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![]() Combine Alchemical Allocation with Seishinru, Spirit Elixir :) True Strike is very useful with Parry & Riposte - a parry counts as an attack roll! ![]()
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![]() Earl of Essex0 wrote:
From Ultimate Equipment: "The following section presents general rules for armor and weapons made of bone, bronze, gold, obsidian, and stone. Most of these materials aren't as strong as steel and refer to the fragile quality for weapons and armor. Items made from these materials can be magically strengthened at an additional cost of 100 gp per pound. See the individual material descriptions for the effect this has on the material's properties." ![]()
![]() Dylos wrote: Well, I know that my swashbuckler will no longer qualify for Slashing Grace now that the prerequisites changed. p. 27 of Guide to Pathfinder Society Organised Play, Version 5.0 wrote:
You can keep your feat. ![]()
![]() trollbill wrote:
Do this and I will make 10 level 1 Tieflings and Aasimars, this is a bad idea... My suggestion for race boons is to tie it into a reward system. It could be linked to the GM star system, or simply be a reward for playing multiple games. For example, play 50 games and get one race unlocked. ![]()
![]() OK, the results are in and the draw has been made! Thanks to everyone who helped for this thread.
We have the following characters: Gnome, Barbarian (Titan Mauler, must dual wield two handed Gnome Weapons), Low Templar. Gnome, Barbarian (True Primitive), Knight of Ozem. Gnome, Monk (Core rulebook and Gnomes of Golarion only), Brother of the Seal. Tengu, Cavalier (Strategist, Order of the Tome), Battle Herald. Elf, Cleric (Cloistered, Variant Channel), Balanced Scale of Abadar. Halfling, Fighter (Crossbowman), Halfling Opportunist. Halfling, Rogue (Filcher), Bellflower Tiller. Dwarf, Witch (White Haired Witch), Riftwarden. Dwarf, Wizard (Scrollmaster), Prophet of Kallistrade. Dwarf, Wizard, class each level determined randomly... no two levels allowed to be the same... first random level was Wizard... The gnomes and dwarves are triplets, the halflings are twins. Bring on the Dalsine Affair! :-) Updates will follow... ![]()
![]() Chris Sharpe, Venture Captain of New Zealand, has thrown down the gauntlet! We need to make characters using the worst archetypes and classes possible. No dump stats are allowed, and every character must enter a class appropriate Prestige Class. All characters must be races from the Core Rulebook only. So far suggestions include a Mystic Theurge sorcerer / oracle without early entry, and a rogue / bellflower tiller. Any monks will be required to have a vow of poverty. There will be a Crossbowman Fighter. Can you help us? The best entries will go into a hat for us to draw out a character we will have to build. Their first scenario will be the Dalsine Affair. Can you suggest other hard scenarios for us to play these characters in? Thanks for your help :-) We will keep you updated about their glorious exploits (and horrible deaths).... ![]()
![]() James Krolak wrote:
I asked Mike Brock about who got the boon, and he confirmed that the boon was for Taldor PCs only. ![]()
![]() Pupsocket wrote: Given that common sense, SKR and and the 3.5 FAQ to the exact same question (and neither the charge rules, the mounted combat rules or RBA were changed) both say the same thing: Draw a line that goes by the target, not through him, I think the matter is settled. I agree that this is a reasonable conclusion, but it is a houserule. The rules are badly written. Here is the 3.5 FAQ about Ride-By Attack, which is pertinent to this discussion: ________________________________________________ With the rules erratum that prohibits overruns as part of a charge, the Ride-By Attack feat is now nearly useless. You must use the charge action to use the Ride-By Attack feat, and that requires you to travel in a straight line toward your target. Using the example in the PH, this would appear to rather specifically mean along a line from your entire square (or squares if riding a horse or other mount with a space of 10 feet or greater), to the target square. Ride-By Attack allows you to continue