Tark, the drawback with Improved Share Spells is that if your Eidolon moves more than 5 feet from you, it loses whatever you buffed it with. I mean it's still a great feat, but only if you plan on using your Eidolon as a mount =/
I've noticed 1 little problem with the bloodrager: at 3rd level, the table states that they get a bloodline power, when according to the text(for the class feature and under all of the bloodlines), they don't get a bloodline power until 4th level. Were they supposed to get something else at 3rd, possibly a bloodline feat, or is it just a dead level?
Tell me where in the CRB it says it has to be a "hand" appendage for the purposes of discharging a touch spell. I'm not seeing it.
A spiked heavy shield does 1d6 damage. Add bashing onto that(which increases the damage die by 2 steps)and it becomes 2d6(1d6->1d8->2d6)
Tiny Coffee Golem wrote:
Start a forest fire, that should round them all up in a blaze.
Create Pit is 1 example, and that way of thinking is metagaming. Besides, Forcecage has a reflex save as well, and can also take you out of a fight.
Iron will and Improved are both really good, but as you said, the bard uses saving finale on you for rerolls, take steel soul instead.
Stand still is a great feat. It would be better if it wasn't a naked combat maneuver check. At least with trip and disarm, you can add your weapon bonus and relevant feats/features to the roll. Stand Still is best employed by brawlers, unfortunately. Another combination you want to consider since you're a 2 weapon warrior is combat reflexes and pin down. keeping an enemy nearby so you can full attack is awesome.
I've only had 1 problem with the TWF Double-Barreled Pistol strategy abuse, and that's because of the following rule:
"If you get multiple attacks because your base attack bonus is high enough, [b]you must make the attacks in order from highest bonus to lowest.[b] If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first."
Emphasis mine. So let's say you are a 2 pistol gunslinger who uses the glove of storing and weapon cord to maximize your attacks, and you have a bonus of +20/+20/+15/+15/+10/+10/+5 when TWFing(no rapid shot for simplicity's sake), and you fire right, then left, drop left, reload right then shoot. You're now ignoring the rule that says "highest to lowest bonus" by shooting all of your right handed shots, and THEN your left handed shots. By the rules, if you're TWFing, you'd have to alternate hands each shot, in order to go from highest bonus to lowest bonus. That puts a stop to abusing the weapon cord trick, since it's a swift action to retrieve the weapon. The glove of storing, not so much.
well pack tactics increases it to +4 when flanking with your war beast, whereas outflank increases it to +4 when flanking with someone else who has the teamwork feat, so there's no point in giving your war beast the teamwork feat, but you and your other allies might want to still take outflank, so you can get a +4 when flanking with them.
That's a typo. An Earth Breaker is a 2 handed weapon, and a Klar is treated as a light shield, meaning you normally can't wear a Klar while wielding an Earth Breaker. The feat lets you bypass that. Also Birthplace of Legends just recently came out, there's no way it was written with the 3.5 rules in mind.
You mention needing Diehard for getting into the class a few times, but the only feat requirements are: Dodge, Endurance and Toughness. Another thing to point out is if you're enlarged and using the lunge feat with a reach weapon, you can actually hit people that are up to 5 squares away, since being enlarged with a reach weapon lets you hit someone from 15-20 ft away in the first place.
Also why are you so adamant about putting keen on kukris as a dex rogue? landing a crit isn't that great unless you're adding something meaningful to it aside from weapon enhancement damage. If you made them Keen Agile Kukris, it would make more sense, since then you'd be getting your DEX to damage, then doubling it each time you landed a crit, but other than that, and you're fishing for sub-par crits.
I am not sure how holding a weapon, like a Greatsword in hand, is related to wielding, and being able to attack with Armor Spikes, or other non-hand weapons.
You can wield a Greatsword using two hands, but if you hold it only using 1 hand, you're no longer wielding it since it requires 2 hands to wield.
