Chell Raighn wrote:
Currently Gunslinger 1/Trench Fighter 6. Int is 14. No, I have not taken the extra skill point from skilled in my skills. I used it for the fighter's human favored class bonus. I took the extra hp at each level as the character concept would go for toughness.
So, I've been playing a campaign for a few sessions now as a Human, and I'd been taking the extra hit point and, without even thinking about it, using the extra skill point from skilled for the human favored class option. I just now realized that this might not actually be kosher. Is this acceptable, or do I need to offer myself up for DM discipline?
avr wrote:
Yeah, that's about what I expected. And I'd investigated staff like wand, but that's an 11 level dip into an arcane class for a healer. Not really good. Staffs are good, but the wandslinger does not work with them. Thanks for your thoughts.
It seems that everyone is focusing on the Arcane vs. Divine aspects of this. But it seems to me that, if the divine caster does not actually cast the spell, and is granted it by his deity, then whether he uses prayers or not supplicate his deity in return for the spells is quite irrelevant. All of that has been done already. The divine caster may not know how the magic works, but then, he doesn't have to. He just gets it from his deity, like a boon. And we can assume said deity does know how this all works. So could they have not put down the actual magic? I mean, the spell is already cast technically. The costs are paid for. Since deciphering Arcane writings specifically states that divine writings can be deciphered in this way, it seems that maybe the wizard can glean the inner workings of the spell from the scroll, even if the divine caster that made it doesn't understand them himself.
I would have to say yes it would. If you read the 'Performing a Combat Maneuver' section of the combat page here: https://www.d20pfsrd.com/Gamemastering/combat/#TOC-Combat-Maneuvers You will see that all combat maneuvers require an attack roll, adding your CMB instead of your normal bonuses. Since it is an attack roll, it would proc anything that benefits attacks.
I'm fiddling with the idea of making a Wandslinger healer, dipping into Oracle for the channels and the enhanced cures abilities of the Life Mystery. I found a post on Stack Exchange which stated that enhanced cures would proc on a wand of Cure, but that seems wrong to me. I was under the impression that the details of the spell in a wand were locked in at time of creation. And really, who would want to spend the money for a CL 10 wand of CLW? If it is wrong, is there any way of getting that ability to work with a wand? If it is not wrong, could anyone explain why?
Was checking this thread for one thing specifically and decided to thread necro because everyone seemed to be missing relevant points visa vi AoMF vs Handrwaps. AoMF benefits any body part/natural attack used. However, it maxes out at a +5 bonus and costs twice as much to enhance as a weapon.
Now come the Handwraps. They count as two but cost as one, meaning they technically cost half as much to enhance as any other dual wielding. And they can be enhanced to +10
So, for twice the cost of a maxed out AoMF you get two +10 enhanced weapons. In other words, these are amazing for anyone who isn't planning to make every attack with something other than fists.
And, you could chuck on a +5 AoMF and still be coming in 100,000 gold cheaper than that two weapon fighter for those special use abilities. Now, on to costs. The wording suggests you could easily wrap different materials into each fist's wrap. Honestly, since we're talking about small bits woven in I'd just charge for the more expensive one and call it done. This also isn't relevant in higher levels, as enhancement bonuses overcome all material DR. Hell, since these are modifying unarmed strikes, the monk's Ki Strike ability does that anyway. When it comes to abilities, it seems clear that you are enchanting both of the hand wraps. So, as long as the player doesn't want different abilities on each, they are good to go. As a DM, if they did want different weapon abilities on each, I'd make them pay separately for each different ability. And, ironically, the ruling I was looking for never showed up here. Are you considered armed? Being that the handwraps are in the weapon category it seems you would be. But things like the cestus specify you are considered armed, and as such don't provoke AOO's.
