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If the "secret Herolab FAQ" is correct, then gauntlets can't be enchanted at all, but could benefit from an Amulet of Mighty Fists with the Training special ability. We've been waiting since last June for clarification on this issue so I have no idea when we will know. You might want to go with Spiked Gauntlets instead.
<sigh> I'm still waiting for that FAQ.
Ah. Well looks like you're adding in the "Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores" part to the dire goat though the numbers look off? Looks like only +2's were used for the bonuses instead of +4's anywhere? I'd have assumed the +4 would have went on dire goat's original Strength and Dexterity or Constitution.
I vote dropping it to a regular small goat if using those bonuses. Would make it more in line with a level 1 party. And if so, Str 16 could still be decent with Power Attack, and not have to worry about ability focus (no special attack) or improved natural attack yet (BAB too low). Weapon Focus could be good.
Did Jade Regent actually use a dire goat or was it a regular goat?
The moment someone is playing a dire goat / GM is encouraging or wanting such a party member and where it doesn't appear to have a boost to intelligence to suggest it got awakened, I stopped worrying about "balance" and think you should go full on Ludicrous Speed.
Do consider how it gets commands (Handle animal? Speak with animal?) and if handle animal tricks come into play.
What's the stats of a dire goat? Is it a larger version of the goat familiar? How much racial hit dice does? Need to get a sense of starting BAB and whatnot.
If it only has one natural attack, I would behoove you to consider Power Attack since you'd be getting 1.5 x Str modifier for the gore and the Power Attack bonus would be the -1 attack/+3 damage.
Nonlethal damage immunity would mean the kineticist would be unable to accept burn. If the kineticist can't accept burn they can't do anything that costs burn. So gotta Gather Power for lots of stuff but if Gather Power/Supercharge and Infusion/Metakinesis Specialization doesn't reduce the burn cost to 0, can't use it. Utility wild talents burn costs are also unable to be reduced with gather power so would be useless for a kineticist immune to nonlethal damage.
PRD - Combat - Attacks of Opportunity wrote:
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn.
If you were to do an action that would prevent you from attacking, even AoOs, or specifically states you don't threaten squares around you, then you wouldn't threaten squares: such as while casting a spell you don't threaten; there's debate if doing Total Defense action (which means no AoO can be made for the round) would leave one still threatening or not, but I say it would mean no threatening since no attack can be made (unless one has a swift action attack or something I guess. The situation is weird and unclear). So even if moving, by default you still threaten.
If Person A is moving and Person B readies an action that provokes while in threatened area around Person A, B provokes an AoO from A. The AoO is a free action that Person A didn't stop movement for, but is performed during the movement.
For example: Bugbear readies an attack if Adam the knight moves into range for a melee attack (let's say 5 ft with no reach weapons). Adam charges a Hobgoblin near Bugbear and would have to go through the Bugbear's threatened area. Adam does so and triggers Bugbear's readied action. Bugbear decides to trip Adam with his readied action (since that particular maneuver can be used in place of an attack). Bugbear doesn't have Improved Trip or another method of avoiding an AoO, so he provoked an AoO from Adam. Adam performs his AoO first (if he hits, the damage provides a penalty to the Bugbear's CMB roll), then Bugbear makes his trip attempt. If the Bugbear fails to trip Adam, Adam will continue his charge against the Hobgoblin.
Second book in an AP would typically be levels 4 to 7.
Magic weapons and armor for the martials. Useful and situational scrolls/wands for wizard and cleric (either of them have Craft feats? would be crazy useful for APs if GM is cool with it). Stat-enhancing belt/headbands. At low to mid levels, the standard individual optimizing equipment would be fine for group survival.
By beginning of 3rd book I vote Boots of the Earth for at least the barbarian (maybe fighter also) for out of combat healing so the single cleric isn't in charge of bringing them from close to 0 back up to full using up all the channels and high level spells if you're wanting to do more than couple encounters in a day. They probably have quite a bit of HP at that point and a drain in resources to bring it up to full fighting shape.
Well that narrows down the search somewhat.
Crimson Thorny Ioun Stone = +2 competence on bull rush attempts.
Gauntlet of Skilled Maneuver = Specify Bull Rush for +2 untyped bonus on bull rush CMB checks.
Pelt of the Beast = Pick Boar for +2 competence bonus to bull rush. More expensive than Crimson Thorny ioun stone though and takes up shoulder slot, but also grants bite attack and change shape into the animal specified (boar) 3/day.
