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![]() There would be a problem with an existing character that is going take his first level in Wizard using "found" or purchased spell book. He cannot automatically memorize spells from any spell book other than one he has written himself. From the PRGRD:
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![]() Treantmonk wrote:
Correct. I meant an animal with a 2 intelligence...... ![]()
![]() Mistwalker wrote:
Because you could take a Standard Action and then AS away. With the spell, casting is your standard action for that round. What you can't do is perform any Swift, Immediate or Free actions until the start of your next turn after you AS or DD. ![]()
![]() AlanM wrote:
From the PRGRD: "...a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach." This means that an animal companion has the bonus tricks when the PC bonds with it. However..... Combat Training is not a trick, it is a Special Purpose that is made up of 6 tricks: Attack, Come, Defend, Down, Guard, and Heel. An animal with a 6 intelligence can learn 6 tricks so Combat Training takes up its entire allotment of normal tricks. Unless the PC is a 15th level Druid or 19th level Ranger, an animal companion could not "come with" Combat Training. The PC could assign the bonus tricks that the animal would have to some of the tricks that make up Combat Training and then spend the time needed to train the rest from its allotment of normal tricks, at which point the animal would be combat trained and could be ridden into battle. Also, this would not apply to a war horse, war pony or riding dog. These animals are assumed to have already been taught combat training by someone else. ![]()
![]() DM_Blake wrote: But then I ask, why? What can you possibly gain using a charge and an overrun together. I can tell you why. You have 30 feet of movement and the Kobold Shaman is 45 feet away. The only thing standing between you and him is a Kobold Warrior. You really want to get at that Shaman. You charge the Shaman, Overrunning the Warrior on the way, and get there this round and take one attack on the Shaman. ![]()
![]() delabarre wrote:
Except that you can't Overrun your Charge target. The rule for Charge says that "You must move to the closest space from which you can attack the opponent. " This means that you must stop when you reach your opponent and cannot move through their space to Overrun them. It seems to me that the rules for Charge and Overrun contradict each other and there should be clarification and possibly an errata. ![]()
![]() LazarX wrote:
Which is why it specifies ....spells known (if she is a spontaneous spellcaster)..... Pathfinder is very specific in this particular rule and if they had intened for Wizards to the the two free spells it would say. "....spells known(if she is a spontaneous spellcaster or two free spells if a wizard)...." ![]()
![]() KaeYoss wrote:
The rules are very specific that you only get the two free spells when you take a level in Wizard. From the PRGRD-Magic section: Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. If you are taking a level in a PrC, such as Arcane Trickster, you are spending the time that you would be researching the new "free" spells learning the other abilities of the PrC so you don't get the "free" spells. Part of the price you pay. Remember that you can write spells into your Spell book from scrolls and other caster's spell books before you reach the level required to cast them. The difficulty is a bit higher though. If you are going to be taking a level in a PrC that grants a caster level you could prepare ahead either copy the spells or buy scrolls of the spells that you will want to take. You would need to buy the spells anyway whether you took your level in a major city or a dungeon. ![]()
![]() Dennis da Ogre wrote:
For the answer, look to the PcC. Ex. Arcane Tricksters says: When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spell casting. Seems clear to me that they would not get the two new spells added to the spell book for free, since it specifies that only spontaneous casters get new spells known. ![]()
![]() Sean FitzSimon wrote: On the subject of spells, there aren't any swift spells (Short of Quicken) in the core rulebook. You'll find on these forums that people tend to freak the *!@# out when you start offering material that isn't Core. Personally, I think that's counter intuitive because Pathfinder RPG had a stated goal of being compatible with 3.5 and 3.0. <Gets out soapbox> Actually, this is the Rules Questions forum. Speaking for myself, when I ask a question here, it's because I want to know the answer within the scope of the Pathfinder rules. Having played D&D regularly since 1980, I am very aware of the rules in 3.x. I also know that Pathfinder is designed to fit very well with those rules and that they can be used when they are not superseded by the Pathfinder rules. Also, our campaign regularly uses house rules so I know that option exists. So, please don't answer my Pathfinder Rules question with v3.x rules and comments about how house rules can fix it. Thank you. <Puts soapbox away> ![]()
![]() caith wrote:
The PRGFD says "At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook." Seems pretty clear to me. ![]()
![]() Shadowspawn1965 wrote:
One benefit would be that if you are using a bursting weapon when trying to sunder, the weapon would burst causing more damage to what you are trying to sunder, and possibly the wielder if you have Greater Sunder. ![]()
![]() Luminiere Solas wrote:
From the Combat section of the PRGRD: A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit. Anything that is a number bonus (+Str, + Enh bonus of weapon, +2 for Favored Enemy, +2 for Weapon Spec, + Paladin Level for smite) is multiplied by the Critical Multiplier of the weapon. Bonus dice such as Flaming, Sneak Attack and Vital Strike are not. ![]()
![]() A Man In Black wrote:
Vital Strike is a Standard Action. You can move or use a Move Action before the attack. With Quick Draw, "You can draw a hidden weapon (see the Sleight of Hand skill) as a move action." So there you are, standing 10' away totally unarmed talking to someone. Suddenly, surprise, you have a weapon in your hand. They are surprised, and flat-footed. You make a 5' step and attack them once using Vital Strike. Since they are denied their Dex bonus due to being flat-footed you get Sneak Attack damage. The next round you tumble to the other side of them and ready an action to attack as soon as you have flank. Your Barbarian cousin charges in from what seemed to be a safe 80' away. As soon as she is in position you attack with Vital Strike and Sneak Attack a second time and your cousin takes him down before he can even react. ![]()
