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Are these classes a valid entry as well?
Shifter (shapechanger focused class without spells) and Champion (alternate class for the Fighter, enriched with martial styles to choose instead of bonus combat feats), both from this book:
Also these two:
Pyromancer (a magus style class that mixes martial abilities to fire-spellcasting) and Runic Tattooer (a misterious class that uses magical tattooes to enhance him and his allies), from this book
Irnk, Dead-Eye's Prodigal wrote:
I find the sinergy between merciful foliage wild talent, kinetic blade talent and VMC Rogue for sneak Attacks, a really effettive combo for mono phytokineticists, keeping high damage without the need of composites (which is given in any case at level 20 with omnikinesis).
Speaking of utilities, Shape Wood is really the thing you just need as many things can be done with just some cheap wood and creativity.
Pugno D. Brace deals only 5d6 fire damage per unarmed strike, the rest of the damage is physical, so he is still doing 6d8 damage (2d10 for the unarmed strike damage of a monk of level 18 for VMC monk plus 4 levels for the robes of the monk, this increased by two sizes for Kinetic Form) + 19 (dexterity plus weapon enhancement plus 1 damage for having chosen Fire twice for Expanded Element). When using pummeling charge he can make his flurry, for a total of 6 six attacks, with two extra attacks thanks to haste and using a KI point, resulting in:
6d8 (average, 27) + 19 = 46 damage per attack
The Balor is down on his next turn (retreat is not an option in this challenge), while the balor does not have any real option to do anything (per the post).
Same goes for the Pit Fiend (which may fail the ST against blindness of the Flashing Infusion) and the Goldie (here Pugno D. Brace has the edge because he gets the surprise round and then wins initiative).
The Mortonator wrote:
What I mean is if kineticists can benefit from a light shield while Gathering Power, then nothing would stop a kineticist from carrying one, preferably without armor check penalty. This decreases the greatness of SoW a bit accordingly 'cause the only real benefit will be saving money (which is superfluous for kineticists).
In those games when a kineticist cannot Gather Power with a shield nor a buckler, SoW in shield form becomes a wonderful AC booster, to be always prioritized in respect of FoW.
N. Jolly wrote:
I'm with Jolly, a small automatic progression would have been appreciated. FoW as it is now is not a great defense compared to other Elemental defenses.I think that this "enhancement bonus to natural armor" was not the best road to go. Perhaps a small bonus to Stealth and Swim checks or something about natural healing like the Nature Oracle revelation "Spirit of Nature" would have been a better compromise.
OK. I imagine this is arguable 'cause that rule for light shields is for carrying items only and says nothing about spellcasting or other actions, and may vary from table to table, but you have already anticipated this on your second post.The opinion on Shroud of Water will change accordingly depending on the ruling on this.
Flesh of Wood tends to be a bit better for a Phytokineticist because there are no real other options to invest burn (almost no Wood utility requires burn to activate).
Texas Snyper wrote:
It doesn't "have to" always be the boosted defense. You can use those all day utility Talents like kinetic form too. But yes most of the defense talents should have some invested burn. Aether, earth, and water are the best examples of that.
I agree with you, Kinetic Form is the best example. Semi-defenses (those Utility wild talents that often require its related elemental defense, and provide a defensive bonus all day long, like Shimmering Image or Jagged Flesh) are possibly second.
My phytokineticist, Arbutus, absolutely loves his defense wild talent; it's one of the things that allows him to tank so incredibly well. It also allows him to free up his neck slot on far more interesting things.
About that, Arbutus is carrying a shield and has no quick draw feat or the like, how can he Gather Power?
I think that's an unfair comparison, cause Flesh of Wood competes with the amulet of natural armor in terms of bonus type, but to stay competitive FoW needs to be feeded with burn intensively, otherwise becoming useless when leveling.Shroud of Water on the other part competes with armors and bracers of armor, but without investing a single point of burn SoW reaches a +8 bonus, the same value of the best of Bracers of Armor. As a shield, SoW is even better, at 20th provides the same AC of a small shield +5 or heavy shield +4, all without using a hand and zero burn (also kineticists are not proficient in using shields and need both hands free to Gather).
Here's my submission too!
