So, are there any rules governing the use of a single magical bracer/gauntlet/eyepatch/boot?
But remember, a huge creature doesn't actually take up the whole 15ft space. Just like you and I don't take up our whole 5ft space. If someone created a 5ft diameter hole under me, even with my high dexterity, I'm not sure I'd avoid it. Or even a 2.5ft. hole. It would at least leave me prone, one leg awkwardly having slipped into it.
So we all know there are feats for granting extra uses of things like Rage, Channel Energy, and Smite. You can even gain extra points of class-specific totals, like the Gunslinger's "grit" points.
But what about other class-granted abilities?
Anyone have any ideas? There as some of those, like Hand of the Acolyte, that I would love to spam.
I'm one of those annoying people who often put fluff above crunch*. ;-)
I'm making a barbaric caster.
I've come (back) to the idea of him just using improvised items that very, VERY strongly resemble the weapons I want him to appear to be using.
The 'sharding' weapon enchantment has been mentioned, as well. Fun and flavourful, but even starting at 8th level, I can't even afford one +1 sharding greataxe at 18k, as I've a 16.5k item max.
As for encumbrance, I'm not wearing any armour, and am walking around with a natural Str 21 at 8th level (17, +2 Human, +1 4th, +1 8th), and will of course have a Belt of Mighty Hurling (+2 Str), for a constant 23. 25 at 11th due to Fitness Mystery. 26 at 12th due to +1 at 12th.
So, again, tossing big jeezily weapons is purely to satisfy my mind's eye.
I still feel there should be away for characters to toss around weapons. Agreed, a feat that effectively allows you to do that with any proficient weapon is ludicrous. But, maybe a feat that allows you to do it with one? Or maybe one weapon group?
Regardless of "effectiveness," I'm interested in how to throw two-handed weapons. Or, more specifically, a greatsword, a greataxe, and a greatclub.
I don't have to do it well, but passibly would be ideal.
Proficiency in the weapons, and the Two-Handed Thrower feat seem obvious.
graystone: You're illuminating a whole can of worms, here.
I thought the Throw Anything feat would allow you to throw non-ranged weapons as if they were ranged, but with the below restrictions.
You mention the weapon being thrown keeping all its qualities. However, it does lose it's threat range and multiplier.
See also this discussion: https://rpg.stackexchange.com/questions/62915/throwing-a-weapon-as-an-impro vised-weapon/112982#112982
So, as a sorcerer, if I pick up a sharp piece of slag roughly the size of a long sword and throw it using Throw Anything, it does damage as a long sword, scores a critical hit on a natural 20, and will do x2 damage on a critical hit.
Okay munchkins, let's get this done.
1. What happens when I use the Throw Anything feat to start chucking actual weapons?
In short, find me a way to wield a weapon with my mind by early levels.
For a longer approach:
I recently watched the anime, "The Seven Deadly Sins." While the sexual harassment by the main character makes me embarrassed to admit I watched the entire thing, the story and fight sequences were entertaining.
I've been trying to recreate the idea. And the image I see in my head is of an arm-less character.
Most of the options I'm finding are usually the ability to throw (or achieve a ranged attacked) with a weapon, usually as a standard action. They usually have the restriction of having to be holding the weapon, as well. Although, for the build, I'm confident our various DMs would allow the character to activate their abilities with a weapon on their person.
So far the best course seems to be a Mindblade Magus. They cast the magus spell list as psychic spells (not requiring somatic, nor verbal, components). They can add dancingto a magic weapon using their arcane pool, but not until 9th level. [I]Dancing[/] is a bit overkill for the build, as I'm not trying to gain extra actions, just wield the weapon without holding it. Also, the manifested weapon specifically states that it vanishes if it leaves your grasp, so without hands...
Universalist Wizard has a the great 1st level ability to be able to magically throw a melee weapon (as a standard action), ~7 times/day, uses Int to modify the attack roll, and even has the weapon "instantly return." But as great as that is, it gets absolutely no better. No way to get more uses (other than upping Int), no faster use, no increasing damage.