![]() grasshopper_ea wrote:
I have played a Dwarven Fighter using Dewarven Waraxes with TWF chain for several years. He just made 21st level. He's the Grond that is my avitar's namesake. Even with the -4 to hit he's as devastating as HIS namesake. ![]()
![]() Majuba wrote: Simple vs. Martial, Free vs. hundreds of gold (for the strength mod), limited ammunition vs. rocks (in emergencies of course). Composite Longbow: 100gp Masterwork: 300gpStr Cut +5: 500gp Ench +2: 8000gp Total: 8900gp Sling: Free
Difference: 600gp or the bow is 13% more ![]()
![]() Dennis da Ogre wrote:
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls. ![]()
![]() Morgen wrote:
Uhm... None of the rapid fire/rapid reload feats work with slings. That is the point of this thread. Using RAW the sling fires once per round. Period. You can't ever fire it at your Full Attack speed. As for your point, there is no reason that a 20 Str fighter, or a 30 Str fighter for that matter, can't use his full strength bonus using a bow. It's just 100 gp per strength bonus. And bows can use all the rapid and multi-fire feats. 16th level, 20 Str fighter wielding a Str +5, Ench + 2 Flaming Burst composite long bow with point blank shot, rapid shot, Weapon Focus, Greater Weapon Focus, Weapon Specilization, Greater Weapon Specialazation: 1d8 +12 +1d6 fire times 5 arrows. 16th level, 20 Str fighter wielding a + 2 Flaming Burst crossbow with rapid reload, point blank shot, Weapon Focus, Greater Weapon Focus, Weapon Specilization, Greater Weapon Specialazation: 1d4 +7 +1d6 fire times four bolts 16th level, 20 Str fighter wielding a + 2 Flaming Burst sling with point blank shot, Weapon Focus, Greater Weapon Focus, Weapon Specilization, Greater Weapon Specialazation: 1d4 +12 +1d6 fire. Once. Per round. Balanced? I don't think so. ![]()
![]() Going over the rules last night, it occurred to me that using the Vital Strike chain might be the next best thing. It would take three feats, but a small character with the Halfling Staff Sling would get 1d6 + Str, etc at BAB 1-5
...all with one to-hit roll and still have a move action. Thoughts? ![]()
![]() Quote:
No, I didn't miss that, which is why I mentioned RAW in my next post. I realize that you can house rule that pigs fly, if the DM agrees. I am the player, not the DM and I was was hoping to bring something to the table from the official rules. ![]()
![]() <SNIP> Quote:
No offence taken taken. I did search the Rules forum and the Message Boards as a whole for Sling and Staff Sling before starting this thread and the only hits I received were about 20 user profiles where characters had slings. Maybe the search tool is broken because I remember seeing someone make the same observation in a thread about another issue. Thanks for the links. They should make interesting reading. ![]()
![]() kyrt-ryder wrote: Well, slings are grouped in with throwing weapons in some areas, so some people I know on here let quickdraw allow them to be fired at full RoF. That kind of makes sense. You are throwing the bullet. You are just using the sling to extend the lever of your arm. I'll run this past my DM and see what he thinks. Thanks. {Edit}
I am looking for something RAW, not house rule. ![]()
![]() pres man wrote: Not that I am aware of. I always house rule that manyshot works with slings though (of course that makes rapid shot a bit of a waste, unless you are swinging two slings). Manyshot would not work in this case because it specifies "When making a full-attack action with a bow, your first attack fires two arrows." Nor would Rapid Shot work with a sling or staff sling as it specifies that it only works when "making a full-attack action with a ranged weapon..." Unless I am missing something, when using RAW the sling and staff sling are pretty much useless after you get your second attack. ![]()
![]() Morgen wrote:
According to the Sling(Weapon) article on Wikipedia: For a conventional throw, one does not make multiple rotations of the sling, a proper slinging action requires just one rapid rotation. The more times you swing it, the less likely it is that you'll hit your target.
and... Conventionally, the loop of the retention cord is placed around a finger of the strong hand. Several projectiles may be held in the weak hand. After the release, an expert will continue the motion. The cradle will catch around a stone held out with the weak hand, so that the end of the release cord swings back to the strong hand retaining the loop. Just after the knot begins to swing, slightly before the knot reaches the strong hand, one drops or throws the projectile toward the ground with the weak hand, starting into the next release. Some people braid the end of the release cord around a weight to help perform this maneuver. With this method, a skillful user can throw an aimed stone every few seconds in a cyclic coordinated movement, until the weak hand is empty. This actually seems easier to reload and fire than the crossbow with practice. ...oh yea, I did search both Rules and the whole message board for Sling and Staff Sling and didn't get a single hit. If you could point me at those 400 threads I would appreciate it. :-) ![]()
![]() Is there any way to increase the rate of fire of a sling or halfling sling staff. It is a move action to load which leaves a standard action to fire. This is similar to a light crossbow, but the crossbow can use the Rapid Reload feat to reduce the reload time to a free action. Is there any way to do this for a sling or halfling sling staff. ![]()
![]() Dan Turek wrote:
From the Flat Footed section of the Combat rules (pg.178): "Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat." ![]()
![]() We ordered from Amazon in early August with 2nd day shipping. The arrival date was set for tomorrow: 8/21. No change this morning so we sent an e-mail to Amazon for a status update. They replied that they are still waiting on their shipment from their distributer. Canceled the order and have located a single copy each at two different FLGSs. They are holding and I will pick up both tonight. Lesson Learned. |