Here's the build of
Pugno D. Brace:
kineticist elemental ascetic
primary element Fire
_Utility Wild Talent
activated: haste, kineticform, light, omnikinesis
Note on Omnikinesis
Pugno D. Brace waits
shoggoth takes the only action possible: charge, but has no chances to win against CMD nor hittin Pugno D. Brace AC
Pugno D. Brace sits and waits for the soggoth, as a prepared action he moves to get enemy in reach, then fullattacks (conc to cast fire underwater always succeedes)
balor gets surprise round
if balor uses dispel, but less than half of Pugno D. Brace are dispelled. Kinetic form can be reactivated on next turn at will
if balor summons, it takes too much long
if balor tries telekinesis or any spell, Pugno D. Brace can easily succed at any ST
if balor attacks, it needs a critical to hit Pugno D. Brace, that, even with vorpal sword, can be negated once a day by jingasa
3. Pit Fiend:
Pugno D. Brace wins initiative
charge, 8 attackshits, total damage 368, RD applies once, on its turn the pitfiend regenerates and wakes up. Anew pitfiend shows up (it was created with devil shaping during downtime), Pugno D. Brace activates his ring
PF1 is badly injured, it could be killed by the PF2 betraying him
PF1 is in Pugno D. Brace's reach, so getting an AoO will drop him down, its strategy can be defensive
most of the spells are not worth casting, because of Pugno D. Brace ST. Poison and fever of the bite are better choice, but precision is not high enough to hit Pugno D. Brace AC.
One PitFiend could casts dispel magic greater, but its CL 18 is unlikely to penetrate the DC of 31 (32 for fire effects) of Pugno D. Brace.
Wish is the most desireable action here:
to lower Pugno D. Brace ST and cast hold monster, then the PF2 CdG him. But Pugno D. Brace frees him on his turn
All in all, it drives toward Pugno D. Brace's favor
4. Tarn Linnorm:
linnorm gets surprise round
if charges with bite & PA, hits 42 damage
if charges with tail, it could grab him and Pugno D. Brace would be impossibilitated to use any spell-like ability. On next turn Pugno D. Braces can activate his shirt. But, attack roll to hit with its tail is too low even when charging against surpised Pugno D. Brace...
if linnorm moves and starts a grapple, it automatically succeeds and does constrict damage. On his turn Pugno D. Brace frees him with object
if linnorm uses breath weapon, Pugno D. Brace evades it easily negating damage
on his turn Pugno D. Brace, fullattacks, dodges an AoO to get in reach, and kills the beast which is unprotected against fire
5. Ancient Gold Dragon:
Pugno D. Brace starts first, sneaks to the dragon thanks to his +56 bonus, near enough for a charge (60 feet with boots of speed activated plus his reach, 15 feet, still outside dragon's blindsense). He activates Reverse Shift to become invisible and go near the dragon and then ceases concentration to charge with Pummeling charge.
Pugno D. Brace wins initiative and doublefullattacks the dragon, which is immune to fire but still succumbs to rough physical damage.
as ancient gold dragon, but solar have higher AC, so gets hit only 5 times. Solar is low resistant to fire though. Double full-attack and solar is down
same tactics as solar and ancient gold dragon. Tarrasque has chances to survive, but on his turn he can only:
fullattack, with nearly all attacks failing to hit (Pugno D. Brace AC 55)
or swallow, doing a bit of damage, but Pugno D. Brace can flurry on his turn and kill the monster inside his belly
I know they don't stack, as I wrote just before the part you quoted. What I were trying to say, in a bad way, is "buy an amulet instead of using FoW at all".
Sure, FoW can even surpass the amulet bonus, but at the price of too many HPs, so in most cases is not worth the effort.
This is great. The only think I don't agree on is mixing jagged flesh, thorn flesh, and searing flesh together. That's 2d6+4 20 2d6+22 if you get hit, and only at level 15, if you spend talents to get the defenses and feats to get the extra talents(jagged/thron). But if you don't get hit my non-reach melee, you just screwed yourself.
Thanks.I don't like Thorn Flesh/Jagged Flesh at all, I've suggested the retaliation build because I saw it in play and it was quite effective against monsters (DR from earth was mitigating all damage the character was taking, while inflicting a good amount of damage).
But you are right, is not a worthwhile investment both in terms of wild talents and burn to be taken.
I hope that the following information can be useful: I've exhamined and rated every elemental defense, including the two new for Void and Wood, considering every defense both with and without burn points and taking in consideration wild talents that have each elemental defense as a prerequisite, in an attempt to find out what is the best defense.
