Ratfolk Caravan Guard

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Chess Pwn wrote:

No, small 1d10 is a small weapon so it only goes up 1 step of the chart instead of two. A medium 1d10 goes up two steps. Because that's the rule laid out in the FAQ.

No, increases to damage dice work as a "virtual" or fake weapon size increase.

Okay thanks for the information,not sure why they did it that way, but i will go with it.


Nefreet wrote:

According to the FAQ, a small-sized 1d10 increases to 2d6 medium-sized.

A medium-sized 1d10 increases to 2d8 large-sized.

Unless I'm not understanding your question.

Ok so i am still confused why the difference in the damage dice size,

no matter what size the weapon is, small 1d10 or medium 1d10 shouldn't they both only increase to 2d6? why would one increase to 2d8 and not the other?

also the spell is not increasing the weapon size just upping the damage dice, it should react the exact same to both 1d10 weapons.


The subject says it all really, what would the damage be for a small sized great sword with lead blade cast on it.

Great sword (medium) 2d6
Great sword (small) 1d10

Shouldn't the damage from a small great sword under the effects of Lead blade spell take it back up to 2d6? The rules says it jumps to 2d8 I am confused by this. please help.
Thanks.


thanks everyone. this helps a lot. :)


Jeff Morse wrote:
That is readying an action, so yes you can ready as a standard to cast the spell when something happens.

okay so what happens next, do you cast said D-Door before or after the triggering effect.

as an example let us say wizard "A" has the quicken spell D-Door ready to go when say the first warrior/ melee person was to try to attack him.

what would happen?


Okay, what if you hold your action or prepare your action to cast said spell in response to another effect?


Okay here is a question I have not been able to find on the forums.

So my question is can Dimension door be cast on someone else's turn when cast as a quickened spell?

A Dimension door spell has only one component verbal.

The definition for Quicken spell on pg 188 of the core rule book says it is equal to a swift action.
Also on page 188 it says a swift action can be used any time a free action can be used.
Again on page 188 a free action says speaking can be used even when not your turn.
On page 184 of the core rule book it says a verbal component must be spoken firmly.

Please let me know what you all think of this.
thank you.


KainPen wrote:
LazarX wrote:
KainPen wrote:

Right I am not sure what LazerX is talking about.

unless he saying mythic spells don't work with wild magic because you can cast use it to cast a spell you don't know or or have prepared with it. and in that case he would be correct because it does not follow his number 1 and 2 things.

but wild magic also works with prepared spells or known spells so as long as you don't use up your last prepared version if the of the spell it works no matter what.

That's essentially it. You can't just make any spell you cast mythic. You either have to take Mythic Lore, or the divine version of it, or the Universal Path ability Mythic Spellcasting. What all of these path abilities allow you to do is to select ONE spell per tier that you already have the ability to cast and designate it as being elligible to be mythified.

Jane the Sorceress becomes mythic, being atypical, she chooses the Trickster path. She takes as a Universal path ability, Mythic Spellcasting. Being a Tier One Trickster, she choose ONE of her known spells to be elligible for the mythic option. Being a fiery sort of person, one of her spells is Burning Hands. She chooses Burning Hands to be her one mythic spell. From now on, whenever she casts Burning Hands, she has the option of paying a mythic point to kick it up to mythic levels. What she cant' do is use Wild Arcana to cast magic missile, and make IT mythic.

yeah we got that but based on what the Steven Morgan said about his character he was selecting all these things. so he was good to cast mythic scorching ray as 8th level caster despite being 4th. he changing his spell specialization from burning hands to scorching ray at this level. So that gives him 2 more levels all the time. he had it all figured out correctly he just wanted to make sure. he even took extra mythic power feat be cause he knows he going to be eating 2 mythic power every time he this combo.

Indeed true I did think I was going to be eating 2 mythic powers each time I used it this way I just wanted to make sure I was not missing something.