moving along the straight line of the charge after your attack. This would have to mean that at some point you would enter the square (or squares) of the creature you attacked. (At least I cannot conceive of any other way it could be done). Since you cannot enter your foe’s space unless the creature is already dead, Ride-By Attack is now pretty much useless if you can’t also overrun the foe. Some have suggested that you could charge in a manner that would not bring you through the target creature’s square (or squares). To do so, you would not be charging directly toward the target and likely not moving by the shortest route (also a charge requirement) or attacking it from the first possible square(another charge requirement). In any of these cases, you would be breaking the rules for a charge. Am I wrong about any of this? No, you’ve got it about right. When using the Ride-By attack feat, you must conduct your charge so that you move in a straight line toward the closest square from which it is possible to attack your chosen foe, so long as it is a square that allows you to attack and then continue on in the straight line of the charge. You still must attack your foe the moment you reach that square. (Although the feat description doesn’t say so, you and your mount also must move at least 5 feet after you make your attack to get the benefit of the feat.) This is a special rule for charging when using the Ride-By Attack feat. Note that the Flyby Attack feat (discussed in the previous question) does not require you to move in a straight line. You merely make a single move and take another standard action at some point during that move. ________________________________________________ The language of the feat and the relevant charge rules have not changed significantly between 3.5 and Pathfinder. Pathfinder is not 3.5, and the 3.5 FAQ is not RAW, but there is not yet any official FAQ in Pathfinder for this feat, or a mounted charge. The only thing that will really settle it is errata so that the rules are clear and easily understood. I hope if and when Paizo provides errata, it is better than the 3.5 FAQ! ![]()
![]() Maezer wrote:
Sadly, SKR's interpretation of the rules have flaws that were discussed in the thread. He wrote that he would be lobbying for change after his errors were pointed out but no changes have occurred, and it has been several years since this thread. The whole mounted combat system needs a rewrite so that it is clear and easy to understand. ![]()
![]() I have revised my gunslinger: Double Happy II Halfling Mysterious Stranger 5 / Trench Fighter 5 / Urban Barbarian 2 Str:8
Feats: PBS, Deadly Aim,Weapon Focus,Weapon Special,Quick Draw,Rapid Shot,Rapid Reload, Improved Critical, TWF, ITWF, GTWF.
Attack: 13/13/13/13/8/8/3/3; 2nd hand 13/13/8/8/3/3, d6+25, (19-20 x4) Gear: 6 Double Barreled Pistols, Paper Cartridges. Fires main hand pistol first, then drops it and quick draws another pistol, and fires that with his off hand. Can add Dexterity to damage as a Trench Fighter, can add Charisma to damage as a Mysterious Stranger by spending 1 point of grit and a swift action a round. Can ignore six misfires, which should be enough for ~3 rounds on average. DPS ~476, DPS over 3 rounds ~1428 Feel free to find mistakes, as I am sure some must of slipped through! ![]()
![]() I think a Gunslinger would win. Here's a quick build, probably contains a few errors... Double Happy the Goblin Musket Master 5 / Trench Fighter 5 / Urban Barbarian 2 Str:16
Feats: PBS, Precise Shot,Deadly Aim,Weapon Focus,Weapon Special,Quick Draw,Improved Precise Shot,Rapid Shot,Rapid Reload (Double Barreled Musket), Goblin Gunslinger, Improved Critical (Double Barreled Musket) Rage Power:Reckless Abandon Attack: 20/20/20/20/15/15/10/10, d12+29, (19-20 x4) Gear: 7 Masterwork Double Barreled Muskets, Paper Cartridges, Masterwork Backpack. Fires both barrels of his musket at once, drops double barreled musket and quick draws another double barreled musket when a misfire occurs. The DPR maths is complicated, as you have to take into account misfires... He goes through an average of 1.11 Muskets a round due to misfires. I get a DPR of ~307, giving a 3 round DPR of ~921 (If my maths is correct) Edit: Assuming Dex x 2 to damage is legal. Without Dex x 2 to damage