Totals are expressed in a range from 1 to 10, which is the average value based on the following three criteria:
Each of these paramethers are ranked with stars(*), from 1 to 5.
Enveloping Winds (Air) Total 6/10:
no burn ** bonus is too small and situational.
with burn *** can shut down archers and the like. What is good here, is the max cap (75%), which is very high making a kineticist virtually immune to ranged physical attacks
burn burst *** great bonus, can even deflect other kinetic blasts. GMs might be tempted to metagame and stop focusing on you while it lasts which can be good for you or bad for your teammates
Wild talents with Enveloping Winds as a prerequisite
Flesh Of Stone (Earth) Total 6/10:
no burn ***** DR that scales with level is always good, also enemies with adamantine or +5 weapons are very rare
bonus per burn ** as a single defense it may be good, but too much HP are lost in effort to resist more only against physical attacks. Good news, it also useful against other physical-attacking kineticists
burn burst *** DR against all but adamantine is already enough most of the times
Wild talents with Flesh of Stone as a prerequisite
Force Ward (Aether) Total 6.8/10:
no burn ***** temp HP that regenerates in minutes? Yes please. An ability that prevents triggering secondary effects which don't go over those hp? Awesome!!!
bonus per burn **** investing two points in it means no HP loss, with a small HP pool that heals over time and elemental overflow bonuses without hindrances! This is the most suited defense to invest burn in the morning up to elemental overflow desired bonus
burn burst **** temp HP immediately heals a bit
Wild talents with Force Ward as a prerequisite
Searing Flesh (Fire) Total 5.6/10:
no burn * damage is too low, cannot bypass even Fire Resistance 5. Incinerate arrows only after they have hit
bonus per burn *** increased damage per burn, up to 7 times, which translates to double kineticist level of fire damage. This makes monsters to die while attacking and weapons to break down. The price to be paid is high though
burn burst **** damage is increased again. This serves perfectly as a deterrent for monsters that wants to attack you in melee
Wild talents with Searing Flesh as a prerequisite
Shroud of Water (Water) Total 6.4/10:
no burn **** saves money and equipment slots. Any kineticist will always benefit from the shield bonus. However, it's replaceable by equipment at higher levels and kineticist are not really gold-starving
bonus per burn *** even more AC! the really good thing about it, is that a kineticist may interchange from armor to shield and benefit from burn point in excess. Beware, to keep on pair with magical equipment bonuses burn must used
burn burst * having both armor and shield bonus are not needed, the equipment should be doing this, and your kineticist' AC should not rely on taking burn every round of combat
Wild talents with Shroud of Water as a prerequisite
Emptiness (Void) Total 5/10:
no burn * bonuses are low and too circumstancial, but negative energy resistance is rare to find and the bonus to will saves helps kineticists a bit. Bonuses does not scale
bonus per burn ** the good thing is that there is no cap for burn
burn burst *** bonus to will saves against all mind effects is really good
Wild talents with Emptiness as a prerequisite
Flesh Of Wood (Wood) Total 4.5/10:
no burn ** having higher AC is always a good thing. This defense begins with a good bonus, but does not scale with kineticist level, forcing burn usage on higher levels. Good news are it is an enhancement bonus, stacking with any existing racial natural armor and rasing AC even more at lower levels
bonus per burn ** the only way to increase that enhancement bonus is taking burn. Question is: is worth losing HP per level for each burn to increase by 1 the natural armor, which could be instead by increased with an amulet of natural armor? Unarmed kineticists will love this defense
burn burst *** burst is OK, but situational
Wild talents with Flesh of Wood as a prerequisite
I take this opportunity to say thanks to everyone for their participation in this thread and support, first of all to N.Jolly for the efforts made so far and the great guide made.
I have hit the FAQ button, mainly for the damage part of FoB. Can we please have a clarification on that? It can be read in both ways: Adding only 1d6 for each attack after the first to the same target OR dealing damage as a 1st level blast for each blast hitting the same target plus 1d6 for each extra attack that hits the same target.
I'm adding a question to the draining infusion + kinetic fist combo: do the attacks overcome spell resistance? The two infusions conflicts on this, so which one supersedes the other?
One Confused Kineticist? wrote:
Can we have an official clarification about Flurry of Blasts damage?The way I'm reading it seems to indicate that 1d6 is added in addition to base damage of each hit (case A written by the OP in the quoted text).
This is possibily the ranged alternate version of Kinetic Blade in terms of damage in case of A, or a not very useful in terms of cost/effect in case of B scenario.
