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willuwontu wrote:
There are things that increase your base speed, like Fleet. I've got no idea why it's a bonus (probably leftovers from editing passes changing it from a bonus to your speed, to an ability).

Maybe it is a quirk of editing, but as it stands the only value that the spell changes is speed so it has to be an enchantment bonus to speed with a value of 9x(base land speed), right? Both of these effects are weirdly written. I don't think either of your or Dave Justus interpretations are unreasonable; I just happen to disagree. I think it's an interesting discussion though.


Maybe I'm just talking to myself at this point, but after getting off of work and looking at this for a while I don't understand why you wouldn't be able to multiply a bonus like in most cases in pathfinder.

Cheetah's Sprint says that it is an enhancement bonus, but it doesn't specify what it is a bonus to. I don't know what it would be other than to Speed. Its super weird in that it is an enchantment bonus to base land speed whose value is derived from multiplying base speed, but its still just a bonus. If we exclude that bonus in calculating normal speed, why should we include any bonuses?

Class abilities wouldn't apply and neither would armor movement penalties. The only thing that would matter is the base speed listed in the racial stat block.

Let me know if you think I went wrong somewhere.


Dave Justus wrote:

Let us say your base land speed is 30.

Normal charge speed is 60.

Run like the wind, doubles it (adding 60) to 120 charge speed.

Cheetahs sprint lets you charge 10 x your base land speed, which, despite run like the wind, is 300.

So one ability lets you charge at 120, another ability lets you charge at 300. Neither modify base land speed (and hence don't modify 'normal speed') so they don't effect each other. If both are active, you have two options, but that is it.

Now, as a houserule I would let you add the 60' bonus you get with run like the wind to your cheetah's sprint giving you a total charge of 360.

Hmmm. Ok. Is normal speed defined anywhere? It just seems dissatisfying that bonuses you invested in like taking the run feat suddenly wouldn't count.


willuwontu wrote:
Quote:
If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.
They don't work together for x20.

To me, that says that just means that before you could move your speed and now you can move 10x your speed.


On a side note, Cheetah's Sprint is kind of awkwardly written. Why does it say

weird spell wrote:
If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed.

Why not something like the actual cheetah's sprint ability?

reasonable abilty wrote:
Once per hour, you can move at 10 times your base land speed when you make a charge.

That wording plus the fact that it doesn't specify that you move up to 10 times your base land speed on that charge, kind of implies that if you were to charge as a standard action and still have use of a move action (via resolving a readied rhino's charge on your turn or the crusader's tabard (which might not technically be a charge action) or some other shenanigans), you could move 10x your base land speed minus the distance of the charge.

To be clear this is a bad reading of the spell, but...


The plains druid ability, run like the wind, states

Run Like The Wind wrote:
At 3rd level, a plains druid gains +10 feet to her land speed when wearing light or no armor and carrying a light load, and once per hour, she may run or charge at double the normal speed for 1 round. If riding her animal companion, it gains this ability instead.

What is the normal speed here?

I hope it isn't base land speed because this would be a needlessly confusing way to write out the same thing that the sprint rage power also does:

sprint wrote:
Once per rage, the barbariancan use a single full-round run action to move up to 6 times her speed or a single full-round charge action to move up to 3 times her speed.

At least on a charge, they would both add one more increment of your speed due to pathfinder doubling rules.

That makes me think that normal speed is the speed that you would otherwise charge. If that's the case, how does it interact with Cheetah's Sprint ?

Cheetah's Sprint wrote:
If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.

If I cast Cheetah's Sprint and burned my use of Run Like the Wind for the hour, could I charge 20x my base land speed?


Dimensional Agility states that you can take your other actions as normal after casting dimension door.

Mythic dimension door says that you create a portal in your space that allows you and creatures you designate to use the portal to teleport to another specified space within range. You use the portal immediately when you cast it and anyone else can run through on their turn.

What if you use the portal to teleport ~100 feet away and then a couple round's later you run back to your portal and teleports back to the destination space? Could you continue to act?

Which one do you think:

A) mythic dimension door is a different spell and this doesn't work at all.

B) dimensional agility works on the initial teleport, but not subsequent portal uses since the feat says "when you cast dimension door" and not "when you teleport using dimension door" or similar.

C) dimensional agility works whenever you walk through your dimension door portal.

D) as above except with any dimension door portal that you are allowed to walk through.

E) dimensional agility works for every portal use on the round on which you cast the spell, but not later rounds.

F) other

I've been discussing with friends and we'd love to hear some other opinions.


PossibleCabbage wrote:
Oh, for lances just pick the "spears" group. It has throwing weapons like javelins and harpoons, and also silly things to throw like lances and sarissas. Just need that +1 equivalent "throwing" enchantment.

