Zellara

Morgan Allegretti's page

15 posts. Alias of Castarr4.




Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Playtest wrote:

You stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check ... as soon as your try to enter its space...

Success You move through the enemy's space...
Failure Your movement ends, and you trigger reactions (such as Attacks of Opportunity) as if you had moved out of the square you started in.

Consider the situation where you start at A and use Tumble Through, stride to B, wanting to tumble through the monster at C to get to D.

|A| | |B|C|D|

I think that "The square you started in" is a bad choice of wording, since you start the action of Tumble Through in A, and you did in fact leave A, provoking as normal. If you failed the Acrobatics check, you END the action in B, so the failure line should be updated to reflect that.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Playtest wrote:
A rapport develops between you and an animal, which becomes magically bonded to you. You gain a familiar (see page 287). The type of animal is up to you, but most gnomes choose animals with a burrow Speed.

Familiars, according to page 287, gain a ground speed or a swim speed of 25 feet, and can gain a small list of things with the Familiar and Master Abilities. This includes:

  • Climb speed of 25 feet
  • Darkvision
  • Fly Speed of 25 feet
  • Increase Speed of an existing movement mode to 40 feet
  • Scent
  • The movement mode not already chosen (ground or swim) at 25 feet
  • Understands and speaks one language you know.

So how does a gnome get a burrowing familiar? It's not on the list of options.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Well, this is a surprise. Dirty Tactics Toolbox has a very interesting feat that I think is a great addition to Pathfinder. I'll transcribe it here so that we can actually discuss it.

Dirty Fighting (Combat) wrote:


You can take advantage of a distracted foe.
Benefit: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

What builds does this help out? Is disarming a viable thing to do now? Is it still not worth building full disarm builds? Does this open up additional classes to grappling?

Or does the fact that you still have to take 1 feat still overshadow the other feat/ability score taxes on combat maneuvers?

I will also point out that this book introduced feats that have things like

Quote:
Prerequisities: Dex 13, Int 13, Combat Expertise, Improved Dirty Trick, Improved Grapple, Improved Unarmed Strike, base attack bonus +6.

That's a lot of stuff we just avoided by taking one feat as a barbarian who doesn't want Dex or Int.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Here's a thread to discuss the new ARG errata.

First big thing I noticed: Scarred Witch Doctor isn't Con based anymore. It's okay though, since we have actual con based casters with the psionics now.

Edit: You can find errata here


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

First, here are the rules I'm citing from the PRD:

Firearm Descriptions:
There are two general categories of firearms: early and advanced.

Firearms are further divided into one-handed, two-handed, and siege firearms. As the category's name implies, one-handed firearms need only one hand to wield and shoot. Two-handed firearms work best when you use two-hands while shooting them. Two-handed firearms can be shot with one hand at a –4 penalty on the attack roll. Siege weapons are typically mounted on some sort of platform, movable or otherwise, and have greater power but a much slower rate of fire—they're detailed in their own section.

Scatter Weapon Quality: A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

Deadly Aim (Combat):
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Gunslinger Archetype: Siege Gunner:
Scattershot (Ex) At 3rd level, if the siege gunner has at least 1 grit point, she can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the siege gunner possesses (to a maximum of 30 feet at 18th level).

Siege Engines:
Blast Shot: Instead of a single hard ball, this ammunition is a bundle of large pellets, balls, or pieces of scrap metal, propelled a short distance by black powder and attacking all creatures and objects within an area. Both cannons and fiend's mouth cannons can fire this kind of ammunition. When such a siege engine fires this ammunition, it hits every creature and object within a 30-foot-cone burst. The siege engine makes attack rolls against each creature and unattended object in the burst. It must miss every creature or target to misfire, and a misfire generates the normal effect. It deals its normal damage on a hit, but does not ignore the hardness of objects.

The question is as stated above: Is blast shot the same as the scatter weapon quality?

Arguments against: Specific overrides general. Firearm siege weapons are still subject to all firearm rules except where overridden by firearm siege weapon rules. That means that any firearm siege weapons with the scatter quality are subject to its rules.

However, the cannon doesn't have the scatter quality. Instead it has a special ammunition that specifically calls out cannons as being able to use it.

Arguments for: It's probably RAI

Why is this relevant? Basically, can I use Deadly Aim when using a cannon loaded with blast shot?

