This is the kind of thing they will not FAQ, because the rule is not ambiguous. Of the 8 or so people who commented, you are the only person who thinks it should go the other way. That's not ambiguity, that is wishful thinking. The Devs have full time jobs writing new books, so they use their time wisely on even wading in on FAQ issues, let alone actually issuing one. This is not one of those times.
Only 5 other people commented in this particular thread I believe. Two of them were hands down as much against it as I am for it. Another said that common sense dictates that reach would affect the limbs, in which case means it would translate to a weapon held in those limbs. They did mention though that it depends on the table and DM. One was constructive in giving me advice. Another recognized the effort and thought I put into this.
This may never get FAQ'd, but it's worth a try though. Thanks for your contribution.
You are conflating two different things. Yes there is an "attack" as in using some form of action to hurt to damage your opponent in the general sense of the word.
But you have to read in context. The Reach evolution is referring to an "attack" as defined by the eidolon rules. Each of the new attack evolutions say "eidolon gains a [type] attack."
Reach says "One of an eidolon's attacks]/b] is capable of striking at foes at a distance. Pick one [b]attack."emphasis added.
Now look at Weapon training. "Weapon Training (Ex): An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well." Eidolon does not gain a manufacture weapon "attack." Therefore reach doesn't apply to it.[/b]...
Being able to use a melee weapon grants you the ability to make a melee attack, which is defined as such. Melee Attacks: With a normal melee weapon, you can strike any opponent within 5 feet. They can't specify a weapon, because they have no idea what weapon you are going to use. The way you are making it look is, if they don't have an evolution that says they get it, they don't have that attack. With your reasoning my Eidolon couldn't do an unarmed attack to try and initiate a grapple. Take a look at monsters that use natural weapons and melee weapons together. The attacks are listed by the Natural or Manufactured weapon they are being made with. Unless manufactured weapons aren't actually melee attacks, which are classified as attacks, they just need to say natural attacks. All of the eidolons attacks other than weapon attacks are Natural Attacks.
I understand where you are coming from. I'm not saying you are wrong. However, as I have said countless times, Reach(Ex) isn't specific enough. If the assumption is that Evolutions only work for natural attacks or forms unless stated otherwise, they wouldn't have had to add "Natural Attacks" or attack forms to every other evolution. Read all the other evolutions if you haven't, they are extremely clear an how and what they work. I just want it clarified, because as its read it is ambiguous on what Reach(Ex) works for.
I can see it working and not working. I'm arguing it works, because if I argue it doesn't work I doubt it would get FAQ'd. If its FAQ'd as not working, I won't question it at all. But until it is, other people and myself can argue it works. Plenty of people play it as if it does work already.
Ultimately I just want it FAQ'd. Being right or wrong doesn't matter to me.
1) Increase reach with a manufactured weapon.
2) Get a dev response and accept it.
3) Be right.
In case of 1), the Long Arm spell might be a better choice than the reach evolution. If it's about 2), just ask us directly to FAQ, without much additional text - a big starting post is likely to alienate many forumites, even if the content is well-thought. And finally, if it's about 3), you won't be able to convince everyone.
Thanks for the constructive response.
I just want an answer. The long tangent isn't so much so people agree with me really. It's mostly just a long winded example of reasoning for it to work. I figured if it wasn't intended to work this way, by pointing out a logical reasoning for it to work, then maybe we might actually see an FAQ for it or something.
That means that if someone says 'no' and a reason, I look for a counter to it. If I can't find a counter I will concede it won't work. Otherwise, I will build my argument until it can't be simply ignored hoping it gets addressed by a Dev. I know this is wishful thinking, but its worth a try.
It mostly just annoys me that in every summoner guide, Reach(Ex) and Large(Ex) are the biggest staples and attraction to using a weapon wielder. If it doesn't actually work that way, I want to know for sure.
Just a handful of threads I found in under 5 minutes that are talking about reach mechanics under the assumption Reach(Ex) works for weapons. Ultimately, it comes down to your DM. Hence why I'm out to get it cleared up. There have been FAQ posts for stuff that is even clearer than this issue.
There's plenty of people who think it works this way, and plenty more that actually use it in PF and PFS games like this. The entire things is extremely ambiguous, mostly because every other evolution clearly states what it works for. However, Reach(Ex) isn't nearly as explicit as all the other evolutions.
I just want a definite answer of yes or no. Right now from what I have read you have a few options; Yes it works, No it doesn't work, and by RAW you can but ask your DM first. I don't care which way it goes. I just want some real answers.
