Yiab's page

Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


RSS


Derosian wrote:
1A, Flurry is an activity as ruled in the book, it is an action that lets you make two actions

Flurry is called an action in the sentence preceding it, not an activity. Also, an activity can take more than one action, it doesn't give you actions or let you make other actions.


Draco18s wrote:

You're wearing fist wraps that give both hands a +1.

The doubling rings then suppresses the +1 on you left hand, take the +1 on your right hand, and replicate it to your left.

Net result:

Both fists have +1.

So you missed the part where I was holding a weapon in one hand, right?


1a) Then why don't those two Strikes take actions? Shouldn't Flurry of Blows say something more like:
"Make two unarmed attacks. ..." (note the small 'a' on "attacks", meaning "trying to hit an opponent" not "Action with the Attack trait".)

1b) Right, forgot about agile, thanks. So the Flurry counts as two attacks for the purposes of the multiple attack penalty rather than as 1 Attack action for those same purposes.

3) I was thinking that your fist would count as the weapon you're wielding if your hand is empty. Therefore if your fist has +1 potency, doubling rings can transfer that potency to the weapon in your other hand.


1a) I'm assuming that the Flurry of Blows action should have the Attack trait. Is this correct?
1b) If my 3 actions in a turn are Stride, Flurry of Blows, Strike, what is my multiple attack penalty on the Strike action? Is it -5 or -10?

2) Assume I am wearing handwraps of mighty fists +1 for this question.
2a) This makes all unarmed attacks (including kicks and bites) into +1 weapons, correct?

3) Assume for these questions, in addition to handwraps of mighty fists +1, I am also wearing doubling rings.
3a) Do I get the benefit of the doubling rings so long as there is an expert-quality weapon in the gold ring hand and my other hand is empty?
3b) If I am wielding a two-handed weapon do my kicks and bites still work as +1 weapons?
3c) If I am wielding a 1-handed weapon in the gold ring hand and the other hand is free, do my kicks and bites still work as +1 weapons?
3d) Is it possible to wear a magic ring on your toes and have its effect function?
3e) If the answer to 3d is yes, can I wear the iron ring on my toe and turn any expert-quality 1-handed weapon in the gold ring hand into a +1 weapon (with the usual doubling rings restrictions)?
3f) If the answers to 3d and 3e are yes, is an attack with my ringless hand +1 or not?
3g) If the answer to 3d is yes, can I wear the iron ring on my toe and turn any expert-quality 2-handed weapon into a +1 weapon (with the usual doubling rings restrictions)?


I was unable to find any ship combat sheets with the errata'd DCs, so I made one, and I thought others might find it useful: https://kvisit.com/PA/_ZUB


My apologies for the confusion:
Neutralize poison is the bonus spell you receive at level 6 Oracle if you have the Life mystery.
Mass Heal is likewise the bonus spell you receive when you reach level 16 in the Oracle class if you have taken the Life mystery.

...and Neutralize poison is not stated as a level 3 spell for Oracles - it is a level 4 Cleric spell and so I must assume it is a level 4 Oracle spell (which cannot be cast until 8th level in the Oracle class).


I am trying to build an Oracle character with the Life mystery and I noticed that the bonus spell list is slightly inconsistent with the level of spells that can be cast. Specifically:
The level 6 bonus spell is neutralize poison (listed as a 4th level Cleric spell in the Core Rulebook and therefore is a 4th level Oracle spell), but Oracles can't cast 4th level spells until level 8.
The level 16 bonus spell is mass heal (listed as heal, mass - a 9th level spell), but Oracles can't cast 9th level spells until level 18.

So technically by the way the rules are written I will know each of these spells for two levels before I can cast them, which seems rather pointless.
Is there any other PFS-legal way to play this? For example, could I cast neutralize poison as a 3rd level spell until I reach level 8 Oracle? Is there some way to reduce the effective level of a spell; a metamagic feat that lowers the level for example?