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Man, I hope the vacation is great, and the new job goes well!

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Not to worry, I reported that Kresch success prior to Shifty's update. You got 7/7 points, so well done! I'll update our game in a few hours.
Great job Hmm on completing so many missions at your table!

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I'm going to assume we were able to translate that note between the pile of us with Linguistics and read it :) You did take the time to write it up and all.

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Sounds like I chance to heal myself after leaving the warehouse.
Cure Light Wounds: 3d8 + 3 ⇒ (5, 3, 3) + 3 = 14
That would put me to max hp right before the cultists attacked.

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Red, you didn't say anything about the cloud going away? I don't want Uesugi to waste resources on saves he doesn't need to make. Also, WTF is up with scrolls! Can't counter scrolls! (Can't counter spells that high anyhow lol. Auto succeed with +19 atm.)

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I thought Spell Disruption only functions for one creature that the spell is affecting?

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Ya rereading it, it appears you are correct and I now yet again regret taking that exploit. Seems to be basically only useful as the prereq for the advanced version.

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I guess that means I'm nauseated and grappled, then. I can't cast anything.

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Guess my next level I'll be taking dispel magic as I can't count on using disruption as a substitute much at all until the advanced version.

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We will try to get you guys out.

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I may just pop off haste, or try to, and I have grease prepared as well. I missed out on that CMD by 1, would have been ok if haste was up :(

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We got rocket tagged, here. Bad initiative + Save or Suck spells that target Fort and CMD pretty much means I'm out of commission. Please kill them or dispel them before these tentacles crush me, thanks!

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We all need lesser talismans of freedom, I think. I wonder if there is an anti-nausea talisman?
I threw out a Good Hope for a reason!
Hmm

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I've got a backup GM for the next week. I'll be leaving you guys in Suede's very capable hands starting Sunday. I'm sure it'll be a blast!

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Yessah! Lets hope we can get these cultists down and out before then and get on to what I expect is a chase!

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Welcome, Suede!

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You even brought tea, you'll fit in just fine my friend.
On another note... high 30s to low 40s today. Weird 'winter' its been here for the last few weeks.

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Non stop snow this weekend...then it poured rained yesterday evening....slick icy roads.
Red you you should have left on Thursday!

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Not feeling well. Feel free to bot me aiding folks next round.
Hmm

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*pets the dog*
*serves some tea*
Feel better soon, Cup.

Suede |

D. You put out enough damage that it wouldn't matter either way, but you may want to look over how your composite blasts work.
So your composite should be 4d6 + 11 (+2 for half con, + 4 from boost, + 4 from elemental overflow, + 1 from PBS) and continue to be an energy touch attack from void. And standard composites are normally your level in d6s, so 7d6 + modifiers.

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Ok, now i'm getting a bit confused here. :o
Could you tell me where it says i deal [HD]6 with composite blasts?
On my kinetic blast...
Teleknisesis is a physical blast, and my primary element. I add my full con on such blasts.
I was under the assumption from the following...
[Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.]
..that i'd be dealing 8d6 + bonuses.
2d6 on 1st, 3rd, 5th & 7th lvl.
On the side, overflow wouldn't give +4, but +1, i think. Since overflow gives me a +2 to 2 physical scores, adding a mod of +1 only.

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Cup is currently flying, but doing skill checks is irresistible. Darn. Should I just fly and bypass them, or do my skill check thing because it is fun?
Hmm

Suede |

Composite blasts normally deal 2d6s instead of scaling like sneak attack on a simple blast. You’re right there, I just checked it. My bad. However aettheric and gravatic boosts are different. Instead of melding into a new blast like fire and earth becoming magma, an aetheric boost adds 1 damage per die to the simple blast of the other element. In this case that’s negative energy for you, which is an energy blast and.
Aether can never function like a normal composite on its own.
Remember that elemental overflow doesn’t just boost your stats. It gives you +1 atk/+2 dam for every 3 levels of kineticist. If you have at least 2 burn at your level you get +2/+4.
I have the same limitation with my void kineticist since gravatic boost just causes them to be d8s.

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So what it would come down to... i have a single weak composite blast vs touch, that's only +4 dmg in exchange of 2 burn.
Energy kineticists outpower me... grumble.... >_>
Well, so much for extra dmg output. :/
Edit:
On the other hand, i can heal people and in the future choke enemies with my will.
(Muhahaha)
And i forgot about the +1/+2, thank you for the reminder. ^^

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There's so much options i have to choose from.
The expanded defense talent for void is useful (even more SA/crit avoiding %), foe throw, kinetic revival (for the team!)...and choke. =)

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See, I keep trying to theory craft kineticists, but the math and options always get me down. Occult Adventures in general seems too complicated for me, but here I am theory crafting Magi and Mystic Theurges, so that can't be it.

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I do want to make a master of vines and rose thorns though. Maybe once Ultimate Wilderness is sanctioned I can make a plant kineticist...

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Do we need to still make the chase checks to catch up or are we now just in 'make up distance' mode?

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Your ability states it functions per detect magic with 3 rounds of study: this gets you the number of auras and their strength. By succeeding at the knowledge arcana checks, which you do, you also get the school of magic for each aura. Detect magic doesn’t give you the ability to automatically identify the spells themselves.Now that said, the darkness effect is pretty obvious as to what it is, and you can still target to remove it if you want to try and dispel it vs use a daylight, etc.
Please don't take this as being combative, I'm just confused I guess on how you are supposed to identify spells that are active if not without detect magic and a K Arcana roll. Reading through spellcraft makes it obvious that once they are cast then you turn to K Arcana checks. Is it simply a DC20 + Spell Level K Arcana check like the CRB states? Does this require an action or is it automatic? As far as I've always played and known, detect magic abilities with the proper amount of time and required check, reveals the actual spell, not just the strength and school.
Does this make sense?

Suede |

There is not hard rule on how this functions, but the way I run it and have always seen it run is you need to see the effect in action to try and ID it, such as the darkness. Otherwise you’re effectively getting the benefit of a 7th level Greater Arcane Sight with a 3rd level spell with how high the modifiers for knowledge arcana tend to be, as your only need a +14 modifier to identify every spell possible without a roll.
That’s too strong for the comparative level of spell.

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*Looks up, mouth agape, at all the conversation flying over his head*
This is why I tend to stick to more martial classes! Haha!

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Hey Suede, I am a con all weekend. I give full permission for my Red Arm Team to bot me.
Hugs
Hmm

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I've returned, and without a sunburn, too. :)
Thank you Suede for doing such a great job taking over the game for the past week. Might you want to finish up this round and I can take it from there?

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Hey folks! I'm gonna be out of town starting this evening and running until Sunday evening, so posting will be sporadic at best. Please bot as needed!

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It's BOON time! A 1 or 20 wins. Shifty gave super specific instructions to roll these alphabetically, with GM first, so here we go:
Red: 1d20 ⇒ 1
Cup: 1d20 ⇒ 7
Gallix: 1d20 ⇒ 17
Mr. Peppers: 1d20 ⇒ 20
Sir D. Arthraven: 1d20 ⇒ 10
Sirettis: 1d20 ⇒ 2
Uesugi: 1d20 ⇒ 11
Looks like you and I win a boon, Mr. Peppers! Congrats to you!
Which boon, Red: 1d3 ⇒ 1
Which boon, Mr. Peppers: 1d3 ⇒ 3