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Can not for the life of me remember the name but there is a spell that causes a creature to perceive itself as the only thing in existence and take no action ..... what is the name?


Is there away other than using a full round action gather power to reduce the burn you'll be taking from a composite blast to 0 at level 7?

I don't think Infusion specialization works with compsite blasts to reduce the burn and a move action gather power only reduces it by 1

so are there any other tricks you can use?


any ideas?


Need some help. Creating a scenario based off of "into the electric castle" need help with 2 things

1. Decision tree- probably going to start the campaign with the pcs looking for and finding three lost children before being teleported to the space ship. How best would you handle something like the decision tree?

2. Tunnel of light - I have most of the other encounters mapped out. Garden of emotions is an assassin vine with a will save to avoid fascination ect ect but I can't think of anything for the tunnel...

currently have

1. The decision tree
a. Players forced to choose one among them
2. Tunnel of light
a. ?
3. Rainbow Bridge
a. Will save based on fear
4. Garden of hope
a. Assassin vines
b. Will save to become fascinated
5. Castle halls
a. Shades
6. Tower of hope
a. Will save against illusion or encounter death
7. Mirror maze
a. Will save or create doppleganger to fight
8. The two gates
a. Choose wisely.


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Need some help. Creating a scenario based off of "into the electric castle" need help with 2 things

1. Decision tree- probably going to start the campaign with the pcs looking for and finding three lost children before being teleported to the space ship. How best would you handle something like the decision tree?

2. Tunnel of light - I have most of the other encounters mapped out. Garden of emotions is an assassin vine with a will save to avoid fascination ect ect but I can't think of anything for the tunnel...

currently have

1. The decision tree
a. Players forced to choose one among them
2. Tunnel of light
a. ?
3. Rainbow Bridge
a. Will save based on fear
4. Garden of hope
a. Assassin vines
b. Will save to become fascinated
5. Castle halls
a. Shades
6. Tower of hope
a. Will save against illusion or encounter death
7. Mirror maze
a. Will save or create doppleganger to fight
8. The two gates
a. Choose wisely.


but only once you hit three burn


Dark Midian wrote:
gendoikari87 wrote:
Dark Midian wrote:

1. Fire's Fury bumps up your elemental overflow bonus to damage to +3 per +1 attack bonus as long as you're not using a form infusion that says you can't apply it. However, elemental overflow has a level limit, which in your case is +1 atk/+3 dmg per 3 levels. If your pyrokineticist is only level 5, how is he getting +7 damage when he should only be getting +3 added? Also, what is your Constitution modifier?

2. An empowered infusion multiplies the total damage by 50% on the blast, not the actual damage die (Your blast does not go up to 4d6). You would roll 3d6+8 (Or whatever your actual total is, see #1) and add half of that total again to get the final result.

3. No, infusion specialization does not apply to metakinesis. Gather Power does, however.

1.Typo he's level 6 not 5. at that level you can get +2 attack/+4 damage

2. Empower spell states "All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls." Rules as written here empower applies to the actual spell itself so it should be multiplying the dice not the damage roll. unless theres a faq or something. wouldn't be the first time paizo was clumsy with wording.
3.neat.

Also if it's just a straight 1.5x multiplyer maximize and empower should work together... that seems wrong somehow.

It's been this way since 3.5. Empower does not affect the amount of damage dice and never has. You're reading into it a different way than the devs intended and I guarantee you you will not get a dev response. The "variable, numeric effects of a spell" are the numbers you get from ROLLING the dice.

In any case, you should be doing 3d6+7 unless your pyrokineticist has 18-19 Constitution or they have 14-15 Con and are adding Point Blank Shot.

16 con but elemental overflow at 6th lets you add +2 bonus to two physical scores of which con is one so i use that.


Dark Midian wrote:

1. Fire's Fury bumps up your elemental overflow bonus to damage to +3 per +1 attack bonus as long as you're not using a form infusion that says you can't apply it. However, elemental overflow has a level limit, which in your case is +1 atk/+3 dmg per 3 levels. If your pyrokineticist is only level 5, how is he getting +7 damage when he should only be getting +3 added? Also, what is your Constitution modifier?

2. An empowered infusion multiplies the total damage by 50% on the blast, not the actual damage die (Your blast does not go up to 4d6). You would roll 3d6+8 (Or whatever your actual total is, see #1) and add half of that total again to get the final result.

