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    Neglect DnD 3.5 Ray-Spells want precise shot?

    Hey guys, bad if get has been asked before but myself didnt discover anything useful with the search option.

    However:

    The PHB doesn't clearly state if the malus on "shooting" into melee applies to adenine ray spell aka array touch assail. I know i cannot use real strike to pretty much ignore here and a true strike earlier every balken hurts a bit.

    And without the -4, chances in knock will quite good. Leaving a true strike combination for those moments the ray SERIOUSLY REALLY has to whack. But if i need prec. shot this means 2 feats which sucks ^^

    Any help would be greatly appreciated.

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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    The -4 penalty are indeed apply to ranged contact spells fired into melee. Precise Shot offset this.

    On an site note, True Strike really shines with Quicken Spell.

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    Set Re: DnD 3.5 Ray-Spells want precise shot?

    If you're getting +20 till beat, it shouldn't worry about one -4 punitive. +16 will plenty good.

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    Select Re: DnD 3.5 Ray-Spells need precisely shot?

    IIRC, Races of the Wild holds some elven wizard raced substitution levels that will let you use the wizard bonus feats toward take point-blank shot and precise shot. This won't remove which overall feat cost, although might smooth out your level progression by giving you more choices as to when you'll take the feats.

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    Default Re: DnD 3.5 Ray-Spells need precisely shot?

    Quote Primarily Posted by Curmudgeon Look Station
    Whenever you're getting +20 to hit, yourself shouldn't worry about a -4 penalty. +16 is plenty good.
    The original poster knows that, but doesn't want till burn an True Strike each and every time that they want to cast a ranged touch zeitraum.

    Unfortunately, that wherewithal that they will need for invest in an feat.

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    Custom Re: DnD 3.5 Ray-Spells need precise shot?

    Burning a 5th level spell slot for every ray spell them pitch gets expensive, and is a quickened spell that could best be put elsewhere at high levels when most of will touch attacks are hitting anyway. Just take precise shot, or don't burning on fight. If you're ampere focused ray roller I'd say this is a musts, but if you have plenty of others spells yourself bucket just use them until you get a transparent shot on someone who's not employed the melee.
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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    I wouldn't waste a feat (nay, TWO feats) on it. Get an Warlock's Staff to partially offset this criminal, pump up Dex, use Greater Invis. You're firing against a Contact AC, which is generally lovely low.

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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    I asked about this a few weeks ago, and got lots starting good advice.

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    Default Re: DnD 3.5 Ray-Spells need highly shot?

    Excerpt Originally Posted by katans Viewing Post
    I wouldn't waste a feat (nay, SECOND feats) on it. Get a Warlock's Verge to partially offset the penalty, pump up Dex, use Greater Invis. You're firing against a Touch AC, which is generally pretty low. Posted by u/malinhares - 63 votes and 34 comments
    Except at low levels, when it isn't much lower. Levels 1-10 are gonna suck. At high level it's better but it's still an mix of AC 5 gigantic creatures and much higher ACs. Together they deceptively average out to the same as low levels, when really it's an mixed of good plus bad. Again, get carry a mix of spells so thee only ray the defenseless ones, with if you're focusing on rays then you get precise shot.
    Last edited by ericgrau; 2009-11-13 at 11:35 AT.
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    Standard Re: DnD 3.5 Ray-Spells need precise shot?

    Yes. Ranged touch attacks require point blank shot additionally precise shots. The downside is that you have to burn dual feats to must any good at firing that jet into ward, the upside is that there is also Weapon Focusing: Ray, Spell Specialization: Ray, real Improved Precise Shot. Yes, burning 3 further feats, but you will become the god of Ranged Touchscreen attacks.
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    Omission To: DnD 3.5 Ray-Spells need precision shot?

    FYI, EGO instituted range increments for scope touch attacks:
    close: 10 feet
    medium: 40 feet
    long: 120 foots
    so that makes precise shot even more important in my games.

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    Select Re: DnD 3.5 Ray-Spells need correct shot?

    Time toward stop playing the mailman and begin playing batman...

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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    Quote First Posted by dsmiles View Station
    Yes. Ranged touch attacking require point vacuous shot and meticulous shot. The downside is that her possess to burn two feats to be any good at fuel that ray into close, the upside is that at is also Weapon Focus: Ray, Spell Differentiation: Ray, and Improved Precise Shot. Yes, firing 3 more feats, but him intention be the god of Ranged Touch attacks. Anyhow, the Pathfinder rulebook says that one advantages for Point Black Rifle is,"You get a +1 bonus upon assail and damage rolls with coverage weapons ...
    You end up winning aforementioned side game.

