Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Member of the Whispering Way

xevious573's page

Goblin Squad Member. Pathfinder Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 530 posts. No reviews. 2 lists. 1 wishlist. 1 Pathfinder Society character. 2 aliases.


RSS

1 to 50 of 530 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Dragon78 wrote:
The Shotalashu is a magical beast, so no animal companion/mount stats:( They understand the Lashunta language but do not speak. A Lashunta can form a telepathic bond with the creature(DC 20 concentration check using highest mental stat).

='(

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

Kitsune Style allows you to use a dirty trick "in place of an attack at the end of a charge."
Kitsune Tricks makes it so you apply two different conditions on a single dirty trick.
Kitsune Vengeance allows you to perform a dirty trick manuever in place of an melee attack when an enemy provokes an AoO.

The Exchange

2 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

So far, using the new dirty trick feats and other feats, I've been able to make a Kitsune Swashbuckler(Mysterious Avenger)12/Fighter(Lore Warden) 4 who will be able to inflict Blind, Shaken, Sickened, Pinned, and Prone over the course of a single full-attack which also happened to have been a pounce attack thanks to Vulpine Pounce.

Very, very feat intensive but looks like it could be fun.

Fox Shape (Mysterious Avenger, might as well come out of hiding as a fox)
Swift Kitsune Shapechanger
Vulpine Pounce
Combat Expertise (Lore Warden Bonus)
Improved and Greater Dirty Trick
Quick Dirty Trick (See Vulpine Pounce)
Dirty Trick Master
Dastardly Trick
Improved and Greater Trip (The AoO from Greater Trip is important later)
Kitsune Style (There is some overlap between this and Quick Dirty Trick =/)
Kitsune Tricks (2 Status conditions for 1 action? Seems good.)
Kitsune Vengeance (Remember that Greater Trip AoO? Using Dirty Trick Master, we should be able to upgrade Grappled to Pinned and Kitsune Tricks should let me apply another condition)

Finally Swashbucklers with Dastardly Trick can make it so a saving throw (DC = 10+ 1/2 character level + Charisma Modifier [note the penalties from Shaken and Sickened]) must be made in order to be able to spend the Std Action to remove the conditions. Oh and they can make a swift action intimidate check with a point of panache.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Dragon78 wrote:

I really like the Shotalashu, wich is(or at least one of) the creatures that act as mounts for the Lashunta.

Speaking of that, did this creature get appropriate stats for use as a Mount or Animal Companion in addition to a standard statblock? The Lashunta have a cavalier archetype that still has the Mount class feature and wondering if they now have access to a more appropriate mount then, say, a horse.

The Exchange

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
LazarX wrote:
Nohwear wrote:
To address the second part, no part of my petition has anything to due with something that I wish was allowed. I "merely" wish them produce official support, such as feats, for archetypes that take their class in an unusual direction. A lot of the support I wish that would exist is easy, at least in my mind, to house rule in. I just feel that there should exist official support for PFS, and those who would avoid creating such house rules.
Again, you're not defining the problem. There is no such thing as an archetype that won't find a feat that will help it. On the other hand designing feats that are ONLY usable by a class/archetype combination would add a factor of complication that doesn't yield a return that justifies making the feat table even more painful to navigate.

Rebounding Leap

Painful Anchor

The first feat supports the Dragoon archetype.

The second feat supports the Oath Against Fiends paladin.

I think their might be a couple more feats that DIRECTLY support an archetype. Not very many at all!

The problem the OP has is that there are lot of archetypes available. Some of them change the classes very dramatically and in some cases "lose" feat support. Take the Cult Leader (Mesmerist Archetype). It replaces the Painful Stare ability. This means all of the [Stare] feats no longer are available. In addition, the replacement of that ability, Fanatical Stare, has another issue. Fanatical Stare doesn't interact with the Bold Stare class feature. The archetype didn't give any additional Bold Stare options that would buff the ally.

Anyway, the OP would like feats and spells that support the unique features of the various archetypes that have been published.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Irontruth wrote:
alexd1976 wrote:

I would always treat the damage dealt as having dice involved, regardless of whether or not actual dice are listed.

If something is listed as dealing 1 point (not 1D1 or 1D4-3 etc) then enlarging it or using Lead Blades literally does NOTHING.

That's dumb.

A cursory glance at the chart on this entry for Lead Blades doesn't sustain this interpretation.

