Aasimar

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Thanks everyone.


Komoda wrote:

Umf78crs, you make a good point, but I don't think it states Two-Handed in many of the descriptions.

The Glaive, Guisarme, Halberd, Longspear and Orc Double Axe all fail to mention they are Two-Handed in their descriptions.

True the description does not list it as such. So given this it is a two handed blade and exotic, but considered martial for elves. This does not allow it to be handled as one handed in the description, so it should be a two handed weapon for both orc and elf. The elf has the advantage that he wield it as a fighter without penalty and without expending a feat to have the orc be proficient with it. Right?


"A two handed weapon is any weapon that requires two hands to use, some single bladed weapons are of this category, such as the Elven Curve Blade which is listed as an exotic two handed weapon which is a martial weapon for elves."

It is martial for elves but the write up does not call it a hand and a half like the Bastard sword and does not start the description with "this two-handed thin blade..." only that they may consider it martial, not martial and one handed. So it is either a two-handed sword like a great sword and is martial for elves and a boon to elven paladins and fighters or it is a two handed weapon in the chart, with a write up that does not define it as 2 handed or 1.5 handed like the bastard sword... so which is it??


My apologies for the first question I mis used two bladed, I meant two -handed. Sorry.


I'm not sure where you're looking, but the weapon chart in the Core Rulebook and the Paizo PRD both list the Elven Curve Blade in the two-handed section of the exotic weapons heading.

My understanding was that if there was a conflict between chart and description, that the written description trumps the chart. Hence how the argument in game began.


I have looked through all of the Pathfinder books with a listing and description, the PFSRD FAQ and went through some of the threads for the weapon: Elven Curve blade. And while all the printed descriptions do NOT list this as a two bladed weapon, all the message board talk and comments call it a two-handed weapon. Is there Errata I missed? Is this a carry-over from 3.5 that people assume it is a two-handed weapon? I want to let my players use it as a one handed weapon (as a long sword, but still exotic) but one player insists it is 2-handed. I am unsure of how to govern this one.


Dwarfakin wrote:

So some of my gamer friends posed this question. "Should you reroll initiative every round to simulate the chaos of combat?" "Not a bad idea." I responded with a happy tone in my voice.

What do you guys think? As a house rule reroll initiative every round to make combat more chaotic as it should be or leave it as is.

Also one of my GM friends rolls initiative on d10 instead of d20s. Reason behind it is for those creature and PCs that are built to be fast. I.e. A will o' wisp has an initiative of +13. If he rolls a 1 his initiative is 14 right while the full plate 9 dex tin can fighter rolls a 16 and ends up with a 15. I agree and so do other players that it makes high and low initiative more important and makes feats like improved initiative more powerful.

What do you guys think?

I've always given my players the option at the beginning when I call for initiatives. They may chose to do one roll, or roll for then next 10 rounds now. I jot down their initiatives in the excel grid through 10 rds as they call them out. However once they've chosen to roll every round they can't change back. It gave those who got a Low number like 4, on initiative in the sequence to try and better it through out the game. It doesn't really take more than 30 secs to do. I cut and paste everyone else's static numbers and run the combat.


I'd like to see...

1. not so harsh a punishment for loss of a mount vs. loss of an animal companion.
2. better structure/ organization of Advanced Race Guide... it is a bit counter intuitive and has no index.
3. Flexibility with the arch types...
4. More/better magic items for the base classes... alchemists sort of get shafted right now.
5. A chart on multiplier stacking (charge w/lance+ crit+ spirited charge, etc) like they do with two weapon fighting.
6. A better Heighten spells feat
7. survey of possible house rules to add to potential a list or book of 'alternate rules to add'. (like spell words)
8. Make Hero points part of the main game.


I seem to not be able to get a thread started on the messageboards. There is no start thread button... what am I missing or doing incorrectly. There is a flatten option, that I don't understand either.

Colleen


Eizenfaust wrote:
williamoak wrote:
Personally, I've homeruled quickdraw (and similar effects, like samurai weapon expertise) allow instant sheathing & drawing. I have not seen serious balance problems, and it allows my "sword-saint" player to actually get some use out of iaijutsu strike.
This is exactly why I am asking about this. I am playing a Sword Saint samurai and was wanting to know if there were ways to "quick sheathe" a weapon.

I suggest an item that works like Gloves of storing (or is), where retrieving and storing is a free action. "A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove’s effect is suppressed or dispelled, the stored item appears instantly."

Ideally if your samurai is a sword and board dude... sword in one glove and shield in the other. I find many of my players work to get this item for two weapon wielders as well. However it works for the magic users with a need for a wand, potion, bonded item or rod too. No Feat slot used up just some gold.


I must say I am very impressed with the spell plagues. Finally some flavor for wizardly 'critical fails'. I have not explored the word spells yet but can't wait to see how they would fit. Excellent job. And thanks again.