Aikidoka's page

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Ok, I get how the spell reads but my gm is swayed by the people on the internet that can't understand paragraphs.

Can anyone link that James Jacob piece which is what I actually need?


High crit range and a large static damage will do you much better all round than trying to overcome one particular type of DR IMHO.
You can never had enough weapons to hand to bypass them all.

The other answer is be a Magus. I hit for 1d6+9 with my scimitar and cast empowered, maximised shocking grasp using perfect spell and magical lineage to deal 60 more damage. Double it all on a crit.
Then I do the rest of my attacks before casting quickened empowred shocking grasp for another few points of damage.


Hi everybody.
So I'm arguing with my GM over the effect reincarnation has on mental stats.
I read in an old thread that James Jacobs had weighed in on a thread back in the day. Can anyone link me to that as my GM said he'd go by that.

For those that are interested I say that my elf will retain his +2 to int when he dies and becomes one of the magic mystery races (probably kobald). As I am the only one that is willing to risk this in our party and things are getting more lethal in the campaign I'd like to be on less thin ice around how the mechanics work.


kinevon wrote:

** spoiler omitted **

I see an issue right there.

Full attacks, especially against an injured target, should be handled one attack at a time. Once the original target goes down, especially form the description in this game, the attacker would move on to a new target, especially since it didn't need to even take a 5' step to switch targets.

Claw, claw, bite?

Claw, target goes down, move on to next target with he second claw. No need to add insult to injury. Unless it was some sort of zombie ogre, and even then, it would have switched targets after the first one went down.

And, yes, I am of the school who thinks you can draw a wand on the move. Otherwise you get into all sorts of issues, even with the first part of the rules, when you start getting into defining when is a wand a weapon-like object, and when isn't it?

Wand of Magic Missile? Always weapon-like.

Wand of Cure/Inflict Light Wounds? Situationally an offensive spell, so sometimes weapon-like?

Wand of Feather Step? Not an offensive spell, unless you consider using it on a charge build to be offensive, so never a weapon-like object?

Seriously, setting up wands as always weapon-like, as the first part does, means that, unless explicitly excluded, like in Quick Draw, it is treated as a weapon for usage. Also note that Quick Drawe explicitly excludes wands from being a target of Quick Draw. Drawing on the move does not.

Doesn't necessarily mean that the monster was played wrong. It could aim to kill players first like some necromancers or ghasts do.


Nefreet wrote:
Aikidoka wrote:
The rules specifically say you can draw a wand as a free action as part of a move action only when it's easily accessible.

I don't think you've been following this thread very closely.

This is exactly what's being debated.

Sorry I have reading comprehension as a class skill, I wasn't going to entreat the idea that words on the page were meaningless.

I think Devil is right, it's what people say is easily accessible that is up for grabs. I don't see a free action being applicable to a lot of things for drawing for mechanical and thematic reasons and that's where the debate is.

It's why you usually cannot move, draw a potion and then drink it in a single turn.


Ok Gwen,
but what does that have to do with the fact there are specific ways to draw items as swift actions and many things are being moved back to move actions rather than swift action such as weapons on weapon cords.

The rules specifically say you can draw a wand as a free action as part of a move action only when it's easily accessible.

You're right that the wand is more efficient but that still doesn't have a rules basis for why you can retrieve an object (move action), move to the guy (move action), cast the spell (standard action).


1 person marked this as a favorite.

Last two sentences of the grapple paragraph in the combat rules in the CRB.


Does the spell in question say humanoid? If so then it cannot effect the outsiders. Do love when a GM casts hold person on my tiefling in PFS.


Diego Rossi wrote:
If what we have in our hands is in an undetermined state until we need it abilities like quick draw, prehensile tail and extra arms lose most of their reasons to be.

This.


Undone, I'm glad you've decided to assign a motive to my arguments. Everything I say must be wrong because my motive is to kill players. Still a troll.

So there is no point at which a GM is right to ask how are you getting that scroll?
Either they have to allow everything or it's a fascist GM -_-
A character wearing armour is fine unless they've been ambushed while camped. Having an infinite number of items on your body in easy reach isn't reasonable unless you have something to carry them in. So pay the 1gp for a pair of bandoliers and build a bridge and get over it.

The bandolier says you still have to make the retrieved action to take something off of them. The rules don't let you grab everything for free from your gear.


Undone wrote:
Aikidoka wrote:

This is rather wrong.

There is a massive mechanical difference between having a wand in the bottom of a bag and in arms reach. It's not up to the GM to ensure every aspect of your character is optimised for combat, if you don't tell him that your gear is set up in a certain way before hand it's your own fault when they call you on it.

If you espoused this view at my table the very first combat when you attack I'd ask you how you drew your weapon you never told me you didn't leave it at the lodge.

It's not my responsiblity to optimize your character's carried items.

