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Arutema's page

Pathfinder Card Game Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Captain, Texas—Houston. 541 posts (819 including aliases). 2 reviews. No lists. No wishlists. 28 Pathfinder Society characters. 1 alias.


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Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Let's see, my deaths:

Monk pincushioned by a high-op archer when said archer failed a confusion save. Said archer paid for the res. (Gravity bow crits hurt, never mind the rest of the full attack.)

2 different characters, paladin and ranger killed in 2 different scenarios by Babau sneak attack longspear crits.

Playtest swashbuckler killed by trying to stand up while threatened by a certain NPC magus and dispatched with a rapier crit. (Playtest version didn't have the kip up deed.)

Low-HP bloodrager got crit by a ranger boss with me as its favored enemy.

In fact, the only one that didn't involve critical hits was my Str-dumped summoner who went up a gainst a shadow at level 1.

But I have no ill will against the critical hit mechanics, especially because of how satisfying it can be to confirm on a tetsubo or firearm crit in a dire situation.

Grand Lodge

Pathfinder Card Game Subscriber

Searing Flesh strikes me as a good deterrent to things whose attack routine looks like "Bite, 2 claws, 2 wings, 3 prehensile asses." The damage will add up over attacks, and hopefully encourage the monster to go after a less painful target.

Grand Lodge

Pathfinder Card Game Subscriber

I wonder if the design team anticipated a flood of "small medium" jokes when they gave halflings one of the better medium favored class bonuses.

Any way, on to my actual question; I'm building a halfling medium, and wondering whether it's worth taking two-weapon fighting and using a double weapon in order to get more chances per turn to apply my spirit and seance bonuses.

The double weapon seems to have an advantage over two light weapons that I can use it as a two-hander in turns I only get one attack in. But, I'm still not sure the extra attacks are worth having to split points between Dex and Str.

Thoughts?

Grand Lodge

Pathfinder Card Game Subscriber
Slithery D wrote:
None of these players would have a reason to speak common, which should present huge difficulties.

Yeah, that will be a problem. I'm surprised that the Technology Guide doesn't have any sort of translator in it. Though I do see one in Lords of Rust. Rather than just leave one of those lying around, I may do something to play up the horror factor.

One or all of them will wake from stasis able to read and speak Androffan. Careful examination will reveal implanted skillslots, with Androffan language skillchips inserted. This will give them a common language with at least someone on Golarion (Baine knows Androffan).

And of course, this raises the question of who had them implanted without their consent, and what else might be implanted.

Grand Lodge

Pathfinder Card Game Subscriber

So I'm gearing up to run this for some experienced players who are also die-hard PFS GMs.

I want to get crazy with races.

Really crazy.

Race-builder crazy.

I'm giving my players instructions to create alien races with the race building rules, as well as to agree on some backstory details like a common homeworld for these races.

They'll start the adventure coming out of cryostatis in an area that then connects to A1 (as backup power to that area runs out). Due to the cave entrance being underwater, I don't expect they'll be able to exit for a while, possibly not till they accidentally rescue Khonnir. (I will switch out one of his prepared spells for Water Breathing.)

Then they can leave, visit Torch, learn Common, and find out just how far from home they really are.

I know I'll have to carefully tailor the loot in the early areas to what they'll need, having no access to shops yet.

Any suggestions? Especially in motivating PCs who effectively can't go home to carve out their niche as heroes on a new world?

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Will Huston wrote:
Is there a place that actual says the deific obedience to Lamashtu is not legal for PFS play? I don't actual relish the idea of role-playing it out, but I am building a demon unchained summoner and was planning on worshiping Lamashtu, and I saw the evangelist class for the Mother of Monsters has summoner specific bonuses.

Additional resources: " Misc..: all material in chapter 1 is legal except pages 92-99;" Pages 92-99 are the Lamashtu article which includes her obedience.

Grand Lodge

Pathfinder Card Game Subscriber

Panda, it's the medium animal companion that bites like a huge animal companion.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Card Game Subscriber

Reviving this thread with my wishlist:

Secrets of the Harrowed Medium - A book dedicated to the 54-spirit Harrow-card based Medium we saw hinted in the playtest.

