Paladin

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Ok, here is the conundrum.

I am a barbarian with the champion's ability fleet charge which includes the following relevant language:

"At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus . . . . This is in addition to any other attacks you make this round."

Our reliable wizard has Haste on tap. The language included in haste that is relevant here is:

"When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with similar effects."

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My GM believes that the language in haste trumps the language of Fleet Charge. Specifically, that if you use the extra attack from haste, you cannot use the extra attack granted by Fleet Charge.

I feel that the fleet charge language trumps the haste language, especially when considered with the "mythic-ness" of of the ability over the "mundane nature" of a mere haste spell.

What think you, o wise community?


An issue came up in my weekly game recently involving mirror image and invis.

Background: I am a rogue/caster, I use magic to get position for sneaks, etc.

Situation: I cast a mirror image on myself to protect from ranged attacks as I maneuver. Realizing that the terrain is hampered, and all my opponents have reach (and my tumble is nonexistent) instead of racking up 4 AOOs as I move to flank, I decide to spend a turn and invis myself.

Issue: The GM decides that while I become invisible, my images do not, as they are copies of myself at the time that I cast the spell, and new spells will not affect the figments.

I believe that the figments will turn invisible with me, but because they are invis (as per the language in the spell), they are ineffective until the invis wears off (so that if one of the monsters had see invis, I'd be screwed).

What say you, O crowd of knowledge? Who is right?


Forgive me if this has been dealt with already (I checked search... but very briefly...)

I am in a very minor argument with my GM regarding the nature of spiked gauntlets.

Here is the rundown: I run a character that uses a spiked gauntlet. It is not magical, nor even masterwork. It is a backup for when my primary weapon (Glaive) is unusable -- close quarters, disarmed, etc.

Recently, I found a pair of magical gloves, the properties of which are still a mystery to the group. All we know is it grants a +1 deflection bonus, but other powers are locked away as of yet.

GM determined that if I continue to wear the spiked gauntlet, I cannot wear the gloves, because my non-magical spiked gauntlet effectively takes the "Gloves" slot on my equipment sheet.

I believe that the spiked gauntlet is a "Weapon" and would fit over the gloves slot, allowing both to be used simultaneously, just as someone who wears gloves of dexterity can use a longsword at the same time.

Anyone know what the right answer is.... and yes, I know, the right answer is "the GM is right :P" (I've already removed the gauntlets... this is just for my personal edification)