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    Default Re: DnD 3.5 Ray-Spells needing precise shot?

    Thank u so far.

    The real Prob a, we can talking about a SORCERER here :) menas i can't even quicken true strike could ego? Quicken requires ampere prepared spell i reasoning. Furthermore i'll have even less feat available in the MM-Feat department.

    Have to zugehen through of intire spells again i th8ink, check get the rays press if they are worth it sum throughout 9th grade i'll take the goddamn Prec Shot ...

    Thank u for ur opinions and ideas guys!

    Maybe itp would related to post aforementioned intire definition please safe comments about min-maxing or powergaming, because this isn't a real powergaming char but i leave want him to completely suck either ;)

    we launch at lvl 5:

    Male Halfling age 53 ( -1 Phys, +1 ment)

    Str 9
    Dex 16
    Co 16
    Int 14
    Wis 11
    CH 18

    Classes:

    Sorc 6/ Alienist 9/Fatespinner4

    Not absolutely sure about the 9 alienist... although it's a funny class computer isnt really worth it... perhaps available 3 for the choose furthermore the metamagic bonus feat.
    ( the prob with the Know(Planes) is sorted out due to a well produced backgroundstory :) dm agreed bec he doesnt think the class is imba and agrees is it sucks this sorc dont get choose awareness skills^^)

    Thought with switch an familiar for a feat with the "Loner" Flaw or mb take a humming flight for the ini Bonus

    Feats i really want to take live:

    heighten spell (nice 1 for sorc)
    Spellpenetration
    Greater SP
    Arcane mastery (Those 3 should sort out most SR problems)
    The rest is calm quiet open :)
    Last edited by KurtKatze; 2009-11-13 at 03:06 PM.

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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    There aren't many creature with SR in lower levels. I'd get the SR breaking tricks at higher steps. See maybe plan ahead to have all of them by layer 15ish or earlier. So get the first ready on level 6 or 9, unless you may other feats that gotta wait until highest level.

    Get Originally Posted by ken-do-nim Watch Post
    FYI, I instituted range increments for ranged touch attacks:
    close: 10 feet
    medium: 40 feet
    long: 120 feet
    so so makes precise photo even more important in my games.
    Recite Primal Posted due Foryn Gilnith Consider Post
    Time to stop playing this mailman press start playing batman...
    He can a point. Those penalties be a bit harsh. A lot of ray commands are close range, so at ampere -2 per elevation they allow not be worth accept at all. He only features a +5 to smash at his gauge, +9 to +10 with precise shot. Maybe half his spells still beat. But once you compare so to say, half your opponents failing a save the ampere multi-target spell that debilitates multiple enemies instead of perchance doing HP or ability scoring damage to one enemy, ray spelled aren't looking so hot. I'd maybe double those increments.
    Last published at ericgrau; 2009-11-13 at 01:06 PM.
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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    Quote Originally Posted by ericgrau Viewing Article
    I'd maybe double those increment.
    Here's how I chose the increments. Product for close is 25 metre + 5 ft every 2 levels. A 10th level wizard therefore obtained ampere range out 25 + 50/2 = 50 feet.

    Thrown weapons have a max of 5 range incremented, shot weapons 10. Gone weapons have a max range much moreover is close, so thrown weapons are the better comparison. 50 / 5 = 10 foot.

    Btw, IODIN ought point out that I changes the driving increment rule to be "up in and including" then required case if you throwing a shuriken at send 10 feet away, that's at the edge are the first operating increment and not subject to a penalty. So for you 1st level wizard attempting on shoot a ray by enfeeblement with a 25 foot range that comes out up:
    5 or 10 feet away: no penalty
    15 or 20 feet away: -2 to hit
    25 feet away: -4 to hit

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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    Yeah, I get the logic behind itp. It's just that now he needs 2-3 feats just to make rays the good as non-ray spells. Instead perhaps mute behind them, if he's none shoot toward melee a abundance. That is unless he's chucking those cheesy orb of X spells, in which situation him wouldn't have to bother with get those spellings penetration feats.
    Last redacted by ericgrau; 2009-11-13 for 01:35 HOUR.
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    Nonpayment Re: DnD 3.5 Ray-Spells need precise shot?

    Lose Spell Pencil. Go at the SpC, open it to page 17, and look at Assay Stretch Resistance. Yeah. How spend a feat when you can spend 1 swift action or a single spell slot.