30 Pages of Kineticist Wild Talents (Working title) - More wild talents for the 7 elements published so far.

Unarmed Tactics Toolbox/Unarmed Master's Handbook - Archetypes for the Unchained Monk, unarmed-focused archetypes for non-monks. Maybe some support for natural weapons too?

Grand Lodge

Pathfinder Card Game Subscriber

You'll definitely either want Logical Spell or a metamagic rod of the same to deal with the consequences of fear effects.

My experience so far playing a mesmerist is to always have something you can do if things are immune to mind-affecting. Psychic inception helps, but your actions may be better spend buffing your allies in some fights than trying to get through all a construct's immunities.

Also, be sure to remember all your many class features. We nearly TPKed the last time I played my mesmerist, in part due to me forgetting to apply painful stare damage.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

1 person marked this as a favorite.

If something is not listed as legal, then it is not.

However, there is a boon combination that opens up the Ganzi, I'd suggest hitting the boon trading thread.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

It changes frequently enough, I don't bother to print it, I just bring up the web version on my phone or tablet as needed.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

BigNorseWolf wrote:
Tipster74743 wrote:
I'm kinda shocked to see people so down on Swashbucklers. They parry everything, it's hard to hit them in melee combat and they have d10s for health and nice reflex saves... they aren't crappy by any means.
But there's little reason to stick with the class after 5 levels. Your low fort and will saves are a liability, you gain penache off of your cha, the extra penache feat, not your level.

If you're relying on the Precise Strike deed for damage, you want as many swashbuckler levels as you can get, since that deed scales only with swashbuckler levels.

Back on topic, here's my class totals:

Undine Swashbuckler 11: Started in the playtest, took some time to come online, but can be quite damaging in melee and parry/riposte makes you hard to hit and able to throw on even more damage from riposte attacks. Piercing weapons are also fun to combine with a racial swim speed.

Halfling Kineticist 8: Also started during that book's playtest. This one's an air/water build based around kinetic blade and soon whip. A very strong damage-dealer with some utility.

Kitsune Mesmerist 2: This is the one GMs hate due to the ability to lockdown enemies with weak will saves, which is a lot of PFS enemies.

Tiefling Medium 1: Not completely sold on the class, may become a brawler or Iroran paladin before play at level 2.

Grand Lodge

Pathfinder Card Game Subscriber

Another Numerian technomancer here.

Or, since I sew in my spare time, tailor. That might have better life expectancy than meddling with Numerian tech and Technic League politics.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

1 person marked this as a favorite.

We still need volunteers, and there's something new to volunteer for: Demoing the Pathfinder Adventures card game.

You can sign up to lead that on Warhorn. As always 8 hours of running gets a free badge. You'll need a Owlcon.com account to claim your badge as always.

We are also in need of general con volunteers. You can sign up for that at Owlcon.com as well once you have an account and are logged in.

So come; explore, report, volunteer, cooperate!

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Nefreet wrote:
"Items purchased this way ... cannot be sold"

You can't sell the item, ever. Don't put an enchantment on it unless you can accept that the cost of the enchantment will not be even partially refundable in any way.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

1 person marked this as a favorite.

The first wave of player signups is now open, allowing you to sign up for up to 3 events.

Grand Lodge

Pathfinder Card Game Subscriber
Feyesh wrote:
Okay, well what if I wielded two shields? Would I get the bonus from those? So I have one shield in one, another in another and then two weapons. I could get the ac bonus from both right?

They are both shield bonuses to AC, so they would not stack, only the higher shield bonus would apply.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

1 person marked this as a favorite.

After much planning, I'm ready to announce:

Owlcon 2016

Will be at Rice university in Houston on February 29-21, 2016. And we're bringing not one, but two guests from Paizo along for this campaign: designer Mark Seifter (who works on Pathfinder RPG books like Unchained and Occult Adventures) and PFS developer Linda Zayas-Palmer!

We've got plenty of special events brewing, with Serpent's Rise, True Dragons of Absalom, The Sky Key Solution, as well as The Eternal Obelisk as an out-of-retirement special.

It's not to late to volunteer or GM and claim a free badge for your trouble. PFS GM and volunteer signup is on Warhorn this year, or you can be a general con volunteer at owlcon.com directly.

