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I realize this is an old thread, but there are some interactions I think that were missed.

First, I agree that if the spell is dismissed, there is no gradual turning back, it would be instantaneous (same as if any transmutation were dispelled). But there is another interaction you are missing that makes wind walk assaults impractical.

"Dismissable: If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity."

The second line says you must be within range of the spells effect to dismiss it. So if a spell has medium range you must be within that 100+10/lvl to dismiss an active spell.

Wind Walk, however, has a range of touch...Which means in order to dismiss the spell on a person other than yourself that you cast it on, they must be within reach so you can touch them as you dismiss the spell.

Your best bet if you wanted to make such an assault would be to fly in, have the cleric/druid turn back solid, then cast area dispel magic on the group, you can automatically succeed the check and the spell falls off.


Nickego wrote:
Dosgamer wrote:
The CR of a PC is equal to its class levels (not class level -1) assuming standard PC WBL. NPCs with class levels have CRs equal to class level -1 because they have less WBL (unless they have PC wealth in which case they are CR = class level).

I appreciate the replies.

But there are two different perspectives.
Gignere says class level -1 +5 (net +4)
Dosgamer says CR = CL (unmodified)

I just need to be able to show in the RAW and I haven't been able to find the info you guys used to get these answers.

links would be great or page numbers and book even better.

Sorry if I am being a pain but again my DM likes to read the text to get the context as well as the RAW.

Thanks

I know this is several years too late, but I have a druid in a pathfinder game and have been going through the same questions.

I want to point out that you missed a rather significant line in the celestial template that applies to SR...

Celestial Creature
Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally.

A celestial creature's CR increases by +1 only if the base creature has 5 or more HD.

A celestial creature's quick and rebuild rules are the same.
Rebuild Rules

SR The creature gains spell resistance equal to its new CR +5

This means that either your new CR = Class Level +1 (dosgamer's answer) or your CR = Class Level -1 for not having racial HD +1 for having at least 5HD (Gignere's answer with corrected CR)

See Celestial Creature for full text

I have learned it is very important to read the entire template and not just the part under rebuild rules...