Gnome Pyromaniac and Magical Knack trait


Rules Questions


Hello evryone!
I've been looking for an answer to this question but...nothing...
What do you think?

Example:
Gnome 3rog/1wiz
With Pyromaniac and Magical Knack

Casting Burning Hand it will be casted like a wiz of 3rd (MK overlaps Pyromaniac) or 4th lvl (they stacks: +2 from MK and +1 from Pyromaniac because is a fire spell)?


Stack it up -- you'll get the CL 4 on that one.


I see nothing that prohibits it stacking with MK. I'd say it does, just for the giggles of it.


I like you!
That's the answer I was looking for! :-)

Shadow Lodge

You'll get CL4, but wouldn't it be more fun to put it on an uncapped early level spell like scorching ray rather than on one that's capped fairly early and at a low-damage total?


MisterSlanky wrote:
You'll get CL4, but wouldn't it be more fun to put it on an uncapped early level spell like scorching ray rather than on one that's capped fairly early and at a low-damage total?

Scorching ray is capped too.

Shadow Lodge

My groups don't typically run past 12th (and neither does PFS), so yes, it is capped for a lot of players, but if you're thinking PFS at all, it's essentially uncapped.

Hmmm, makes me wonder if there's a better choice though.


MisterSlanky wrote:
You'll get CL4, but wouldn't it be more fun to put it on an uncapped early level spell like scorching ray rather than on one that's capped fairly early and at a low-damage total?

Maybe NdG has a certain concept in mind (the gnome who likes to watch things burn), but he'd need more wiz levels to cast that.


Naturally yes...
That was just an example cause it was a 1st lvl spell.
That means it works with schorcing ray too and that's interesting!

Shadow Lodge

So here are some ideas of other spells to put it on that are not capped (I looked at levels 1-3 since I think the goal is to get the advantage fairly early).

Level 1:
None

Level 2:

  • Burning Gaze - Add 3 rounds to the duration, damage increase from duration increase
  • Elemental Touch - Add 3 rounds to the duration, damage increase from duration increase
  • Fire Breath - Add 3 rounds to the duration, no damage increase
  • Flaming Sphere - Add 3 rounds to the duration, damage increase from duration increase
  • Scorching Ray - You hit your damage cap at 8 rather than 11
  • Veil of Ash - Add 3 rounds to the duration of the negative effect

Level 3:

  • Elemental Aura - Add 3 rounds to the duration, damage increase from duration increase
  • Fireball - Cap your damage at level 7 rather than level 10
  • Heatstroke - Add 3 minutes to the duration of the negative effect
  • Flame Arrow - Add 30 minutes to the duration


Magical Knack: "Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice."

Magical Knack is not linked to a particular spell, but to a class. As long as the specified class is "Wizard," I think the OP can use this with any lvl 1 Wiz spell, or I suppose with higher-level ones from scrolls cast through UMD as long as the final CL is less than current HD and the total CL does not exceed Wiz level+2. Magical Knack is perhaps overly powerful.

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