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Maedar

GeneticDrift's page

RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. Pathfinder Society Member. 1,549 posts. No reviews. No lists. 1 wishlist. 4 Pathfinder Society characters.


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The Exchange

the idea was as a fix the lack of a wood/wood composite. It can have The prerequisite of wood/wood, so at lvl 8 you can actually use composite blasts. It gives a lot of damage type flexibility but it wont allow you to use draining infusion (simple blast only) and doesnt allow access to other elements talents or simple blasts.

it seems less out of place in a splat book and can be added easier. A new composite would probably be in a core book or a very specificly themed player companion. which could take forever.

The Exchange

Drop perception and use the apropriate knowledge skill instead.

The Exchange

1) a bleeding infusion or composite blast
2) a wild talent to pick up all composite blasts for wood. (summer, spring, autumn, and winter)
3) a wild talent similar to the bless or the heroism spell
4) wild talents that show off the first world connection for the wood element.
5) kinetic healing as a wood wild talent

The Exchange

I was thinking more unicorn themed, a core unicorn race would be OP.

SNA options with some heals
More healing at earlier levels (maybe from sna or just modified spell list)
Maybe a unicorn companion a high level
Calm aura
Hidden glade stuff

The Exchange

Yes. A blast only modified by a substance infusion still does damage on a successful save.

The Exchange

In entangling blast, it states reflex negates. So they get a save to avoid the effect. The dc is mentioned in the infusion section. 10+1/2 kineticist level +con and form infusions are +Dex instead.

entangling blast:
Element earth, water, wood; Type substance infusion; Level 2; Burn 2
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
Saving Throw Reflex negates
Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Under infusions you missed the first part. A save only negates a substance infusion if they dodge a save negates form infusion. (No auto applying infusions with no save):

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

Also: ability focus(elemental blast), elemental focus (your element) ,greater elemental focus, and flurry of blasts can bump the dc up very high.

The Exchange

How about a kineticist feat allow void and wood elements to get a use out of the draining infusion? Also to snuff out a breath weapon, or to track elemental enemies.

Also Combat manuever tricks that work vs a creature type.

Please?

The Exchange

The WotR adventure path really makes a mythic healer cleric very strong. (Ranged healing, swift spontaneous spell casting, the deathless spell...)

Wish list for regular games.
Cleric/full caster: ranged healing, swift heals and maybe a high level sanctuary spell (heightened sanctuary is awesome). I guess a d6 armorless variant would be nice but two arguably useless feats and -1 hp per level won't give much in return.

Druids...unicorn druids.

Oracles: pacifist curse

The Exchange

thaX wrote:

My Telekenticist bought arrows to throw around instead of having to find pebbles.

Something to think about, for everyone, can an object that the Telekenticist "loosens the strands" with be deflected? (Typically done when wanting to use special materials to get past DR)

Does it still do full damage to swarms?

The Exchange

I used an Akata with ninja levels and an advanced template back in the day.

The Exchange

Spoiler:
carrion crown gives you a chance

The Exchange

divine interference

The Exchange

1 person marked this as a favorite.

The pc gets to make an attack even if the opponent does not trigger an Attack of opportunity. It counts as the pc' s attack of opportunity, but if he has an ability to make more than one attack of opportunity he can still take those. It is a decent feat, but a huge investment.

If the opponent moves, pc gets to follow and attack. If the opponent then provokes due to spell casting/double move/range attack the pc can make the attack if able to make more than one AoO.

The Exchange

There is an item that gives it 1/day to all allies within 30' or all day if mythic Death Warden's Bandolier.

The Exchange

QuidEst wrote:
GeneticDrift wrote:
would a wood purist get a composite blast? It has no wood/wood composite.
Nope. Mono-wood doesn't work well, and this doesn't fix that.

Thanks. I'm sure if I go mono wood in a home game I'll atleast get a composite damage option. So I won't right this archetype off just yet (for a specific char idea)

The Exchange

would a wood purist get a composite blast? It has no wood/wood composite.

