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X-Laser
Price 40,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Dmg (M) 5d6 fire; Dmg (S) 6d4 fire; Critical ×4; Range 200 ft.; Capacity 20; Usage 5 charges; Special touch; Weight 10 lbs.

DESCRIPTION

An x-laser is a super-charged laser with devastating effects. It fires a highly focused, incredibly powerful beam of high-frequency light. An x-laser’s beam functions as a laser rifle’s beam, but it bores holes through any creature or object it damages. The beam is stopped if it cannot penetrate the hardness, fire resistance, or fire immunity of a barrier or creature. When making an attack with an x-laser, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. The hole created by an x-laser is less than an inch in diameter and serves primarily as evidence of the weapon’s discharge rather than significantly altering an object’s structural integrity beyond the damage the laser blast deals as part of the attack.

CONSTRUCTION

Craft DC 33; Cost 20,000 gp; Craft Technological Arms and Armor, military lab


Rail Gun
Price 30,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Dmg (M) 3d10 blu. and p; Dmg (S) 3d8 blu. and p; Critical ×4; Range 200 ft.; Capacity 10; Usage 1 charge; Special slow-firing, touch; Weight 14 lbs.

DESCRIPTION

A rail gun uses gravitons to compress raw metal scrap placed in its sequencing chamber into hyperdense shells that it then accelerates to astounding speed and fires from its electromagnetically charged barrel. The weapon’s rate of fire is slow compared to most other technological weapons, yet its relatively high damage combined with its potential for particularly grisly critical hits makes it a much sought-after weapon for long-range combat. Shots fired from a rail gun bypass an object’s first 10 points of hardness, and can completely penetrate targets without hardness.

When making an attack with a rail gun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack’s damage fails to penetrate any target’s hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.

CONSTRUCTION

Craft DC 32; Cost 15,000 gp; Craft Technological Arms and Armor, graviton lab


Nuclear Resonator
Price 90,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Damage special (see text); Critical 18-20/×2; Range 80 ft.; Capacity 20; Usage 5 charges; Special slow-firing, touch; Weight 11 lbs.

DESCRIPTION

A nuclear resonator is a bulky weapon that creates a droning shriek when fired—and even when it’s not being fired, it buzzes, whirs, and flashes. The wielder takes a -4 penalty on any Stealth checks made while it is active. It can be powered off completely to negate this penalty; either activating or deactivating is a standard action.

When this weapon is fired, it creates a highly focused beam of sound that swiftly modulates to resonate at the atomic frequencies of the first target it strikes. The wielder make one attack roll when firing a nuclear resonator, then resolves that roll against the armor class of every creature in an 80 foot line from his position. The resonator’s beam tunes itself to the precise molecular structure of the first creature in the line he hits, dealing 9d6 points of sonic damage to that target. Any other targets of the same creature type in the line which are subsequently struck take 5d6 points of sonic damage, while creatures of different types than the initial target take 3d6 points of sonic damage. If the attack roll is a critical threat, choose one target hit by the attack to resolve the critical confirmation against. A creature that’s critically hit by a nuclear resonator must succeed at a DC 18 Fortitude saving throw to resist being stunned for 1 round and deafened for 1d6 rounds. A creature slain by a nuclear resonator is completely disintegrated (any gear carried remains unaffected).

Force fields and force effects are not damaged by a nuclear resonator’s beam, and completely block its effects. The beam emitted by a nuclear resonator is a sonic effect, and cannot pass through an area of magical silence or an area under the effects of a signal jammer.

CONSTRUCTION

Craft DC 35; Cost 45,000 gp; Craft Technological Arms and Armor, military lab


I need a Official call

What about attacks that are both "Area attack" AND "Targeted Attack" Hit all Targets in the area.

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).


As a House Rule what would the effects would becoming a para-elemental give you using a modified version of the elemental body spells? I'm looking for a Paizo moderator to give what would be fair and not game breaking, but please chime in if you think of ways to not make this game breaking.


The msi installer does not install on wondows 8 as is: Install as elevated permissions. If you need to know how to do this the interweb has plenty of listed way to do this. But it would be nice to be able to install it as is.


Kyle Olson wrote:
Blightana wrote:
I'm beta testing your android version bravo bravo.... it looks good in your tablet photos you show but the spacing and and field sizes do something funky in vertical mode on a phone sized screen(maybe a scaling in the settings menu might fix this). But code wise it seems solid I have not had any crashes. And suggestion to add possibly if you feel ambitious, an option to save the files to google drive might make tossing files back and forth from the desktop version it.
You can install the beta on a phone via Testflight, but you won't be able to via the Google Store. It's not designed to run on anything smaller than a 7 in tablet. If you install it on a phone, it gets squished (although it shouldn't crash).

I do have it through testflight.

