Sable Company Elite Marine

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Organized Play Member. 38 posts (71 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters.


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What i want to know is how can you enchant your devastating infusion...? Does mighty fists affect it? How about kinetic blade/whip? Greater magic weapon spell?

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I have 3 questions about item mastery feats:
1. It should be assumed but lets spell it out now... Can you use magic ammo to produce effects?
2. What if you multiclass? Does your base fort save from all classes get used? Thats pretty exploitable...
3. What about temporary magic items? For example can i use occultist legacy weapon ability to produce a suitable item on demand?

Id like answers from officials if i can get em... Please dont debate rules here... Give your opinion and perhaps a rules quote to back it up.

Feel free to nail that faq button!

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Molten Dragon is actually 27 feet tall and has 13 eyes in a figure eight around his left buttcheek!

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I personally like a zest for battle combined with desperate battler.

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Magus. I love it but.... Being able to enchant your weapon cast a spell and full attack all in one round is too good... At least make it a move action for one of them!

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1 person marked this as FAQ candidate.

Crossblooded sorcerer does not state anywhere what it modifies or replaces at all! Therefor anyone that claims the RAW states one thing or the other is wrong. It is undefined.
The devs have made an arguement that getting a second bloodline arcana is modifying the ability... As well as additional class skills could be reasoned similiarly.
Tattooed sorcerer does not interfere with class skills or bloodline arcana and everything else is optional so at the moment they are compatible.

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And? In the example is it +1 or +2?
Not to mention the gaining stacking things at different rates....

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If 2 classes grant the same class feature and say their levels stack, what happens when the class feature is gained at a higher level?
For example: aldori swordlord fighter archetype gets defensive parry at 3. Every 4 levels after 3rd it gets +1. aldori swordlord PrC also gets defensive flurry at 3rd and also gets +1 per 4 levels after 3rd.
Do you count the "after 3rd" twice? Does the class feature advance at all until you have it with both classes? Do you just add levels together and then add +1 per 4 after 3rd?
In this case would a 6th level fighter/1 swordlord get +1 at 3rd and 7th?
What happens when the classes give the same feature at different rates? For example one class gives +1 per 4 levels and one gives +1 per 5 levels but the levels stack?
This is for society play so "as your gm calls it" is not a valid answer.
Thanks for any help.

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Anyone else? This is one of those circumstances where nothing says I CANT and nothing says I CAN.

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Andrew R wrote:
It violates the basic idea of 2 weapon and comes off as cheese. why do people feel the need to see how far they can push things? One handed and light weapons are the clear intent so why keep looking for more? Is the next step going to be "can i weapon cord 2 greatswords and make an attack then dropit and attack with the other as TWF?"

ooh thats a good idea! Im gonna use that! XD

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Firsr things first: is it possible to have specialty armors in barding form? Like celestial armor?
The important part of the subject: can I wear magic armor for my normal druid form and when wildshaped put barding on? Since the armor stops giving AC bonus and melds into the form. Can I wear magic barding or is this a magic item slot conflict? Can I wear nonmagic barding? Does effects like fire resist on the melded armor keep working wild shaped? Would armoring bracers work with magic armor on but melded into my form?
I cant afford the wild shape armor effect to keep armor in other forms, and in the middle of combat sometimes I have to change to cast or use an item. Its a pain having AC 11 in those times...

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Hillarity?

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Well... It would be pretty funny for my lion druid to elbow drop someone in lion form XD

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I... Dont understand what you just said...
Im asking if someone that has limbs that all have claws can make normal unarmed strikes at all?

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So by your explination... A monster.. Like a giant... or a lizardman... With levels of monk cannot make use of their unarmed strike... Because their limbs are natural weapons?

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I have a related quuestion: can one ignore a natural weapons normal qualities and use it as a normal unarmed strike? Like IUSing with a tail or claw doing your IUS damage?

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Was rending claws meant to get 1.5 str too?

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Ok...lets make this easy to understand and show some examples...
Bound by rope can be broken out from using escape artist or CMB.
Pinned can be broken by escape artist and CMB.
Bound creatures can only take mental actions or attempt to escape.
Pinned creatures can only take mental actions or attempt to escape.
Bound creatures dex is NOT 0 for purpose of escape artist checks.
PInned creatures dex is NOT 0 for making escape artist checks.
Bound creatures dex is considered 0 for AC against creatures attacking them.
Pinned creatures... Its reasonable to conclude that their dex is considered 0 for AC against outside attackers.
The differences are that a ropes grip will never slip or weaken or tire whereas a grapplers grip might. The grappler also can adapt position to hold his target where a rope can therefor the pinned target has reduced dex making maintain checks easier and escape artist checks harder.
Conclusion: when the target hasnt escaped the pin they are helpless, but not to their grappler.

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I cant believe I have to ask this... Can somebody quote me a rule defining energy damage? Im simply trying to use my sorcerer elemental bloodline arcana on magic missile and my DM says it only applies to fire cold elec sonic and acid damage.

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Eridan wrote:

It is an item for interesting character ideas in the same way as the belt weapon (dont know the name .. a belt that you can transform into a slashing weapon).