As the subject implies, I have a 1st level Fighter that is multiclassing into Wizard for his 2nd level(Eldritch Knight is the plan), and I was curious about something;
Angry Wiggles wrote:
4a. The bite attack would be at 1.5Xstr IF you did not make any other attacks that round, weapon or otherwise. If you make a weapon attack or unarmed strike, all natural attacks are treated as secondary attacks for that round.
Uh, that's not how it works. You only get 1.5 STR if it is your only natural attack, not if it's the only natural attack you're attacking with.
By RAW, I can agree with that, but GMing in my group, I allow it. It makes sense to be able to take your hand of/on a weapon even when it's not your turn if you're able to reach into a quiver and pull out an arrow, which seems like it would require more effort than shifting your grip on a polearm, spear and so on to punch someone when they're in your face.
If I am wielding a Reach Weapon in 2 hands and also wearing a weapon(such as Armor Spikes, a Cestus, Spiked Gauntlets etc...) am I able to make an Attack of Opportunity with either weapon?
For example, if a foe is 15 feet away, and moves into 1 of my adjacent squares, he provokes an AoO because he moves through my Reach Weapon's threatened area. He then uses an action that would normally provoke an AoO while adjacent to me(sheathe a weapon, cast a spell, shoot a bow etc...), am I able to hit him with an AoO with my worn weapon(a Cestus)?
I would assume the answer is yes, and here's why:
Thoughts and FAQs appreciated.
Good question, but I think the answer is no, since 1 of the 2 domains you get from cleric has to be your domain for inquisitors, and inquisitions replace the domain feature of inquisitors, if you have levels in cleric, you HAVE to take 1 of the domains for inquisitor, otherwise you're not replacing anything, and just adding on to it, which would break the rules.
Barry Armstrong wrote:
EDIT: Ninja'd by Nicos!
Well, Mark does call out light weapons requiring limbs to be wielded, so let's roll with that for these examples;
Wow... re-reading that... every single one of the domain/bloodline touch powers provokes. Thats... asinine.
Not entirely, only the ones that are ranged and ones that are spell-like abilities. Unfortunately you always provoke when attacking with a ranged weapon(point-blank master and similar abilities excepted), but supernatural abilities generally don't provoke unless otherwise noted, and spell-like abilities CAN be cast defensively.
In the equipment section, you listed the mithral breastplate having no ACP? That's not true, it has a -1 ACP, since it starts at -4, and mithral reduces it by 3. If you take the armor expert trait, it's fine, otherwise a -1 to attacks all the time isn't worth the +2 AC in my opinion.
You don't get a 2nd attack, you get to automatically deliver the spell to the target if you hit with your weapon, in addition to doing weapon damage. And yes, spell resistance does apply and they get to make a saving throw vs the spell, however not all magus spells have saving throws(shocking grasp comes to mind). The point of spellstriking with a cure spell is that even if they save you still do weapon damage, which is much better than just casting the spell and having them save, which completely wastes the spell.
He doesn't need it due to Knowledge Pool. Using Knowledge Pool you can prepare spells not in your spellbook. That means you can scribe said prepared spells into your new spellbook.
I'll admit, I never thought about doing that before. This idea pleases me >:)
I am the GM in my group, and we all agree at my table that they stack with eachother. I was unaware that it was already asked about for years, but at the rate in which they've been answered FAQs, I figured it was worth a shot if enough people showed interest, but if no one on the board cares, I'll stop wasting my time.
Tarantula, my point is for effects that actually increase a creature's size(enlarge person, righteous might, divine vessel, and animal growth for animal companions), there is a specific rule that says those spells don't stack, so a medium human can become large from enlarge person, and can also become large from righteous might, but he cannot combine the 2 to become huge, he takes the better spell. However, there is no specific rule for effects that TREAT a creature as being larger for the purposes of damage not stacking with eachother, nor does it say that they overlap(protection from/resist energy both have a specific rule for overlapping as well). Since there is no specific rule that says they won't stack, they should. I am willing to admit that I might be wrong, and they just glossed over the subject, which is why I created this thread in hopes of getting it answered officially, and if I'm wrong, all I want is a specific rule that says they don't stack, like what they did with the enlarge person and protection from energy spells.
