12 or more Melee Attacks per 1 Full Attack by level 3 at 130ft reach... RAW?


Rules Questions


I posted a question similar to this earlier but given a couple of weeks my group broke it further.

Human Fighter level 3 Has High DEX and STR: Dodge, Mobility, MultiWeapon Fighting, Combat Expertise for feats

QUESTION 1) Prereq for multiweapon fighting is 3 or more hands. Legal to get but not use unless 3 or more hands are attained ie: spectral hand? Note: this would not change the application it is just reducing the penalties to do it.

Group Purchases Wand of Spectral Hand (Sor/Wiz level 2) CL3 130ft distance to make melee attacks.

Question 2) does this count as "reach"? And do squares that fall within this distance to character count as "Threatened"?

Group Purchases Amulet of mighty fists With Ghost touch as it's +1 Bonus

So Far everything is ok RAW as I understand it.

Group knows large fight is coming, they take a minute to use the wand 6 times and cast 4 spells of spectral hand giving the fighter effectively 12 hands.

Combine with amulet of mighty fists: (+1 ghost touch), all 12 hands count as both corporeal and incorporeal for better or worse.

Fighter then picks up 12 short swords with his strength +7 1d6+4, Pally kicks the door down Fighter makes a 5 ft adjust in and makes 12 attacks at +5 1d6+4 as a surprise action with the rest of the group firing arrows at the survivors. Fighter has the initiative in the standard round and cleans the first encounter up with his 12 attacks.

Group effort. Still have 18 rounds to run through the dungeon with 12 attacks per 1 Full attack action... RAW legal?

At level 4 I believe the fighter is going for whirlwind attack which then the wand would only need be used once or twice for a two handed weapon and the fighter can become a 130ft area of effect at his highest base attack against all creatures in his reach for 3 minutes. IF the group invests in 1 decent magic weapon and the fighter 2x spectral hands it he can potentially get a lot of damage with the element +1d6's.

Is there something i am missing in the rules here or is this totally legit? Cheesy yes, GTFO cheesy, but also RAW legit so far as i can tell. Reward creativity and group effort, or spank the whole team?


1 person marked this as a favorite.

Nowhere in spectral hand does it say you can use it to attack with weapons. It lets you use the hand to deliver touch spells, and that's it.

Further, they aren't permanent effects, so they can't be used to meet prerequisites.


Adventure Path Charter Subscriber

No, I would say not legal by RAW.

Because of the same reasoning that spell-like abilities are NOT spells per se and therefore cannot be used to qualify for anything requiring 'spells', application of metamagic feats, etc ...spectral hand does not count as a appendage. It is a spell which effects simulate a hand but it is NOT another physical appendage like your arm.

TL:DR - a spell is not an actual arm, just like spell-like abilities are NOT spells.


I don't think multi weapon fighting is legal as human has no 3rd hand and specital hand does not count as it does not last more then 24 hours. The rules around here some where? It the same one that does not let you get int skill points from fox cunning spell or int boosting stats item unless you have that item in use for over 24 hours.


That's not how prereqs work.

Nor is it how spectral hand or Amulet of Might Fists works.


Well, lets see - Spectral Hand is for delivering touch attacks from spells. It's incorporal. How is this Incorporal hand picking up and using a weapon? There is nothing I see that suggests the Amulet of Mighty Fists +1 Ghost Touch somehow transfers it's ability to a spell effect from a wand.

Even if each weapon was a +1 Ghost Touch (thus, for example, a ghost could pick up and use) an argument can't be be made for this - it's a total misread of the rules. Not even close to RAW. Because...

Spectral Hand does one thing, and one thing only - it allows the delivery of spells though it that have a range of touch. Nothing else. Anything more is something inferred and not RAW at all.

At least, that would be my two cents.


No, for many reason already mentioned above


Black Moria wrote:
TL:DR - a spell is not an actual arm, just like spell-like abilities are NOT spells.

That bold part is not true. Recent FAQs have said that they are, and they count for PrC requirements.

To the OP: Nope, as mentioned several times.


