More basic rules questions


Rules Questions


Sorry I have been out for 3 years, and my Learning challenges is making things hard for me to comprehend....So a lot of questions I have are probably somewhat basic, and I am sorry for that...

So I made a thread for the simple questions, so I don't clutter

Can you apply the "Intensify" Metamagic Feat to Magic Missiles to get more missiles (after level 9)?


No, intensify increases the number of damage dice by 5 levels, magic missile has no variable to then umber of damage dice, it's always 1 per missile. Intensify does not increase the number of missiles.


Thank you.

Second question. Can an alternate racial trait be changed out a second time. This is quite possible with half elves...


Jason Wedel wrote:

Thank you.

Second question. Can an alternate racial trait be changed out a second time. This is quite possible with half elves...

Depends on what you mean.

If you mean take another alternate racial trait that replaces the same main trait, no. It's already been altered.

If you mean simply changing it to a different one, yes, using retraining rules.

Quote:
If your campaign uses alternate racial traits, you can retrain a racial trait. This takes 20 nonconsecutive days and requires a trainer with the racial trait you want. The replacement trait must be an appropriate one from your racial list. The old and new racial traits must replace the same standard racial trait. For example, the magic resistant and stubborn alternate dwarven traits replace the hardy standard trait, so you can retrain one of those for the other.


Skrayper wrote:
Jason Wedel wrote:

Thank you.

Second question. Can an alternate racial trait be changed out a second time. This is quite possible with half elves...

Depends on what you mean.

If you mean take another alternate racial trait that replaces the same main trait, no. It's already been altered.

If you mean simply changing it to a different one, yes, using retraining rules.

Quote:
If your campaign uses alternate racial traits, you can retrain a racial trait. This takes 20 nonconsecutive days and requires a trainer with the racial trait you want. The replacement trait must be an appropriate one from your racial list. The old and new racial traits must replace the same standard racial trait. For example, the magic resistant and stubborn alternate dwarven traits replace the hardy standard trait, so you can retrain one of those for the other.

neither of those is what I am talking about

an example of what I am getting at
1) Half elf takes drow magic giving up multitalentented and adaptable IIRC
2) Then half elf gives up drow magic for shade magic
then takes

Dark Archive

TxSam88 wrote:
No, intensify increases the number of damage dice by 5 levels, magic missile has no variable to then umber of damage dice, it's always 1 per missile. Intensify does not increase the number of missiles.

I'm going to disagree with TxSam88. The number of missiles in magic missile are modified by the caster level. Intensified Spell feat increases the maximum caster level by 5.

Magic Missile: For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.

Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

As I read this, this would allow up to 2 additional missiles if the caster level was high enough. 1 missile at caster level 1, 2 missiles at CL 3, 3 missiles at CL 5, 4 missiles at CL 7, 5 missiles at CL 9(normal max), 6 missiles at CL 11, and 7 missiles at CL 13 (max with feat). Being CL 14 (max allowed with feat [9+5=14]) would do nothing as magic missile allows an additional missile at every odd level.

Dark Archive

Jason Wedel wrote:
Skrayper wrote:
Jason Wedel wrote:

Thank you.

Second question. Can an alternate racial trait be changed out a second time. This is quite possible with half elves...

Depends on what you mean.

If you mean take another alternate racial trait that replaces the same main trait, no. It's already been altered.

If you mean simply changing it to a different one, yes, using retraining rules.

Quote:
If your campaign uses alternate racial traits, you can retrain a racial trait. This takes 20 nonconsecutive days and requires a trainer with the racial trait you want. The replacement trait must be an appropriate one from your racial list. The old and new racial traits must replace the same standard racial trait. For example, the magic resistant and stubborn alternate dwarven traits replace the hardy standard trait, so you can retrain one of those for the other.

neither of those is what I am talking about

an example of what I am getting at
1) Half elf takes drow magic giving up multitalentented and adaptable IIRC
2) Then half elf gives up drow magic for shade magic
then takes

No. Shade Magic is exclusive to the Drow race. A half-elf taking the alternate racial trait Drow Magic doesn't change the character's racial type.

With that being said, I would allow it as a house rule. But this is the Rules Forum so answers have to be RAW (Rules As Written). :)


Does taking Drow heritage (Counts as drow for prereqs by giving up language choices) change the answer. The example was to explain the idea of Trait A becomes Trait B, then Trait B is traded for Trait C where Trait A cannot be changed for Trait C


Jason Wedel wrote:


neither of those is what I am talking about

an example of what I am getting at
1) Half elf takes drow magic giving up multitalentented and adaptable IIRC
2) Then half elf gives up drow magic for shade magic
then takes

I cannot find "shade magic", but let's use this as an example instead:

First, as a half-elf, you take Drow-Magic. The text:

Quote:
Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

Then you want to do something like this, I presume, that's in the Drow list of alternate racial abilities? (Using Stalker as it is the only ability I see for Drow that replaces spell-like abilities):

Quote:
Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait.

