Is this a legal use of the Dazing Metamagic Feat?


Rules Questions

Scarab Sages

Let's say LVL 15 Arcane Bloodline Sorcerer

Magic Lineage Trait: Pellet Blast
Spell Focus: Conjuration
Greater Spell Focus: Conjuration
School Power: Conjuration
Spell Perfection feat: Pellet Blast

Dazing, persistent, pellet blast (uses a lvl 7 slot)
DC: 10 + 8 (stat) + 3 (spell level) +4 (spell perfection doubling focus feats)+ 2(school power) + 1 (using meta-magic)=28 reflex save, roll again if you succeed.

No spell resistance
It will do damage (even to a golem)
Daze will effect anything

You could have it use just a 4th lvl slot making the Dazing free with spell perfection

Or throw in a free heighten to increase the DC or Selective so you can blast through your friends.

Is there anything wrong with this set up?


5d8 = 22.5dmg average or 11.25dmg with a ref save

The spell clearly states DR applies so if the target DR absorbs all the damage then the Dazing effect won't trigger as you didn't cause damage.

And if it's one thing Golems have its DR ;)

anything with evasion can also ignore the dazing if they make their save since they take no damage.

so yes it works but no its not an IWIN combo


is the dazing effect depending on damage? not just that the spell succeeds and "hits"?

Scarab Sages

Quote:

The spell clearly states DR applies so if the target DR absorbs all the damage then the Dazing effect won't trigger as you didn't cause damage.

And if it's one thing Golems have its DR ;)

You can bypass silver, cold iron or adamantine DR using material components. But that does not even matter. Let's take the CR 19 Adamantine Golem. It has a ref save +9 which means that it has to roll a 19 or 20 Twice, thus it will fail it's save and take full damage -15 for it's dr and be dazed for 3 rounds.

The evasion can neutralize it but again need to make a second save if you make the first.

I think it's a very nasty combination.


Sister Maeve wrote:
is the dazing effect depending on damage? not just that the spell succeeds and "hits"?

yes the dazing effect specifically calls out apply only if effect spell does damage


In that case, there are still a dozen or so methods to make damage hit easily, a personal favorite of mine is the Eldritch Godling using methods to modify the energy type, as example into sonic damage


Rilor wrote:
Quote:

The spell clearly states DR applies so if the target DR absorbs all the damage then the Dazing effect won't trigger as you didn't cause damage.

And if it's one thing Golems have its DR ;)

You can bypass silver, cold iron or adamantine DR using material components. But that does not even matter. Let's take the CR 19 Adamantine Golem. It has a ref save +9 which means that it has to roll a 19 or 20 Twice, thus it will fail it's save and take full damage -15 for it's dr and be dazed for 3 rounds.

The evasion can neutralize it but again need to make a second save if you make the first.

I think it's a very nasty combination.

Try it with acid arrow...

-James

Scarab Sages

Yeah I like acid arrow too. No spell resistance, longer range, save every round. The only problem is that if they have any kind of acid resist then they will likely not take damage. Also you have to hit.


Rilor: combine the acid arrow idea with the use of Eldritch Godling as the base caster class to be able to take the elemental modifier ability and dual casting


Rilor wrote:
Yeah I like acid arrow too. No spell resistance, longer range, save every round. The only problem is that if they have any kind of acid resist then they will likely not take damage. Also you have to hit.

I believe there is a trait that adds +1 force damage to damage dealing spells.

True you need to hit.. but that should not be an issue at that point.

It has SR but I really like a summoner with a lesser rod of daze.. they get wall of fire as a 3rd level spell. Slow cook...

-James

Scarab Sages

Yeah that is potent. Unfortunately my GM will not allow 3rd party material. As a side note, I am trying to develop a powerful sorcerer for the new Runelords AP, since our party size will be 2!


Sister Maeve wrote:
In that case, there are still a dozen or so methods to make damage hit easily, a personal favorite of mine is the Eldritch Godling using methods to modify the energy type, as example into sonic damage

heh I never consider 3rd party solutions, to be solutions ;)


Rilor wrote:
Yeah that is potent. Unfortunately my GM will not allow 3rd party material. As a side note, I am trying to develop a powerful sorcerer for the new Runelords AP, since our party size will be 2!

New runelords AP ? are you talking about the anaversary edition of Rise of the Runelords ?

Scarab Sages

Yeah, the anniversary edition.


Rilor wrote:
Yeah, the anniversary edition.

hrmm I was going to say you'll barely reach level 15 by the 6th chapter but if your only playing in a party of 2 then your going to get an xp overload and may well hit 20. Unless the encounters are scaled back accordingly to the progression is the same.

just trying to think back on my time with the AP and higher level spells earlier in that campaign may break some things your GM will need to be careful.

What the other player going to be ?

Scarab Sages

The other player is going to be a Paladin. Yeah, my DM is not going to scale anything back so if we live we will be a bit higher level then normal, and richer!

15th level is very near the endgame I am guessing. I have some nasty combos for lower levels. I might spend my magic lineage on stinking cloud. Make that persistent and make sure that we are both equipped with Fog-Cutter lenses and necklaces of adaptation.


Rilor wrote:
Yeah that is potent. Unfortunately my GM will not allow 3rd party material. As a side note, I am trying to develop a powerful sorcerer for the new Runelords AP, since our party size will be 2!

in that case, consider a class that can have a swarm of allies through summons or animal companion, maybe a skeletal army, and spells like charm person

with just 2 players, a horde of bodyguards is very helpful, be sure to also take Leadership

Scarab Sages

Quote:

in that case, consider a class that can have a swarm of allies through summons or animal companion, maybe a skeletal army, and spells like charm person

with just 2 players, a horde of bodyguards is very helpful, be sure to also take Leadership

All good advice. I am trying to avoid all of that though. We are just finishing up Serpent Skull where we had an evil party of a Wizard, Cleric, Druid and Rogue. There was liberal use of animate dead and summon monster/natures ally going on.


heh just remember whatever you decide on a 2 man party is two failed saves away from TPK, something worth keeping in mind ;)

Scarab Sages

Good point Phasics, maybe one Leadership Feat and some henchmen.


james maissen wrote:
Rilor wrote:
Quote:

The spell clearly states DR applies so if the target DR absorbs all the damage then the Dazing effect won't trigger as you didn't cause damage.

And if it's one thing Golems have its DR ;)

You can bypass silver, cold iron or adamantine DR using material components. But that does not even matter. Let's take the CR 19 Adamantine Golem. It has a ref save +9 which means that it has to roll a 19 or 20 Twice, thus it will fail it's save and take full damage -15 for it's dr and be dazed for 3 rounds.

The evasion can neutralize it but again need to make a second save if you make the first.

I think it's a very nasty combination.

Try it with acid arrow...

-James

interesting side effect of making it a dazing acid arrow the daze save becomes a Will save because acid arrow doesn't allow a save.


Dazing Acid Arrow > Constructs of virtually all kinds, especially Golems.

Otherwise, druids are incredibly good dazing-spell casters, and even get some spells around 2nd level that are AoE, so save, no SR. Tiny amounts of damage, but damage reduction doesn't apply, and you really just want your save DC to stick. :P

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