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xevious573's page

Goblin Squad Member. Pathfinder Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 565 posts. No reviews. 2 lists. 1 wishlist. 1 Pathfinder Society character. 2 aliases.


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Why no charisma to Atk and Dmg for Fighting Fan(s) for Geishas or even Whips for Calistria worshippers??? ;_; *runs off crying*

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QuidEst wrote:
Porridge wrote:
Mark Seifter wrote:
QuidEst wrote:
MusicAddict wrote:
Does purist mean you can take explosion and use it with say metal, or does the lime about energy vs physical cover that?
I think that covers it, because otherwise there's not much that just says "energy blasts only". Disintegrating Infusion is another good energy only choice, allowing you to get it on a non-composite blast.
Yup, or on blue flame for an incredibly damaging flame that leaves nothing left (like a great wyrm red dragon's breath weapon).

If the elemental purist doesn't get expanded element, does that mean they can't get the blue flame composite blast?...

("Prerequisite(s): primary element (fire), expanded element (fire).")

They automatically get their own element's composite blast as if expanding into the same element. Particularly good for earth and fire, since they don't have a second basic blast they're passing up.

And Aether. They also don't have a second basic blast.

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...YAY! Now my telekineticist can actually do a telekinetic storm!!! Well mostly. Still no stunning option I am aware of but whatevs!

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Nope, no reason. Apparently I should read better.

EDIT: Actually, one last thing did occur to me. If you use kinetic blade while in a grapple (and any other situation besides preventing an attack of opportunity), do you still need to make a concentration check for kinetic blade. Not to prevent an AoO of course but on account of, you know, sla and grapple not mixing so well. I promise I'm not trying to be obstinate. Promise! (Since it's as part of an attack, should I just assume it suffers the normal penalties attack receive while a grapple).

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Perhaps it's the precedent of Magus Spell Combat which is the thing closest to this ability (until the warlock vigilante archetype perhaps?) that I could think of but that's where my headspace currently is when it concerns this. Not to discount what you're saying because I do think you're right. Just explaining where my confusion stems from.

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RAW is pretty clear, I'm asking about intent. I had to tk blast a salamander (with a barrel of scrap metal it had behind it if you're curious) from a grapple last night and remembered kinetic blast is a SLA (I did succeed on my conc check, thanks to the wound system). This morning, it hit me that I don't remember text in kinetic blade specifically getting rid of concentration checks of melee casting and checked just to make sure. And lo and behold, no text exists.

So now I ask my thread title. Outta curiousity more than anything. Also might apply to K. Whip and K. Fist.

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Diego Rossi wrote:
...

The typical benefit is in the form of extended summon monster lists. It's up in the air, I suppose, if Oracle's gain the benefits of Variant Spellcasting options if they choose to dedicate themselves to a deity.

Priesthood is something I wish the world designers/game designers had spent more time developing as a game mechanic. Longer then simply the Variant Spellcasting paragraph each deity received in Inner Sea Gods.

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Mighty Squash wrote:

Frosthammer seems to be written very much to not be Cleric only, being that the introductory fluff text (not even included in the spell entry itself) says Priest of Kostchtchie, and then the spell goes on Ranger and Antipaladin lists as well. If Rangers can count as Priests of Kostchtchie then I have no idea how Oracles wouldn't. I think that list may be wrong about this spell. Frosthammer even has text to let Oracles base it off CHA.

The other spells that are Oracle only or Wizard only have effects that only work for those classes. A spell that interacts with the casters Oracle curse is no use for a Cleric, and spells that affect preparation of spells or copying in to spellbooks are no use to a Sorcerer.

A real quick tangent. In Golarion, "Priests of [Insert Deity here]" can be of any classes the deity decides s/he/it will accept as priests.

So I think the logic best follows as:

It can be assumed that ALL Clerics in Good Standing with Their God are Priests.

But it can't be assumed that ALL Priests of a god are Clerics.

Many gods have Bards(Shelyn, Desna, Cayden Cailean, Calistria), Rangers (Kostchtchie, Erastil, Cernunnos), Antipaladins(So many evil gods probably), and Paladins(Iomedae, Ragathiel, Vildeis) as "priests". Some likely even have some none-spellcasting classes or very different spell casting classes since Irori has clergy that are monks (and while Psychic wasn't out when Inner Sea Gods came out, I think it can fit the bill of a priest with the Lore or Self-Perfection discipline).