So instead of asking had I put in in the scabbard or the bottom of my bag you'd GM it that I hadn't any of my gear with me?

Hmmm. Obvious troll is poor and obvious. Do you give the same sort of response to GMs that want to look over your character? "Play it my way or I'll get you."

In PFS the GM has to be told things now and again as they don't GM you all the time. Preparing spells is fine but if you've only prepared half of your list then you need to say you're stopping for 15 minutes to prepare some more and things like that. There is a difference between not laying out your stall and expecting a GM to know you intended to do something that has a mechanical effect.

We did bonekeep 3 at a con a while back and laid out our spells prepared, what buffs we bought for the party and where the scrolls of breath of life were shared out and who had what in wrist sheaths.That way we could speed things up later with questions around how we were doing that especially since we hadn't played together or with the GM before.

While I'm happy with assuming a party has weapons out and ready when in hostile territory however if you get ambushed in a social situation and haven't acted then you didn't have a sword out unless it was already said.


Tarantula wrote:
Or, just write down what is held in a backpack on your character sheet. Anything not written there is readily accessible. At least, thats what i do.

That'd also work or a handy haversack.


Sarta wrote:

Wrist sheathes and spring-loaded wrist sheathes provoke AoO's and are something completely different from the Draw a Weapon action as described on page 186 of the CRB under Draw or Sheathe a Weapon.

The FAQ requested is specifically requesting a ruling on the two paragraphs in this particular section.

One interpretation is that the first paragraph defines what it means to draw a weapon, while the second paragraph explains when drawing a weapon can be a free action, rather than a move as described in the first paragraph.

The second interpretation is that the first paragraph defines the move action of drawing a weapon and the second paragraph describes a completely unrelated and undefined action that is also called drawing a weapon, but is a free action.

I'm not sure a spring loaded sheath provokes, I've not heard of any swift action that provokes especially since I've been told it didn't in 3.5.

That aside you're missing the caveat that the weapon or whatever needs to be "in easy reach" for it to be a free action as part of a move action. Otherwise you're out of luck. There isn't much need for an FAQ on this.


claudekennilol wrote:
LazarX wrote:

It depends on how wands are being carried. There's a major difference between carried in the tumble of gear inside a standard backpack, or stored on a bandoleer for ready access. The latter case I would allow drawing a wand as part of a move action, as long as a hand is free. (if you're a sword and board Paladin, you're going to have to drop something as a free action first.)

What a lot of folks tragically forget, is that the Stabilize orison CAN BE CAST AT RANGE.

If you'd read the thread you'd know that this has long since been answered and no longer needs to be addressed. There's no major difference between carrying a wand in a bag and carrying a wand in a place that can be easily drawn unless you're going to ask for that distinction before combat and make consequences happen thusly. As for in combat if you ask that question with implied consequences the answer will never be "I'm carrying it in my bag."

This is rather wrong.

There is a massive mechanical difference between having a wand in the bottom of a bag and in arms reach. It's not up to the GM to ensure every aspect of your character is optimised for combat, if you don't tell him that your gear is set up in a certain way before hand it's your own fault when they call you on it.

I know a lot of GMs that have a policy of if you don't say it then it didn't happen. Did you have your weapons out when walking down the corridor? If you didn't say you did then you didn't. This is no different, it only takes one sentence to tell a GM you've got a wand on your belt, a scroll of breath of life in a spring loaded wrist sheath etc


This came up in a game I was in a few weeks back. I was had no handy haversack or bandoliers etc to have wands within easy reach.
GM asked where I was drawing from, I hadn't said I had it tucked into my belt or anything of the sort so it wasn't within easy reach hence a move action.

If you want it quicker then that you should buy a spring loaded wrist sheath, a wand scabbard or something to get items quickly.


Nope, the 1st line of spell strike allows you to deliver the spell through weapon as part of a melee attack. All of the additional touches are able to be delivered as it is still the same spell that was cast with the range of touch.

Otherwise spells that charges are held because you miss would not be able to spell strike etc.


This is mostly down to GM fiat. The usual way we've done it is AC 10 to hit a square and increasing difficult based on what's in the way. So in our games it's AC 10, +4 if thee are people or things in the way, +8 if you are trying to shoot through combat in a restricted area ie( trying to hit the guys far down the tunnel rather than the guys your party are fighting at the mouth of it.)


A warpriest can enhance a second weapon without this feat but it burns through the number of rounds for the ability twice as fast.

If the feat doesn't allow you to enhance two for the price of one as with the paladin, then it only allows you to enhance two weapons as part of the same action.

Bad bird: That's what I'm asking, the feat just looks like action economy for the warpriest.


4 people marked this as FAQ candidate.

Ok, this may sound stupid but here it is.