If you just want to buy a badge and play, don't worry, general signups begin Friday evening, in fact.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

MichaelCullen wrote:
Jack Brown wrote:
Kelly Youngblood wrote:
MichaelCullen wrote:
On a silly note, imagine a temple trying to bring back to life a PC. The head cleric must somehow determine that the PC was second level and grab another caster to start casting 12 seconds before the first completes Raise Dead otherwise, the spell works but the PC immediately dies again.
Why 12 seconds? Am I the only one who remembers you can hold the charge on a touch spell like restoration?

But you cannot hold a spell while casting another one.

I would run it like Walter suggested (failing any clarification from John, etc).

I think Kelly was was referring to the fact that the second caster could hold the restoration as a charge so as to not have to perfectly time his 3 round cast restoration to end within one round of the other caster's 1 minute cast raise dead.

Exactly, you still have to round up 2 priests, but you don't have to have them sync watches. One can hold the charge on restoration and ready for as soon as the raise dead completes.

Grand Lodge

Pathfinder Card Game Subscriber

Dancing lights conjures up to 4 lights which cast light as torches, can be moved at will, and is on most casters' spell lists.

Spoiler:
With a 5' radius each, this can light up a decent area in the Spire's first level, allowing PCs without darkvision to see decently, if not well.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

1 person marked this as a favorite.
MichaelCullen wrote:
On a silly note, imagine a temple trying to bring back to life a PC. The head cleric must somehow determine that the PC was second level and grab another caster to start casting 12 seconds before the first completes Raise Dead otherwise, the spell works but the PC immediately dies again.

Why 12 seconds? Am I the only one who remembers you can hold the charge on a touch spell like restoration?

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Congratulation, Lindsey! Going to be nice having extra VC-level coverage for all Houston's area.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Michael Eshleman wrote:
http://www.paizo.com/people/IronHelixx

Jesse, you sneaky...

Congratulations! Nice to see another five star in Texas.

Grand Lodge

Pathfinder Card Game Subscriber

I'd advise against Magical Tail even once for a mesmerist. Why? Take a look at the spells it gives you, now take a look at the mesmerist spell list. That's right, you can get all of those spells just by advancing in the mesmerist class.

Spell Focus and Greater Spell focus are good. Mesmerist is a save-or-suck caster, so you want things making saves less.

Finally, have a plan to deal with things immune to mind-affecting spells. The Spirit Walker archetype and Psychic Inception bold stare are both good starting points for this.

Played right, you can be an incredible asset to the party, without ever needing to deal HP damage yourself.

Grand Lodge

Pathfinder Card Game Subscriber

Not really any more limited than a party in any other AP where nobody's playing a cleric. You can get by without one in the party. (And indeed, not all clerics channel positive to begin with.)

With a good number of non-core classes able to learn healing spells and therefore use wands of them, you don't need a cleric to be a successful adventuring party, good or evil.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

It is never acceptable to add new items to chronicle sheets, so a core character would not be able to keep it past the end of the module.

That said, newer chronicles are listing non-core mundane gear, so core characters playing more recently released or sanctioned material will have more options.

Grand Lodge

Pathfinder Card Game Subscriber

Unchained Paladin, with options and codes for all 3 good alignments.

Unchained Antipaladin, with stuff for all 3 evil alignments.

Grand Lodge

Pathfinder Card Game Subscriber
Benjamin Milarch wrote:
Mesmerist is currently my second-place option, but I'm not sure what kind of kingdom would be built by an elusive master liar.

Why, a wretched hive of scum and villainy, or course.

Grand Lodge

Pathfinder Card Game Subscriber

My first is a 'monk' who prefers to get up and close and punch things with the power of water and lightning. (Not actually an elemental ascetic, just a kinetic blade build.)

My second will be a 'black knight' who wears heavy armor and wields a sword made of pure shadow. (Void kineticist this time.)

Grand Lodge

Pathfinder Card Game Subscriber
Thomas Austin wrote:

*What's the worst gaming thing you've ever done?

Charged a troll, at level 1. (We only survived because they have poor will saves and we missed the 1/day limit in the daze cantrip.

Thomas Austin wrote:

*The most munchkin-ed PC you've run?

A mostly core sorcerer that could pump out 29d6 damage each turn at level 13. Killed the final boss of Eyes of the Ten in 2 turns with that.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

1 person marked this as a favorite.