Believe me as I level up or Tier up as the case may be I will be getting even more extra mythic power feat. 3 times I think it said was max.

thanks for all the help.


KainPen wrote:
lol yeah remember you still got to hit with those things lol and cover, firing in to combat can kill a ranged touch attack.

This would be true if my Gm actually made spell casters take the -4 for shooting into melee, but he doesn't. He says that in his game it is only physical weapons that take that -4, spells are a sight based thing.. yeah I know its wrong, and when I run games it is run the proper way ,but he is the gm and I'm not one to argue something in my favor. I just make sure I target other spell casters on the other side before anyone else because it works that way for the other side too. ;)


KainPen wrote:

Right I am not sure what LazerX is talking about.

unless he saying mythic spells don't work with wild magic because you can cast use it to cast a spell you don't know or or have prepared with it. and in that case he would be correct because it does not follow his number 1 and 2 things.

but wild magic also works with prepared spells or known spells so as long as you don't use up your last prepared version if the of the spell it works no matter what.

Awesome thanks a ton.

Totally stoked for the next game night. going to be awesome rocking 12d6 damage at level 4 a couple times. :)


Rerednaw wrote:
LazarX wrote:
KainPen wrote:

yes 8th level caster doing 2 rays at 4d6 damage it for wild arcane casting. if you spend another mythic point to change the spell to mythic version

each does 6d6 damage and the frist passed resistance and immunity

You can't do it that way. You can only cast a mythic spell if...

1. It's on your spells known list. And you have a normal spell slot available for casting the standard spell. (for sorcerer/oracle types)

2. You have prepared the standard version as a memorised spell. (cleric/wizard types)

3. You must have selected the spell to be known as a mythic spell by taking one of the three applicable path abilities.

4. If someone asks about Power Word Casters, they shall be subjected to a Slim Whitman serenade.

If the two neccessary of the above conditions (save for #4) are met when you cast the spell you have the option of either casting it normally or spending mythic point(s) to cast the mythic or augmented mythic versions.

This can't be done with Wild Arcana.

I don't understand. Where is the incompatibility between WA and Mythic spellcasting?

If you have Scorching Ray on your list and it's your "Mythic" spell, does using Wild Arcana suddenly mean you cannot use the Mythic version? Would it not be 1 surge to use Wild Arcana, 1 surge for the Mythic version of the spell, and 1 more if you want to enhance it?

Scorching ray doesn't have a enhance version its all their.

scorching ray is on my spell list and its my spell specialization spell
giving me a +2 caster level with it at all times.
with 1 point of surge power used i can cast any spell i want weather its on my spell list or not via Wild arcana (right?)
and with another 1 point of surge i can make the spell i cast the mythic version.
sooo. 6d6 damage per ray, 2 rays the first one by passes fire resistance and immunity.
do i have it right?


Hi everyone and thanks in advance.

situation:

We(the party) just got an item one each that bestowed mythic to us as we leveled to level 4. So I had to level up from 3 to level 4 and do a Tier of mythic at the same time.

here is what I have:
Human wizard (Evoker)level 4 archmage tier 1
at start this is what I took.
feats: spell focus (evocation), spell specialization (burning Hands)
spell focus, greater (evocation).

before I was told about gaining a mythic tier I was planning on changing my spell specialization to scorching ray at 4th level. (still am for that matter)
now as I see it I am planning on taking the following.

Arch-mage arcana: Wild arcana.
Path ability: mythic spell casting and choosing (scorching ray).
Mythic feat: Extra mythic power.

so now how would it work if I spend 1 of my 7 mythic powers to cast scorching ray with wild arcana?
would it act as if a 8th level caster cast it?
level 4 base +2 from spell specialization +2 from wild arcana?
or as a level 6 cast it?
would it do 6d6 damage that by passes resistance and immunity on the first ray?
would I get 2 rays at 4th level?

or should I look at another build altogether?


