Magic Trick: Mage Hand


Rules Questions


With the Magic Trick feat for Mage hand you can use it to make a dirty trick:

Dirty Magic Trick (base attack bonus +1, Improved Dirty Trick): You can manipulate a target’s clothing or a nearby object to attempt a dirty trick combat maneuver against a single opponent in the spell’s range, using your combat maneuver bonus for the check.

My first question for the group is this a melee attack (at range) or a ranged attack?

One of the other options (Throw punch) specifically calls it out as a melee attack, but there is nothing on this option. My feeling is that the related option calling out melee, means this is also melee, but that option also changes the attack bonus to caster level and allows you to add Intelligence, Wisdom, or Charisma modifier.

My second question is reguardless of ranged attack or melee attack, are you using the the rest of the change to attack modifiers as well?

Magic Trick.

Magic Trick: Mage Hand:
Mage Hand Tricks

In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (mage hand) feat to use the trick.

Dirty Magic Trick (base attack bonus +1, Improved Dirty Trick): You can manipulate a target’s clothing or a nearby object to attempt a dirty trick combat maneuver against a single opponent in the spell’s range, using your combat maneuver bonus for the check.

Powerful Hand (Spellcraft 3 ranks): You can increase the weight of objects you can move by 5 pounds for every 3 ranks you have in Spellcraft.

Ranged Aid (base attack bonus +1): You’ve learned to use your mage hand to tug at an opponent’s hair, clothing, and equipment. You can use the aid another action at range, attempting a ranged touch attack instead of a melee attack.

Reaching Hand (Precise Shot or Reach Spell): You can focus as a swift action before casting mage hand to increase its range to 50 feet + 5 feet per caster level. If the target of your mage hand spell is outside of the spell’s standard range at the start of your turn, you must spend another swift action to focus again or the spell immediately ends.

Subtle Hand (Deft Hands, Disable Device 6 ranks, Sleight of Hand 6 ranks): You can attempt Disable Device and Sleight of Hand checks within range of your mage hand. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check.

Throw Punch (Improved Unarmed Strike): You can use mage hand to strike an opponent within the spell’s range. This is a melee attack that always deals 1d3 points of force damage. The mage hand has an attack bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Spell resistance applies against this ability.


You make a Dirty Trick Combat Maneuver... not necessarily an attack, ranged, or not. You would roll a D20, and add your CMB, plus any applicable modifiers/penalties.

You make an unarmed attack with your Improved Unarmed Strike feat... using the range granted by Mage Hand/Magic Trick... it's like a mini Blood Crow Strike. The unarmed attack(s) use your CL instead of BAB, and casting stat instead of physical stats for accuracy. There does not appear to be any modofier(s) added to the damage.


It specifies your CMB without qualifying that, so it'd be Str + BAB etc. unless you have agile maneuvers. It wouldn't become spellcasting bonus stat + caster level without saying so.

Dark Archive

VoodistMonk wrote:

You make a Dirty Trick Combat Maneuver... not necessarily an attack, ranged, or not. You would roll a D20, and add your CMB, plus any applicable modifiers/penalties.

You make an unarmed attack with your Improved Unarmed Strike feat... using the range granted by Mage Hand/Magic Trick... it's like a mini Blood Crow Strike. The unarmed attack(s) use your CL instead of BAB, and casting stat instead of physical stats for accuracy. There does not appear to be any modofier(s) added to the damage.

Combat maneuvers ARE attack rolls. Any bonus to attacks also applies to combat maneuvers

Quote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Magic Trick: Mage Hand All Messageboards

Want to post a reply? Sign in.