dcollins
Explorer
Main FAQ additions, version 05082003 (now 66 pages):
(1) Metamagiced spells in a spell storage items (wand) require the higher spell level.
(2) Heightened spells can be used to bypass a minor globe of invulnerability.
(3) Heightened spells can be used effectively with Improved Counterspell (and counterspelling ignores the counterspell's casting time).
(4) All crossbows require both hands to reload, or alternatively can be loaded single-handed with an additional full-round action.
(5) A table suggesting how many additional (likely throwing) weapons can be held ready in an off-hand (can't be used to attack with that way).
(6) Per #5, picking up multiple weapons at once would be a full-round action.
(7) A "sun blade" does not allow critical hits or sneak attacks against undead.
(8) Armor/load "maximum Dexterity bonus" only applies to AC, not anything else (initiative, Reflex save, etc.) It does apply to touch attacks as normal.
(9) "Bracers of armor" provide an armor bonus, a force effect useful against incorporeal touch attacks.
(10) Incorporeal touch attacks are touch attacks that ignore (non-force) armor, natural armor, and most cover bonuses.
(11) You cannot activate a "necklace of prayer beads" with an item in the same slot (like a "periapt of wisdom").
(12) Touch attacks ignore armor and natural armor bonuses (including enhancement which increases same), but everything else applies.
(13) Sneak attacks while charging are allowed. Charging with a lance does not double sneak attack damage dice.
(14) You can get and provide flanking with a reach weapon but not a ranged weapon.
(15) Only allies your enemy can see provide you with a flanking bonus. (Hence, the blind cannot be flanked.)
(16) Any concealment miss chance spoils sneak attacks. "True strike" overcomes this. Other miss chances do not spoil sneak attacks.
(17) Melee attacks against grapplers don't have a chance to hit the wrong target. Many DMs do this as a house rule.
(18) In a grapple, a failed attacker grapple check does not end the grapple (does not release hold on defender).
(19) Concentration on a spell cannot be regained after it's lost. A "haste" action can be used for concentration and another standard action taken as well.
(20) A spell defender with all 3 protections applies in the following order: spell resistance, then decision of "rod of absorption" and "spell turning".
Sword & Fist FAQ additions, version 05082003:
(21) Order of the Bow Initiate "close combat" ability not applicable for AOOs or flanking.
Opinion/Editiorial
Many of these items are common knowledge already, or explicit in the rulebooks, to the point where I felt a bit foolish writing all of them up (especially #1-2 and 8-12), but that's what's in there.
Items where the Sage seems to be suggesting or introducing new rules include: #4, #5, #6 and maybe #17.
#15 has proven to be at least partly controversial, per this thread: http://enworld.cyberstreet.com/showthread.php?s=&threadid=52192 There's certainly no basis in the rulebooks for that ruling, but the alternative is not great either -- it seems like the options are either (a) invisible PCs never flank or (b) you've got to keep track of who actually attacked a target for flanking purposes.
(1) Metamagiced spells in a spell storage items (wand) require the higher spell level.
(2) Heightened spells can be used to bypass a minor globe of invulnerability.
(3) Heightened spells can be used effectively with Improved Counterspell (and counterspelling ignores the counterspell's casting time).
(4) All crossbows require both hands to reload, or alternatively can be loaded single-handed with an additional full-round action.
(5) A table suggesting how many additional (likely throwing) weapons can be held ready in an off-hand (can't be used to attack with that way).
(6) Per #5, picking up multiple weapons at once would be a full-round action.
(7) A "sun blade" does not allow critical hits or sneak attacks against undead.
(8) Armor/load "maximum Dexterity bonus" only applies to AC, not anything else (initiative, Reflex save, etc.) It does apply to touch attacks as normal.
(9) "Bracers of armor" provide an armor bonus, a force effect useful against incorporeal touch attacks.
(10) Incorporeal touch attacks are touch attacks that ignore (non-force) armor, natural armor, and most cover bonuses.
(11) You cannot activate a "necklace of prayer beads" with an item in the same slot (like a "periapt of wisdom").
(12) Touch attacks ignore armor and natural armor bonuses (including enhancement which increases same), but everything else applies.
(13) Sneak attacks while charging are allowed. Charging with a lance does not double sneak attack damage dice.
(14) You can get and provide flanking with a reach weapon but not a ranged weapon.
(15) Only allies your enemy can see provide you with a flanking bonus. (Hence, the blind cannot be flanked.)
(16) Any concealment miss chance spoils sneak attacks. "True strike" overcomes this. Other miss chances do not spoil sneak attacks.
(17) Melee attacks against grapplers don't have a chance to hit the wrong target. Many DMs do this as a house rule.
(18) In a grapple, a failed attacker grapple check does not end the grapple (does not release hold on defender).
(19) Concentration on a spell cannot be regained after it's lost. A "haste" action can be used for concentration and another standard action taken as well.
(20) A spell defender with all 3 protections applies in the following order: spell resistance, then decision of "rod of absorption" and "spell turning".
Sword & Fist FAQ additions, version 05082003:
(21) Order of the Bow Initiate "close combat" ability not applicable for AOOs or flanking.
Opinion/Editiorial
Many of these items are common knowledge already, or explicit in the rulebooks, to the point where I felt a bit foolish writing all of them up (especially #1-2 and 8-12), but that's what's in there.
Items where the Sage seems to be suggesting or introducing new rules include: #4, #5, #6 and maybe #17.
#15 has proven to be at least partly controversial, per this thread: http://enworld.cyberstreet.com/showthread.php?s=&threadid=52192 There's certainly no basis in the rulebooks for that ruling, but the alternative is not great either -- it seems like the options are either (a) invisible PCs never flank or (b) you've got to keep track of who actually attacked a target for flanking purposes.