I've been playing around with using Wizard Dedication to make 'Eldritch Knight' builds and 'Arcane Trickster' builds, and I just noticed this fact about Magical Staves.
CRB,p. 592 wrote:
Staves are also staff weapons (page 280), included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities.
This got me thinking about the Shifting Rune which would let the Staff become any other one-handed melee weapon.
CRB, p. 585 wrote:
The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.
I can think of a lot of cool options for this. For example, a thief-based 'Arcane Trickster' might have a Staff of Abjuration and shift it into a rapier. That gives them a weapon that can take advantage of their Dexterity-based offensive abilities while also providing a range of defensive options like shield, feather fall, and resist energy. They could also turn the Staff into a dagger for easy storage or concealment.
Does anyone knows of any rule that would prevent the Staff's spellcasting powers from functioning while it is in an alternate form?
I’m working on a list of the different types of spellcasters available from Paizo. I’d appreciate it if anyone can help corrrect any errors or omissions. The list uses the following format:
Class: Magic Type (Casting Stat) - Prepared/Spontaneous (Max Spell Level)
If a class has options, like archetypes, which alter these elements, they are listed below the basic class information.
Arcanist: Arcane (Int) - Prepared (9th)
Bard: Arcane (Cha) - Spontaneous (6th)
Bloodrager: Arcane (Cha) - Spontaneous (4th)
Cleric: Divine (Wis) - Prepared (9th)
Druid: Divine (Wis) - Prepared (9th)
Hunter: Divine (Wis) - Spontaneous (6th)
Inquisitor: Divine (Wis) - Spontaneous (6th)
Magus: Arcane (Int) - Prepared (6th)
Medium: Psychic (Cha) - Spontaneous (4th)
Mesmerist: Psychic (Cha) - Spontaneous (6th)
Occultist: Psychic (Int) - Spontaneous (6th)
Oracle: Divine (Cha) - Spontaneous (9th)
Paladin: Divine (Cha) - Prepared (4th)
Psychic: Psychic (Int) - Spontaneous (9th)
Ranger: Divine (Wis) - Prepared (4th)
Shaman: Divine (Wis) - Prepared (9th)
Skald: Arcane (Cha) - Spontaneous (6th)
Sorcerer: Arcane (Cha) - Spontaneous (9th)
Spiritualist: Psychic (Wis) - Spontaneous (6th)
Summoner: Arcane (Cha) - Spontaneous (6th)
Warpriest: Divine (Wis) - Prepared (6th)
Witch: Arcane (Int) - Prepared (9th)
Wizard: Arcane (Int) - Prepared (9th)
Edited to add Google Docs version.
I'm experiencing an odd little glitch. If I'm reading a thread (say on page 1) and select the link to a later page (say page 5), the link acts like the 'next' link and moves me forward one page (page 2 in this case) rather than taking me to the page that I selected. I'm having the issue on all the threads that I've tried so far.
Does Arcane Strike add its damage to Rays which cause damage?
This has been discussed many times in these threads before without definitive resolution. But I believe that the Warlock's Mystic Bolt ability clarifies that Arcane Strike will work with Rays that cause damage.
This question has been discussed many times before. Here is a sample of threads, going back as far as 2011, in which the topic has come up.
Weapon Focus & Arcane Strike
I've seen two different arguments against Arcane Strike working with Rays. The first states that Arcane Strike only applies to weapons and Rays aren't weapons. But the FAQs clearly contradict this. I can't see any justification for this position.
The second argument is more significant. Arcane Strike states that "[a]s a swift action, you can imbue your weapons with a fraction of your power." For many people this means that the only weapons that are "charged up" are those in your possession when you perform the swift action. Rays are instantaneous, and so can't persist long enough to perform a swift action. Since Rays can't even exist while you activate Arcane Strike, this argument leads to the conclusion that, in practice, there is no way to apply Arcane Strike to a Ray even though they are treated as weapons. Inspire Courage works with Rays because the ability operates while the Ray is in existence, but Arcane Strike is over before you can make any Rays.
The counterargument is generally based on a different interpretation of the Arcane Strike description. In this view, the swift action isn't the only time window for "charging your weapons." Instead the sentence "[a]s a swift action, you can imbue your weapons with a fraction of your power" is interpreted to mean that it takes a swift action to grant yourself the ability to "charge up" your weapons. Under this interpretation, the next line "[f]or 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction" clarifies that any weapons you use that round, even if they weren't in your possession during the swift action, will gain those benefits. Under this model, Rays would get the increased damage so long as they are used during that round.
If you read through the threads listed above, you will see both of these positions asserted over and over again. There weren't any other rules that enable us to determine which is the correct model for understanding the way Arcane Strike works, so there was no way to resolve the issue. But now that Ultimate Intrigue has introduced the Warlock's Mystic Bolts ability, I believe the deadlock has been resolved.
So if you use Arcane Striker (which is just the Arcane Strike feat until 12th level), and then create a Mystic Bolt, the Bolt is affected by Arcane Strike even though it didn't exist during the swift action. The description makes it clear that Arcane Striker doesn't work with Mystic Bolts because of some special dispensation, but rather because it, like Arcane Strike itself, is one of those abilities that affects all weapon attacks. If Arcane Strike really only affects weapons that exist during the swift action, then it shouldn't work on Mystic Bolts. But it does work on Mystic Bolts, so it should also work on Rays.
Discuss or FAQ as you wish. :)
After a few days of heavy traffic, I'm able to get back on the messageboards using my computer. But my iPhone still just shows the "Heavy Traffic" message with nothing listed below. I can access my account and view my old posts, and if I click on one of them I am able to view that particular thread.
Possibly Relevant Stuff: iPhone 5, Safari, iOS 9.2.1, AT&T
I really enjoy being able to add enhancements to weapons using Spells, Magic Items, and Class Abilities. I've been keeping a list of methods for doing so, and I thought I would share it. This is my first attempt to publish a document using Google Docs, so please let me know if you experience and technical issues.