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I'm pondering picking up a Shadowcraft weapon for my Bolt Ace / Crossbowman Kobold, and I'm wondering what the rulings might be on such a weapon with respect to Antimagic Field, and by that same token, what effects the AMF (Antimagic Field) would have on similarly magic-produced ammunitions.
https://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/s hadowcraft-weapon/
Blood of Shadows wrote: Each shadowcraft weapon is designed with a base type (melee or ranged) and handedness (one-handed or two-handed for ranged weapons, and light, one-handed, or two-handed for melee weapons). Ranged shadowcraft weapons that use ammunition create their own projectiles out of shadow, but they can be loaded with and fire other types of ammunition, as well.
The wielder of a shadowcraft weapon can alter the weapon’s shape as a standard action simply by picturing the form she wishes it to assume. A shadowcraft weapon can assume the form of any masterwork weapon that shares its type and handedness, regardless of its categorization as simple, martial, or exotic.
1) For this, what happens if a Shadowcraft weapon enters an AMF? Would it lose its shape, or be stuck in its current shape?
https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/endless-ammunition/
Ultimate Equipment wrote: Each time an endless ammunition weapon is nocked, a single non-magical arrow or bolt is spontaneously created by the magic, so the weapon’s wielder never needs to load the weapon with ammunition. https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon- special-abilities/shadowshooting/
Blood of Shadows wrote: A shadowshooting weapon never needs to be reloaded; after a shot is fired, this smoke immediately coalesces into the ammunition required to fire the weapon again. This doesn’t prevent a shadowshooting weapon from firing ordinary projectiles appropriate to the weapon.
Ammunition created by this ability is only quasi-real
These two state that the weapon creates its own ammunition, as does Shadowcraft above. Endless Ammunition specifically creates non-magical ammunition for its weapon type, while Shadowcraft and Shadowshooting make 'quasi-real' ammunition.
2) When fired into an AMF, would the ammunition simply vanish? Would only Endless Ammunition work since they are explicitly non-magical, even though they're generated through a conjuration effect? Or would they simply continue to function without any enhancements, and in the two Shadow weapons' cases, deal minimum damage?
3) As an aside, Endless Ammunition says it works on crossbows and bows, but only says it creates bolts and arrows. Is this just an oversight, or would it not create Sling bullets for a Dwarven Pelletbow, which is a crossbow that fires Sling bullets?
https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/pelletbow-dw arven-heavy/
Heroes from the Fringe wrote: The dwarven pelletbow is a crossbowlike weapon that is loaded with and fires sling bullets rather than bolts.

I'm currently running a soulknife that's using the Augmented Blade archetype and will soon be taking the Strategos prestige class. Due to the interaction between the class features, I came up to something of a quandary: What happens with the ammunition?
Specifically the interaction is between Psicrystal Augment from Augmented Blade and Bladed Collective from Stategos.
Psionics Augmented Compilation 2, page 22 wrote: Psicrystal Augment
At 1st level, the augmented blade learns how to attach her psicrystal to a weapon and cause it to bond to the item as a move action (reclaiming the psicrystal is a free action). Some weapons become covered in a thin sheen of crystal, for other augmented blades the entire weapon becomes psychic energy - the result is the same regardless of the cosmetic appearance.
Once bonded, this psicrystal augmentation allows for the bonded weapon to be used with blade skills and is treated as a masterwork item when augmented.
Weapons created through temporary means (such as the call weaponry power, or the flame blade spell) may not be bonded with the augmented blade’s psicrystal due to their ephemeral nature.
If the augmented blade is ever separated from her weapon (or an item augmented by her psicrystal), the psicrystal stays with that object(s) as long as the item stays within range of the augmented blade and his telepathic link (one mile) with the psicrystal. At any time, the augmented blade can cause the psicrystal to abandon them item as a free action within that range
and command her psicrystal as normal.
Starting at 3rd level, the bonded weapon gains a cumulative +1 enhancement bonus that increases every odd level thereafter that they may spend on an actual enhancement bonus or on weapon special abilities. An augmented blade’s level determines her maximum enhancement bonus (see Table: The Soulknife as per the enhanced mind blade class feature for melee weapons or see Table: The Soulbolt as per the enhanced soul bolt class feature for ranged weapons). The augmented blade may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. This overrides any magical or psionic enhancements that may already be on this weapon, but the weapon retains any material or masterwork bonuses it may have. An augmented blade can choose any combination of weapon special abilities and/ or enhancement bonus for attack and damage rolls before assigning any special abilities each time that the augmented blade uses this ability. This replaces the Form Mind Blade and Enhanced Mind Blade class features, but counts as Form Mind Blade and Enhanced Mind Blade for prerequisites or requirements.
Psionics Augmented Compilation 2, page 51 wrote: Bladed Collective
2nd level, the strategos is capable of manifesting his mind blade through his collective - striking from unexpected angles or lending his mind blade to his collective. As a standard action the strategos may manifest a mind blade in the square of an ally in his collective and attack as if he were standing in that position. This mind blade dissipates after the attack. This attack may be combined with other abilities that augment attacks, such as psychic strike damage, feats, martial maneuvers or other such abilities.[...]
It is further clarified how Augmented Blade and Bladed Collective interact here
Psionics Augmented Compilation 2, page 50 wrote: Exotic Soulknives with Bladed Collectives
For soulknives with more exotic forms of mind blades (augmented blades, deadly fists, feral hearts, psychic armories, and rage blades), mind blades that are delivered from the collective function as followed. Augmented blades lend small fractions of their psicrystals that form either ghostly versions of the weapon used by the soulknife or lend their psicrystal in tiny fragments to their allies to enhance their own weapons as if the augmented blade had used their weapon augmentation on it. Deadly fists and feral hearts simply lend their natural weapons to their allies or create phantom claws or fists to attack enemies. Psychic armories direct weapons from their panoply to be used by their allies or manifest weapons around their allies to attack. Rage blades cannot share their wrath augments or their rage blades at all—they can only share their normal mind blades due to the possible psychic pollution that could come from sharing their rage.
Between these two abilities, I would be able to make any weapon a mind blade and use it to attack from a collective member's space.
However, if I apply this to a bow or other ammunition-using weapon, a slight issue arises. The ammunition itself is indirectly augmented by the basic property of magical ranged weapons.
There are 3 possible interpretations here, as far as I can see:
Copies of both the weapon and the ammunition appear to attack from an ally's space via Bladed Collective.
A copy of the weapon appears but you consume one of your ammunition as if attacking normally. [This seems like the most balanced option.]
A copy of the weapon appears, but has no ammunition since the ammunition, despite being bestowed with the magical properties of the weapon, is not itself a mind blade.
Anyone have any thoughts over which is likely to be the RAI?
JiaYou wrote: If he still is hesitant, bring up that Hydraulic Push/Torrent suddenly makes water able to perform bull rushes, despite nothing in the general descriptions of water mentioning this ability :D I get what you're getting at there but that's kind of an apples to oranges thing. It's a magical bull rush with the flavor of it being water doing the pushing, rather than bestowing water with a new ability, y'know?

