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Cayden Cailean

Azten's page

4,005 posts. Alias of Dragonborn3.


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To get on a different Topic, I'm playing a Briarborn(3rd party class on the pfsrd) Kineticist/Ranger gestalt with a focus on melee. He's also the High Priest in our Kingmaker campaign, and currently draws his fire from worship of the Dawnflower.

I've been considering branching out into Wood(pun intended) because it's both very thematic and has the plant growth wild talent. I'm just wondering if the talent is worth it at the level I'll be able to pick it up, level 14(!). It just seems so long to wait, especially on the Slow Experiance track.


Well if that's true then the Melee Kineticists with Physical Blasts have too many feats. Power Attack is pretty much all they need when they use Strength to hit.


Luckily Kineticists aren't feat starved. Point Blank Shot, Precise Shot, Weapon Finesse with an optional Toughness if you feel you need it.


You can wear a Haramaki or Silken Ceremonial Armor just fine, and Mithral Armors can be really decent to put on sometimes. Barring that, just layer on your defenses. Mage Armor and Shield for +8 Armor Class, Mirror Image for a chance not to be hit, Vanish to not be seen, Blurr for another miss chance, and all that really adds up. It takes a while to set up though, so for the most part you'd want Mage armor at the start of the day, and then cast the others as needed.

Multiclassing into Kensai Magus can grant your your Intelligence modifier to Armor Class, but you need a level of Magus per point of the bonus, so that's most likely out.


Just remember that even a Silent and Stilled Spell can be detected. Paizo ruled that all those manifestations in their artwork is part of the spell too, so you can't hide your casting very easily at all.


One level of fighter(opens up feat options since you get light, medium, and heavy armor for free) or 2 of paladin(for Divine Grave) and the rest of your levels as a Psychic Bloodline sorcerer and you won't need Arcane Armor Training at all.


Black Tentacles doesn't have a save anyway. It's SR and CMD that defend against it.


I'm not sure they count as procephies as much as they do hidden warnings. "What army can defeat mine?" is one question the second prophecy answers cryptically. Very nice though.


The entire ability is a Polymorph effect.


Things are only as boring as you make them.


Except that wasn't what Rub-Eta said. When was the last time you used a sword weird crab? Or a Mi-Go? Three-headed sharktopus? Heck, even high level good outsiders?


I'm one of the people that will say no, because even if it's not called out the ring gives you regeneration. PFS or "RAW/by the book" GMs? Go for it. :)


Except for the following line in Lesser Celestial Totem. "This does not affect fast healing or regeneration."


I was deliberately leaving out modifiers I couldn't be sure any given character with Vital Blade would have.

Vital Strike is very clear it only multiplies damage dice. You need Mythic Vital Strike to multiply anything else.


How about the fact some Summoners summon aspects of their deity? I'll roleplay the heck out of that in an instant, and their's nothing better for it than a Chained Summoner archetype.

Nevermind that the Unchained Summoner is far more chained than the old one in flavor and mechanics...


All of those merely added to the game, not change already working parts of it in a Shadow Errata/New Version publication.


3 people marked this as a favorite.

You know what I simply don't like about Unchained in other books? It makes a book of Paizo's houserules into regular rules. That goes against exactly what Paizo said they were doing when making Unchained.

Pathfinder 2.0 is already here, and it's starting to show. Here's hoping the game gets better for it.


Planar Adventures would have plenty of oppurtunity for more Kineticist support. Dice Gods know they could use it.


So you basically got told "If I can't use this I won't play this character?"

Ha. Yeah, I'd say "No problem, make another one."


Summon Lantern Archons and let them blast the undead.


Doing a bit of a skeleton build for a Vital Blade kineticist. At level 15 you can qualify for Improved Vital Strike.

For the heck of it, and the image of hitting hard? Earth/Fire/Earth for Meteor Blast.

Now at 15th level a Simple blast does either 8d6 or 8d6+8. Composite does 16d6 or 16d6+16. Meteor blast? 16d6+48.

Now let's apply Improved Vital Strike. ^^

a Metoer Blast does a whopping 48d6+48 with Vital Blade.
Example: 48d6 + 48 ⇒ (5, 5, 2, 4, 4, 6, 4, 3, 5, 6, 1, 4, 6, 6, 3, 2, 6, 3, 4, 1, 3, 1, 1, 4, 6, 1, 5, 1, 3, 3, 4, 1, 1, 1, 1, 3, 6, 4, 6, 6, 6, 5, 2, 4, 6, 3, 6, 2) + 48 = 223
Something likely just died. :)

If Mythic? that +48 becomes +144.


