master_marshmallow wrote:
Sorry to beat a dead horse here, but MM do you know of any place that "caster level" is defined as spellcasting class levels? I am fine with it being a RAI explanation, and I even get where you're coming from, but based on what I can find as written rule, caster level is a measure of spell power and not character experience. That being the case, I can't see why SLAs would be excluded from Item Creation as they use the same casting level mechanic. Thanks for your indulgence.
Avh wrote: It is similar to the fact of having a +4 weapon : it has a caster level of 12. Does it allow the fighter using a +4 weapon to take Magic Item creation feats ? Of course not ! Magic Items with a CL listed are explicit in what that caster level is referring to. Quote: Caster Level (CL): The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item's saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation. Avh wrote:
You are right. It seems that SLAs do not count as spells or have the ability to spell-trigger. Thanks for the clarification on this.
master_marshmallow wrote: The SLA itself had a caster level, but you yourself do not, unless you take a class that grants a caster level or otherwise find a way to bypass that prerequisite. Master Craftsman qualifies. This is an interesting take on caster level, master_marshmallow. From what I can find, no character has a caster level. Not a Wizard, Sorcerer or Cleric. The spells and abilities do, however. RAW from PFSRD Quote:
Based on this definition from the Magic section, Caster Level is not a character trait at all but simply a measure of a spell's power. That power level is derived from class levels mostly, but not exclusively, and when specifically defined in the scope of a spell-like ability, I think it would qualify. What do you think?
I am in search of some RAW explanation of how I reconcile the following situation: Can a Gnome Fighter-3 still gain access to Item creation feats that require a caster level? The argument is the racial spell like abilities grant a caster level equal to the gnome's class level, which in this case would be 3rd level. As far as I understood, when legitimately creating a magic item, the use of spell like abilities can be used as a source for magic, so long as they can reproduce the spell needed. If that's true, it would seem reasonable that they could also fill the requisite caster level needed for the feat. I'm interested in people's thoughts on this, and any hard rules I can go to.
SlimGauge wrote:
Thank you for the response and the help with referencing the Core rule pages. Two followup questions: Let's switch the cleric in example 1 into a druid and they have a claw attack due to druid powers. So even though a spellcraft check would reveal the non-spell usage, just touching someone with a claw melee touch attack for zero damage would work without provoking an attack of opportunity, yes? In the example I quoted earlier, it mentions being able to make a melee touch attack into 2 adjacent squares as a standard action when groping for invisible creatures and it looks as though there are similar rules for groping in the dark. Would the druid in my last example be able to perform two claw melee touch attacks to the same target for zero damage even in a well lit room and the target being visible? Thank you for your indulgence.
Would a player be able to make a touch attack (ranged or melee) simply for the effect of having touched the target? A few examples: -A cleric wants to give the appearance that a touch spell is being delivered to an enemy, but casts nothing prior to the attempt. -An archer wants to show that he can hit the broadside of a barn, but doesn't really care about a specific point. -Two kids are playing tag. They are unconcerned with critical hits or penetrating armor. There is a rule for 'finding an invisible creature' that kindof does what I'm talking about in terms of melee touch attack. "A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown." So let's say the target is visible and you just wanted to get a melee touch attack for zero damage to pinpoint his completely visible form. Could you get two of those if you targeted the same adjacent square twice? Thoughts? Yves
Grick wrote:
It does seem pretty vague in the books for this particular spell. Thank you for explaining your logic on it. It very much helps. I think I will have to adjudicate based on the individual actions taken after the initiative rather than trying to paint it all with a huge 'in combat' brush, but I guess that's a GMs job, huh? Wish me luck. Yves
Grick wrote:
Grick, I'm copying your examples into a quick-reference sheet and I noticed that the "-20 In Combat" adjustment got applied. I am wondering is your take on that modifier that once combat starts, the invisible creature gets the -20 In Combat applied if they are participating in the combat, regardless of actions? Thanks again for the write up. -Yves
Grick wrote:
Grick, this is exactly what I needed. Thanks for the work on this. Yves
For the purposes of determining a Perception Check penalty / bonus when pinpointing an invisible creature, could I get some clarification as to what is meant by 'in combat'? Reference from CRB:
Invisible creature is... In combat or speaking Perception DC Modifier –20 Would an invisible mage casting a spell (from within combat) with only somatic components (no verbal) and not taking a move action apply the +20 Perception Check DC for non-movement, or does the movement of casting violate that? In the following scenario, what would be the Perception Check DC to pinpoint the invisible creature? (Please break out the modifiers so I can follow along, if you don't mind) A mage casts Invisibility prior to combat. Combat ensues. Mage is casting Summon Monster from within 30 ft. of enemy. Mage is not moving. Enemy wants to use Perception to pinpoint where mage is. I am about to introduce Invisibility into my game and I've never had to deal with it tactically. I was hoping that the players around here could give me some examples of how invisibility can be properly used from a Wizard point of view, and what might need to be avoided to minimize rules misunderstandings. Thanks, Yves
I see. So the first part of the section is simply stating that when affected by certain types of spells a concentration check is needed, and the subsequent sentences go on to explain those specific types. Is it defined somewhere what counts as 'interference'? For instance, would the effects of a Cleric's Bane spell act as interfering with someone? -Y
In doing some research on my magic wielding NPCs I ran across this bit in the SRD: Spell If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting. If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score). Is this saying that a player, while under the effects of any spell, must make a concentration check to cast another spell? Example: Player A has Mage Armor cast on them, then in a following round tries to cast Magic Missile. Does the Magic Missile spell require a concentration check? Thanks for any insight. -Yves
In the description of the spell provided above it states, "The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface." To me, the compelling phrase is "transmuted creatures". The person is transmuted, not the liquid. The spell does not mention conveying added stability, only that previously untraversable surfaces may now be used as if they were firm ground. Regular firm ground can have its own set of circumstances that would require acrobatics checks and Reflex Saves, so why not the same with firm ground that is provided through this spell? Thank you for the responses thus far, they have already helped a lot. -Y
Hello all. I am hoping to get a rules clarification from the community. An official ruling would be great, but I am happy to take informed opinions and make a GM judgement call. Here's the question: If a PC has cast water walk on themselves and finds the water surface turbulent, would that surface becomes a more difficult terrain, or in extreme cases even require Reflex Saves to maintain footing? A practical situation is a PC uses water walk to traverse an ocean and the waves are crashing all around and the tide is rising and falling quickly. As the GM, I read the spell to provide to a PC the ability to treat liquid surfaces as firm ground. However, if firm ground were to begin undulating (an earthquake for instance) a PC would most definitely be at risk of falling. My players may contribute to this thread as well, so I look forward to a discussion that will help me adjudicate this fairly. So, game masters, please let me know how you would rule on this. Players, please tell me how you would expect water walk to work in an turbulent ocean setting. Thanks for your attention. -Yves |