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I just noticed that the Combat Casting feat's +4 to Concentration doesn't just apply to casting defensively, it also applies to casting while Grappling. I also noticed Dwarves can pick a feat called Steel Soul which gives you another +2 on saves against poisons and spells. It's kind of like Lightning Reflexes, Iron Will and Great Fortitude all rolled up into one feat, but only effective against casters.
One thing to keep in mind is that with defensive casting, sometimes it may be better to eat the AoO if your AC is more likely to prevent the damage. Also remember that failing a concentration check will cause you to lose the spell.
It's one of those judgement calls really. If the math gives you more chance of outright evading the attack then you may just want to trust your AC.
You're right on the AC when it comes to casting defensively. Mobs are only going to get more accurate as we level, though, so I expect at some point I won't be able to rely on AC. More importantly, you ALWAYS have to make a concentration check to cast while grappling.
Oh yeah, you have to take concentration checks for a lot of things. I'm just saying that well...
If I want to cast a Lv1 spell defensively my Concentration DC is 15+(1*2) so 17.
My AC is 16
My Concentration bonus is 3 (1+2 from Caster Level plus INT Bonus) or 7 if I have the feat
Basically I need a 14 to not lose that spell (10 with the feat). But the enemy needs to beat a 16 to outright hit me with the AoO. Now the maximum possible BAB an enemy can have at this level is +4, assuming that it has 1 Class levels in a class with a maxed out BAB progression
14 to succeed (10 with the feat) or 12 to outright dodge the AoO if I choose to eat it. It's close but the Concentration check is 10% more likely (and 20% with the feat) to succeed so in this case I would go for the Concentration Check.
Basically you can make a list of defensive casting DCs (I will also add the functional DCs with Combat Casting when you add in the +4):
Basically it's a judgement call as to if you want to take the AoO and rely on your AC (and therefore gives you a better chance of not losing the spell) as being hit by the AoO will also mean you have to take another Concentration Check if it does hit and those DCs are tough. But outright evading an attack also means you don't have to make ANY check.
Basically you can make a list of defensive casting DCs
Yeah, I've got a spreadsheet with all sorts of stuff, including the chances of enemies resisting my spells as I level. I can share it if you guys want.
I found a hilarious feat combo today. Greater Grapple: On my turn, I get two rolls to maintain (not start) a grapple. If any succeeds, I keep the grapple. If both succeed, I get two actions. Felling Escape: If I escape an opponent's grapple, I get a free trip attempt. Greater Trip: Enemy provokes AoO when I trip it (and still provokes AoO standing up.)
In short: Once I get a hold of you, I'm not letting go. If you reverse the grapple and I break free, you'd best pray I fail my trip.
Extra lulz: Bludgeoner: Can inflict non-lethal damage with blunt weapons without taking the usual -4 penalty. Pinning Knockout: While the opponent is pinned, any non-lethal damage I inflict through my grapple rolls is doubled.
Since Greater Grapple gives me two grapple rolls, I can quadruple my Tuum Manos damage and not kill the opponent.
Yyg, give me a mask. My body is ready. I want to become El Calvario.
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