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Salamileg wrote: Shifting runes can only be etched onto melee weapons, and handwraps are not weapons. Have you read the rules from shifting i quoted?
Quote:
Handwraps of mighty blows
Property runes apply only when they would be applicable to the unarmed attack you’re using. For example, a property that must be applied to a slashing weapon wouldn’t function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.
As a "Animal Barbarian" with claw:
Can i apply "flaming rune" ( etched onto a weapon ) on claw ? No.
Can i apply "flaming rune" ( etched onto a Handwraps ) on claw? YES. It's the purpose of the example. So clearly a rune usually supposed to work on "weapon" give an unarmed character with handwraps it's benefit on unarmed attack.
Just extend this to an AC. No friendly GM interpretation needed, since it seem allowed by RAW.
thenobledrake wrote:
Doesn't the companion items rule that companions can normally only wear companion items also stop this handwrap trick from working?
Actually you made a nice point.
"Other items can qualify, at the GM's discretion, but an animal can never Activate an Item."
The part bolded, by RAW, prevent the fun on shifting :(
And that's was what i was searching.
Still can make his claw ghost touch or disruptin but that's way less cool :D

Straight to the point :
Handwraps of mighty blows
Quote:
As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons.
You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps.[..] Property runes apply only when they would be applicable to the unarmed attack you’re using. For example, a property that must be applied to a slashing weapon wouldn’t function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.
Natural attack = unarmed attacks
Quote:
The species of animal you choose is called your companion’s type. Each companion type has its own statistics. The Size entry indicates your companion’s starting size as a young animal companion. Following the size entry are the companion’s unarmed attacks.
Interacation of handwraps and animal companion
Quote: The designers all stated at Gen Con's Rules Q&A panel that striking handwraps work perfectly well on animal companions, because the die increase is not an 'item bonus'; any time you see the word "increase" or "addition", that word was specifically chosen to not be a bonus just so that it would still apply in situations like these. Of course, striking only gives a benefit to Young companions, not Mature ones, and greater striking becomes redundant once you take the Specialized Companion feat at 14th or 16th level—but major striking always benefits companions!
Source: timestamp 46:50 in https://youtu.be/sDOLDm_MUxw
SUMS UP:
Animal companion "natural attack" are "unarmed attack".
Handwraps make "Property Rune supposed to work with weapon" work with "Unarmed attack".
Here start the fun part:
SHIFTING RUNE
Quote:
With a moment of manipulation, you can shift this weapon into a different weapon with a similar form.
Activate Single Action Interact; Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.
First of all:
Q0:Can an AC use Interact action to activate the effet? Guess yes...
Q1:The AC can morph his "claw" into some similar natural attack?
Quote:
Ape - Your companion is an ape or other primate.
Melee Single Action fist, Damage 1d8 bludgeoning
Q2: The AC can morph his "claw" into some more dangerous natural attack?
Quote:
TROLL
Melee [one-action] claw +14 (agile, reach 10 feet), Damage 2d8+5 slashing Rend [one-action] claw
Q3: The AC is supposed to gain the "trait" of the new weapon? ( "Reach" in this case .. )
Q4: The AC can morph into different weapons?
Quote:
OWLBEAR
Melee [one-action] talon +14 (agile), Damage 1d10+6
Id say since as a player i can choose to morph a sword into an hammer, as an AC i can morph a claw into a talon. It's magic after all.
Q5: How a "MATURE ANIMAL COMPANIONS" damage dice interact with new form?
Troll claw : 2d8 --> ??
Owlbear talon : 1d10 --> ??
Q6. How a "Striking rune on handwraps" interact with natural attack damage if Q5 can't work?
ps. Rember that DEVS said striking handwraps work on AC
Q7. Handwraps is supposed to make no difference beetwen natural attack on a character ( fist, claw or bite ). Same works for AC? Can ac morph is bite?

Alchemical Crossbow
Quote:
This crossbow can deliver alchemically infused bolts. The strange weapon has a metal bracket mounted on the side of the stock near the lath. As an action, you can load a single lesser alchemical bomb into the bracket; this bomb must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The next three attacks made with the crossbow deal 1d6 damage of the bomb’s damage type in addition to the crossbow’s normal damage. If the second and third attacks are not all made within 1 minute of the first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the bomb and are not modified by any abilities that add to or modify a bomb’s effect.
Energy Damage
Quote:
Many spells and other magical effects deal energy damage. [..] The main types of energy damage are acid, cold, electricity, fire, and sonic. Two special types of energy damage specifically target the living and the undead. Positive damage harms only undead creatures, withering undead bodies and disrupting incorporeal undead. Negative damage saps life, damaging only living creatures.
Powerful and pure magical energy can manifest itself as force damage. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.
1) So energy damage is "Acid, cold, elec, fire, sonic, positive, negative, force". I can imbue all those damage type in my crossbow?
2) Based on that, i can't imbue "Alignment Damage", "Mental Damage" and "Poison damage" ?
Ghost Charge
Quote:
These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.
3) I know i can't use "special effect of the bombs", but i wanna understand if the bolded part is flavor or not. A crossbow infused with this "bomb" gain [1d8 positive damage]. It gain also the "Ghost Touch" property, or it's just flavor since all "incorporeal" (?) got the weakness to "Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical)"
4) All the damage is "extra damage", not a override damage. So if i do "1d8 piercing damage" + "1d8 flaming damage" a creature immune to "FIRE" ignore only the "flaming damage". A creature immune to "PIERCING" ignore only the piercing damage. The same thing apply to WEAKNESS. Right?
Precision Damage
Quote:
Precision: You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
4) A ranger can add precision damage to cantrip spell. A ranger who attack with a crossbow and deal multiple type of damage, can choose which kind of damage he increase with his "Precision Damage"?