Not to mention it has been 5 years between the two iterations of Reach(Ex) in APG and Unchained.
In that 5 years they don't have anything in the FAQ about Reach(Ex) and manufactured weapons, and they still haven't change the wording of the evolution to clear up the matter.
The changes to Summoner, other than a few spell changes, were specifically targeted at balancing Eidolons in Unchained.
there is no "manufactured weapon" attack. That is why.
Under Attack in the CBR pg 182
Melee Attacks: With a normal melee weapon, you can
strike any opponent within 5 feet.
Unarmed Attacks: Striking for damage with punches,
kicks, and head butts is much like attacking with a melee
weapon
Natural Attacks: Attacks made with natural weapons,
such as claws and bites, are melee attacks that can be
made against any creature within your reach (usually
5 feet).
And to compound it even more, bite, claws, etc are considered weapons, albeit natural. They aren't even considered attacks on their own. They are only considered attacks when you attack with them, and then they are classified as natural attacks.
I think a normal melee weapon is a manufactured weapon. Once again, another example of why if they had simply been more specific and said 'natural attack' this would be a non-issue. They had no problem identifying things to the letter in all other other evolutions. Like trip evolution can only be added to attacks made with Bite or Improved Damage(Ex) can only be added to one natural attack form.
How does "pick one attack" preclude weapon use? If they had said "pick one natural attack" then it would certainly preclude weapons.
So "pick one attack"? So that could be anything that is listed as an attack. Melee Attack, Unarmed Attack, and Natural Attack. They never specify the type of attack. In almost every other Eidolon ability they took great care to restrict the type of attack.
I get 2 claw attacks, I'm allowed to pick one of them.
I get 3 Melee attacks, which is defined as an attack with a melee weapon, so I can only pick one melee attack.
More than likely I won't be picking it up and trying to use it this way. It would be quite annoying having to remember which DMs would agree or disagree at the different PFS tables. I'm sure a few would agree, its about 50:50 on the answers I've seen to this question. Hell most of the big summoner guides think Reach(Ex) works with melee weapons. Of course this doesn't mean its right. It isn't like it unbalances anything either. Pounce Eidolons are already much better DPR than a weapon wielder would be even if Reach(Ex) worked for melee.
It's just annoying that they could have simply put "pick one natural attack" and this would be a non-issue.
I just don't understand why there has yet to be an FAQ for it. This has been an issue that's been around for a while.
Every single Evolution is extremely specific but Reach(Ex) is not. Its been printed in two different sources and yet the wording hasn't changed. If they didn't want it to work for manufactured weapons they only had to add 'Natural Attacks' just like they did for every single other evolution.
They clearly intend for Eidolons to use weapons. The Azata subtype gets the Weapon Training(Martial) Evolution for free.
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Does Eidolon Reach(Ex) Evolution work with manufactured weapons?
Below is how I came to the conclusion that it does. Any comments on how I came to this conclusion are appreciated.
This post is mostly to try and flesh out how Reach(ex) for Eidolons actually works. These assumptions and reasoning are based from Pathfinder Unchained and obviously related to Advanced Player guide to a smaller extent. My goal is to get this information onto the FAQ.
First, I'm going to supply information directly from the Pathfinder Unchained. Then I will draw conclusions from this information. Then I will go into how reach works given these conclusions.
Limbs (Ex):
The eidolon grows an additional pair of
limbs. These limbs can take one of two forms. They can
be made into legs, complete with feet. Each pair of legs
increases the eidolon’s base speed by 10 feet. Alternatively,
they can be made into arms, complete with hands. The
eidolon does not gain any additional natural attacks for
an additional pair of arms, but it can take other evolutions
that add additional attacks (such as claws or slam). Arms
that have hands can be used to wield weapons, if the
eidolon is prof icient. This evolution can be selected more
than once.
Conclusion: As we can see, Arms come come in pairs. These limbs don't grant natural attacks on their own. You must pick up the evolution claws or slam if they are not granted in the subtype or base form.
Claws (Ex):
The eidolon has a pair of vicious claws at
the ends of its limbs, giving it two claw attacks. These
attacks are primary attacks. The claws deal 1d4 points of
damage (1d6 if Large, 1d8 if Huge). The eidolon must have
the limbs evolution to take this evolution. This evolution
can be selected more than once, up to the number of limbs
evolutions the eidolon possesses. This evolution can be
applied to any number of limbs (arms) evolutions, but
no more than one limbs (legs) evolution.