I was just wondering if you wanted some screenshots for debugging purposes if you plan to make it work on any screen size in the future of its development. And if so where do you want them sent. I try to be an active beta tester not just coast and get free stuff also I did get a white screenout lock out that I had to reboot once. I'm trying to recreate it so I can determine the cause or function but as of yet it only happened once on my gs4. Also on custom NPC the initiative doee not want to save from the edit screen.


I'm beta testing your android version bravo bravo.... it looks good in your tablet photos you show but the spacing and and field sizes do something funky in vertical mode on a phone sized screen(maybe a scaling in the settings menu might fix this). But code wise it seems solid I have not had any crashes. And suggestion to add possibly if you feel ambitious, an option to save the files to google drive might make tossing files back and forth from the desktop version it.


Windows 8 is giving permission problems, and causing the installer of 1.5.2 to crash. Because of this people are bad listing it as "WS.reputaion.1" in norton. to fix and install anyways in windows 8, unquarantine, then take ownership, and then run installer as administrator. for instructions on how look it up. I then did a full scan with no viruses found, other than the poor reputation on the orginal installer because of people bad mouthing it on norton. This will bypass the permissions error til kyle fixes his installer.


8 people marked this as FAQ candidate. 2 people marked this as a favorite.

These are non-edited direct copy:

RAW only says, and I quote off d20pfsrd.com:

"Massive Weapons (Ex)

At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. The attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0).

This ability replaces trap sense."

The rules state

"Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all. "

So, exactly at what point does a Titan Mauler's titanic weapons get too big for them to wield? And where to ranged weapons fit into the Titan Mauler? Yes, I'm fairly certain the spirit of the class is designed around melee weaponry, but I'm fairly certain I can't be the only person who thought of using over-sized ranged weaponry....

Also, not sure if it helps matters, but Titan Maulers also get:

" Jotungrip (Ex)

At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.

This ability replaces uncanny dodge. "

From the Contributor who dreamed up the class archtype:

Jason Nelson wrote:
WalterGM wrote:
Jason Nelson wrote:
seekerofshadowlight wrote:
Honestly I am not sure on the intent. I feel it was not meant to break the size limits. If it stacked with Jotungrip it would be a bit less of an issue however as it would allow large one handed weapons in one hand.
The intent WAS to break the size limits, but I forgot to address the existing rule on oversized weapons and so the RAW ends up with an ability that is not very useful. Mark it as a FAQ question and perhaps at some point SKR, SRM, or JB will issue an official errata clarifying the issue from a RAW perspective.
Any update on this?

Sorry, my message board coverage is a little spotty lately, as I am banging away on an upcoming AP adventure and the deadline is looming. My short and wholly unofficial answer is that I'd probably leave the Jotungrip ability as is, since that ability is really more about using a regular TH weapon in one hand than using overly large weapons. However, the Massive Weapons ability is the one I'd probably change, to read like this:

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. At 3rd level, she can wield melee or thrown weapons sized for creatures one size category larger than her own size, with a -2 penalty on attack rolls. Such weapons are always considered two-handed weapons.

For every 3 levels beyond 3rd, a titan mauler may choose to increase the size of weapons she can effectively wield by one additional size category, with an additional -2 cumulative penalty to attack rolls. Alternatively, she may choose to reduce her attack roll penalty when using oversized weapons by 1. This choice must be made every 3 levels when the ability is gained and cannot be changed. This ability replaces trap sense.

I think using a hunormous sword or throwing a giganticulous spear fits the theme of the titan mauler. Walking around with a cannon or ballista or tree-sized bow? Not so much. YMMV.

If you want something simpler and a bit more similar to the as-printed rule, you could also try:

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

From Paizo FAQ:

Barbarian--Titan Mauler: Does the Jotungrip class feature (page 30) allow the Titan Mauler to use oversized weapons?
No. Jotungrip allows the titan mauler to use two-handed melee weapons in one hand, but only if the weapon is appropriately sized for the character. The massive weapon class feature allows her to use oversized weapons with decreased penalty, but does not allow her to use two-handed weapons of that size in one hand.

Update Page 30, in the titan mauler archetype, in the Jotungrip class feature, in the first sentence, insert the word "melee" between "two-handed" and "weapon."

—Stephen Radney-MacFarland, 10/13/11 Back to Top

Barbarian--Titan Mauler: Can a Medium titan mauler wield a Large two-handed weapon, such as a Large greatsword?
No. The "Inappropriately Sized Weapons" rule (Core Rulebook 144) says (in summary) that a creature can't wield an inappropriately-sized weapon if the size difference would increase it one or more "steps" beyond "two-handed." None of the titan mauler's abilities say the character can break the "steps" part of the "Inappropriately Sized Weapons" rule, so the character still has to follow that rule.

