Elvencraft Longbow + Staff Magus?


Rules Questions


I've recently started a new campaign, and I'm likely going to play a Magus going for Arcane Archer (a sort of arcane switch hitter). My GM has allowed a few limited bits of 3.5 stuff, and one of the questions I had involved the interaction of the Elvencraft weapon modification from Races of the Wild and the Staff Magus archetypes Quarterstaff Defense ability.

The Elvencraft ability allows me to treat my longbow as a quarterstaff, allowing me to attack with it in melee, and even attack interchangeably with melee and ranged attacks during a full attack. It does state specifically that the item must be enchanted as a weapon separately from the bow enhancements, but as a magus I have access to an arcane pool, which makes that not a huge issue.

So what I'm wondering is, would I get the shield bonus from my bow, since it's considered both a quarterstaff and a longbow? The only contention I can think of is that using it as a longbow means I'm not technically 'wielding' it as a quarterstaff, but wouldn't it only be a free action to shift my grip on the weapon?

Another possibly interesting usage of an Elvencraft bow would involve making it into a magic staff (such as a Staff of Fire). Since the two aspects of the weapon are enchanted separately, it seems like it would work.

Thoughts?

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

I'd say that you'd only get the shield bonus whilst wielding the bow as a staff; one could imagine that the techniques involved in using a staff defensively preclude the grip-style used when firing a bow [one on the middle, one on the string]. Since you only get one free action each round, you'd still pretty much have to decide when the best time to go staff-mode would be, so you wouldn't be getting all benefits at all times, thus balancing the setup. Best choice would be to take your shots with the bow and then switch to staff mode if it looks like you'll be in melee, then switch back when the coast is clear. Canny enemies will eventually figure out that there's a small gap in your ability to switch back and forth, and they may eventually take advantage of it, but the risk is small if you strike fast and leave no survivors!

It's really quite a clever concept, and I wholeheartedly approve! The only downside is that you will end up with one *very* valuable staff / bow after all those enchantments. Y'know, the kind of valuable that attracts roving bands of adventurers / treasure hunters. Again, less of a risk if you leave no survivors, but someone may catch on eventually.


I like it for the flexibility it gives me as an arcane switch hitter. The Quarterstaff Mastery feat I'd get for free allows me to use a quarterstaff as a one-handed weapon, letting me utilize Spell Combat/Spellstrike when an enemy ends up in melee range, with a pretty nearly seamless transition between ranged and melee attacks.

Yeah, the expensive uber staff is prime thief target, but that in itself could end up a plot point if it got stolen. As a Magus/Arcane Archer, any mundane weapon I pick up can become a fancy magic weapon anyways.


Free actions aren't limited like swift/immediate actions. The rules say "one or more" and there is a limit, basically it leaves it to the DM to decide.

As for switching back and forth, does it call it a free action? Or does it just say you can use it in the capacity as needed? If it states specifically a free action then it is without a doubt legal, at the end of your turn you pop into staff aspect to gain the benefit. If it isn't called out, it is more grey, combat is abstract and who is to say the opponent wasn't hitting you while you were trying to take a pot shot at someone else?

As the feat/archtype tree wasn't written with that weapon in mind it is one of those tough calls and you are better off talking to the DM about it. It looks legal but then it is one of those things that you would never not do, which is usually the reason to look into it further as it is "too good." I personally could see a strict DM saying you lose the shield bonus during a round when using the "bow" aspect of the weapon, which truthfully doesn't hurt you all that much. You wouldn't be using the bow aspect when the opponents are close enough to AoO on you anyways.


It doesn't specifically state it takes an action. In fact, the fact that it allows me to attack interchangeably with ranged or melee attacks in melee range (specifically stated), and means I'm always considered to threaten in melee (also specifically stated), would lead me to believe there is no action required. I was trying to un-cheese it a bit by thinking that it would be something akin to changing the grip on a weapon for things like two-handing a longsword.

Sczarni

All cheese aside, this is a really cool idea. And I wouldn't even worry about Enchanting it much beyond the initial +1/+1 for staff and bow because your arcane pool can be used to enhance "any weapon he is holding" and your Enhance Arrows ability will cover some free enhancements as well. So if someone takes away your elvencraft bow, just pick up a quarterstaff and a bow (or have them stashed away [or just stash a nonmagic elvencraft bow] or craft new ones) and go again. And you can cast spells to make up the difference. Speaking of spells, don't forget Imbue Arrow and Spellstrike!


I really wish that I could apply Spellstrike to ranged attacks. Shocking Grasp arrows would be badass. Imbue Arrow only applies to area spells, so the best I could do is get Fireball or Burning Hands on an arrow. But the flexibility to utilize my spells and weapons in a variety of ways is pretty cool. Being able to combine melee attacks, ranged attacks, AND arcane magic just seems very...elfish. I like it.


A very cool concept, reminds me of one of the scenes in Lord of the Rings where Legolas pulls out an Arrow & stabs an Orc, then knocks it & fires it at another. I wish you all the best with your character concept.


That comment makes me think of another question regarding Arcane Archers. With my arrows being treated as magical, with the Stabbing Shot feat would it be like stabbing an enemy with a magical dagger, complete with fun flaming bonuses? That could be interesting.


By RAW, I would say no, as the Arcane Archer section specifically says "When Fired" & it could also be disastrous if you used Fireball in the arrow as it would be centered 5ft from you if your GM opted to allow it. If by chance you were referring to the enhanced arrows, such as adding the flaming attribute, Again by RAW I would say no.

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