Spiritual weapons
Quote:
The weapon’s Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.
The weapon doesn’t take up space, grant flanking, or have any other attributes a creature would. The weapon can’t make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.
Oracle Curse
Quote: Moderate Curse The strain of conflict wears upon your body, even though you gain vitality from it. Making a Strike reduces the penalty from your minor curse to –1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls. .. Oracle curse is Class Features. Class Features are feats.
So sadly it won't work.

Can a ranger with warded spell use scroll from "Primal spell list" ?
Warden Spells
Quote:
Your relationship with the world around you extends from the physical to the magical. Certain feats grant you warden spells, which are a type of focus spells. It costs 1 Focus Point (FP) to cast a focus spell. When you gain your first warden spell, you also gain a focus pool of 1 FP. You refill your focus pool during your daily preparations, and you regain 1 FP by spending 10 minutes using the Refocus activity to commune with nature.
Your warden spells are primal spells. When you first gain a warden spell, you become trained in primal spell attacks and spell DCs. Your spellcasting ability is Wisdom.
Casting a Spell from a Scroll
Quote: To Cast a Spell from a scroll, the spell must appear on your spell list. Because you’re the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal). Yes? No? To much?
Stack wrote: Jalmeri Heavenseeker dedication (from the new AP) EDIT:
HEAVEN’S THUNDER
Quote: With a loud shout, you unleash your ki in a crackling shroud of thunder and lightning that engulfs your body. Until the end of your next turn, your unarmed attacks and weapons you wield that have the monk trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level. MONASTIC ARCHER STANCE [ONE-ACTION]
Quote: You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. It's perfectly legal by RAW and..glorious.
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Thanks for all the answer.
Ssalarn wrote: You might check out some of the builds from the 101 Monk Builds thread, as there's quite a few that use the Monastic Archer options. It's gold material. Shame on me for having miss it.
Deadmanwalking wrote:
#1: Bows count as an unarmed strike, but do not change groups, and that Feat only effects weapons in the brawling group. As bows are not in the brawling group Brawling Focus has no effect on them.
#7: As shroudb notes, this ability does not actually remove a penalty to deal nonlethal damage, but a penalty to deal lethal damage, so it has no effect on most bows, which already do lethal damage.
Must agree, thx for pointing that out

Straight to the point, let's talk about this new monk stance.
Quote: MONASTIC ARCHER STANCE [ONE-ACTION]
You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn’t require a single, specific Strike.
Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master.
It's similar to MONASTIC WEAPONRY, so i guess a lot of things should work the same way.
**MONK FEAT**
1) BRAWLING FOCUS
Quote: You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained. Unarmed strike, so it's supposed to give you "critical specialization effect of bow"?
2) KI STRIKE
Quote: You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive. Unarmed strike, so can be used with bow.
3) ELEMENTAL FIST
Add elemental damage to "Ki Strike" bow attack.
4) STUNNING FIST
Quote: When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. Flurry of Blows, so works with bow.
5) MANEUVERS
Quote: the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. Quote: A "Strikes" is a specific action:
Strike is an action that has the attack trait and that
allows you to attack with a weapon you’re wielding or an
unarmed attack (such as a fist).
Grapple/Disarm/Trip action are "skill check" that use "attack trait".
Can i use those without breaking my stance?
6) ONE-INCH PUNCH [TWO-ACTIONS] OR [THREE-ACTIONS]
Quote: You put all your force into a single mighty, carefully controlled blow. Make an unarmed Strike. Should work with bows.
** Class features **
[cit] "You gain these abilities as a monk..."
7) POWERFUL FIST
Quote: Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, ... You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks. Can make non lethal attack with bow.
8) MYSTIC STRIKES/METAL STRIKES/ADAMANTINE STRIKES
Quote: Your unarmed attacks become magical/cold iron/silver/adamantine Your bow attack count as all above.
EXTRA
THE MOST IMPORTANT QUESTION
What do you think could be a nice progression for this character?
Im searching for versatility, something that can give me more option during a fight and don't lock me to a "Only ranged flurry" routine every turn. Something that could work with the "2 open action" every turn. What do you think could be a nice DEDICATION for this character?
Do your best guys! :D

