This is perhaps self-evident, and either my player or I am not getting it, but we've had a disagreement on the wording and intent of Spiritual Weapon (and this would likely affect the arcane version, Mage's Sword).
Core Rulebook wrote:
The weapon always strikes from your direction.
I read that as something similar to Interposing Hand. The caster designates a target, and the weapon will place itself between the caster and the target, striking the target "from the caster's direction". Allowances are made if there are other allies/enemies/obstacles in a particular square, but the intent is that it will strike from whatever direction the caster happens to be.
My player, who also DMs on alternating weeks, doesn't agree. He wanted to place the spiritual weapon BEHIND the target (as it related to his actual direction). Which would essentially have the spiritual weapon strike TOWARD the caster's direction, rather than FROM the caster's direction. When arguing his side, he seemed to think that by disallowing his desired placement, that negated the allowance of the Range of the spell (Medium range). I disagreed, as it allows you to direct the weapon to any target within medium range. Just that...it should be placed in a square between the caster and the target.
I suppose the intent could be more in the line of "at your direction", where direction isn't so much a mapped ordinal direction (north, south, etc), but more in the line of it acts as you direct it. If you don't direct it, it doesn't choose a new target for itself, so you must do it yourself. But, to me, that would be "at your direction", not "from your direction".
I could just not be finding them, or there may not be any. But, are there any rules for damaging/ruining items submerged underwater for an extended period of time?
I know there are rules for combat and movement and such, so I don't mean something on a character who's underwater for a bit. I'm focusing on sets of armor, such as Leather, that have been sitting in 30' of water for days/weeks/months/years. I would imagine metal armor and weapons might be damaged as well, though I think it would take longer.
Am I overthinking things? Is it perfectly fine to say, "you find a set of padded armor. It's been down here for 10 years, but it's perfectly fine"? At what point would it become, "you find what looks like might have been padded armor, but it's become ruined and unusable"?
I just want to verify that I'm reading/interpreting this correctly.
Grayflame weapon ability: "This weapon responds to channeled positive and negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon’s enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides.
When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon’s extra damage, and the weapon counts as a good and
silver weapon for the purpose of bypassing damage reduction.
When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon’s extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction.
This special ability can only be placed on melee weapons."
Death's Kiss: "You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."
So based on this, an evil cleric of Urgathoa with the Undead subdomain could touch a living opponent, thereby preventing the opponent (or it's allies) from healing it with a Channel Positive Energy or Cure spell. The opponent's party would also have to have an Inflict spell or ability to Channel Negative Energy in order to heal them.
If this cleric also happened to have a Grayflame weapon, and channeled Negative energy into it, and struck that same opponent (who was not evil), would that opponent take the additional 1d6 damage?
I would say "yes". The Grayflame weapon changes the energy somehow, in one of two ways perhaps. One, it changes the determination of effect from living or undead, to good or evil. Whereas naturally, Negative Energy would still harm an Evil Living creature, with Grayflame it would be immune to that damage. Two, with the reference to Flame Strike, the energy is no longer Negative (or Positive), it is simply Divine.
I can just see a question/argument about this, as if you are channeling Negative Energy (into the weapon), and Negative Energy now heals the target, that target shouldn't receive the extra damage.
If you specialize in an arcane school, rather than studying each school equally (as universalists do), you gain an extra spell slot for each level of spell you can cast. You can prepare only spells of your chosen arcane school in these extra slots. In addition, you can prepare an extra cantrip of your chosen school. You also add another arcane spell of your chosen school to your spellbook.
- Page 207 2E CRB "Arcane Schools"
I'd like to check my understanding of the extra spell you get in your book for specialists of a school. Is this a single spell during character creation? Or a single spell at any time? A spell each time you level? Or a spell each time you get a new level of spell? I think what would have been clearer is:
Quote:
You also add a 6th 1st level arcane spell, which must be of your chosen school, to your spellbook."
-or-
Quote:
You also add a 3rd arcane spell, which must be of your chosen school, to your spellbook each time you level."
-or-
Quote:
You also add another arcane spell of your chosen school to your spellbook for each level of spell you can cast."
-or even-
Quote:
You may add a single arcane spell of your chosen school to your spellbook , of a spell level you can cast, but this spell may be chosen at any level (you could save this until 17th level to gain an extra 9th level spell)."
In support of one of the middle two options (more than just a single additional spell, whether 1st level or any level), the first sentence on Page 204 states:
Quote:
You gain additional spells and spell slots for spells of your school.
So, it should be multiple extra spells, I'm just not sure how many. Does a 20th level Specialist Wizard get 9 or 10 extra spells? Or 20?