Conclusion: You need the limbs evolution for this. You get two claws per limbs evolution you apply this to.
Slam (Ex):
The eidolon can deliver a devastating slam
attack. This attack is a primary attack. The slam deals 1d8
points of damage (2d6 if Large, 2d8 if Huge). The eidolon
must have the limbs (arms) evolution to take this evolution.
Alternatively, the eidolon can replace the claws from its base
form with this slam attack (this still costs 1 evolution point).
This evolution can be selected more than once, up to the
number of the eidolon’s limbs (arms) evolutions.
Conclusion: Slam replaces both claw attacks and requires limbs evolution. Its agreed in general that unless a creature is using its body to slam, it is using both its limbs. It is implied in this evolution that Slam uses both limbs since it requires the limb evolution and replaces both claw attacks. If you also take a look at the Angel Subtype, it gets slam which would replace both it's claws.
Now lets take a look at evolutions and how specific they are when it comes to types of attacks.
Energy Attacks (Su):
The eidolon’s attacks become
charged with energy. Select one energy type: acid, cold,
electricity, or f ire. All of the eidolon’s natural attacks
deal 1d6 points of energy damage of the chosen type on a
successful hit.
Trip (Ex):
The eidolon becomes adept at knocking foes to
the ground with its bite, granting it a trip attack. Whenever
the eidolon makes a successful bite attack, it can attempt
a free combat maneuver check.
Magic Attacks (Su):
The eidolon is infused with magic,
allowing it to treat all of its natural attacks as if they were
magic for the purpose of overcoming damage reduction.
Improved Damage (Ex):
One of the eidolon’s natural
attacks is particularly deadly. Select one natural attack form
and increase the damage die by one step. This evolution
can be selected more than once. Its effects do not stack.
Each time the eidolon selects this evolution, it applies to
a different natural attack.
Reach (Ex):
One of the eidolon’s attacks is capable of
striking foes at a distance. Select one attack. The eidolon’s
reach with that attack increases by 5 feet.
Take a look at all of those evolutions. All of them are extremely specific on what they work with. There are many more that I didn't include but are just as specific, however I Included ones that specify Natural Attacks or a specific attack such or Bite. Keep note that Reach(Ex) has been printed in APG and Unchained. In the time between APG and Unchained the question of Reach working on manufactured has always been a question. It has neither been addressed in the FAQ and neither has it been changed between prints.
Conclusion: There is nothing that prevents the Reach(ex) evolution from working on your manufactured weapon attacks.
However there is one extremely glaring problem. In the APG FAQ there is this entry.
Summoner: If I choose the reach evolution for my eidolon, how many of its attacks gains increased reach?
The ability description says "pick one attack," not "pick one attack type." So if your eidolon has two claws and you pick "claw" for the reach evolution, only one claw gets increased reach. (The reach evolution is intended to let you emulate having a dragon-eidolon, as a dragon's bite attack has greater reach than its claws.)
You might try to argue given this FAQ that Reach(ex) will only work on one of your limbs, therefore you might be able to get reach with a one-handed weapon but not a two-handed weapon. However, please remember my entry on Slam above. Slam attack uses both of your limbs and there is nothing preventing you from applying Reach(ex) to a slam attack that uses two limbs.
Final Conclusion: Reach doesn't care if you use one limb or two limbs for the attack. It still gets reach. In all honesty I think, given the fact slam replaces both claws and still can have Reach(ex) added to it, that both claw attacks should also get reach.
In all honestly Reach(Ex) should be reworded. A few example I recommend are
Reach (Ex):
One of the eidolon’s limbs evolution or extremity evolution is capable of
striking foes at a distance. The eidolon’s
reach with attacks made by those limbs evolution or that extremity increases by 5 feet.
Because in reality reach is just making your limbs or extremity longer to make the attack.
Otherwise reword it to be more specific to what it affects. Exclude weapons if its not intended, but it needs to be as specific as every other evolution that is also listed.
You might argue that this makes the Reach(ex) not as good for natural attackers as it does for weapon users. This is true, however weapon users are almost completely excluded from any of the other attack altering evolutions.
Thanks for reading. Any comments are appreciated. As mentioned earlier I just want this issue addressed.