Or do you mean this?

Quote:

Shadow Caster (Drow)

Your command over shadow and darkness create longer-lasting spell effects.
Prerequisites: Caster level 1st, drow.

Benefit: When you cast spells of the shadow subschool or spells with the darkness or shadow descriptor, you are considered two levels higher when determining the duration of those spells.

Either way, I'd probably say the same thing:

RAW - No. You're not a drow, and none of the abilities listed specifically state you qualify if you're half-drow. Neither state that the racial ability "Drow Magic" is required, and neither list specific spell-like abilities (like "cast faerie fire as a racial ability").

DM-fiat - DM's choice, of course, but I would probably ask for some justification. Were you raised by Drow? Are you willing to RP a character with a limited interaction with the surface world? Keep in mind, Drow get abilities based on the concept that they lived in darkness all their lives. If you were raised by someone on the surface, why would you be so in-tune with the darkness?

It's not OP or game breaking, so if you have a good character concept the GM may allow it.


Jason Wedel wrote:
Does taking Drow heritage (Counts as drow for prereqs by giving up language choices) change the answer. The example was to explain the idea of Trait A becomes Trait B, then Trait B is traded for Trait C where Trait A cannot be changed for Trait C

For Shadow Caster, yes; for Stalker, no (in my previous answer).

Quote:
Drow Heritage: Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow. Source PZO9466

Being Drow is a pre-requisite for Shadow Caster, so it definitely works for this as you now count as being Drow.


Shade Magic is from the same book as Drow Heritage. Basically replaces the spells from Drow magic with other spells.

It is a Drow racial trait, here is the text

Quote:


Drow with this trait can cast cloak of shadeAPG, dust of twilightAPG, and ghost sound as spell-like abilities each once per day. This racial trait replaces a drow’s normal spell-like abilities.


ckdragons wrote:
TxSam88 wrote:
No, intensify increases the number of damage dice by 5 levels, magic missile has no variable to then umber of damage dice, it's always 1 per missile. Intensify does not increase the number of missiles.

I'm going to disagree with TxSam88. The number of missiles in magic missile are modified by the caster level. Intensified Spell feat increases the maximum caster level by 5.

Magic Missile: For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.

Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

As I read this, this would allow up to 2 additional missiles if the caster level was high enough. 1 missile at caster level 1, 2 missiles at CL 3, 3 missiles at CL 5, 4 missiles at CL 7, 5 missiles at CL 9(normal max), 6 missiles at CL 11, and 7 missiles at CL 13 (max with feat). Being CL 14 (max allowed with feat [9+5=14]) would do nothing as magic missile allows an additional missile at every odd level.

but the higher the level of the caster for Magic Missile doesn't increase its damage dice, it increases the number of missiles cast. Otherwise that's like arguing that it would also summon more monsters if you used it on a summon spell.


Back to magic missiles, I have a trait that is -1 for metamagic feat levels

If I am level 1, I place a metamagic feat on MJagic Missile (toppling) would it still count as a level 1 spell (1+1-1=1)

Dark Archive

Jason Wedel wrote:

Back to magic missiles, I have a trait that is -1 for metamagic feat levels

If I am level 1, I place a metamagic feat on MJagic Missile (toppling) would it still count as a level 1 spell (1+1-1=1)

If you're referring to Magical Lineage trait, yes.


Jason Wedel wrote:

Shade Magic is from the same book as Drow Heritage. Basically replaces the spells from Drow magic with other spells.

It is a Drow racial trait, here is the text

Quote:


Drow with this trait can cast cloak of shadeAPG, dust of twilightAPG, and ghost sound as spell-like abilities each once per day. This racial trait replaces a drow’s normal spell-like abilities.

Sorry, I'm using the D20PFSRD and didn't see it.

Hmmm.

Using both of these:

Quote:
Drow Heritage: Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow. Source PZO9466
Quote:
Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

I would presume yes? Only because Drow Magic replicates the drow spell-like abilities exactly.

Quote:
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

I imagine you would need both Heritage and Magic though, because the description specifically refers to Drow ("Drow with this trait can cast..."). Of course, that's in the vein of GM's call.

