SeaJay's page

11 posts. No reviews. No lists. No wishlists.


RSS


Queation. Does FoM only affect negative movement? Or does it counteract things like Haste and Longstrider. Making you move "normally".

I'm just curious and would not impose this of course.


Cool thank you


I'm curious about what the rules say about using damaging spells against armour, shields, weapons, etc. (effectively a ranged sunder with magic) are.


I see where you are coming from and agree for the most part. I do have one last question though.
Where does it say that a shield should be treated as a double weapon?
I can't find a reference for this. And as far as I know double weapons get special treatment with magic because they are 2 weapons attached to each other somehow. If you break a double weapon in half you still have 2 magic weapons but if Break a shield you just have 2 pieces of a broken shield.
Like I said I don't disagree with you I'm just curious if this is a written rule or a just cuz it's the easiest way ruling.


So, if someone did a magical identify or even detect magic it would then register as a +20 magic shield as well as having a +20 hardness and an extra 100 HP?

My next question is: Doesn't that violate the rule
Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

In addition to an enhancement bonus, armor may have special abilities . Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A suit of armor with a special ability must also have at least a +1 enhancement bonus.


One of my players is making a shield throwing Brawler. Since he is using his shield as both a weapon and a shield he says that for magicing it he gets 2 pools of enhancement. One as a shield and one as a weapon.
An example of this would be a +1 flaming (+2 weapon) +1 spell storing (+2 shield) shield.
A high level version of this would be a +5 flaming brilliant energy (+10 weapon) +5 spell storing spell resistance (+10 shield) shield.

My question is: is this correct?


Is twin soul touch ability or is it ranged ala Magic Jar


Is the twin soul ability a touch for all it's functions or is the last part a ranged one ala Magic Jar?


Is the twin soul power a touch effect or a ranged one ala Magic Jar?


My question is is it a touch attack or is it the range of Magic Jar?


I have a question. Is the twin soul sure ability a touch ability for all it's functions? Or does the transfer soul a LA magic jar have the magic jar range (100 ft +10th per lvl)?