Dual enhancement: When you use divine bond or sacred weapon to improve your weapon, you can choose to enhance two weapons or both ends of a double weapon....

The important bit of the feat is above. Does this mean that if I enhance one weapon with sacred weapon I can do a 2nd and only pay one round's worth of the cost for the enhancement?

Normally I would have to enhance the 2nd weapon on the next round and begin to pay 2 uses per round then but this allows a straight up 2 in one without mentioning the associated cost. It doesn't reduce the paladin's uses of the divine bond.

Basically does this feat only half work for a warpriest?


Hi everyone,
Got a bit of a conundrum here. You cannot enhance a named magical weapon or armour usually, however that restriction is around the crafting of them.

Can a Warpriest enhance Celestial Plate Armor for example to be a +4 full plate with all of the other bonuses?
Thanks for the help.


Spells never fizzle because you dont' have a target to hit. If you hold the charge then you can have shocking grasp in your hand. Your GM should look up the touch spells.


Turning on an aura is like turning on a light bulb, if you spend the action to turn it on then it hits everyone in it's range quicker than you can see.


Thanks.


Reincarnate is fairly poor if you have a physical build. If you're a primary spellcaster it's amazing so long as you don't have to resize any of your gear.

The only issue I have is that they haven't published(as far as I have seen) any official tables for non-humanoid creatures that reincarnate.


Hi everybody.
I have a question about the above spells.

If I am a magus using these spells does my weapon resize with me, does it remain unaffected or is it a similar set up to wild shape?

I'm running with the idea that my weapon doesn't change as it doesn't say anything about it. What do people think?


I hadn't looked at the Swashbuckler but it seems a better fit than fighter now since you essentially get doge and weapons finesse as bonus feats. That leaves mobility, combat reflexes, weapons focus and grace to take up the rest of my feats.

I must have had a brain fart earlier and been thinking light weapon throughout that post instead of one handed, despite writing that. Will probably go with kukris or gladii as the swashbucklers says "A swashbuckler may only thrust with a piercing melee weapon that is covered under the Weapon Finesse feat." So with either of the above weapons I'd be able to finesse and use dex for damage. I can keep strength lower and put the points into dex, cha and con.

I was planning on saving up some GM credit for this guy and only starting to use it at lvl 5. That way I can get the feel of it just before I start my way down to shadow dancing.


1 person marked this as FAQ candidate.

From ACG:

Slashing Grace (Combat)
You can stab your enemies with your sword or another
slashing weapon.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus
with chosen weapon.
Benefit: Choose one kind of one-handed slashing
weapon (such as the longsword). When wielding your
chosen weapon one-handed, you can treat it as a
one-handed piercing melee weapon for all feats and
class abilities that require such a weapon (such as a
swashbuckler’s or a duelist’s precise strike) and you can
add your Dexterity modifier instead of your Strength
modifier to that weapon’s damage. The weapon must be
one appropriate for your size.

I'm wondering does this mean I can weapon finesse any one handed slashing weapon so long as I have weapon focus for it? Will I be able to go TWF crazy with sawtooth sabres?

The build I'm looking at is a fighter/shadowdancer for PFS. The plan is to swing two swords around as I hop about with my little ghost buddy.


Hi guys,
Is the -40 from glitterdust to stealth for invisible creatures only for the duration of the spell? ie The 1 round/lvl duration?

Just trying to figure out how to deal with creatures that can turn invisible at will that have high ACs.


Funny thing about perception is that it's not 3.5 anymore. There is no "seeing" or "hearing" skills. It's just perception.


Thanks guys.
I was hoping for some obscure reference to make this one much more fun but I will make do.


Hey,
looking at this spell for my Magus.
What is the effect of a crit on this spell?
Is it a case of no effect due to the damage occurring on the target's turns or do you multiply the damage each round as normal?


But those would only be the languages from the list that your character could learn at creation.


"You apply your character's Intelligence modifier to:

The number of bonus languages your character knows at the start of the game."

Is a headband bought at character creation?


Holding and wielding are two very different things. The spell doesn't say wielding, a kobold is wielding that weapon as well as holding. I need a free hand for somatic components and would like to try and cast this spell as part of a full round spell combat action. However I don't want to drop my sword.

I will ask my GM and go by their call.


So the prehensile tail of a tiefling can carry items and withdraw stowed items as a swift action so long as they are small.

Warding weapon has the following components: V, S, F (one melee weapon you are proficient in and you are holding)

Can I cast warding weapon on a dagger or wushu dart that I hold in my tail or is holding something that must be in one's hand?


Thanks Sumad3da but the +2 on concentration checks doesn't balance for the loss of crit range and base damage that my scimitar delivers.

It'd be great if I was a tengu magus using claws and a bite though.


Holy symbol, a weapon or shield with a holy symbol on it, a birthmark that looks like a holy symbol or maybe the weapon of your god(not in PFS) would all be valid Divine Foci.