Quote: SPIRITUAL WEAPONS
This weapon has a ghostly appearance and manifests as your deity’s favored weapon.
When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.
The weapon’s Strikes are melee spell attacks. [..]
No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.
The weapon doesn’t take up space, grant flanking, or have any other attributes a creature would. The weapon can’t make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.
[Bolded the part "The spiritual weapon is a weapon]
Question:
1. Does the "weapon specialization" work with spiritual weapon? It's not a "feat or a spell", but a class feature.
Quote: "You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master and 4 if you’re legendary." I got the deity's favored weapon ( sword ) and i got the "expert" in sword. Should apply the +2.
2. Does the "Curse of the Hero’s Burden" Moderate Curse boon to damage apply?
Quote: Moderate Curse:
The strain of conflict wears upon your body, even though you gain vitality from it. Making a Strike reduces the penalty from your minor curse to –1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls.
Again, the wording is "+2 status bonus to weapon damage". The spiritual weapon is considered a weapon for all purpose.
3. Since the spell call for a Strike, does it count for the battle oracle " mechanics "Each time you make a Strike, you can suspend these penalties until the start of your next turn."
TDRL:
Things like "sneak attack ( rogue ) " or "precise strike (swashbuckler)" require "Agile or finesse weapon", and spiritual weapon prevent that. Things like "power attack" and more, require action, but the action you are using is "sustain the spell" and can't be combined. Neither you can use "Magic weapon (spell)" or runes on it. All those stuff are defined. BUT by RAW seem like nothing prevent you from adding weapon specialization and a "damage generic boon".

Hi guys,
I need some clarification on this feat ( related to PFS! ):
BARGAIN HUNTER | FEAT 1 | General Skill
"You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
Im tyring to figure my option:
1. "You can Earn Income using Diplomacy".
Reading "Earn income" rules i could already use Diplomacy to Earn Income ( like i could use Religion or Acrobatics ), so this part add nothing to me.
"In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using Religion in a monastery to study old texts—but giving sermons at a church would still fall under Performance instead of Religion. You also might be able to use physical skills to make money, such as using Acrobatics to perform feats in a circus or Thievery to pick pockets. "
2. "You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. "
This is the less clear part, cause i don't see any advantage of using this option ( point at the "you can also" ).
8 days of downtime| 5cp x day | I wanna buy a 30 cp item
- Earn Income (diplomacy): 40 cp --> After 8 day, got item and 10 cp more
- Discount on item : -40 cp --> After 8 day, got item and loose 10 cp
In the worst scenario, i've lost 10 cp.
In the best, it's still useless as option cause i could have get the item with "earn money" option.
What your opinion on this?

Hi guys,
I need some clarification on this feat ( related to PFS! ):
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HARMING HANDS FEAT 1
The mordant power of your negative energy grows. When you cast harm, you roll d10s instead of d8s.
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CHANNEL SMITE [TWO-ACTIONS]FEAT 4
Cost Expend a harm or heal spell.
You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell’s damage to the Strike’s damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell.
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Channel smite got empowered by Harming Hands?
RAI i'm totally sure it's a legit mechanics.
RAW im led to think i could work for these reasons:
- "If a word or a phrase is italicized, it is describing a spell or a magic item." In the ability the "cast" word is not italicized, so it's not straight related to the mechanics of casting ( so could be read as "use/expend/burn/consume a spell" )
- In the ability, it never say you have to use the "Cast a Spell" activity. And "Cast a spell" is explicitly used to refer to the casting action ( es. REACH SPELL ). So the words "cast" and "Cast a spell" are not the same.
What do you think?

Hi guys,
I need some clarification on this feat ( related to PFS! ):
BARGAIN HUNTER | FEAT 1 | General Skill
"You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
Im tyring to figure my option:
1. "You can Earn Income using Diplomacy".
Reading "Earn income" rules i could already use Diplomacy to Earn Income ( like i could use Religion or Acrobatics ), so this part add nothing to me.
"In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using Religion in a monastery to study old texts—but giving sermons at a church would still fall under Performance instead of Religion. You also might be able to use physical skills to make money, such as using Acrobatics to perform feats in a circus or Thievery to pick pockets. "
2. "You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. "
This is the less clear part, cause i don't see any advantage of using this option ( point at the "you can also" ).
8 days of downtime| 5cp x day | I wanna buy a 30 cp item
- Earn Income (diplomacy): 40 cp --> After 8 day, got item and 10 cp more
- Discount on item : -40 cp --> After 8 day, got item and loose 10 cp
In the worst scenario, i've lost 10 cp.
In the best, it's still useless as option cause i could have get the item with "earn money" option.
Sorry for the wall of text!
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