Uh, a medium weapon that does 1d3 damage deals 1d2 damage as small weapon (see whip and light shield). This chart says a 1d3 medium weapon does 1 point of damage as a tiny weapon. So wouldn't it follow that a tiny weapon that does 1 point of damage damage would do 1d2 points of damage under the effects of lead blades?

Or am I misinterpreting what you said?

EDIT: An Example:

You have 3 whips.

A Medium Whip (deals 1d3 points of damage).
A Small Whip (deals 1d2 points of damage).
A Tiny Whip (deals 1 point of damage).
You cast lead blades on the tiny whip, making it deal damage as a small whip.
Ergo, our tiny whip deals 1d2 points while under the effects of lead blades.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

Honestly... I'm not completely certain it really matters. It's practically a "That dude is now dead." save for any immunities. Doubly true (heh) if Double or Maximized Blast is brought into the the mix.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Rynjin wrote:

I thought it said 10d10+10 per.

I think it's easy to misread it that way but it is d6s.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Azten wrote:

Empower increases the damage dice by half again.

EDIT: Also, the FAQ on Empower Spell, found here would mean that an empowered Omnicide would deal 15d10+15 points of damage for each damage type listed.

That's not how Empower works.

Empowered Omnicide deals 15d6+15 points of bludgeoning damage, 15d6+15 points of cold damage, 15d6+15 points of electricity damage, 15d6+15 points of fire damage, and 15d6+15 points of force damage.

For a total of of 75d6+75. Empowered spells don't change die types.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

I suppose counting as all 5 elements doesn't technically open up all of the infusions, does it. v.v

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

Oh I love Omnicide even if I will never see it play. I get hellball feelings all over each time I look at that ability!

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

Awesome. Though I must admit I was disappointed that you hadn't answered my two questions when I had refreshed about a minute after I posted. Mark, I thought you were better then 3 minutes later!

I kid of course =P Thanks for taking the time to answer so many questions and being so enthused to clarify Occult Adventures.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

Hey, Mark. I just want to make sure some things about Double Blast.

1st. It counts as a Metakinesis for the purposes of Metakinetic Mastery, correct?

2nd. Do both blasts need to target the same creature or can they target different creatures?

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Rhedyn wrote:

I actually think all non-aether kineticist get the short end of the stick because they can't throw cottages around.

In my experience being able to grapple mooks at range is very useful. Being able to do it for free is even better!

Aether also benefits from never being out of their element. Being able to move any object is a big advantage for puzzles and creative solutions.

Sure their damage looks lower than others but I think they make up for it.

Every single element can grapple with the Grapple Infusion. Fire and Aether can use the Grapple Infusion with the Wall Infusion but Air, Water, and Earth can both use the Cloud/Deadly Earth Infusion which basically gives those 3 elements a black tentacles spell available to them eventually (13th level for earth and 15 for air/water) [Secondary note, black tentacles is a fairly dangerous spell already but the kineticist version, while burn expensive, can be very, very deadly as it does half blast damage each turn, lasts for a number rounds equal to constitution mod which can get pretty high thanks to elemental overflow, and will have a higher CMB & CMD thanks to elemental overflow].

So in terms of grappling Air, Water, and Earth all have better AOE grapple with no real change in CMB numbers (2 + Kineticist Level + Con (which will increase as you take burn)).

Both Earth and Aether have access to the Bowling infusion for all tripping needs and all elements except fire have access to the Pushing infusion for all Bull Rush needs. Aether is not better at either of these maneuvers which I be more okay with if Aether got to have a bit of the AOE these elements have access to.

Aether does have access to telekinetic maneuvers (this does make Aether superior in single target manuevers) but there is somethings still disappointing in that. Specifically the grappling. Aether is indeed the only element that can Pin an enemy. I'm just kinda sad that I can't do the Damage grapple action. Telekinetic Squeezing or Telekinetic Crushing with my Aether grapple. That would be kinda cool. I can't even use the suffocate wild talent while I have a creature grappled with my telekinetic maneuvers. [I'm also kinda sad that taking the telekinetic maneuvers wild talent doesn't boost the bowling or pushing infusions in some way, such as increasing CMB or increasing the push distance or what have you]

Truth be told, my complaints about Aether are because I WANT Aether to be awesome. I actually just started up an android telekineticist in Emerald Spire. I want her to be awesome (and she is but I just feel like there are awesome telekinetic attacks such as the Telekinetic Crush or the Telekinetic Storm that won't be available to her).