Hi everyone and thanks in advance.

situation:

We(the party) just got an item one each that bestowed mythic to us as we leveled to level 4. So I had to level up from 3 to level 4 and do a Tier of mythic at the same time.

here is what I have:
Human wizard (Evoker)level 4 archmage tier 1
at start this is what I took.
feats: spell focus (evocation), spell specialization (burning Hands)
spell focus, greater (evocation).

before I was told about gaining a mythic tier I was planning on changing my spell specialization to scorching ray at 4th level. (still am for that matter)
now as I see it I am planning on taking the following.

Arch-mage arcana: Wild arcana.
Path ability: mythic spell casting and choosing (scorching ray).
Mythic feat: Extra mythic power.

so now how would it work if I spend 1 of my 7 mythic powers to cast scorching ray with wild arcana?
would it act as if a 8th level caster cast it?
level 4 base +2 from spell specialization +2 from wild arcana?
or as a level 6 cast it?
would it do 6d6 damage that by passes resistance and immunity on the first ray?
would I get 2 rays at 4th level?

or should I look at another build altogether?


1 person marked this as a favorite.

Similarly, if you cast an instantaneous transmutation spell on something twice the first applies, then the second applies to the result of the first. If the spells were not instantaneous, you would only apply whichever effect is higher during any moment within the duration of both effects (i.e., they overlap but do not accumulate).

but that is not what it says in that line it says cumulative. that means accumulate as in gets bigger.
I am sorry but I think you are wrong.


ok I guess no one understands the question.. An on going effect is defined as something that continues to happen one round after another. all of the listed spells above have instant duration with a permanent effect healing is not ongoing you are not being healed every round it is permanent until damaged again. standard damage spells don't have an on going effect either it done with not on going. the Mythic fireball has an on going effect it does 2d6 damage every round to a target that failed its save.

I was wondering why On page 209 of the core rule book. it says this.

Instantaneous effects:
Two or more spells with instantaneous duration work cumulatively when they effect the same target.

No one has been able to give me a clear answer. I was initially using fireball as an example because a standard fireball is a instant duration spell with no ongoing effect. and i wanted to know if because of that line a single target who would have to save vs 2 fireballs would only get to have his fire resistance once because of that line. and if not what would it refer to?


um no bestow curse has a duration of permanent and geas/quest hs a duration of 1 day/level or until discharged. so those don't count.

the line on page 209 say instantaneous DURATION.
Fireball has a duration of instant.
I still can't find a instance of a spell with an instant duration with any kind of ongoing effect.

In the 3.5 players handbook page 172 an example is given that says the target of 2 fireballs would save vs both and takes damage from each according to the save but there is no mention of weather the damage would be added together for resistance purposes or not.
but the way it reads and the way it reads on page 209 of the pathfinder core rule book I am starting to think that yes while the save would be separate the damage would in fact be added together for resistances purposes for that round.

can some one point me to a page or ruling that says otherwise?


Thank you that is what I needed to know.
but out of curiosity what spells have a instantaneous duration with an ongoing effect? I don't recall seeing any.


Thanks for looking at this for me i have a rules question that i just saw and have questions about.

On page 209 of the core rule book.

Instantaneous effects:
Two or more spells with instantaneous duration work cumulatively when they effect the same target.

okay her is my question. if a spell caster where to cast a fireball and then cast a quicken fireball does the damage stack and only get counted once against fire resistance 20 for example? or does the fire resistance count against both fireball spells?


Thank you good Sir. I do so like your version of the Warlock i will be using it. keep up the great work.
:)
Just need to figure out a way to print it.


Tristram wrote:

It seems a bit much. I'll break it down step-by-step.

Arcane School: This is fine, not too much power here despite giving two powers when normally there is only one.

this is true but i was compensating for the lack of a real bloodline arcana.

Spell Book: This ability should maybe be scaled back slightly. Maybe limit it to swapping around spells no higher than one less than your maximum?
In truth that was what I entended must have left it out on accedent.

