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I can't find any spell called Starvation. Do you have the name of the spell right?


Piccolo wrote:
So, does this mean once you get the crafting feat, you can make ANY potent permanent magic item so long as you have the dough? Do you have to possess the spells listed in each magic item description?

Short answer: Yes.

If it has spell prerequisites you can get around them by:

-If the item isn't a potion, spell-trigger or spell completion item, you may waive the spell prerequisite by taking a +5 penalty to your craft DC.

-You don't have to cast the spell yourself. You may use a spell completion item, a spell trigger item, or have someone cast the spell for you (another party member or an NPC).


Perfect Tommy wrote:

This increases the effects of powers you have access to, but doesn’t grant you powers at a lower level than normal.

Prior to the 20th level do you have the ability to treat it as if you rolled a 20: no.

That is a new ability; a new power.

Thanks for the input. But that does not seem to be how how the rule books have been using the term power, nor have you provided any basis for using a different definition of the term.

Just pointing out: I made this post because I am interested in clarifying what the rules actually mean, and not what they ought to mean.

Quote:

Whatever abilities you have at 16th level you may continue and extend. But I find the wording sufficiently close too many other cases but I believe the preponderance of the evidence means that this interpretation is favored.

The rules text made no mention of "ability". The terms used were power and effect. And by all indications, "power" refers to Forewarned (Su), which you have access to at level 1.

Quote:

Nor do I think that karma beads, outlander missionary, or alchemical ingredients qualify you.

In short, 20th level refers to levels in that class, not casters level and I believe there's an faq to that point.

Let's not get sidetracked. The question has nothing to do with caster level. Nor did any of the rules being referenced actually mention caster level.

-----

Anyway, thanks all! That pretty much clears things up for me.


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Ultimate Campaign has something that might be helpful:

Magic Item Creation

It technically isn't allowed, but it is also suggested that the decision should ultimately be up to the GM.

Quote:

Altering Existing Items:

The standard rules don’t allow item creation feats to alter the physical nature of an item, its default size, its shape, or its magical properties. For example, there is no mechanism for using crafting feats to change a steel + 1 longsword into an adamantine + 1 longsword , a Large + 1 chain shirt into a Medium + 1 chain shirt , boots of speed into an amulet of speed , or a +1 unholy longsword into a + 1 flaming shock longsword. Many GMs might decide that these kinds of transformations are impossible, beyond the scope of mortals, or not as cost-efficient as crafting a new item from scratch. Others might allow these sorts of transformations for free or a small surcharge.


Ryze Kuja wrote:
ConfusedPeon wrote:
Quote:
Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. The list of bloodline mutations can be found here.
One potential problem I see is that Blood Arcanists might not qualify for Bloodline Mutations; They're not a bloodrager or a sorcerer.
So would it be possible to go Crossblood Orc/Drac(Fire) Sorcerer1 / Bloodrager1 - Blood Havoc, and 18Arcanist, and then gain the benefit of +3 damage per die on fire spells, then +2 to all other spells?

If I understand correctly what you're asking, no. There are restrictions that need to be followed when multiclassing between a hybrid class and a parent class:

Quote:


Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don’t stack unless specified.


Quote:
Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. The list of bloodline mutations can be found here.

One potential problem I see is that Blood Arcanists might not qualify for Bloodline Mutations; They're not a bloodrager or a sorcerer.


Perfect Tommy wrote:

Ok. This is sticky.

Personally, because dazing is very very strong, I enforce rules (some might say loopholes) strenuously.

So, in my book Aqueous Orb is not a candidate for Dazing, just as Touch of Idiocy is not.

Dazing states: When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell.

Since Aqueous Orb does not inflict damage, but subdual dmg - no daze.

However, amusingly, you could do quickened dazing, tenacious magic missiles, and then dismiss the dazing effect, thereby causing it to extend to 1d4 rounds.

Actually you can't. Tenacious spell can't extend a spell's duration past its normal duration. Also it's not clear if Dazing Spell's daze duration is something Tenacious Spell is capable of affecting. I would say yes, but I can see how other GMs might say no.


Perfect Tommy wrote:

You've been given the correct answer.

Can you please explain why it's correct given the points I've provided in my previous post?


Anyone have of a list of ways to boost a wizard's caster level? I'm building a wizard (utility caster/backup blaster) for a mythic campaign and am looking for different ways to raise the CL of my (elemental) spells.