Season 4 - early season 6 have a habit of assuming you have the following:

Core Rulebook
Bestiary 1
Bestiary 2
Bestiary 3
Bestiary 4
Gamemastery Guide
NPC Codex

I consider that too much to haul personally, so I carry only B1 and CRB. Once I know that I'm running next week, I'll go over the PDFs for the others and print the relevant pages for my scenario. This keeps my hardback book load within reason.

Grand Lodge

Pathfinder Card Game Subscriber

It's currently possible to make a Dex monk with the Weapon Finesse feat and an Agile Amulet of mighty Fists.

I've played such a monk. The main thing you get out of a Dex monk is really good AC, as you don't have to choose between Str for damage or Dex for AC.

I would dare say it actually makes the (pre-unchained) monk a viable frontline fighter instead of a MAD mess.

Grand Lodge

Pathfinder Card Game Subscriber

What do you want to play? The rogue/bard will be bringing at least a little healing. You may want to keep him stocked on wands of the healing spells and play whatever you want.

Another choice is to similarly, play something with good charisma max use magic device, and again, stock wands of healing spells.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Having won the Free Captains’ Regatta, the adventurers must now claim their prize—the uninhabited Island of Empty Eyes. Yet exploring strange ruins and fighting the isle’s monstrous denizens won’t be enough. Once they’ve got things well in hand, the adventurers must host a feast for the Shackles' infamous Pirate Council, only to have a dangerous situation turn even worse when a mysterious saboteur threatens to disrupt the party. Can the adventurers tame their island and protect their influential guests? Or will they lose the respect of the pirate lords and fade into obscurity?

Written by Neil Spicer

GM Jacob Savage

Signups on warhorn

Grand Lodge

Pathfinder Card Game Subscriber

Checking the wording on Flame Shield. Is it meant to damage weapons like Searing Flesh does? It's currently lacking any wording that it affects weapons which strike you.

It could seriously change my rating of fire if it does.

Grand Lodge

Pathfinder Card Game Subscriber
Johnny_Devo wrote:
Arutema wrote:
Occult Adcvntures wrote:
At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
No restrictions on the levels of the talents.
Am I just reading this totally wrong?

Nope, looks like Taenia and I missed that bit.

Grand Lodge

Pathfinder Card Game Subscriber
Occult Adcvntures wrote:
At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

No restrictions on the levels of the talents.

Grand Lodge

Pathfinder Card Game Subscriber
Catharsis wrote:
Dekalinder wrote:
Ok, here is my contribuition. Water defence is total crap. Why? Simple. Kinetic blades action economy prevents you from Gathering Power and also locks you into single weapon 1H combat style. This means your off-hand is totally unemployed. As such, every melee kinny should do himself a favor and pick up a mithral heavy shield.
Your off-hand doesn't count as free if you have a heavy shield (that's why you also can't use that hand for casting or holding a weapon). You can certainly get a darkwood buckler, but Water's defense basically starts at +3 AC (assuming 1 Burn, which is worth it). At higher levels, the AC bonus over what you can normally afford becomes greater. I'd certainly consider that better defense than Aether's. Earth & Water combined should be perfect for a meleeist.

You may still want to gather power to apply a substance infusion to your blade. Bucklers will be discussed in the equipment section, but aren't a bad idea if you don't go water.

Johnny_Devo wrote:
A thing of note, celerity functions as haste, and even has the same duration if you use a burn. Burn is like your spells per say, so i like to think that 1 burn is almost cheap for a powerful ability like haste. Plus you have the option of ending low challenge encounters without spending resources simply by being a celerity buffer every turn. But those are just my reasons for picking air.

I was going to give celerity a low rating, but you've convinced me otherwise. Being able to add an extra hit for multiple rounds for 1 burn is incredibly good.

Johnny_Devo wrote:
Back to the low level thing though, i almost feel as if targeting touch ac means the firing into melee penalty is negligable in comparison to normal ac. Plus you can always target enemies that arent in melee. The archer there, the wizard here, the dude closing in on the combat. I just feel that avoiding the -4 penalty isnt quite a good enough reason to focus on melee early levels. You're certainly putting yourself into much more danger.

If an energy blast is you only blast, what's your backup plan for when things are immune to it? I haven't had a chance to playtest a low-level build with just energy yet, so I'm curious to know your tactics.