Arcane Discovery: I can't say much about this as I don't know a bunch about Arcane Discoveries. Also 13th and 17th level are not levels for powers, Are these meant to be optional replacements for the sourcerer bonus feats?

Actually if you look at sorcerer powers at level 9 they almost alwys give additional powers at level 13 and 17 or an increase to the givin power at those levels.

School Power: +2 bonus to a schools DC's? I realize Arcane Bloodline gets this too, but do not put both this and the 20th level +2 together.
thats a good call I will redo that altogether probably drop the level 20 abilty out.

Arcane Power: Giving both a discovery, a DC boost and possible spell penetration is over the top. Consider just giving them access to a Discovery (counting their level as their wizard level) in case Immortality isn't their deal and maybe something else like an increase the number of spells that can be traded with Spell Book (3/day?)

another good thought, but maybe instead of increasing it to 3 xday but increase it so now they can trade out there max level spells.
Overall it seems to be that you've added more powers than a sourcerer normal gets. There should be a power at 1st, 3rd, 9th, 15th and 20th.

thanks for the post, please keep them comming.


Another new bloodline let me know if my link works and what you think.

Sorcerer Bloodline: Magi

Description: From a long wizarding family, generation after generation of powerful wizards you are the first of your family line to be born of magic; it so infuses your soul that you are capable of feats unknown before you.

Class Skill: knowledge (any one)

Bonus Spells: You do not get Bonus spells like other sorcerers, lowering your total spells known by this amount.

Bloodline feats: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus, Spell Penetration.

Bloodline Arcana: Unlike most other Sorcerers whose innate magic is powered by force of personality, you like your forefathers, use your intellect to understand and master your own mystic powers.
You use your intelligence score not your Charisma score to determine all class abilities features and effects related to your Sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DC's of your spells, and the daily uses of your bloodline powers.

Bloodline Powers: Your mind focus is just like any other wizard in your family and you, like all wizards are capable of specializing in a school of magic, only for you it is slightly different.
Arcane school:At 1st level choose a School of magic just like any other wizards including the Universal school. For you, you gain the first two powers listed for 1st level of that school.
For example: if you where to choose the Evocation school you would gain both the Intense spell (Su) and the force missile (Sp) abilities just as a wizard would. You do not gain any other effects of the school at higher levels including the level 20 bump some of the 1st level abilities give.

Spell Book: At 3rd level you gain the ability to “learn” from spell books; you may scribe your known spells into a blank spell book and scribe scrolls into your spell book you may even borrow other spell books and scribe those spells into your spell book, they are learned spells not known spells.
With your spell book you may 1 time per day in the morning after a full nights rest forget one, and only one, of your known spells and memorize a spell of the same level into the now empty spell slot.
You may not hold the empty spell slot to learn a spell later in the day; you have to memorize the new spell as the time of forgetting and learning are one and the same.

Arcane Discovery: At 9th level, 13th level, and at 17th level you can gain an Arcane discovery that you qualify for or a Wizard bonus feat of your choice.

School Power: At 15th level gain a +2 to the save DC's of all spells you cast from your chosen School this ability stacks with spell focus and greater spell focus.

Arcane power: At 20th level gain the wizard arcane discovery of Immortality also Increase all spell save DC's by +2 this stacks with School power and spell focus feats, also increase spell penetration by +2 if you don't have spell penetration gain it instead.

thanks to all for feed back.


Thanks guys.
much appreciated. so i can tell my player hell no it wont go... lol


SunsetPsychosis wrote:

There's been many threads on this. It just doesn't work. Even the devs have said so, iirc.

There's a few reasons. Like, you don't actually have 0-level spell slots. You have cantrips, which are treated differently than normal spells.

so then if he took a second level spell and did this he would be able to memorize it as a 1st lvl spell?


