Elan

AeonsShadow's page

Organized Play Member. 28 posts (121 including aliases). No reviews. No lists. 2 wishlists. 9 Organized Play characters.


RSS


i recently posted about wall of stone on the PF2E Subreddit and an argument came about whether or not you could box in enemies, seal them in, or if you could even enclose them at all.

post in question; https://www.reddit.com/r/Pathfinder2e/comments/mlpuen/our_first_over_powere d_spell_wall_of_stone/

So is the roof not considered a seperate area between the 5 foot square on the and the one in the air? can i enclose enemies on four sides? can i box them in? what can i and can't i do exactly?


the activation cost of a spellstrike arrow is two actions [cast a spell] and specifically states "You activate spellstrike ammunition by Casting a Spell into the ammunition."

and Elves have a feat called elemental wrath that turns Acid splash into a single action spell. would this change the activation of the arrow since its activation is [Cast a spell]? or not since it's an item activation?


It only explains for the first 6 elements, and nothing for Void save the VACUUM OF SPACE? I'm trying to figure something more definitive, so that If I play in society I won't have to argue a point to every dm I come across. My worry is that DM's won't even LET me play this because of that.

And this is just my griping, but WHY does air have mountains, not earth??


Quote:

Wild Talents: At 2nd level and every 4 levels thereafter, a water dancer selects a new utility wild talent from the list of options available to the kineticist class, treating his monk level – 2 (minimum 1) as his kineticist level for the purpose of fulfilling prerequisites as well as for level-dependent effects of the utility talent. He can select only universal wild talents or those that match his element (see elemental focus above). At 6th, 10th, and 16th levels, he can replace one of his utility wild talents with another wild talent of the same level or lower. He can’t replace a wild talent that he used to qualify for another of his wild talents.

This replaces the bonus feats at 2nd, 6th, 10th, 14th, and 18th levels.

If you added this class to an already existing kineticist, would thier levels stack for wild talent purposes?


So kinetic blast is considered a Spell like ability. Spell like abilities are considered spells for certain feats like those that affect the DC or for punching through SR.

would a pair of kineticists be able to use http://www.d20pfsrd.com/feats/teamwork-feats/elemental-commixture-teamwork with thier kinetic blasts? Asking because it came up in the kineticist super post but no one ever answered it, and I would love to make a teamwork character with this!

The feat in question.

Quote:

You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects.

Prerequisite(s): Caster level 1st.

Benefit(s): You and an ally within 30 feet who shares this feat can cast your spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]). Both spells must be at least 1st level, within 1 spell level of each other, and cast during the same initiative turn through the use of readied actions.

When the spells to be commixed are cast, one is designated as the primary spell (typically the higher-level spell), while the other is the secondary spell. The primary spell must be an offensive spell that targets an area or one or more creatures. The secondary spell can be any spell with an appropriate descriptor. Neither spell can take more than a standard action to cast. The primary spell behaves as written (with the exception of the synergistic benefits that are described below). The secondary spell does not manifest any of its usual effects; instead, targeted creatures are affected by a secondary effect that is determined by the combination of the two spells’ descriptors.

Targeted creatures can attempt a saving throw against the primary spell as normal (assuming that a save is normally allowed), and then attempt a separate save against the secondary effect. The secondary effect’s save type is described in its listing, and its save DC is equal to the normal save DC of the primary or secondary spell, whichever is lower (or, if neither spell allows a saving throw, 10 + lowest spell’s level + spellcaster’s primary spellcasting ability score [Int, Wis, or Cha] modifier).

Commixed spells cannot be counterspelled normally. A creature with Improved Counterspell can counterspell commixed spells if both spells are correctly identified and both belong to the same school. Regardless, the secondary effects of two spells combined through Elemental Commixture cannot be counterspelled. Spell resistance still applies to the secondary effect, unless both of the commixed spells bypass spell resistance.

Synergistic Benefits: The primary spell’s save DC (if any) increases by 1. If either spell is normally modified by Spell Focus or Greater Spell Focus, the bonus to save DCs granted by those feats stacks with this increase. The caster of the primary spell also gains a +1 bonus on any caster level check made to overcome spell resistance.

Secondary Effects: While the secondary spell has no direct effect other than bolstering the effects of the primary spell, the combination of spells also creates a unique secondary effect depending on the elemental descriptors of the commixed spells. For the purpose of this secondary effect, the acid, cold, and electricity descriptors count as earth, water, and air descriptors, respectively. Commixed spells with the same elemental descriptors do not produce a secondary effect, though the primary spell still gains the synergistic benefits described above.

