Rift Warden and Counterspelling!


Rules Questions


So we're going to be starting the WoR AP right away and I'm playing a Dwarven Wizard, transmuter. His spells will ONLY be used for buffing and counterspelling. As such, starting at 6th level, I plan to do as much counter summoning/teleporting as I possibly can. However, the uniqueness of the class has me pondering the rules, so I'm looking for a couple quick answers!

1 - Counter Summons, the level 1 rift warden ability gives them the ability to counter summon monster spells as if using the quicken metamagic feat. This text is very unclear as to what type of action your using. The ability begins by telling you to "ready an action" which RAW takes your standard action to do, it then continues on to tell you that this makes the spell a "swift action." My question is, which is it? Is it I ready a standard IE - attack on approach, and in addition I get to cast a quickened counterspell should the need arise? Or do I just ready the swift and use my turn as normal? Or do I lose my standard and my swift? The last obviously making the least sense

paths of prestige wrote:
A Riftwarden can ready an action to use a summon monster spell or spelllike ability as a counterspell, even though the casting time for a summon monster spell is 1 full round. When used this way, the summon monster spell is treated as though quickened to a swift action via the Quicken Spell metamagic feat, though its spell level is not increased, and it can be used only to counterspell. When used to counterspell, a summon monster spell can counter any conjuration (summoning) spell or spell-like ability of its level or lower, including an outsider’s summon ability.
2 - Counter Port is pretty straight forward, however, theres a fairly tricky bit of wording in it. Essentially all this ability does is allow you to counterspell teleportation effects using conjuration spells of 1 level higher, rather than the normal just the same spell. Is this correct? There is no other added benefit of this ability currently? The way it reads it still requires a readied action, and still must be identified. In addition to this, it seems to imply you can counterspell the ability AFTER the ability has been cast "returning teleporting creatures to their point of origin" However, this would mean you would have had a readied action to send the fiend back in the first place. Which seems HIGHLY UNLIKELY as how would you know when your about to be teleported or D-Doored in on?
paths of prestige wrote:
At 4th level, a Riftwarden can ready an action to counterspell a teleportation effect that allows a creature to enter or exit an area within 30 feet of her. She can use Spellcraft to identify a teleportation effect immediately as creatures arrive and can counter the teleportation effect with an identical spell or with any Riftwarden conjuration spell of at least 1 spell level higher, returning teleporting creatures to their point of origin.

3 - Improved counterport, Is there some reason this ability doesn't function off of "relevant ability of the spellcasting class she selected" like every other class feature? It seems oddly specific that it is the only ability utilizing charisma, when even the channeling ability (normally a CHA based ability) uses core casting stat. Just a possible FAQ/Typo question :D

Anyways if you can help with any of these it would be greatly appreciated. I know my DM and play group would love to have these answered prior to me showing up with my awesome dwarven goodness :D


1. Normally, you ready to perform a standard, move, or swift action. You wouldn't be able to counter a spell with a casting time longer than that without spilling over into the next turn's actions. The riftwarden gets around this by auto-quickening the spell when countering. Read it as "you can cast summon spells as if they had a casting time of '1 swift action', but only as counterspells" and you'll be fine.

2. Correct; you technically counter the spell as it is happening. You would have to be prepared for the creatures' arrival--almost as if you were guarding a place where creatures are known to use teleportation to arrive. Like a warden for, say, a rift...

3. Because that's how the class is played? The effect is an assertion of your will on the offenders, which is the definitive Charisma-based ability (like most classes that channel).


Thanks for the prompt answers Blahpers, greatly appreciated.

I agree with you on both point A and B, althought point B means the class feature is MUCH less useful in an adventuring campaign (no spoilers if it does actually have use in this AP). I do understand the flavor and really enjoy it, hence my excitement to play the class!

Where our views differ is on the third ability, I utilized the channel as an example AGAINST your statement, not for it. So your reference to channeling seems contradictory to your view. See their channel is based on core casting stat, rather than Charisma, which leads me to believe that their other core abilities should function on the same basis. I have an odd belief that this should be based on core casting stat and is probably a non corrected error based on an early creation of this class (perhaps one more based on channeling, or more sorcerer based)

Edit - After having reread the planar channel I see your point. You still channel as a cleric which means the DC is CHA based, however your uses per day are based on intelligence. This is a pity, unfortunately this greatly discourages other classes from becoming rift warden. May have to rethink the viability of this dwarven rift warden.


Sadly, a lot of prestige classes have limited usefulness outside of their respective lore-based roles. Some are really only suitable as NPCs. This one, eh, in some campaigns it could be useful, but in most the abilities would be too situational to warrant half of your class progression. At least as a wizard you don't lose much--most school abilities are tepid anyway.


Aye, I agree. If any AP is gonna have use for them it'll be this one. What with all the evil outsider focus and such. The humerus thing about this is it doesn't really affect Improved counterport which has a DC based on 10 + Character Level + CHA which means its already going to be ABSURDLY high. It does however destroy the channel ability of the class for wizards, as at 12th level a DC 16 +cha will save is pretty much an auto success for most monsters. Stupid ability being based on caster level for a class that loses caster levels is just quite an annoyance.

Anyways, appreciate the help and the conversation, this will definitely help me make a more informed decision on the characters viability.

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