3. No, infusion specialization does not apply to metakinesis. Gather Power does, however.

1.Typo he's level 6 not 5. at that level you can get +2 attack/+4 damage

2. Empower spell states "All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls." Rules as written here empower applies to the actual spell itself so it should be multiplying the dice not the damage roll. unless theres a faq or something. wouldn't be the first time paizo was clumsy with wording.
3.neat.

Also if it's just a straight 1.5x multiplyer maximize and empower should work together... that seems wrong somehow.


So i have a level 5 pyrokineticist . Base damage is 3d6+1 when he has 3 burn that increases to 3d6+8 (fires fury). I have two questions:

1. what are his damages when using metakinesis (empower) both with burn and without.
2. Does infusion specialization negate this burn. I.e. do you even have to take burn to sling an empowered blast if you have infusion specialization? WHat about gather power?

I'm assuming the blast damage is 4d6+2 and 4d6+12 (rounding the dice down)

Edit: can i also add empower to eruption if i'm using that infusion?


So the beast riders ability reads:

Beast Rider wrote:

Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, giant snapping turtle, tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.

In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications:

Small problem, most of those are medium creatures and the cavalier is a mounted class.... get the mount at level 4 can't use it until level 7..... WTF i just want to ride a triceratops without being a small creature...


_Ozy_ wrote:

Cognatogen has a more severe penalty, you actually take stat damage once the cognatogen wears off, instead of just having a penalty during use.

Not a huge deal, but kind of annoying, especially at higher levels if you want the more potent versions that affect multiple stats.

But yeah, if you're a mad bomber type, the Mindchemist is a pretty awesome archetype. More bombs, higher DCs, knows everything.

only for the first few levels, after that you're making potions of lesser restoration like they're tequila shots


Neat..... So if mindchemists are Pfs legal..... Why ever play the base class?


So maybe it's my small phone screen but all I see mindchemist replacing is poison use not resistance. So my question is do mindchemists get the resistance?


True if you've got the gold for mithril plate armor


Hitting on touch means Dex is relatively unimportant. Combined with no spell failure for armor and multi classing into heavy armor and you have a half decent tank


Abby way to just tape them all together and throw them all at once?


Wait that means at lvl 8 you throw 16d6 + 4*int a round.... Wtf


Chess Pwn wrote:
rapid shot and TWF work with fast bombs.

I think I'll leave twf, but that's insane. .... A good way to deplete your store of bombs but insane. Rapid shot should be enough I don't need to be blowing 4 bombs per turn. No matter how over whelming op that might be for a short period. Also neat trick skill focus linguistics and orator.... You know all ACD are the party face.


Would rapid shot work with fast bombs ?


I build a lot of alchemists because bombs with spells in heavy armor is fun. But where do they fall in terms of DPS compared to other classes? Bombs might not be the best but you can get fast bombs later on. Other than that they make great skill monkies. What are you guys thoughts on this class as an AOE DPS class

Here's a link to how I build my alchemists. Any advice on upping the DPS would be appreciated

https://drive.google.com/file/d/0B3oQlB72acoIQlh6d3JxS0RtRVE/view?usp=drive sdk


Effectively the thing so why are pellet and fuse grenades so different in price?


Thanks for the help guys, i think i'll stick with warlock as they get access to spells and spell like abilities like darkvision. also vigilante can act a rogue and we're missing one in this game.


Newbonomicon wrote:
Wands. Wands, wands, wands, wands, wands.

correct me if i'm wrong but don't you still have to activate them normally, i.e meaning wast a full turn, i.e. meaning you might as well just draw it use it and stash/drop it.


like why does everyone seem to think it's the best thing since sliced bread?


Lausth wrote:
gendoikari87 wrote:

Going back to the root of this discussion is the demonic smiths gloves. Relevant text is:

"if the wearer uses that hand to weild a weapon"

From the mystic bolts:

"the warlock attacks with mystic bolts as though they were light one handed weapons"

so the question is this:

1. Do the count as weapons.
2. Do you count as wielding them.

For kineticist it is yes and no.I dont know about warlock though.I thought heart of the issue was manufactured weapon.

The faq that even makes whethere it even requires a "manufactured" weapon itself is unclear because it only states that "with a weapon" ALMOST always means "manufactured weapon"

I.e. not always... i.e. not helpful.


Going back to the root of this discussion is the demonic smiths gloves. Relevant text is:

"if the wearer uses that hand to weild a weapon"

From the mystic bolts:

"the warlock attacks with mystic bolts as though they were light one handed weapons"

so the question is this:

1. Do the count as weapons.
2. Do you count as wielding them.


Blind Monkey wrote:
CalethosVB wrote:
While the EA deals similar damage to the standard kineticist, wouldn't it be more consistent due to multiple shots per round vs a single big shot, which EAs can still do if they want?