So, keeping in mind the idea of the Oracle of Athens/Athena and Oracle of Apollo, I suspect that if an Oracle decides to dedicate herself to a god, they too can be priests of a god. And since Frosthammer is on the cleric spell list and the Oracle uses the cleric spell list, I suspect a Winter Oracle of Kostchtchie can use Frosthamer.

/tangent /rant

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swoosh wrote:
CampinCarl9127 wrote:
swoosh wrote:
CampinCarl9127 wrote:
But pretty much everybody agrees (including the PDT) that it's an extremely reasonable houserule.
PDT agreed it'd be a reasonable houserule, but PDT didn't agree enough to actually change the rule themselves, however.
...yes? And your point is?
The point is that while PDT says it's a reasonable houserule, they had enough reservations with the idea that they were unwilling to actually make changes themselves, which says something. I'm not sure what, but definitely something.

Could say a multitude of things. My personal favorite interpretation is:

Wisdom
Wisdom (if you're a cleric) or Charisma (if you're an oracle)
your spellcasting ability modifier

Um, based the size comparison up above, pagination/page fitting is going to become a big problem very quickly if this change was to be put into future iterations of the Core Rulebook, it's one of the things they must keep track of when applying errata to that document, they don't want to invalidate "future" refences to sections of the CRB. For example, Reign of Winter Player's Guide mentions that Smoked Goggles are in Ultimate Equipment pg 72 so the PDT tries to avoid making any changes that will affect page count (they can only publish books with page totals in multiples of 16 I believe but could be wrong) or the location of each item so as to not invalidate any of their other documents. The same concept applies to all of their hardcover books (since they don't, frustratingly enough, errata any of their other books).

With that in mind, my own interpretation is simply that it would caused that type of issue and they opted instead that merely say it's a reasonable change. Of course I'm not the PDT nor can I say I can read their minds, but I think I can atleast see a major issue they would of ran into.

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Claxon wrote:
swoosh wrote:
CampinCarl9127 wrote:
But pretty much everybody agrees (including the PDT) that it's an extremely reasonable houserule.
PDT agreed it'd be a reasonable houserule, but PDT didn't agree enough to actually change the rule themselves, however.

This I agree with strongly.

swoosh wrote:
Claxon wrote:
Give me a compelling reason other than "Because I want it".
Presumably a player would want it changed because as written it makes the holy javelin option functionally useless for Oracles and it doesn't really add anything to the game to keep it away from Oracles.

And it also doesn't really add anything to me to let them have it either. There are plenty of spell options out there, not all of them need to be equally good for classes that might have access to them.

Just like Inquisitors can cast Litany of Righteousness but don't have an aura of good, so they can't benefit from it.

...yeah that makes sense... for you know, spells based around a specific class feature. Un/Holy Ice isn't that. And if you're a Water/Winter Oracle, your options for thematic water/ice spells is quite limited even with the spells your Mystery provides. It doesn't harm the game to let the Oracle use their casting stat for Un/Holy Ice and makes it easier for certain thematic concepts to work (Oracle of Poseidon/Gozreh/Besmara/Dagon). The game is about having fun and there isn't anything fun about that that stat limitation for Spiritual Ally or Un/Holy Ice. And I don't think there is anything about those spells mentioned that is particularly conceptually stuck to the Wisdom stat. I don't see why Charisma couldn't be used to eg your Spiritual Ally on or why Wisdom should be the damage determinator for Un/Holy Ice.

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You mean this?

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That's a good birthday gift to myself. I could always use more psychic stuff.

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pocsaclypse wrote:
xevious573 wrote:

Hrm... Actually I made a build based around this idea.

Fighter 5/Rogue 3/Sentinel of Urgathoa 10

Be an Elf with Weapon Familiarity or Take Exotic Weapon Proficiency(Elven Curveblade)
Take Heavy Blades as the Weapon Training option.
Take the Advanced Weapon Training feat from Weapon Master's Handbook and select Fighter's Finesse as the option.
Take Rogue levels for delicious Dex to Attack and Damage for a Scythe.

I don't know if Effortless Lace really should count, seems to me like it's not "Real" enough if you will. But that's just my opinion.