Sorry if this has been answered, but I can't find it if it has. In Ultimate Combat, "Magic Siege Engine, Greater" has a Range of Close, but a Target of one siege engine touched. So I'm confused. Is it a Touch spell, or is it a Ranged spell?
Based on Magic Siege Engine, I would say it's a Touch spell, but sometimes details like this change when going from the base to the improved or greater versions.
*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
-=Languages=- English, ,
---===Special Abilities===---:
-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Elemental Focus: Water
Kninetic Blast: Water Blast
Wild Talent:
--Kinetic Cover: Burn 1; Stda: select one face of
a square within 30 feet of you and move elemental matter to
block that face, providing total cover from that direction. Water,
ice, and telekinetic force are translucent, but earth, metal,
mud, and the like are opaque and block line of sight as well. A
creature who strikes the cover can easily destroy it. Regardless
of its composition, the cover has hardness 0 and 2 hit points per
kineticist level you possess..
Knacks Psychic Discipline: Tranquility
Mental Placidity (Su): Immediate action: +2 bonus on a Will saving throw you are about to attempt. This bonus increases to +4 against an enchantment spell
or effect. Any ally who attempts a saving throw against the
same effect gains a +1 bonus on the Will save, or a +2 bonus if
against an enchantment. If your saving throw succeeds, you
regain 1 point in your phrenic pool. You can use this ability
a number of times per day equal to your Wisdom modifier.
Class Abilities Written Out:
Elemental Focus (Su): At 1st level, a kineticist chooses to
focus primarily in air (aerokinesis), earth (terrakinesis), fire
(pyrokinesis), water (hydrokinesis), or aether (telekinesis).
Her choice of element determines how she accesses the raw
power of the Ethereal Plane, and it grants her access to wild
talents and additional class skills.
Kinetic Blast (Sp): At 1st level, a kineticist chooses one
of her element’s simple blast wild talents. The kineticist
can unleash her kinetic blast at a range of 30 feet at will. A
kinetic blast requires at least one hand free to aim the blast.
All damage from a kinetic blast is treated as magic for the
purpose of bypassing damage reduction.
By using wild talents called infusions, a kineticist can alter
her kinetic blast to suit her whims. Substance infusions alter
a kinetic blast’s inner nature to cause an additional effect,
while form infusions change the outer nature of the blast,
causing it to manifest in a completely different way. You can use any of the blast wild talents you know in conjunction with
no more than one associated form infusion and no more than
one associated substance infusion at a time.
Wild Talent: At 1st level, a kineticist gains a wild talent
from the list of options available based on her elemental
focus and her kineticist level. Wild talents are typically
spell-like abilities.
All wild talents have a required kineticist level, and most
have an effective spell level. However, blast and defense wild
talents are always considered to be a spell of a level equal
to half the kineticist’s level (maximum 9th level at level 18).
A kineticist cannot normally select blast or defense wild
talents when she gains a new wild talent.
Unless otherwise noted, a wild talent’s DC is determined
using the kineticist’s Constitution modifier, for a DC of
10 + the wild talent’s effective spell level + the kineticist’s
Constitution modifier. The kineticist uses her Constitution
modifier on all concentration checks for wild talents.
A kineticist can select only wild talents that match her
element or universal wild talents. At 6th, 10th, and 16th
levels, a kineticist can replace one of her wild talents with
another wild talent of the same level. She can’t replace a wild
talent that she used to qualify for another of her wild talents.
Burn (Ex): At 1st level, a kineticist can overexert herself
to channel more power than normal, pushing past the
boundaries that are safe for her body. Some of her wild
talents offer her the option to accept burn in exchange for a
greater effect. For each point of burn she accepts, a kineticist
suffers one point of nonlethal damage per character level.
This damage cannot be removed by any means without a
full night’s rest. A full night’s rest removes all burn and
all associated nonlethal damage. A kineticist incapable
of suffering nonlethal damage cannot accept burn, and a
kineticist can’t choose to accept more than 1 point of burn
in a single round. This limit rises to 2 points of burn at
6th level, and it rises by 1 point of burn for every 3 levels
thereafter. A kineticist can never choose to accept burn if
it would put her total points of burn over her Constitution
modifier + 3, though she can be forced to accept more burn
from a source outside her control.
If she has both hands free, as a move action, a kineticist
can visibly gather energy or elemental matter around her,
allowing her to reduce the total burn cost of a wild talent
used in the same round by 1 point (to a minimum of 0
points). If she takes any damage while gathering power
and before the kinetic blast that releases it, she must make
a concentration check (DC = 10 + damage dealt + effective
spell level of her kinetic blast) or lose the energy in a wild
surge that deals her 1 point of burn.