KainPen wrote:
I don't think multi weapon fighting is legal as human has no 3rd hand and specital hand does not count as it does not last more then 24 hours. The rules around here some where? It the same one that does not let you get int skill points from fox cunning spell or int boosting stats item unless you have that item in use for over 24 hours.

Thanks for the assist on the prerequisite for the feat, that will stall them for 1 level, till whirlwind attack and then back to square 1 since that is perfectly legal for the fighter to take and use.

Assuming then that the group receives the reasoning no because that's not the way amulet of mighty fists imparts the ghost touch property ie: it only works on the fighter's actual hands. They take the funds from the amulet and put it in to purchasing a ghost touch weapon for that purpose.


Still can't use them to attack like this.


Demjing "The Mage Breaker" wrote:
KainPen wrote:
I don't think multi weapon fighting is legal as human has no 3rd hand and specital hand does not count as it does not last more then 24 hours. The rules around here some where? It the same one that does not let you get int skill points from fox cunning spell or int boosting stats item unless you have that item in use for over 24 hours.

Thanks for the assist on the prerequisite for the feat, that will stall them for 1 level, till whirlwind attack and then back to square 1 since that is perfectly legal for the fighter to take and use.

Assuming then that the group receives the reasoning no because that's not the way amulet of mighty fists imparts the ghost touch property ie: it only works on the fighter's actual hands. They take the funds from the amulet and put it in to purchasing a ghost touch weapon for that purpose.

Spectral hands cant wield weapons. Spells only do what the spell says they do. A ghost touch weapon does not make it able to be weilded by a spell that does not say it can weild weapons. In addition to use the wand of spectral hand on the fighter, the fighter must be the one to use the wand. The spell says "YOU" which refers to the caster of the spell. If the wizard is using the spell, he gets the spectral hand, not the fighter


Demjing "The Mage Breaker" wrote:
KainPen wrote:
I don't think multi weapon fighting is legal as human has no 3rd hand and specital hand does not count as it does not last more then 24 hours. The rules around here some where? It the same one that does not let you get int skill points from fox cunning spell or int boosting stats item unless you have that item in use for over 24 hours.

Thanks for the assist on the prerequisite for the feat, that will stall them for 1 level, till whirlwind attack and then back to square 1 since that is perfectly legal for the fighter to take and use.

Assuming then that the group receives the reasoning no because that's not the way amulet of mighty fists imparts the ghost touch property ie: it only works on the fighter's actual hands. They take the funds from the amulet and put it in to purchasing a ghost touch weapon for that purpose.

It still doesn't work because Spectral Hand cannot be used in this way as the spell outline that it can only be used to perform ranged touch attacks.

Further justificaiton for it is that the hand counts as incorporeal. Incorporeal creatures have no body. They have no strength or constitution. Something without a strength score cannot lift objects, like weapons. Even if the weapons had ghost touch enchanted on them, they could not lift the weapons.


Nowhere in the spectral hand description does it say anything about it being able to hold mass, let alone attack something with a weapon. The spell doesn't work that way.

If it's the word "hand" that's getting to you, change it to spectral finger and see if their arguments still make any sense because it doesn't change the context of the spell at all. Don't get me wrong they can use the wand on the fighter, but unless he has some touch attacks/spells to put through it, it's like casting light on a lit torch.... Actually it's worse than that. Light on a lit torch might increase the visible distance instead of just wasting a charge from a wand designed to:

"...allow you to deliver low-level, touch range spells at a distance"

Mage hand is closer to what they're talking about and even that wouldn't do what they want.


Cheapy has the truth of it. This is far from legal.


OP, if this actually worked (and it doesn't), would you consider that a good thing?


Thanks everyone for your reposes I guess to sum up where I am at now is that: Rules As Intended vs Rules As Written

Yes you are all correct RAI, unfortunately RAW I still have issues with these statements in the spell's description, combined with the descriptions of ghost touch.
Spectral Hand
Ghost Touch Armor
Ghost Touch Weapons

Within these descriptions are the following full ideas separated by periods and commas. This is not inferred just quoted RAW.
"A ghostly hand shaped from your life force materializes and moves as you desire", "On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.)" " and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can."

"The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it."