It seems to me that people in this thread are confusing MTG rules with Pathfinder rules. In MTG immunity to red makes you immune to all effects of red cards whether they deal damage or not. But in Pathfinder it states: Energy Immunity and Vulnerability
Energy Resistance
So all fire immunity does is says you can't take damage from anything with the fire descriptor. It in no way makes you immune to any effect with the fire descriptor. Remember, the spell's damage is already 0. It can't get lower than that. Consider Tar Pool: A creature with Immunity to fire would still have to make the reflex saves, they just wouldn't take the damage. Or consider the Ifrit Fire in the Blood Alternate Racial Trait: It states they gain their healing even if the fire effect wouldn't get through their resistance. Energy Resist and Energy Immunity only lower damage taken from that energy type. Since no damage is actually being dealt I'd have to say these abilities have no effect. Also, from a speed of game consideration, taking into effect Fire Vulnerability, Fire Resist, and Fire immunity could really slow the game down. Imagine casting this over a battlefield with characters that have varying resists, immunity, weakness. That's just wasting everyone's time. Also, as pointed out, it makes no sense for a frost giant to get more healing from this effect than an Ifrit.
willuwontu wrote:
I think I see where your coming from, but it still seems that the fireball should only deal 1D4 extra damage to one person in its effect. Otherwise the fireball would also be getting more than 1D4 extra damage. The question now is whether firewall would deal an additional 1D4 to one character once or every round.
Empowered Spell:
Saving throws and opposed rolls are not affected, nor are spells without random variables. Solar Bloodline Arcana:
This came up in a game I'm running some time ago. The Sorcerer claimed that empower spell would increase the extra damage from his bloodline arcana. I argued that it wasn't a variable of the spell, and so not subject to the enhancement. He accepted my ruling and we moved on. (As a gestalt sorcerer/oracle/mystic theurge he really doesn't have much to complain about lol) However, today I was going through some rules questions on empower, and I think I've made a mistake. Since the bonus damage from weapon focus (ray) does get enhanced should I have allowed this increase? I also took another look at the arcana's wording. It states 'if it deals damage' suggesting that this effect is not added until after the spell is completed. I assume this is to keep it from helping to overcome resistances, but would that suggest that its not actually bonus damage to the spell? If that's the case how does empower effect the orc or draconic bloodline arcana that lack this line? Thanks for your time.
willuwontu wrote:
First, thanks for responding so quickly. Secondly, I'm having trouble reconciling your answers in one way. The trait specifies that it is increasing the damage of the spell. Would it not make more sense to say only one ray, and only one target affected by Fireball, or conversely each ray and each target? For clarification purposes, there is another similar trait called Draconic Infusion that specifies only 1 target of the spell. Draconic Infusion:
That would suggest, but certainly not prove, that since Volatile Conduit does not require 'to one target' that it could be more. Thank you again.
willuwontu wrote:
I admit I skimmed that, and I'll admit that it applies to the second point. It does not negate my first point that it is not a 'bonus equal to your charisma' but a straight transposition.
First let's get this out of the way:
Benefit: Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type. 1) How this effects spells like Scorching Ray. Does this increase each ray (assuming you get more than one) by 1D4, or just the first? 2)What about the damage dealt by a fireball? One target or all, since you only roll damage once? 3) How about a flame wall? Would it work for one target, all targets for one round, or the entire duration of the spell? Thanks for your input.
Syries wrote:
You think that's bad? I had a halfling gunslinger knock a T-Rex prone with a gunshot. I mean, the bullet's the size of my pinkie finger, maybe! How the hell could he have knocked it prone? But by the rules he did. I did get him to agree to going against CMD instead of touch ac for future attempts, as that was ridiculous. As to this, no there's nothing wrong with building mighty mouse if you can make it work.
I completely ignored this in my campaign. Instead I built . . . Magic*Mart! A single massive workshop with outlets in every major town. They used permanencied circles of teleportation to move merchandise around (at a small fee). I ruled that any basic item could be found, but if the group wanted to start stacking wierd abilities they had to put in a ticket. They then had the option to surrender their item for enhancement, or commission a new one to be built. Once completed they could sell their old whatever to help pay for the new thingamabob. For instance: They would have no problems finding a weapon with just about any combination of elemental damage abilities on it. But if they wanted a Keen, Brilliant Energy Rapier that would not be. They had armor with enhancement bonuses on it up to +5 with up to one ability in stock. Start stacking and its going to take time. I also allowed them to pay more for rush orders. (This built off of the collaborative crafting mechanics). This way my group wasn't constantly being thwarted in their attempts to find better gear by their pesky dice. . .
Goblin_Priest wrote: You can't add your cha bonus twice to the same thing. Which makes undead antipaladins underwhelming, because, as you say, they aren't getting it twice for the same reason and thus their saves will be lower than a non-undead version. But that's the way the rules intend it. Do you have some link to what the writer's intended? I'm using RAW. Unless they've already ruled on this, and I'd like to know if they have, I'm afraid I'd still have to disagree.