For its 2 burn cost, it should do much more than this...
Also, about "effects or abilities that increase your Kinetic Blast's damage don't apply", what are considered effects that add damage? Elemental overflow? Metakinesis? Feats? Disintegrating infusion?
@Sphynx, we usually have 4 encounters per day, using two hours per day. Utilities are still out, because Gather Power cost reduction is for blasts only
Actually, a section showing how much burn is expected per level could be useful.
I'm also taking a moment to say that I really enjoy reading this guide, being the most complete among Kineticist guides. I would like to see a section of savvy Burn usage, giving advice on when to use Burn and what wild talent type should get prioritized, possibly comparing different playstyles at different character levels.
Chess Pwn wrote:
A kineticist can fill her Internal Buffer at the end of the adventuring day and wake up the next day with no burn damage, effectively suffering 0 burn on the most relevant part of adventuring day.
I'm just pointing out that Internal Buffer can also be used to prevent burn from utility wild talents, which normally cannot benefit from Gather Power nor Infusion Specialization.
Best thing is, unless misreading, that a Kineticist can store Burn into her Internal Buffer right before going to sleep, and wake up next morning with the burn gone and the Buffer still filled in
From the Occult Adventures Playtest pdf wrote:
Just realized today that the Cloud infusion is listed in the 16th-level Water wild talents
From OA Playtest document wrote:
, but the only element listed in Cloud is Air
From Infusion Wild Talents wrote:
I am Groot!
I actually played a magmakineticist using mainly grapple maneuvers combined with Searing Flesh and Kinetic Fist for extra damage. Expanded defense for having both fire and earth defenses was useful to reduce damage taken while grappling.
Thing is, I really enjoyed playing this guy and had fun, and Searing Flesh demonstrated as an Ok class ability.
What about Vital Strike with kinetic blade and conductive weapon interaction?
Also, other minor points:
1) the wild talents' spell level equivalency causing confusion when calculating the DC of an infused kinetic blast. This also leads to low DCs for higher level play (example: burning infusion). Suggested: set the DC for all 10 +1/2 kineticist level + constituion modifier
2) level requirement for Extra Wild Talent feat (which is still unofficial) and Expanded Element, reducing the possibility to "multiclass" between elements and adding extra confusion when choosing wild talents.
3) aether composites...
.More kinetic defenses like: Incorporeal or semiincorporeal forms (force, sand, wind, flame, water); [elemental]Skins giving elemental resistances/immunities or maybe an ability to absorb [elemental] damage and reduce the Burn currently suffering; environmental bubble to resist gravity, deepwater pressure, space void, low/high temperature
.tricomposites (no idea sorry!)
.ash themed wild talents to create ashstorms, ashcurses, blighted ash spawn or other Morrowindesque effects
.move earth and stoneshape powers and heat manipulation so I don't have to wait a turn for solarbeam to recharge
.acid attacks, because missing the green guy of "Castle Crashers" as well as other corroding effects and rust
.wild talents to create Totems made of element to gather more energy or to obstruct other kineticists energy/elemental gathering. Also the "totem" reinforces the element is made of and weakens opposing elements
.glass and crystalline spell-like abilities, maybe creating mirrors to confuse enemies (working like some illusion spells) and crystal geodes working like "totems" to increase potency of earth spells or other effects with earth descriptor
.[elemental] sustain to eat/drink your element to survive and a sort of rope trick usable
.photokinesis attacks to blind and damage undeads, fungi and oozes and also to travel fast much like Solar Oracular Mistery
.Damage Over Time effects: lava pool, shockfield or a minor polar midnight
.melee touch buffs to transfer effects like kinetic defenses or transfer Burn from others to the kineticist
.anti-radiation aura, maybe absorbing in exchange of Burn points and Radioactive skin (maybe working like abundant ammunition spell) to recharge futuristic weapons
.use fire wild talents to fuel vehicles, for crafting and forging time reductions and illumination
I liked the Burn and the Gather element/energy synergy, so we finished turning it into a separate class feature named Gather Element (Su) and we are now playtesting with these changes:
.Increased the Burn reduction Kineticst gets at 1st level when gathering elemental matter: at 7th level as a move action the Kineticist gathers element for a 2 Burn point reduction or 1 point reduction and gathering as a Swift Action.
At 11th the reduction applies also to "Other wild talents".
