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![]() Veldebrand wrote: While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple. I would not agree. This feat seems like it was designed for longer/larger weapons to be usable in a grapple (go ahead, grapple with a Lucern Hammer, or that crazy Dwarven Warpike) which is normally impossible. It specifies that you may choose as an attack action make a grapple check to deal damage with the impaling weapon. Once they are impaled, I'd think that the only time you would be limited to the "impaled" attack is if you are using a weapon that cannot normally be used during a grapple. If this is not the case, you could just use the RAW grapple rules now that the grapple has been established. The other case for using the "impaled" attack is if you have Hamatula Grasp and wanted the bonus 1d6 damage that that feat grants, with a -2 penalty on attack, which could be worth it since it's damage would be counted as a part of the original attack and could help punch through DR. ![]()
![]() I've built a Barbarian that uses Spiked Armor as a Grapple Monkey, and was looking at Hamatula Strike. Relevant feats I've taken include (Improved Grapple, Greater Grapple, and of course Rapid Grapple is on my list for later). Question: When attacking with armor spikes as a primary attack, it would trigger Hamatula Strike for a free grapple (assuming a succeed on the attack), which would then trigger the free damage of armor spikes on any successful grapple check (assuming I succeed on the grapple), as well as place me in a grapple with my target? Am I missing anything or making a mistake anywhere? D20pfsrd wrote:
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![]() stuart haffenden wrote: I personally don't like at-will Mending. Whats the point of damaging some magic weapon or suit of armour [from DM's point of view] if the PC's can just cast Mending continually until its fixed? And if you're the player you can now Sunder away and not worry about the hassle of repairing the mashed up loot. LazarX wrote: I changed Mending so that it no longer mends anything Magical. stuart haffenden wrote:
LazarX wrote:
The bolded section is something of a typo. It should read as "destroyed" according to the sunder description in the PDF. Anything with less than full HP but more than 0 is broken, while anything with 0 is destroyed. Still, I don't understand the delimma here. It mends the object, yes, but it does not repair the magics of a destroyed item. This means that sundering as a DM is still a viable combat tactic. Sure, if you only damage the fighters +2 Holy Flaming sword (passed down through generations and upon which his entire character is based), he'll take some penalties for the combat, but he'll also have it repaired in fairly short order afterwards. If however, you drop it to 0, he's not getting it back (a major character blow, and golden opportunity for both the DM and players to plant new plot/character hooks) without special DM questing or a high level "Make Whole". He could mend to his hearts content, and at the end of the day, all he's getting back is a masterwork sword, a far cry from being as good as what he lost. ![]()
![]() KaeYoss wrote:
NARF, poit! ![]()
![]() Nerfherder wrote:
This is how we judged it in my current campaign as this seemed to best fall in line with the other wizard abilities. Other spells have been called as a reference to how it should work, but I think the one I've found best is treating it as a 'one target' "Whirling Blade". The melee weapon goes out, and attacks once (using any applicable feats you posess) and returns. By maintaining the concentration, you are esentially re-casting the spell every round. Nerfherder wrote:
As to balance, it was quite shocking to have my wizard doing 1d8+4 at first level, a number which matched our fighter. Also, as expected, the difference in damage grew as we leveled, with the fighter easily overtaking my paltry damage by 3rd or 4th level. A suggestion was voiced to cap the contrubition by Intelligece to the wizards level, letting the fighter maintain his place as 'melee prime' but retain the end effect of the wizard's ability. **Note, I know that the Pathfinder staff cannot reference non-OGL material. My reference to "Whirling Blade" would therefore never be seen should they decide to change the effect's reference from "Mage Hand" to one of the other suggested spells. ![]()
![]() Sarhuin wrote:
In order: 1)From the SRD "Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature." To me this says that once it is in the "hand" of the spell it again becomes visible. 2) I would have to say no. Attacking normally with an invisible weapon gives no benefit so neither should this example. 3) No for the reasons stated in #2. 4) I'd think no, but your DM may or may not apply penalties for attacking with a weapon you can't see, but that would be on a more individual basis. Currently, the sneak attack benefit from invisibility occurs when the attacker is invisible, no matter the method by which he/she is attacking. Arrows, bolts, and thrown weapons all become visible when loosed and yet still apply sneak attack damage. Similarly, an invisible creature who picked up a weapon after the spell effect (and thus still visible) would also get the benefit. An invisible character holding a visible object could be pinpointed (what square they occupy) but would still get all the benefits of being invisible. ![]()
![]() There are 20 standard languages put forth in the 3.5 PHB and assumedly in PRPG, 19 if you leave out Druidic. Give that an average character starts with between 2 and 5 languages based on race and intelligence, you could learn every single one of them by 15 level. This still leaves said character at a loss considering all the other languages put forth in the Wizards accessory books alone. Drow sign language, the Raptoran Language Tuilvilanuue, Gutterspeak, Illumian, the Goliath Gol-kaa, not to mention any number of other monster, campaign, or setting specific languages. Granted, you don't have to use them in your campaign but Paizo must consider the fact that they exist when making the PRPG system. ![]()
![]() The discription of Make Whole on page 111 contradicts the description of the broken condition on page 154. The spell description says it takes CLx2 to repair while the condition description says CL or higher. Also, both Make Whole and Mending should read:
since broken itmes (at less than full HP but but with at least one HP remaining) are never mentioned as losing their magical properties. see "Sunder" description on page 79 for reference to broken and destroyed ![]()
![]() Looking for a clarifacation on broken magic items. What the rules say:
referencing pages: 111 and 154 My questions:
What about non-weapon or non-charged magic items (say a headband of INT +4)? For these items that fall into none of the other categories given on pg 154 the PDF only says that their function is not impaired by the broken condition but can still be repaired only via mending or make whole. Do they still work when broken? ![]()
![]() Arazyr wrote:
I too would like to put in a vote for this change. I don't have a problem with bringing back the + method to overcome DR but I think it could stand a little higher threshold which this suggestion does nicely. At this advancement rate, it also keeps pace with the CR of the monsters likely to have these DR and the likelyhood* of at least one character in the party to have spent his money on a powerful enough weapon. *(not accounting for evil DMs who throw Balors at 10th level parties) ![]()
![]() Looking for a clarifacation on "broken" magic items. The Alpha 3 says that magic items with the "broken" condition can only be repaired by either mending or make whole, the former of which does not restore any magic properties and the latter only if your caster level is twice that of the item being fixed. It also says that "broken" staves and wands use twice the number of charges as normal. How does this work? If I'm a 12th level wizard with my staff familiar (CL 10) and it gets broken, I can still use the charges remaining in it (at double cost) but it loses all other magic properties until I can get a CL 20 make whole cast on it? What about non-weapon or non-charged magic items (say a headband of INT +4)? For these items that fall into none of the other categories A3 only says that their function is not impaired by the "broken" condition but can still be repaired only via mending or make whole. |