Shadow Lodge

ckdragons wrote:
TxSam88 wrote:
No, intensify increases the number of damage dice by 5 levels, magic missile has no variable to then umber of damage dice, it's always 1 per missile. Intensify does not increase the number of missiles.

I'm going to disagree with TxSam88. The number of missiles in magic missile are modified by the caster level. Intensified Spell feat increases the maximum caster level by 5.

Magic Missile: For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.

Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

As I read this, this would allow up to 2 additional missiles if the caster level was high enough. 1 missile at caster level 1, 2 missiles at CL 3, 3 missiles at CL 5, 4 missiles at CL 7, 5 missiles at CL 9(normal max), 6 missiles at CL 11, and 7 missiles at CL 13 (max with feat). Being CL 14 (max allowed with feat [9+5=14]) would do nothing as magic missile allows an additional missile at every odd level.

Nope, Intensify is very specific in what it does, and that doesn't include giving you additional missiles: It only works with spells that specifically give you x damage dice per y levels and has a level cap built in (like Fireball and Burning Hands). Spells like Magic Missile and Scorching Ray which scale from gaining additional missiles/rays do not benefit from it, nor do spells that add flat damage per level (like Harm).


ckdragons wrote:
Intensified Spell feat increases the maximum caster level by 5.

No it doesn't. It "increases the maximum number of damage dice", and "No other variables of the spell are affected". Number of magic missiles fired is clearly an other variable.

Jason Wedel wrote:

1) Half elf takes drow magic giving up multitalentented and adaptable IIRC

2) Then half elf gives up drow magic for shade magic

Not legal. The character isn't a drow.

Jason Wedel wrote:
Does taking Drow heritage (Counts as drow for prereqs by giving up language choices) change the answer.

Still not a drow when it comes to racial traits. Also, the character doesn't have "normal spelllike abilities" to replace.

It's not breaking anything, so you could ask the GM to make an exception, but RAW the it's not possible.

Dark Archive

Taja the Barbarian wrote:
ckdragons wrote:
TxSam88 wrote:
No, intensify increases the number of damage dice by 5 levels, magic missile has no variable to then umber of damage dice, it's always 1 per missile. Intensify does not increase the number of missiles.

I'm going to disagree with TxSam88. The number of missiles in magic missile are modified by the caster level. Intensified Spell feat increases the maximum caster level by 5.

Magic Missile: For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.

Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

As I read this, this would allow up to 2 additional missiles if the caster level was high enough. 1 missile at caster level 1, 2 missiles at CL 3, 3 missiles at CL 5, 4 missiles at CL 7, 5 missiles at CL 9(normal max), 6 missiles at CL 11, and 7 missiles at CL 13 (max with feat). Being CL 14 (max allowed with feat [9+5=14]) would do nothing as magic missile allows an additional missile at every odd level.

Nope, Intensify is very specific in what it does, and that doesn't include giving you additional missiles: It only works with spells that specifically give you x damage dice per y levels and has a level cap built in (like Fireball and Burning Hands). Spells like Magic Missile and Scorching Ray which scale from gaining additional missiles/rays do not benefit from it, nor do spells that add flat damage per level (like Harm).

And how is magic missile not giving you 1 missile (or 1d4+1) every 2 levels, to a maximum of 5 missiles at 9th level? How is that different than shocking grasp that gives 1d6 every 1 level, to a maximum of 5d6 at 5th level? And with scorching ray, one ray plus 1 every 4 levels to a max of 3 rays at 11th level? Is there an FAQ somewhere that I missed?


The difference, and IMO the language could go either way, is that the special effect is one source or multiple sources.

Shadow Lodge

ckdragons wrote:
Taja the Barbarian wrote:
ckdragons wrote:
TxSam88 wrote:
No, intensify increases the number of damage dice by 5 levels, magic missile has no variable to then umber of damage dice, it's always 1 per missile. Intensify does not increase the number of missiles.

I'm going to disagree with TxSam88. The number of missiles in magic missile are modified by the caster level. Intensified Spell feat increases the maximum caster level by 5.

Magic Missile: For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.

Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

As I read this, this would allow up to 2 additional missiles if the caster level was high enough. 1 missile at caster level 1, 2 missiles at CL 3, 3 missiles at CL 5, 4 missiles at CL 7, 5 missiles at CL 9(normal max), 6 missiles at CL 11, and 7 missiles at CL 13 (max with feat). Being CL 14 (max allowed with feat [9+5=14]) would do nothing as magic missile allows an additional missile at every odd level.