The Exchange

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

Kuru are cannibalistic people in the Shackles. Their stat is line is +2 Dex, +2 Con, -2 Int.

All I'm saying is sometimes you are a cannibalistic Hemokineticist! The most METAL of Blood Kineticists! \m/>_<\m/

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Azten wrote:
Draining Infusion ignores immunities for quite a few creatures. Not enough to be worth that save for 1/4th damage though...

I don't disagree.

Ravingdork wrote:
Quite right, xevious573. Apologies.

We can all be a bit snippy sometimes. It happens. Sorry about my own sass.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

Anyway. Actual Personal Opinon on the Kineticist:

Aether kineticists kinda get short end of the stick. They are not good with the combat maneuvers they get access to. They have no options that can let them become good in that area. Their available options for composite blasts kinda suck and getting your composite blasts to do equivalent damage to the blasts of the other kineticists in incredibly expensive (though I do eventually like the idea of creating disintegration spheres). And they lack any real AOE options while most of the other kineticists get quite a few (which is a REAL SHAME because Psychics can pick up Telekinetic Storm! As a Telekineticist, I WANT TO TELEKINETIC STORM!!!). That being said, I do like their utility powers.

OTHER ACTUAL PERSONAL OPINIONS ON THE KINETICIST:

The elemental races shouldn't SUCK at being kineticists!!! =.=

Like seriously, please just REWRITE all 5 races (Suli is pretty good but it really shouldn't be the best at ALL of the elements like it is now) and give them some options that will make them good while a kineticist appropriate to their elemental affinty!

Also I'm not sure the kineticists damage is really that huge an issue. Then again, I kinda wish damage values in this game were slightly lowered a bit but that's a whole 'nother conversation with a much more complicated topic.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Ravingdork wrote:
xevious573 wrote:

Draining Infusion, Unravelling Infusion (dispelling Resist Energy/Protection From Energy and other spells), Searing Flame and Burning Infusion (which will eat away 1d6 points of fire resistance and can be stacked [I think this is maximized if the blast is affected with the Maximize metakinesis]).

Unfortunately these don't cover creatures that have Fire Immunity without necessarily having the fire subtype. Primarily, I am thinking of Devils and a small selection of Demons (Succubus and Balor). In those cases, a Pyrokineticist lacks any real options besides hoping there is an alternative flammable target.

Interesting note, the pyrokineticist is more proficient against targets with the actual FIRE SUBTYPE then against enemies that are "merely" fire resistant/immune.

None of those mentioned deal directly with fire immunity.

You are correct. Fortunately, that's not pertinent to your request. Why is that?

Here:

Ravingdork wrote:
Matrix Dragon wrote:
He will have a half-dozen ways to work around fire immunity and stay useful in combat.
Half dozen eh? Name three.

Note the bolded.

So yes, the options I listed DON'T INTERACT with fire immunity. They are, in fact, 3 ways of WORKING AROUND fire resistance/immunity. Other ways were given in earlier posts, such as being able to blind enemies even though they are fire immune or being able to spam DISPEL MAGIC ALL. DAY. LONG. which merely requires bypassing SR and doesn't actually require dealing damage and finally, the ability to make smoke clouds.

Paizo's reluctance to give people who want to focus on a single element (your fire sorcerers/wizards, winter witches, etc.) is a problem in my opinion. I have some ideas concerning some homemade feats that would the do the job for those who absolutely had to go through elemental resistances and immunities but it's kinda beside the point. All the same, in my post, I also mentioned the exact thing you decided to bring up.

xevious573 wrote:

Unfortunately these don't cover creatures that have Fire Immunity without necessarily having the fire subtype. Primarily, I am thinking of Devils and a small selection of Demons (Succubus and Balor). In those cases, a Pyrokineticist lacks any real options besides hoping there is an alternative flammable target.

-----------------------------------------------------------------------

Honestly... I think people are underestimating the utility Pyrokineticists have. They actually have quite a bit considering they can dispel 3 buffs in a single turn, at will, at 11th level with the flurry of blasts infusions and unraveling infusion. They get some aerial mobility, LOS blocking with smoke clouds and blinding effects. Seriously underestimating how many options exist for them...

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

20th level ability to have permanent fly.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

I wasn't the one that claimed half-a-dozen [clearly meant as an exaggeration]. These are the only options besides branching out into other elements that I can see in the book.