The local elven embassador of the Mierani Forest, Perishial Kalissreavil, has long had a reputation for welcoming trysts with the bored young women of noble families of Korvosa. One such young woman was Domitia Bromathan, the younger sister of Lord Valdur Bromathan IV (current head of the house), who carried on an affair with Perishial for about the usual amount of time (for an elf) before Perishial got bored and moved on. By the time he moved on, Domitia was pregnant. She named the bastard daughter than she bore Olenna and raised her with the family’s not inconsiderable resources.
House Bromathan has had a long tradition of serving loyally in the Korvosan Guard or the Sable Company, and so it was expected that Olenna would follow in her family’s footsteps and join one of the two organizations when she came of age. And she did, though she went the long way about it. Olenna first attended the University of Korvosa to further her academic career, graduating with honors. She also graduated (unknown to her mother and most of her friends) pregnant with a daughter of her own, fathered by an aspiring author named Enzo Tucca. Although the two did eventually get married (weathering a scandal as Olenna took her commoner husband’s name, Olenna's behavior certainly did not earn her many friends in her noble circles.
Ten years later, Olenna, Enzo, and their daughter Catherine were getting by. Enzo had written two novels that sold reasonably well throughout Varisia, though his most recent novel had been savaged by critics as “droll and derivative”. Olenna did end up joining the Korvosan Guard after spending a couple of years focused on raising Catherine, working her way up with eyes towards becoming a Captain of her own squad. She was eventually assigned to a vice squad focused on infiltrating different gangs and exposing their operations. This brought her into contact with associates of Gaedran Lamm who had begun to sell the drug Shiver. In her undercover work, she was told that it was expected that she would probably have to sample some of these drugs. She did not realize just how addictive Shiver was, however. Olenna’s undercover work took a toll on her, her marriage, and her family.
After she got clean (a harrowing process), she asked to be transferred from the vice squad to the Lamplighters. Technically, this was a demotion for her, her supervisors told her: a bad career move. She was on the fast-track to becoming Captain of the vice squad, while joining the Lamplighters would set her back years. She didn’t care. She was as a woman possessed. She began working with the Lamplighters and started the hard work of repairing her marriage and reconnecting with her young adolescent daughter. This work was still fresh and new when King Eodred Arabasti II died and Korvosa descended into chaos.
As Queen Ileosa Arabasti increasingly cut funding to the Korvosan Guard, Olenna has begun to worry about how her already-meager paycheck will be paid. Although Enzo is concerned that her work will take her away from him again, Olenna insists that she can do both: have a stable family and take care of the City. She has started to take on some additional work investigating incidents outside the purview of any of the official law enforcement platforms. As she has worked, she has started to pick up on something strange about this Blood Veil disease. She is once again a woman possessed and plans not to rest easy until she has gotten to the bottom of the mystery of this horrific disease.
Olenna Tucca née Bromathan
Female half-elf lamplighter investigator 8
NG Medium humanoid (elf, human)
Init +8+1d6; Senses low-light vision, darkvision 60 ft.; Perception +16 (+4 to notice traps)
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 20 (+6 armor, +3 shield, +5 Dex, +1 deflection); Mutagen AC 28, touch 17, flat-footed 22 (+6 armor, +3 shield, +6 Dex, +1 deflection, +2 natural)
hp 59 (8d8+14)
Fort +7, Ref +13, Will +8; +2 vs. enchantments; +1 vs traps
Defensive Abilities elven immunities
Immune sleep, AoOs from standing from prone
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: +1 human-bane rapier +13/+8 (1d6+6/18-20), sap +11/+6 (1d6/x2 nonlethal)
Ranged: shortbow +11/+6 (1d6/x3)
Special Abilities: Alchemical Illumination (continual flame, daylight, discovery torch, light, searing light), Infusion, Inspiration (8/day, +1d6), Lamplighter (move action), Mutagen (80 minutes, +4 Dex, -2 Wis, +2 natural AC), Studied Combat (+4, swift, 4 rounds), Sickening Offensive, Studied Strike +3d6
Investigator Extracts Known (CL 8th; concentration +12) (spontaneous conversion)
3rd (3/day)—channel vigor, monstrous physique I, resist energy (communal) (DC 17); daylight, searing light