That's not the point, the point is it's a problem that should be addressed. Please don't spawn another argument here, I'm only trying to get it clarified here.
So if I have a human fighter wielding a spiked light steel shield, which treats the shield as 1 size category larger for the purposes of damage rolls with the shield, what happens if that same shield is later enchanted with the bashing special ability?
My belief is that the spiked shield is treated as a large shield for the purposes of damage, and the bashing special ability would then treat it as 2 size categories larger than large for the purposes of damage, but there are those people that disagree with me, saying that the 2 effects don't stack.
A similar example is a large wolf that takes improved natural attack and has strongjaw cast on it. would that treat the wolf's bite as if it were a colossal creature(3 size categories larger), or gargantuan(2 sizes)?
Please help me get this answered, and press the FAQ button, so the matter can be resolved once and for all.
The rules don't say that they don't stack, and they also don't say that 1 effect overlaps the other, so the logical assumption is they both stack.
Medium creature gets bashing on its spiked shield, which was treated as large, is now treated as 2 sizes larger, so large shield is now gargantuan shield.
show me absolute proof that this isn't the case.
They do not stack. Click the link I provided above.
Where in the Core Rulebook does it say a spiked shield and bashing don't stack? It doesn't, it only says that effects that actually increase a character's size don't stack, as I already stated in my above post. Thanks for reading that thoroughly by the way. Also, your link is just your opinion, there is no actual clarification of the matter at hand contained within it. If you can show me the rule that says "effects that treat a character as x size categories larger do not stack with effects that treat a character as x size larger", then I'll agree with you, and cease from pressing the matter further.
Actually the original cavalier's ability is written badly. The Gendarme clarifies what happens when the Gendarme with spirited charge AND the level 20 ability charges, the standard Cav doesn't. It seems like you're following the same logic people used to justify the 2 handed fighter archetype using overhand chop getting double their strength bonus on top of already doing strength and a half with a 2 handed weapon, and that's just silly.
You can't choose to use the bludgeoning part of a spiked shield, you have to shield bash with the spikes. That's already been confirmed in an older thread. As far as shield spikes and bashing, a spiked shield is still a shield, and still qualifies for the bashing property, and since the size of the item is not actually being changed, but only being treated as larger, then they stack.
Let me put it another way: I have a Wolf animal companion. The AC has a bite attack that does 1d8. Later on, I have it take Improved Natural Attack(bite), which treats its bite as 1 size category larger for the purposes of damage, making the bite deal 2d6 now. I cast Animal Growth on the AC to increase its size, so now it's a huge wolf, and its bite would do 2d6, but since it still has INA(bite), it's still treated as 1 size category larger, so its bite actually does 3d6, because the 2 effects aren't both changing the size of the creature, 1 is only treating it as being larger thus bypassing the rules that says "multiple effects that increase a creature's size don't stack.
I don't think Supreme Charge and Spirited Charge can be combined...
Spirited Charge says: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Supreme Charge says: At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance).
They're both calling out the same action, so they shouldn't work together. Furthermore, the Gendarme archetype for Cavalier specifies in its 20th level ability:At 20th level, a gendarme represents the epitome of Mounted Combat. Whenever he makes a charge attack while mounted, he deals triple the normal damage (quadruple if using a lance); this damage includes all increases from the Spirited Charge feat and from the use of a lance.
Now as to how much damage you should do on a crit using supreme charge with a lance, it seems that you would still only be doing 5x your normal damage.
I just discussed this in another thread. If you put Bashing on a Klar, the damage dice only go up one, because a spiked shield already counts as one step higher.
Incorrect, it goes up as if it were 2 size categories larger. You're probably thinking along the lines of Enlarge Person, which says "Multiple magical effects that increase size do not stack". The Bashing Special Shield Ability however, treats it as 2 size categories larger for the purposes etc... Note that it's not actually changing the size of the shield, like Enlarge Person would, but treating it as if it were larger. Therefore, a Klar with the Bashing property would be doing 2d6 damage on a shield bash.
Imagine Assassins in Pathfinder being able to take out PCs because they grew some weeds and put it in their stew.