The Exchange

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

Draining Infusion, Unravelling Infusion (dispelling Resist Energy/Protection From Energy and other spells), Searing Flame and Burning Infusion (which will eat away 1d6 points of fire resistance and can be stacked [I think this is maximized if the blast is affected with the Maximize metakinesis]).

Unfortunately these don't cover creatures that have Fire Immunity without necessarily having the fire subtype. Primarily, I am thinking of Devils and a small selection of Demons (Succubus and Balor). In those cases, a Pyrokineticist lacks any real options besides hoping there is an alternative flammable target.

Interesting note, the pyrokineticist is more proficient against targets with the actual FIRE SUBTYPE then against enemies that are "merely" fire resistant/immune.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
noretoc wrote:
xevious573 wrote:

Or you could have shocking grasp and magic missile as your first spells.

Start of turn: Next to enemy.
Attack
5-Foot Step
Magic Missile

Start of turn: 5 feet away from enemy.
Cast Shocking grasp
5-foot step
Attack with Shocking Grasp (Touch or Spellstrike)
Finish Full-Attack

It doesn't have to be those two spells of course. Just don't put yourself in a position to have to make a concentration.

That is great for the very first round. If you win init. After that the enemy is going to follow you. And yes while you can step back after the attack, for a Magic Missile, Then what are you going to do with that spellstrike ability you get at level 2. Use it once, IF you win init, then done? I understand that there are feats to take, and tactics to use that will get you close to what a regular magus can do, but why would you take this archtype and spend all that. The benefits are no where near enough to make it a worthwhile option when you have to invest so much just to make is usable "some of the time"

The magic missile/color spray option will work whether you win initiative or not. Color Spray will open up opportunities to hit enemies with your shocking grasp/spellstrike. and the benefits are either one/two/three extra attacks a round as you level up or 1.5 strength modifier plus maybe reach (or other weapon properties) if that's your interest. Plus arcane pool point expenditures on weapon enhancement are lower overall. Psychic Crushing your enemies or Exploding Heads you enemies after you full attack can benefit from lowered hit points. Finally, you have extreme control over your weapons, capable of changing your weapons to the needs of each fight, since you can just change the damage type, enhancement properties and so on each time you manifest your psychic weapon.

It's an archetype that comes with costs and benefits. Maybe it doesn't fit your tastes due to its costs (and that's fine you feel that way) but that doesn't mean it is broken and can't work at all. It can work fine if you want it to.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

Or you could have shocking grasp and magic missile as your first spells.

Start of turn: Next to enemy.
Attack
5-Foot Step
Magic Missile

Start of turn: 5 feet away from enemy.
Cast Shocking grasp
5-foot step
Attack with Shocking Grasp (Touch or Spellstrike)
Finish Full-Attack

It doesn't have to be those two spells of course. Just don't put yourself in a position to have to make a concentration.

The Exchange

3 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

It's not non-functional, it requires a change in strategy. That's not the same thing as non-functioning.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

I didn't really think they were that bad for the most part. Medium is really the only class that I have a hard time understanding and that's because of stuff like "legendary spirit", "legend the spirit belongs", and so on.

The Exchange

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
Deadkitten wrote:

Magus also has the Longarm Spell at 1st level. A minute/level increase to your reach should get you by in most situations until you encounter enemies with +15ft reach and by then you can either grab other ways to increase reach or you have the gold to boost your concentration checks.

It's honestly far from crippling the archetype, it just takes some minor investment.

The archetype honestly gives you enough goodies that it is more than a fair trade to have to work around those DCs.

Nice catch.

Another thing to note for the Mindblade, specifically, is that the weapon you manifest is a melee weapon of your choice. There doesn't appear to be any restrictions or modifications to the qualities of the weapon of your choice other then enhancement bonus as you level up. This means you can choose to manifest melee weapons with reach. Spears, various Polearms, and the whip are all available options as you see fit (and that's just in the core rulebook).

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

Very first post on this page goes into detail on how to get past the T component. Some of it is still applicable here. You can start off with a +6 bonus on Concentration through 1st level feat and trait alone - +8 if using human bonus feat towards concentration and not going weapon finesse. That brings the penalty down to a much more manageable -2 before any other options! And that's for the Mindblade, Ectoplasmist can hold off till 3rd level since that's when they get "spell combat".

Secondly, progress far enough (5th level) and you get Reach for the Ectoplasmist. Speaking of Reach, I missed a potential option for both Ectoplasmist and Magus - the Lunge feat.