Sort of? The EA's accuracy is brought down by relying on the TWF/Rapid Shot and Power Attack/Deadly Aim feat chains to do about 5-10 more average damage a round than a kineticist using a physical blast, and they both have to target normal AC. If the EA has to "switch hit" they lose all their feat benefits and do less damage than a normal kineticist. EA's also give up all their class features like setting people on fire or making area attacks, if a regular kineticist can hit two or three people with an AOE blast power they will do more damage than the EA.

An energy blast that is targeting touch AC actually has better average damage than the physical blast despite lower damage per shot because of hitting more. EAs cannot use energy blasts so they just suck right out of the competition back to suckville.

so here's an obvious question if the kineticits always have to target normal ac, doesn't that give a major advantage to the warlock? on top of being able to cast spells?


Oh that's neat. But does the kineticist have any armor limitations? Or spells?


At level 7 then I can do a total of 6d6+12 damage with the vigilante. But what about the kineticist at level 7 in HL the get 4d6 with a special blast that eats their life at 8d6 is that right? Or is there something I'm missing on the kineticist?


Azten wrote:
This FAQ says they aren't manufactured weapons and are more like scorching ray, so I'd say the gloves don't work.

my DM had already cleared that they work


Assuming demonic Smith gloves stack (meaning bolts do 2d6 +1/4X damage) on mystic bolts how does that damage compare to the the kineticist?


Logically that depends because you can replace 0 with something. Especially if it says "instead of" unless something like the unchained rogues ability specifically funks it, Ave is likely why the ucr calls this out


Granted, the only other sources I can think of slashing grace and fencing grace wouldn't work either


I know it says it on the unchained rogue but does that prevent Dex to STR from other sources if STR is not normally added


Ventnor wrote:
gendoikari87 wrote:
Chess Pwn wrote:
gendoikari87 wrote:
Ooooh unchained rogues Dex to damage would that work?
Yes, unchained rogue can get dex to damage, it works. It just can't be done with mystic bolts. mystic bolts aren't weapons they can select for it, nor do they have a str mod to replace with dex.

I think they can be selected as you use weapon finesse with them and they are treated as weapons fur such purposes and their description says they can be selected for such things

Not having STR to damage is the confusing part

If if you don't get Strength to damage with a damage roll, then you can't replace it with anything. Since there's nothing to replace.

is that in a FAQ or are you inferring.


Chess Pwn wrote:
gendoikari87 wrote:
Ooooh unchained rogues Dex to damage would that work?
Yes, unchained rogue can get dex to damage, it works. It just can't be done with mystic bolts. mystic bolts aren't weapons they can select for it, nor do they have a str mod to replace with dex.

I think they can be selected as you use weapon finesse with them and they are treated as weapons fur such purposes and their description says they can be selected for such things

Not having STR to damage is the confusing part. Because the unchained rogue reads "
If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. '

Which raw would say no. Because the bolts themselves have an ability denying STR to damage


Dex to damage from unchained rogue does that work? Anyone know for sure?


Ooooh unchained rogues Dex to damage would that work?


Assuming demonic Smith gloves stack on mystic bolts how does the damage compare to the the kineticist?


Chess Pwn wrote:

I'm guessing by attack bonus increases you mean just having full bab?

feats, which feats are you needing?
Because of loss of FCB and assuming you put FCB into HP you don't gain HP.
Because of your spellcasting you can't wear heavier armor.
Fighter's weapon training doesn't work for mystic bolts.

Like I guess if you really needed more feats.

right full Bab feats would be for rounding out the character such as bonuses to knowledge or combat expertise, ECT ECT. You can take medium mithril armor with no penalties (already with a high Dex with something like cats grace)

You lose access to higher level spells but gain versatility. Heck you could go Archer second level or first then into warlock fur five then back to fighter/Archer. That would give you now attacks in a pinch of anyone shows up with good resistance. Or two weapon fighter fur fighting with mystic bolts in cc


Chess Pwn wrote:
what for? Mystic bolts don't fall under any weapon groups.

attack bonus increases, more feats, more HP ECT ect


So a buddy is staying an ambitious campaign going from level 1 to infinity it whenever we quit. I'm debating warlock vigilante or kineticist. High int high ranged DPS spell like ability. Lots of skills for knowledge and stealth. Going for a magical assassin's Creed like character using ranged spell like ability.

Which would you choose Ave why?


Any one ever thought of going fighter after warlock 5?


