Gold Dragon

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I don't know if this issue has been solved, but it appears that Detect Magic has no prohibition against identifying artifacts, but identify (and it's 3rd level cousin) do. So, I interpret this to mean that you can try to identify artifacts using conventional detect magic and the spellcraft skill, but it's just very hard due to the CL (and the DC could be further boosted due to circumstance/background). Is this a correct interpretation?


1 person marked this as FAQ candidate.

Why does it weigh more (15) than a standard buckler (5)? Is there errata? It weighs the same as the Spell Ward Tower Shield, and the Spined shield (adjacent entries).


If you start a performance using visual, can you switch to auditory?


For example can you whisper jokes to your adjacent companions (knock-knock jokes, of course) quietly to avoid alerting nearby monsters? Is the same amount of noise made to maintain the ability? If people spread out, can you raise your volume accordingly? Can you do this in a moderate fashion (to avoid alerting bad guys further away)?


Can a magus use a light spell with spell combat? It only targets objects, so perhaps it would only work on armored foes?

If this works, it's better than using Arcane Mark to spellstrike, as you can essentially 'faerie fire' an opponent (no save).

I couldn't locate an answer.


1 person marked this as FAQ candidate.

Is it just me or does elemental fist not mention using an unarmed strike?

Quote:

Elemental Fist (Combat)

You empower your strike with elemental energy
Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Can you use it with weapons?


If you use another class besides sorcerer to qualify for Dragon Disciple (e.g. Bard), do you gain the bloodline arcana of your dragon type? Or is that not considered part of the package of bloodline powers? I believe it's separate.

Does cross-blooded with dragon as one of the two bloodlines(or wildblooded with Linnorm, for instance) meet the requirements of DD? I think they should be allowed as they're archetypes. Is there a resolution on the bloodline abilities gained?


Instead of being a TWF Magus, you should always just dip for 1 level of Sohei, and flurry when you're not spell combat-ing, right?

So long as you confine yourself to light armor...

Edit: and you use a monk weapon (e.g. staff magus)


You're going to be a melee combatant with a 10 strength (or less!)? Chain shirt is 25 lbs, scimitar is 4 lbs, spellbook is 3 lbs. So, how will you carry your clothes, backpack, pouches, spell components, etc.? Going with a medium load?

I understand the munchkin-like instincts that make this build appealing, but realistically?

What do people think?


1 person marked this as FAQ candidate.

I could not find a thread that was conclusive, nor could I find a FAQ. Can someone summarize the current thinking, if this is not a closed issue?

1. Does it require the cleave feat to work?
2. Does it give you the cleave feat?
3. Does it do neither, but just trigger off a hit?
4. Does it let you attack twice when you cleave?
5. Does it stack with Great Cleave?


Based on another thread, I've now become confused as to what the definition of a round is. For simplicity, we have been treating a round as starting on your turn, and ending at the beginning of your next turn. Another clear interpretation is that a round runs from max initiative to minimum initiative. Unfortunately, that would allow some things to reset prior to a duration of a round.

some examples:

Attacks of opportunity:

If I get 4 attacks of opportunity (due to combat reflexes and dex), and the orcs act on initiative 2, I can take 4 AoO's on them, then if their wolves act on initiative 21 (the next combat round), I can take 4 more, even if I haven't acted.

Fighting defensively:

Quote:


Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.

This means that if I fight defensively on initiative 2, I can take AoO's with no penalty (but have an AC bonus) starting at the top initiative of the next round?

Dragon style:

Quote:


Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

I always assumed this meant your first attack, if your round began with your action, but others do not necessarily assume this.


Do multiple instances of the same spell (e.g. blindness) stack? In other words, do you need multiple cure spells to remove multiple applications? What if they're different spells, such as blindness and glitterdust? How about dispelling a blindness spell or spells?


Can this be used to bullrush someone upwards? It doesn't contain a limitation on direction, from RAW.

If so, can it be used to assist a person on their jump check by blasting them upwards? How would you adjudicate this?

Would it be possible to use it on yourself?


How does that work. I presume you can use it as a version of detect magic in a pinch, but only gives the bonus to identify on items 'in your possession'. The question is, can I set out 10 different items in my 30 foot cone, and scan them and identify them? In 3.5, I allowed identification of 1 item/round, but you had to handle it. Now you just have to emanate on it, I guess...


I can't see text to say no, but that would obviously nerf Unlife Healer for channel...


When you have an attack such as an monster's grab attack that causes a combat maneuver to trigger when you hit, do you roll and add your CMB separately, or just add the CMB to the initial roll instead of attack bonus?


Interesting question - if you're a shadowmancer and are tied up in a region that's well lit, can you use your shadow illusion to create an image of an object (say a tree) then use that shadow to shadow jump?


What happens when two creatures occupy the same square? For instance, what happens when you bull rush someone into an ally's square? It says if you move both, they move, but are they in separate squares? Also, if you fail, your bullrush stops, but are they in the same square?

One thing that often happens is that I walk into the square with my unconscious/dead ally. I heal them or raise them, and now we're in the same square. Am I squeezing as long as they're prone? Am I squeezing if they stand up? Does someone get shoved out of the square?


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What happens if a character throws an air bubble spell on a shark? Provided they miss their will save, does it fall since it's in mid-air? Does it float upwards because air is more buoyant? If neither is true, can it still swim normally? Does it lose its sharky momentum when it's bubbled, or does it continue at sharky speeds? How long does it take a shark to suffocate?

:)


It's separated into a new paragraph. I assume it only works during activation of the power, but can't be sure.