EDIt: Forgot an important step lol

I dont think advanced weapon training is a feat, i think it just modifies the weapon training class feature. If I'm understanding correctly, it would have to be fighter 9/rogue 3 and sentinel could only go to 8

Um nope.

Link

Advanced Weapon Training Options is the name of the things you replace Weapon Training(s) with. Advance Weapon Training is a feat that was at the very end of the Advanced Weapon Training page spread. Probably could use a better name since it could be confusing but it is there and it is able to be taken at 5th level.

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Hrm... Actually I made a build based around this idea.

Fighter 5/Rogue 3/Sentinel of Urgathoa 10

Be an Elf with Weapon Familiarity or Take Exotic Weapon Proficiency(Elven Curveblade)
Take Heavy Blades as the Weapon Training option.
Take the Advanced Weapon Training feat from Weapon Master's Handbook and select Fighter's Finesse as the option.
Take Rogue levels for delicious Dex to Attack and Damage for a Scythe.

I don't know if Effortless Lace really should count, seems to me like it's not "Real" enough if you will. But that's just my opinion.

EDIt: Forgot an important step lol

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Could of simply been an issue of of page fitting or language glossed over. There is no additional complexity here that was intended - equal or exceed is the rule to follow for all d20 rolls in the game for determining success and while some d20 rolls have exceptional success or exceptional failure (Disable Device has both for trap disabling), no d20 roll is supposed to be the exception to equal or exceed.

The Core Rulebook makes this very clear.

See "Difficulty Class" on pg 12.
See "Combat Maneuver Defense" on pg 11 which uses the words "difficulty class" in its paragraph. This language can also be seen on pg 199 at the bottom paragraph of the 1st column (determining success).

All other defenses such as AC (pg 178) and SR (pg 13,217) have equal or exceed or use DC or difficulty class in it's language as well.

The same language can be found for skill checks on pg 86.

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Alchemaic wrote:
Secret Wizard wrote:
Alchemaic wrote:
Xethik wrote:
Craig Tierney wrote:
Luthorne wrote:
** spoiler omitted **
Replacing mount for a non scaling bonus vs spells with alignment components? Why on earth would this ever be worth it? Just be a dwarf, take glories of old, wham.
In the case where you don't want a mount..?
In that case you could play a Sword Saint.

I'd rather have sonic damage fire breath than an ability that doesn't work half of the time unless I'm carrying twenty sheaths with me.

I like the bonus to saves, as it foments you to be TN like a Sovereign Dragon.

Also, using resolve to gain energy resistance is whack. Any type of resistance on demand on a purely martial class seems insane.

You could give yourself sonic or force resistance if you so needed.

My only question is what kind of DC is the dragon's breath based on?

Sword Saint ain't great, but at least it can do its thing more than 3 times per day at level 18, even if it's only 1/day against any given target. Plus you can always just sheathe as a Swift with Combat Stamina and Quick Draw.

We also don't know how much the flat save bonus is or what type. A +5 untyped bonus is pretty nice. A +1 Resistance bonus, not so much.

The energy resistance is an interesting use, but if it's only 1/2 level like xevious said then that's pretty piddly. 10 Fire resistance at level 20 is barely enough to ward off a non-boosted Burning Hands.

The bonus is +2 untyped versus alignment effects that don't match part of your own alignment. Seeing as it's moderately difficult to be affected by alignment affects that match one of your own alignments (holy smite and holy word aren't going to do much to a Neutral Good character for example), you aren't actually that obligated to be TN. And I have the pdf and look forward to the physical copy's deliverance so I promise my word is pretty good.

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Secret Wizard wrote:

Also, using resolve to gain energy resistance is whack. Any type of resistance on demand on a purely martial class seems insane.

You could give yourself sonic or force resistance if you so needed

The energy resistance is equal to half Samurai level... That's kinda a paltry amount of energy resistance especially as late game begins to arrive. Not counting that there is often better uses for Resolve.

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Craig Tierney wrote:
Hmm. How does the Scaled Fist look at 1st level? Do they switch out Stunning Fist for anything? Do they get different bonus feats?

They keep Stunning fist, which is good because they add the Dragon Style feats to their bonus feats. They also add Dazzling Display and some feats that follow DD. They also get a mediocre breath weapon eventually.

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There is a bit less then 2 pages of Stamina support in both Weapon Master's Handbook and Armor Master's Handbook (for a total of 4ish). Which feels like a pretty good amount of support. I THINK there might be some more Stamina support in some other books but I can't think of which right now.