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![]() The Wakizashi is the best light weapon. The Scimitar, thanks to Dervish Dance is the best weapon for 1 handed dex builds. The Falcata becomes the best weapon when you have a high bonus to damage. It also has the advantage that you can use it 1 or 2 handed. This is a great advantage if you are grappled and unable to use a 2 handed weapon. The Nodachi is also good, but if you have a low bonus to damage, the Two-Handed Sword or Earhbreaker is better. If you have a build that relies on criticals, an 18-20 range weapon is the best. Ultimately, I think it comes down to whether you like to do criticals more often, or want to do spectacular criticals. Also, the Cracked Opalescent White Ioun Stone will grant you Weapon Familiarity with one exotic weapon (i.e. it makes that weapon useable with Martial Weapon Proficiency). It only costs 1,500 gp. Stick it in a wayfinder to help prevent theft. ![]()
![]() I think Channel Energy is an iconic ability of the Cleric, and a Fighter/Cleric should be able to do this. It also allows access to feats such as Guided Hand. You can also use it activate Channel Foci, some of which are quite useful. In fact, I would like to see it uncoupled from Fervor to make it a more viable option. ![]()
![]() Starfox wrote:
I agree, I would like to see some western-style fencing feats, maybe ones that are similar to the monk style feats, but have more appropriate fluff. Perhaps the Swashbuckler could get them instead of its bonus feats, or avoid prerequisites. An alternative may be to make them Swashbuckler only feats, linked to Swashbuckler levels in a similar way to the Fighter only feats. Or make new Fighter only feats, so that Fighters, Swashbucklers, Brawlers and Samurai can take them also. This may give incentive to stay in the class. Using Crane Style with a rapier doesn't really make sense, although it is legal RAW. I want my Swashbuckler to be able to have this exchange: Inigo: You are using Bonetti's defense against me, uh?
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![]() A big problem with the Swashbuckler is that it seems nobody can build one without dipping into another class. Popular options are Monk archetype Master of Many Styles (MoMS), Paladin and Urban Barbarian. If the goal of class design is that it should be desirable to make single class characters, the Swashbuckler is a failure. I think the swashbuckler should be able to obtain easy access to the Style feats in some way other than dipping MoMS. As it stands, a MoMS dip is almost compulsory. The question is not shall I dip MoMS, but when. Perhaps if they could take the style feats as bonus feats without having to meet the prerequisites? P.S. Please fix the Fortitude save. ![]()
![]() Get this feat: Equipment Trick (Combat) Spoiler:
Choose one piece of equipment, such as boots, cloak, rope, shield, or even Kaava musk. You understand how to use that item in combat. For a list of additional equipment tricks, see Pathfinder Companion: Adventurer’s Armory.
Prerequisites: Base attack bonus +1. Benefit: You may use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you may treat it as a normal weapon or an improvised weapon, whichever is more beneficial for you. Special: You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment. You can then take Weapon Focus with your improvised weapon. Select your deity's holy symbol and fight with that! The bonus is it's PFS legal! You can also build some great NPCs! It would also allow you to build some great NPCs! Some other fun PFS legal items: Spoiler:
anvil
Any masterwork tool!
You can also fight with food - chocolate (bar), haggis, fortune cookie etc. ![]()
![]() I played a level 1 Swashbuckler in The Confirmation in PFS on Tuesday night, and came to some conclusions. Our party was entirely arcane except for my Swashbuckler. The rest of the party was- 1 arcanist, 2 wizards (one of them Ezren), and a Bloodrager. Character: Spoiler:
Human Swashbuckler Str: 14
Feats: Extra panache, Combat Reflexes.
Important Gear: Masterwork Rapier, Chain Shirt, Buckler, Wand of Cure Light Wounds, other adventuring stuff.
