The spellwarp sniper contorts spells, changing area effects into rays that deliver precise, devastating attacks. Skills: Concentration 8 ranksSpellcraft 8 ranks. Feats: Point Blank Shot. Spellcasting: Ability to cast 3rd-level spells. Spellcasting: At each level, you gain new spells per day and an increase in caster level and spells known, if applicable as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level.
You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a spellwarp sniper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spellwarp Ex : You can alter the form of certain area spells into rays as you cast them. As a free action, you can warp a 1st-level area spell with instantaneous duration and a range greater than touch. The spell's level, components, range, and damage if any remain unchanged.
However, the spell's area entry is replaced by an effect entry of "ray. You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.
You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells. Each time you advance a level in this class, the maximum level of spell that you can affect increases by one. For example, a 3rd-level spellwarp sniper can warp spells of up to 3rd level.
Sudden Raystrike Ex : If you can catch an opponent when he is unable to defend himself effectively from your ray attack, you can strike a vital spot for extra damage.
Whenever the target of one of your ray spells is denied a Dexterity bonus to AC whether the target actually has a Dexterity bonus of notyou deal an extra 1d6 points of damage with your ray spell.
If your ray spell doesn't deal hit point damage, this extra damage doesn't apply. At 4th level, the extra damage increases to 2d6.
If you get a sneak attack or sudden strike bonus from another source such as rogue or ninja levelsthe bonuses on damage stack whenever both abilities would apply to the same target.
This damage applies only to targets within 30 feet. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to your sudden raystrikes. Precise Shot: At 3rd level, you gain Precise Shot as a bonus feat. If you already have Precise Shot, you can select any other feat that has Point Blank Shot as a prerequisite, as long as you meet the prerequisite for the chosen feat.
Ray Mastery Ex : At 5th level, you attain unequaled control over your ray spells.This build is intended to maintain maximum caster level while making a Wizard untouchable by anything short of a critical hit.
It is the supreme defensive caster build with virtually no dependance on defensive spells. Offensively, it focuses on one of the most reliable, consistent forms of damage: Ranged Touch Attacks.
Then, imagine this wizard using spells like Fly, defensive abjuration spells, and Ranged Touch to rain down punishment on everything below, while sitting untouched above the battle. Or, untouched by everything above, in front, behind, etc Virtually impossible to kill and able to unleash potent magic on its enemies, this Wizard is seemingly unbeatable. Truthfully, whatever offensive spells, Buffs, or defensive spells are beneficial in any given situation would be beneficial here.
Very few defensive spells, if any, are needed. This build is meant to rely heavily on Metamagic Rods for Quickening or Maximizing spells. You can easily accomplish that at this point You shouldn't even have to try, honestlyeven taking into account the whole 8 skill points you spent on Divine Oracle.
Ergo, the bonus stat bump at every 4th character level goes into Intelligence. One could easily increase that by multiples of 5 by adding on stacking forms of AC to the Ring of Protection, say Dodge or Deflection, as described on page of the DMG. For instance, if even this character rolled a 19 on the ranged attack roll, the result would be That would be 44 touch AC.
In total, a Fighter with fully decked-out Mithril armor, a ring, and any relevant stat boosting items for his build will have close to the same AC, but that gear will cost significantly more and generally have 19 Touch AC or less, at best.
For the same gold cost, one could invest in additional AC bonuses on an AC ring for this Wizard build. Saves are the other component that make this great, defensively. Similarly to the Ring of Protection, you can increase all saves by multiples of 5 by adding on stacking forms of Save Bonuses to the Vest of Resistance, such as Inherent or Holy, as described on page of the DMG. Evasion is a nice touch that prevents this build from taking much, if any, damage from AOE damage spells or similar effects that save for half damage on a Reflex save.
The Divine Oracle provides Uncanny Dodge, which is significant for the build. It is vitally important that this build gets Uncanny Dodge to ensure that it cannot be caught Flat-Footed because, if it were, most of the character's AC would not apply to a surprise attack.This is my understanding of how these things work individually, and when used all together.
Should this guide prove useful to anyone, a revised version might be posted in a more permanent location some day. My goal is one lengthy item that someone can read and fully understand how these things work, by bringing together plain text explanations and the various rules that are scattered about various parts of the books.
Delivering Touch Spells in Pathfinder and Third Edition D&D
The foundation of this guide is Touch spells. This section will deal entirely on how touch spells really work. Without it, Spellstrike will be a confusing mess. You're only cheating yourself if you skip ahead. Of all the problems I've seen people have with the Magus, half of them are due to not really understanding how touch spells work. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch or attempt to touch as a free action.
If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action.
Alternatively, you may make a normal unarmed attack or an attack with a natural weapon while holding a charge. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack.
If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge. You can make touch attacks round after round until the spell is discharged.Bones s04e22
A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed see natural attacks. Sparky the Sorcerer spies Clunky the Orc standing ten feet away.
He wants to zap him!
Spell sniper will allow you to use booming blade to hit a creature 10 feet away with a reach weapon
Sparky casts Shocking Grasp, a spell with a range of Touch. As part of casting this spell, Sparky gets to touch as a free action[1a] and can move before doing so[1b].
He moves up to Clunky, and touches him. He rolls his attack: a d20, and adds 1 because Sparky has 12 Strength. His result is 16, not bad!Will acetone remove gold plating
Sparky the Sorcerer spies Clunky the Orc standing sixty feet away. He casts Shocking Grasp, and moves thirty feet towards Clunky. He is out of reach, so he can't make his free touch attack that was granted by casting the Touch spell[1a] so he Holds the Charge[2a]. Clunky moves up and attacks Sparky, but misses.Post a Comment. Frosty Spellsniper. The bane of the low level caster is running out of spells. Feats are of chief import for this build to become effective as quickly as possible which leaves the obvious choice of human.
