| retrogmray |
Okay, so if I took Hydraulic Push as my Signature Spell and now I'm level 3, would that make that spell doing 7d6 and 9d6 on a crit, or 5d6 and 7d6, or something else?
If I take Acid Arrow as my 2nd level Signature Spell what would it do?
Please explain well here for me as I'm a new GM to PF2E that came from all the way back in Basic D&D, through until 5th Ed.
Thanks!
| Albatoonoe |
The second answer is correct. Spell level is the important factor in what power a spell has, and that increase every other level.
Acid Arrow would be the default as it does not gain an increase until it is 4th level spell, which is a ways off.
For all heightening, it refers exclusively to spell level, rather than character level.
| retrogmray |
The second answer is correct. Spell level is the important factor in what power a spell has, and that increase every other level.
Acid Arrow would be the default as it does not gain an increase until it is 4th level spell, which is a ways off.
For all heightening, it refers exclusively to spell level, rather than character level.
So I do not understand, fully, the end of your first paragraph...sorry.
Also, so Acid Arrow, a 2nd lvl Spell which says Heightened 2, means that if it's a signature spell at my level 3, it won't be any good to even do. I should choose Heal instead and wait until I get 4th lvl spells to make Acid Arrow a signature spell.Which I likely wouldn't do since their are spells by then more worthy of that. Right? Wrong? Wow this is kinda confusing to say the least.
Thanks a lot by the for sticking with this for me.
| breithauptclan |
Signature Spell allows you to heighten (or lower, technically) a spell. The amount of damage, or other stats of a spell, is based off of the level the spell slot used to cast it with.
So taking Hydraulic Push as signature allows the character to cast it as either a 1st level spell or a 2nd level spell (at character level 3). So when the player decides to cast Hydraulic Push, spending a 1st level spell slot to do it will make it a 1st level spell still. Spending a 2nd level spell slot will make it a 2nd level spell and it will do the heightened damage.
| breithauptclan |
so Acid Arrow, a 2nd lvl Spell which says Heightened 2, means that if it's a signature spell at my level 3, it won't be any good to even do. I should choose Heal instead and wait until I get 4th lvl spells to make Acid Arrow a signature spell.
Which I likely wouldn't do since their are spells by then more worthy of that.
Correct.
You couldn't lower the Acid Arrow to 1st level and cast it with a 1st level spell slot, because Acid Arrow doesn't exist at that low of a level. At character level 3, you couldn't heighten the spell any higher than level 2 because you can't cast anything higher than that.
Now, once you can cast level 3 spells, you could heighten Acid Arrow to level 3 and cast it at that level, but it wouldn't get the added damage - that doesn't kick in until spell level 4. It would be harder to counterspell as a 3rd level spell - for whatever that is worth.
| retrogmray |
Signature Spell allows you to heighten (or lower, technically) a spell. The amount of damage, or other stats of a spell, is based off of the level the spell slot used to cast it with.
So taking Hydraulic Push as signature allows the character to cast it as either a 1st level spell or a 2nd level spell (at character level 3). So when the player decides to cast Hydraulic Push, spending a 1st level spell slot to do it will make it a 1st level spell still. Spending a 2nd level spell slot will make it a 2nd level spell and it will do the heightened damage.
Got it now, thnx a lot!
| retrogmray |
retrogmray wrote:so Acid Arrow, a 2nd lvl Spell which says Heightened 2, means that if it's a signature spell at my level 3, it won't be any good to even do. I should choose Heal instead and wait until I get 4th lvl spells to make Acid Arrow a signature spell.
Which I likely wouldn't do since their are spells by then more worthy of that.Correct.
You couldn't lower the Acid Arrow to 1st level and cast it with a 1st level spell slot, because Acid Arrow doesn't exist at that low of a level. At character level 3, you couldn't heighten the spell any higher than level 2 because you can't cast anything higher than that.
Now, once you can cast level 3 spells, you could heighten Acid Arrow to level 3 and cast it at that level, but it wouldn't get the added damage - that doesn't kick in until spell level 4. It would be harder to counterspell as a 3rd level spell - for whatever that is worth.
Thnx a lot! I think I get it now.
Ya'll have been great!| breithauptclan |
The other benefit of choosing Acid Arrow as your 2nd level signature spell is that once you finally are able to cast higher level spells, having a 4th level Acid Arrow available is still only costing you a 2nd level spell known slot. Your 4th level spells known are still available.
And you are welcome. I am overjoyed at being able to be useful.
Cordell Kintner
|
You can also swap out a spell every level, so if you don't want to "know" acid arrow at level 2, you can swap it for a different spell, then "learn" it as a level 3 spell later. You can then designate it your signature spell for level 3, giving you more freedom at which level to cast it. It's still best to "know" a signature spell at the lowest level you can though.
I definitely recommend thinking about which spells you are more likely to heighten. Some spells seem like a good idea to heighten, but then other higher level spells come along that do the exact same thing but much better, like Agonizing Despair vs Phantasmal Killer.
| Blave |
Some spells seem like a good idea to heighten, but then other higher level spells come along that do the exact same thing but much better, like Agonizing Despair vs Phantasmal Killer.
Agonizing Despair can acutally deal quite a bit more damage at higher levels if the enemy succeeds on a save. The damage on a Save against Phantasmal Killer remains at 4d8.
I'd probably still use Phantasmal Killer. But it is something to keep in mind.
| retrogmray |
Can someone also explain the Ranger's Flurry? So, it's 1 attack with no penalty (1 attack roll that if it hits is 2 hits worth of arrow damage) if its the first attack in the round and a -5 if its the second? Then could the character move as well if they did this as an action sequence (1st attack as normal, Flurry with -5 for 2 shots, then move)?
Thnx
Cordell Kintner
|
This isn't relevant to the initial question of the thread, but it sounds like you're asking about the Hunted Shot action. If so, yes you can do that, but it applies MAP normally, so it's still -0/-5/-10 as normal.
The Flurry edge only lowers your multi-attack penalty against your prey, from -5/-10 to -3/-6 (-2/-4 for agile weapons)
| retrogmray |
This isn't relevant to the initial question of the thread, but it sounds like you're asking about the Hunted Shot action. If so, yes you can do that, but it is two attack rolls at the same multi-attack penalty so it would be -0/-5/-5. Best to just use the special action first for -0/-0/-5.
The Flurry edge only lowers your multi-attack penalty against your prey, from -5/-10 to -3/-6 (-2/-4 for agile weapons)
Yes, sorry. I couldn't even remember how to make a whole new post about this, but I really appreciate your response! That's cleared me up well now.