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Touch attacks and unarmed strike
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<blockquote data-quote="Tharkon" data-source="post: 5517313" data-attributes="member: 6674292"><p>EDIT: I know it's an old thread, but seeing as some things are left unanswered...</p><p></p><p></p><p></p><p>The Lich's paralyzing touch ability does not list immunity to the attack on a succesful save so additional uses of the ability (in further rounds) require a new saving throw (unless the target is already affected by the Lich's paralysis of course).</p><p></p><p></p><p></p><p>Each of these are seperate supernatural abilities require separate standard actions to use, so they can't be used at all if making a normal melee attack, since you can only take one standard action per round. The spell is allready really powerful, especially when used by an undead caster.</p><p>Furthermore, the Monk's abilities only function with specific weapons, this does not list natural weapons but lists unarmed strikes specifically. Therefore any touch attacks from the Lich, Vampire or similar templates or from spells or abilities can't be used with this. However the Lich template specifically states any existing natural weapons (like the Monk's unarmed strike) can be enhanced by 1d8+5 negative energy damage (Will save halves). But doing this requires an attack vs. the target's normal AC and no paralysis.</p><p></p><p></p><p></p><p>Maximize Spell changes variables of the spell in question, as you said it does not have any so it can't be affected by it.</p><p></p><p></p><p></p><p>You can use any one of these abilities, or any other ability or attack once per round as a standard action, which leaves you with one move-equivalent action left, unless disabled or staggered. Or forgo using any of these abilities and take a full-round action, like Flurry of Blows.</p><p></p><p>EDIT: On second thought, if you cast a spell which gives you multiple charges, like Chill Touch, then you may hold those charges and use them while making an unarmed strike or attack with a natural weapon. You attack against the Full AC and on a miss you don't lose a charge. Page 142 of the Player's Handbook. Alternatively you can cast the spell while at a distance, and then charge in on your next round. The restrictions being that you need a standard action for the spell during which you may make a touch attack or not, and another standard action (or full round action) for making attacks with the natural weapons. I guess a spell like Chill Touch works perfectly with Flurry of Blows this way (round 1: cast, then move; round 2: Flurry of Blows), but not many spells give you multiple charges. In either way you lose the charges if casting another spell. Whether these rules apply to Supernatural abilities in the same way is up to the DM I suppose.</p></blockquote><p></p>
[QUOTE="Tharkon, post: 5517313, member: 6674292"] EDIT: I know it's an old thread, but seeing as some things are left unanswered... The Lich's paralyzing touch ability does not list immunity to the attack on a succesful save so additional uses of the ability (in further rounds) require a new saving throw (unless the target is already affected by the Lich's paralysis of course). Each of these are seperate supernatural abilities require separate standard actions to use, so they can't be used at all if making a normal melee attack, since you can only take one standard action per round. The spell is allready really powerful, especially when used by an undead caster. Furthermore, the Monk's abilities only function with specific weapons, this does not list natural weapons but lists unarmed strikes specifically. Therefore any touch attacks from the Lich, Vampire or similar templates or from spells or abilities can't be used with this. However the Lich template specifically states any existing natural weapons (like the Monk's unarmed strike) can be enhanced by 1d8+5 negative energy damage (Will save halves). But doing this requires an attack vs. the target's normal AC and no paralysis. Maximize Spell changes variables of the spell in question, as you said it does not have any so it can't be affected by it. You can use any one of these abilities, or any other ability or attack once per round as a standard action, which leaves you with one move-equivalent action left, unless disabled or staggered. Or forgo using any of these abilities and take a full-round action, like Flurry of Blows. EDIT: On second thought, if you cast a spell which gives you multiple charges, like Chill Touch, then you may hold those charges and use them while making an unarmed strike or attack with a natural weapon. You attack against the Full AC and on a miss you don't lose a charge. Page 142 of the Player's Handbook. Alternatively you can cast the spell while at a distance, and then charge in on your next round. The restrictions being that you need a standard action for the spell during which you may make a touch attack or not, and another standard action (or full round action) for making attacks with the natural weapons. I guess a spell like Chill Touch works perfectly with Flurry of Blows this way (round 1: cast, then move; round 2: Flurry of Blows), but not many spells give you multiple charges. In either way you lose the charges if casting another spell. Whether these rules apply to Supernatural abilities in the same way is up to the DM I suppose. [/QUOTE]
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