Tweezer |
Aside from scratching your hindside.
In all seriousness, though, the fourth level witch Feat reads:
"You can etch your claws with runes with the same cost and restrictions as etching runes onto handwraps of mighty blows; runes etched onto your claws apply to both hands but not to other unarmed attacks."
My question is, what is the point?
As far as I understood Handwraps of Mighty Blows, runes scratched into them affect any unarmed attack, including the Goblin Bite, Feral Claws, Lizard's Tail and any roundhouse kick a monk might do, so it would stand to reason they would also affect the witches claws.
I do get the flavor choice of etching runes on your Nails, but I have a hard time understanding Why it won't be allowed to transfer to a Dragon kick for a Witch/Monk multiclass?
... or maybe I misunderstood Handwraps in the first place, in which case I would love to be corrected.
Tweezer |
You free up your gloves slot if you want to wear something else, but more importantly you can combine a Strike with a hex at melee range if for some reason you wanted to. Spellstrike of a sort.
Maybe I haven't read up on it enough, but didn't they go away with the "slots" idead, meaning you could potentially wear a pair of gloves along with handwraps, as long as you invest both.
Apoarently I should get used to reading the entire Feat description before I post. I completely missed the spellstrike component
shroudb |
Xenocrat wrote:You free up your gloves slot if you want to wear something else, but more importantly you can combine a Strike with a hex at melee range if for some reason you wanted to. Spellstrike of a sort.Maybe I haven't read up on it enough, but didn't they go away with the "slots" idead, meaning you could potentially wear a pair of gloves along with handwraps, as long as you invest both.
Apoarently I should get used to reading the entire Feat description before I post. I completely missed the spellstrike component
yes and no.
you can wear multiple magical items, as long as there's "physical space" for them.
in order to show those "physical spaces" they specify in the usage if it's "worn" or "worn x". You can't repeat a "x".
So, while you can wear as many rings as you want (usage: worn), you can't wear 2 hats or 2 gloves.
Handwraps are "Usage: worn gloves", so you can't combine them, as an example, with healer's gloves, which are also "Usage: worn gloves".
Lightning Raven |
Xenocrat wrote:You free up your gloves slot if you want to wear something else, but more importantly you can combine a Strike with a hex at melee range if for some reason you wanted to. Spellstrike of a sort.Maybe I haven't read up on it enough, but didn't they go away with the "slots" idead, meaning you could potentially wear a pair of gloves along with handwraps, as long as you invest both.
Apoarently I should get used to reading the entire Feat description before I post. I completely missed the spellstrike component
The imperative rule is that common sense and logic should apply, so two gloves is entirely within reason if your GM thinks it's fine. Otherwise, I think wearing two pairs of gloves might fall under the category of restrictions.
shroudb |
Tweezer wrote:The imperative rule is that common sense and logic should apply, so two gloves is entirely within reason if your GM thinks it's fine. Otherwise, I think wearing two pairs of gloves might fall under the category of restrictions.Xenocrat wrote:You free up your gloves slot if you want to wear something else, but more importantly you can combine a Strike with a hex at melee range if for some reason you wanted to. Spellstrike of a sort.Maybe I haven't read up on it enough, but didn't they go away with the "slots" idead, meaning you could potentially wear a pair of gloves along with handwraps, as long as you invest both.
Apoarently I should get used to reading the entire Feat description before I post. I completely missed the spellstrike component
there is actually pretty clear rule text covering this. No need for GM arbitation. Each worn item clearly states if it's Usage: Worn (you can have as many as you want) or Usage: Worn X (you can only have 1 X)
An item that needs to be worn to function lists “worn”
as its usage. This is followed by another word if the
character is limited to only one of that type of item. For
instance, a character can wear any number of rings, so the
entry for a ring would list only “worn.” However, if the
Usage entry were “worn cloak,” then a character couldn’t
wear another cloak on top of that one.
Lightning Raven |
Lightning Raven wrote:Tweezer wrote:The imperative rule is that common sense and logic should apply, so two gloves is entirely within reason if your GM thinks it's fine. Otherwise, I think wearing two pairs of gloves might fall under the category of restrictions.Xenocrat wrote:You free up your gloves slot if you want to wear something else, but more importantly you can combine a Strike with a hex at melee range if for some reason you wanted to. Spellstrike of a sort.Maybe I haven't read up on it enough, but didn't they go away with the "slots" idead, meaning you could potentially wear a pair of gloves along with handwraps, as long as you invest both.
Apoarently I should get used to reading the entire Feat description before I post. I completely missed the spellstrike component
there is actually pretty clear rule text covering this. No need for GM arbitation. Each worn item clearly states if it's Usage: Worn (you can have as many as you want) or Usage: Worn X (you can only have 1 X)
Quote:An item that needs to be worn to function lists “worn”
as its usage. This is followed by another word if the
character is limited to only one of that type of item. For
instance, a character can wear any number of rings, so the
entry for a ring would list only “worn.” However, if the
Usage entry were “worn cloak,” then a character couldn’t
wear another cloak on top of that one.
I was going off from one of Paizo's streams, but it's great to have it laid out clearly. Saves from a lot of unnecessary argument.