Thanks, and cheers!


Mysterious Stranger wrote:

You already sighted the relevant rule.

This increases the effects of powers you have access to, but doesn’t grant you powers at a lower level than normal.

You normally get your capstone at 20th level. 16th level is lower than 20th level. Therefore you do not get it at 16th level. A sorcerer also gets spells at 1st level, but does not get access to higher level spells until he reaches the appropriate level. By your logic a 1st level sorcerer with a 28 CHA should be able to cast 9th level spells, this is obviously not the case.

Sorry, but that's a bad analogy. The rules clearly state that a spellcaster needs to have a high enough class level to cast a spell in order to benefit from bonus spell slots.

Did you read my explanation? Mythic School does say you can't get powers earlier than you normally would be able to. But if you go by the implied rules definition of "power", none of the wizard specialization school capstones are powers. They're expanded effects of powers you receive at first level.

Just to summarize:

FACT: The rules imply in multiple places that an "Arcane School Power" is a named special ability.

FACT: Contextual clues in the Mythic School text imply that "power" refers to an "Arcane School Power"

FACT: The 20th level wizard capstones are not named special abilities.

So with those three facts in mind, is the capstone even a power? Or is it something else? And if it's a power, can you explain why it's contradicting the implied definitions being used by the rules text in different books?


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I am not extending the meaning of anything:

Quote:
When determining the effects of your arcane school powers, you’re considered 4 levels higher. This increases the effects of powers you have access to, but doesn’t grant you powers at a lower level than normal. If you have an arcane school power that can be used multiple times per day, such as blinding ray, you gain a number of extra uses of that power equal half your tier (minimum 1). You must have the arcane school class feature to select this ability.

Note the context of how the bolded words are used.

The text references "arcane school power" and "power" in the same paragraph. It makes a lot of sense contextually that "power" is just a shorthand for "arcane school power".

Now, note how "arcane school power" is used to refer to blinding ray. This implies that "arcane school powers" are named special abilities. This pattern is repeated across several source books. I've given an example above. That means there's RAW basis for saying that the term "arcane school power" refers to the entire special ability block, and not just one snippet.

Now, if a power is the entire special ability block as implied in multiple places across different rulebooks, then Forewarned is a power that you get access to at level 1. It just gets added effects at level 20.


Azothath & Mysterious Stranger:

I see. Thanks for the input! But would you happen to have some RAW text to back it up? Your interpretations make sense to me, but they leap over the other questions I asked and assume that the capstone (included in the Forewarned ability text) counts as a separate power, which is what I'm trying to figure out. :)

To explain what's causing me confusion: The school power rules text seems to imply that a "power" is the entire named special ability block, but it doesn't explicitly define the term anywhere. For example if you check the Conjuration: Extradimensional subschool text, it refers to "Summoner's Charm" and "Reshape Space" as individual powers:

Quote:

Replacement Powers: The following school power replaces the summoner’s charm power of the conjuration school.

Reshape Space (Su)

Whenever you cast a spell that creates an extradimensional space or demiplane, increase the duration by a number of units (rounds, minutes, hours, etc.) equal to 1/2 your wizard level (minimum 1).

At 20th level, you can make one spell that creates an extradimensional space or demiplane permanent. You can have no more than one such spell made permanent in this way at a time. If you designate another spell as permanent, the previous permanent spell ends.

Now if we assume that the term means the entire special ability (as is implied), then the 20th level capstone of Forewarned isn't a separate power; It's just a bonus effect you get at level 20. In which case the Mythic School restrictions wouldn't prevent you from getting it early. The only thing it would prevent is getting something like Foretell (which you don't get access to until level 8).

Does that interpretation make sense?


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Hi everyone, I'm having a bit of trouble figuring out the interaction of Mythic School and Forewarned (Divination School 1st Level power).

Mythic School:

Quote:
When determining the effects of your arcane school powers, you’re considered 4 levels higher. This increases the effects of powers you have access to, but doesn’t grant you powers at a lower level than normal. If you have an arcane school power that can be used multiple times per day, such as blinding ray, you gain a number of extra uses of that power equal half your tier (minimum 1). You must have the arcane school class feature to select this ability.

Forewarned:

Quote:


You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

What exactly counts as an "arcane school power" for the purposes of Mythic School? Does the entire Forewarned special ability count as a single power? Or is the highlighted text considered separate?