This is all of the text that has nothing to do with adding range to a touch attack spell.

As the word of power range just adds range to touch words very simply. Paizo could have accomplished this spell just as elegantly. But they did not. Which points out that there is more to the RAI than a simple touch spell delivery at range (see flying familiars for wizards that do just about the same thing).

Then there is the Ghost Touch Effects
"It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects." -From Armor

"The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal." - From Weapon

The Glue that makes it all come together:
- A ghostly hand shaped from your life force materializes and moves as you desire
-The hand is incorporeal and thus cannot be harmed by normal weapons.
-and attacking with the hand counts normally as an attack.

These statements define the hand as a manifested ghostly incorporeal hand. That is a lot of inclusive statements to the ones in the ghost touch. RAW

I understand the argument for RAI, but stated directly RAW it is useable to attack as desired which counts as a normal attack and ghost touch weapons (and armor) can be manipulated by it also RAW, but maybe not RAI.

If the fighter takes a level of sorcerer it will belay the monstrosity until level 5 as then he will be able to whirlwind attack and use the wand his self to satisfy the "as you desire". If the fighter desires to pick up a ghost touch weapon and attack with it as a normal attack at 130ft then it moves as he desires. and strikes from his direction.

Thanks for the clarification on ghosts have no strength so I can at least deny him those bonuses to his attack and damage. But that still leaves 130ft whirlwind attack but at level 5 a fireball is way more powerful. And if I don't throw armies at them the effectiveness of it at higher levels diminishes. At level 10+ without the strength to back it up it may be useable many times but for small change in damage compared to other forms of attack that do use modifiers from strength.

So to answer your question Evil Lincoln,
If it's fun and enjoyable for a group it is a good thing, if it is a good thing. If even one person GM included feels it makes the game unbalanced and not fun then no it needs to be adjusted or not allowed.

I think it does work RAW i will force them to level a few times using the recommendations here and once they blow their loot on the concept to try it out and at the same time show them that a fireball is more effective in a 30x30 dungeon room. Without STR mod it wont take down a CR 7 Boss. The knee jerk reaction of the range will become a lack luster disappointment in closer quarters. I'll probably give them a low level necklace of fireballs to try at the same time to drive the point home and not make them feel bad about the 50% sell back on the equipment to try their concept.

I think it is a good thing that they have great ideas and team work. I also think i should let them try. I will tell them of the restrictions and limited damage output beforehand as that is only fair. If they wish to continue they can have a unique and marginally useful item combination for a price.


"A ghostly hand shaped from your life force materializes and moves as you desire"

...

to finish the sentence you are quoting:

"...moves as you desire, allowing you to deliver low-level, touch range spells at a distance."

It doesn't allow for wielding weapons, or drinking from ghost touch potion bottles. I believe everyone that has weighed in comes to this conclusion.

However if you like it, as a DM, go for it.

Liberty's Edge

Demjing "The Mage Breaker" wrote:

Thanks everyone for your reposes I guess to sum up where I am at now is that: Rules As Intended vs Rules As Written

Yes you are all correct RAI, unfortunately RAW I still have issues with these statements in the spell's description, combined with the descriptions of ghost touch.
Spectral Hand
Ghost Touch Armor
Ghost Touch Weapons

Within these descriptions are the following full ideas separated by periods and commas. This is not inferred just quoted RAW.
"A ghostly hand shaped from your life force materializes and moves as you desire", "On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.)" " and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can."

"The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it."

This is all of the text that has nothing to do with adding range to a touch attack spell.

Yeah, no. There isn't even anything about RAW (if 'RAW' was such a thing to begin with) that says you can make melee attacks with manufactured weapons.

Spectral Hand, PRD wrote:
A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance.

Emphasis mine. That's it. That is what the spell allows. It does not say that you can make melee attacks with manufactured weapons. It says that you can make touch attacks at a distance. "...[A]nd attacking with the hand counts normally as an attack" is not a reference to being able to attack with manufactured weapons. It is merely saying that such touch attacks that you are making at range are treated in the same way that you would make a normal touch attack under the circumstances (whether immediately as part of the casting of a spell, or at a future point in time by holding the charge of a spell). That is it.