The Exchange

Hubaris wrote:
GeneticDrift wrote:

The witch seems fine with strong options since release. Spamable hexes and 9th lvl spells. Ill not get in the way of more options, i just doubt this class really needs it. There is a feat to turn lvl 1 spells into hexes, which has some decent options.

The extra hex feat makes it so new hexes can't be that good since you can have them all.

Saves or dies have been done to death, but where are Hexes that allow shadows to grapple someone? A hex that causes a person to randomly trip and fall over? How about a hex that forces someone to forget certain things with a kiss or steal their voice? Hexes that allow someone to 'save' an action and use it later (or alternatively delaying something from happening)? What about a hex that allows the Witch to force someone to stutter on spells and fail the cast?

Then 'good' aligned options can even include hexes that create protective energy bubbles, hexes that make one immune or resistant to a specific ailment (such as diseases, sleep effects, paralysis, etc) for a duration, hexes that allow a witch to use balms and heal people over time, hexes that allow one to summon a minor creature (maybe a la Lesser Planar Binding) to do menial non-combat tasks, a hex thats the reverse of Evil Eye which buffs skills, AC, attack rolls or saves, or even ones that allow you to Commune, a hex to preserve someone from death with a quick Breath of Life (at a cost), or even a hex that allows you to animate small items to clean the house or whatnot.

There is so much design space and I feel its boxed in too much with the pretense of power.

Self-plug, anyone making 3PP Witch Stuff, because I'm easily excited ;)

Many of the effects can already be done (hair for grappling, healing/ cauldron/ channel energy as balms), or are a first level spell (unseen servant) that you can gain as a hex with a feat. Others were really powerful and just tacking on thoes options as hexes is super powerful. Weaker but flavorful options are complained about on the forum. Seems like the developers are stuck in a lose/lose situation.

The Exchange

Combat stamina is the scaling buff to combat feats. Its effects are not amazing but appreciated. Also Fighters have had some love in the weapon masters handbook, and a little in armor masters handbook. Things get skewed when a weapon based character teams up with casters making their damage amazing but...who deserves the credit there.

casters getting 4+ spells per day for each feat a fighter gets is a joke (based on an 9th level caster with 4 base spells per level at max lvl). Spells scale automatically and have power jumps with each added spell, with no prerequisites. And then they get bonus feats so they can scribe scrolls, brew potions, craft wands, and wondrous items. And they get meta magic rods...

The Exchange

The witch seems fine with strong options since release. Spamable hexes and 9th lvl spells. Ill not get in the way of more options, i just doubt this class really needs it. There is a feat to turn lvl 1 spells into hexes, which has some decent options.

The extra hex feat makes it so new hexes can't be that good since you can have them all.

The Exchange

+1 thread

The Exchange

Any details on aquatic locations in the first world?
Any keneticist stuff?

I want to have the correct expectations set but I know its early for info.

The Exchange

How dare the dragon grow its body parts to protect its self instead of some puny humanoid. Of course some will be too heavy, inflexible, small, large, oddly shaped, damaged, new, old, or just didnt make it through processing just right. A dragon is not raised in captivity, groomed and bred for this and armor requires precision.

Maybe this one kept a stash of his scales, so wizards cannot use them is spells to spy on him, or worse.

The Exchange

Its 2 feats for an animal companion, 3 if you want a full level one. adding a hypothetical elemental option on top should just be 1 more feat and a minimum char level. Or take some form of monstrous leadership...
animal ally

The Exchange

living air is not air. Like a toy car is not a car. Obviously something similar but possibly very different.

The Exchange

1 person marked this as a favorite.

I liked the addition of it being an intelegent item.