The point is that you can use anything appropriate that is a symbol of your god. The thing is that you're not getting too many things that it could be and you cannot use any of the interesting ones because you'll eventually have enchanted weapons and shields or they are worthless.


blackbloodtroll wrote:

Spell Strike, and Spell Combat, are two different things.

You can certainly use Spell Strike with a Bite.

Yes I know they are different things but they are effectively the same part of a full round action.

My question and the goal I am looking to achieve is to make two attacks with my sword, one of which is delivering a touch attack spell and to also make a bite attack. Is this legal?

I don't see anything in the FAQ or the rules for Spell combat that would prevent this. So as it's a full round attack and from what Claxon quoted nothing has made the bite unavailable.


Ok, so despite it saying it works like two weapon fighting (which I have seen many a tengu rogue use and also make a bite attack), I cannot spell strike, make my normal attack and make a bite attack?


Hi all.
I've never actually had a character with natural attacks until now so I want to check the rules on this. I have a Tiefling and took the bite attack alternative racial trait.

If I am doing a full round action of attacks and using spell combat/spell strike is my bite attack -7 or the normal -5 for using natural attacks with weapon attacks?

Quote:
This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty.)

I think it's the -7 but want a 2nd opinion.

Thanks.


Thanks blackmane.

I've an erastil worshipping inquisitor's body in a campaign that I am thinking of bringing back as that character had serious ranged abilities.

I will see what my GM's opinion is prior to raising the champion.


Hi there,
I am going to be starting raising undead in a game I'm playing as a negative channelling cleric.

I am wondering what happens to spellcasters I raise?
I can't see any reason a wizard or sorcerer couldn't use their spells but what happens with clerics? I have GM'd PFS games with undead clerics so I guess it must be dependent on the cleric or inquisitor's god.

Anyone any idea where I should look for the information?


Zen archer monk for a level might be good. I think that could work with a druid.

I'm running a defence/travel cleric with a single level of monk. High wiz and barkskin is great with a bit of dodge and toughness to bulk up the defence.

The zen archer comes in handy when you run out of spells and you're still in the fight. If you are points buy then 14 in strength, dex, wiz, con unless you are going to go negative in cha. It might be worth sticking with monk til lvl 3 so you can add wiz to your attacks.


As craven points out counting as a magic weapon for DR, is not a +1 enhancement.

Hence why I asked the question. That the weapon counts as doesn't meet the requirements for magic extending to the ammo, Akerlof. Unless there is an FAQ somewhere.

Cravenheart. Thanks for reading what I posted, we're thinking the same but there is always the possibility that there is a post in the forums from the design team or an FAQ that says otherwise.


Hi there everyone.
I have a quick question the Smiting judgement says "The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction."

Does this extend to the ammo used by a ranged weapon?
Myself and our GM are looking for something that rules either way. The rules say a ranged weapon must have an enhancement of +1 or higher for the ammo to overcome DR.

Is a simple answer to just masterwork the ranged weapon so that it has a +1 enhancement and can pass the DR negating goodness on?


Does channelling energy for a cleric require concentration?


Gentle repose and a permanancy mod could sort out the smell issues. Just call them barbarians with really low int, so low they can't talk.


The idea IS to be in heavy armour, my mobility isn't hindered by it with a dwarf build. If you noticed I am playing a dwarf who will get the travel domain. The versatility of having all the armour proficiencies and sheilds saves me 2 feats AND I get a bonus combat feat. This is worth it IMHO when I save 3 feats from my cleric build, keep a 2nd domain and drop 1 lvl of caster in exchange. I also don't have to toss out the ability to spontaneously cast cure light wounds.

If I put that many points into dex and str, what do I do about wiz and cha? I'm a cleric and without the wiz my spells are hampered and if I dump cha I loose channelling.

The point isn't to be the best fighter, it's to be quite decent while still offering the things that clerics are best at. Spellcasting for buffs and heals.


I'm well aware of the tower shield limitations but I've used them to good effect at low levels before. I'm just not eager paying a feat to use it properly. At higher levels there are better ways to get high AC so I can build the character towards that while I make the most of a cheap AC 21 while it's good.


I'm not going to be doing anything out of the splat books and I'm glad some people took the time to read my post.

Bertious, I'm not going with crusader clerics as they are quite a let down and severely limit your spellcasting abilities. My plan was to end up with wiz 18 and take travel and nobility to get the speed and ignore terrain while still having a solid domain to make use of for buffs to other characters and myself.

Captain zoom, I'm not sure as to 2 handed all the time. Sword and board is useful and I've a love for tower shields, I might just take power attack.

Mors, how is endurance a waste of a feat? Diehard seems to be a great ability when you hit the dirt and have a spell to hand to heal.

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