1. My damage was appalling. The Bloodrager was hitting for 2d6 + 13. He did 15 damage at one point, and announced that was his minimum damage. I was doing 1d6+2, so my maximum damage, on a critical was 16, only one better than his worst. I got fatigued, and then my damage fell to 1d6+1, meaning even with a critical my damage would be less than the Bloodrager. I really felt that my character was a bit of a passenger in combat, and just a meat shield (and not a very good meat shield). 2. My fortitude save was the worst in the party - the wizards and arcanist had better fortitude saves and this made me a bit concerned, especially as the first encounter was with monsters that required a fortitude save on a hit. 3. The Bloodrager had only 1 AC less than mine, and when he later swopped from his two-handed weapon to sword and board, his AC was better than mine. 3. The parry was good, and I had enough panache to attempt to parry every attack. However, I only managed one parry all night which was due to bad rolls. Nonetheless, it was fun. 4. Dodging panache allowed me to step back, and avoid a full attack and saved my Swashbuckler's life, so that was good. 5. Derring-do allowed me to make a critical acrobatics check. Conclusions - I felt I contributed little to combat. It was a bit like playing a rogue without sneak attack, and with less skills. The Bloodrager made a much better martial character. ![]()
![]() I am concerned that the optimal build appears to be dumping Charisma. To fix this, I would suggest that Charisma be made more important to the class. Suggestions: Allow Charisma to replace the relevant ability score required to qualify for bonus feats - e.g. Allow Charisma 13 to qualify for Power Attack instead of Strength 13, and Charisma 13 to qualify for Combat Expertise, instead of Intelligence 13. Make a feat or ability to add Charisma to damage. Ensure it doesn't stack with dexterity to damage. ![]()
![]() Thoughts so far – Great class, but the bad saves will probably make it squishy, especially at high levels. 1. I think the swashbuckler needs something to make up for its bad saves – maybe Charisma to saves like Divine Grace, or an ability to spend panache points to add Charisma to saves. This could replace the worthless Bravery. 2. The weapon choice needs to be expanded – the current selection is bizarre – a swashbuckler can wield a Heavy Pick, Morning Star or Taiaha, but not an Aldori Duelling Sword. I would like to see the Swashbuckler able to use all light weapons, one handed weapons and all weapons that can be used with Weapon Finesse. (Including the Elven Curve Blade – this would give this weapon a niche.) 3. Precise strike needs to lose its many restrictions – I don’t know why it is also precision damage, as the Precise Strike of the Duellist is not. 4. I would like to see Dexterity to damage or maybe Charisma to damage instead of Strength to damage as a class feature. If it is Charisma to damage there needs to be wording to prevent stacking with current methods of Dexterity to damage. As it currently stands many Swashbucklers will end up with Dervish Dance or Agile Weapons. 5. Opportune Parry and Riposte probably should be broken up and spread out –Parry at level 1, and Riposte at level 3. Also, Opportune Parry is really bad for small Swashbucklers – I think this should maybe be a -4 for every size larger than medium, or dropped entirely. Giving Opportune Parry and Riposte at level 1 means you have a feat tax of combat reflexes at level 1. 6. Swashbuckler Finesse should function as Weapon Finesse for prerequisites and be given at level 1. It could be broken up so that +4 bonuses come in at level 2. As it currently stands Weapon Finesse is a pre-requisite for Dervish Dance and Piranha Strike which will both be popular feats for the Swashbuckler. This means half of Swashbuckler Finesse is useless to many builds. 7. I think Evasive should be also broken up, rather than all given in one go at level 11. 8. Pommel Strike – How does this work? Does it count as a trip attack? Does it provoke an attack of opportunity? ![]()
![]() Michael Brock wrote:
This is the PFS ruling on medium characters and medium mounts. It means that a medium creature, such as a human, can never ride a mule, a donkey or pony! ![]()
![]() LoneKnave wrote:
No. "Precise Strike (Ex): A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll." A lance used mounted remains a two-handed piercing weapon, even though it is used in one hand. Unless you use the Jotungrip ability of the Titan Mauler. ![]()
![]() Quote:
No, they are not contradictory (but they are a bit confusing). A mounted lance is the only two handed weapon that can be used in one hand, and still be treated as a two handed weapon: 'While mounted, you can wield a lance with one hand.' There is no text to tell you to treat it as a one handed weapon, hence the mounted lance is still a two handed weapon. To my knowledge, the mounted lance is the only weapon that is treated as a two handed weapon when used in one hand. This is a 'special feature' of the lance, not a special ability. In all other cases, the feat or special ability says to treat the two handed weapon as a one handed weapon. This means you are using a one handed weapon in one hand, not a two handed weapon in one hand. For example: Spoiler: "Jotungrip (Ex): At 2nd level, a titan mauler may choose to wield a two-handed weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. This ability replaces uncanny dodge."