Knacks: Psychics learn a number of knacks, or 0-level
spells, as noted on Table 7 under “Spells Known.” These
spells are cast like any other spell, but they do not consume
any slots and can be used again.
Psychic Discipline (Ex or Sp): Each psychic accesses and
improves her mental powers through a particular method,
such as rigorous study or attaining a particular mental state.
This is called her psychic discipline. She gains additional
spells known based on her selected discipline. The choice
of discipline must be made at 1st level, and once made, it
cannot be changed. Each psychic discipline gives the psychic
a number of discipline powers (at 1st, 5th, and 13th levels),
grants her additional spells, and adds one skill to her class
skill list. In addition, it determines the ability score she uses
for her phrenic pool and phrenic amplifications abilities
when she gains them at 3rd level.
At 2nd level, and every 2 levels thereafter, a psychic learns
an additional spell derived from her discipline. These spells
are in addition to the number of spells given on Table 7. They
cannot be exchanged for different spells at higher levels.
Mental Placidity (Su): As an immediate action, you can gain
a +2 bonus on a Will saving throw you are about to attempt.
This bonus increases to +4 against an enchantment spell
or effect. Any ally who attempts a saving throw against the
same effect gains a +1 bonus on the Will save, or a +2 bonus if
against an enchantment. If your saving throw succeeds, you
regain 1 point in your phrenic pool. You can use this ability
a number of times per day equal to your Wisdom modifier.
-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Leather Armor (15 lbs.)
Daggers (1 lbs.)
Travelers Outfit and Belt pouch
Backpack (2 lbs.)
-Bedroll (5 lbs.)
-Compass (1/2 lb.)
-Flint and Steel (---)
-Mess Kit (1 lb.)
-Iron Pot (4 lbs.)
-Waterskin (4 lbs.)
-=Carrying Capacity=- Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 32 1/2 lb.
-=Money=- 75 GP 7 SP 0 CP
---===Background===---:
Mnirhat was born in the Dinacon tribe, a small tribe that lives on the Ptuge Sund (its what they call the Puget Sound in Washington). Mnirhat spent most of his young life perfecting the use of his powers over water and, after sowing he had an aptitude for it, studying the mystic ways of his clans head mystic, his grandfather. Mnirhat always had vivid dreams of a land far the the east, with verdent forests, rolling mountains and a large blue river overflowing with life.
He asked his grandfather about the valley and learned that it was where the tribe lived while he was a young man. The tribe was driven out by marauders from the south and unsure of where to go the clans mystic just walked, following latent psychic energies, and walked to where the clan lives today. From that point on Mnirhat decieded that one day he would travel to the east, find his tribes ancestral valley, and restart the tribe there. As he matured he began hunting and gathering supplies and food for the tribe, in an attempt to make himself stronger and more able to make the journey.
Every few years merchants from the south arrive and trade with the Dinacon village. On their last visit, 5 hears ago Mnirhat's brother, Unapiel, left with them to learn more about the technology and the world. One week before the merchants were expected to return Mnirhat had a vision of his brother being trapped by dark forces. He kept this to himself. When they returned Unapiel was not with them, and when asked about him they said they had no memory of him.
Not wanting to wait, Mnirhat told his parents about his vision, quickly packed his canoe and began his journey south.
After a few months of roughing it, he decieded to stay one night in a small town before he continued traveling, but in the middle of the night the villagers tied him up and dragged him along with another prisoner to a high rock outcrop overlooking the ocean. On the outcrop Jericho and the Townspeople started performing rites to their god and sacrificed the other guy. Mnirhat used this as a distracted to escape his bonds but he wasn't fast enough and they cut off his way of escape, trapping him between them and the cliff edge. Drawing on all the strength he had, Mnirhat pulled a huge wave into the outcrop, plummeting himself and most of the townsfolk into the sea.
The current took him to the south and deposited him on Pearl's beach. He was nearly dead from over exerting himself with the wave and Pearl nursed him back to health. When he was fully recovered she provided him with information about the region and said that if he ever needed help he would know where to find her.
He continued south, eventually joining with the other PC's.
---===Appearance and Personality===---:
Eyes:Glacial Blue
Hair:Dirty Blonde
Skin:Light Tan
Height:5'10"
Weight:135 lbs.