First, to anyone claiming an undead can't be a paladin:
But seriously, this is a matter between the player and the DM. Clearly they are both okay with it, so move on. Second, its not a matter of stacking. Now Fuzzy Wuzzy claimed that:
Now, this interpretation suggests that since Con is a bonus to Fort we cannot add Cha. Which would mean that no Paladin could ever add Cha to his fort save, as it has a bonus. Remember, the undead trait says you use Cha in place of Con. Think of it as a pointer sitting in Con, that redirects to Cha for the score. But even if I'm wrong here, I still don't see the problem. I remind you that the rules dealing with stacking bonuses state that you cannot stack typed bonuses, or bonuses from the same source. These are both untyped bonuses, so no issue there. As to sources, I refer you to the relevant wording of 'from the same source'. The source is not whatever is used to determine the relevant number. The source is the ability. In this case, one is racial, the other is a class ability. Neither is named the same. They are not even the same type of ability. One is untyped and the other is supernatural. This rule is designed to keep people from stacking Belt of Mighty Strength (which uses Bull's Strength in crafting) and Bull's Strength, not to mitigate a class ability. The fact that two separate abilities reference a specific score on your sheet is irrelevant. I'd most certainly allow this in my campaigns. But, unless all your players are playing monstrous races I'd impose a 2 level penalty on your undead paladin. Otherwise your character will quickly outshine everyone in the party.
Jared Walter 356 wrote:
I'm afraid I have to disagree. Heighten spell does not override spell perfection in any way. In fact it separates effective spell level with spell level quite clearly. If you interpret the level increase in your manner then it clearly overrides any other increases via other metamagic feats. That's the straight wording, and that's why I have an issue with that interpretation. As to that faq, I actually found it yesterday after posting my response. It specifically states that the odd wording is actually a hold over from 3.5 and that it should have indicated a one level increase per enhanced level. Lastly, when you consider that at level 15 a character's wealth should be ~240,000 Gold, its not hard for any of them to make a DC 25 save easily. Being that Dex is the most important stat (It helps ac, touch ac, reflex saves, CMD, and can be used for melee or ranged combat) its not any stretch of the imagination to expect a player to have a +8 in dex, and a +5 cloak of resists. Even with a class that has a bad dex progression that's another +5. That's a roll of 5 to make the save of your fireball. But wait, there's more; when you consider the plethora of classes, archetypes, prestige classes, and wonderous items granting evasion you could easily expect a character to make that save to take no damage at all. I'm sorry but I don't see a 25% chance that your one spell that turn will have any effect as overpowered. Even with spell perfection and adding quicken that's a 50% chance to have done anything. I appreciate your input, but I don't find your arguments convincing. Could be that by allowing my players to do as such I'll end up being sorry, but I don't see how. One of my players is a gestalted Mystic Theurge who is currently relegated to healing because any spell with a save is worthless. And I've checked his build. It's solid. I've also discussed this with my group (that's 4 dms). None of us can understand what seems to be the prevailing attitude. I still don't understand it. Guess we'll see.
Jared Walter 356 wrote:
I would agree with half of your assessment given your interpretation of the rules. But its been stated that specific overrides general. In other words if a specific effect (ability, feat, etc.) overrides the general rules then you use the specific effect. It certainly appears to me that, given your interpretation, that shocking grasp "is as difficult to prepare as its effective level" clause most definitely overrides the general rules that increase a spells level by adding meta magic feats. The feat does not say that the spell's base level is equal to its effective level. It states that the spell is as difficult to prepare as a spell of its effective spell level. It seems to me that you are trying to both have your cake and eat it too. You don't want to let spell perfection negate a level increase from a metamagic feat, but neither do you want to follow that logic to its conclusion. No offense. Lastly, I ask you, what game imbalance would occur with this use? You can't even get spell perfection until level 15, and this requires an investment of 4 feats. That's a serious investment for one spell.
