Separate attack rolls for Battering Blast?


Rules Questions


Battering Blast adds an extra ball of force for every 5 caster levels you possess beyond 5th.

Do you have to make a separate touch attack for each new ball of force a la Scorching Ray or is it only one for the entire batch?

As a separate question, if you were to intensify Battering Blast and you have a caster level of 10, do you receive another ball of force that does 7d6 damage or 5d6 damage?


Check with your GM on how you run the attack rolls. Scorching Ray by RAW requires separate rolls but I've seen it run as one roll per target. Battering Blast lacks that language so expect more table variation.

Intensify raises the maximum dice by five levels but you have to have those levels to take advantage of the feat. In the case of Battering Blast you get 5 die unless you have caster level 12 or 14 which would add 1 and 2 die respectively.


SRD

Battering Blast:
You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second ball of force.

A creature struck by any of these is subject to a bull rush attempt. 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 and a +10 bonus for each additional blast directed against the same target. Each sphere of force makes its own separate bull rush attempt—if multiple spheres strike one target, you make multiple CMB checks but only take the highest result to determine success. If the bull rush succeeds, the force pushes the creature away from you in a straight line, and the creature must make a Reflex save or fall prone.

This spell pushes an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per level (maximum 250 pounds). This spell cannot move creatures or objects beyond your range. Used on a door or other obstacle, the spell attempts a Strength check to destroy it if the sheer damage inflicted by the spell doesn’t do the job.

You hurl a fist-sized ball of force
Each ball must be hurled as a separate ranged touch attack.

maximum 5d6
Each ball is capped at 5d6.
At CL 10, you get two balls of 5d6 each.
At CL 15, you get three balls of 5d6 each.

A creature struck by any of these is subject to a bull rush attempt.
If you get one ball and it hits, you get one bull rush attempt.
If you get three balls and one hits, you get one bull rush attempt.
If you get three balls and all hit, you get one bull rush attempt.
See the spell text for how to calculate the attempt.

/cevah

Shadow Lodge

Huh, reading it I would say Intensify would work to raise the number of damage dice(since those are based on level). I'll need to remember this.

Grand Lodge

Jep intensify will increase it to 7d6 pr. ball

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