_Ozy_ wrote:
Chess Pwn wrote:

It's the exception for arcane strike, selecting it with feats, and TWF/rapid strike.

Mystic bolt doesn't have an exception in general for

"In the same vein as abilities like Arcane Strike that affect a character’s weapons, abilities that say “with a weapon,” “with a melee weapon,” and “with a ranged weapon” almost never work with special abilities because such wording is almost always used as shorthand for “manufactured weapon,” “manufactured melee weapon,” and “manufactured ranged weapon.”""

So since deliquescent gloves "If the wearer uses that hand to wield a weapon" it is almost always used as shorthand for “manufactured weapon" which is something that doesn't work for mystic strikes.

You kinda quoted the general exception, bolded above.

Arcane strike makes an exception for mystic bolts, so if other abilities are 'in the same vein', then that exception seems to generally apply.

There's two ways to read that, 1. it could mean that arcane strike is saying "okay mystic bolts apply because we're overriding it here" 2. Mystic bolts apply to arcane strike because they work differently, being as they act like light weapons but are not manufactured.


and since the gloves are modifying an action as called out in the final section of that faq and mystic bolts are clearly called out as an exception, i'd say that's clear evidence they do.


Key phrases for the gloves are "If the wearer uses that hand to wield a weapon""

and from Mystic bolts " The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons"

That's clear as day, and since the only argument against it uses "almost" and the gloves do not say "with a weapon" or "attacks with a weapon" they say "wield a weapon" the argument for that negating it is invalid


Chess Pwn wrote:

It's the exception for arcane strike, selecting it with feats, and TWF/rapid strike.

Mystic bolt doesn't have an exception in general for

"In the same vein as abilities like Arcane Strike that affect a character’s weapons, abilities that say “with a weapon,” “with a melee weapon,” and “with a ranged weapon” almost never work with special abilities because such wording is almost always used as shorthand for “manufactured weapon,” “manufactured melee weapon,” and “manufactured ranged weapon.”""

So since deliquescent gloves "If the wearer uses that hand to wield a weapon" it is almost always used as shorthand for “manufactured weapon" which is something that doesn't work for mystic strikes.

Key words there are "almost" doesn't mean it is.


Chess Pwn wrote:

Yeah, that part is saying used as part of another thing, like TWF or Rapid shot. We've already moved past the part of arcane strike and stuff that applies to weapons.

Before the FAQ it was unclear if it worked or not. Now the FAQ makes it clear but not everyone in PFS knows of the FAQ.

I don't think it's as clear as you think it is. especially as mystic bolts are called out as exceptions several times in that section.


Chess Pwn wrote:

arcane strike normally wouldn't work with mystic bolts, but the bolts have a special exception for arcane strike to work. You should double check the FAQ

"Abilities like Arcane Strike that specifically enhance a character’s weapon or weapons themselves never apply to special abilities (with the exception of special abilities like the warlock’s mystic bolts that specifically call out that Arcane Strike applies)."

"In the same vein as abilities like Arcane Strike that affect a character’s weapons, abilities that say “with a weapon,” “with a melee weapon,” and “with a ranged weapon” almost never work with special abilities because such wording is almost always used as shorthand for “manufactured weapon,” “manufactured melee weapon,” and “manufactured ranged weapon.”"

so yeah, pretty sure this shuts down that idea.

all i know is it's used everywhere and i've seen it used in PFS.

Also further down the faq

"Abilities that modify the action usage of ranged weapon attacks or require their own special action almost never work with special abilities, since special abilities require their own actions. For instance, Pinpoint Targeting wouldn’t work with scorching ray or the soundstriker’s weird words because each of them requires its own action to activate and thus can’t be part of the feat’s specific standard action. Rare exceptions include mystic bolts and kinetic blade, which can specifically be used as part of other actions."

I'd say that the gloves are definitely items that "modify the action usage of ranged weapons"


Ectar wrote:

Vigilante

Warlock

Patron spells are not considered on the basic witch list. Patron spells are added to a particular witch's list.

Also, I don't think deliquescent gloves work because the bolts are not weapons. They're just wielded like weapons. It'd be like trying to wear those gloves and argue that Flame Blade would gain the bonus damage.

It works. I've seen people do it in PFS games. It even says it in the mystic bolt description more or less

"The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they're excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn't apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts."

and the gloves state " If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability."

whole thread on it here https://www.reddit.com/r/Pathfinder_RPG/comments/4kfzgw/what_items_would_ef fect_a_warlocks_mystic_bolts/

I mean if the gloves don't work neither does arcane strikes "As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level."

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