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claudekennilol wrote:

Does this FAQ not apply?

Magus, Spell Combat: Does spell combat count as making a full attack action for the purpose of haste and other effects?
Yes.

its not a question of whether it counts as a full attack, its a question on if manyshot should duplicate the spell.

Technically a myrmidarch magus cannot make a full attack while doing its spellstrike because its either worded badly or because most ranged weapons are technically 2-handed which spell combat isn't happy with. despite its ranged spellstrike ability mentioning full attacks


First up since I have time now: I let the player who was playing the myrmidarch use it in full attacks because it seemed stupid if you couldn't especially because the Myrmidarch's ranged spellstrike even mentions full attacks.

But if memory serves for spellstrike wording it says that the attack deals normal damage and the effect of the spell. Where as many shot says you fire 2 arrows with 1 attack duplicating composite bow strength bonus, and things like rangers favoured enemy bonus as bonus damage on each.

The spellstrike effect works on the attack roll, not the damage from how I see it.

Second:

Nefreet wrote:
Oh, although, I just realized, I suppose a Myrmidarch with a Double Barrel Pistol could still get off two rays with a Spellstrike.

My reading of a double-barreled pistol is that when you use that ability you make 2 attack rolls rather than 1 for both, so the spell would discharge on whichever you roll first if you tried that.


Does the spell being spell striked apply to both arrows of a manyshot attack?


Teclathel Faulanrael wrote:
Sorry to resurrect a dead post but I felt I had to address an unanswered question by Jeraa. It was buried in the rules for modifying constructs but the way to switch off a construct is to have its master touch it and spend a standard action to utilize a command word that will render it inactive.

sorry for another necro on this. but do you have a source for this?


Cheapy wrote:
Also, be aware that Guided is a 3.5 weapon ability that has yet to make the jump over to PF.

Yep we know this, but as its for a casual game and our GM has left us to debate rules among ourselves we had thought we had convinced him he couldn't, but it is essentially boiling down to stacking replacement effects, and he feels he needs it to keep up with us on damage/attack rolls and after actually getting the numbers hes going to have from him, he seemed fine and I never understood what he was complaining about.

And as I said it is essentially boiling down to replacement effects and whether they stack more than anything.


Friend is trying to get these to stack, we have had an argument back and forth for about 2 weeks now about the viability of this. I thought we had ended this last week with about 3 third parties joining in and vouching for "replacement effects not stacking" when replacing the same stat?
His argument (which I unfortunately gave him a while back before realising just how much damage his character would then put out with both) is that agile removes strength before applying the bonus by its wording where as guided removes strength after, so if you apply the changes in the proper order they should stack.

Links for the lazy
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/we apon-property---guided

http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/agile

As a bonus question, Guided as its worded there (I know there's the editor's note about not intended for ranged weapons) but would you say it would work as worded?


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