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So here is an interesting question... Can I deliver my healing hex using a spectral hand? From the hex:
I'm highlighting "This acts as a cure light wounds spell". The difficulty comes with the description of Spectral hand:
A hex is NOT a spell, it is a supernatural ability HOWEVER the healing Hex states that it "...acts as a cure light wounds spell". SO -
I personally believe yes but I'd like to know if there has been a ruling on it.
Hello all :) I'm currently making a samurai who wants to change in on his Camel "Ishtar" with a lance. I'm seeing some problems here: "If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge." The words, "at the end of the charge" bother me. That would mean that my camel would charge up next to it, bite it and I'd now be unable to use my lance (reach weapon) "at the end of the charge" to attack. That's problem number one stated. Now problem number two: I want Ishtar to be a cranky camel who likes to just run right over folks and knock them on their butts :) For that I'm giving her Improved Overrun. Problem with the lance persists. Do I:
"You do not provoke an attack of opportunity when performing an overrun combat maneuver." But do I, on the back of Ishtar (who is making the move), provoke as we move through? What about leaving the square behind the prone (or not prone) defender? Does that provoke for her as well? These may well have been answered somewhere and I'd be delighted if someone could point that out :) As it stands, I see no way to actually "charge" with a lance that doesn't require about three feats. Weird! :)
Hi folks :) This thread applies to both the double pistol and musket. When you fire both barrels "at once", you have the chance to get a double jam. The wording is as follows:
or "This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action." The operative words here are, "separate action" and "at once". Separate action is clear. "At once"; the only definition for this is that you pull one trigger or two at the same time and either one or both barrels fire. If you were playing at a table you would pick up one or two D20s and roll them together. If you misfire, your gun gains the "broken" condition. "Early Firearms: If an early firearm with the broken condition misfires again, it explodes." The operative words here are, "with the broken condition" and "misfires again". Using a double gun (pistol or musket) begins the round without the broken condition. It fires, regardless of how many misfires you roll (one or two - these happen at the same time as established above), at the end of those two barrels firing you NOW have the broken condition. "If an early firearm with the broken condition..." It does not have the broken condition until the results of the barrels firing simultaneously are known. "...misfires again", no additional misfire in a separate action is happening. Obviously, if you want to jam your gun and then try to shoot out the same barrel again (when it has not been properly cleared) then of course you're asking for trouble. This makes clear sense to me. This is one of the risks involved in shooting any gun - you need to keep them clean and free from obstruction. Using a double gun that rolls two misfires (at the same time as established above), you get what I term a "double jam". Regardless of how many jams, it takes a standard (or move with quick clear) to clean it out and have it ready again. At NO point do you take a broken gun, load it and fire it. Therefore the argument that a double misfire on the first causes it to be broken and on the second makes it explode is simply inaccurate as per the written rules which are 100% linguistically clear. I didn't think this was even in contention as the rules are so very clearly printed but some people seem to disagree which is why I post it here for discussion and hopefully an official ruling. If it is NOT as it is written, then it makes using double weapons crazy dangerous! Anyway, feel free to discuss and hit the FAQ button just like the last thread :) Thanks in advance to the Design Team :)
HI all, I've been trauling through the many threads regarding this topic and while I've found one of the developers giving the 40ft range the green light, I'd like someone who has the authority to please answer this once and for all so it's nice and clear. I think most GMs are logically seeing the obvious typo, but some want some form of official-ness before they allow the thing to have more than a 10' range. This is not a thread to post your opinions, nor is it to complain about how much you hate gunslingers. The only purpose of this thread is for someone who can make an official "rules call" to do so whilst we wait for it to be added to an official errata (which we all understand - takes time). If you want to help this effort, please all select it for FAQ (yes, I know it's been selected for FAQ in other threads - still we have no definitive answer). This thread is so that people who play musket masters (or anyone else who uses this weapon) to be able to quickly and easily link to and pass on to their respective GMs.
