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Stynkk wrote:


Belafon wrote:
The question is if you can use a Two-Handed weapon (or a one-handed weapon wielded in two hands) as your main-hand attack and then perform some other action (kick, knee, headbutt, etc.) as the off-hand attack.

Why would you not be able to do this? You have already stated that you would ok a natural attack with this kind of attack, why rally against a Bladed Boot, Armor Spike or Unarmed Strike?

Natural Attacks follow a different set of rules. For those, you can go here.

IUS is only considered a natural attack for item and spell effects such as Magic Fang, or creatures who have abilities that specifically state an effect when hit by an unarmed or natural attack. As part of a full attack action after making all of your weapon attacks, your natural attack would suffer a -5 penalty to the attack using your full BAB, with only 1/2 of your Strength modifier added to the damage. That is also assuming it was not a natural weapon which was wielding the manufactured weapon, such as a claw or tentacle. In which case, you would not receive an attack with your natural attack at all.

Please do not confuse Natural Attacks and Unarmed Strike, as they follow different rules altogether.


Prawn wrote:
Instead of changing the mechanics, just raise the price of the item. If it costs 10K more, they might still use it, but they will think about it long and hard.

We're not changing the mechanics of the item, nor raising the price. We're simply asking if the item works under the rules of Conjuration spells, or if the tree that springs into being is able to do so in a confined space.


Some call me Tim wrote:


Now, the first time a character tried this I might let it slide if it was used in cinematic fashion, but since this has become a routine tactic, I would tend not to look on it so favorably.

Well to clarify on the frequency of this being used in our group, I would have to say this is the third time in five years. We thank you for the input, and hope some others will weigh in on this problem we've hit. If anything, it's something for our GM to consider.


1 person marked this as FAQ candidate.

A recent predicament in our group has sparked a furiously heated debate about the use of the Feather Token (Tree) wondrous item.

A character recently in our campaign used it indoors to cause a structural collapse of a small section of a dungeon, walling the current PC's inside of a "safe zone". There is now a large debate about whether or not the Feather Token could have been used inside a small confined space, a 30 x 10 x 10 foot hallway.

The current predicament is that one of our PC's brought up the rules for Conjuration magic, which specifically states:

"A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in empty space. It must arrive in an open location on a surface capable of supporting it."

Since this, RAW, applies only to spells, it would be greatly appreciated. Our group has used this method a variety of times to buy time in multiple campaigns, and our GM has had no problem with it. But now one of the PC's has taken an issue with it, and is bringing the problem to the table.

As this small little hiccup is causing quite the drama in our group, any outside opinions or official rulings on the matter would be greatly appreciated.


Here's what I will be doing with my Eldritch Knight. While I am level 1, and we are using Pathfinder-only material, I have planned out pretty much what I will be doing with him up to 20th level. Hopefully you can take some of this info as insight and put it to good use. A few of these have been mentioned, but not in depth.

Take Arcane Bond. Choose a Bastard Sword. A Bastard Sword can be used as a Martial Weapon when wielded two handed. Thanks to your level dip into Fighter, this is easily achievable. It gives you a nice damage base and crit-range to work with, as well as being able to enchant it with practically anything you want thanks to the free, "you basically have Craft Magic Arms & Armor" part of Arcane Bond.

Specialize in Transmutation. The enhancement bonus to one of your physical ability scores is very useful at the low to mid levels. Switch it out when needed to one of the other physical ability scores.

Arcane Strike is amazing at the lower and mid-rage levels. It stacks with enhancement bonuses to weapon damage, making it ideal until you can Quicken something more useful.

Take Craft Wondrous Item. As a melee wizard first and blaster/controlling wizard second, you will be wanting all of the stat enhancement items you can get. Since Item Creation no longer requires the expenditure of experience, this is a great boon. If you're starting at a higher level, this is even better as you have more gold to work with.

If you took C.W.I., you want to work towards picking up a Robe of the Arch Magi. This negates having to cast Mage Armor every combat. The +5 Armor Bonus is decent. The SR is nice, as well as the +4 resistance bonus to saves. If you're using 3.5 material, there are even better robes available in the M.I.C. and D.M.G..

Extend Spell is a godsend. Especially with spells like Heroism and Rage, allowing you to go from one combat to the next without having to waste a round or two buffing. Once you can use it, pick up Quicken Spell. Swift action Shields on the first round of combat are amazing. When you have access to higher level spells, it gets even better.

When you reach the tenth level of EK, make sure you have a few ranged touch or touch spells to cast when you confirm those criticals. Energy Drain comes to mind. Anything without a save is great. Hell, an extra 5d6 from Shocking Grasp is pretty decent after an agonizing crit with a Bastard Sword assuming you're properly buffed.

You've got two open feat slots since Arcane Armor Training will not be necessary with the Robes. If you can convince your G.M. to use the E.K. capstone ability as a free action, more power to you. That lets you Arcane Strike, strike in melee, and cast a spell if you crit. All in one round. You also have to keep in mind that doing that isn't as overpowered as some things in Pathfinder, but it still is nonetheless. If the G.M. doesn't let you do it as a free action, don't worry. Arcane Strike's +4 damage at 20th level (You've lost a couple caster levels, don't forget.) is nothing to fret about. With that swift action you could easily quicken a nice buff spell that can ultimately give you a bigger damage boost for multiple rounds.

Hope my lengthy post gives you a few ideas.