Vrock

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Really should have blocks to help people submit games that will not overlap other games and let them play as well. Not saying people cant scheduled outside the blocks but knowing there are blocks can help people plan their games accordingly instead of controlled chaos.


Dumb thought: could you then find a double weapon with each end being a different intelligent weapon? could they be different alignments?

I can see the argument over different materials because if you want one end to be cold iron and the other to be Adamantine that doesnt make both ends affect as each material. But since the enchantment doesn't magicly stop in the middle you shouldn't be able to have a +5/masterwork orc double axe.
Also this could easily get weird when your opponent decides to sunder the non-magical side of the axe and only has to beat hardness 5 and 10 hit points to sunder the weapon instead of hardness 15 and 60 hitpoints.

on spells: keen edge says: This spell makes a weapon magically keen, improving its ability to deal telling blows." So I would rule that since a double weapon IS one weapon that can be used as if fighting with two the spell would work for the entire weapon. Keen edge does not all out double weapons.
Were as the paladin ability of divine bond calls out double weapons. "These bonuses apply to only one end of a double weapon.'


I know I am late to the thread but wouldnt the double weapon have the enchantment over the whole weapon, you just have to pay double. You cant have just one side of the weapon be masterwork, the whole weapon is masterwork which is why you pay double the masterwork cost.

So the magic enhancement and enchantment bonus would be for the whole weapon, you just have to pay double since it is a double weapon.


A few things to note:

Sundering Strike says "normal damage" to creature and "normal damage" to item. "Normal damage" is not multiplied damage, ie, critical damage. So yes, after you confirm your critical you must choose if you are going to deal normal critical damage or use the feat Sundering Strike, and if your conformation roll is higher than their CMD you can use it. If not it just a critical hit. I'd even say you would gain any bonuses to sundering to that conformation roll too, like from Improved Sunder.

But yes, the way Greater Sunder reads is "Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder." So if you choose to deal normal damage to the creatures item and deal it more than its hardness and hit points in that one hit then the excess damage would transfer over to the wielder, unless you leave the item at 1 HP.


For spell range it says "Touch: You must touch a creature or object to affect it." and in effect area it says "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."

So in both is says must be able to touch and an incorporeal cant touch a corporeal object or creature. So it can't?


So tried finding in thread but coming up empty. So here is my question: can an incorporeal creature actually use a spell that requires a touch attack? From what I have found the answer would be no as they cannot physically interact with anything other that ghost touch items. And as ghost calls out "A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function." So a ghost paladin could not lay on hands to living paladin who was dying in front of them.

So is that right?


I feel dumb asking this but my group had an argument last night about the actual DC to repair a characters masterwork heavy mace. He argued it was a DC of 12 and I said it was a DC of 20.

His argument:"You can repair an item by making checks against the same DC that it took to make the item in the first place." So since the weapon is a DC 12 to make before anything else it should be a DC 12 at a cost of 62.4 gold.

My argument: since the masterwork is now a part of the item as a whole (To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. Once both the standard component and the masterwork component are completed, the masterwork item is finished.) making one item that it would be the highest DC since you must fix not only the base components but the masterwork ones, i.e. the whole item. So should be a DC 20 at 62.4 gold.

Looked high and low and couldn't find one answer that said it definitively so came here for the answer.


From combat section

Supernatural Abilities (Su): Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.

so could use it I'd think


From combat section:

Supernatural Abilities (Su): Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.

The DC for almost all special abilities is equal to 10 + 1/2 the creature's Hit Dice + a relevant ability modifier (usually Constitution or Charisma depending on the ability).