—Pathfinder Design Team, 03/15/13

From Me:

Come on Paizo, do you hate The idea of oversize weapons as a cinematic/balance issue or did you not catch what was intended by the Contributor of archetype. When I DM; I will take the RAI over the RAW every-time. It is just my opinion but I think you should Errata/FAQ the Contributor's true intentions instead of have a nerfed archetype that the design team make even the nerfed printed version useless, by FAQ. Please fix this in the FAQ at least closer to what the Contributor intended, so the archetype is useful for what it sacrifices. But even from the conservative side quoting someone who doesn't want someone to go too far with oversize weapons, as is RAW + Current FAQ = Useless in all but really rare weapon size vs. character size situations. Example a small creature wielding a huge {Insert light weapon} and the damage increase vs. level penalty loss for even that use is a waste because he can just wield a greatsword/greataxe sized appropriately without losing any class features to the archetype.


Help

Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Does that mean Touch attack for prone
then reflex save on push
---------------------------------
or Touch Attack & reflex save for both


responces can be on this thread or on (http://paizo.com/forums/dmtz6azq?Traverse-City-MI#1) this thread.


1 person marked this as a favorite.

Anybody up by Traverse City: I got a group that plays Thursday and Saturday every week, Due to player shifting days, and sheduals, and prior commitments, Our group size of Thursday is getting down to the breaking size and needs players two preferably to keep Thurdays going. Gaming on both nights is "NOT REQUIRED", but our group would prefer people who can show up regularly to at least one night a week, but as I said Thursday is the night we are running shy in players. We have Experienced DMs, but DM-ing skills would be a plus. We play many different game systems but lately we have been using Pathfinder. We are in Traverse City, in the evenings starting around 5-6pm ish till 12-1am ish.


This is only my opinion but;
The wording of http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#intensified- spell

Intensified Spell Metamagic)
Your spells can go beyond several normal limitations.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

Fact: Ray Of Frost Has "Damage Dice" and the meta magic says it increases damage dice by 5 per level but not "per level Damage dice"
Fact: It only says it "increases the maximum number of damage dice dy 5 levels"
Fact: Quoted from above "spells that inflict damage that is not modified by caster level are not affected by this feat"
Opinion: For game balance "it does not out balance" the spell in game terms.
Opinion: It would "out balance" the spell if it was a non damaging spell with other effects like dazing, slowing, -2 (whatever) ect...

My only question goes back to my original post
"I'm looking for the factual interations according to the existing rules and the Developers opinion and intent for game balance."

Thanks for the facts guys.....

I have gotten the Factual Interaction, I'm still looking for "Developers opinion and intent for game balance"

Thanx for everybodies posts, now I would like a Developer to pipe in if possible to make sure this was what was intended, sometimes little details get overlooked. The folk down at Pazio get very busy. The Intent for game balance might have been alot of things and this post might spur a correction to the errata or faq. They might have intended stopping it for damage over time spells, which could break the bank, not keeping cantrips from sounding redundant "Does 1D3 point of damage per level with a (max of 1 level)". Or the intent could be some other thing when they were spitballing this around. I don't know, I'm not them. I like to play more the intended spirit of the game "goes back to my TSR days" we are all human and its about having fun and game balance is part of that fun.


I have a rules question that I would like to find an official answer can you use the meta-magic feat “intensify” to improve the damage potential of the spell “ray of frost”. This has been a argument point between players, I am aware that it ultimately comes down to the DM/GM but if the DM/GM says wants it to stay game balancing so for game balance purposes I ask what would be the official answer from Paizo. Don't care about the multitude of opinions, just looking for a Developer to pipe in and say his veiw.

I've Heard many opinions from other players ranging from:

1) Its a cantrip, not an actual full blown spell, there for meta-magic does not work on it.
2) I've even heard, its a cantrip so no matter what the level goes to from meta-magic it is still a cantrip by clasification and can be cast unlimited times.
3) Its base damage is not in dice per level so it can't be advanced that way.
4) It becomes a 5D3 Damage, with the Meta-magic it rises to a 1rst level spell
5) and I'll throw my direct opinion too;
Ray of Frost
School evocation [cold]
Level magus 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none
Spell Resistance yes

A ray of freezing air and ice projects from your pointing finger.
You must succeed on a ranged touch attack with the ray to deal
damage to a target. The ray deals 1d3 points of cold damage.
------------------------Becomes------------------------
Intensified Ray of Frost
School evocation [cold]
Level magus 0(+1), sorcerer/wizard 0(+1)
Casting Time 1 full round action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none
Spell Resistance yes

A ray of freezing air and ice projects from your pointing finger.
You must succeed on a ranged touch attack with the ray to deal
damage to a target. The ray deals 1d3 (cast@5th level 5d3) points
of cold damage.

(In my opinion it does not out balance when they had to learn a
feat to get the spell slot 1, full round action, to still use it.
also if combined with the "magical lineage" trait it brings it
back down to a 0 level spell slot, bring it back to unlimited
use. With a minimum damage of 5 and a maximum damage of 15 as a
base damage, at 5th level I'v seen many other ways to create more
more damage per attack using a feat, trait, and a full round
action)

There are many ways to view it, I'm looking for the factual interations according to the existing rules and the Developers opinion and intent for game balance.