My GM and I are trying to figure out the most accurate ruling for this interaction, and have yet to come to a complete agreement. As it stands we're both on the fence, though I am on one side and he is on the other. Here's the breakdown of the issue:
1) The Dueling weapon ability is as follows:
PS Field Guide wrote: A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally. The section which describes which maneuvers apply to this ability seems to be there for clarification purposes rather than defining limitations. You can trip, disarm, reposition, or perform some dirty tricks with a weapon, whereas your weapon doesn't typically come into play during bull rush, grapple, overrun, drag, or steal maneuvers.
This post by Sean K Reynolds elaborates on using weapons to perform maneuvers, including giving an example of applying weapon bonuses to maneuvers that normally do not gain them.
Then we get to Greater Whip Mastery, with the following text:
Ultimate Combat wrote: Benefit: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes. With this, you are able to perform grapple maneuvers using the whip. To me, this fulfills the condition of 'a combat maneuver using the weapon only', and should gain the luck bonus. My GM disagrees, because Dueling specifies which maneuvers can and cannot gain this bonus. My GM's verdict is a soft no at the moment, pending review. Any thoughts?

There appear to be no end to the number of posts about Dueling weapons in this thread, but as the question I've got hasn't been touched on, I'll ask anyways!
The Dueling weapon property from the PFSG is as follows:
A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.
It states that it adds 2x the enhancement bonus of the weapon as a luck bonus on CMB and CMD for weapon-only maneuvers, but then goes on to list the maneuvers to which it applies. So far so good, since weapons don't normally apply to overrun or grapple.
However, the drag portion comes into issue when you reference this post by Sean K Reynolds https://paizo.com/community/blog/v5748dyo5lcom?Combat-Maneuvers-and-Weapon- Special-Features
Now here come my questions.
1) A trip weapon can be used to drag and reposition, and gains the enhancement bonuses to attack rolls on its CMB. Does a drag attempt with such a weapon also gain the benefits of the Dueling property for Drag attempts made by the wielder?
Then we get to the Greater Whip Mastery feat, with the following text:
Benefit: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes.
2) Would the wielder of a Dueling Whip with the Greater Whip Mastery feat gain the luck bonus on grapple maneuvers made with the whip?
Halfling Barbarian wrote: Lances have a special rule that allows them to be used in one hand while mounted. This changes them into a one handed weapon for all intents and purposes as near as I can tell. Why is he trying to geek something that's already a very powerful choice? For the sake of powergaming. He argues that a lance is a two handed weapon, and should be considered as such even when wielded with one hand, because it's the weapon itself that takes the bonuses not the wielding style.
BigNorseWolf wrote: He has to put two hands on the weapon while mounted to get the bonus. Its certainly possible. He intends to wield two lances, but get the two handed bonus.
blackbloodtroll wrote:
If he puts two hands on a one handed weapon, does he get the bonus?
Yeah, but that's listed under 'one-handed weapons' in the book so that doesn't really settle anything.
Trying to settle a debate between myself and a friend.
He plans to make use of the two-handed fighter archetype, and apply the bonuses of the class to wielding lances on horseback.
When you wield a lance on horseback with one hand, is it continued to be treated as a two handed weapon for bonuses, or is it considered to be a one handed weapon?
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