At 15th level as a move action the kineticist gather element for a 3 point reduction, 2 point if gathering as a swift action or 1 point if gathering as a free action. The kineticist still requires two hand free.
This substituted wild talents gained at 7th and 15th.
.Substituted Infusion Specialization with Expanded Talent, a new class features that elects to choose "utility" wild talents (those in the category named "Other Wild Talents" plus the Expanded Element wild talents). Also at 2nd level the Kineticist receives now an Expanded Talent.
.change skill points gaininig to 4 + int, spellcraft and knowledge(planes) as class skill for all
.heat blast for Fire, dealing untyped damage and hitting normal AC
.acid blast for Earth, dealing acid damage like fire blast
I actually played two of them and got better results from level 1 to 20, with issues only in the first three levels of playing:
One is XVIZVIOR, a LizardFolk pyroKineticist with natural attacks, improved unarmed strike with 2WF and using Kinetic Fist always and using Searing flesh almost to finish enemies striking at first levels, then using multiple kinetic defenses.
The other one I played was TITAN, a Human geokineticist focused on Overrun maneuver, Charge with Rhino charge to ready a charge in the most favorable moment and Spring attack while earth gliding as a backup strategy. This was more tanky, focusing only in STR and CON and investing feats in heavy armor prof (yeah stoneplate armor!). Expanded element (water) and (aether) along with expanded defense for real tankyness. Kinetic form was helping alot! The increased reach also turned in a mini-combat patrol and helped a lot while overruning. Did not use kinetic blade for this build until level 9, but a morningstar twohanded.
I prefer using STR for builds instead of DEX because STR seems to be more buffable (size increments, bloodrage spell + courageous weapon, etc).
The awesomEST part comes at Kineticist level 13th, when he can throw a quickened kinetic blast (3 burn), then Ride the Blast (0 burn) and finish with a Kinetic Blade (with form specialized infusion for no burn here) fullattacking the enemy and screaming [insert YOUR technique name here]...
Limited time per day but fun as hell!
Will be released a Revised Kineticist playtest version? 25th of November is way too close.
Also, when using metakinesis (double) on an already empowered blast, are both blasts empowered?
What if Doubling a Kinetic Blade? Can a Kineticist attack with two-weapon fighting in this case?
It seems that feats like Spell Penetration and Spell focus work with Spell-like abilities; if any, is Evocation the magic school of kinetic blasts?
Also, why are you rage cycling as a bloodrager? You would have to swap out virtually all of your bloodline to get enough 1/rage rage powers to make it remotely useful (since they are markedly inferior to beast totem line/ superstition/witch hunter). You don't take advantage of your action economy saving spell autocasting by cycling.
BloodRage Cycle is useful:bloodrage ON -> cast True Strike -> attack -> bloodrage off -> bloodrage ON -> cast true strike ETC...
The same goes for a Samsaran Bloodrager with Bladed Dash...
There are many others
The Prestige Trained (name is awful)
The purpose of this class is
Here is the class, written [irony]intentionally [/irony] in arcanic and cryptic eenglisc (seriously, sorry in advance for my illiteracy):
LV Bab T R V Speciale
Association: beginning from the first level, the PT chooses a prestige
The Prestige Trained also strictly aderehes to moral codes or guild or
Bonus Feat: the PT gains a bonus feat at 1st level, which must be one
Basics: at every level indicated on the table, beginning from 1st the
Class features that have a numerical part, as well as sneak attack or
Extra Lesson: at 2nd level and again at 3rd and every two levels from
Spellcaster: the PT gains caster levels beginning from the first level
If the prestige class refers directly to a key class feature, as it can
The PT loses Extra Lesson depending on spellcaster class chosen,
If the prestige class advances in more than one spellcasting class, the
Finally if the prestige class associated has its own spellcasting
Prestige Master: by level 11th, the PT becomes a master of prowess and
Prestige Legend: by level 20th the PT can select instead of the Basics
The key of this class is the Association class feature, which links the Prestige Trained to the prestige class you are considering. Take these easy steps to do this:
So, what to do next? Have fun trying to build various PCs or NPCs, at what level you prefer, having the Prestige Trained as one of his or her classes. I wish you enjoy this as I.
This class is bad written!
Yes it is. So don't waste time on this if you're looking for an easy-readable post.
This class is notbalanced/broken/overpowered!
This class is too way complicated!
This is the same as X class from Y!
I don't get it!