2nd (5/day)—barkskin, focused scrutiny, invisibility, lesser restoration, resist energy, see invisibility (DC 16); continual flame, discovery torch
1st (5/day)—alleviate addiction, enlarge person, false face, heightened awareness, long arm, reduce person, shield, tears to wine (DC 15)
0 (at will)—analgesic, hallucination, intoxication, sleep, sobriety, wakefulness (DC 14); light
1/day—Move up to 30 ft as immediate action
FCB (Lv 4-8): +1 formula at level below highest level possible
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 10, Cha 10
Base Atk +6; CMB +11; CMD 22 (26 vs bull rush & trip)
Feats: Combat Reflexes, Fencing Grace, Orator, Skill Focus (Linguistics), Weapon Focus (rapier); EitR bonus: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse
Traits: Drug Addict (campaign), Elven Reflexes (race), Pragmatic Activator (magic)
Skills: Acrobatics +11, Craft (alchemy) +15 (+8 to craft alchemical items), Disable Device +22 (+5 vs traps), Knowledge (dungeoneering, local) +15, Knowledge (religion, planes) +13, Knowledge (arcana, nature) +10, Knowledge (engineering, geography, history, nobility) +8, Linguistics +18 (can be used for Bluff to lie, Diplomacy to change attitude, or Intimidate to force cooperation), Perception +16 (+4 to notice traps), Sense Motive +11, Spellcraft +13, Stealth +14, Use Magic Device +15; Racial Modifiers Perception +2; FCB (Lv1-3): Skills
Languages: Abyssal, Celestial, Common (Taldane), Draconic, Dwarven, Elven, Halfling, Infernal, Necril, Orc, Shoanti, Thassilonian, Varisian, Vudrani
SQ: adaptability, alchemical illumination, alchemy, blended view, darkvision, elf blood, elven immunities, inspiration, investigator talents (alchemist discoveries [infusion, mutagen], quick study, sickening offensive), keen senses, lamplighter, low-light vision, ready for the revelation, studied combat (+4), studied strike +3d6, swift alchemy, trapfinding (+4)
Gear: +2 Belt of Incredible Dexterity, +2 Cloak of Resistance, +2 Darkwood Buckler, +2 Headband of Vast Intelligence (knowledge [dungeoneering]), +2 Mithral Chain Shirt, +1 Rapier, +1 Human-Bane Rapier, +1 Ring of Protection, Sap, Shortbow w/ 20 arrows, Short Sword, Masterwork Thieves’ Tools; Handy Haversack, Alchemy Crafting Kit, 8 Alchemist’s Fires, Mwk Manacles, Potion of Invisibility, Potion of Remove Disease, Sealing Wax, Investigator Formula Book, Stagger-Proof Boots, cracked dusty rose prism, Brooch of Blending, Lover's Bangle, Imperial Conquest, Alchemical Dye Kit, Disguise Kit, Perfume Kit, Eyes of the Eagle, Trapspringer's Gloves
172 gp
Special Abilities:
Lamplighter (Su): At 1st level, a lamplighter can take a move action to create a small flame that immediately ignites a lamp, torch, or similar flammable item he’s holding.
Lamplighter Skills: Perform and Profession are not class skills for a lamplighter. This ability alters the investigator’s class skills.
Lamplighter (Su): At 1st level, a lamplighter can take a move action to create a small flame that immediately ignites a lamp, torch, or similar flammable item he’s holding.
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. See AoNPRD for more. This character has been converted to be a spontaneous caster rather than a prepared one.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Alchemical Illumination (Sp): At 2nd level, as a standard action, a lamplighter can cast certain light spells by burning a magic extract, infusion, or potion of a spell of the same or greater level than the light spell in a lit lantern or torch. If the spell has a range of touch, the lantern or torch counts as the object touched. The spell’s DC, if any, equals 10 + spell level + the lamplighter’s Intelligence modifier. At 2nd level, the lamplighter can cast light and continual flame (24 hour duration). At 5th level, the lamplighter can cast daylight and discovery torch. At 8th level, the lamplighter can cast searing light. At 11th level, the lamplighter can cast judgment light. The lamplighter need not have an active judgment to cast this spell, can choose what color of judgment light is created, can use his alignment for golden light, and can select any element for copper light. This ability replaces poison lore, poison resistance, and poison immunity.
Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Alchemist Discovery (Ex): The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagen, and poison conversion. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Mutagen: An alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a move action.
Sickening Offensive* (Ex): When the investigator damages a studied target, that creature is also sickened for 1 round. An investigator must be at least 7th level to select this talent.
