Question: Conjuration Teleport School + Magical Knack


Rules Questions

The Exchange

Hi,

Maybe a PFS ninja can help me out with a formal ruling or pre-existing solution, since I am having trouble interpreting the docs relating Conjuration:Teleport and, for example, the implications of Magical Knack, as in the title above. I searched and didn't see anything - but maybe I missed it.

Question 1:
Does a trait like Magical Knack modify the CL (+2CL, CL not to exceed total hit dice) of the Shift Supernatural Ability? Sadly, since shift is an ability and not a spell ("AS IF using Dimension Door"), I suspect that the answer here might be that it does not. However, since the rest of the adjudication clearly tracks dimension door (including post-teleport action restriction), I thought that the CL boost from Magical Knack might also apply and would make sense.

Question 2:
Regardless of Question 1, is the correct interpretation of the Shift distance of 5'/2 "wizard levels you possess" the same as that in Magic Missile, where the increment is every 2 levels BEYOND Level 1. Or, is it literally EVERY 2 LEVELS, where CL1-CL3 (divide, then round down) is a 5' shift and CL4 is required for 10'? The Magic Missile interpretation would seem to make the most sense, unless the first increment is supposed to be 3 levels.

Thx. Appreciate it. The wording in both of these areas could be more clear, IMHO.

Grand Lodge

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This is a Rules Forum question, not a PFS one, so I've flagged the post to be moved. That said, I can answer your questions.

1. Shift is based on Wizard level, not Caster Level. Thus Magical Knack doesn't do anything for it.

2. The second option. Wizard 1-3 all move 5 ft with it, while Wizard 4 gets 10. Note that Shift says "for every two" while Magic Missile says "for every two beyond 1st."

The Exchange

Thanks and sorry about the wrong forum.

On #1 - as I suspected...and also not a spell, per se.

On #2, it still seems a little strange for it to be L1-3 and only a 5' move. I understand that's how it's worded, but it doesn't make sense to have a 3 level cliff at the start and just wondering if it's an error.


Zan Greenshadow wrote:


On #2, it still seems a little strange for it to be L1-3 and only a 5' move. I understand that's how it's worded, but it doesn't make sense to have a 3 level cliff at the start and just wondering if it's an error.

It's a very powerful ability, and the ability to shift out of a grapple and away from AoO range is even more powerful. I can understand them wanting the cliff.

Grand Lodge

Zan Greenshadow wrote:

Thanks and sorry about the wrong forum.

On #1 - as I suspected...and also not a spell, per se.

On #2, it still seems a little strange for it to be L1-3 and only a 5' move. I understand that's how it's worded, but it doesn't make sense to have a 3 level cliff at the start and just wondering if it's an error.

There are quite a lot of abilities that have the same wording as Shift for levels, while others use the same wording as Magic Missile. I'm pretty sure it's 100% intentional.

If it was intended to work like Magic Missile it wouldn't need the text indicating a minimum amount.

Grand Lodge

It could have been worse, since I am assuming it includes the (minimum 5') notation, otherwise, the ability does nothing at first level.

1 = .5, rounded down to 0
2-3 = 1 or 1.5, rounding to 1, giving 5'
etc.

The Exchange

Yes - it includes the (5' minimum) text. Thanks for the replies everyone. I appreciate it.

Bottom Line: I understand how it works. Question answered. The information below is just additional mechanics synthesis. If you aren't interested in that kind of thing, no need to read or feel obligated to respond. ;)

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From this discussion, I understand the wording distinction, but from a mechanics/game design standpoint, I'm not sure the additional asymmetric granularity is necessary, feature power notwithstanding.

For example, a 5' shift is going to be enough to escape grapple (at 1st level). And, in the case of no "minimum" qualifier (.5 rounded down case), if an ability would not be available/usable until 2nd level, then make it a 2nd-level ability, similar to other abilities that trigger at certain levels in the magical school definitions.

Otherwise, if the increment is mostly every 2 levels, then make it every 2 levels (like Magic Missile).

Or, make it every 3 levels if that makes the most sense. For example, for a Dimension Door-like supernatural ability, there could be a rationale for using a 3-level increment (for distance) based on the fact that Dimension Door scales with additional passengers every 3 levels. Hypothetically, whatever magical forces and arcane skills combine to make the spell work allow some kind of extension every 3 levels. So, maybe the school ability works the same way in a lesser context (reduced distance only, no passengers), as though the wizard has gleaned some aspect of the spell's functioning during specialization training from studying tomes and higher level specialists.

I guess if I were adjudicating this issue, I would make it every 3 levels and eliminate the current asymmetric starting cliff. There is a case for every 2 levels (like Magic Missile), but if so, it should be consistent from the start. And, generically speaking, there is no case for a non-functional 1st-level school ability unless it level-stacked with multi-class for some reason (but doesn't).

Silver Crusade

Look at sorcerer spellcasting. 1st level spells at 1st level sorcerer, but 2nd level spells come in at 4th level. This situation is not without precedent.


The same system is used a lot throughout the pathfinder rules and is not an isolated thing. Besides it is clearly understandable so I don't see the point in changing it.

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