| Saint Bernard |
How long does weapon surge last? There is not stated duration so I am assuming it last only one round.
Quote:
Holding your weapon aloft, you fill it with divine energy. On
your next Strike with that weapon before the start of your
next turn, you gain a +1 status bonus to the attack roll and the
weapon deals an additional die of damage. If the weapon has
a striking rune, this instead increases the number of dice from
the striking rune by 1 (to a maximum of 3 extra weapon dice).
If the target weapon leaves your possession, weapon
surge immediately ends
Thanks
rainzax
|
Hello!
Unclear from above...
Q) Can I cast Weapon Surge during my Daily Preparations, then Refocus, and keep it "pre-charged" for my next Encounter, starting that Encounter with a full set of Focus Points?
Q) And similarly, between Encounters, all day long, via Refocus / Cast / Refocus?
=)
Domain: zeal
Cast: [one-action] somatic
Range: touch; Targets: 1 weapon you're wielding
Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice).
If the target weapon leaves your possession, weapon surge immediately ends.
rainzax
|
That is one assumption, yes.
"Turn" seems to be defined explicitly in the context of "Encounter Mode"
When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others’ turns.
And with "Playing the Game" divided into 3 explicit Modes - only one of which using the specific game terms "Turns" - it could follow that yes, you can indeed save your "charge" for your next Turn which occurs during the next Encounter!
The Raven Black
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That is one assumption, yes.
"Turn" seems to be defined explicitly in the context of "Encounter Mode"
** spoiler omitted **
And with "Playing the Game" divided into 3 explicit Modes - only one of which using the specific game terms "Turns" - it could follow that yes, you can indeed save your "charge" for your next Turn which occurs during the next Encounter!
Expect the vast majority of GMs to say No.
It lasts less than 6 seconds when fighting. Why would it last longer in other circumstances ?
The modes are for ease of playing the game. Not to try and abuse the RAW.
rainzax
|
Also casting the spell takes one single Action. IIRC those are also only available in Encounter mode, just like Turn.
Can you apply a poison out on Encounter mode, then?
Those also use action symbols in their entries.
Example: Giant Centipede Venom
Item 1
[Alchemical] [Consumable] [Injury] [Poison]
Source: Core Rulebook pg. 551 4.0
Price: 4 gp
Usage held in 2 hands; Bulk L
Activate: [two-actions] Interact
Giant centipede venom causes severe muscle stiffness.
Saving Throw DC 17 Fortitude;
Maximum Duration 6 rounds;
Stage 1 1d6 poison damage (1 round);
Stage 2 1d8 poison damage and flat-footed (1 round);
Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)
Cordell Kintner
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| 3 people marked this as a favorite. |
You can use actions out of encounter mode, and anything that lasts "one turn" will not last until you enter an encounter, it will last at most 6 seconds.
Trying to argue rules like that is bad faith interpretations of the rules. The GM is the final arbiter of what's allowed in their games, so if your GM agrees with you, great, but in this forum we don't really like it when people try to rules lawyer stuff to get us to agree, just so they can strong arm their GM into allowing things that are not RAW or RAI.
The rules are not a legal document. It's supposed to be read casually, and if something is unclear you should work with your GM on how it should be clarified for your table.
Yes you can pre-poison your weapons, it's very common in game and in real life. The poison lasts 6 rounds when it affects a target. Until then it's just some oil or paste that is coating the weapon, and is essentially inert until it enters the bloodstream of a creature.
| breithauptclan |
It is a bit tricky because rounds and turns aren't defined outside of encounter mode.
It is easy to say it only lasts 6 seconds until we get to Familiars and rule them the same way. Having Familiars only have a 6 second memory for following commands causes a lot of problems.
It certainly wouldn't last for 'as long as you want it to'. That is indeed a very bad faith reading of the rules.
I could see a scenario where the player characters have stealth/scouted a group of enemies that they are trying to ambush and allowing them to cast Weapon Surge immediately pre-combat and letting it last through the end of their first turn of combat - even if that ends up being canonically more than 6 seconds due to narrative description of the start of combat.
I wouldn't allow casting the spell during daily preparations and then allowing it to last until the first round of the first combat however many hours later that ends up being.