Dust (Air/Earth): Choked by dust, the targets must succeed at a Fortitude save or become staggered for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. Targeted spellcasters must succeed at a concentration check to cast spells (the DC is equal to the save DC). On a successful save, the targets are not staggered but must still attempt concentration checks.

Lava (Earth/Fire): The targets are splattered with bits of molten rock and take 1d6 points of fire damage. The targets must succeed at a Reflex save or catch fire (see Catching on Fire).

Mud (Earth/Water): The targets must succeed at a Reflex save or fall prone and have their movement speeds cut in half (to a minimum speed of 5 feet) for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. On a successful save, the targets’ movement speeds are cut in half for 1 round.

Smoke (Air/Fire): The targets suffer smoke inhalation and must succeed at Fortitude saves or become nauseated for 1 round and blinded for 1d4 rounds. Success negates the nausea effect and reduces the blindness to 1 round. Creatures immune to fire are immune to the nausea effect.

Snow (Air/Water): The primary spell gains the cold descriptor if it doesn’t have that descriptor already, and half the damage dealt (if any) is cold damage. The targets must succeed at a Reflex save or fall prone.

Steam (Fire/Water): Damage caused by the primary spell (if any) is treated as nonlethal, untyped damage (neither cold nor fire damage) and is not affected by energy resistance or absorbed by protection from energy. The targets become blinded for 1d4 rounds unless they succeed at a Will save.


I'll be using my lvl 5 kinetic knight. adding/ updating it and will post tonight.


1 person marked this as a favorite.

1. Forum Name AeonsShadow
2. Char Name Fillion Nate
3. PFS # 245134-3
4. Mercenary: 1d20 + 1 ⇒ (10) + 1 = 11
5. +1
6. +5

He will not be lvl 3 until saturdays' game then I will be ready and raring to go!

I will have my languages/equipment sorted out by then too!

PS how do you put your character info in like you guys have?


Another question about this should be how it interacts with Omnielementalist and the abilities that gives you from using two minor forms at once....


Vuoripeikko wrote:

I'm honestly tempted to make my next character an Oozemorph with Tyrant Totem.

I know, I'm terrible.

Hey, I would too. as an ooze morph, I wonder how many people you could swallow... also, would you be able to attack the creature inside of you?

You are an amorphous blob after all.

with the totemic initiate feat chain you don't even need to be a barbarian to get it!


David knott 242 wrote:

You get a +4 enhancement bonus to dexterity because each individual bonus increased from +2 to +4 at 8th level. You do not add the two enhancement bonuses together, so you might want to avoid combining air and fire unless you really like the Ash Storm ability that you get from that combination.

thank you for proving a point for my friend~


Quote:

Omnielementalist (Su)

At 9th level, an elementalist shifter can fuse two elemental forms together, gaining combined powers of the different aspects and manifesting them in ways that bring to mind powerful natural weather phenomena. When the elementalist shifter takes on one minor form each from two of her elemental aspects, she gains an additional ability as long as she maintains the form. The effects of the abilities depend on the elemental combination, as detailed below.

So would this mean if we chose fire/air would we get a +4 to dex? or does the enhancement bonus part cancel this out?


graystone wrote:
AeonsShadow wrote:
Normal? I honestly just want like 2 or 3 slots. like the necklace maybe the ring or wrist slots. Head slot if I want to wear a crown for giggles.

There are items called the 'big six' for a reason: You need saves, multiple AC boosts, stat-boost and 'weapon'. Without them, you'll be far behind a normal melee.

_____________________________________

AeonsShadow wrote:

A new question, why can't kineticist and oozemorph work together?

Quote:
She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands).

So if I'm using a normal kinetic blast I could summon my morphic "appendages" and direct the blast right?

Since kinetic fist is part of an attack action could I use it with my morphic weapons as an elemental ascetic?

They can't "hold objects": hence they have NO "prehensile appendage". So, no go. And as far as I know, kinetic fist/blade doesn't remove the need for a free hand.

As such, no morphic weapon to direct blast and no kinetic fist.

Darn, there goes my telekinetic Aether blob plan...


1 person marked this as a favorite.
graystone wrote:
AeonsShadow wrote:
also, about that not taking it multiple times part? it's in A.R. "(this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature's anatomy)."
Sure, if you use every feat you have, you can get back to normal...

Normal? I honestly just want like 2 or 3 slots. like the necklace maybe the ring or wrist slots. Head slot if I want to wear a crown for giggles.

of the items that I would or might choose...

AoMF obviously... enchant it so I deal varying amounts of elements... does Impact stack with Improved natural weapon?

A belt of physical might (Str, Dex)

Maybe a pair Deliquescent gloves is I wanted to be more Ooze-like~

_____________________________________

A new question, why can't kineticist and oozemorph work together?