If you want to houserule the spell to allow melee attacks, that is fine. But there is absolutely nothing about RAW/RAI that can even be construed to allow such a thing.

EDIT: pseudo-ninja'd.


Demjing "The Mage Breaker" wrote:

Thanks everyone for your reposes I guess to sum up where I am at now is that: Rules As Intended vs Rules As Written

Yes you are all correct RAI, unfortunately RAW I still have issues with these statements in the spell's description, combined with the descriptions of ghost touch.
Spectral Hand
Ghost Touch Armor
Ghost Touch Weapons

Within these descriptions are the following full ideas separated by periods and commas. This is not inferred just quoted RAW.
"A ghostly hand shaped from your life force materializes and moves as you desire", "On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.)" " and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can."

Edit: double ninjad

"The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it."

This is all of the text that has nothing to do with adding range to a touch attack spell.

As the word of power range just adds range to touch words very simply. Paizo could have accomplished this spell just as elegantly. But they did not. Which points out that there is more to the RAI than a simple touch spell delivery at range (see flying familiars for wizards that do just about the same thing).

Then there is the Ghost Touch Effects
"It can...

How about the full text for a couple of those lines

A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance.

and

The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack.

and

After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.

You can't just pick and choose portions of a sentence and call that RAW. You are removing important dependent clauses from the context. The spell very clearly spells out what you are allowed to do. If you want to allow it, that's fine, but don't try and argue that it is anything other than a house rule.


Spectral Hand wrote:

A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance.

***

For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand.

***

After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.

Bold = It's talking about the caster of the spell. The fighter didn't cast the spell, so the Spectral Hand does nothing for that character.

Italics = The language specifically and exclusively discusses the delivery of touch spells. It does not say you may generally "attack" with the hand. It says you are allowed to "deliver low-level, touch range spells at a distance." That is it. That is explicitly Rules-as-Written.

EDIT: Frackin' ninjas.


LOL, I wonder what justification we'll see next to try to make this work?

To the OP: What you are trying to do violates the rules as written and I am extremely confident it violates the rules as intended.

If you want to allow this in your campaign because you think it's cool or something, that's your call. But to employ a golf analogy, you are not merely in the rough here, you are out of bounds, across the street and in the neighboring golf course's fairway.


This is not RAW.

RAW means you can only do what the spell says you(the caster) can do with it.

Also dead characters are allowed to take actions by RAW, so even if this was legal by RAW, which it isn't, it is your job as the GM to just say no.


It's also worth disproving from the other end:

Quote:
It can be picked up, moved, and worn by corporeal and incorporeal creatures

A spell effect is not a creature, so this part of ghost touch is irrelevant to it. However, a ghost touch weapon would be able to damage it easier than a regular one.


Demjing "The Mage Breaker" wrote:


Fighter then picks up 12 short swords with his strength +7 1d6+4, Pally kicks the door down Fighter makes a 5 ft adjust in and makes 12 attacks at +5 1d6+4 as a surprise action with the rest of the group firing arrows at the survivors. Fighter has the initiative in the standard round and cleans the first encounter up with his 12 attacks.

Remember that you only get 1 standard or 1 move action in the surprise round, not a full attack.

Also, if you want to treat them as 130' reach, remember that targets with cover get a +4 bonus to AC against anyone not adjacent to them the same way they get the bonus against ranged weapons. (Though you do not take the -4 penalty to attack for the target being in combat the way a ranged character without Precise Shot does.)

I would probably rule that the fighter needs line of effect to use the spectral hands (if you want to rule that he can use them) which means everyone who sees him with his army of short swords can just duck behind a couch and be OK until he gets LOS on them. But there is room to argue with that ruling since the spell is already cast. But cover rules, especially full cover, still apply.

Where in the Spectral Hand rules do you find anything about the hands using the strength score of the person controlling them? You would need an explicit line to make that kind of ruling since it's not the normal way spells and effects work. Mage Hand is a flat weight, Telekineses and Floating Disk are based on caster level, the only thing I know of that gets STR-type bonuses based on a stat is the Prehensile Hair hex, and that runs off INT not STR. In any case, it would be hased on the caster's stat and 1.) Wands use the creator's stats not the activator's and 2.) The fighter would have to activate the wand himself. How does a fighter get a +12 UMD by level 3? (Activate a wand is DC 20, and you said they "use the wand 6 times and cast 4 spells of spectral hand.")

