. All in all, me gusta. I am, however, officially tired of turkey.

Laithoron wrote:
Aaaauuuuugh! Saw my RSS feed go off. Don't toy with my emotions like that! Haha! XD

Sorry, man. I have this habit of poking things that stop moving. I'm just happy to see that as many people as myself wait with baited breath.


Soooooo, How was everyone's thanksgiving?


Just so we know, you've decided to make a new character instead of salvage your monk, Right?


1 person marked this as a favorite.

I'm DMing the same AP right now, and at about the same part. I have a Wizard/magumbiyan-somthing-or-other and a rogue/sorc/arcane trickster in the party. Their response to "Immune to magic" was, in order:

1)knowledge check for weaknesses or alternate magical responses
2)Buff melee instead of blast enemy
3)Re-check spell list for "Spell Resistance: No" spells.

...Hell, They even get a wand of Acid arrow as treasure just before these encounters and a golembane scarab last book! The rule is "adapt or die".

On a side note: I remember the Caryatid Columns and then the Glass Golem, what's the third monster?
*edit-never mind. The spider-head-golem-things. Totally forgot about them as both spellcasters' daily powers deal force damage and the barbarian chewed through them.

Peter Stewart wrote:
Would you throw a monster immune to melee damage, or weapon damage at a party?

Yes. At least 2 swarms so far in the adventure. And at lower levels, too.


With 2 ranks in perform you will meet the pre-reqs for the Duelist prestige class. Then you can start having that Int pull double duty in your AC. Grab The feat Hamatulatsu from the Inner Sea World Guide to allow your unarmed strikes to deal piercing damage and thereby gain the damage benefits of the prestige class. check with your DM to see if he'll let you pick different feats when the Duelist obtains combat reflexes and deflect arrows. I would recommend crane style for that added parrying awesomeness.

With this option you could actually still lay in the bed you made with minimal changes.

Edit*-Definitely go crane style, as fighting defensively + combat expertise + Duelist elaborate defenses = huge AC!


ACHOOOO! ....sniff*


Ruloc wrote:
@Ed Girallon Poe: No problem at all! Just give me the new characters name and description and I switch it in the list. :)

Okay, thanks Ruloc! I'll take my time putting together as good a description as I can, since it's gonna be a while before any of my others come up.

As for Enre, I love the look of this heavily armored assassin style character and the mask reminds me of The Mask of A Thousand Tomes from Ultimate Equipment. Love it! Keep up the good work. Glad to have you back!


I'm also wondering if you'd be fine with a trade-out. I've got a character in an upcoming campaign (like, months away) That I'd like to see visualized. If not, that's fine too.

...oh, and 100th post!


My last character...

"I don't carry a ranged weapon because everything that attacks me from range only manages to tick me off!"

Grappling synthesist. Damage reduction, fast healing, and a AC so high the bbeg had to roll a 20 to hit me. Could fly, teleport, and was faster on land than anybody but the monk. If it had ranged attacks, I usually got an attack of opportunity. This character got synthesists banned from our gaming table single handed.


A CdG is not an evil act but, as others have said, a CdG could be performed with evil intent.

Sidekick- Would you consider a battery victim who, after months and years of abuse, kills their sleeping abuser evil? There are numerous cases in the U.S. alone where the assault and subsequent death of a "helpless assailant" gets classified as self-defense. I don't believe it's as black and white as you seem to be making it.


Glad to see your doing well, and tell your brother that a bunch of internet strangers wish him the best of luck in his upcoming venture into marital bliss.


Ruloc, I'm thinking of subbing out one of my requests. Would that be alright with you?

(also, I'm doing this to try and nudge this thread back to life)


wraithstrike wrote:
The argument saying that every feat that does not have the work "can" or "may" is optional to use or not use was never made.

... except for post #254 (though the clarification of "can" and "may" just comes from what I remember from English class)

karlgamer wrote:

No. You choose to use Manyshot. You do not HAVE to use Manyshot. You can choose to only fire one arrow with your first attack.

This is true for most feats.

(emphasis mine) Though in my haste, I only provided one example for "not true of most feats".

JrK-About line B, Where does it say the first attack must be unmodified?

Gauss-I was refuting a point someone else had made that I believed was faulty. I had announced my change of stance on RAI on page 4. The only point of view that I'm advocating now is that under scrutiny, the combination of the rules about Manyshot (and apparently other feats) and the rules about full-attack actions can cause many interpretations, which I do believe needs clarification. Several others have stated with certainty that the way they have described is the way the rules work; I don't see it as "100%" as they do.


As I have stated earlier, my initial argument was swayed. As intended, I do believe the developers wanted Manyshot to only be used in a full attack action containing nothing but attacks. That's RAI. What I have been talking about is the writing and syntax of these abilities. It is my understanding that at some point Pathfinder, the game we all enjoy, is going to actually produce a video game based on these rules. Muddy structure will inhibit that.

