Knowledge is Power question. (Arcane Discovery)


Rules Questions


Knowledge is Power (Ex):
Benefit(s) Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

*****

I'm simply wondering if there are any limitations to when I can apply the bonus to CMB/CMD from Knowledge is Power.

I've read that the same ability can't be added to a statitics twice, but KiP should function for spells such as Thunderstomp (where you switch out your Strength modifier for Intelligence instead of adding it), correct?

But would it function with the spell Hydrualic Push, which also lets you make a Combat Maneuver? (but has a different wording which "adds" your Intelligence instead of switching something out for it)

And would it function with a Toppling Spell? (If KiP doesn't work with Hydrualic Push, it shouldn't add a bonus to Toppling Spells either)

Thunderstomp:
You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature. Attempt the combat maneuver check to trip the target, but instead of your base attack bonus you can use your caster level, and instead of your Strength modifier you can use your spellcasting ability score modifier (Intelligence for magi and wizards; Wisdom for druids and rangers; Charisma for bloodragers and sorcerers). This does not provoke an attack of opportunity. This spell has no effect if you cannot reach the ground or floor, or if your target is not in contact with the ground or floor.

Hydrualic Push:
You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

I'm making a Combat Maneuver focused WHWitch1/WizardX, and adding INT twice would definitely boost the prowess of my "fake martial" character.


No, I don't think you get to stack your INT mod with your INT mod on these abilities or any other.

The idea of Knowledge is Power is to add something you're not already adding. If you're MAD enough that STR and INT are both good modifiers for you, then it's a benefit. But if you're a SAD INT caster, you're just stacking to break the system by providing the same single ability score twice.

That said, I'm making a bit of an assumption here because the stacking rules don't cover this exact situation. So yeah, it's a hole in the rules, but I think the intent of the stacking rules is quite clear and prevents any exploits of this hole.

YMMV


No you don't get to have your int twice except in a couple of situations.

1 one ability lets you add twice your int modifier such as kirin style.

2 One of the abilities lets you add a bonus type x equal to your int to your int. A good example of this is the oradin smiting. The oradin gets charisma to ac from his oracle revelation (the whole purpose of the level) then when he smites he gets a deflection bonus equal to his charisma. Totally legal double dipping at the cost of negating the bonus of any deflection item/spell he had going.


DM_Blake wrote:
The idea of Knowledge is Power is to add something you're not already adding. If you're MAD enough that STR and INT are both good modifiers for you, then it's a benefit. But if you're a SAD INT caster, you're just stacking to break the system by providing the same single ability score twice.

For Thunderstomp, which switches out STR/BAB for INT/CL, I figured that Intelligence represents your innate power for spellcasting and Caster level was your ability to control it. Meaning that I would benefit from KiP would since it is (thematically) the knowledge of how to best apply the force you through CL and INT can summon.

But I admit that 2x INT would grant a too good CMB, especially at lower levels, so I guess I'll leave that character concept.


Same question for me about

BLack Tentacles: The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus.

In this case i think that i can apply Knowledge is power because the spell uses a +4 modifier for his own strength and then you can add the int bonus arent'you?


No. Knowledge is Power only applies to you.


and i've another question about this spell:

What happen if the spell has a value of STRENGTH as your stat?
I've noticed different uses of words:

-case 1 : Hydraulic push ..Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest.

In this case you can't add the same stat twice because the spell specifically tell you that your CMB is CL + stat, and it's clear that you can't add the same bonus twice.

-case 2 : Battering blast "The force has a Strength modifier equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). The CMB for the force’s bull rush uses your caster level as its base attack bonus, adding the force’s Strength modifier ..."

If the STRENGTH of the force pull has the same value of my casting stat, but the spell is specifically using the strength modifier of the spell, can i add my caster stat bonus to this ?

Am i cheating :) ?


With Battering Blast, it is the spell that is making the Bull Rush attempt, not you. So just like Black Tentacles, you can't use Knowledge is Power.

The wording for Hydraulic Push is... unusual. It refers to "[y]our CMB" which suggests that you could use Knowledge is Power although I doubt that was the intent. Regardless, you would be correct that you can't add two untyped Int bonuses together.


OKi thanks.

It's strange arcane discovery, i mean, what was created for?

A grappling transmuter?
A multiclass/gish grappler?
A (bad) defensive Discovery against grapples?

thank you for clarification!!

Rafim


Rafim wrote:

OKi thanks.

It's strange arcane discovery, i mean, what was created for?

A grappling transmuter?
A multiclass/gish grappler?
A (bad) defensive Discovery against grapples?

It is a very focused ability. The only time I can imagine taking it would be for a combat-maneuver-focused Eldritch Knight: tripping, disarming, sundering, etc. It could be very nice for such a build since it adds Int rather than replacing Str or Dex with Int.

Rafim wrote:

thank you for clarification!!

Rafim

You are welcome.


Rafim wrote:
It's strange arcane discovery, i mean, what was created for?

IMO, it's for multiclassing. For instance, an investigator that went int and dex could pick up a level of wizard and substantially boost her CMB/CMD with it. It also wouldn't hurt to pick up the ability to use wizard items, Dimensional Slide 4/day, scribe scroll and a handful of actual spells.


One of my players has a level 5 Kensai magus with knowledge is power and an Int mod of 5. Canny defense gives a dodge bonus to AC equal to his Int mod. Since dodge bonuses are added to your cmd would knowledge is power still add his Int to cmd a second time?

Sovereign Court

Pathfinder Starfinder Society Subscriber

Yes. The dodge bonus is different from straight Int, and the two would stack, or add together for your CMD.


KingOfAnything wrote:
Yes. The dodge bonus is different from straight Int, and the two would stack, or add together for your CMD.

Thank you for the quick reply.

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