Other interesting side note: A cannon only has to MISS every target using a blast shot to misfire (I assume at least one roll has to misfire). A blunderbuss has to MISFIRE on every target using scatter shot.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Quote:
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Swashbucklers can use Parry on any melee attack. I would like to verify that people agree (or disagree!) that it works on the following:

  • 1. Normal attack actions.
  • 2. Unusual attacks such as Cleave, Vital Strike, or Whirlwind Attack.
  • 3. Incorporeal touch attacks from a ghost.
  • 4. A touch attack granted by a spellcaster casting a spell such as Shocking Grasp.
  • 5. A grapple attempt or other combat maneuver.
  • 6. A scythe trap or other mechanical trap that makes a melee attack roll.

The last one I'm unsure of because it specifies "creature." I don't know if a trap counts as a creature. What else might not count as a creature that makes attack rolls?

As always, logical reasoning with maybe a rules quote or a FAQ link is appreciated. "In my game I'd do such-and-such" isn't quite what I'm looking for in this sub-forum, but is still nice to know.

Sorry if there was a thread that answered this already. I couldn't find one with the search function. Also sorry for the Swashbuckler spam today. Some stuff recently came up in game and I'm making sure that we are reading things correctly.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Quote:
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Quote:
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Quote:

When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a "threat," meaning the hit might be a critical hit (or "crit"). To find out if it's a critical hit, you immediately make an attempt to "confirm" the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.

A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

Those are the relevant rules sections.

Suppose I am a swashbuckler. I have 2 out of 4 panache. I am attacked, so I use Parry/Riposte. Suppose I have a die with nothing but 20s on it that my DM lets me use. I successfully parry with a natural 20. Can I attempt to confirm this possible critical even though it's not a damage dealing attack? Then I riposte successfully with another 20. It also confirms. The riposte kills the enemy, who has at least 1/2 my HD.

So... do I end this exchange with 4/4 panache? (start at 2, spend 1, regain 3)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lirianne's first power: wrote:
When you play a weapon that has the Firearm trait, if you would bury it or shuffle it into your deck, you may keep it and instead perform the requested action with another card.
Musket wrote:
For your combat check....you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

As Lirianne using a musket, what happens when I choose to get the additional 1d10 by burying a different card? I didn't actually bury the musket, so does the "If you did not bury this card" power happen?

Or did burying my other card count as burying the musket for the purposes of avoiding the shuffle chance?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Scenario 1: I'm playing Ezren and I somehow begin my turn with only Augury in my hand. Here's what my turn looks like:

  • Begin turn
  • Cast Augury(Monsters), find the villain, and put him on top
  • Use my power to draw the next card if it's a spell (I get swipe)
  • Move elsewhere
  • Explore, encountering a boon with the Magic trait, which I acquire with Swipe
I now have a few things that need to happen:
  • I get to explore again because I acquired a boon with the magic trait during an exploration
  • I get to examine the top card of my deck and add it to my hand if it's a spell
  • Suppose I draw another Augury. Can I cast it before I use my second exploration? Or do I have to take that exploration immediately (and therefore can't cast Augury since it doesn't affect my new encounter)?
Scenario 2: I have Force Missile in my hand. I encounter a bane and cast Force Missile, but fail the check. Do I use my power to examine/draw the top card of my deck (if it's a spell) before or after I take the damage? If it's Arcane Armor/Mirror Image it could be useful when I take that damage.

Also, just to make sure... I can cast Toxic Cloud/Incendiary Cloud/Blizzard in the same encounter that I use a normal attack spell, right, since they're cast on different steps?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

DISCLAIMER: This is a hypothetical question, as I can't see a reason why anyone would ever do this other than to say they did.

Does a Qinggong Monk/Sohei that takes Gaseous Form as a Ki Power at level 7 in exchange for Wholeness of Body qualify for Eldritch Knight? I think it does, but I'm unsure.

And yes, I know that it would be a really really bad build. I'm just wondering if I'm reading this correctly.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

One of my favorite character archetypes in PFRPG is the scout rogue. Basically, you get to sneak attack whenever you charge or move at least 10 ft in a round.

So I'm trying to create a character that emulates this idea of a mobile scout, running around charging things for sneak attack damage. I then based the specializations on the Duelist and Arcane Trickster prestige classes.

And she's a tiefling. They're a dex/int race, after all, and my prestige classes are keyed off of those stats.