Will a level 16 wizard with Mythic School have access to the 20th level capstone?

Cheers, and thanks for your time! :)


Purple Dragon Knight wrote:
wraithstrike wrote:
Black tentacles has an area of affect. It being a conjuration spell does not change that. It also includes a foe.

I agree somewhat on it being a hostile spell *if it includes a foe* but I could also think of it as a summoned creature with its own will... if you think about it, Summon Monster does not break invisibility and it brings forth monsters that are *mobile* and actively seek targets, whereas Black Tentacles is stationary.

*snip*

Edit: grease ok, web ok, aqueous orb no, ice spears no, adhesive spittle no, create pit ok, rain of frogs ok... etc.

Well, I kind of disagree that Black Tentacles should be considered a summoned monster. Interpreting the rules as saying that seems like a bit of a stretch IMO.

Anyway, the OP did say RAW. :) And the rules clearly state that casting a spell with an enemy in its target area breaks invisibility. Black Tentacles, Grease, and Create Pit all have AoEs, so regardless of the flavor text, they can break invisibility if you cast them so the target area includes a foe.

Also even if you count casting Black Tentacles as summoning a monster, it still has an AoE that can include a foe, therefore it still counts as a direct attack if you hit a foe with it. Even if summoning a monster is called out as an example of things that don't break invisibility, that doesn't negate the rules about having a foe in the target area.


Purple Dragon Knight wrote:
wraithstrike wrote:
Black tentacles would end invisibility just like fireball would.

I don't think so:

Quote:
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe . Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.
Both black tentacles and summon monster are conjuration spells that attack indirectly...

Black Tentacles has a 20 ft radius spread. So casting it in a space with a foe would count as an attack.


icantfallasleep wrote:
Dave Justus wrote:

Brf is right.

Getting a save has nothing to do with ending the invisibility spell. Spells end invisibility if they target a foe or if their area of effect includes a foe (with certain exceptions like bless, that don't cause a harmful effect.)

So Illusions like Ventriloquism and Silent Image don't affect them because they don't target the enemy, but anything mind affecting that targets them will.

What about AoE like Black Tentacles. Say it's cast in an area where no enemies are. Would that end invisibility? If no, then will it end when they are dumb enough to enter the area on a different turn?

Just making sure I understand the mechanics of ending invisibility.

Case 1. No. Casting on a spot with no perceivable enemies doesn't break invisibility.

Case 2. It depends on the GM.


I'd say by RAW it shouldn't break invisibility.

For reference, here's the relevant text in the invisibility spell description.

Quote:
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe . Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

The Ventriloquism spell has no target or area line, And its effect is "Intelligible sound; usually speech". So by RAW, it literally can't ever qualify as an attack.

Edit: oops, ninja'd


Actually by the rules you can't mix cross-blooded and wild-blooded at all... Per relevant FAQs, anyway. :(

Anyway, assuming you get what you want, early levels are going to be hard. You'll fall behind in the spellcasting department (practically 3 levels behind a full wizard), and you won't have enough feats or BAB to make your gun(s) effective, and with Crossblooded you're going to be gimped well into the mid and high levels.

I would suggest dropping Crossblooded because it gimps you pretty badly for nothing. Pure Sylvan Bloodline and Human or Half-Elf would probably be a better choice for a Sorc / Spellslinger 1 with a pet bear. :)


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Bran Towerfall wrote:
DM Livgin wrote:

The GM is learning, take it easy on him. If he is receptive there is a conversation to be had that encouraging competitive behavior in pathfinder is not how the game was designed, there may be some fun off the start but it crashes and burns eventually.

If he is not receptive; stick around, let him make mistakes and learn from them, he will become a better GM, or take a turn GMing, lead by example, or find a different group.

But seriously this is an honest, new to the game, doesn't know where this path leads mistake.

not a new gm

has the most gaming experience of anyone on the table
stuck in his old school d&d ways
doesn't research pathfinder
doesn't prepare before session
doesn't read monster and encounter stat blocks until fight begins
running a homebrew campaign he made for 2.0 d&d made over 20 years ago
sloppy conversions on monsters like displacer beasts
thinks pcs who dont play core classes/races or multi-class are over complicating the game

Well, in that case all you can really do is talk to the guy and explain what's wrong. If he won't come around, perhaps try GMing a few sessions for the group so you can demonstrate how you think things should be run. If you're not up to the task, try encouraging the other players in the group to give it a shot.