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This post can be ignored

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I still intend to get the books but I can't afford it at this moment. I was wondering if there was a way to get my order held off on shipping similar to what happens when a Pre-Auth fails and you have to go to My Payment Methods. If I make my account under the charge amount, will it fail in a similar way?

Thanks for the help!

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Hmm... My only particular want concerning this topic is something that allows a hybrid melee/thrown weapon (such as the starknife or javelin [especially the starknife]) to have a 10ft reach. I realize, of course, that I can do this with Snap Shot and Imp. Snap Shot but the Snap Shot feat isn't gonna do much for the average starknife wielder.

Oh and I'm otherwise fine with the nerf. Two Feats for the longbow to have a 10ft reach? Seems good.

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Paizo Blog wrote:
Kineticists gain the elemental whispers wild talents, which allow them to make friends with a voice in their head and even manifest it.

Between this wild talent and the primal magic one in Occult Realms, my Telekineticist in Emerald Spire is losing opportunities to take wild talents from the Occult Adventures book! Stahp it! >.<

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Evil is evil and that's going to make things take a weird turn I guess lol. Still, 17 posts into the thread and conversation immediately turns to what's important in life: Trying to get into the pants of the queen! ¯\_(ツ)_/¯

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It's a raised wall decal you can paint and hang up. It's likely also raised in various areas allowing for shadowing in recesses (though that's more a conjecture then a certainty). Maybe it could use better wording but it is the equivalent of this, but with the added intent of being painted.

EDIT: Actually the picture looks pretty flat so no raised areas. Making it simply a 2d wall decal I suppose.

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It quite literally is a feat actually (Dodge).

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So uh, I'm not really a PFS player but all this really makes me think of Investigator's poison lore ability.

Poison Lore wrote:
An investigator has a deep understanding of and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining a poison, he can attempt a Knowledge (nature) check to identify any natural poison or a Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

I love the investigator class. I LOATHE, HATE, DESPISE this ability. This ability indicates that poison's can only be identified if you HAVE this ability and make the appropriate skill check. Meaning anytime I would consider buying poison for a ninja, I have no ability to determine if what I bought really was Blue Whinnis or just some smelly and useless concoction. All those times, I've found various poisons on the bodies of my fallen foes? Apparently I am now supposed to write them down as "miscellaneous alchemical item". Nah, that's not true, the item is likely labelled by it's creator (I hope... how does he know he made Blue Whinnis?), I assume. Still - why couldn't of this aspect of poison lore be just an expansion of Craft(Alchemy) or, gods help us all, Appraise. No feat tax or Level tax, just "Hey, we should expand the usage of skills or something."

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

I can't help but wish that whenever a game designer came up with an idea for a feat that incrementally expands on a skill's usage, that they would be given a small bonk on the head and the idea is taken away from them to be catalogued with all the other feats of similar nature, in hopes for a future "Skills Expansion" chapter in a hardcover book that makes them not feats.

My 2 coppers.

EDIT: Apparently this is what I get for skipping a portion of the thread. As to Stephen's comment: There is only one location that talks about identifying poisons and that's in the detect poison spell. DC 20 Wis check to determine the exact type of poison. As far as I know, Craft(Alchemy) was never given this use - either through a feat or (as mentioned above) simple skill expansion. My GM's have generally been pretty liberal on skill usage such as allowing a character with the Heal skill to be able to identify the poison afflicting a character (Note, it doesn't do that in the current reading of the skill) and when acquiring poisons via treasure gain, we've always just been outright given the poison's name (presumably via labelling).

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Bestiary pg302 wrote:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack’s original type.

A creature with 2 claws and a BAB of 5 or less can do the following:

2 claws
1 mystic bolt attack (Either ranged or melee) and 1 claw (as a secondary weapon)
2 mystic bolt attacks (with the penalties for two-weapon fighting)