How’s my math? I think the balance is fairly good, but I’d like some feedback.

Rogue(scout)
SKILLS
STRENGTH d8 □+1 □+2 □+3 □+4
.....MELEE: STRENGTH +2
DEXTERITY d10 □+1 □+2 □+3
.....ACROBATICS: DEXTERITY +2
.....DISABLE: DEXTERITY +2
CONSTITUTION d6 □+1
INTELLIGENCE d6 □+1 □+2 □+3
WISDOM d6 □+1 □+2
.....PERCEPTION: WISDOM +2
CHARISMA d4 □+1 □+2

POWERS
HAND SIZE 5 □6
PROFICIENT WITH [X] LIGHT ARMOR □ WEAPONS
*During the first exploration of your turn, you may add 1d6 (□+1) to your combat (□and non-combat) checks.
*You may recharge a card to reduce cold, electricity, or fire damage by 1 (□2).
*When you move or are moved to a different location, you may examine the top card of your location deck.

CARDS LIST
FAVORED CARD TYPE: WEAPON
WEAPON 3 □4 □5
SPELL 0 □1 □2
ARMOR 1 □2
ITEM 5 □6 □7
ALLY 3 □4 □5
BLESSING 3 □4

Duelist:
POWERS
HAND SIZE 5 □6 □7
PROFICIENT WITH [X] LIGHT ARMOR □ WEAPONS
*During the first (□and second) exploration of your turn, you may add 1d6 (□+1) (□+2) to your combat (□and non-combat) checks.
*You may recharge a card to reduce cold, electricity, or fire (□or combat) damage by 1 (□2).
*When you move or are moved to a different location, you may examine the top (□or bottom) card of your location deck (□and may put the card on either the top or the bottom of the deck).
*□You may discard a card to add your Intelligence die to your combat check.

Arcane Trickster:
POWERS
HAND SIZE 5 □6 □7
PROFICIENT WITH [X] LIGHT ARMOR □ WEAPONS
*During the first exploration of your turn, you may add 1d6 (□+1) (□+2) to your combat (□and non-combat) checks.
*You may recharge a card to reduce cold, electricity, or fire damage by 1 (□2).
*When you move or are moved to a different location, you may examine the top card of your location deck.
*□You gain the skill Arcane: Intelligence +1
*□Add 1 (□2) to your check to recharge a card.
*□You may discard a card to add your Intelligence die to your (□or any) check to defeat a barrier.

Edit: Adjusted for isaic16's feedback.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Suppose that I am playing a character with proficiency with weapons. My hand consists of a bow (or crossbow) and two daggers. A character at another location encounters a monster and decides to make a combat check against it.

I want to help. But I can't use the daggers, since:

Dagger wrote:


When playing another weapon, you may discard this card to add 1d4 to the combat check.

But I can discard my bow to give a bonus to their check.

Now that I've used the bow on the check, I can use the dagger as well?

And then the other dagger?

But only if I shot the monster with a bow/crossbow first?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Rules wrote:

Transparent (Ex)

Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.

Is this perception check:

  • Made automatically, such as a perception check made as a reaction to a stealthed creature?
  • Only made if the party says that it's looking for traps, such as a perception check to find a trap?

    Why?

    This came up in a PFS game, so I'd prefer some sort of RAW reasoning, although I'm not adverse to hearing your personal thoughts in addition to your reading of the rules.


  • Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    There's a related thread currently about a specific ability (Celestial bloodline's Heavenly Fire), but Heavenly Fire doesn't actually deal positive energy damage.

    At what point does this stop working and why:

    1. A rogue 1 uses a scroll or wand of inflict light wounds on a flanked goblin. It takes negative energy precision damage from sneak attack (1d8+1+1d6 total damage). (As a side question, does the will save for half damage also apply to the SA damage?)

    2. A rogue 1 uses a scroll or wand of inflict light wounds on a flanked vampire who was pretending to be a human. It takes (1d8+1+1d6) negative energy damage, but actually HEALS that amount due to being undead?

    3. A rogue 1 uses a scroll or wand of cure light wounds on a flanked (or otherwise sneak-attack-able) ally. What happens?

    Why? Please cite a rule.

    The way I see it, the reasoning that can be used for SA on heals is that positive energy is a damage type. If I can sneak attack with a ray of frost, then I can sneak attack with any other energy type that is delivered with an attack roll. Damage is being dealt, even if it happens to be a negative amount.