The Exchange

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
noretoc wrote:
Disappointed in the mindblade. the -10 to cast verbal spells defensively pretty much means spell combat is going to be really hard to pull off.

Some suggestions for the the Mindblade archetype:

Concentration, Concentration, Concentration!:
Consider taking the Combat Casting feat and the Uncanny Concentration feat (from Ultimate Magic). In addition there are several traits that can boost concentration checks. Arcane Temper grants a +1 on concentration and initiative and can be found in Ultimate Campaign; Focused Mind can be found in the Advanced Player's Guide and grants a +2 on concentration checks. You can also get some help from magic items. Spellguard Bracers [wrist][5000][Ultimate Equipment] grant a +2 bonus on concentration checks and can be activated to make two rolls on a single conc check. Gloves of Elvenkind [gloves][7500][Advanced Race Guide] grant a flat +5, and Shadow Chest Piercings (Major) [body][3750][Champions of Corruption] grant a flat +5. All of these are competence bonuses and I don't think those stack.

Other options include using Magus Arcana to boost your attack rolls in ways that aren't solely focused on a higher number. Ghost Blade and Accurate Strike give ways to ignore armor and go after Touch AC. Prescient Attack can give you denying your target's Dex to AC. These can be used with Spell Combat's ability to penalizing your Attack rolls to boost concentration since you are targeting a lower number. Finally, there is the Concentration Magus Arcana. It is there, consider it an option.

Ignore Thought Components:
There are a few spells that do not include Thought components and several are the new Undercasting spells. Consider Mind Thrust, Ego Whip (which can be used to hurt enemy casters or stagger a single foe), and Psychic Crush.

I was originally going to recommend Spontaneous Metafocus (From Ultimate Magic) and Intuitive Spell but I misremembered Spontaneous Metafocus and thought it applied to a single Metamagic feat (honestly... kinda disappointed it doesn't) instead of a single spell. That being said, if you have a single spell you wish to remove the T component from, that is an option if you have a Charisma of 13.

Battle-Field Movement:
Remember the Following:

1)Touch ranged spells grant an extra attack as a free action that can be used after movement.

2)When spell combating, you can choose to cast the spell either before or after your attacks.

3)You can take a 5-foot step between spell and attacks while spell combat, before or after. This allows you to cast the spell, 5-foot step, and do the rest of your spell combat.

These factors combined can allow you to use Spell Combat if the battle field layout is to your advantage.

Finally, consider spells that move you as part of the spell. Bladed Dash (Inner Sea Magic) is the classical option as is Force Hook Charge (Ultimate Magic) and both are cool thematically. As is using the Dimension Door feat line from Advanced Player's Guide.

The Exchange

2 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

Cthulhu himself is not likely the final foe for this one. I'd give it... another 5 years? Yeah, considering it's 1920 in Pathfinder timeline, that's the right amount of time for that particular AP or Module.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Dragon78 wrote:
When a infusion or utility wild talent states a level such as 4th what level can you actually take that ability?

Atleast twice the level of any wild talent save for 1st level wild talents which can be taken at 1st level. So 4th level for 2nd level wild talents and so on. Essentially Sorcerer spell levels.

The Exchange

2 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
Brew Bird wrote:
Jamie Charlan wrote:
Shadow_Charlatan wrote:
Jamie Charlan wrote:
A feat that only does something when you croak is NOT a good feat unless you've more bonus feats than a fighter and don't *need* as many as they do.
Might be a good feat if you have this.. Mythic ability-Immortal..
That's a tier 9 mythic ability though. If you're dying to things that won't outright negate the ability (coup de grace or critical from any mythic or anyone with a weapon that can bypass epic) there's something seriously wrong with your character build.
Maybe it's intended for players who have games where character death is pretty common. Not everyone plays the game the same way, I for one think that the feat sounds like a lot of fun. My enemies are going to think twice if I tell them I'll explode when I die, and now I don't have to lie about it!

Or maybe it's not even meant for player characters.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Kalindlara wrote:
That was fast. ^_^

Very.

The Exchange

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

I love this book. <3

P.S. Intuitive Spell Metamagic feat doesn't do anything save for make you spend a higher level spell slot. This is due to the rules concerning Spontaneous Spell Casting and Metamagic Feats. There is only really technical differences between spending a full round action to cast a metamagicked spell and spending a move action to center one self (and thus negating the -10 penalty) and then a standard action to cast a spell. In other words, it is only good if you are already casting a metamagicked spell (likely Logical) since you won't have the move action to center yourself. Is this intent? Thanks =)

The Exchange

6 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

Honestly... why does Dex to Damage have to be so difficult. Why does being able to expand the list of finesseable weapons have to be so difficult.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Insain Dragoon wrote:
Alexander Augunas wrote:
graywulfe wrote:
Xethik wrote:

Page 140—In the Pummeling Style entry, change the

Benefit entry to read “Combine your unarmed strikes
together”.

