Reiko

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251 posts. Alias of copmc.



Silver Crusade

WRIST SHEATH:

Price 1 gp; Weight 1 lb.
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. You can only wear one wrist sheath per arm.

Shuriken:

Price 1 GP (5)
Type exotic
A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can't be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown.

I assume it is legal to have 1 shuriken per wrist sheath but is it possible to carry up to five? The description states you can carry up to 5 arrows or bolts. Is it because they are narrow or because they are considered ammunition and not a melee weapon? Since shurikens are treated as ammunition and they are not large, would you be able to carry at least 5?

Silver Crusade

I know armor spikes are listed as light weapons but it does not state there are any restrictions on where they can be placed.

If a grappler has spiked armor then they are attempting to pull their target into a spike to inflict extra damage.

If my character has spiked armor and someone tries to grapple him then how do the spikes come into play?

Do I get a free attack with a spike, if grappled, or should I get a bonus to my CMD to prevent being grappled?

It seems spikes should provide just as much of a defensive benefit as they do offensive since they are attached to a passive form of defense, unlike a spike shield.

Silver Crusade

I have a question about acid resistance and how, if at all, it can be applied to resist attacks that do no damage.

I have a character with acid resistance 5. He was attacked by a monster using a spittle attack:

Spittle (Ex) Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.

What is causing the blindness? It specifically states the spittle is acidic but are we to assume there are other properties to the spittle that cause the blindness?

I was thinking it was similar to being shot in the eye with lemon juice. It causes no physical damage but the acid in the lemon would cause a lot of pain to your eye and prevent you from seeing until the acids were flushed out or diluted enough to clear one's vison.

If I have a character who can resist 5 points of physical acid damage, would such an attack still cause blindness? I am thinking the individual is immune to any property of acid that causes no physical damage.

Is this reading to much into the ability or does such a thought have sound reasoning to support such a theory? If it is then can we assume that any type of energy/elemental resistance make those individuals immune to lesser properties of those attacks?

Silver Crusade

I have searched over the forums and can not find an acceptable answer to my question so I thought I would post here. If someone knows of another link that speaks of this then please let me know.

I used the spell in a campaign and it worked but the mechanics were a bit confusing. If my character survives, I am wondering if the spell is worth taking in the future.

The GM ruled correctly by stating that any spell cast in combat, while you have taken damage, requires a concentration check. My confusion is what should the DC be? The spell can not be cast unless you have taken damage so there is no circumstance where this spell will not require a Concentration check. I find that a bit odd but it is how it is stated. I don't think any other spell is written that way, that there is now way to avoid such a check. According to the rules, we know this:

If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell

More than likely the paladin will be taking a hefty amount of damage to reduce them to this state, but not always.

The spell states that it is not triggered until the Paladin is reduced to 0 or fewer HP. The instant before you drop below 0 the spell is triggered.

My question is what is considered the amount of damage taken? Is it the entire amount of damage or just the damage after the spell is triggered?

Let us say the Paladin has 10 hp left. He takes a hit for 15. As he is taking damage, the spell is not triggered until just before 0. When the spell is cast, technically, the last 5 hp of damage are then applied. Should the concentration check be 10 + level of spell + 5 for a toal of 16 or should it be 10 + level of spell +15 for a concentration check of 26?

In my opinion the paladin is not casting the spell until after a certain amount of damage is taken, not during. This spell does not work like other spells so should we consider an adjustment to the rules to allow for this? The bold ruling above clearly states: The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell If the the time between start and finish of the spell damage taken was only 5 hp then I think only 5 points should be added to the check.

I at first argued that the damage of the strike technically came before the spell was cast because the die was rolled and damage was applied to determine if the spell would even trigger. I could see where the DC should only be an 11 according to the wording of when you make a concentration check. Any thoughts would be helpful.

Silver Crusade

I am wondering if there is any other way for a Nagaji to increase the DC of hypnotic gaze, other than an increase to the charisma modifier?

I am trying to wrap my head around the idea that the gaze does not become more powerful with an increase in level. Was this an oversight or intentional?

I can not find any info, but is there an option to increase the DC as a favored class option?

I also would not mind hearing some thoughts about how hypnotic gaze plays out in a scenario. It says it works like the hypnotism spell but I see them as being very different.

Gaze gives the impression that the Nagaji only needs to make eye contact and then, through the subtle uses of it's voice, can then put an individual in a trance like state to increase their attitude towards the Nagaji.

If it worked like the spell then a Nagaji, in time, could look at something close to 100 feet away and still hypnotize an individual. This does not make sense to me. I assumed it must be a close quarters ability.

The spell does not state what the DC to resist would be, only it is a will save.

The spell can be used on multiple targets for an extended period of time and Gaze can only be used on 1 target for 1 round and only used once per day. It seems the Gaze should be far more useful as the Nagaji advances in levels. I think the ability would become stronger, over time, as the character learns better methods of making hypnotic gaze work.

I see the spell and ability as being two very different things and sometimes when an ability references a spell, it can get confusing.

This is not a request for a rules change. I am just wondering if any other players use this ability and how it has worked for them or the possible shortcomings of the ability. Thanks!