I realize that the last post in this thread is nearly two years old but I've noticed a discrepancy in the way you've all talked about heighten spell and its actual wording. My thought is that they've probably adjusted the wording since, and I'd be interested in how you guys would interpret things now. Below are my thoughts on the matter. The actual wording for heighten spell (currently) is found here:
It states: You can cast spells as if they were a higher level. Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level. I've bolded the two parts of this I find to be of import, and will discuss them one at a time. The first indicates that heighten does not care what spell slot is actually used. It increases the effective level, not the actual level of the spell. This is supported by observing what happens when one should stack metamagic feats without using spell perfection. Ex. Say I take Shocking Grasp (Level 1 spell dealing max 5D6 electricity damage) and decide I wish to heighten it to level 5 (4 level increase) and add Quicken to it (4 level increase) thus increasing the spell's level to 9. Does heighten spell care if I'm not casting the spell with a level 5 slot? It does not. Conclusion: Heighten spell does not care what level spell slot you actually use. Effective level and actual level are two different things. But then there's the second line stating that the spell is as difficult to prepare as its effective level. On the surface this suggests that the spell takes a spell slot equal to its effective level no matter what. But wouldn't that mean that the shocking grasp in the above example would only take a fifth level slot despite the fact that its total spell level was 9th? Seems a bit odd. And to make matters even more confusing, the only time the rules suggest a greater difficulty in casting a spell based upon its level is in concentration checks. Yet the sideboard in metamagic feats on d20pfsrd specifically states that the spell is as difficult to cast as its total level, not its effective level. The only other way to interpret this is to say this spell's level increase is equal to the amount you've heightened it. Perhaps they were simply looking for a less wordy way to say it? And if that's the case I personally see no problem with spell perfection. Heighten spell increases the effective level of the spell for a cost of an equal increase in spell slots. Spell perfection merely negates that cost.
Okay thanks for the info. I have to agree with you that it seems ridiculous. I do like the idea of simply requiring therm to have grit and go against cmd but sadly that's not how it's written Incidentally I've been toying with using the spell scales of deflection to create an armor special ability that allows the armor bonus to be applied to touch. I'm just not sure if that should be a +1 or +2 enhancement bonus.
I've got a gnome gunslinger in three party that's been using targeting on legs regularly. Our has repeatedly turned the course of battles. Since its basically a touch attack to trip it never fails. I haven't questioned it until this little 3 foot shrimp with his small size gun managed to knock a T Rex prone. This to me would be like expecting a BB gun to do the same to a person which is unlikely. Are we resolving this correctly?
Ferious Thune wrote:
You're correct, I should have put qoutations around 'flavor text'. My apologies. As to why a character taking a 5ft step can't cast 5ft away I went over that specifically. A five foot reach allows you to make attacks within a square but would not let you reach the other side. As such you could not cast this from the edge of another square. This is why I said a ten foot reach would let you cast one square over, not two. That is why the dragon with 15 foot reach could cast from 2 squares away instead of three. Remember a human has an arm reach of only ~2'6". 5ft reach means you can attack enemies 5ft away not that you have a 5' arm. As to feather step, why are you referencing the name? I'm not. I'm referencing what the spell states its doing. Nor does feather step invoke any rules. It does not say you ignore difficult terrain as per rule x on page y. That's referencing a rule. And I'd state caltrops would be effected only if they were considered difficult terrain, as the text of the spell. Lastly it has been stated by the developers that the rules for this game are inclusive, meaning that unless the rules state you can't do something, you can. Since as you stated yourself these rules do not mention reach, there is nothing barring what is happening here. Would you not allow the delivery of touch spells to a character 10ft away when the caster has reach?
Amulet of Mighty Fists states:
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability. Now nothing here states you are enchanting it AS a weapon, but that you are enchanting it with weapon special abilities. There is also the limitations that state it can't go past +5 (instead of +10). Is your interpretation that because you are using melee weapon abilities that the amulet is being enchanted as a melee weapon?
I can't find that faq.
I submit that animal companions are animals and as such would qualify. P.S. I would also like to point out that the FAQ that he copies speaks towards applying templates to animals and does not mention animal companions. There are several reasons for this. Perhaps whomever wrote that response did not consider ACs. Perhaps they didn't consider them because they assumed they were not applicable when they are. Perhaps they forgot about them. Perhaps they didn't consider it because ACs shouldn't be used.
Since there are two entries in two different areas discussing the same effect I'd say its up to the DM to decide which to use. Personally it seems a little unfair to make quicken worthless for spontaneous casters (who, especially at high level, is going to only be applying one MM feat) so I'd allow the addition without the increased time as long as you are applying quicken to the spell with either method.