Huh... That's a really bad feat! Does nothing.

Something tells me that in the many edits this went through something got deleted/reworded here. I would suggest that after they officially announce the errata, first make sure they have not fixed this already, and if not post a FAQ thread.

Xethik is quoting a change to the feat's listing on the feat table, not the actual errata to the feat itself.

The actual errata for Pummeling Charge reads as follows:

Change the Pummeling Style feat’s introduction to “Your unarmed strikes weave together in an effortless combo, focusing on the spots you’ve weakened with the last hit.” Change its Benefit section to “Benefit: Whenever you use a full-attack action or f lurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess."

So actually, its a flat nerf to any builds that were using Feral Combat Training in conjunction with the feat, but that's about it.

Also note that the new Pummeling Style has completely removed that critical part. This is a very good thing because previously that line led many to using the feat in a very weird way.

Edit: Also I guess if Parry couldn't qualify for Signature Deed anyway it wasn't really a nerf. Though if I had been in charge of errata I would've made it capable of qualifying then lol. It's a shame they didn't errata Charmed life to be a permanent save bonus.

The big problem is the Gunslinger 11th level prerequisite that needs to be scrubbed from the Signature Deed feat. A better pre-req would be 11 levels in a class with Grit or Panache [edit]or Luck[/edit] as a class feature (so that Archetypes can benefit as well). Most home games I think are pretty okay with assuming that, considering the side bar in the swashbuckler class. So with that assumption, it is a nerf.

The Exchange

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

Why does Daring Champion lose Opportune Parry and Riposte? Shouldn't it have lost Precise Strike?

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Cuàn wrote:
I think it was mentioned before, but could anyone who has the pdf verify for me if the Overwhelming Soul archetype for the Kineticist really does use Cha instead of Con for it's class abilities?

It really does. It can't take Burn because of that though it does still have a couple of contingencies to allow it to use powers that require burn.

The Exchange

2 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
Dragon78 wrote:
I remember there is ability for fire to "burn away" fire resistance and there is an ability that acts as target dispel magic in the case of spell effects. I do not recall seeing anything that helps against energy immunity.
Deadbeat Doom wrote:
Did the Kineticist gain any abilities to penetrate energy resistance/immunity? If so, are those abilities available to all elements?

Draining Infusion. You can target any creature who has the subtype as the element of your kinetic blast element (fire subtype for fire blast) and you can try to drain away elemental energy from them. Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. It allows a fort save, which heavily reduces the damage on success. This blast ignores immunities and resistances. It's available at level 1 as a Substance infusion and for a cost of 1 burn. It has bit more info that you can see when you get the book.

The Exchange

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
Sharkles wrote:
What are the Sensate's and False Medium's abilities? I'm always interested in fighter and rogue support.

The Sensate are the Perceptive fighter. They gain resistance to attacks that are dependent on senses (replacing bravery). They eventually gain the ability to enter into a Centered state and grants them insight bonus on small collection of rolls such as attack and damage. Very eventually their senses become utterly perfect and it becomes incredibly difficult hide from them. I like this archetype though I disagree on the necessity of their abilities being SU. OH and they do get Perception and Sense Motive as class skills. This class is not actually Psychic in nature but does make a great class to take the Psychic Sensitivity feat with.

The False Medium can fake the Occult Skill Unlocks and gain the ability to perform very minor illusions. It's... less useful for typical PCs and I think is much more a DM archetype. In my opinion anyway.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Alric Rahl wrote:
Wait say that again Xevious I can take Improved Feint without needing Int 13 and Combat Expertise. can you tell me at what level or would that be giving too much info?

1st level for Improved Feint. The level for Greater Feint is uncertain as it is written oddly but if it's not as soon as 1st level then it most definitely at BAB +6.

Lukas Stariha wrote:
My only disappointment regarding the Mesmerist is in the tricks. It doesn't sound like the concept of implanting tricks has been altered to be able to choose what trick can be activated when it is triggered, like I hoped would occur. While I love the Mesmerist and I'll reserve full judgement until I see the class myself, as of right now, it seems like it is still true that only the most-universally applicable tricks will be useful.

