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As it stands right now, PF2E doesn't allow you to fire longbows (and composite longbows) while mounted; how imbalancing would it be to allow this but with a -2 penalty instead?


Is there a way to demoralize multiple targets in the same action? I was looking at Group Coercion, but that only works on coerce (the noncombat action). I'm suspecting the ability to AoE demoralize might have been considered too strong to give as a combat ability, but I wanted to see if anybody else knew better before making this assumption.


Right now, there's not much point to using a lance riding a large-sized mount like a standard horse; the reach is the same as any non-reach weapon. One could get around this by simply riding a medium-sized mount, something akin to historical light cavalry riding pony-sized horses. However, would it be imbalancing if lances simply offered their full reach on large mounts? In a normal game, I feel this would mostly just effect monsters that can take reactive strikes but don't have reach. (I'll admit my exposure to PF2e is still limited at this point such that I don't know if that encompasses most monsters, so I'm wondering what other people's experiences are.)


While I know the official remaster of Champion won't be coming out until later, it's still in the game now, so for the mean time, I pose this question: can I now have a rules-legal liberator of Gorum or a desecrator of Abadar? (I've long wanted to execute certain concepts in PF2E, and the 2E alignment restrictions on certain deities proved to be something of a straightjacket on some of my character ideas.)


I was reviewing the rules for damage reduction when something caught my eye:

Rules for DR:

Quote:
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

(emphasis mine)

Rules for accurate strike:

Quote:
Benefit: The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.

Am I missing something (like an obscure FAQ ruling), or does this mean magi can use accurate strike to ignore DR? My Google searches aren't yielding anything on the matter.


So I'm currently considering putting together a half-elven magus with a one level dip in crossblooded sorcerer; said dip will likely include the orc bloodline, which (per the baseline arcana) gives me access to the orc subtype. I will use this to argue that I should have access to half-orc favored class bonuses (which admittedly isn't quite raw but would make for an extremely reasonable reading of the rules).

Half-elven magi get the following favored class bonus:
Add +1/4 to the magus's arcane pool.

Elven magi get the following favored class bonus:
The magus gains 1/6 of a new magus arcana.

Half-orcish magi get the following favored class bonus:
Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.

(Not going to bother posting the human one because it's the same as the half-elven one.)

Some would say that the elven favored class bonus blows the other two out of the water, which would make sense... If you wanted more magus arcana. But the damage bonus on the half-orc on has me wondering - is the benefit enough to warrant its usage? When compared to the half-elven bonus, is 5 extra arcane pool points worth more than an extra +10 to damage (at 20th level)? If used with elemental fire frostbite (or some similar ability), that could be a +10 damage per hit. (Combine with Geniekind for an additional +10 per swing.) Considering that the half-orc sorcerer gets a similar benefit, does making use of this ability not behoove one to ask if they should simply be making a half-orc sorcerer instead? What's the likelihood that this ability could be more useful than the extra five arcana points (or another three arcana abilities)?


Hypothetical situation for you all:

A 10th level fighter with a Ring of Force Shield up and with the Ray Shield feat gets targeted by a wizard casting Disintegrate; the fighter uses his Ray Shield feat to eat said Disintegrate on his shield. Per the rules for Wall of Force, that eliminates the shield effect.

Is the ring still operable at this point? (Did it get disintegrated by the spell along with the shield effect?) On the fighter's turn, can he reactivate the ring?


The description of the spell Blightburn Weapon reads as so:

Quote:
You transform the target weapon into pure blightburn. The weapon functions as normal, but any creature that touches it, or that it strikes, takes 2d6 points of fire damage each round it remains in contact. In addition, the weapon emanates an aura of radiation that causes blightburn sickness. This is as the disease, but with a 10-foot radius and a save DC equal to this spell's save DC.

As written, this would imply that (1) the wielder of a blightburn weapon eats damage every round and (2) someone hit with a blightburn weapon multiple times will only take damage once every round (the same rate as the wielder). Additionally, the wielder is also exposed to the radiation sickness emanating from the weapon.

I initially presumed this was a buff spell (given that this is a magus spell), but it reads much more like a debuff instead. My questions:

*Is this indeed how the spell works? (Am I missing something?)

*IS this indeed how the spell is intended to work (is this supposed to be a debuff)?