Anything else will be slower, small sized creatures make for a worthy alternative. Greensting Scorpion makes a fine familiar. Ending Casting level 16, SA 7d6. These options take little away from the fact you can use a wide variety of battlefield control spells and have a variety of feat options that can settle different casting styles. Point Buy Str: 7. Dex: Con: Wis: 7.
Cha: Attribute increases should go into Con then Wis, then Int twice.Wfrp 4e classes
Max Ride, Stealth, Disable, a little of everything really. Plenty of games hand waive that though, for this I am assuming that it is ok. This is a magical trait. Arcane Heritage: lowers adjustment of a meta magic feat by 1 spell level, snowball is the likely choice also a magical trait. This build helps you keep your wolf alive for no real trade off in action economy and most importantly lets you deal massive amounts of damage utilizing spirited charge and sneak attack while mounted, then you simply ride on by forcing the enemy to make a move action to fight back if they live.
A nasty alternative to this could well be going lance instead, or switching up for some archery fun. Tactics at Level…. Level 1 : Better than the usual wizard because you have a strong cantrip. You should use vanish or vanish trick to make them flat footed denying both dex bonus to touch AC for extra damage.Vuejs watch props
Level 7 : Here on out feats are mostly about adding extra tricks to your repertoire while your SA and spell level increases. Mount spell can keep you quite mobile and remember even if you are simply invisible on the mount the enemy is vulnerable. Level : Mostly to gain more spell levels and an extra feat. When you run into something with a strong cold resistance switch to a different element.
You have some decent damage but do not neglect buffer and battlefield control spells. Use mount spell to keep mobile, summons for some meat shields or SLAs as needed. No comments:. Newer Post Older Post Home. Subscribe to: Post Comments Atom.Consider the section of the rules called "Touch Spells in Combat.
Both sets of rules are essentially identical, but the Pathfinder version is written more clearly. Here they are: Touch Spells in Combat: Many spells have a range of touch.
To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch or attempt to touch as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity.
The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks.
You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus.
His size modifier, Dexterity modifier, and deflection bonus if any all apply normally. Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges.
If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack or an attack with a natural weapon while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack.
If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge. Per the rules, in the same round that you cast a touch spell, you also gain a melee touch attack to deliver the spell as a free action.
You get ONE free action to deliver a touch in the same round that you cast the spell. It's significant that delivering a touch attack is a free action, because that means you can use it when it is not your turn to deliver an Attack of Opportunity.
On subsequent rounds, you are "holding the charge. Also keep in mind that melee touch attacks deliver double damage with a critical hit threatening on a 20 and can be used to make sneak attacks as well. The arcane trickster with touch attacks can be an effective combination, especially with a high dexterity and the Weapon Finesse feat.
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. If you have the spell sniper feat doubles range of spellsand you use a weapon with reach, can you cast booming blade and hit a creature at 10ft? Can you also combine this with the polearm mastery and war caster, and make a booming blade opportunity attack when a creature enters your reach of 10ft? Spell sniper will work because booming blade has an attack roll involved in it as long as you have a weapon capable of making a melee attack.
This has been confirmed by Jeremy Crawford in relation to a very similar spell, green-flame blade here :. Q: What if he had the Spell Sniper feat? The spell requires an attack roll, would its range thus be 10ft, allowing the whip?
The spell must have a casting time of 1 action and must target only that creature. Booming blade is a spell with an casting time of 1 action, and it targets only one creature. So, there is no reason that you would not be able to cast it with warcaster. While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
As long as the reach weapon you are wielding a glaive, halberd, pike, or quarterstaff, then you can take an opportunity attack when a creature enters you reach as well as when they leave it. Note the range on Booming Blade is 5 feet, so following Spell Sniper it should be doubled to 10 feet.
Jeremy Crawford has tweeted on this topic, about a similar spell Green Flame Blade. A: Spell Sniper does work green-flame blade. Booming Blade requires the Cast a Spell action, and only has an attack as one of the components.
It only takes a minute to sign up. This makes me concerned that the feat itself is not a good long term choice feat for a character. There are:. Any spell that entails making a ranged spell attack will be affected by Spell Sniper. As you may notice, it's quite a few of them!
Notice that this doesn't specify ranged attack rolls: don't forget there are several melee spells that require you to make a melee spell attack roll on something within 5 feet of you, instead of at touch range.
So if you have spell sniper, this doubles to 10 feet. You can follow the link in the other answer and sort for melee in an advanced filter to see them, too. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Which spells benefit from the Spell Sniper feat? Ask Question. Asked 1 year, 3 months ago. Active 2 months ago. Viewed 25k times. What is the list of spells that benefit from the Spell Sniper feat?
Adam Goodwine Adam Goodwine 1 1 gold badge 4 4 silver badges 21 21 bronze badges. Active Oldest Votes. There are: six cantrips six 1st-level spells four 2nd-level spells one 4th-level spell one 5th-level spell, and one 7th-level spell. Neil Neil 2 2 silver badges 9 9 bronze badges. The second one ignoring cover only applies to ranged spell attacks, but the first one doubling range actually applies to all spells that require attack rolls - including melee attacks.
This means that anything with a range listed as 5 feet now has a range of 10 feet.
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