---===10 Minute Background===---:
Step 1: My concept for Mnirhat is for him to be primarily a ranged damage dealer with supporting spells. He wears simple earthen-toned hunters clothing and stands around 5'10" tall. He keeps his left arm wrapped in cloth from shoulder to fingertips to hide a large blue mark that swirls down his entire arm. He usually keeps a calm and cheery demeanor, like a slow flowing river, but when he gets angry he becomes as vicious and unyielding as a raging rapid. Thankfully it takes a lot to get him worked up enough to act upon his anger. Hes afraid of getting angry, because when he was younger he lost his temper and really hurt a friend. So getting anger causes great stress and grief for him, not only because of the friend but also because he was raised beleiving anger is bad in any form. He hates seeing people hurting others more than anything else and is a sure fire thing to get him angry to the point of acting. He has a deep respect for nature. When it comes to people he shows respect to everyone until they prove unworthy of his respect, but even then he never intentionally shows disrespect. Similarly he trusts people until they are untrustworthy.
Step 2: Mnirhat's main goal is to find and bring his brother back to the tribe, but his longer term goal is to travel to the east and restart his tribe in their ancestral lands.
As a player I would like to see him over come his fear and guilt of getting angry, learning that violent anger can be a good thing and finding positive outlets for his anger, other than violence. I would also like to see him make some progress towards his dream of traveling back east.
Step 3: Mnirhat's mains secrets are his dream of heading to the east and how bad his temper is.
Mnirhat believes that Unapiel is in trouble and is being held against his will. In reality he is willingly staying with the technomancers and after the hardships he's endured the past few years he's become colder and crueler, but not evil ... yet.
Step 4: The first is Unapiel (Unchained Rouge//Machinesmith), Mnirhat's missing younger brother. He is kind hearted and inventive, always looking for his next big idea. At least that's how Mnirhat remembers him. See the secret above.
The second is Jericho Nazareth. He is the leader of a small fishing village on the coast. He also runs all the religious ceremonies and services to their god, Cthulhu. He is following Mnirhat to get revenge for the events during his visit to the town.
The third is Pearl Sirensong. She is the healer who nursed Nnirhat back to health after his incident with Jericho's town. She knows a lot about nature and what is and isn't in northern California and southern Oregon.
Step 5: He says sorry whenever he thinks he has goofed up or negatively influenced someone else.
He paces a lot and finds it hard to sit still. (Always in motion, like a river)
He enjoys listening to music and finds it even if there is none being actively created. (Like in the wind, in rivers, in birds chirping, etc.)
---===GM Questionaire===---:
1.How does your character interact with the others within a group?
He's a kind and caring person when it comes to others, but at the same time he doesn't hold back his opinions of others and their actions, unless it would be disrespectful to share, in which case he just says nothing.
2. What is your character's role in a group?
His role is to deal ranged damage and use defensive supporting spells.
3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
Despite being only skin and bones, Mnirhat is extreamly tough and durable, taking hits he seems to not be able to survive. While not an absolute genius, he is smarter than his rustic country appearance leads on. His temper is also surprising and terrifying when people first see it.
4. What are your character's goals, conscious and, perhaps, subconscious?
He conscious goals are to find his brother and travel back east to restart his tribe in their ancestral home. Subconsciously he hopes to find love on his journeys.
5. How easily does your character love? Have they been in love?
He doesn't fall in love easily, to do so he need to really know the person. He's never really been in love but he has had minor crushes that have all ended in close friendships.
6. Is your character racist at all, either now or in their past?
He is not racist. He judges people based on their actions, not how they look.
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
As unrealistic as it sounds, he believes that he's the only person who feels the way he does, with the bottled up emotions and anger. He also believes that he can't fix the problem. "its too big of a problem to fix"
He believes that what people see, the material reality, is one of many equally real worlds (aka other planes of existence).
8. How is your character about material possessions?
He never had many material possessions while he was growing up, so they are not all that important to him. He shares what he has with others when they need it.
9. What does your character perceive their major problems to be?
He views his temper as his biggest problem.
10. What does he perceive the solutions to those problems to be?
He see the solution to his temper being him ignoring it and not getting too angry.
11. What are your character's religious beliefs?
He was raised to believe that nature and everything in it is ruled by the Great Spirit, an immaterial all-knowing, all-powerful being who has a plan for everyone and everything that exists. In his views, everything is alive in one sense or another, from people to squirrels to the forests and rivers.
12. What does your character fear?
He fears being abandoned by those he cares about, the most. He also fears hurting others, especially in anger.
13. How much of a temper does your character have? What sorts of
things set them off?
He has a monumental temper, but because he was raised to believe that anger is bad so he bottles it up. When he is moved to act upon his anger his becomes almost a different person, becoming extremely violent. The things that get him angry are people being rude and disrespectful, and people generally being mean and cruel to others.