Finally, how much money are these characters throwing around? A +2 Amulet of Mighty Fists is 16,000GP and a level 2 wand is 4,500GP. That's a lot for characters with a recommended WBL of 3,000GP.


Calth,
I included the web links because I want the entirety of the thing looked into I am not choosing to ignore the fact that it can make touch attacks. I will however point out all of the punctuation breaks that change the meaning;
From: No comma "A ghostly hand shaped from your life force materializes and moves as you desire (only) allowing you to deliver low-level, touch range spells at a distance."
To: As written "A ghostly hand shaped from your life force materializes and moves as you desire, (also) allowing you to deliver low-level, touch range spells at a distance."
Making the touch spell delivery a byproduct like it is a byproduct of having a familiar that can fly.

fretgod99,
Got it. The fighter is taking a level of sorcerer to use the spell completion item wand with the spell in it. So that it resolves the you in the description the you part was an oversight. Got it now.

Adamantine Dragon,
I am simply trying to get an understanding around the nature of the spell as it has a lot of needless, extraneous game properties that really go above and beyond the simple intent of a spell to deliver touch attacks at range.

I am sorry to see that you feel I am doing something wrong or negative in your opinion, and that I would be in another golf course (game system?) as it were with this. Most of the other spells are simply and elegantly written this one however has more to it than just an extension of range, why do you think that is?

I too am extremely confident that it violates rules as intended. So what was the intent for all of the movement description, and composition of the hand if not to be used in some way? Are they just a bunch of wasted words? what was the purpose behind them? Can you justify the majority of this spell's description as to how it applies to discharging a touch spell at medium range with +2 to attack?

wraithstrike,
I apologize for misunderstanding the meaning of RAW. I was clearly under the impression that if it was written in the description as a statement then that statement held true. I believe if the fighter takes a level of sorcerer then he can qualify for all the you statements in the spell description if he activates the wand with spectral hand as a spell completion item since he then has on his spell list as a future potential spell spectral hand.

Generally,
I read that the spell makes the hand that is it. The touch attacking is a byproduct of the spell that makes the tool that allows it.

Like making a hammer with a spell. What I am hearing that if the spell does not say the hammer can be used to hammer nails then by RAW it cannot be used to hammer nails?

The spell seems to quite clearly state that it moves about as desired, and can make attacks so long as they are from the direction of the caster. The description also gives it the necessary qualifiers to interact with ghost touch. In addition to the +2 bonus when touch attacking and all of the other things it can do when holding and discharging a touch spell.

Many of the sentences in the description state that the hand has a purpose, and by punctuation detail other purposes. <- like that sentence is constructed -> (Open ended use, and 1 defined purpose).

Lets say the majority is correct here. Then whats is the use of all the assignment of HP, "moves as you desire", and attacking with it counting normally as an attack (which is redundant as it already stated it is making a touch attack)

The spell could simply say: allows spells with the range of touch to be delivered at a distance (add non game affecting fluff here). There is no need for HP, moves as desired, attacks from direction of caster, and etc. If all the spell truly does is make allow the discharge of a touch range spell at distance +2 to attack.

I wouldn't want a hasty ruling on this either as that would make the majority of the spell's description fairly useless. Unless it can be otherwise justified?


Bobson wrote:

It's also worth disproving from the other end:

Quote:
It can be picked up, moved, and worn by corporeal and incorporeal creatures
A spell effect is not a creature, so this part of ghost touch is irrelevant to it. However, a ghost touch weapon would be able to damage it easier than a regular one.

Thank God for Bobson!

You have found the lethal statement that brings the trick all down. The hand is not a creature thus ghost touch does not apply. Thank you.

Many have said it just doesn't work, but none have pointed out that little bit of Eureka! Thank you for being constructive Bobson. My faith in the unbreakable Pathfinder is restored.

