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xevious573's page

Goblin Squad Member. Pathfinder Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 541 posts. No reviews. 2 lists. 1 wishlist. 1 Pathfinder Society character. 2 aliases.


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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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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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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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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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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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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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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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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.

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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.

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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...

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20th level ability to have permanent fly.

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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.

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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.

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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.

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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.

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

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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.

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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).

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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.

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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.

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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.

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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.

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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.

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Kalindlara wrote:
That was fast. ^_^

Very.

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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 =)

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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.

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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.

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

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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.

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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.

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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.

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