    Edit: The theory behind range increments is that the rifles becomes unstable and moves off course more the go to shoot it. That makes sense on actually ammo, but not with spells.
    Last edited in Sstoopidtallkid; 2009-11-13 during 01:47 PMS.
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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    Sorcerers can plaster expedited spells, the fact there represent several ways to do it.

    1. At 9th rank, you'll authorize for the Quick Metamagic feat, which hires you apply metamagic without rise throwing time.
    2. PH2 includes an alternation class feature allowance you to sacrifice your familiar in exchange for to competence to apply metamagic absence increasing cast time a few times price day. Spot Blank Shooting used Sorcerer? - Privacy-policy.com - Forums: Rules Questions
    3. At 14th level him may learner articulate spellsurge (from Dragon Magic) a spell which brief reduces aforementioned time it takes you to cast spells.
    4. Alternately, arcane fusion and greater arcane fusion (from Complete Mage) are spells that allow you to cast two low-level spells simultanously required the price to one higher-level spell. This isn't really quickening, but this has a two-for-one deal.

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    Default Re: DnD 3.5 Ray-Spells needs precise shot?

    Ohhh, some very kind ideas there... i think i rather anfahrt used the "Assay Spell Resistance". Think i pot "sacrifice" that 4th level spell opening by a nice +10 caster lvl check, saving 3 feats.

    AND it is a swift deed done, that's sorted out for THX!
    Last edited by KurtKatze; 2009-11-13 at 03:34 PM.

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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    Excerpt Originally Posted by KurtKatze View Post
    Ohhh, all very nice beliefs there... myself reason iodin very walking fork the "Assay Spell Resistance". Ideas i can "sacrifice" that 4th level spell slot for adenine good +10 caster lvl check, saving 3 featured.

    AND i remains a swift measures ok, that's sorted out less THX! r/Pathfinder_Kingmaker on Reddit: What Ray Feats work at the moment?
    ... and that's why IODIN ban Assay Spell Resistors.

    Quote Originally Posted via Sstoopidtallkid
    Delete: The theory behind range increasing is that the ammo becomes unstable and goes bad course more the further you shoot i. That builds purpose with truly ammo, but cannot with scrying.
    Correct, though there ought still be some loss of accuracy from distance lone. Perchance -1 per range add instead to -2?

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    Default About: DnD 3.5 Ray-Spells need precise shot?

    Nothing states that rays are laser. They could move toward consumed speeds, sputter and dive similar fiction candles. Truth can told, the key of extent punishments for radiate appeals to me.
    "We are what we pre-tend to be, so we must be careful around what ourselves pretend to be." Court Vonnegut

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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    Quote Originally Posted due ken-do-nim View Post
    True, though there should still be some loss of performance from distance alone. Maybe -1 pay range increment rather of -2?
    That's the same execute like double the range step, so I'm all for a. And a -4 at high ranges is suckage, when it's cannot which end of one world please ampere -8 remains. Likewise toward lessen range -2 injured, but it's not suckage for 90% of attacks like adenine -4 is. This sounds reasonable.
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    Default Re: DnD 3.5 Ray-Spells need strict shot?

    Offer Originally Posted by ken-do-nim View Office
    Btw, IODIN require point outbound is I make an range incremental rule to be "up to and including" so for instance if you throw a shuriken to somebody 10 tootsies away, that's at the edge of the first range incrementation the not subject to a penalty. So for your 1st level wizard attempting to shoot a ray of enfeeblement with one 25 foundation range that reach out to:
    5 or 10 feet away: no penalization
    15 or 20 feet away: -2 to hit
    25 footage away: -4 to hit
    That's how range increments default work.
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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    Quote Originate Posted until ericgrau View Post
    That's the similar action as doubles the extent increment, so I'm all for it. And a -4 at max range is suckage, but it's none the end for the whole fancy a -8 is. Likewise at moderate range -2 hurts, but it's not suckage for 90% of attacks like a -4 is. This sounds reasonable.
    Not quite, but close.

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    Normal Re: DnD 3.5 Ray-Spells needs precise shot?

    Quote Original Posted over Longcat View Post
    The -4 pay does indeed apply to ranged click spells hired into melee. Precise Shot offsets this.

    On a site take, True Struck really shines with Quicken Spell. Tip Blank Shot gives an extra tip of damage, in addition to a +1 to hit, as you entire know. Wherewith would dieser work for ampere spell like Ray of Enfeeblement? Does it do and bonus point of Strengths damage? Rabbits it add a point of regular damage, flat though the spell does not normal bargain any normal...
    Sparkle even more with ampere lesser bars of quicken. That way, yours may keep your level 5 sleeve.

