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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.
PRD Equipment wrote:
Lock: The DC to open a lock with the Disable Device skill depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
Arcane Lock wrote:
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object.
How hard do you wanna make it?By default a level 10 rogue who invested in disabling device to unlock stuff is gonna have a pretty easy time (as intended). But if you wanna just arbitrarily make it difficult for the rogue, find what his modifier is and add +15 to it as the DC.
When you have a caster level higher than 5, by default shocking grasp does 5d6 points of damage and no more than that.
If level 8 and using Intensified Spell metamagic feat on shocking grasp, then you do 8d6.
Intensified Spell wrote:
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.
Intensified Spell simply raises the maximum number of damage dice for a spell by 5 levels, in shocking grasp's case its new maximum damage is 10d6 (5d6 normally + 5d6 intensified) at caster level 10. But the second sentence says you actually need the sufficient caster levels over the spell's maximum if you want to benefit. NOT simply adding another 5d6 to the shocking grasp's damage.
So your example of level 8 character only has 3 levels over the maximum of 5d6 (5 caster levels of 1d6 for shocking grasp), so the intensified shocking grasp is 8d6 for caster level 8.
People often post in the Beginner Box forum because they think it's a "fun" name for a place for actual Pathfinder beginners to ask questions without knowing about the actual boxed product. I know I did during my early Paizo Pathfinder account days. So unless it's actual "Beginner Box"-product questions posted, I'll just in general assume it's actually for the regular game. Especially in this case about monks and swords (I assume temple sword) which I don't even know are in the Beginner's Box or not.
Also I was responding to Kitty's question about 1.5xStr on flurry.
EDIT: I agree the deadline for edits is harsh. So many things I've posted in the past I look back on I still smack my head for due to the typos or grammar errors I didn't catch and now can't fix.
Kitty Catoblepas wrote:
Is it widely accepted that you get 1.5x Str on two-handed weapons while flurrying? That seems like something that GMs would be quick to shoot down.
It is accepted for unchained monks to get 1.5x Str on two-handed weapons because the unchained version of flurry specifically does not share the chained version's text "A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands" and specifically stated by one of the developers as an advantage of unchained monks:
Mark Seifter wrote:
Interestingly, there have also been a fair number of posts about weapon monks being buffed too much by Unchained monk (they get 1.5x Strength damage now in flurry)...Overall, Unchained monk buffed both weapon and unarmed from the basic monk in different ways. Weapon monk is still doing better damage...(1.5x Strength, better accuracy, and better crits eclipse the increasing damage dice on the unarmed strikes).
"While receiving this shield bonus to AC, your gauntlet or spiked gauntlet is treated as a buckler for the purpose of using other feats and abilities (though you are also considered to have a free hand)."
I believe while you're benefiting from the gauntlet for the shield bonus, it'll count as a buckler. Which is allowed by the precise strike ability. "To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler."
But even with Shielded Gauntlet Master, no TWF allowed with precise strike, "To use this deed, a swashbuckler cannot attack with a weapon in her other hand".
Ask the GM if good roleplaying will get you a bonus.
But for actual mechanical diplomacy bonus granting items:
Wear parade armor with the correct country represented.
On top of whatever fancy clothes you should be wearing when dealing with nobles, have fashionable accessories to go along with it.
Use book of letters to deal with city officials.
Smoke a calumet with folks you're dealing with.
Sure. You can use them underwater unless you're using a style that requires being used on dry land or something (I don't that exists yet?).
Just be sure to check out Underwater Combat rules when dealing with unarmed bludgeoning attacks (it sucks). Feats like Underwater Combatant or style feats making your unarmed attacks do piercing would help out with that.
PRD Combat wrote:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.
Imagine someone with the Quick Draw and TWF feats and one +4 evil-outsider bane dagger and only a +1 dagger as his usual off-hand weapon. He later encounters a devil putting the hurt on the party. He COULD totally quick draw both daggers out and TWF, but he makes the argument that instead he's gonna attack with the +4 evil-outsider bane short sword in main hand, and free action swap the dagger to off-hand and "TWF" with that same dagger for an extra attack with the more beneficial weapon. Doesn't work, nor should it. The action economy is fine, but the rules of two-weapon fighting don't support it. Without using an actual second weapon (other sword, unarmed strike, etc), supposed to use the amount of attacks you get from BAB. The same thing applies to thrown weapons.
Except for stuff like flurry of blows or brawler's flurry which have an exception to the rules and can flurry/twf with a single weapon.
Only one I can think of for PCs is tiefling with fiendish sprinter alternative racial trait.
DM Livgin wrote:
No problems. Vic Wertz says just showing the FAQ should be all that's needed. But bring it up with your local PFS group if you ever get issues and I'm sure someone can direct you to less troublesome print shops.