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You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.

This states what is being used to counter. This means spell level would be used to determine the counteract level.


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Cordell Kintner wrote:
Pixel Popper wrote:
There's no such thing as a "Balance check."

Excuse me, I guess since we're arguing semantics here, an "Acrobatics check to Balance"

Pixel Popper wrote:
Balance is a single action with the Move trait that uses an acrobatics check to determine the degree of success and the results.

Balance is a very poorly designed action and doesn't even work as intended. It is much cleaner of an action if it is a free action that is triggered when you enter an area where you would need to balance, with similar results as it has now. That way, you wouldn't have to move onto a surface with an action and then spend another action to immediately start to Balance, and it can handle situations like this where you need to Balance when it's not your turn.

By the way, what happens if you use your last action of a turn to Stride into uneven ground? You can't Balance, so do you just fall prone without a check, even if you could make it on a nat 1?

You would stop in the first square of uneven ground you entered so that you could meet the conditions to use the Balance action the next turn, or per the rules on Uneven Ground: Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground.

It is similar to how Climb works. You use a stride to get to the square where you want to Climb with an action. Then you use another action to Climb. You don't get to combine movement between 2 different move actions.


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breithauptclan wrote:

As an additional exercise, how about comparing the costs.

On one side, buy the thrower's bandolier with the +1 and striking runes and a bunch of Lesser Alchemist's Fire.

On the other side, buy a bunch of Moderate Alchemist's Fire.

Now, figure out how many bombs you need to buy in order to make it more cost effective to go with the thrower's bandolier hack.

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Now check it out with Bomber Alchemist's Perpetual Infusions.

Do you really think that the introduction of this particular item is intended to increase the effectiveness of Perpetual Infusions for Bomber specifically?

I can't know what was intended. What was intended is not relevant to how RAW works mechanically. If the RAW isn't what is intended we will see an errata change. I have no interest in a cost exercise.

Perpetual Infusions require the use of Quick Alchemy. The Quick Alchemy items would be gone by the start of my next turn. Additionally you must attune the weapons to the bandolier as part of your daily prep. It would only be possible to attune the Advanced Alchemy weapons you made during your daily prep to the Thrower's Bandolier.