Ready for the Revelation (Ex): At 3rd level, a lamplighter can use inspiration on initiative checks without spending a use of inspiration. He can use his Intelligence modifier in place of his Dexterity modifier on initiative checks. At 6th level, if the lamplighter has Quick Draw, he can draw a weapon as part of his initiative check. At 9th level, the lamplighter isn’t flat-footed before he acts in the first round of combat. At 12th level, the lamplighter adds his Intelligence bonus as well as his Dexterity bonus to initiative checks. At 15th level, the lamplighter can act last during the surprise round even if he is otherwise unaware combat has started. At 18th level, the lamplighter is not limited to just a move or standard action during the surprise round—he can act normally. This ability replaces keen recollection and trap sense.
Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Swift Alchemy (Ex): At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
GM Questions:
How does she feel about Kroft?
Field Marshall Kroft is a good leader, but she seems like she had been particularly stressed out lately. Cressida has never given Olenna any reason not to trust her, and so Olenna remains committed to her. As long as Cressida continues to serve Korvosa, Olenna will continue to serve Cressida.
How does she feel about the King?
King Eodred II was a decent king. He wasn’t the worst monarch in Korvosa’s brief history (that would be King Chadris Porphyria III), but he was also far from the best. And he was king during most of Olenna’s lifetime, so he’s really all that she has ever known personally. She knows that he had a reputation as a spoiled lecher, but he did some good things for the city, too. She was honestly surprised it took him as long to die as it did, though she never believed for a moment that that poor artist girl murdered him. If anything, he probably keeled over from a heart attack from too much blood rushing to the wrong place at the wrong time.
How does she feel about the Queen?
She’s certainly pretty, but she’s also so young and inexperienced to be running a whole city. It’s a good thing that Korvosa’s monarch doesn’t have absolute power, so that she can rely on the advice of the many nobles for how to handle things. Olenna has to admit that some of the Queen’s policies have been shortsighted. Cutting the funding of the Korvosan Guard has been hard, and Olenna doesn’t understand why that decision was made.
How does she feel about the Guard?
Olenna is a proud Lamplighter. Although their numbers have dwindled in the last year, the Korvosan Guard remains one of the oldest and most storied lines of defense for Korvosa, and it will continue to be as long as there are Guardsmen to draw breath.
Olenna pities her colleagues who have left the Guard. Yes, times have gotten hard, but they swore an Oath! Hell, her own uncle Valdur had played a role in her induction ceremony over a decade ago. This isn’t just a job: it’s a calling.
What did she do in the 11 months since the king died?
Olenna has been serving the Lamplighters and the Korvosan Guard dutifully. As her colleagues quit or stopped showing up for work, she knew that she had to provide continuity and security for the populace. But it’s been challenging. Crime is up. Morale is low. Pay is decreasing. Food and other basic supplies are getting expensive. And with the Blood Veil, there are even more dangers about.
There have been some people who have needed help, but who either can’t or don’t want to go through official channels. Olenna has slowly developed a side hustle as a private investigator for these people. It takes up many evenings and weekends, but it’s worth it to have a bit of extra cash on hand to supplement the meager Guard income and keep bread on the table for her family. It’s also worth it to provide people who need it with aid.
A few of these side jobs have led Olenna to a theory about Blood Veil. I leave the specifics of her theory to you as the GM as a way to hook her into the story, as I have no idea what the disease is, only that it’s important.
One thing that she has not done is actively seek out her family. She hasn’t been disowned, of course—having a child out of wedlock was reasonably common among Korvosan nobility—but she isn’t exactly warm with her cousins at the moment.
How is she protecting herself and her family from Blood Veil?
Of all the subjects that Olenna studied at the University of Korvosa, she was the most adept with alchemistry. It’s amazing what sorts of things you can make with household cleaning chemicals and a comprehensive textbook. (For their faults, the people she met during her time on the Vice Squad also seemed to know a slew of ways to do strange things with random items lying about.) She has been brewing up a variety of useful concoctions to protect Enzo, Catherine, and herself during this epidemic.
Harrow Point Uses:
Arcane Wrath: A PC with levels in a class that grants bonus spells based on his Intelligence score can spend a Harrow Point to increase the power of a spell from that class’s spell list as he casts it. He increases the DC of that spell by 2 and gains both a +4 bonus on caster level checks to overcome spell resistance and a +2 bonus on any attack rolls for that spell.
Flash of Insight: A PC can spend a Harrow Point to attempt a check for a skill that requires training and in which he has no ranks. He gains a one-time +5 insight bonus on this check.
Intelligence Rerolls: A PC can spend a Harrow Point to reroll an Intelligence-based check. He must abide by the new result (although if he has additional Harrow Points remaining, he can use them to attempt additional rerolls).