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![]() Some of my friends lived in a neighboring town of 149. Farmland as far as they eye could see, neighbors you could not. So yes, I can imagine what a village would be like. I don't know the circumstances of your Belise visit so I won't comment. But again, yes they don't have the phone/internet, but information still gets around. And while Golarion takes inspiration from our medieval history, it's also highly idealized. Some of our history's shortcomings are tossed out the window. Are women property and not allowed to be PC's in your games? I'll wager you don't have those restrictions, even though that was reality in the time frame Golarion takes it's inspiration from. So why are all villagers 100% unrepentant racists? ![]()
![]() Lincoln Hills wrote:
I grew up in a town of 6,000 surrounded by towns with populations in the hundreds so I don't have to imagine too hard what a village would be like. True we have mass communication today, but even in our own history we had town criers to give the news. So why do you think that 100% of villagers have no idea about anything outside their town? Ok so a bird-man (Tengu) walks into a village and they haven't seen a picture of one on the internet, they've still probably heard of them, and have maybe even seen an illustration of one somewhere. And you're not going to tell me that they've never heard of adventurers. We have all sorts of legends of completely mundane people in our own world. Are you telling me that the people of Golarion aren't going to have stories they pass back and forth of famous adventurers? One of the core classes is the Bard! So based on my experiences growing up in a small town and visiting tiny towns I imagine this is what happens when a heavily armed Tengu walks into town: 1) Curiosity
Or a kid saying "Wow look an adventurer! Do you think he's like Cayden Cailean?" Or "I've never met one of you bird-men before. Where are you from? What's it like?" 2) Suspicion
3) Relief
4) And yes, a bit of ignorance (like anywhere else)
But no, villages are full of hateful idiotic lynch mobs, right? Let's just write them all off. ![]()
![]() Fantasy in every genre is littered with examples of people from all over the world banding together for various reasons (adventurers, mercenary companies, etc.). It's also happened in our own history, the French Foreign Legion being a famous example. And then suddenly in RPGs, where the only restrictions that exist are the ones you create, this is just too crazy of an idea? Everything needs to be completely homogenized? I don't really understand that sentiment. ![]()
![]() Like the examples you gave, I don't see why you wouldn't. Any physical activity/sport I've participated in I always know exactly how well I did. I know the jump shot is off before the ball leaves my hands, that kick had perfect form and power before my foot reaches my partner, etc. I don't see why it wouldn't extend to mental activities either. How many times have you said to yourself "I should know this but I just can't *think* right now!" or plotted the perfect strategy in a game, etc. ![]()
![]() It looks like the penalty is steeper than that. Emphasis mine: Core Rulebook wrote: You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks. Feats such as Two-Weapon Fighting and Multiattack (see the Pathfinder RPG Bestiary) can reduce these penalties.
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![]() Alexander Augunas wrote: I don't like playing Prepared Spellcasting classes; I hate the extra amount of bookwork added to what is already a very bookwork-intensive game. Agreed. I will never play a Wizard, Magus, Cleric, etc. because of this. What a shame. At least Pathfinder has the Oracle. I'll also probably never play any 2 skill point classes unless Intelligence is a primary stat. I mean, seriously... While we are on races, other than possibly a goblin, I will never ever play any of the short races. Halflings? Gnomes? Ugh. I probably couldn't ever bring myself to play a Dwarf either. Also, I've got no problem with evil or even dark elves in certain other settings but I'll never play a Drow. Ever. ![]()
![]() AnnoyingOrange wrote:
Here's the problem I'm having. What you say makes sense. The line: "the weapon returns to you and hovers." Suggests it follows around your target. Otherwise, how would it return to you? However, this line muddies the waters for me: "The weapon always strikes from your direction." Maybe that just means even though it follows the target it still stays between you and the target? Why would that matter? AnnoyingOrange wrote:
Again, that makes sense, but then I read: "Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action." And I can easily interpret that as saying, even if it looks like a light crossbow it still works the same as if it looked like a melee weapon. ![]()
![]() I'm talking about the multiple different statements on the areas of the spell I was trying to figure out. Each quote below in each category is from a different poster and describe each aspect of the spell differently. Placement/Movement: Quote: It appears next to the target and attacks that round. Quote: You can choose to have the weapon appear in any square within 100 feet + 10 feet per level of your character. Quote: I don't think it gets a placement. It doesn't have a speed, explicitly can't flank, and can't be attacked. All you need to do is give it a target. Attack Range: Quote: Range means how far away from you it can be. Also how far it can fire if it's a ranged weapon. Quote: Looks like that it could just attack from range, but it would use the spell's range rather than the weapon's. Difference between diety's weapon being melee or ranged: Quote: I would say that it would still take standard penalties from cover, firing into melee, etc. Quote: If your deity's favoured weapon is a ranged weapon (say, a longbow), it will be subject to all of the modifiers affecting a ranged attack Quote: I expect it's cosmetic, because otherwise the ranged weapon would be inferior.
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![]() I'm new to Pathfinder (and PnP) and most everything is coming together. However, for the life of me, I can't make sense of Spiritual Weapon. Spiritual Weapon:
Spiritual Weapon
School evocation [force]; Level cleric/oracle 2, inquisitor 2; Domain war 2
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
DESCRIPTION A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has Spell Resistance, you make a caster level check (1d20 + caster level) against that Spell Resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe)
Ok, I summon it. Now what? Where is it, do I place it? Or does it appear next to the target? Does the range of 100ft mean how far it can strike out or how far it can follow the target around? If my god's favored weapon is ranged, how does that work? Is it just a cosmetic difference, or does it turn into a turret and attack at range? If so, does cover, firing into melee, etc. still apply? |