Having an expensive item, isnt going to be a big threat due to the difficulty to steal it and keep it. its not even a big target due to not being flashy. Someone spell crafting it will notice the high CL and descern the abilities and realize its not worth it. Hiding the aura is a good idea anyway. Perhaps add spell resistance if cash is still available.

If you add anything annyoing like preventing them from associating with boys it will backfire. As they just take off the dress. if you make them unable to do so, Well being trapped in one outfit forever is lame and authoritarian.

The Exchange

Living garments is good, but since i can...
Status as the spell (linked to me) [all spells constant unless otherwise stated]
Stoneskin as the spell
Protection from evil, good, law, and chaos as the spells
Plane shift (only to our house) 3 times a day
Protection from fire, cold, acid, and lightning
Pockets of holding ( as 1 bag of holding)
Feather fall
guiding star
water breathing
Life bubble
Create food and water 3/day

Not sure how to price this, most of this can probably be done another way.

The Exchange

Dragon78 wrote:
Also there should be a wood + wood composite blast, I wonder if it got cut for space or they did that on purpose.

I dont see why it wouldnt get one. Would love to know for a character im playing soon and that composite is one i would ask to be added in a home game.

The Exchange

at lvl 1 you might be able to have 6 points of burn. Each point of burn deals one unhealable damage.

Burn causes nonleathal damage but they are different things.

Lvl 1 hp 12.
You decide to take a point of burn.

You now have 1 burn.
12 max hp. 1 unhealable nonleathal damage. 11 effective hp.

You do this 5 more times (taking you to your max burn)

6 burn
12 max hp
6 unhealable nonleathal damage
Effectivly 6 available hp.

At level 2 you gain 8 more HP.
Max hp 20
Max burn 6

Taking one burn:
1 burn. 2 unhealable nonleathal damage
Effictive HP 18

Taking 6 burn (through out the day)
6 burn. 12 unhealable non leathal.
Effictive HP 8

The Exchange

for kineticist in a home game, would making a basic acid blast cause any issues?

I am reflavoring wood to be coral and want to be able to stay in just one element...and corals do this cool thing where they throw their stomachs on neighboring corals, the first one to be digested loses.

Thanks for making this cool class, ive yet to play but I am already excited to try it out.

The Exchange

the creatures in the room want to leave that room but cant beat the challenge/puzzle/ or have the right movement mode.

1-25% been stuck a long time, a bit goofy, some of group has died for unknown reason... (Thought it was the key to leave, disease, infighting, starvation, mimic eats them when they sleep, etc)
26-50% they found a map to another room with rumored treasure or needed resource. Not looking to share, but willing to work together to leave that room.
51-75% one group attacked and killed the previous occupants, hiding from a monster that cannot enter. It finds a way in soon after the pc arrives.
76-89% the key to leave the room has a haunt that hitches a ride on a pc to escape room. The PC is still in control, just odd things happen until its need for something is met and it moves on to the next life.
90-100% roll twice and combine.

The Exchange

Increase cr if the enemy has advantageous environment. Reduce if they are at a disadvantage.

+/- 1

Set up as you feel is best for the game at the moment and is appropriate to the situation.

The Exchange

A friend with liberating command and you give him a level 1 pearl of power to always prepare it.

The Exchange

Texas Snyper wrote:
GeneticDrift wrote:

There are lots of feats to choose from. I will start my first kineticist soon and these are what ive found so far, In no particular order: pointblank, precise shot, toughness, weapon focus, improved critical, elemental focus, greater elemental focus, deadly aim, extra wild talent, expanded meta kinesis, delay blast.

More options than i thought, but still not a ton.

Toughness is an "if I have nothing else to get" feat. I would skip imp crit, 20x2 just isn't worth improving on. Ability focus > elemental focus + greater elemental focus. Deadly aim is not worth the accuracy decrease, its good for archers because they get the dmg increase on each arrow but kineticist only get the +dmg once.

If i can get away with ability focus(kinetic blast) it does seem golden. I had passed it over thinking that wouldnt work.