Quote:
She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands).

So if I'm using a normal kinetic blast I could summon my morphic "appendages" and direct the blast right?

Since kinetic fist is part of an attack action could I use it with my morphic weapons as an elemental ascetic?


Ok. just wanted to double check before I solidify my build~! thanks!


Quote:

Nereid’s Grace (Su)

When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.

Say I have one level in water dancer monk somewhere in my build and I throw on a monks robe. Would the Monks robe count towards this ability?


graystone wrote:
AeonsShadow wrote:
So monk/Oozemorph. can i shift into human, flurry with fists and attack with morphic weapons? or can i only choose one or the other?
Flurry and morphic weapons, both in and out of ooze form. Lack of limbs has no impact on your unarmed strikes. They couldn't use most style strikes though, as those require a fist, kick or headbutt. Two don't require any body part, Dirty Strikes and Overbearing Assault.

Could i fix that with Feral training or ascetic style? I mean TECHNICALLY morphic wrapons arent claws.... but if they hot fix the feat for natural weapons in general it might work.

ALSO, isn't permanency banned in pfs play?

wasn't someone talking about that extra item slot feat? would that not work for the magic item issue Cabbage? also, about that not taking it multiple times part? it's in A.R. "(this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature's anatomy)."


So monk/Oozemorph. can i shift into human, flurry with fists and attack with morphic weapons? or can i only choose one or the other?


James Risner wrote:

Every similar ability combination like this says no.

Developers have continually said:
Every class has been written with single class in mind.
Every single similar FAQ came down on no.

Things don’t stack unless they say they do.

There just isn’t any reasonable question that this works together.

So this is for arguments sake. I'm not trying to be a snob.

Quote:

Elemental Focus (Su and Sp)

A water dancer gains the elemental focus ability of the kineticist class, but must choose water as his element. He gains the basic hydrokinesis wild talent as normal, and gains the kinetic blast feature of the kineticist class for the water element, using his monk level as his effective kineticist level. He can’t use his kinetic blast when armored or encumbered.

This replaces flurry of blows, stunning fist, and quivering palm.

The specific part is that they gain it AS THE KINETICIST class.

let's look at that ability.

Quote:

Elemental Focus (Su)

At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.

So under this information, the Water dancer would gain ACCESS to these infusion as they are still considered wild talents, even if his levels never let him TAKE any of them. Which include:

Spoiler:
WATER
Wild Talents
Simple Blast - cold blast, water blast
Composite Blasts - blizzard blast, charged water blast, ice blast, mud blast, steam blast, winter blast
Defense - shroud of water
1st - basic hydrokinesis, cold adaptation, energize weapon†, heat adaptation, icewalker, kinetic cover, kinetic healer, pushing infusion†, quenching infusion†, slick, water alteration
2nd - entangling infusion†, penetrating infusion†, slick infusion†, veil of mists
3rd - cold snap, impale†, torrent†, water manipulator, waterdancer
4th - healing burst, ice sculptor, spray†, watersense
5th - chilling infusion†, shimmering mirage, waterdancer, greater, watersense, greater
6th - ice path, kinetic revivification, suffocate
7th - cloud†, fragmentation†
8th - cryokinetic stasis, maelstrom†
9th - tidal wave

And

Spoiler:
UNIVERSAL
Wild Talents
1st - draining infusion†, elemental whispers, extended range†, kinetic blade†, kinetic fist†, skilled kineticist
2nd - blade rush†, focused blast†, skilled kineticist, greater, spindle†
3rd - elemental grip, elemental whispers, greater, extreme range†, flurry of blasts†, kinetic restoration, kinetic whip†, mobile blast†, snake†
4th - expanded defense
5th - blade whirlwind†, grappling infusion†, kinetic form, spark of life, wall†
6th - ride the blast, whip hurricane†
8th - reverse shift

But upon looking at the water dancer, I noticed one OTHER thing...

Quote:
Wild Talents: At 2nd level and every 4 levels thereafter, a water dancer selects a new utility wild talent from the list of options available to the kineticist class, treating his monk level – 2 (minimum 1) as his kineticist level for the purpose of fulfilling prerequisites as well as for level-dependent effects of the utility talent. He can select only universal wild talents or those that match his element (see elemental focus above). At 6th, 10th, and 16th levels, he can replace one of his utility wild talents with another wild talent of the same level or lower. He can’t replace a wild talent that he used to qualify for another of his wild talents.

Does this mean he has to be lvl 8(2 higher than normal) to get a lvl 3 ability? or that if it does something like damage/lvl it treats it as 2 less?

Also, as per the elemental focus, do we gain the associated skills?