Ok here is one a player proposed that im not sure about working.
Ideas please.
player (A) takes trait Magical lineage with magic missle spell.
the trait simply says when you memorize this spell with a meta magic feat treat the actual level as one level lower.

player (A) then takes metamagic feat Merciful 0 lvl adjustment.

Player (A) the says he is memorizing magic missle with merciful as a cantrip.

ok looking at it as it says in the books for all three things for a wizard. It looks like he is right but im not sure if it should be becouse now he has infinite magic missile spell even though it now does non-lethal damage.
what should I do?


wraithstrike wrote:

Not seeing the illusion does not protect you from it. It that were the case closing your eyes would be valid method to shut that spell down.

True Seeing does not mean you can't see the illusion either. It means you recognize it as an illusion.

PRD:You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.

Why didn't the boss drop a dispel magic on the illusion?

thanks guys and i didnt drop dispel magic only couse i didnt think of it, myself. lol

but thanks for the info.


ok here it is, I let this slide last week durring my game but had to look it up and cant find anything.
In the game I was running a party of 5 players lvl 15 running a dungeon campaign the party comes up against the final boss (lvl 18) the boss has true seeing going and one of the players has improved invisibility going no brainer can see him fine with true seeing, but the player also has project image going and is casting spells through it at the bad guy. Question is should the player be able to do that when the bad guy doenst see the illusion of the projected image?
All thoughts welcome.
Thanks everyone in advance.


It does make sence.
and let me see if i can answer some of those questions, 1st off i ment for the players character to be 2 levels higher but you're right the favoritism is not a good way to go, i wasnt thining like that i was thinking more of someone with more experience in the city a older character that helps to guide them. and I was thinking 5th level becouse the city of katapesh is a very rough place with slavers running around freely picking off people and putting them on the slave blocks and that they would need a little help in serviving not wanting to start them to high but 5th lvl gave them access to 3rd lvl spells , but not quite there for 2 attacks per round for the fighters. etc. im thinking that they will be a part of a faction there are 3 to choose from but i kinda need to let the players choose what one. there is the corrupt officials that run the city in the name of the guilds, the rebals that want to over through them and then there is the slavers that like things the way they are "its good for business". the officials really dont like the slavers its just they cant seem to crush them becouse so many people have slaves and there own practices of putting criminals into slavery.
anyway you get the picture i think.


A little back ground about the new campaign idea then the question.
I am working on a new campaign for my group 6 players total.
It is a city campaign totaly placed inside the city after looking about i decided to use the city of Katapesh where everything could be had for the right amount of gold. now im thinking this is going to be mostly a role playing campaign but of course there will be the bar fight city brawl sewer excusion etc. etc.
now for the questions.
I am thinking that in Katapesh I am wanting my players to start characters of higher than 1st lvl thinking around lvl 5 what do you think of this?
also I am thinking that i want one of them to be a little higher than that as an older person in the group that is the defacto group leader im thinking 2 level bump for that person. but im not sure how this would work with the over all group what do you all think?

thanks for taking a look and letting me know.


bump..


come on people i need some more input here. please give me some ideas on what should be done about the Enlarge person spell verse the reduce person spell.


Name Violation wrote:
Steven Morgan wrote:
Name Violation wrote:

the middle ground is agree small and medium arrows are the same size and interchangable. a long bow and a short bow use the same arrows. a small longbow is same size as a medium shortbow, and they use the same arrows

unless you have longbows and shortbow's use different ammo

well a small longbow is perhaps the size of a normal short bow but a small short bow is what? so yes you have to have arrows fitted to the proper size of the bow.. this is a fact of life go down to any bow shop in your town and they have differant size arrrows to match the different size bows.. that is just they way it goes..