"Phalanx Fighting (Ex): At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1." Thunder and Fang wrote "Benefit: You can use an earth breaker as though it were a one-handed weapon." ![]()
![]() Howie23 wrote:
Quote: Spoiler:
Full-Round Actions If a full-round action is shown on Table 8-2 but not included here, you can perform it from a moving mount. You complete the action after the mount completes its movement for the turn. Some full-round actions require some additional notes: Charge: Performing a mounted charge works just like performing a charge on foot. You use your mount's speed rating. Remember that no creature can charge through an obstacle, another creature, or terrain that hampers movement. Due to its larger size, your mount might be unable to charge in a location where you could if on foot (see page 148 in the Player's Handbook). The lance charge rules in 3.5 required both you and your mount to charge, which was denied in Pathfinder during the nerf of RAGELANCEPOUNCE. In Pathfinder, only your mount charges leaving the mounted lance attack as a standard action. PS If you are only going to reread them when you figure out how lighting, stealth and grapple works, then I predict you will never read them again! PPS I would like a consistent rule to apply for PFS, as although I have only recently started PFS, I both play and GM. ![]()
![]() How does a mounted charge with a lance work? More specifically: 1 . If you making a mounted charge and attack with a lance, does: a. The charge of the mount stop at the reach distance of the lance (ie 10 foot away from the enemy), and then your PC makes a lance attack. Your mount gets no attack unless it has reach, or b. You treat your lance attack as a readied attack. Your PC makes a lance attack when the charge brings the lance into reach (ie 10 foot away from the enemy). The mount's charge then continues "to the closest space from which you can attack the opponent" and your then mount attacks the enemy, or c. Some other interpretation. If you have an opinion, please post below. Either way please click on FAQ, as I think there is enough confusion to try and sort this out. ![]()
![]() I started a thread on this, but there was no real consensus, so I thought I would ask here. :-) There was a very good blog on poison use in Pathfinder, and I wonder if a similar one could be made to clear up mounted combat and charging issues. I am going to be running a cavalier in PFS, and have realised that the mounted combat rules are extremely confusing, especially when combined with a charge… As a result I have some questions: 1 . If you making a mounted charge and attack with a lance, does:
2. What happens if your mount has reach, such as an axe beak? 3. If you have ride-by attack, can your mount attack the same enemy (E1) as you did? Or does it need spring attack? Can it instead go on to attack a 2nd enemy (E2) at the end of its charge? Or do you simply lose the attack of the mount if you use Ride-By Attack? (See diagram below) 4. When you and your mount attack, do you just make a ride check, or do you also need to make a handle animal check? 5. Given that Sean K Reynolds said “If YOU are mounted, the MOUNT is making the charge, YOU are NOT making a charge”, is this a valid interpretation of Ride-By Attack? The additions are in bold and brackets: Ride-By Attack (Combat) While mounted and charging, you [and your mount] can move, strike at a foe, and then continue moving. Prerequisites: Ride 1 rank, Mounted Combat. Benefit: When you [,the PC,] are mounted and [your mount] use[s] the charge action, you [and your mount] may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. I think this is a valid interpretation as in English, 'you' is both singular and plural. Hence 'you' can be interpreted as both the PC and the mount. What do you think? This interpretation would also allow both you and your mount to attack on the way through. (You both attack enemy E1), and the Ride-by Attack stops at any point between E1 and E2. Y = Y
6. One suggestion that helps clear up problems is the idea that you treat the attack of the PC as a readied attack, which gains the benefit of the mount's charge. Is this a valid interpretation? Questions about mounted charges seem to crop up again and again, and most threads seem to reach no consensus. It would be great to have your input, especially as I am now playing PFS. Thank you in advance for your time and reply. Some relevant rules for easy reference: Spoiler:
Ride-By Attack (Combat)
Charge Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.