EDIT: Chapter 3 has been updated with revised ratings and new text on specific element combos.

Grand Lodge

Pathfinder Card Game Subscriber

The main reason I see melee as good at low levels is that you do not need Precise Shot and its feat tax Point Blank Shot to contribute without taking a -4 to most attack rolls.

In going through the wild talents section, I think air may deserve a boost in ratings. It lacks a defense that works well with melee, but it gives incredible utility talents.

My reading of celerity however is that it uses up your standard, so unless you take burn every single fight, only your party benefits. It feels like a poor tradeoff compared to a wizard or sorc who can just cast haste (or later on, the cleric or oracle who can cast blessing of fervor.

Grand Lodge

Pathfinder Card Game Subscriber

Chugging through the wild talents section now. There's a lot more of them than I thought. Hopefully, I will have it up by tomorrow night.

Grand Lodge

Pathfinder Card Game Subscriber
Johnny_Devo wrote:

So I was thinking about the interaction between conductive and the kinetic blasts, and I'm wondering just what you can do with it.

infusions wrote:

Each time the kineticist uses one of

her kinetic blast wild talents, she can apply up to one associated
form infusion and up to one associated substance infusion
Conductive wrote:
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

Basically, I'm wondering if the kinetecist is actually able to use infusions with the conducted blast, and if so, what the cost is.

You quoted it yourself, but didn't highlight the relevant part.

Quote:
(If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.)

Grand Lodge

Pathfinder Card Game Subscriber
Sphynx wrote:

Bowling: Trip Maneuver vs CMB Roll

Entangling: Reflex Negates 1 minute of Entanglement, can Escape Artist out.
Pushing: Push those in melee away 5' (AoO?)

Those are the only options from what I can see, and I kinda think Pushing is the best of the 3?

Depends who you're fighting. Being entangled can really nerf a caster.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Chris Mortika wrote:
So far as I can tell, whether scrolls work in a spring-loaded wrist sheath is table variation. I used to allow it, but someone made a convincing argument against it. So, not at my table.

Rather than try to jam a scroll into your buddy's wrist sheath, why not solve that problem yourself? Wear a Lesser Talisman of Life's Breath from Occult Adventures. Automatic Breath of Life when you die, no worrying about your buddies trying to reach you in one round either.

Grand Lodge

Pathfinder Card Game Subscriber
Galatina91 wrote:
Since you're modifying it right now, I suggest you to add that a darkwood heavy shield makes the shield proficiency feat redundant.

Proficiency yes, but not the need to have both hands free to gather power.

A masterwork buckler is what you want if you're not using shroud of water's shield bonus, because a buckler does not take a hand.

Grand Lodge

Pathfinder Card Game Subscriber

Here is what my Dex paladin is looking like at level 4:

Spoiler:

Azalea Pavonis
Female halfling fighter 2/paladin 2
LG Small humanoid (halfling)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, +1 size)
hp 40 (4d10+8)
Fort +12, Ref +8, Will +6 (+1 vs. fear); +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee mithral dogslicer +11 (1d4+4/19-20)
or mithral dogslicer +9 - piranha strike (1d4+8/19-20)
Ranged longbow +9 (1d6/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 16
Base Atk +4; CMB +3; CMD 17
Feats Piranha Strike, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (dogslicer)
Traits captain's blade, fate's favored
Skills Acrobatics +10 (+11 while on a vessel afloat on water), Climb -1 (+0 while on a vessel afloat on water), Diplomacy +10, Handle Animal +10, Knowledge (religion) +6, Perception +1, Survival -1 (+1 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Common, Dwarven, Halfling
SQ lay on hands 4/day (1d6)
Combat Gear oil of bless weapon, oil of magic weapon, wand of cure light wounds, alchemist's fire (2); Other Gear mwk chain shirt, mwk buckler, arrows (40), longbow, mithral dogslicer, muleback cords, wayfinder, artisan's outfit, canteen, grappling hook, halfling trail rations (4), ink, black, inkpen, masterwork backpack, paper (5), silk rope (50 ft.), wooden holy symbol of Chaldira, 605 gp, 9 sp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Slashing Grace (Dogslicer) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.

