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![]() I have some questions about the new Rogue 6 feat, Shove Down. I'm not sure about a few interactions. For reference:
1. Does this free Action Trip use and/or increase MAP?
I would appreciate any input. :-) ![]()
![]() What specifically can the Earth Kineticist talent "Stone Sculptor" affect? The Earth Kineticist talent "Stone Sculptor" states that the Kineticist "can sculpt earth into any shape, as the spell Stone Shape". Stone Shape spell only works specifically on stone. So per the rules my assumption is that this Kineticist talent would only affect earth (i.e. dirt), but the name implies it should affect stone. ![]()
![]() N. Jolly wrote:
One more question, this time regarding Elemental Scion from KOP1 and the Brutal Mutation. At level 7, Scion gets "Focused Element" instead of Expanded Element. Brutal Mutation specifically says "Whenever a kineticist with this mutation gains the expanded element class feature....If the kineticist chooses to expand their original element, they gain both a new infusion and utility wild talent." Can an Elemental Scion benefit from the Brutal Mutation's expanded element boost of both an infusion and a wild talent? ![]()
![]() I'm running a Gulch Gunner through Reign of Winter right now. I took the archetype as a Goblin with the DM's approval, so my Dex wound up being +2 higher than normal. I'm playing him as a close range fighter specializing in the Dragon Pistol and scattershot cone attacks, culminating in Improved Snap Shot at lvl 9 (AoO that are 15ft cones? Yes please!). Here's what I've learned thus far.
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![]() Does a wizard get any school powers if he decides to specialize in a Thassilonian School of Magic? I'm having trouble understanding if Thassilonian schools modify or replace the traditional schools of magic that a wizard normally specializes in, and whether or not he would still get school powers. For example, let's assume he specializes in the Lust (Enchantment)Thassilonian school of magic. He gets the two bonus spell slots per spell level that both must be filled with a single Enchantment spell. He also has Necromancy and Transmutation as forbidden schools. Would this wizard gain the Enchanting Smile ability (from the normal Enchantment school)? Would he have the ability to take a focused school such as Controller? ![]()
![]() Charender, don't forget that the lions that Marty the Master Summoner uses would get either the Celestial or Fiendish template. That means they get Smite Evil/Good as a swift action. While it wouldn't be of use against every enemy, a True Neutral Summoner will get more flexibility out of this by being able to choose which one he needs on the fly. And since Smite is a swift action to activate, the lions can use it on their turn before they pounce. ![]()
![]() It's a little off-beat, but on my current Wizard I just took Spell Perfection for Greater Dispel Magic. The +2 from Spell Specialization gets doubled, meaning you get a solid +4 to your CL for the caster level checks involved. In addition, I now have the option to freely add either (in my instance) Echoing Metamagic or (my new favorite) Empower Metamagic to it. Empower is especially nice, as it should (theoretically) multiply your entire caster level check. This makes it much more reliable for stripping off 4 buffs off of the buff, or removing 1 buff from everything. Though my personal favorite will probably be readying a counterspell Echoing Greater Dispel, then Empowering the free echo copy on my next turn. ![]()
![]() Oracle. For me, it is no contest. I have told my group that any character concept can be made better with a one level dip in Oracle. So far, I have yet to be shown a build that cannot, and I still stand by this assertion 100%. Reason being that since the Oracle gets so many unconnected abilities, it is ridiculously easy to cherry-pick powerful abilities. The existence of Extra Revelation and the revelation-giving Wondrous Item (the name escapes me atm) are icing on the cake. ![]()
![]() If you are willing to take a 1-level hit to your caster level, dipping Oracle for the Waves Mystery makes an excellent choice for cold-based casters. They can take the following revelation from the Waves mystery. Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds. Now, I'm pretty sure that the Oracle revelations apply to all spells you cast, not just your Oracle spells. I recall seeing a ruling to the effect in the past, but I can't remember where I saw it. Freezing Spells is almost always better than the Rime Wildblood ability, as this applies to every creature who fails the save vs. your cold spells. That said, nothing says that they can't both be used at the same time. The small downside is that it only activates on a failed save, so no Slow from a Ray of Frost. ![]()
![]() Yes, Preferred Spell worked, but it was inflexible. Once you picked a preferred spell, you'd never be able to change it. Plus, as you said, Heighten Spell is often a bad, or even dead, feat. I personally enjoy the Specialization chain of feats much more because it allows your character to continue growing. There's no fear of getting locked into a sub-standard spell. Plus, the prereq for the spontaneous casting portion actually improves your spells! It's a really nice package overall. The biggest downside and difference between the two is the Metamagic increase time. That can actually be quite a big deal. ![]()
![]() I already posted this in the Rules board, but considering the Magus is still in playtest, I figured this might be a better place to ask my question. While attempting to create a Magus build, I found a possible interaction between the Magus' Spellstrike ability and Combat Maneuvers delivered via weapons (such as tripping with a whip). For reference, here's the description of Spellstrike:
My question is, can a Touch Spell be delivered via Spellstrike with a tripping weapon on a Trip Combat Maneuver? I have visions of casting Chill Touch, then simultaneously tripping enemies and hitting them with one of the Chill Touch charges to deal damage and Strength damage. ![]()
![]() While attempting to create a Magus build, I found a possible interaction between the Magus' Spellstrike ability and Combat Manuevers delivered via weapons (such as tripping with a whip). For reference, here's the description of Spellstrike:
My question is, can a Touch Spell be delivered via Spellstrike with a tripping weapon on a Trip Combat Manuever? |