More GMs in your area and circle of friends can't hurt. Being on the other side of the screen might give your current GM a better perspective on how to run the game, while providing some competition to motivate him to find ways to improve. :)


I don't think it would work. When you throw a weapon that's not intended for throwing, it's treated as an improvised throwing weapon, and not as the original weapon type. This means if you throw a lance, you're basically throwing an improvised spear, so you don't get to apply the lance's damage multipliers.

Anyway, I'm not sure if the rules cover this exact case, but there's a FAQ entry that says you can't make use of a weapon's special properties if you're wielding it as an improvised weapon.


By RAW it doesn't work. Since you're creating beams to bar the door, you'd be affecting the door, not the people breaking it down. Thus it's the door that should be making the will save.

Unfortunately, objects always succeed on their save against shadow conjuration (as per the last line of the spell text), so the spell shouldn't have any effect on someone trying to break the door down.

As for your other questions:

1. It depends on the GM. RAW you can voluntarily choose to fail a save (including those of spells you cast yourself), but some GMs might frown at this.

2. Same issue as the original case. You can't really affect objects with this spell since they always make their save.


To the OP: Unfortunately, it looks like resource management challenges that span more than one session won't really work that well with your group with attendance being like what you described.

I would suggest reducing the focus on resource management and looking for other ways to challenge your players. Try ending your encounters with a well deserved night of rest, and perhaps giving your PCs some downtime. That way, everyone starts on equal footing on the next session.

If you find this makes your dungeons and combat encounters too easy, try to beef up the CRs by adding a few more monsters or adding templates/racial hit dice/class levels to your existing monsters.

I'm actually in the same boat as you in my campaign: Playing once or twice a month with an irregular set of players. I've found the easiest and most painless way of dealing with this sort of problem is to just avoid it. :)

Hope that helps!


SlimGauge wrote:
The case used to be that when a spell did ability damage, the tacked-on precision damage was negative energy damage, but I haven't found the reference yet, only this way old thread

I believe it's detailed in one of the old D&D 3.5 rule books. There's also an RotG article on it, but I'm not sure if that counts as official rules text: RotG: All About Sneak Attacks.

Excerpt:

Quote:
A successful sneak attack with a weaponlike spell inflicts extra damage according to the attacker's sneak attack ability, and the extra damage dealt is the same type as the spell deals. For example, a 10th-level rogue who makes a successful sneak attack with a Melf's acid arrow spell inflicts 2d4 points of acid damage, plus an extra 5d6 points of acid damage from the sneak attack (note that continuing damage from this spell is not part of the sneak attack). Spells that inflict energy drains or ability damage deal extra negative energy damage in a sneak attack, not extra negative levels or ability damage. For example, a 10th-level rogue who makes a successful sneak attack with an enervation spell deals 1d4 negative levels plus an extra 5d6 points of negative energy damage.


Fleetwood Coupe de'Ville wrote:

Topic resurrection.

Can this spell activate on flat-footed targets?

Example: A caster places Contingent Action on a fighter with a low initiative with the trigger of "to attack when an enemy moves adjacent".
If an enemy moves in before the fighter's turn, does the spell allow an attack and resets the fighter's initiative higher?

The downside I'm seeing is high-level fighters losing a round of full attacks if they allow the trigger.

It seems so. That's the RAW interpretation of it anyway. Since the action is counted as a readied action, it resets your initiative to whenever you took the action.

I guess it might be useful for allowing a partymate to act early in a surprise round, or giving them an extra action just after their turn.


Gruingar de'Morcaine wrote:
That is what I thought. But someone said wildblooded alters the bloodline in general so then it can't be combined with anything else.

Expect table variation. The main RAW issue is that "Bloodline" is listed in the CRB as a single class feature that gives you arcana, bloodline powers, and bonus feats. This means that if you take an archetype that modifies one of those "sub-features", a strict GM might rule that you're modifying the whole bloodline feature, and thus can't take another archetype that modifies some of the other bloodline "sub-features".


I agree with Wheldrake. It might be a good idea to mix in some battlefield control spells. If you make this guy a pure blaster, he would most likely end up killing any unprepared low HP characters in your party on the first round if you're also giving him two standard actions/round.


