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Organized Play Member. 10 posts (11 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 5 aliases.


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Question: Would the Disruptive Recall feat be applicable to an opponent's failed concentration check caused by the Magus Arcana Lingering Pain?

Disruptive Recall:
You can disrupt an enemy caster's spells to fuel your own arcane power.
Prerequisites: Spell recall class feature, Spellcraft 5 ranks.
Benefit: When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain a magus spell you have already cast. This ability functions as if you had expended a number of points from your arcane pool equal to the level of the spell you disrupted, up to the maximum level spell you can cast.

Lingering Pain:
The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack. All damage from that attack (including damage from a spell cast using the spellstrike ability) is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the magus's next turn.

Answer #1: The disruption must come from the melee attack striking the spellcaster (as in a readied action or full round+ casting), so the concentration check prompted by Lingering Pain is not applicable.

Answer #2: The concentration check prompted by Lingering Pain was a direct result of a melee attack. Thus the disruption was caused by the melee attack and the Disruptive Recall feat would apply.

Which answer is applicable in this case?


bump


I was browsing 4th level Magus spells and came across Arcana Theft, which allows you to steal a successfully dispelled spell as a targetted dispel magic:

Arcana Theft:

School abjuration; Level magus 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
This spell functions as a targeted dispel magic spell, except it only affects creatures and it requires a melee touch attack. If the melee touch attack is successful and the spell successfully dispels one spell affecting the target, that spell is instead transferred to you, treating you as the original target. You do not receive a new saving throw or spell resistance check against this spell and must accept its affects even if they are not beneficial. This does not alter the spell's duration; for example, if the spell only has 4 rounds of duration remaining when it is stolen, it only affects you for 4 rounds. If the spell or effect has a duration of permanent, its duration continues for 1 hour per caster level of the original caster, after which it ends. The stolen spell does not revert to the original target.

Then to refresh my memory, I looked up Dispel Magic to review the relevant section on targetted dispels:

relevant section of Dispel Magic:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.

You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.

I have bolded the line that caught my eye. If I am interpreting this correctly, it seems as though you can use Arcana Theft on a summoned monster, at which point it will fight for you as if you had summoned it (assuming it survived your melee touch attack). Am I missing something here?


BeePeeLOL wrote:

I'd be interested in playing a self-loathing Dark Tapestry elf Oracle named Luminos. His mysterious dark/sinister abilities, as well as his curse, were seemingly thrust upon him by Norgorber himself during the last regional plague. Seeing the positive effects that Azir's non-religious laws have had on the area since the Oath Wars, Luminos uses his sinister abilities to aid the good citizens of Azir in defiance of Norgorber's "gift." Joining the Night Watchmen was an easy decision for him.

Let me know if this sounds ok, and I'll work up the character sheet.

Sorry it took so long, but here is the character info for my Dark Tapestry Oracle. If the party was light on heals, I could replace all of his Inflict spells with Cure equivalents (it just wouldn't harmonize as well with his background/class).


I'd be interested in playing a self-loathing Dark Tapestry elf Oracle named Luminos. His mysterious dark/sinister abilities, as well as his curse, were seemingly thrust upon him by Norgorber himself during the last regional plague. Seeing the positive effects that Azir's non-religious laws have had on the area since the Oath Wars, Luminos uses his sinister abilities to aid the good citizens of Azir in defiance of Norgorber's "gift." Joining the Night Watchmen was an easy decision for him.

Let me know if this sounds ok, and I'll work up the character sheet.


Bolgard Grimbeard has never been a particularly smart dwarf. Picked on as a child for his slow intellect, he learned to shrug off pain from insults as well as physical beatings. Oddly enough, he grew to enjoy the pain and welcomed opportunities to prove that he could endure situations that would cause a lesser dwarf to crumple to the stone floor in pain. Those that took notice called him "unbreakable."

When he was of age, Bolgard enlisted in the local militia. Though their days mostly consisted of patrolling the tunnels and warding off random goblin attacks, Bolgard was always the first to fearlessly charge into battle. No foe, it seemed, could manage to hurt the dwarf.

Bolgard eventually fell in love with a gruff dwarf bard named Rolgna, whose music filled the air of the pub he frequented in his spare time. After a brief period of courtship, the two became betrothed. Their lives, it seemed, were destined for happiness. Until one day, while Rolgna was out on patrol, the city was raided by a band of orcs and Rolgna was kidnapped. Returning from his patrol to find the city in ruins and his lover missing, Bolgard gave chase to the band or orcs with a few of his closest companions who had also been on patrol during the raid.

Eventually finding the orc stronghold several days later, Bolgard immediately charged in to fearlessly liberate Rolgna from her captors. His companions tried to convince him that after such a long journey they should rest and devise a plan of attack, but their words fell on deaf ears. Greatly outnumbered and exhausted from their travels, Bolgard's companions fell one by one as they hacked their way toward the central encampment where it seemed they were holding the kidnapped dwarves.

Bolgard made it close enough that he managed to catch sight of Rolgna (to this day he believes that he could even smell her) before he was knocked unconscious. He doesn't know how long he laid there on the verge of death before he finally came to, but when he finally awoke the band of orcs and his beloved Rolgna were gone.

Bolgard now searches endlessly for his long lost love, who undoubtedly was traded by the orcs as a slave. Should he ever find her, he hopes that they can pick up where they left off and live a long and happy life together. Bolgard's only fear in life is that day will never come.


my Wave mystery Oracle


I'd love to participate with a Wave mystery Oracle. Will post character stats shortly.


Precision damage is not clearly defined. However, it is not limited to sneak attack.

While sneak attack deals precision damage, not all precision damage comes from sneak attack.

Thus, since Sneak Stab affects only Sneak Attack, and not all forms of precision damage, it will not affect abilities such as Precise Strike or Rending Claws.

I agree with you that Sneak Stab as it is defined does not affect Precise Strike damage. My question should have asked whether a Knife Master should be able to roll a d8 for the Precise strike damage. My argument in this case would center on the explanation given for why a Knife Master rolls the d8, and that the same explanation would apply to other forms of precision damage such as Precise Strike.


I have recently started playing a Knife Master, and picked up the Precise Strike feat to add an attack die when flanking. My question is whether the Knife Master could roll a d8 for the Precise Strike damage rather than the stated d6.

The wording of Sneak Stab specifically says to roll d8 for sneak attack damage, and the Precise Strike deals precision damage not sneak attack damage. But sneak attacks are precision damage, and it seems to me that the explanation for why a Knife Master would roll a d8 on sneak attacks would apply to other forms of precision damage as well.

Thoughts?