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RuyanVe wrote:
Wand monkey seems more straightforward - why waste a spell and actions for achieving some mediocre damage at best, when your familiar can wield a wand of disintegrate or similar?

Apart from that 6lvl issue, do familiars really can use wands?

Kydeem de'Morcaine wrote:
This is one of the conflicts between 'magic' and applying real world physics.

Yeah, it really is. But I think, that when it goes to the situation, when "properly" used low level spell suppose to be too powerful GM must refer to the mysterious thing that some people call "balance". So, I think that bolts will fall.

Kydeem de'Morcaine wrote:
Also, remember that if the wizard carrying said javelin gets hit with a dispel magic, he may find his legs crushed under the 4 ton javelin

I like your way of thinking ;)

Generally, in the group I GM is the wizard, that have appropriate craft skills, so he can create such - ballista in fact -bolt. Game's mechanic allows it.


It is one of my player's idea. He doesn't like small pets that often dies during combat ;) But I think, I know, what you have on mind. Lift something up over the adversary, enlarge and drop? It is that what you wanted to say? ;)


Here's the idea: a mage casts "Shrink item" on a colossal javelin. Then he throws it and enlarges it using command word, as it was specified in the spells description. Javelin on hit deals 4d6 damage.
My question is if that is possible? How should I treat that javelin. As still colossal, or as medium. If it still be treated as collosal, the mage should apply or penalties when calculating if he hits the opponent.
From my point of view the javelin mage throws is still medium, but when he re-transforms it, all penalties should be applied as when using oversized weapon. He uses strength adjusted to medium item, not colossal. So, logically, the javelin after re-transformation should fall on the ground.
From the other point of view, damage dealt with javelin is not great, so that trick doesn't make the mage overpowered. But, if similar strategy would be applied with use of dozen colossal crossbow bolts, or arrows given to a party ranger, the balance of gameplay would be disrupted.


First I'd like to say hello to all of users, since it's my first post here. We're playing Pf for about year, and because my players beginning to know the rules more and more, some of them start to make some powergame attempts. So the first issue:
One of my players plays Paladin (sic!). On the last session he made something like that: (1) Drop, or rather put of his shield at his back as a move action; (2) strikes an enemy with his long sword wielded with two hands to have '1,5X' damage bonus; (3) Ready a shield as a free action.
It wasn't dropping a shield which I understand as dropping it on the ground (since I'am not an English native speaker I could of course understand the word 'drop' wrong).
Reading combat chapter I realise that it isn't possible, because even having BAB +1, you can ready a shield only during move action. But, knowing this player, he could take Quick Draw feat on next level, so my question is if this possible to make such complicated maneuver and still benefit from all of armour and damage bonuses?

And the second issue:
I was looking for it at the forums, but I didn't find satisfying answer anywhere. Do one need to treat temporary hit points as different hit point 'pool' or with addition to base hit points. What do I have in mind:
3-rd level wizard is a target of attack. He was wounded e.g. for 5, and have 4 HP (of his 9 HP max) left. He cast 'False life' on himself and now he has e.g. 14 HP. My question is when the spell ends, and since the wizard didn't obtain any damage after casting 'false life', do his HP amount go back to 4 HP, or will he end with his max HP, so we can count 'false life' as healing spell?