Mounted Combat These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon.
Link to old thread with input from Sean K Reynolds
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![]() Calling all Cavaliers, Samurai and Paladins! There was a very good blog on poison use in Pathfinder, and I wonder if a similar one could be made to clear up mounted combat and charging issues. I am going to be running a cavalier in PFS, and have realised that the mounted combat rules are extremely confusing, especially when combined with a charge… As a result I have some questions: 1 . If you making a mounted charge and attack with a lance, does: a. The charge stops at the reach distance of the lance (ie 10 foot away) from the enemy, and you then make your lance attack, and your dog stops and gets no attack, or
2. What happens if your mount has reach, such as an axe beak? 3. If you have ride-by attack, can your mount attack the same enemy (E1) as you did? Or does it need spring attack? Can it instead go on to attack a 2nd enemy (E2) at the end of its charge? Or do you simply lose the attack of the mount if you use Ride-By Attack? Y = Y
4. When you and your mount attack, do you just make a ride check, or do you also need to make a handle animal check? These questions seem to crop up again and again, so it would be great to have developer input, especially as I am now playing PFS. I have done multiple searches, and managed to find very little developer input: Here is what I have found
Spoiler:
The thread dates from 2010
Sean K Reynolds wrote:
and also this Brief summary: Sean K Reynolds wrote:
Some Rules:
Spoiler:
PRD wrote:
Thanks in advance for any input! ![]()
![]() Does a buckler arm have a “free hand” that is “carrying nothing” and “holding nothing”? This came up in a recent advice thread on the Aldori Swordlord. I am of the opinion that a buckler arm has a “free hand” that is “carrying nothing” and “holding nothing”. Others may disagree. What is your opinion? If you believe you a buckler arm does not have a “free hand” that is “carrying nothing” and “holding nothing” please quote a relevant rule if possible. Feel free to bring up real life, or speculate on the intent of the rules, but bear in mind that intent is not a rule and Pathfinder is (thankfully) not real life. As rule 0 overrides all other rules, please do not use it as the basis for your argument. I believe the rules clearly support the position that a buckler arm has a “free hand” that is “carrying nothing” and “holding nothing”. Firstly, let us look at the rules for shields. PRD wrote:
Shield, Heavy; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else. In the case of a Heavy Shield, it is clear that your shield arm does not have a “free hand” that is “carrying nothing” and “holding nothing”. PRD wrote:
Shield, Light; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it. With the light shield you are gripping the shield with your hand but you can still use it to “carry other items”. (Some consider an arm with a Light Shield may have a “free hand” that is “carrying nothing” and “holding nothing”, but this is even more controversial than the buckler arm providing a “free hand” that is “carrying nothing” or “holding nothing”, and an issue for another thread.) However, the wording for buckler is quite different: PRD wrote:
Buckler: This small metal shield is worn strapped to your forearm. Your hand is not mentioned. Your forearm is not your hand. A light shield allows you to “carry other items”, so it would be reasonable to assume this also applies to the smaller buckler. However, does this mean you have a “free hand” and are “carrying nothing” in it? The rules do not define what constitutes a free hand, but there are actions that require a “free hand”, or two hands to perform. Can these actions be performed whilst using a buckler? If they can, we can conclude that your buckler hand is a “free hand”. In some instances the rules are clear, for example: Casting a spell with a somatic component requires a free hand, can this be done while using a buckler? PRD wrote:
Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component. …You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn... When casting a spell, the buckler hand can count as a free hand, but this action causes you to lose the buckler’s AC bonus. Using a weapon two handed, or fighting two handed obviously requires two hands, and can you also use a buckler whilst doing this? This would require the buckler arm to have a “free hand” that is available to be used to wield a weapon. PRD wrote:
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Two-Weapon Fighting (Combat): You can fight with a weapon wielded in each of your hands. Buckler: …You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn… You can fight two handed with a buckler, but with penalties. Using a bow, crossbow, a two handed firearm or reloading a sling requires two hands, can you simultaneously use a buckler? On a related matter, a rotating a pepperbox barrel requires a “free hand”, can you do this whilst using a buckler? PRD wrote:
Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. Pepperbox: This pistol has six barrels instead of one. The entire barrel housing can be quickly rotated by hand between shots (a free action requiring one free hand), allowing all six bullets to be fired before the weapon must be reloaded. Longbow: …You need two hands to use a bow, regardless of its size. Bucklers: You can use a one-handed or two-handed firearm without penalty while carrying a buckler. Buckler: …You can use a bow or crossbow without penalty while carrying it. You can use a buckler and a bow or firearm, “without penalty”. There is no AC loss. The rules are silent on the sling. Halflings are bitter. To sum up so far – the buckler hand is available for spell use, two handed fighting, and two weapon fighting, but with penalties such as the loss of AC. However, you can use bows, crossbows,firearms, and rotate a pepperbox barrel with a buckler with no penalty at all. In all of these instances, a buckler arm is considered to have a “free hand”. In other instances, a "free hand" or a hand "carrying nothing" or "holding nothing" is required, but the rules do not mention a buckler. Some of these many instances include: PRD wrote:
Lay On Hands: …Despite the name of this ability, a paladin only needs one free hand to use this ability. Word of Healing: …You must be able to speak and have a free hand to use this ability. Crane Wing (Combat): ..Once per round while using Crane Style, when you have at least one hand free… Snapping Turtle Style: …While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC. Deflect Arrows (Combat):… You must have at least one hand free (holding nothing) to use this feat. Snatch Arrows (Combat):…You must have at least one hand free (holding nothing) to use this feat. Spell Combat (Ex): ...To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand... Pool Strike (Su): …The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy... Wind Servant (Sp): ..If you have a free hand, you can catch an object hurled toward yourself... Hurling Charge (Ex): …The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge... Ancient Healing Hand (Su): … He needs at least one hand free to use this ability, and cannot heal himself... Steal: …You must have at least one hand free (holding nothing) to attempt this maneuver... Ill Omen: …A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune... Light Lance: ...You must have a free hand when casting the spell and, once you call the lance into being, you cannot switch it to another hand or put it down without prematurely ending the spell... Free Hand Fighter …His fighting school benefits only apply when he is using a one-handed weapon and carrying nothing in his other hand... And of course, the Aldori Swordlord : …The following benefits only apply when a swordlord is using an Aldori duelling sword and carrying nothing in his other hand.... Can you use a buckler in these cases? I am not aware of any rule that says you cannot. We have already seen that there are several clear instances in the rules were a buckler arm is treated as having a free hand. In the absence of an official FAQ, the next best authority is James Jacobs. So what are his views on using a buckler in some of these instances? James Jacobs wrote:
mark kay wrote:
James Jacobs wrote: You could use a buckler and still do Spell Combat; that's sort of the whole point of the buckler James Jacobs wrote: Sammy123 wrote:
So for spell combat, deflect arrows and crane wing, the opinion of James Jacobs is that you can use a buckler with these actions. All require a “free hand”. In the case of lay on lands and spellcasters using their hand to cast, James Jacobs believes even a light shield allows you to have a “free hand”. In conclusion, the rules are clear - a buckler arm has a “free hand” that is “carrying nothing” and “holding nothing”. |