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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!


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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! :)


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. :)


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! :)


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.