( sorry ) im an archer and have 3 bows myself. and my kids have bows so yes its true..

game doesnt perfectly mirror life. I havent seen any small size npc's with Small sized arrows. the entries always just say arrows

ok i'll give that to you about arrows,

but in the reduce person spell it clearly says that a projectile returns to its normal size as it does in enlarge person it says the same thing except now in the enlarge person entry it says that the arrow does damage at its original size and the reduce says it still does lower damage. i think both spells should work the same way. if an arrow fired from any weapon reverts to its original size should in fact do its normal damage not a smaller damage or a increased damage from a larger bow.
so what do you think?


Steven Morgan wrote:
Name Violation wrote:

the middle ground is agree small and medium arrows are the same size and interchangable. a long bow and a short bow use the same arrows. a small longbow is same size as a medium shortbow, and they use the same arrows

unless you have longbows and shortbow's use different ammo

well a small longbow is perhaps the size of a normal short bow but a small short bow is what? so yes you have to have arrows fitted to the proper size of the bow..

go down to any bow shop in your town and they have differant size arrrows to match the different size bows.. that is just they way it goes..


Name Violation wrote:

the middle ground is agree small and medium arrows are the same size and interchangable. a long bow and a short bow use the same arrows. a small longbow is same size as a medium shortbow, and they use the same arrows

unless you have longbows and shortbow's use different ammo

well a small longbow is perhaps the size of a normal short bow but a small short bow is what? so yes you have to have arrows fitted to the proper size of the bow.. this is a fact of life go down to any bow shop in your town and they have differant size arrrows to match the different size bows.. that is just they way it goes..

( sorry ) im an archer and have 3 bows myself. and my kids have bows so yes its true..


Seeker of skybreak wrote:
Steven Morgan wrote:

. Any enlarged item that leaves an enlarged creature’s

possession (including a projectile or thrown weapon) instantly
returns to its normal size. This means that thrown and projectile
weapons deal their normal damage. Magical properties of enlarged
items are not increased by...

Maybe it's assumed that small and medium bows use the same sized arrows. Large bows cross into the realm of too large for a traditional arrow and are thus sized larger. While this seems gamist I can get my head around it somewhat. Plus I feel like precedence exists with other things regarding small and medium creatures being lumped into a group, while > large or < tiny are seperated.

Essentially the Large bow would release a large arrow that deals 2d6. But when the arrow leaves the bow it shrinks to a normal arrow which inflicts 1d8 which is increased back to it's original size before impact dealing 2d6 damage.

- Jake

now now that cant be right as it clearly states that small weapons all do less damage than medium..

it cant be both ways here there has to be a middle ground that fixes this.. can we say errata time folks.. one of the spells has to change to match the other as far as the arrows/bolts leaving the small/large bow they both have to be either medium arrows doing normal damage or damage based on the saze of the new weapon.


Fake Healer wrote:

Boy is that some arbitrary crap.

Enlarge person doesn't allow projectiles to do more damage based on size but Reduce Person (the flip-side of the coin) DOES make the projectiles do damage based on size....If projectiles return to normal size for one spell when fired, then why doesn't it work that way for the other?
Bad Form on that....

ohh good point..

Enlarge Person pg 277-278 core rule book
School transmutation; Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant growth of a humanoid creature, doubling
its height and multiplying its weight by 8. This increase changes
the creature’s size category to the next larger one. The target
gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to
a minimum of 1), and a –1 penalty on attack rolls and AC due to its
increased size.
A humanoid creature whose size increases to Large has a space of
10 feet and a natural reach of 10 feet. This spell does not change the
target’s speed.
If insufficient room is available for the desired growth, the
creature attains the maximum possible size and may make a
Strength check (using its increased Strength) to burst any enclosures
in the process. If it fails, it is constrained without harm by the
materials enclosing it—the spell cannot be used to crush a creature
by increasing its size.
All equipment worn or carried by a creature is similarly enlarged
by the spell. Melee weapons affected by this spell deal more
damage (see page 145). Other magical properties are not affected
by this spell. Any enlarged item that leaves an enlarged creature’s
possession (including a projectile or thrown weapon) instantly
returns to its normal size. This means that thrown and projectile
weapons deal their normal damage. Magical properties of enlarged
items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.

see this one says that projectile weapons from a large bow reverts to normal size dealing normal damage.. so what way is it suppossed to be?