You are correct in your assumption here (on having to choose your trick first).

QuidEst wrote:
What's wrong with Cult Leader? Painful Stare is the only thing it hurts to lose, so it's just more focused on spells and buffing.

Cult Leader Preview in case people haven't seen it.

  • The Archetype doesn't include new Bold Stares to accommodate its new use as a buffing tool. Essentially meaning you completely negate the Bold Stares class feature while buffing an ally.
  • Replacing painful stare means that the Cult Leader loses access to nearly 50% of all Mesmerist feats. The only feat that will affect their Stare is a range increasing one.

It's just a personal opinion but it feels like I lose out on the opportunity to try the new feats out with Cult Leader. Plus it's separating my abilities out into 2 separate focuses and kinda not really being a master in either. Just my opinion.

The Exchange

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
Joe Hex wrote:

Is the Mesmerist is still a 6th level caster?

Edit: Has the weapon proficiencies changed at all? I remember from the playtest the weapon options were a bit lacking.

The mesmerist was the class least changed. I think they separated a couple of the bold stares (the Allure one I think got separated into 2 bold stares) and added a few tricks and bold stares (including one that lowers the DCs of spells and spell-like abilities of the target of your Hypnotic stare). They can take Improved Feint and Greater Feint and any feats that require either one of those feats without meeting the Combat Expertise or Int 13 requirements (there are 2 new such feats in this book).

It otherwise stayed the same.

I'm a little sad nothing was given to the Mesmerist to make it better with the Hypnotism Occult skill unlock. Most other of the new classes got class features that really helped sell the idea. Occultists are good at Psychometry. Mediums get anti-haunt techniques. Psychics get mind reading and telepathy class features. And Spiritualists get stuff like constant detect undead and see invisibility, things that help sell the master of the Ethereal bit that Spiritualist are supposed to be. It seems like the Mesmerist could atleast get to hypnotize people with the Skill unlock faster or more often atleast. Or maybe some psychic dueling ablities. MMM... psychic duels (see below for a question)

Anyway, the Mesmerist is still pretty awesome despite my grumblings. I'm actually a bit more disappointed in the Cult Leader archetype which is oh so perfect for my character and yet I don't want to take it because of mechanical deficiencies.

Seifter, got a couple of questions. Could you explain why the Feint line played an important part in a play test or point me towards the specific playtest.

Second. The maximum spell-level a character can cast determines how much a MP a character can use in a psychic duel manifestation. Alternatively, if you can't spell cast or don't get beyond 5th level spells, 1/4 you HD determines your maximum MP spent. My question is for characters with Spell-Like abilities. Can a Balor with it's Implosion SLA, a 9th Tier Mythic Character with the Divine Source ability (which grants up to 9th level SLAs for the domains a character chooses to grant), or a Kineticist, whose blasts eventually count as 9th level SLAs, spend up to 9 MP in a single manifestation?

The Exchange

2 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
Joe Hex wrote:
Alric Rahl wrote:
Joe Hex wrote:
Alric Rahl wrote:
Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.
I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.
Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.
I'm 0 out of 3, as far as any questions answered. I understand no one is obligated to answer, but I was starting to wonder if some glitch was making my posts not show up to other posters. :)

If you liked the Mesmerist in the playtest, especially after the updates given to it in the playtest thread for the class (I certainly did), then you'll find the class more or less how you remembered it. While there might be a few new Tricks (I haven't compared the old mesmerist versus the new mesmerist), the main gifts to the Mesmerist comes in the form of feats and spells.

Feats. The Mesmerist has necessitated a whole NEW category of feats. The Stare feats. These feats augment the painful stare ability, allowing you to trigger additional status effects or more damage when you trigger Painful Stare. Normally you can only use one Stare feat at a time but there is a feat that will allow you to use two Stare feats when triggering Painful Stare. (Sadly that means the Cult Leader archetype can't use these feats as it trades out Painful Stare).

In addition there are a couple of feats that augments people who have tricks waiting on them. One of these gives a boost to initiative while they have a trick waiting on them. So your tricks can give an additional boost while waiting to be triggered.