Highlights: Dex to damage and piranha strike come online 3rd level. Captain's Blade trait adds acrobatics as a class skill. Switch out for another similar trait if society faction traits are not available. Fate's Favored will further boost my saves as I start getting into magic items which grant luck bonuses to them.

As I level up and get more general feats, fighter levels will be retrained into paladin levels, and the combat feats I lose will be re-taken as general feats.

Grand Lodge

Pathfinder Card Game Subscriber
Aziraya Zhwan wrote:

One thing that I don't understand is that people say you don't qualify for certain infusions and the like until much later than I'm reading.

Case in point: "Level 12: “Only” a utility talent, but what a talent it is. You now qualify for Ride The Blast."

In my PDF, Ride the Blast is listed as "Level 6". What am I missing that makes you unable to take it until level 12?

Occult Adventures page 11 wrote:


Every wild talent has an effective spell level. A kineticist
can always select 1st-level wild talents, but she can select a
wild talent of a higher level only if her kineticist level is at
least double the wild talent’s effective spell level.

Grand Lodge

Pathfinder Card Game Subscriber
cavernshark wrote:
Arutema wrote:
Open to feedback and comments here.

Thanks for posting this. I've been the most interested in melee kineticist builds. What are the last two chapters you plan to write?

One thing that might be helpful in the elements section or in a future builds section if you add a note for each element on how it does as a primary or secondary element, especially since it seems like Level 7/8 is a big inflection point in the path of a melee kineticist. Your discussion helped me understand some of the trade-offs in more practical terms and it'd be nice to see it spelled out a little more explicitly

Would you agree with some of these assumptions (from the perspective of PFS in particular, where 12 is probably as high as anyone is going to get)?

If you want to maximize expanded defense, the following combos would be best:
1) Earth (P) / Water (S) - gets the two best defenses, and can get an energy blast with water (but no composite).
2) Earth (P) /Aether (S)- gets two strong defenses, but no energy attack and two attacks that do similar damage types.
3) Aether (P) / Water (S) - gets two strong defenses, but only a weak composite blast. Can use loosened telekinetic blast with special weapons to bypass DR.
4) Water (P) / Air (S) - Gets a physical and elemental attack, plus a composite and two defense talents (one good, one weaker).

If you want to go kinetic whip, the following combos would be best:
1) Aether (P) / Aether (S) - get an energy attack composite for when it's needed and whip at level 7; can use loosened telekinetic blast with special weapons to bypass DR
2) Earth (P) / Earth (S) - No energy composite, but can pick up Rare Metal infusion to bypass DR, best defense talent
3) Air (P) / Air (S) - Rarely energy blast + composite, defense becomes a little more useful with reach, no good way to bypass DR except with energy blast
4) Water (P) / Water (S) - Only bludgeoning and cold, but a good defense and decently strong utility talents

If you want to specialize in a...

Sounds about right. I'll expand the element selection chapter to include this when I next revisit it.

Chapter 6 is planned to be Wild Talents, with chapter 7 as gear. Possibly a chapter 8 for archetype discussion and sample builds.

Grand Lodge

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Pathfinder Card Game Subscriber

As I worked to convert my playtest kinetic blade build to the final released version, I started taking notes on what was good and not, those notes became a short guide, then a long one.

As I'm 5 chapters (out of a likely 7) in, I figured it's high time I open it to community feedback.

This is not a general kineticist guide, those have been written. This is a guide to a specific, but still flexible build; the blade kineticist, who rushes into melee to deliver the beatdown with kintetic blade. As such, options will be looked at through the lens of how they interact with kinetic blade.

The guide (and not much else yet) can be found on my blog.

Open to feedback and comments here.

Grand Lodge

Pathfinder Card Game Subscriber
Johnny_Devo wrote:
One thing that the class seems to clearly encourage is switch hitting, or even dedicated melee builds. I would like to see different thoughts on making that work, personally.

Having a fair degree of experience with a playtest kinetic blade build, I'm considering drawing up a guide to the blade kineticist, but I want to get more post-playtest experience to see how changes have settled before I do.

Grand Lodge

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Pathfinder Card Game Subscriber

The Spellscar Drifter It trades out much of the cavalier's charge-related abilities for firearm-related ones, including a free gun. What's missing? Challenge remains melee-only, so you can't use it with your gun.

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