Hi guys, I have an urban ranger (archer) who now has enough xp to get to level 5. Some options I am toying with:
All have advantages. stats:
feats so far:
Considering deadly aim for level 5 feat. All advice greatly appreciated. Thanks :)
Simple question - Can you "take 20" on a roll to train your animal companion (tricks)? I'm not seeing where this is not possible and considering there is an infinite time between chronicles, surely the whole idea of "doing it until you get it right" would very much be applicable to teaching new tricks. It's not like there is a "penalty for failure" and the animal bites your nuts off if you fail. Would be kinda funny though ;)
According to the PRD under the "Handle Animal" section, "Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following." "But are not necessarily limited to..." This says to me that I can teach an animal a trick that is not covered in this list for a reasonable DC (as determined by DM) or without such a test if playing a Ranger or Druid. Is this correct and has it been discussed/ruled on before?
The league was formed by a group of Paladins who have seen the influence and suffering that religion, nationalism and magic has bought the world and thus they disdain them all, especially magic. The League believes that the only constant force that all respect (whether through greed, influence or economic sanctions), is money and trade. A Chellish Hellknight and a Paladin of Erastil both respect and are beholden to money. By making Qadira the strongest faction, and amassing their influence and wealth, real global change can be effectuated. If managed correctly by "Good" people, such as those of the League who gain sufficient fame/rank/influence, it can bring a lasting and sustaining peace to the world. To that end, Paladins of the League are always keeping in mind the "Greater Good" of the world rather than the individual deeds that may seem out of place to a LG Paladin. Quite often you will hear a Paladin of the League say, "No more band-aid solutions". Major:
Minor:
Identifiers:
Membership:
Spell-casters are not welcome. Those Paladins of sufficient level to gain access to abilities that replicate spells often refer to them as "acts of focus" and refrain from using those that have obvious outwardly-appearing effects. Most Paladin "spells" are actually quite subtle in their appearance. eg. "Bless" is simply the "rightness" of the Paladin being focussed through their weapon - all good. "Create water" - not so good.
When will the faction shirts be restocked? I'm new to Pathfinder and want to purchase a Qadira shirt (and take advantage of the reroll) but I am probably an XL/2XL and they just aren't available. I'm tempted to buy a "Small" and just pin it to another shirt but I'd rather have a product I can actually wear around and therefore promote PFS.
Hi everyone, Quick question has come up about bucklers and when you get your AC bonus. According to the material: "Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler." So, in melee, absolutely, no bonus to AC as you are using an offhand or in my case a greataxe (two handed weapon). The part that I am querying, which I thought was quite clear is this, "You can use a bow or crossbow without penalty while carrying it." "Use" clearly means to fire an arrow/bolt. The DM whose game I will be playing in soon has a problem with the word "carry" and states that "carrying (as in just having it)" is not "using (actually getting a benefit from)". The other interpretation conflict is this section, "In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn." His interpretation is that "In any case" refers also to bows and crossbows as well. I do not believe it does. Otherwise why would there be an entry stating that you can use them without penalty? I believe the, "In any case" refers to two-handed weapons or a weapon in your off-hand in melee, not ranged combat.
Hi guys :) Here is the scenario: I have some Masterwork Kikko Armour that I have just reinforced (+1). Down the line I'd like to add the Spell resistance (13) which is the same as adding a +2 enchantment (normally 4,000gp). So, the question I have is this: When adding the spell resistance ability to my +1 armour, does it make it a cost of +3 armour (9,000, so 10,000 total) or do you just add the value of another +2 enchantment (4,000, so 5,000 total). As you can see this is a difference up to double the cost. What throws me, is that armours go up to +10. "1 Armor and shields can't have enhancement bonuses higher than +5. Use these lines to determine price when special abilities are added in." I personally (from the way it is written) believe that you add another +2 enchantment (4,000), as it is still a base +1 armour, not a +3 armour. Otherwise abilities that have a base cost (eg. Glamered: +2,700 gp) would make no sense as you have not added any "pluses". You can add "Glamered" to a +5 armour if you like - it doesn't become the cost of a +6 armour. The cost to add this (Glamered) ability does not scale depending on what other enchantments are already present, which leads me to my conclusion. Can someone please post a definitive rule on this thanks as I can't seem to find it on the forums (or a link if it's already been answered). Thanks. |