Breaker of Barriers = Worship Rovagug and +2 bonus on Strength checks to break down doors, walls, dams, and other barriers and on combat maneuver checks to bull rush and overrun opponents. You ignore the first 5 points of hardness when you deal damage to doors, walls, dams, and other barriers. I dunno who you plan on worshipping for your dwarf, but probably not Rovagug.
Tribal Scars = Pick Greattusk and gain a +2 bonus on combat maneuver checks to make bull rush or overrun maneuvers and a +2 bonus on Ride checks. On top of +6 HP.
Snowstride = regional trait (assuming your GM allows your dwarf to be from under a cold mountain?) can bull rush things two size categories larger than you. Would allow you to bull rush up to colossal with Poised and Imposing Bearing feats.
Brings up new question(s) though:
High AC - Low Damage builds are very meh at those levels. I consider them a bit of a waste of space unless dealing with very low intelligence (even 0 Int) creatures that simply attack whatever's in front of them or if specifically written with mindless/dumb tactics. Anything else would move on to easier kills, heck that's even Int 1-2 animal behaviour such as wolves.
If playing a chained barbarian, they get access to the Strength Surge rage power:
Strength Surge (Ex) wrote:
The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
If able to rage cycle (avoid being fatigued), can do that pretty often.
Well you found Impact, which seems like the best way to up CMB so far since you get to add your weapon's enhancement bonus, but from the wording of it, nothing else about the weapon.
For specific suggestions, what class are you playing? Also is this for PFS or home game or any restrictions on rules?
For the case of fighters and wearing medium or heavy armor, there's Poised Bearing which increases the size category of targets you can bull rush by one step; and if in heavy armor, Imposing Bearing increases the size category by another step. So if level 8 medium sized fighter, can potentially bull rush a gargantuan creature. Hitting that CMD would be another issue though.
Heirloom weapon specifies that you get the "+2 trait bonus on one kind of combat maneuver when using that specific weapon".
Bull rushing opponents by default doesn't use a weapon specifically, and doesn't benefit from any weapon bonuses to attack rolls (enhancement bonus, Weapon Focus, etc) unless there's a specific exception to the default rule, such as a magic weapon quality or class feature (like polearm master's Sweeping Fend ability) that states such. Since the weapon isn't used with the maneuver, it wouldn't work with Heirloom Weapon.
Shield Slam feat would be a specific exception to allow bull rushing with a shield bash, but it also wouldn't work in this case because Shield Slam uses the original attack roll to be compared to the CMD instead of a CMB roll (so it wouldn't benefit from Heirloom Weapon's trait bonus to CMB).
And lastly, tower shields aren't able to be used for shield bashing (CRB Equipment Tower Shield description - "You cannot bash with a tower shield"), it's not listed as a simple or martial weapon (unlike the light and heavy shields and their variants as martial weapons), and if used as a weapon would only count as an improvised one at best. Thus the tower shield wouldn't even be an applicable choice for Heirloom Weapon: "non-masterwork simple or martial weapon".
The cover isn't providing a -4 penalty, its a +4 bonus to the target's AC. Doesn't matter if the archer doesn't care about hitting creature providing cover or not and hoping to avoid a penalty (that's what feat investments are for), the creature is there and target can use it to its advantage for cover and benefit the bonus to AC, just like hiding behind an object with no Dexterity and crummy AC.
It doesn't auto-hit the cover because the archer wasn't aiming for the covering creature/square and its square. Why give the target a consolation prize if the cover was also a foe or punish the archer if it was an ally and already investing feats (Precise Shot and the +4 cover bonus or even negating that with Improved Precise Shot)?
With Point Blank Master, the archer full attacking without having to worry about AoOs is the absolute intent of the feat.
The dealing with soft cover provided by other creatures DOES have to do with archery (and other ranged combat specifically). Taking that out is making the combat style a lot easier when you're already feeling the archer character has an easy time doing damage.
And determining cover is easy. Take a corner of the archer's square, "if any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC)." (PRD: Combat) That last part with the "or" means that another creature doesn't have to block the shot, but if its square is in the path of the line used to determine cover, then there's cover.
If in doubt = Cover.
Speaker for the Dead wrote:
You might want to look at pummelling style. You roll each attack of your flurry of blows but it's resolved as if it were one massive blow.
That got errata'd. While you total up the damage to apply to DR once, it's no longer described or applied as a single attack (it caused issues with how strong/often critical hits were in the original write up).
Chronicle/Boon fishing is discouraged in the PFS forums so no one wants to outright state the scenario. And Archives of Nethys or Additional Resources page isn't ever gonna state which scenario has what boons. But it's understandable to not want to accidently play the scenario with a character that doesn't benefit from a very specific boon. If you're willing to GM or can make requests for scenarios in your lodge, aim for the season 7 ones (since they came out after Occult Adventures did and some feature occult classes). Maybe look at scenario descriptions to see which one sounds like it's element-focused.