I will admit that I am playing a devils advocate right now, but i don't believe my argument was a strawman. I can look at several other feats in core alone that are an optional activation, and they use particularly different terminology. Things that are passive use a commanding tone, "you gain a +1 dodge bonus to your AC", "You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense", or "Add your Strength bonus to damage rolls made with your off-hand weapon." Things that are activated use the words "May" or "Choose" and often start with something like "As a Standard action", for example "Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it", "You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls", and " As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement."

The whole bases behind the still and current disagreements are that the first line of Manyshot sounds like the commanding style (When making a full-attack action with a bow, your first attack fires two arrows) and that when making a normal attack it, functionally, hasn't been defined as any form of known action until after the first attack. The way those two interact is... well...they don't. If the first attack is neither a standard or full round action (since it has yet to be defined), Manyshot's condition of "When making a full-attack action with a bow" won't be filled until after the attack that would have benefited.

Now, to reiterate, I beleive that manyshot is supposed to function as stated here on this board, but as written, it doesn't. Which is why there are still people advocating it and playing that way. As stated before, I don't see a huge advantage being gained or taken away from either interpretation, but if these things are supposed to function a certain way, clarification is needed.

Someone said that these forms of debates help to further understanding of the rules and intent, and I applaud them. That is what I've been trying to do. Yet I feel all I keep getting is "Your just trying to win" or "You just don't get what the developers want" or people calling "Rules Lawyer" when we're discussing the rules.

I've made my point. The writing has holes.

...Either way, I thank you all for your time. To quote musician Barry Gibbs "As long as you're having fun, that's the key. The moment it becomes a grind, it's over."


Okay, let me set a scenario.

In the late rounds of combat, a 10th level fighter has just taken 37 hit points, leaving him at 9. By your logic, the fighter can simply not use feats even though they don't give you an option. So the fighter stops using Toughness, dropping him to -1. The enemy, seeing the fighter as a threat no more, moves on. The fighter has now assured survival, as another 37 damage would have killed him anyway.

Does that sound right to you?

Neither feat gives an option. They specify, you do.

If you didn't have two arrows, you're probably not going to full attack either.


Karlgamer wrote:
Talonhawke wrote:
What you arent understanding is Manyshot is not something you choose you simply get two arrows on the first attack from a full attack.

??

No. You choose to use Manyshot. You do not HAVE to use Manyshot. You can choose to only fire one arrow with your first attack.

This is true for most feats.

Actually, the way it's written is using a command, as in you will fire two arrows on the first attack of a full attack with a bow, no matter what. As written, it does not give you the option of not firing two arrows on a full attack. Like I said before, muddy syntax.


After much reading and re-reading, followed by scrutiny of the Vital Strike feat, I will consed the point that the intent of Manyshot is to allow it only on a full-attack action that uses only attacks. However, I still believe that the wording of several of the quoted sections muddies the literal interpretation as such.

The keystone for me was that the effective "single attack Manyshot" interpretation would also allow for the "Vital Strike with iterative attacks"

The issue for me now is the fact that attack actions are technically undefined until after the first attack. Until we either make these feats (Manyshot, Vital Strike, etc.) their own actions instead of options to preexisting actions or redefine the attack/full attack timing, there will still be grey area for argument.


Matthias wrote:
seems like lowering the cost of the item and making it for 1st and 2nd circle spells that you know would balance it out and make it a caster only useful object.

Circle...I smell Earthdawn...


Yeah, I said it before and I need to remind myself. Goodnight Gentlemen. As much as I trust concerro's rules expertise, I simply would need have a dev say it to change my mind :/ So I'll simply wait for that.


concerro wrote:

A full attack is greater(better) than a standard action so I guess it makes sense to put it there. I don't know much about book editing so I may be wrong about that.

It never says it is a full attack action. It is giving you the option of an attack or a full attack. It is not saying you get full attack version 1 or full attack version 2. It even says you have to choose one or the other. Are you saying that is a 10+ year old typo, and that gamers around the world have been doing it wrong?

By the other rules of the game a single attack is an attack action so if you don't full attack then it defaults to a standard action. Also if you take a move action then you don't have room for a full attack action so the attack still defaults to a standard action. They could have printed it again as a reminder, but I think it is a waste of ink to do so.

If it wasn't an alteration to a full attack, It should have been placed earlier in the same chapter under attacks (if it's its own thing) or standard attacks (if it entailed standard attacks). Hell, it could stay where it is and still say something about standard attacks, but it doesn't. Which is why I believe that it would simply be a full attack that gave up all iterative attacks for the equivalent move action.


JrK wrote:
Quote:
since it never even utters the words "standard action",

Once again yes it does. Right where it says "Attack" or "Full Attack".

The Attack action is a standard action. Look at the capitalization.

Now look at the capitalization of every other header like it. see the disparity. Capitalization stands for nothing in a header.

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