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Suppose you attach a ranged only magic property to a thrown weapon, but that property would be beneficial to melee combat. Is the user allowed to use that ranged only property in melee combat? The example that came up was using the Driving weapon enhancement, which allows ranged weapons to bull rush within the first ranged increment, to allow the user to use their weapon bonuses when bull rushing in *melee* combat.
The Grenadier's Alchemical Weapon ability reads: "At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets..." It's obvious that stuff that falls under Alchemical Creations works, but some preliminary research suggests that an Alchemist's Bombs are not supposed to work with this, RAI. So what is supposed to be the limit of this ability? Is it any item that can be created by the Craft (Alchemy) skill, but not (Su) abilites granted by classes?
Suppose you have a Spell-like ability and you have a second ability that says "When you cast a spell", does the spell-like ability trigger that ability? To further expand on this, suppose the spell-like ability now emulates a spell on a divine list; would this trigger abilities that say "When you cast a divine spell"? An example would be triggering the Glorious Heat feat with a fire spell-like ability.
Hey guys. On a whim, I decided to write up a handbook to the most creative combat maneuver in the game, the Dirty Trick! In the vein of the sadly outdated Trip handbook, I'm hoping this will give people some ideas of how to build a Dirty Trick character. This is my first handbook, so feel free to leave any comments below.
The feat Kitsune Tricks reads: Quote: While you are using the Kitsune Style feat, you can apply two different conditions with a single dirty trick combat maneuver check. Removing both conditions imparted in this way requires only one action. How does this interact with features that interfere with removing specific conditions of Dirty Trick? For example, Superior Dirty Trick extends how long it takes to remove one specific condition or the Underhanded Trick rogue power prevents enemies from removing the Blind condition for 1 round.
Two Weapon Feint reads: Quote: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. Question 1: There are ways to attack with two weapons as a standard action, such as the Dual Strike Weapon Trick feat. Quote: As a standard action, you can make two attacks, one with each weapon you’re wielding, applying the normal penalties for two-weapon fighting to each. Can Two Weapon Feint be used with this? Question 2: Twinned Feint reads: Quote:
Can this be used with Two Weapon Feint?
The trademark ability of the Duettist archetype of the Bard reads thus: Quote:
In this case, does the familiar using Bardic Performance trigger other effects dependent on Bardic music that the master has? For example, can the master using spells that end Bardic Performance like the Finale spells? If the master has feats like Master Performer or Lingering Voice or Discordant Voice, do they trigger off of the familiar?
Ranged Feint reads: Quote:
And Twinned Feint reads: Quote: As a standard action, you can attempt to feint against a foe within your reach. If you succeed at the feint, you can make an additional feint attempt against a foe that is adjacent to the first one and also within reach. From what I'm assuming, the bolded part in Twinned Feint is there to prevent shenanigans of allowing you to feint at ranged without the Ranged Feint feat. However, does that mean that if you DO have Ranged Feint, it does not apply to Twinned Feint?
The Blistering Feint feat has, as part of its text, "Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy." I have two cases where a character has a weapon attack that does entirely fire damage. 1) The first is 3rd Party, from Dreamscarred Press: The soulknife's "Fire Blade" ability: "When the soulknife makes an attack with her mind blade, she can choose to have it deal fire damage instead of its normal damage." 2) The second is the Alchemist's bombs, which is even less clear because it says Vital Strike only applies to the first die of damage and it's not clear if they're "wielding a weapon that does fire damage". What is the damage dealt by Blistering Feint in these two cases? Do you add the ability modifier because it converted all the damage to fire? Do you add other effects? Since it's not an attack, I imagine you cannot add conditional effects like Sneak Attack, but what about morale bonuses to weapon damage rolls?
From what I understand, Sneak Attack usually is not affected by multiplicative effects. For example, you can't Empower or Maximize the Sneak Attack dice occurring on a spell. But if the target is Vulnerable to your Sneak Attack damage type? For example, the Shaman Flame Curses a target, then the Arcane Trickster Scorching Ray's it and triggers the Sneak Attack? The Sneak Attack damage becomes fire due to it triggering off a fire spell and, thus, the target is vulnerable to the Sneak Attack damage. Is the Sneak Attack damage multiplied then or not?
I was searching through the forums and some people discussed using the Skald's Raging Song + Amplified Rage teamwork feat to grant massive Str bonuses. Since I'm playing in a gestalt game soon, this seemed like an interesting combination to try out. However, I noticed that the skald's raging song notes: "If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first." So, from what I'm understanding, since Amplified Rage requires two people to be raging at the same time, this is only applicable to allies and only during their turn; the Skald is raging at all times, so for allies during their turn, they can accept the Raging Song. However, their rage ends immediately at the end of their turn, meaning that when the Skald's turn comes, the Skald is the only one raging. Is that correct?
So I have this Halfling Cavalier (Daring Champion), who gains Precise Strike. Precise Strike specifically says that it does not allow natural attacks, which naturally disallows unarmed strike, even if I convert my unarmed attack to piercing with something like Snake Style. But what if I'm wearing a gauntlet? A gauntlet says "This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack." So, a) If the gauntlet counts as I'm using an unarmed attack, does this mean that it's compatible with Snake Style (which converts the attack to piercing) and its later iterations like Snake Fang? And b) If it does, is this compatible with Precise Strike, because the gauntlet is manufactured, even though it "counts as unarmed strike"? My intuition says this doesn't work because you can't have gauntlets steal some characteristics of unarmed strike and not others, but on the other hand, it already does by existing (for example, you can Magic Weapon a gauntlet). Thoughts? |