To build a blaster:

-Level 1 dip in Cross-Blooded Sorcerer (Draconic/Orc Bloodline). This gives you +2 damage for each damage die for one element.

-Admixture Wizard for the rest of the levels

-Spell Focus, Spell Specialization, and Mage Tattoo to boost caster level. Intensify Spell if effective caster level is over ten, or give him a couple of rods.

-If you're using traits, Magical Lineage on one blast spell. (I'd go with Fireball)

I avoid single BBEG encounters personally. It usually ends up creating imbalanced encounters where only players who are running characters who are optimized for the situation get to do anything, while the rest of the players end up feeling useless or dying.


2 people marked this as FAQ candidate.

Quoting the rules for reference:

Quote:
In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can't use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.

That seems to completely prevent use of concealment for stealthing in bright light. I don't doubt that it's probably unintentional, but an official FAQ response would be nice. (I've been looking around but haven't found any)


I think he's referring to the rules regarding area lighting. Going from memory, they say something like:

-you can't use stealth in areas of bright light unless you're invisible or behind cover.
-normal light functions exactly the same as bright light, except monsters with light sensitivity aren't dazzled.


Thanks for the feedback everyone! I'll talk to the GM about it before the next session. :)


By RAW it looks kind of hard (but not totally impossible) to dodge a spell with a readied move action.

There's some relevant discussion in this thread:

http://paizo.com/threads/rzs2rxfu?Can-Immediate-Actions-prevent-an-action-f rom

Important points to consider:

1. Readied actions are resolved before the triggering condition. So if you ready a move in response to someone casting a spell, you must take the move before the spellcaster finishes casting.

2. Going by the text in the magic section of the CRB, a spellcaster only chooses the target of the spell after he finishes casting it, when it comes into effect.

This means that even if you ready an action to move, the spellcaster gets to pick his target after you finish moving. So unless you moved completely out of range or to a place that offers full cover against the AoE, the caster gets to target you as normal.

It's possible your GM may allow you to use a more specific triggering condition, but you'll have to take it up with him. :)


Hi all.

I just wanted to ask, are PCs supposed to get a free perception check to notice something without having to tell the GM? And if so, is there any clear language in the rulebook that says so? Reading the Perception section it seems to hint that creatures are entitled to a check as a reaction, but is there something a bit more clear?

I ask because in one of the games I play in, the GM has been ruling that unless someone asks to make a perception check, he/she doesn't get a check to notice something obvious with low DCs. E.g.: "You guys got ambushed by a bunch of guards in full plate armor because you forgot to tell me you were making perception checks," Or "You fail to detect the smell of knockout gas until it's too late because no one said they were making a perception check."

We've started making placards printed with "I'm using perception. Taking 10," for the next session, but hopefully there's some official text that says it isn't necessary. :)


Ascalaphus wrote:

Perhaps you meant the Sending spell (level 3)? Because Message (level 0) is far more limited in terms of range.

That said, the idea of a "cat and mouse" dungeon is a fine idea. However, I'd build it a bit differently. Rather than using standard Scrying, I'd limit the BBEG's abilities a bit. By giving him some limits, I give the PCs some more tactical options.

For example, let's say the BBEG can only view the PCs through gems stuck into the ceiling here or there in the dungeon, which have a specific field of vision (like security cameras). Also, he's got some small flying monsters that can spy for him, patrolling the dungeon.

PCs can spot those things, and try to either pass around them without being seen, or to perhaps set up diversions, give false impressions (walk left in front of the camera, then when outside of view, turn right), to try to throw off the BBEG.

The BBEG also doesn't have unlimited fast communication; any orders he sends have a slight delay, before response teams can get somewhere. So the PCs can actually surprise guards if they work at it.

I think the OP meant message. The scrying spell lets you cast message through it.

--

Hey OP, it's an interesting idea, but if you go by RAW, divination by itself is pretty easy to thwart. Any arcane caster would be casting detect magic every now and then, and they'd be able to detect your sensors unless you fudge things a bit. Also, the perception check to notice a sensor is easy enough that a PC with a decent perception check would notice it while taking 10.

I did run something like this before though. I had a dungeon level full of narrow corridors and kobolds who were coordinating with each other by shouting in Kobold (coincidentally no one in the party spoke that language). It got me the same effect as what you want with scrying, but with no magic involved.