The Exchange

I can think of uses for delay blast. Any situation similar to, enemies are coming or are behind that door (possibly 480' away). Use impale and you can shoot right through the door with a full gather power of nastiness. If enemies show up earlier than 5 rounds, you can unleash it as just a standard action - not to shabby.

Deadly aim seems weaker than improved critical, the damage bonus is not great on one shot a round and comes with a hefty penalty.

Not sure if either fits into a feat slot all that well.

I will probably go pointblank, precise shot, improved initiative, weapon focus, expanded metakinesis, extra wild talent...

The Exchange

There are lots of feats to choose from. I will start my first kineticist soon and these are what ive found so far, In no particular order: pointblank, precise shot, toughness, weapon focus, improved critical, elemental focus, greater elemental focus, deadly aim, extra wild talent, expanded meta kinesis, delay blast.

More options than i thought, but still not a ton.

The Exchange

expanded metakinesis can help too. I think the pfsrd has the wrong link for one of the options, but i dont own the book. So i dont really know.

The Exchange

There is always another secret. the thread name now needs to be "Let's Guess James Jacobs' other secret project"

The Exchange

1 person marked this as a favorite.

Where are you playing competitively. Does it have prize support? Do you still use d20s or is that too random for paper sports?

The Exchange

I would probably make it where the spell fails if anyone in the area passes a save. Like how many wall spells can be disrupted.

The Exchange

You are not stuck to the floor if the floor is no longer there.

The Exchange

1 person marked this as a favorite.

Why is anyone surprised that a book about horror shows you how easy it is for magic users to lose their identity by casting the wrong spells.

The Exchange

a lvl 1 spell can give +4 ac effectively all day (mage armor). So 4 feats for one 1st lvl spell per day.

Or true strike +20'to hit and ignore concealment. No feat equivalent. But at least 3 for concealment and 20 for stacking weapon focus (not normally possible).

....this comparison wont work.

A feat for a first lvl spell once per day is probably fine. Second Level spells probably should require you to be character lvl 3 and have two feats spent on lvl 1 spells....

The Exchange

1 person marked this as a favorite.

Touch AC is fine.

I want shields like in dune (fading suns did it well...havent tried the d20 version though) Strong enough to maybe not auto power attack.

The Exchange

This blog post covers some of your first question. hardness

How does hardness work for creatures? Does energy damage such as cold deal half damage to creatures with hardness (Pathfinder RPG Core Rulebook 173-174) even before applying the flat numerical reduction?
When a creature with hardness sustains damage, subtract its hardness from the damage dealt. The rules for halving damage, doubling damage, dealing damage with ineffective tools, immunities, and the like only apply to damaging inanimate objects.
(This is apparently a question the Design Team has received a few times during the development of Iron Gods, so they were ready to go with an answer!)

The Exchange

Im sure the spell casters will have plenty of options. Skilled characters can pick up tech options.

Dont make classes with out skills or magic.

The Exchange

please dont level faster. leveling at least once per two sessions in wotr is annoying

The Exchange

I had a similar annoyance playing as a ninja. I even had skill focus.

Ive not been afraid of grapples much, as it allows a full attack on your turn. Animals tend to get solid benefits though, making them a bit scarier (grab/rend/rake/constrict/swallow whole/quick swallow...).

Liberateding command, freedom of movement, freedom domain power, friendly grease, stuning it (dont grapple monks), any teleport effect.... Making them less of a threat at high levels.

The Exchange

There are good domain abilities (travel and liberating) that make looking into cleric or inquisitor worthwhile.

The Exchange

Johnnycat93 wrote:
Ya'll should read RIFTS.

Fyi RIFTS is porting to savage world right now. but i would rather its mechanics not influence spacefinder. Mega damage is not awesome.

The Exchange

28 people marked this as a favorite.

Bad feats are prerequisites. Bad spells are just ignored.

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