I'm getting alot of good stuff for question 2. I'm considering saying they can't go past 6 until level 20. But I'm not getting much feedback on question 1. If there is no precedent then I'll probably allow it. The way I see it, this gives the player options without making themselves super. If they choose to stack an element they run the risk of immunity canceling all their extra damage, but they could get past that particular resistance (though it could take alot). If they choose to spread their elements out they run the risk of losing their extra damage to creatures with small resistances for everything (they are fighting alot of demons in this campaign) but would only lose 1d6 damage to something that had limited resistances or immunity.
I have 2. 1) Can you stack an element ability such as frost on an amulet of mighty fists? While on the magic weapons page it specifically states that you can't have a weapon ability on a weapon more than once, I found no such restriction on the wonderous item page. 2) Is it understood that you can continue creating more powerful versions of existing wonderous items? For example, Belt of strength clearly levels in expense per the equation for armor enhancements. In other words you square the enhancement bonus and multiply by 1,000G. So is it understood within the rules that you can make a Belt of Giant Strength +8 that costs 64k Gold? Or were these items capped for a reason.
Ferious Thune wrote:
I personally don't read that as flavor text. This is describing what the spell does. In this case it states the cone comes from your hand. It does not say your hand must be next to you.
Ferious Thune wrote: And a cone "starts from any corner of your square and widens as it goes." If you don't want to apply the rules from emanations, then you are left with that statement and that limitation. Choosing to allow it to emanate from reach is a house rule that is not supported by anything in the books. You are welcome to do that, but it is not the rule presented by the game. So again, as has been the pattern in all of the threads going right now, if you choose to rule that way at your table, you are within your right to do so, and a player should respect that. If you are sitting at someone else's table, and they do not agree with your interpretation (as most here seem not to), then you should also respect their decision. Yes you have a general blanket rule. I have a specific effect from these spells. Specific over-rules general. Or would you suggest that Feather Step does not allow you to make 5ft steps in difficult terrain? And I believe I specified 'as a dm' up at the top. Not sure why your trying to act like I'm arguing with my DM. I'm just saying I'd allow it in my game.
Ferious Thune wrote:
I agree and I do. I've had disagreements and if they didn't see my point I've said 'I disagree but this is your campaign' and moved on. The problem here is this guy is one of my room mates.
Ferious Thune wrote:
The rule you just quoted specifies emanations centered on you. This is an emanation from your hand. It is not centered on you, nor does it spread in all directions. It is a cone.
Ferious Thune wrote:
This will not prevent a 30 minute argument.
Ferious Thune wrote: Link is a 1st level ability for animal companions. Unless there's something that delays that? Ah yes your correct. So yes it would have link. Unfortunately link specifies your still using handle animal and it is still 1 action, albeit a free one. On another note I've ruled in my campaigns that if your animal companion understands a language, you can speak to it to tell it what to do which is a free action and is not a skill check. This is of course a house rule
Perhaps but I can already here the argument. Charge specifically states it does not provoke AOO. This could be interpreted to suggest it is canceling the AOOs normally provoked from movement. Thus I need a ruling. I don't get to just say 'Look I'm the DM and this is how I've ruled'. There will be an argument. People will get pissed. In an attempt to prevent this I'd like to be able to point him to a specific source.
Ferious Thune wrote:
Remember the rules are built with pcs in mind, but that's a good point. I'd say that a dragon with a 15 foot reach could issue its breath weapon up to 10 ft from the front of its body if it chose to as that specifies coming from the head.
Ferious Thune wrote:
Directing them becomes a free action when they level enough to gain the Link animal companion ability. And technically a free action is still an action, so it would still provoke, but I might modify the defensive spellcasting option for ACs in that case. I believe a push is a full round action.
Ferious Thune wrote:
Since armor spikes specify adding damage to a grapple attack I'd suggest that you are not making an attack with armor spikes so much as making an attack boosted by armor spikes. It is definitely worded weirdly though
Ferious Thune wrote:
As a GM I'd have to rule that a grapple attack was any attempt to damage the person you were grappling or that was grappling you. I specify this because the grappler can choose to maintain the grapple and then choose to automatically do damage to their victim whereas the grapplee can take a full attack on anyone in reach including the grappler.
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