Anyway, it worked out pretty well for me. The players enjoyed it at least. The only real problem is that it can end up taking a lot longer than expected if the party is unprepared, while being a really short and quick level if the party knows what to do and has the right tools.


Weirdo wrote:
Jiggy wrote:
Weirdo wrote:
Attacks, unlike spells, are targeted at the beginning of the action.
Do we actually know that for certain? I couldn't find it. Where should I be looking?
It's not explicit. I'm working off effects such as Snake Style and the second wording of Crane Wing.

Hmm, interesting. I wonder, does this also imply that spells that require an attack roll can be interrupted by an immediate action after the target is decided?


Virellius wrote:

This guy/girl/other needs to be able to take on a super munchkin Skald/Barbarian/Chevalier hyper-munchkin. The idea is not to necessarily kill him, but to break his will and take him down a notch without being super obvious about it. Basically, in game and out, his character is outshining the rest of the party, and I'm not the best at designing melee-oriented encounters. This guy needs to be able to withstand huge hits and have some hope of countering his minor magical ability.

My inspiration for this npc character is a younger Robert Baratheon, warhammer and full plate and all that. The PC has around 32 AC, so big attack rolls are important.

Any advice? I excel at monster and magic encounter design, but melee on melee sort of escapes me.

I think sending a boss just to beat up a munchkin in one on one melee is a bad idea. That would be playing into the PC's strengths (melee combat) and trying to beat him with brute force, so if he's already outshining the rest of the party, any boss you send to take him down would have to be overwhelmingly strong and would probably be lethal to the other members of the party if they choose to get involved. That's not going to be much fun for the other players, and all you'll really accomplish is giving your munchkin another opportunity to outshine his partymates.

The trick against munchkins is to avoid playing into their strengths all the time so that other players get a chance to do their thing. Is he doing ridiculous DPR in melee? If so, sending a melee boss against him is a definitely a bad idea, because all your munchkin needs to do is get in melee and make a few good rolls to hit and damage. Instead of that, try to make the munchkins strengths less relevant without taking them away. For instance, being able to do 300+ DPR in melee isn't that useful if you're up against a large group of ranged attackers who are scattered and can't be full attacked in a single round.


Hi there,

I had a few questions regarding the spellslinger. I did a few searches but couldn't find any official developer commentary on the subject, and it would be great if someone could point me to something official on the matter. :)

1. Does a spellslinger casting a spell with material and/or somatic components need to keep his other hand free if casting through his gun? Or is he allowed to hold something else in his non-gun hand (such as a metamagic rod)? On a related note, what about plain wizards with a wand as their arcane bond?

I'm thinking no since I can't find anything that says otherwise, but I'm wondering if I'm missing something in the rules somewhere.

2. Does casting a spell through a gun require any ammunition?

3. Would the gun still function under water (without something like an air bubble) for the purpose of casting spells with enhanced attack rolls or save DCs?

4. Assuming a spellslinger needs a free hand while casting through his gun, would casting a still spell and having eschew materials allow the use of a metamagic rod?

Thanks! :)


Hmm... Building on what the others have said: There's a rule in the grab section of the Bestiary that says a creature with grab can voluntarily take a -20 to its grapple check to grab a creature without gaining the grappled condition itself. Another point to consider is that a creature normally receives a free attempt to escape the grapple if the grappler tries to move him into a hazardous square (e.g.: into the air)

The closest RAW method I can think of for what you want would go something like this:

Dragon swoops in (first half of move action)
Dragon attacks. If it hits, roll a grapple check at -20. (standard action)
If successful, victim immediately gets a free attempt to break the grapple. If he fails, the dragon can finish his move with the victim in tow.


Hi everyone, first time poster here. :)

I'm currently approaching level 10 with a Sorcerer in one of my games, and I'm thinking of taking Telekinesis as my first level 5 spell. Would this be a good choice? Also, how much attack bonus would I need to use Violent Thrust as a reliable source of damage?

I'm currently eyeing around +18 before buffs, but I expect to be around +22 after the first round of combat. The GM regularly throws BBEGs that are high levelled NPCs, but don't typically have much DR or Energy Resistance.

I plan to carry assorted arrows types (for piercing typed DR) that I'll enchant with greater magic weapon and flame arrow at the beginning of the day.