EDIT: Just saw that the question is about Aether saturation specifically. Not sure there even is one. I know of one particular element but it's not even that useful for season 8.
Oh make sure you're stocked up on wands of infernal healing and CLW. You go through lots of HP (because why care too much about AC when you got decent HP and monsters' attacks scale a lot faster than light armor AC does? Maybe even invest in few potions of CMW or CSW in clearly labeled flasks in case someone needs to heal you a significant amount due to loads of burn-nonlethal damage to get you conscious again.
The overflow rod is useful if GMs are cool with Mark Seifter's explanation of the intention that the rod can simply be in one's possession like Rod of Splendor. But his explanation is in his Ask Anything Thread and doesn't count as official word for PFS if a GM chooses to see it that way. But Mark wrote the class and item and things got left out due to copyfitting so his word is as official as any to most kineticist players. But if GMs rule against it, it's pretty detrimental if one's hand is occupied and can't gather power to reduce burn costs.
As to the rod itself, it's ok but pricy. +1 to attack/+2 damage (another +1 with Fire's Fury) for kinetic blast is always good, and early entry to the size bonuses makes it a nice option, but PFS level limits would still mean one wouldn't ever benefit from the level 16 overflow bonuses without going into Seeker or high-level modules/AP play. I probably wouldn't ever buy it for my pyrokineticist who hit level 12 and waiting for Eyes of the Ten.
From your other posts/threads, I believe this character is for PFS. At level 7, definitely pick another element's physical blast via Expanded Element. Fire immunity and resistance is a VERY common thing in PFS. Devils? ALL are immune to fire, even cold-based ones. Demons have fire resistance but also decent to great spell resistance, both things you can avoid in higher levels (and you'll want to because they're crazy threats at higher levels and you can't afford to not be contributing in fights against them despite the occasional missing) with an Expanded Element (physical blast).
At low levels, underwater crossbow. Unlike other elements you have to make a caster check to use your fire SLA kinetic blasts while underwater (caster level check DC 20 + spell level; so that means the fire blast DC progresses at half the rate of your class level) on top of the concentration check (DC 15 + spell level) just for using SLAs underwater. Don't bother at low levels and fire the crossbow instead. Stuff with hardness (robots/animated objects) is gonna suck to fight against at low levels, having some adamantine crossbow bolts would not hurt, otherwise be cool with aiding allies' attacks.
Weapon Finesse is an obvious choice for Kinetic Blade. You SHOULD get kinetic blade as the kineticists get into melee range a lot more often than one would think. Plus benefiting from haste and BAB iterative attacks is nice. However, Weapon Finesse is also good for whatever special material spiked gauntlet or cestus you should also be wearing: those will help provide flanking bonus for your party members and let you threaten so you can actually make attacks of opportunity; special materials to contribute to damage against things with DR. Also, if you get grappled, you're gonna wanna use spiked gauntlets/cestus against the grappler instead of trying to make a concentration check (DC 10 + grappler's CMB + spell level) at low levels to blast; searing flesh will punish them further, but at times you might wanna damage things further (one round can make all the difference).
Fire's Fury will keep your fire blast damage to be a respectable short distance from physical blasts.
Wayfinder + Clear Ioun Spindle. No one needs you being dominated to blast party.
Boost Will Saves (and in general other saving throws). No wants you confused and blasting party members. Cloak of resistance, and lucky horseshoe (especially with the as of yet not errata'd/campaign clarified to be nerfed Fate's Favored trait) works great.
Belt of Constitution +6. Could make that +Dex also I guess, but instead I got Snakeskin Tunic (8000 gp) for body-slot +2 enhancement Dexterity to go with +6 Constitution belt. I haven't felt the need to up Dex with enhancement bonus more than that with touch attacks while still benefiting from elemental overflow. But do get a cracked pale green prism ioun stone (4000 gp) for +1 competence bonus to attack. Attack roll bonuses are rare for Kineticists so might as well get cheap options.
Absolutely true. The one I'm playing for Hell's Rebels I had to focus on AC (ended up being party tank because everyone else is playing charismatic low-damage/AC characters) and swapped out darkvision for 1/day make whole alternative racial trait.
Hoping to get party crafter to make Boots of the Earth for fast healing soon.
Will there be a full-construct/robot race for Starfinder? Being able to play a droid (whether it was humanoid/bipedal or more utilitarian like an astromech) in Star Wars is always a highlight.