Soulknives can throw their manifested weapons, as well, but still not wield them without holding them.
The PrC Telekinetic Weaponmaster can, by 9th level, wield a weapon telekinetically (sp?) in addition to their held weapon(s). Again, that's a while to wait for the ability, and it ends up being overkill (granting more actions).
Soooo, anyone have any other ideas? I feel like this must be the effect of a spell or psionic power, but I'm not familiar with any.
Cheers, you beautiful, geeky network.
That's the total number of actions needed to reload.
Thanks. That's exactly what I was looking for.
With four crew, crew members B, C, and D delay until after A fires. They each spend their action reloading and then A can fire again in round 2.
The CRB and Ultimate Combat contradict each other on the size of siege engines. The CRB says that a ballista takes up one square, but UC says that all siege engines are either large or huge. If a siege engine is large and takes up four squares, I doubt a large creature could wield it as a weapon.
But, "In most cases, a Large or large creature can use a siege firarm as a 2-hd firearm..."So listing a ballista as a Large-sized creature (4 squares) seems false, especially when all other weapons are listed based on their size as weapons, not as creatures.
Siege engines don't have weights so we can't use that to judge whether it would be practical for a giant to pick up and use.
We can extrapolate based on what we have, tho, using the weapon size/weight equations.A ballista is described as basically a large heavy crossbow. Larger versions, or the ballista-variants can be at least compared to a similarly-sized ballista.
We also have the culverin (i.e. hand bombard). We can size/weight that up, as well.
And, of course, there is always real-world examples from which we can draw comparisons.
Based on the damage, a bombard would be sized for a creature larger than huge.
Sorry, I mixed examples there. You are correct.
Thanks again for the response!
Example: the standard bombard requires 2 crew and has a Load time of 3 (full round actions).
So, are those 3 full round actions by each crew member of the siege engine? Or just 3 single full round actions, able to be preformed by any/all of the crew members?
Also, what if there were a crew of 3 for the standard bombard? Would that change the Load time? If it is 3 single full round actions, could a crew of 3 load the bombard in a single round?
And in terms of Aim time, is the listed amount only for a siege engine that is mounted to something? That is, what if a large creature were carrying it: would said creature still be required to use the full aim time?
This is a third party content exclusive question, so I have flagged it appropriately for being moved.
Sorry for that. New here.
If such a situation existed in the first-party Pathfinder Rules, however, I will note that you will be, say, a Fighter (Blacksnake) 3, and a Wizard (Blacksnake) 3, replacing all abilities as appropriate and likely getting redundant abilities from the archetypes.
As for the rest, thanks. Figured as much, but easier to argue when support is awarded.
Multiple archetypes within a class stack as long as they don't conflict. Of course.
What about multiple instances of the SAME archetype?
So to further the "target" argument:
The Strength domain granted power targets a creature. That creature gains all the listed enhancement bonuses.
A magical (or masterwork, for that matter) weapon would be in addition to the creature's own bonuses (regardless of source, wouldn't it?
So we all know that similarly-typed bonuses to the same ability/skill/etc. don't usually stack.
There are lots of sources of enhancement bonuses to abilities. They are typed such that they specifically don't stack. I understand. Else our characters would all be walking around with the stats of elder gods (rather than the demi- and lesser gods they usually emulate).
The Strength domain granted power, Strength Surge, also grants an enhancement bonus. However, it doesn't specifically list the Strength ability score as the target, listing instead lots of Str-related checks as the target of the bonuses.
Soooooo, who thinks this would stack with a standard casting of bull's strength?
I'm toying with the Godling classes.
Eldritch Godling wrote:
...need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority.
Generally, I'm wondering if they would gain a backdoor access to limited-access (sub-)domains.Specifically, I'm wondering if they can select the Strength (Competition) domain that usually requires the Faith Trait, Urban Acolyte, to select.