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Hey, I have a question about how spells like wish interact with feeblemind. Say a character has a Charisma of 10, then fails their saving throw against feeblemind, reducing their Charisma to 1. And say after failing said saving throw they have wish cast on them for a +5 bonus to Charisma. Now I know that their Charisma would remain 1 until feeblemind was healed but what about after feeblemind was healed? Would the character's Charisma still be 10 (thus rendering the wish spell wasted), or 15 (with wish having retroactively applied)?

Feeblemind:
Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

Wish:
Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three wishes for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled.


James Risner wrote:

What's slowing you to use a large bow at all? Neither of those do.

EQS would make that large bow a medium heavy mace for melee attacks.

A bow isn't a two handed melee weapon so it wouldn't interact with GWW.

Well, what I was curious about is if Empty Quiver Style would then allow the bow to count as a large melee weapon because you could use at as one. What I was wondering was if, while using EQS, a large bow would count as both a heavy club and a bow at the same time, thus making the bow a large melee weapon (and thus qualify as a large melee weapon for the purpose of Giant Weapon Wielder), or if the bow was a heavy club only when used as a heavy club, and a bow only when used as a bow.


How does Empty Quiver Style feat interact with the Titan Fighter ability Giant Weapon Wielder? Would it allow you to wield a large sized bow as a bow, or only as a large sized heavy club, or does it do nothing at all?

Empty Quiver Style:
Benefit(s): While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon.

Giant Weapon Wielder:
At 1st level, a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an over-sized two-handed weapon.

This ability replaces the fighter’s 1st level bonus feat.

As a general question, does Empty Quiver Style treat a bow as a melee weapon and a ranged weapon at the same time or only when being used as one or the other?


To continue this distinguishment between a spell and an object created by a spell I want to add another question. How would flame blade interact with Zursvaater's final boon for Sentinels, Pyroclastic Champion?

Pyroclastic Champion:
Zursvaater infuses you with more of his essence. As a free action, you can surround your body in an aura of fire that ignites any combustible object you touch, and provides you with cold resistance 20. Any time you deal fire damage with a natural or manufactured weapon (including magic weapons), double the amount of fire damage that you would normally deal. This damage increase doesn’t apply to fire damage from spells or spell-like abilities.


Does the Orc Bloodline's Bloodline Arcana apply to spells that grant natural attacks or spells like flameblade or icicle dagger?

Orc Bloodline Arcana:
You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.