Androids are cool and all but I like the appeal of construct bonuses (immunities) and penalties (really hard to heal) which the androids lack.
For a regular Pathfinder equivalent, there's the Wyrwood race. Story-wise their race background sounds like it could totally be used for a battle-bot space arena gladiator race that rebelled and gained their own independence and star systems like other droid races in Sci-Fi literature.
Will there be a Construct race for Starfinder? Being able to play a droid (whether it was bipedal or more utilitarian like an astromech) in Star Wars is always a highlight. Androids are cool and all but I like the appeal of construct bonuses (immunities) and penalties (really hard to heal) which the androids lack.
Sure. You still need a swashbuckler or daring champion level to actually finesse the katana. Slashing Grace lets you replace the damage with dexterity, but not the attack roll. It specifically allows you to treat it as a one-handed piercing weapon, which swashbuckler/daring champion's finesse would allow to be finessed.
You only need Craft Wondrous Items for the amulet of mighty fists.
If you don't have the spell, JUST increase the DC by 5, and you don't have to worry about providing the spell. If you were able to provide the spell (you, or buddy caster, or a scroll) then you didn't have to increase the DC.
If this is for your eidolon, might want an extra +1 to stack with bane's +2 bonus for the +3 enhancement bonus to count as cold iron for lots of demons.
Once the social and vigilante identity is exposed, there really isn't any repercussions besides the RP-value of two identities being available. A vigilante in social identity could still use his vigilante talents with no issues (much like MCU Tony Stark outing himself as Iron Man and still being his lovable superhero self) if not caring about the disguise check.
If the social identity is exposed, might want to retrain out any social talents that might get affected by the RP change or that specifically needs to be used without anyone knowing of the vigilante identity, like "Case the Joint" being more difficult. Seamless Guise would probably be less useful. Many Guises line of talents would help making new identities if the social identity has to go in hiding.
I'd probably wouldn't bother with vigilante for your character ideas and go straight/mix of fighter or slayer or something (those characters lived for the fight in their most violent times and generally at a loss during times of peace, much like martial classes with not much to do in social encounters, but still have some skill points squirreled away for Profession (Kenshin with laundry)/Craft (Hiko with pottery)/Perform (didn't Seta play an instrument or something?) or something.
But if you do, maybe go for the Obscurity social talent from Blood of the Beast:
Obscurity (Ex): wrote:
The vigilante is relatively unknown socially. In fact, he makes a point of keeping the life of his social identity as ordinary as possible. This social talent functions exactly as the renown social talent, but instead of improving the starting attitude of all NPCs within the community, it empowers the vigilante so that he no longer needs to succeed at Disguise checks to appear as his social identity while assuming that identity within his area of obscurity. He still has to attempt Disguise checks when NPCs within this settlement are confronted with indisputable proof that the vigilante could be more than he appears to be, such as when he uses a vigilante talent while in his social identity. This social talent counts as renown for the purpose of meeting the prerequisites of social talents that list renown as a prerequisite and can be improved by such talents. A vigilante with this talent cannot select renown, nor can he select any social talent that requires him to be famous (such as celebrity discount or celebrity perks).
But for Kenshin/Hiko/Seta, pick up Shadow Speed talent as they're all fast. I'd suggest avenger specialization for the full BAB and Signature Weapon, Combat Skill several times, Shield of Blades, and Mad Rush talents.
Combat scabbard has the improvised weapon quality. It's a legit weapon that can be masterworked and can be enhanced.
Get either Catch Off-Guard or Equipment Trick (Heavy Blade Scabbard) (for more combat options) to negate the improvised weapon penalty to attack rolls, THEN can fully benefit from Surprise Weapon Combat Trait's +2 trait bonus to attack rolls.
About 10 years ago on a D&D Meet Up event, a GM tried to make the claim that cure light wounds and other beneficial touch spells needed an actual attack roll on allies AND self-healing and it was possible to miss because in combat someone wouldn't stop trying to defend themselves even for a brief moment to be healed by an ally or oneself, citing some piece of weird logic/argument/example of some cleric daisy chain of healing or something.
I tried to be polite and say that would be an "ok" houserule if everyone in the table is cool with it but it would be rare and he's free to rule however he'd like with his normal group, but when he insisted that's how 3rd edition beneficial touch spells works, the whole party rebelled with "are you crazy?" and citing the core rulebook on him "You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll."
In the end I still got no idea if it sunk in on him that he was wrong.
I'd probably go with the Soft Fall rules of Ride Skill.
PRD Ride Skill wrote:
Soft Fall (DC 15): You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action.
If you pass then you avoided the damage and can be on your feet like a normal fall.
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