Name Violation wrote:

well according to the srd the bow has the damage listing, not the arrow

Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lbs. P
Arrow(s), common (20) 1 gp — — — — 3 lbs. P

so its based off the bow damage, unless you wanna argue it does -

and the spell says damage based on weapon size. so its d8 (the now small sized weapon that counts as medium from the 2nd spell) or - since thats an arrows damage. take your pick

ok got to argue a little as the second spell says that the arrow ( not the bow) increases in size just before it hits to double the damamge then reverts to normal after hitting. so if doubleing the size of the arrow does that then an arrow shot from a small bow that reverts to its original size should do its orignal damage should it not?


Name Violation wrote:
Mok wrote:
Kierato wrote:
Your arrows Would deal 1d8 IMO as they would normally deal 1d6 from your bow.

I'd argue the opposite. The arrow would do 2d6.

The Reduce Person Spell says:

PRD wrote:
Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

So the reduced person elf would have a bow that does 1d6 damage, but as soon as the arrow is shot it would pop up to its normal size, causing 1d8 damage. Then the gravity bow would kick in just before impact, upping the damage to 2d6.

If the gravity bow effect kicked in before the bow was fired, then things would be different.

prd wrote:

(projectiles deal damage based

on the size of the weapon that fired them).
so its a d8. all you're doing is effectively countering the smaller damage

and that my friends is the real question im asking. in size matters.

If the arrow does the damage or the bow? so if an arrow is launched from a bow of the right size it does its normal damage but the magic of a spell increases the size to do more damage or decreases the size to do less damage or is it the size of the weapon that counts can it really act in both ways?


4 people marked this as FAQ candidate.

ok guys and gals got a question i see needs answering.first off here
the spells say this. ( question at the bottom )
Pg.330 core rule book
Reduce Person
School transmutation; Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (a pinch of powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant diminution of a humanoid creature,
halving its height, length, and width and dividing its weight by
8. This decrease changes the creature’s size category to the next
smaller one. The target gains a +2 size bonus to Dexterity, a –2
size penalty to Strength (to a minimum of 1), and a +1 bonus on
attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has
a space of 2-1/2 feet and a natural reach of 0 feet (meaning that
it must enter an opponent’s square to attack). A Large humanoid
creature whose size decreases to Medium has a space of 5 feet
and a natural reach of 5 feet. This spell doesn’t change the
target’s speed.
All equipment worn or carried by a creature is similarly reduced
by the spell.
Melee and projectile weapons deal less damage. Other magical
properties are not affected by this spell. Any reduced item that leaves
the reduced creature’s possession (including a projectile or thrown
weapon) instantly returns to its normal size. This means that thrown
weapons deal their normal damage (projectiles deal damage based
on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack. Reduce
person counters and dispels enlarge person.
Reduce person can be made permanent with a permanency spell.

pg 229 advanced players guide
Gravity Bow
School transmutation; Level ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Gravity bow significantly increases the weight and density of
arrows or bolts fired from your bow or crossbow the instant
before they strike their target and then return them to normal
a few moments later. Any arrow fired from a bow or crossbow
you are carrying when the spell is cast deals damage as if one
size larger than it actually is. For instance, an arrow fired from
a Medium longbow normally deals 1d8 points of damage,
but it would instead deal 2d6 points of damage if fired from
a gravity bow (see page 145 of the Core Rulebook for more
information). Only you can benefit from this spell. If anyone
else uses your bow to make an attack the arrows deal damage
as normal for their size.

ok now for the question if i have a 1st lvl elf sorcerer with these 2 spells and i cast them both on myself the both have a duration of 1 minute. the question is what happens to an arrow fired from the longbow?

thoughts comments pls.
I see it going many ways.