It definitely wont work then as a means of manipulating items ghost touch or otherwise. I suppose you could slap a ghost with it but being immune to nonlethal damage as undead they probably would just ignore it.

This ends my delving into that application as I have a solid written reason as to why it does not work.


But why then all the description on it moving around? Maybe as a distraction tool?

I guess the HP description allows it to get taken out by spells but if it isn't a creature it can't be targeted by magic missile at least.

Ah well I am satisfied. Thank you to all who helped me get through this one.

Designer, RPG Superstar Judge

1 person marked this as a favorite.

This doesn't work because Multiweapon Fighting's description says, "This multi-armed creature is skilled at making attacks with multiple weapons," its Prereqs say, "three or more hands," and its Normal line says, "This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms."

A human with two arms and a spectral hand doesn't qualify as "multi-armed," "three or more hands," or "more than two arms."

Having a spell that creates a ghostly hand doesn't count as being a creature having a hand. Nor does carrying around a bag of severed hands or arms.


no problem... most of us are really good with the rules..feel free to ask again.


Demjing "The Mage Breaker" wrote:

Calth,

I included the web links because I want the entirety of the thing looked into I am not choosing to ignore the fact that it can make touch attacks. I will however point out all of the punctuation breaks that change the meaning;
From: No comma "A ghostly hand shaped from your life force materializes and moves as you desire (only) allowing you to deliver low-level, touch range spells at a distance."
To: As written "A ghostly hand shaped from your life force materializes and moves as you desire, (also) allowing you to deliver low-level, touch range spells at a distance."
Making the touch spell delivery a byproduct like it is a byproduct of having a familiar that can fly.

Actually, this is not a correct interpretation. All the comma does in this case is separate the participle "allowing" from the closer available references ("force" or possibly "you") and "push it back" to modify the subject. It's for clarity, only. (I suspect you're thinking of restrictive vs. non-restrictive relative clauses, in which case the comma does have a function somewhat similar to what you describe. That rule does not apply to participial phrases.)

If you parse this sentence, you get
hand (subject)
------ materializes (compound verb part 1)
------ and moves (compound verb part 2)
allowing you to deliver... (participial phrase modifying "hand")

You can also break it out and place each thought in an independent clause:
1) A ghostly hand is shaped from your life force.
2) This hand materializes.
3) This hand moves as you desire.
4) This hand allows you to deliver low-level, touch range spells at a distance.

If they didn't want to define this as the purpose of the hand, they could have left it out or flat out said, "this hand can do anything a normal hand can do, for example, delivering touch spells at a distance."

As written, the purpose of the hand is to allow you to deliver low-level touch range spells at a distance. Everything else in that sentence is essentially fluff and has no effect on game mechanics.


Demjing "The Mage Breaker" wrote:
It definitely wont work then as a means of manipulating items ghost touch or otherwise. I suppose you could slap a ghost with it but being immune to nonlethal damage as undead they probably would just ignore it.

What if the sword was incorporeal and was enhanced with Ghost Touch?

*Throws some logs on the fire*


Gwen Smith wrote:

You can also break it out and place each thought in an independent clause:
1) A ghostly hand is shaped from your life force.
2) This hand materializes.
3) This hand moves as you desire.
4) This hand allows you to deliver low-level, touch range spells at a distance.

If they didn't want to define this as the purpose of the hand, they could have left it out or flat out said, "this hand can do anything a normal hand can do, for example, delivering touch spells at a distance."

As written, the purpose of the hand is to allow you to deliver low-level touch range spells at a distance. Everything else in that sentence...

I stand corrected. Those are awesome grammar skills Gwen. Thanks.


Sean K Reynolds wrote:

This doesn't work because Multiweapon Fighting's description says, "This multi-armed creature is skilled at making attacks with multiple weapons," its Prereqs say, "three or more hands," and its Normal line says, "This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms."

A human with two arms and a spectral hand doesn't qualify as "multi-armed," "three or more hands," or "more than two arms."

Having a spell that creates a ghostly hand doesn't count as being a creature having a hand. Nor does carrying around a bag of severed hands or arms.

Awesome! U posed on my Thread! Woot!