    The reasoning against it seems to only be a "common sense" argument. If you're being healed, you're obviously not taking damage.


    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    To keep things simple, I would like to limit initial discussion to the use of the flight hex at level 1 (at will feather fall).

    First, the relevant rules::

    Witch: Hex wrote:
    Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity.
    Flight Hex wrote:
    Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
    Feather Fall wrote:

    Casting Time 1 immediate action

    Targets one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart
    Duration until landing or 1 round/level
    Environmental Rules: Falling wrote:
    A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.

    Basically, the disagreement I'm trying to resolve is this: I think that using the Flight hex to use Feather Fall is an immediate action. Another person thinks it's a standard action. Also, I think it doesn't provoke because it's (Su).

    My reasoning:

  • Hexes are standard unless otherwise noted. Feather Fall has a noted casting time of Immediate. I view this as a case of the general hex casting time rule being trumped by the specific feather fall casting time.
  • Feather Fall as a standard action is literally unusable except when falling more than 500 feet

  • His reasoning:

  • The "general rule" of Feather Fall's casting time is trumped by the specific Hex standard action rule.
  • Just don't take it until level 3
  • Thoughts?


    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    Here's the ability:

    Place Magic (Su):

    At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.

    This ability replaces woodland stride and trackless step.


    Now then, I already looked on the boards using the search function to see if this has been answered already.

    The bonus to caster level is untyped. The action required is a free action. There's is no "once per round" limitation.

    Suppose I have a druid at level 2 with the Fire Domain. What is stopping me from using 3 free actions on my turn to cast a 5d4 burning hands spell? Or at level 5 from spending 5 free actions to cast a 10d6 fireball? Is the only limit the 6 (3+wisMod) per day?

    Please note I'm not asking how you would houserule this to work in your home game. If I was asking that, I'd put it in the Advice forum.


    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    Human fighter 9.
    Build is something like 16 16 12 13 10 10 with a 20 point buy (I think). These feats:
    1 power attack
    h combat expertise
    1 improved trip
    2 improved drag
    3 riptide attack
    4 combat reflexes
    5 weapon focus (some reach weapon?)
    6 felling smash
    7 greater trip
    8 greater drag
    9 vital strike

    Enemy moves up to me. I AoO1 and trip him. This makes him provoke again, so I hit him normally for some damage with AoO2 (Is he prone at this point?). Riptide Attack now lets me drag from the initial AoO1 (Does this still work if I hit and tripped him at reach?). The enemy spends his last action to stand back up, provoking AoO3, and so I hit him for damage again (he is prone for this one, and so I can't re-trip him right now?).

    On my turn I use Power Attack and hit the enemy for damage with a Vital Strike (attack action). This activates Felling Strike, and so I spend a Swift action to trip. The trip makes him provoke from me again and so I hit him for damage, AND the trip activates Riptide Attack, so I get to drag him as well (which provokes from my allies). I spend my move action to back up.

    In this ideal situation where I rolled nothing but successes, does this work as written? See also my questions in parentheses.

    (As a note, I don't consider this to be a very good build... but it's interesting!)


    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    I have a few questions about the Flytrap, Giant monster.

    If I understand correctly, if the flytrap hits 3 different adventurers with its four bite attacks and grapples them all, it then has the option to engulf them on its next turn. However, I'm unsure of whether or not it can (1)engulf multiple grabbed opponents at the same time (2)sustain the grapple on multiple grabbed opponents at the same time (3)continue attacking with its remaining head while it sustains the grapple/engulfs targets.

    The rules by themselves seem to indicate that it can actually only grapple one target at a time (due to sustaining limitations) and even if it could grapple multiple targets, could only engulf one at a time... but that doesn't make any sense.

    More intuitively, I'd run the flytrap as being able to basically give each of its heads its own standard action (assuming the flytrap doesn't have to move or anything), but I can't find support in the rules.

    Thoughts?


    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    As I understand it, a halfling can use a small longspear to attack things 10 feet away, because small creatures have the same reach (5 ft) as medium creatures.

    Also (from the SRD):

    Quote:


    Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

    The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

    So what happens when a human picks up the halfling's small longspear? It seems to me that the human takes the -2 penalty from the first paragraph, and can wield the spear as a one-handed weapon because of the second paragraph. However, it's still a reach weapon.

    I can't think of anything broken to do with it yet, but does this work?