I'm not taking all features the prestige class has
One last word
Pathfinder Rules You Don't Like
Creatures Size Rules. An enlarged creature doesn't even have an increased speed. Also 5ft steps are the same for every size. The bonuses and penalties...
We pretty much houserule all, for those interested:
-larger creatures than medium get Basic step (which was once upon a time the 5ft step) equal to their space (actually the shortest of the two dimensions), a +2 sq increment for every size larger than medium if the creature is enlarging or a penalty if reducing, to a minimum of 2 sq movement (10 foot)
-larger creatures have area attacks while attacking with manufactured or natural weapons (which is equal to its space)
-difference between tall and long creatures: long creatures have the Slight build special ability, while tall creatures have extra reach, increased basic step and area weapon attacks (they count as one extra size)
Many more I don't remember...
First, let me say that this guide is great, possibily the best one I've seen around cause gets updated and covers many aspects with useful informations for Oracle class players. So, great job here and keep it updated: your work is really appreciated!
Second, this guide and many hours of playing with oracle PCs made me appreciate this class a lot. The oracle class is great, very fun to play and creative. It's the only class I consider to play multiple times and without getting bored, because of the flexibility and adaptability to every concept (thanks to the curse and the mistery mechanics).
Third, I would like to contribute sharing my impressions and game experience with this fantastic class:
My girlfriend plays an aasimar Life Oracle with spells focused on siege engines and crafting construct in a steampunk campaign and firearms. A sort of Seraphim from Sacred the fallen angel game...
Oracles. No archetypes really needed, just different curses and mysteries. I am currently playing in a group of 7 oracles: Flame, Waves, Wind, Wood, Metal, Bones and Life. We have the blaster, the tank, the sniper, the trapper, the crafter, the caster and the healer.
I would also NEVER allow it to stack with itself for extra feats and spells. One casting at a time.
Paragon Surge it's a polymorph effect so it is always one casting at a time.Best thing to do is to use contingency with this to not lose actions or spell slots. Oracles must use paragon surge to get contingency to have paragon surge contingent on subsequent days.
It's pretty obvious to me that you take whatever is worse when you cannot switch between modes of attack
That's exactly the kind of logic I use: you are both A and B, A says you are Ok but B means you should be restricted, so you are restricted. I admit this is more a MTG kind of logic, so maybe for Pathfinder is invalid reasoning...
You Gauss have always something to say, even when I stole your words! But seriously, a morning star (leaving a part the fact that can have different styles) is more efficient than an hammer underwater, thanks to spikes and rounded ball (cubic or sharpened objects offer more resistance), so it might stand between full damage and half damage (0.75?)...
This is a continuation of this thread. Some info about underwater combat are in the GMG while the CRB has only a short descriptive text and a table with penalties applying in water-environment combat. Apparently aquatic creatures just ignore the penalties, while land-based creatures take a -2 to hit and half damage while attacking underwater with any slashing or bludgeoning weapon.
James Jacobs stated however that manufactured weapons even wielded by aquatic creatures are meant to be penalized.
Are natural weapons (both of water native creatures and landbased creatures) affected by the penalties? Do aquatic creatures have penalties while attacking with manufactured weapons underwater?
Discuss and FAQ.
Also, Sanakht Inaros don't bite me for this. I understood your position :P
EDIT: actually the RAW in GMG seems to imply that aquatic creatures do not take penalties with neither natural or manufactured weapons. This part is also missing in the CRB, so the FAQ is a request for putting a text in the CRB.
This thread is a follow up of this one, but considering only this question:
Assuming that you are fighting with a morning star do you do half or all the damage while attacking underwater?
Answers so far:
Discuss here please.
Sanakht Inaros wrote:
The table itself states that these penalties are applicable to LAND- BASED CREATURES. How much more implicit do you want? Do you want a full list?
The 'Any thought?' is refered most to questions number 5 and 7 that are still without any answer...
1) Can I ask you why you would apply these penalties to rays?3) Interesting idea. I'm going to make a thread apart for this question...
5) That makes sense. Also, -A- has very limited range, it would be very weak comparing that with the other clairvoyance sense of Wind and Waves oracles counterparts.
7) So immunity to polymorph isn't like having an unbeatable SR?
Totally. And thanks to everyone for clarification of this underwater combat.
I'm dividing the 3 answers left (3,5 and 7) in 3 different threads, so we can discuss with no confusion.