(Ahem) Official statement as good as gold.

Thanks.


RAW this Gish doesn't work, even without what SKR posted. He has at best what a 12 or 14 con?

10 for maxed out HD at 1st
5.5 average for a 1d10
4.5 average for 1d4
6 for 14 con

26 HP total.

Casting Spec Hand 15 times would do a average of - 37 (average of 15d5 rounded down). That means best case scenario most times he stops knocks himself out and the party stabilizes him or he tries to fight with 1 or 2 HP and hopes the enemy doesn't have a bow, or magic missile or an acid splash.


Well, say you are a Wiz5/Ftr2/EK2 with a +6BAB. You cast Spectal Hand and Chill Touch. The round that you cast the Chill Touch you hold the charge (while someone else in the party casts Teleport or bangs down a door, say).

1) The next round, can you make two chill touch attacks with your spectral hand, the second at -5?

2) The spell says, "For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand." It says touch spells CAN be delivered by the spectral hand. Do they HAVE to be? Can you choose to not use the spectral hand and instead use your own?

3) If you have TWF, can you make chill touch attacks with both the spectral hand and your own hand?

4) If you have whirlwind attack, can you make many chill touch attacks with your own hand in one round?

5) If you have whirlwind attack, can you make many chill touch attacks with the spectral hand in one round?

6) This idea also works with Produce Flame. If you have UMD and a wand of CLX Produce Flame, can the Spectral Hand deliver Chill Touches and Produced Flames in the same round? With the same attack?


Demjing "The Mage Breaker" wrote:

Lets say the majority is correct here. Then whats is the use of all the assignment of HP, "moves as you desire", and attacking with it counting normally as an attack (which is redundant as it already stated it is making a touch attack)

The spell could simply say: allows spells with the range of touch to be delivered at a distance (add non game affecting fluff here). There is no need for HP, moves as desired, attacks from direction of caster, and etc. If all the spell truly does is make allow the discharge of a touch range spell at distance +2 to attack.

I wouldn't want a hasty ruling on this either as that would make the majority of the spell's description fairly useless. Unless it can be otherwise justified?

I know you've already accepted the answer based on other reasons, but hopefully for some additional clarity: The point of the spell is to be able to deliver melee touch spells at range, without making them ranged touch spells. That's why all the hp, movement, and direction of attack language is necessary. Plus, the hp, movement, direction of attack indicates how delivering these spells even at range can be thwarted, when cover bonuses to AC apply, etc.

Melee touch attacks are different from ranged touch attacks in that melee touch attacks do not provoke attacks of opportunity. Also, if you're essentially delivering a melee touch attack at range, you need to know how it is delivered. The Spectral Hands attack still counts as an attack because it is necessary for other reasons (determining critical hits, etc.). Spectral Hand does not increase the range of melee touch spells; it merely gives you an option to deliver them from some distance away.

Liberty's Edge

Sean K Reynolds wrote:

This doesn't work because Multiweapon Fighting's description says, "This multi-armed creature is skilled at making attacks with multiple weapons," its Prereqs say, "three or more hands," and its Normal line says, "This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms."

A human with two arms and a spectral hand doesn't qualify as "multi-armed," "three or more hands," or "more than two arms."

Having a spell that creates a ghostly hand doesn't count as being a creature having a hand. Nor does carrying around a bag of severed hands or arms.

So, then, is it a pretty safe assumption to say that the number of off-hand attacks that a character may get is generally predicated on the number of arms/hands that a normal character of that race has?


Demjing,

If I'm interpreting your players' preferred tactics correctly, they want to be able to make multiple attacks within a large area. Might I suggest:

Whirlwind Attack (which your fighter is already aiming for)
+ a reach weapon (threaten squares 10 feet away)
+ Improved Unarmed Strike (threaten squares 5 feet away)

In theory, that should let your fighter attack everyone within 10 feet. Combine that with Enlarge Person, and your fighter's reach goes out to 20 feet.

It's not quite as awesome, but it's not too shabby!

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / 12 or more Melee Attacks per 1 Full Attack by level 3 at 130ft reach... RAW? All Messageboards

Want to post a reply? Sign in.