Spells. The Mesmerist has a very potent spell list. They get a lot of the mind based spells you know and love. They are the second best Possessors next to the Psychic class and they are Second best to the Psychic class in Dream magics. Don't let second best trick you though, they are very, very good in those particular branches of magic. They share alot of the same spells that make a Psychic feel truly psychic, like Psychic surgery (which can undo almost all mental effects such as ability damage and EVEN memory lost from instantaneous effects), mind reading/altering spells, Mindscape spells which make them fairly potent psychic duelists, and other awesome goodies.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Lanowar wrote:

Are there any new Investigator talents without having to go Psychic detective?

Also what are the feats like anything interesting for the non occult classes to pick up?

No new investigator talents.

The Occult skill unlocks are all unlocked with a single feat that any one can take to gain very minor psychic talent. There are a lot of feats that can build off this psychic talent even if you don't have levels in a psychic class.

Anyone can alter the shape of their skull with Elongated Cranum and don't need to be psychic to be able to do so (though gain additional benefits if they use Psychic magic) (Speaking of Elongated Skull, can someone find good pictures of the three types of modifications so I can better understand what they are supposed to look like).

If you intend on specializing in Possession spells (a new series of spells replacing Magic Jar), there are feats that can make you better at Possession such as bypassing defenses and reading the mind of the host.

Speaking of Possession, Monks can become more resistant to Possession effects with the Spiritual Balance feat

You can learn take the Lucid Dreamer which allows better interaction with Dream and the new Dream spells.

Finally, there is a feat that can make it so you can communicate with creatures you don't share a language with.

Also all of the Metamagic feats are available to everyone (save for the ones, I suppose, that take away the Thought and the Emotion component to spells). Of the Metamagic feats, the one that will be of most interest to people (I think anyway) is the one that lets people cast spells while in a rage.

That's about it. I left some of the list so you'll have to check them out when the book is released.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
chad hale 637 wrote:
Skeld wrote:
Magus archetypes -Skeld

does the mindblade basically get a version of the spell "shadow blade", or "instant weapon" or something else?

[edit]I am wrong about Apport object.[edit] That being said, The Mindblade Archetype is perhaps the best Soulknife archetype. They can psychically create weapons that gain weapon enhancements as they level up. They are even able to dual wield and spell combat at the same time eventually. These weapon are more or less as real as any other weapon as long as the Mindblade has psychic points spent towards them.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
QuidEst wrote:
Mesmerist gets the Possession line, right?

As Matrix Dragon said.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

Hey Mark. I have a question on Psychic Duels. Do spell-like abilities count for the purposes of determining the maximum number of MP that can be spent on a Manifestation? Can a Balor with its 9th level Summon SLA spend 9 MP? What about a 9th Tier Fighter with Divine Source mythic power? This would also be pertinent to the Kineticist who primarily relies on SLAs.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Mark Seifter wrote:
Aww man, I wanted to be the one to announce the kineticist goodies. Sometimes I wish we did class previews a few weeks sooner so that the last few didn't get scooped.

Do it!

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber

One day, I want the people grovelling at my feet for the tiniest bit of details about a new book. Darn you Skeld and your unnatural ability to get the new books first!!!!

The Exchange

2 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
Gisher wrote:
Lanitril wrote:

Readies action to ask the first people getting the book questions.

Won't actually probably be online when that happens so I'm just going to ask.

Soooo. How about those kineticist archetypes? What are they like? Specifically one that has something to do with blood? I think something like that was mentioned. If not, tell me about your favorite kineticist archetype.

Occultist? Medium?

Maybe an archetype or option for non-occult classes that you really like?

I'm excited about any Occultist archetypes. Sadly none got mentioned in the blog preview. I hadn't considered that there might by occult archetypes for older classes. Those could be interesting.

The Cavalier is known to be one such class, the idea being about having a Ghost horse. A sorta spiritualist/cavalier.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Axial wrote:
One of my players wanted to know: is there any class or archetype here which is effective at healing?

All of this is information coming from the Playtest and I'm not certain whether it remains true in the actual book.

The Occultist and the Spiritualist classes could get Cure spells. They both could get the Heal spell. The Spiritualist gets other healing options such as the Restorations, Remove Disease, Remove Curse and so on and so forth. Spiritualist also gets Raise Dead and Breath of Life but none of the other resurrection options. I imagine that none of this has changed.

The Discipline of Pain option for the Psychic class gets Lay on Hands but can only use it on themselves. In addition, they eventually get breath of life cast on themselves once per day.

The Kineticist (The Telekineticist and the Hydrokineticist) had a healing option but I'm not certain whether it remains.

I don't know if they have healing focused archetypes or feats.

1 to 50 of 530 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.