A creature with 2 claws, 1 bite, 1 gore and a BAB of 11 can do the following:
2 claws, 1 bite, 1 gore
3 mystic bolts (+11/+6/+1), 1 claw, 1 bite, 1 gore (All natural attacks are now secondary attacks and thus might take a -5 penalty to hit)
4 mystic bolts (+7/+2/-3, +3)(w/o TWF feat), 1 bite, 1 gore (All natural attacks are now secondary attacks and thus might take a -5 penalty to hit)
4 mystic bolts (+9/+4/-1, +9)(w/ TWF feat), 1 bite, 1 gore (All natural attacks are now secondary attacks and thus might take a -5 penalty to hit)
5 mystic bolts (+9/+4/-1, +9/+4)(w/ ITWF), 1 bite, 1 gore (All natural attacks are now secondary attacks and thus might take a -5 penalty to hit)
6 mystic bolts (+9/+4/-1, +9/+4/-1))(w/ GTWF), 1 bite, 1 gore (All natural attacks are now secondary attacks and thus might take a -5 penalty to hit)

Non-hand natural attacks can't be converted into mystic bolts because mystic bolts specifically calls out that hands must used for mystic bolts.

Ultimate Intrigue pg60 wrote:
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).
Ultimate Intrigue pg60 wrote:
Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt. The warlock threatens with a mystic bolt, but only if she has a hand free.

The rules on combining weapons and natural attacks are present and very clear. If you really must get even more mystic bolts, strong arm your way into playing a kasatha or something.

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Sigh. Natural Attacks can't benefit from Two-Weapon Fighting feats. Only BAB attacks can benefit from Two-Weapon Fighting feats. Magic Bolts can benefit from Two-Weapon Fighting feats. Ergo it follows BAB rules for the purpose of determining number of attacks.

Ultimate Intrigue pg60 wrote:
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).

Take special note of the "one-handed weapon" bit. Now please stop trying to tie this thing to natural attacks.

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So it does. That's annoying. Oh well, glad this thread exists to figure this ability out.

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I was considering VMC Rogue and/or the spell Sense Vitals (gives up to 5d6 sneak attack, see Dirty Tactics Toolbox) and the Vigilante talents Cunning Feint/Surprising Stike. There is also the Ranged Feint feat in UI. Finally, get some two-weapon fighting to make alot of attacks.

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Melkiador wrote:
If you want to be meta, buy a component pouch. They have a virtually inexhaustible supply of "objects".

Bat Guano. Bat Guano everywhere.

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Azten wrote:

It just occurred to me that chalk doesn't have weight in pathfinder, and you can buy one hundred pieces for just one gold. What are the chances you'd ever run out after buying them?

Does anyone know if Aether is visible? If not, you could pretend to be the best weapon throwing around. Ow, those shuriken really hurt when that guy throws them!

Things are going to get dusty up in here real quick.

As to the second, if you have elemental overflow active, it's pretty apparent that something "kinetic" is going on. It has a visual effect unless suppressed. Charging your kinetic blast also has a visual and audible effect. "Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her." is actually written into the ability (it's hard to be a sneaky kineticist).

That being said, if you have neither of those things active (not recommended but who am I to say you can't), I imagine aether doesn't have to have a visual effect.

I'm playing a protean worshipping, android telekineticist so I'm going with the prismatic effect the aether elemental's art work had with a major circuitry vibe as it swirls about my character when she charges up.

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My telekineticist bought a 2lb bag of marbles (for 1sp) which my google-fu told me is approximately 80 marbles. Also bought a bag of caltrops in case of piercing damage. Finally, for a real weapon, I keep a Cestus equipped since it keeps the hand mostly open and I don't want to have to use actions to deal with draw/drop/pick up weapon actions when swapping between Kinetic Blade and Gather Power'd Kinetic Blasts.

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Mind Sword is my dream come true! A telekinetic Paladin (it gives up Lay On Hands, Mercies and Channel Positive Energy) for some telekinetic, touch treatment and psychic spells added to their spells lists. That being said, I think their is an issue with Mind Arsenal.

At 2nd level, a mind sword can make a telekinetic attack with a melee weapon. This functions as the hand of the apprentice universalist wizard school ability, but any calculations of that ability based on Intelligence are instead based on Charisma.

I think this got it backwards but I could be wrong. (Note to other readers, they do get the ability to make full attacks with this power!)

EDIT: Also seriously guys... you didn't add side bars for Companion and Inner Sea Gods Spells for the 6 new classes. Mesmerists want them some Symbol of Debauchery!

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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).

='(

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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.

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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.

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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.

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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.

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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.

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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.

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Rynjin wrote:

I thought it said 10d10+10 per.

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

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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.

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

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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!

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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.

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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?

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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).

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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/

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