I think Aether, Time, and Void are all much more thematically appropriate to opening portals and going through them.


Or you could get a little loose with the definition of 'spell' and go Kineticist. You only need one hand to blast something, and it's a free action to take your hand off the weapon. With a weapon cord you could even use Gather Power.


Things I Like in KOP 3:

1)The above mentioned things. Again, just aswesome. The Genus Loci is creepy gross too. :)

2) Discharging Infusion. I've been wanting to do this with shocking grasp and create water for ages.

3) Dismissing Infusion. I like this one a lot. Does it work on anything extraplanar, or just Outsiders? Outsider(Native)?

4) Vital Blade. This is just.. Yeah, I'm changing a Gestalt character's feat plan now.

5) Dimensional Traveler and Improved are a welcome addition to the class. Thanks for this one.

6) Likewise, with Elemental Limb and it's Improved/Greater versions, I can play Clayface!


So far I absolutely love the Endure Pain saturation ability.

And the Wakfu influence in D. Ripper. Glad to see my link was so helpful. ^^


No worries there. It was just an idea to get some fighter stuff on Echane. Which, now that I look at it, doesn't give me proficiency anyway. Heirloom weapon it is!

Damage: 1d6 ⇒ 4 40gp in starting gold.


That's a campaign trait from Legacy of Fire, and way to good even just for that adventure path. Just my opinion, but if it's an option Echane has at least two NPCs she'd like to find again. >.>


Different bodies, different ability scores, different types and subtypes, different feats, different skill bonuses...


1 person marked this as a favorite.

If the different Familairs are just aspects, then they can be different easily. Like split-personality, except split body/mind/personality.


Well Variant Multiclassing be allowed?


Two bad that leaves us with three ways to use your off hand and get dex to damage.

How many ways are there for spellcasters to hurt things by the way?


2 people marked this as a favorite.

The revelation does not grant you feats. You are simply proficient in martial weapons and heavy armor.


It has an FAQ. No STR modifier to damage.


What would the stats be for an Oread-born Suli? They don't have a penalty to a physical ability score, and the rules for mental stats only mention a bonus.


What, 5 natural attacks by level 2 is too much? :p

Are the stats rolled in order?
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (4, 5) + 6 = 15

Hot damn, my best rolls ever, probably. Thinking about some kind of Kineticist or a Psychic. I like the idea of one walking around in Full Plate with a Tower Shield. :)


1 person marked this as a favorite.

I think a number of cheap pdfs from Paizo expanding on the list would do well. I wasn't disappointed by the ones I bought from 3rd party publishers.


1 person marked this as a favorite.

No need for the lycanthropy template! Ragebred skinwalker, Extra Feature racial feat. Feral Mutagen + two hooves and a gore attack. Level two.

I don't think Alchemist was the way to go. Maybe Barbarian, replacing rage powers with Shapeshifting.


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And before you get MP I and II you get alter self, which means stuff like Troglodytes for natural attacks.

I just really, really wish they hadn't lost all their alchemy abilities to become knock-off barbarians/druids.


I hope you get to respec into a Dervish Dancer. It seems to be the Dex-to-Damage Deity anyway since all the other feat options are getting the 'carrot and the stick' treatment.


Link to the product?


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Looking at the discovery, the wings are out all the time but you can only use them so many minutes a day. I'm basing this off the use of the word 'gains' instead of a phrase like 'as an X action, the alchemist can grow a set of wings."


I will remedy the build when I get home then. I know I have all the feats and relents written down somewhere.


That particular tri-blast is not what I expected, but nice. I guess I got it in my head that you'd need three elements for a tri-composite blast.


Better examples would be non-area spells like shocking grasp. What's the point of the smileys by the way? Are you overjoyed that you had to ask those questions?


He was asking for proof DR that said 'and' was one source. I provided proof.


2 people marked this as FAQ candidate.

It's still the sphere dealing the damage on a successful hit, and not the spell itself.


Lichens have DR 15/magic and bludgeoning. Not DR 15/magic, DR 15/Bludgeoning. One source of DR, not two.


Incorrect, for the same reason you can't Intensify magic missile. It doesn't have a damage cap. It has a cap on how many spheres you can create.


Because DR 5/good and silver is one source of damage reduction, not two.


It's also worded weirdly on the pfsrd20. Half-Orc's don't have a bonus feat.

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