I could do that, but if I want to do anythink like janni rush or strong jaw then I need to have an unarmed strike (natural weapon with one level of monk.) You can make any weapon count as an unarmed strike with ascetic style, but it only works with monk weapons. So then I'd have to make the Lance a monk weapon


PossibleCabbage wrote:

Another thing worth mentioning is that with the "versatile design" weapon modification you can move any melee weapon into a weapon group like light blades which includes a ranged weapon.

So if you want to throw polearms or something...

OK you got me.

I like to make silly themed characters that do obviously absurd but arguably technically legal things. It's just for fun/learning the rules and I would never try to play it or allow it at my table.

With that disclaimer out of the way, I'm making a character called Lance Armstrong who uses hurling charge/charging hurler with pounce or pummeling charge or maybe barracuda dash to throw named bullet enchanted lances for multiplied crits. He takes lots of mutagens and rides a construct/animated object bike that can fly. He wears a bright yellow mammoth hide jersey.

It's obviously not nailed down, but if I had some more feats I would 1)make lances a monk weapon, 2) take a level of monk and ascetic style, 3) find someone to cast strong jaw to make my natural attack Lance hit bigger. This would be really funny if you did it with a butchering axe, but the dude's name is Lance.


doomman47 wrote:
For a +1 enchantment you can make any weapon a throwing weapon so that opens up a lot of doors for you for what you can and can not use the feat with.

Yeah, that was actually the plan. I just wanted to make sure the fundamentals of my build work at a simple level before I try to make it do something weird. I wanted to do some two-handed throwing which doesn't lend itself well to a blinkback belt.


I have been trying to refamiliarize myself with pathfinder recently and I came across the ricochet toss feat which reads

SRD wrote:

You are able to angle your thrown weapon attacks in such a way that the weapon ricochets and immediately returns to you.

Prerequisite(s): Quick Draw, base attack bonus +6, weapon training class feature with a ranged weapon.

Benefit(s): When you make a ranged attack with an appropriate thrown weapon, the weapon returns to your hand immediately after the attack is resolved.

This ability does not allow bullets, thrown ammunition such as darts or shuriken, or thrown splash weapons to return to you. Improvised thrown weapons don’t return to you unless you have the Throw Anything feat.

At first glance, it seems like there are only a handful of ranged thrown weapons that could benefit from this ability. I think I may have limited the feat too much though.

The feat doesn't say that you have to attack with a ranged weapon; it says you have to make a ranged attack with a thrown weapon. It also says that it has to be an appropriate weapon which I first took to be a frustratingly vague reference to the prerequisite weapon, but it defines appropriate weapon under the Weapon Master Feats header:

SRD wrote:
...you gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a fighter weapon group that you have selected with the fighter weapon training class feature (referred to hereafter as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise.

As I read it, the feat allows you to make a ranged attack with any weapon that you can throw that is part of the same weapon group as the ranged weapon that you used for the prerequisite (and possibly any other weapon group as long as you also chose a group that contains a ranged weapon.)

Example: You could take weapon training with the light blades group which includes the chakram, a ranged weapon. The group also include a dagger which is a melee weapon you can throw. Therefore you can use this feat with daggers.

Is this a valid reading? Am I missing something somewhere?

Thanks for your help


Dave Justus wrote:

The shadow tiny hut doesn't have a duration 'for the cleric' in the first place, so it being twice as long is irrelevant. Tiny hut's duration is for itself, not any character.

Of course if they have disbelieved the illusion, there is only a 20% chance it will protect them.

You're right. It was late last night and I way over-thought a problem I was having. That's my bad. Thanks for the response though


Say your party is fighting a rival band somewhere in the desert. You, a wizard, have cast Fool's Gold and the party rogue slipped one of the coins into the enemy cleric's pocket. In the middle of the fight a sand storm kicks up and you realize you'll have to work together to escape so you call a truce.

You cast shadow evocation in the form of a tiny hut. The cleric is suspicious of this and upon interacting with the structure fails their will save for Fool's gold and their will save to disbelieve the illusion. Because they have failed the second save while under the effect of fool's gold, the duration of the illusion is doubled for them only. What happens when the duration runs out for everyone else, but not the cleric?

Does the cleric sit contentedly in a hut that exists only for them while everyone else scrambles for cover? Does the cleric think they are in a shelter that no longer exists and get buried in the sand? Does the cleric's stalwart belief in the illusory wall some how allow it to protect others within its walls even though it has ceased to exist for them? Does the partially real shadiw hut offer no protection at all to anyone?