scrying with effects with a range of sight

If you cast scrying to see a creature, and assuming you can target them with spells that have a range of sight (as discussed here), what spells and abilities could you use to affect that creature or something around that character?

This is assuming that concentration/casting time can be avoided in some way. So far spells with a range of sight are:

  • Mirage Arcane
  • Skywrite
  • Tsunami
  • Storm of Vengeance

You could augment your sight through the sensor with:

  • True Seeing
  • Darkvision
  • See Invisibility

The goal of this question is, a list of possible effects that would be applicable to the aforementioned scrying situation.

Does Molten Silver Strike or Steady hand allow Whirlpool strike to have higher range?

Molten Silver Strike allows to add Solar Wind boosts to Mithral Current attacks and adds +5ft/4init level to their range. Whirlpool strike allows you to attack every enemy in your weapons reach. Steady Hand (Solar) adds 30 ft range to your attack. Do they work together to allow you to attack everyone in 35+ range?

How to adjudicate “completely unaware of his presence” for the Slayer’s Sniper archetype’s Deadly Range?

The relevant text for the class feature (as errata’d; I think the old version, which simply increased the range at which the sniper could sneak attack, is better if for no other reason than it doesn’t invoke this question):

when the sniper makes an attack against a target who is within [range] and completely unaware of his presence

There are some obvious cases: if the target is asleep (and there are no extenuating factors), they’re clearly "completely unaware" of the sniper’s presence. Similarly, if the target is talking to the sniper, they are clearly aware of the sniper’s presence.

As the GM, I will need to figure out how to handle the in-between cases; off the top of my head:

  • the target is aware of the party generally but not the sniper in particular – they heard the party fighting in the next room and are buffing or something
  • the target can see some of the party members but the sniper was able to hide from the target
  • the target is a shifter of some sort and has talked to the sniper in their persona as captain of the guard, but is now encountering the party in their persona as the head of the Evil Cult of Evil(tm); the shifter is invisible, magically silenced, incorporeal, flying, and hiding in shadows. The target is clearly aware of the sniper (they’ve talked in the past), but has no reason to think that the sniper is currently 15 feet behind them, Ghost Touch bow drawn.

The only other place in the SRD I’ve found with similar wording (and intentionality) is the Divine Fighting Technique Way of the Silent Shiv, which says

Whenever you attack an opponent that is completely unaware of your presence (such as when you are using the Stealth skill or invisible)

which makes me think I’m overthinking the sniper ability.

So, is it that simple: stealth vs. perception (with, eg., tremorsense trumping stealth), or are there other factors that need to be taken into account?

Can a Spell with “Self” Range be Cast by Homunculus Servant?

I’m playing an artificer for the first time and trying to decide whether or not to use an infusion for the homunculus servant. But I’m wondering about the channel magic ability. It says “The homunculus delivers a spell you cast that has a range of touch.” I’d like to know if I can use a spell with a range of self in place of a spell with a range of touch.

As far as I understand it, broader ranges are inclusive of smaller ranges, so if you can cast a spell at sixty feet, you can also cast it at fifteen feet because fifteen feet is closer than sixty feet. And if you can cast it at a distance of touch you can cast it on yourself, because you are closer than the furthest thing you can touch. So I’m really wondering if the same reasoning that applies to the effect of the spell applies to the ability to cast the spell. If you can cast a spell at a range of touch does that imply that you can also cast a spell with a range of self?

How do you resolve the damage and effects of Eldritch Claw Tattoo’s “Eldritch Maul” ability on a hit that is beyond your weapon’s normal melee range?

The Eldritch Maul ability says:

each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit.

So, let’s say that I’m using the Eldritch Maul ability with a normal shortsword to melee attack a target that is 15 feet away. Is it only the inky tendrils that hit the target, dealing just 1d6 force damage, or should I also factor in the 1d6+STR/DEX piercing damage of the shortsword as if it hit the target as well?

Follow-up question: If the weapon was magical, would its magical properties factor into the attack?

For example: Would your attack with the Eldritch Maul ability benefit from a +1 weapon?

In another example: Would a Dagger of Venom’s poison property proc on a melee hit from 15 feet away while using the Eldritch Maul ability?

Dagger of Venom says:

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature.

Range Touch Attacks, and Path of War Maneuvers?

Using Adamant Entertainment’s Warlock class School Ability – Arcane Bolt, a ranged touch attack.

Arcane Bolt (Su): You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire. The range on an Arcane Bolt is 100ft. + 10ft./level.

Can it be used with interchangeably between melee and ranged attack maneuvers with the Path of War rules or is it strictly a ranged attack? If ranged only do I still need Point-Blank Shot and Precise Shot and Defensive Shot/Casting vs AOOs?