Nope, Intensify is very specific in what it does, and that doesn't include giving you additional missiles: It only works with spells that specifically give you x damage dice per y levels and has a level cap built in (like Fireball and Burning Hands). Spells like Magic Missile and Scorching Ray which scale from gaining additional missiles/rays do not benefit from it, nor do spells that add flat damage per level (like Harm).
And how is magic missile not giving you 1 missile (or 1d4+1) every 2 levels, to...

PF1e Forum Search for 'Intensify' + 'Missile': https://paizo.com/search?q=intensify+%2B+missile&forum=v5748dmtyzkl3.

General consensus: Magic Missile gains no benefit from the Intensify Spell feat, because that's the way the feat was written.


Is there a feat to make intimidate possible as a swift action?


Yes and no. There are feats which allow demoralize/intimidate as a swift in specific circumstances (gory finish on a kill, and at least 1 more such feat IIRC), and a trait which allows demoralize as a swift action 1/day (omen) but no feat which simply does what you say in any circumstances.


Was looking for demoralize actually not intimidate...


Jason Wedel wrote:
Was looking for demoralize actually not intimidate...

You Demoralize by using Intimidate. Unless you mean the spell Demoralize? Regardless, the feat Cornugan Smash let's you Intimidate as a free action when you hit with a Power Attack, and taking all four of the Damnation feats lets you do so as a swift and can actually increase the fear affects to higher levels.


ckdragons wrote:
TxSam88 wrote:
No, intensify increases the number of damage dice by 5 levels, magic missile has no variable to then umber of damage dice, it's always 1 per missile. Intensify does not increase the number of missiles.

I'm going to disagree with TxSam88. The number of missiles in magic missile are modified by the caster level. Intensified Spell feat increases the maximum caster level by 5.

Magic Missile: For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.

Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

As I read this, this would allow up to 2 additional missiles if the caster level was high enough. 1 missile at caster level 1, 2 missiles at CL 3, 3 missiles at CL 5, 4 missiles at CL 7, 5 missiles at CL 9(normal max), 6 missiles at CL 11, and 7 missiles at CL 13 (max with feat). Being CL 14 (max allowed with feat [9+5=14]) would do nothing as magic missile allows an additional missile at every odd level.

You are confusing number of dice with number of missiles. Fireball has dice based on levels, Intensify would increase it's number of dice. Magic Missile has a single dice per missile, with the number of missile limited by level. since intensify does not increase anything other than the number of dice, and the dice per missile is not variable, intensify has no effect on Magic Missile.


Jason Wedel wrote:

Back to magic missiles, I have a trait that is -1 for metamagic feat levels

If I am level 1, I place a metamagic feat on MJagic Missile (toppling) would it still count as a level 1 spell (1+1-1=1)

yep, this trick is the big one for the Magus Build. Magical Lineage (Shocking Grasp) + Intensified spell (Shocking Grasp) = 10d6 shocking grasps at 10th level (as a 1st level spell) as part of an attack, and gets +3 to hit against metal armor. Get Ring Of Wizardry (1st level) and suddenly you can hand out shocking grasps all day long.


Jason Wedel wrote:
Is there a feat to make intimidate possible as a swift action?

Feat? No, not straight up (see above post)

Technically, you can as a Swashbuckler, but need 3 levels of it:

Quote:
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

I don't know of a way to get anything beyond 1st level deeds without taking levels in Swashbuckler, but someone else here might know.


Soulless Gaze let you intimidate as a swift action with 3 intimidation feats.


willuwontu wrote:
Soulless Gaze let you intimidate as a swift action with 3 intimidation feats.

Technically you need 3 additional Damnation Feats.


Skrayper wrote:
Jason Wedel wrote:
Is there a feat to make intimidate possible as a swift action?

Feat? No, not straight up (see above post)

Technically, you can as a Swashbuckler, but need 3 levels of it:

Quote:
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
I don't know of a way to get anything beyond 1st level deeds without taking levels in Swashbuckler, but someone else here might know.

Cornugon Smash lets you Intimidate as a Free Action whenever you Damage someone using Power Attack.


Scott Wilhelm wrote:
Skrayper wrote:
Jason Wedel wrote:
Is there a feat to make intimidate possible as a swift action?

Feat? No, not straight up (see above post)

Technically, you can as a Swashbuckler, but need 3 levels of it:

Quote:
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
I don't know of a way to get anything beyond 1st level deeds without taking levels in Swashbuckler, but someone else here might know.
Cornugon Smash lets you Intimidate as a Free Action whenever you Damage someone using Power Attack.

That's why we were stating that it's not a straight up ability. Cornugon Smash requires you have taken Power Attack.

I agree that it is less of a tax than, say, going three levels of Swash.

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