Touch attacks .. all touch attacks are spells, SU or SLA. So metamagic and a few feats are the only posibility to enhance touch attacks. What kind of touch attack are you talking about?

Metamagic .. no way to enhance scrolls with metamagic feats/abilities.

talking about produce flame, flame blade, and domain damage touches...

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Then what would be the point of this item? So we can pay 1000g for a light shield that takes up 2 item slots?

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That first answer... You misunderstand the question. The question is if you can use flurry or 2handed weapons with a shield cloak? Not if you can flurry with 2hander XD

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Can a monk use a shield cloak and still flurry? What about use 2handed weapons? It doesnt seem like it but that move action is only needed once like readying a shield right?

What kinds of items or feats can amplify my touch attack damage? Not counting metamagics.

Can one use a metamagic rod or other free meta ability on a scroll?

Ring of spell knowledge: does the ring need to consume the written source/be hit by the spell witnessed/have the spell cast into it? Or is it kinda a recorder/roadmap? What kind of action is it to have the ring learn a spell?

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Ok.... Rays ARE weapons. Period. As are touches and manifested spell effects and unarmmed strikes and teeth and claws etc. and anything needing an attack roll. They are just not necessarily MANUFACTURED weapons which can be sundered and disarmmed etc.
Any spell that can be cast on ones natural weapons can be cast on a ray.
Funky but its more work to undo or make exceptions on the rule than it is to just allow wierd cases.

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im just wanting to know if the cloak of the manta ray gets the stated numbers of the spell for beast shape 2 and if the natural armor bonus stacks/overrides those of beast shape?

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Gear wrote:
Is it okay to start calling common sense, rare sense?

+1

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http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm

I just checked and this whole section is all cut&paste word for word from the 3.5 book.
This is CLEARLY one of those past edition artifacts that got looked over for editing.

@littlehewy
it says on that same page of the CRB that part about line of effect determining what you can target with spells. Read the description of a tower shield for a minute... it makes no sense unless you change that and to or in the first line of aiming a spell.

Shield, Tower

This massive wooden shield is nearly as tall as you are.

Benefit: In most situations, a tower shield provides the indicated shield bonus to your Armor Class. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.

When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield's encumbrance.

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concerro wrote:
The way the game works is that you can't target someone with total concealment, and being invisible grants total concealment.

Total Concealment: If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.

where does it say that?

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Aiming a Spell

You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.

Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

If the target of a spell is yourself (the Target line of the spell description includes “You”), you do not receive a saving throw, and spell resistance does not apply. The saving throw and spell resistance lines are omitted from such spells.

Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it isn't your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.

Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.

Effect: Some spells create or summon things rather than affecting things that are already present.

You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile, after it appears it can move regardless of the spell's range.

Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don't have to see the creature you're trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature at which you're aiming.

If a ray spell has a duration, it's the duration of the effect that the ray causes, not the length of time the ray itself persists.

If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.

Spread: Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you can't see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect (see below) to all portions of the effect.
SpellAreas

Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.

Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.

You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell's area, anything within that square is within the spell's area. If the spell's area only touches the near edge of a square, however, anything within that square is unaffected by the spell.

Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.

A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.

Cone, Cylinder, Line, or Sphere: Most spells that affect an area have a particular shape.

A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won't go around corners.

When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area.

A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes.

A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.

Creatures: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape.

Many spells affect “living creatures,” which means all creatures other than constructs and undead. Creatures in the spell's area that are not of the appropriate type do not count against the creatures affected.

Objects: A spell with this kind of area affects objects within an area you select (as Creatures, but affecting objects instead).

Other: A spell can have a unique area, as defined in its description.

(S) Shapeable: If an area or effect entry ends with “(S),” you can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.

Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).

An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect.

The whole page copied directly from the book. That line spells part is waaay not part of the line of effect thing. Line of effect simply means there cant be anything solid in between you and the target. the part about specifically being able to single out a target should be an OR instead of an AND, as if you can see it and touch it to designate then that last line is redundant.

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concerro wrote:

The way the game works is that you can't target someone with total concealment, and being invisible grants total concealment.

Quote:

Aiming a Spell

You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.

Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

and that directly conflicts with this.

so which is it? when does one apply and when does the other apply? is this term just there no reason?

Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

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Flame blade doesnt even have a target line in the description... But if it did what would it be?

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oooh I getcha now!

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but... UMD is cha based... what am I missing? does this somehow make UMD in-class for monk?

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the only other thing that would come close was bladebound magus. If there were some other way to get more magus pool in the BB it wouldnt be bad... I was originally gonna use elemental fist and a ki focus weapon but flame blade is much better duration and touch attack. Im not concerned about strength bonus as I have none XD

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low level game... I can get flame blade much earlier than a +5 weapon.

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hmmm grick brings up a question... does double slice apply to 2ndary natural attacks?

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perfectly reasonable to me! as long as im able to block natural weapons as well. thanks.

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Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.

I had been thinking this allows you to negate 1 melee attack of any kind but a friend pointed out to me that it uses the word "weapon" but it is unclear... does this affect only weapon attacks? Does improved unarmed count as a weapon? What about natural weapons?