Another important question is would they be able to grab their associated dualblast?

I.E. Water dancer lvl 1, air kineticist with lightning blast, immediate use charged water blasts at lvl 2?

Also, the water dancers K.B. says it stacks for damage ehich was what got me on this question in the first place.


5 people marked this as FAQ candidate.

So the Water dancer monk gains a kinetic blast in the form of Water(bludgeoning). they gain no form infusions.

If I have levels in Kineticist, am I able to use form infusions from kineticist with water dancers blast?

If I take, one of the versions that restricts me to a specific infusion, such as kinetic knight HAVING to take and use Kinetic Blade, Elemental Ascetic with Kinetic fist, or the Annihilators Devastating blast, will my Water dancer class also be bound by this restriction?


Thank you for the timely info. ^^ this will help me with my build immensely.


So the elemental shifter Archetype has a SLIGHT issue that needs to be resolved before it can be used...

Quote:

Elemental Strike (Su)

At 1st level, as a swift action, an elementalist shifter can charge her melee attacks with elemental energy. The elementalist shifter can charge her attacks only with an element she has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of her next turn deals an additional 1d6 points of energy damage based on the element she chooses when taking this action (see Elemental Aspects). This additional damage increases by 1d6 at 4th level and every 4 levels thereafter, to a maximum of 6d6 points of energy damage at 20th level. An elementalist shifter can’t use elemental strike while under a polymorph effect.

This replaces shifter claws.

The problem? the elemental aspects and forms DON'T LIST THE DAMAGE TYPE.

I mean I can ASSUME a damage type but I would MUCH prefer it actually lists one.

Secondly, while in my elemental form can you still use your natural attacks or Improved unarmed strike? I still have to have hands,I can make fits still right? or does my new form ENTIRELY overwrite this?


Claxon wrote:
No, creatures aren't objects.

So then what happens when a rebuked enemy DOES hit another creature? does it pass right on by? does it ignore it? does it just... stop and not take damage?


so the new monk "Menhir Guardian" archetype has an ability called "Rebuking strike" and there is a question I have about a specific part:

Rebuking Strike (Ex): At 1st level, a menhir guardian can channel his ki into a devastating strike that repels his enemies. A menhir guardian must declare that he is using rebuking strike before making a natural attack with his claws. On a hit, a foe damaged by the menhir guardian’s claws must succeed at a Fortitude saving throw (DC = 10 + half the menhir guardian’s level + his Wisdom modifier) or be pushed back 5 feet directly away from the menhir guardian, plus an additional 5 feet for every 4 levels the menhir guardian has beyond 1st. If this movement would be blocked by a solid object, the target of rebuking strike takes 1d6 points of damage per 10 feet moved and falls prone at the end of the movement.

So my question is can an ally be considered a solid object for this purpose? could two of these monks play kickball with an enemy? (Lariat anyone?)

What would happen if an ally or other creature is in the way for this attack?


So the energy shield states that it can only have one per armor as the armor can only support one and can be put into any armor.

Androids gain A single armor mod slot as a race bonus, and an exocortex mechanic cAn gvain another At lvl 7, giving them to body slots.

Can i slot an additional shield in his body?

how will the shields interact?


It seems silly that it would deal lethal damage when injecting a healing potion though. So instead of healing it can do more harm?

The venture captain in my area has said until the company says differently, the damage is not dealt if there is a healing potion in the dart.


James McKendrew wrote:
Eviljames wrote:
Now now, if your going to do this, I must insist the pepper be Trinidad Scorpion Peppers otherwise, it just doesn't work.
WAY better thematically. But you need to add about 25% more pepper by (dry) mass to get the same heat.

OR just add a pure capsaicin crystal to it with the scorpion. though the oil would be easier to measure by volume.


Okay, what you're looking for it the 20 level baseclasss PYROMANCER.

Luckily for you, I still have it on another site and so shall link you to it from the place I posted it just today. Pyromancer

It's MAIN abilities you will want to look at are as follows.

Piercing Heat (Ex): From the 5th level onward, a Pyromancer’s Fire can cut through Fire Resistance, Fire Immunity, and Hardness. No more than ½ of the damage inflicted by his fire damage (spells and abilities) can be negated by hardness, immunity, or resistance to Fire.

Master of Flames (Ex): Every time a Pyromancer inflicts Fire damage on a target, either with a spell or another source of fire (class abilities excluded), he inflicts an amount of extra Fire Damage equal to his Charisma modifier.

And

Improved Piercing Heat (Ex): A 15th level Pyromancer’s Fire ignores entirely any Fire Resistance or Immunity a creature may have (this does not include defence against overall magic)