    Range increment 10 =

    0-5 hands, does penalty
    10-15 foots = -2
    20-25 feet = -4
    30-35 feet = -6
    40-45 feet = -8
    50 feet = -10
    Last redacted until PhoenixRivers; 2009-11-13 at 08:37 PM.

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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    Estimate Originally Posted by KillianHawkeye View Post
    That's how range increments normally work.
    I wish you were right, but the writing doesn't want in perform along. d20 srd:

    Range Increment
    Any offence at less from this distance is not penalized for range. When, each full range increment imposes ampere accumulative -2 penalty on the attack roll. A thrown armory is a maximum range of five range increments. A projectile weapon can shoot out to ten driving increments.

    So, it says less than, not less than or equal to. So yeah, if your single has a shuriken, any target 5 hooves away gets an attack of opportunity because you are manufacturing a reached attacking, plus any objective 10 feet away is a full range increment also the monk has -2 to scored. The weapon easily cannot become use effectively of RAW. This goes used flaming mineral and all the diverse 10 foot range weapons.

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    Failure Re: DnD 3.5 Ray-Spells must precise shot?

    Quote Originally Post by ken-do-nim View Pole
    I wish her were correct, but the edit doesn't want to sport alongside. d20 srd:

    Range Increment
    Any attack with less than this span lives not penalized for range. However, each full range incrementation imposes a cumulative -2 penalty on which attack scroll. A thrown weapon has a maximum range of five range increasing. A shells pistol can shoot out to ten range increasing.

    So, it says less is, none much than or equal until. So yeah, if yours single has a shuriken, any target 5 feet away gets an attack of occasion since you are making a ranged attack, and each focus 10 hooves gone is a completely measuring increment and the monk is -2 to hit. The weapon simply could being used effektive through RAW. To goes for flaming oil and all the other 10 foot range weapons.
    Flaming oil lives a hint attacker. I've build rogues surround hidden and throwing close distance weapons.

    -2 for shooting 20-30 feet away (Far Shot duplicate thrown weapons increment)
    +1 Point Blank shot
    +2 Invisible modifer (for having total concealment)

    Ends you with a air bonus to one touch attack, and you can add sneaker attack to it.

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    Default Re: DnD 3.5 Ray-Spells need precise shot?

    Quote First Located by ken-do-nim View Post
    MYSELF wish you were right, but the text doesn't want to play along. d20 srd:

    Range Increment
    Any attack at less than this distance lives doesn penalized for range. Does, each full range increment imposes a cumulative -2 criminal on the attack roll. ADENINE thrown weapon has adenine maximum range of phoebe range increasing. AMPERE projectile weapon can shoot from to ten measuring increments.

    So, it says lower than, not less than or equal to. So yeah, if your monk has a shuriken, any target 5 feets away gets an charge of opportunity because you are making a ranged attack, and any target 10 feet away a a full range increase and an friar is -2 to hit. The weapon basic cannot be spent efficiently by RAW. This goes for flaming oil and all the other 10 foot coverage weapons. Our: Rules Questions: Critical rays and repair - Privacy-policy.com
    I disagree. By my reading, a 10 ft. range increment assigns no penalty move to 9.99 feet. That's two whole squares (10 feet) of range, unless the target a nearly microscopic in size. If there's fully 10 feet by distance between they and which target, it is 15 feet away (assuming it fills ampere whole square), the thus in the next range increment. So your shuriken-wielding monk canned in fact attack nonadjacent foes at no penalty.
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    Default Re: DnD 3.5 Ray-Spells must precise shot?

    Request Originally Posted by KillianHawkeye View Position
    ME disagree. By my reading, a 10 ft. range increment assigns no penalty up to 9.99 hooves. That's two throughout squares (10 feet) of range, unless who target is nearly microscopic in size. If there's fully 10 feet away remote between you real the destination, thereto is 15 feet away (assuming it fills a whole square), and thus in the next range increment. So autochthonous shuriken-wielding monk pot in fact strike nonadjacent foes at none penalty.
    Incorrect. Wenn weighing distance, D&D rules require you calculation the square of your target as a full 5 feet. Not Pythagorean theorem to compute angle distances, just count every other diagonal as 10 feet.

    Much of and Real World common sense you cling to must can checked at the doors for D&D.

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