Warlock: TWF, Mystic Bolt, and Guns[or fencing grace]?


Ultimate Intrigue Playtest General Discussion


Okay, so if mystic bolt does not count as a weapon for the purposes of arcane strike does that mean you can use mystic bolt and still have a free hand to reload a weapon? This ruling could also be important for feats that require a free off hand such as fencing grace.

Is your magic bolt hand free (and thus not a held "weapon" for the purpose of arcane strike) or does mystic bolt get the worst of all worlds?

As it stands, I think mystic bolt is an interesting class ability but may be too weak to really be a particularly meaningful addition to damage in a fight if it is limited to one attack per round per 8 BAB. Mystic bolt well circumvents the classic 3/4 BAB problem by making an attack against touch rather than AC, but the damage is still pretty small.

Maybe TWF+sword is okay, but I suspect that this will start looking pretty lame at later levels when that sword starts missing a ton. Perhaps a gun (pumped with arcane strike) would do a good job doling out damage, though?

I dunno. has this ruling been made yet? Does anyone else have thoughts on this?


per 8 bab?
don't you gain an extra iterative every 5 bab?
or did you mean 8 levels (roughly)]

If guns are allowed totally go with guns. assuming it does count for open handed. Im thinking it should and hopefully will. So you can keep a hand open for spell casting at all times and such

This is another time I wish stuff like Rod of Ice weren't a standard action and could be used with iteratives. Having something like that would be useful for a variety of reasons and characters while still taking an investment for it..

cause rod of ice +mystic bolt would be awesome.

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Was thinking about this myself. I hope that, as it seems so far that the bolt only exists while you are attacking with it, you will be able to reload with that hand.

Designer

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From the descriptions of the visuals I've heard from Logan, it seems to me that the hand would likely be empty, allowing you to reload with that hand. This is not an official ruling on the ability though.

Paizo Employee Designer

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As Chester and Mark said, the bolt exists only when you're attacking with it. So if you reload or whatever, once you're done you can still stick out a pew-pew laser finger to shoot a mystic bolt that round. It should work kind of like doing the somatic component of a spell (for the purposes of having a hand free). Though the bolt appears only when you're using it, you do still threaten with a mystic bolt. Assume there's some little nimbus of energy around your boltin' hand to indicate you're armed.


Logan Bonner wrote:
As Chester and Mark said, the bolt exists only when you're attacking with it. So if you reload or whatever, once you're done you can still stick out a pew-pew laser finger to shoot a mystic bolt that round. It should work kind of like doing the somatic component of a spell (for the purposes of having a hand free). Though the bolt appears only when you're using it, you do still threaten with a mystic bolt. Assume there's some little nimbus of energy around your boltin' hand to indicate you're armed.

The bolded part answered a question I had, but of course that just opens up a few others. :)

1. Does Mystic Bolt threaten regardless of whether you use it in melee or ranged mode that round?

2. Does Mystic Bolt threaten if I am ready to use it, but don't actually make an attack that round? Like just holding a dagger ready would threaten.

3. Does the threat continue after your round? That is, can you use it for AoO's?

Also, your description above suggests to me that you could use Mystic Bolts and use a two-handed weapon. For example, I attack once with a longspear,. Then take one hand off the weapon and use a Mystic Bolt in the same way that I could cast a spell. Then I return that hand to my spear and take another swing. Would that work? And if so, would I threaten adjacent squares with the Bolt?

Designer

From what Logan told me before he left (he just left). These may not be right, but I think they are:

1) It threatens in melee mode only unless your character has a way to make ranged attacks threaten.

2) Yes.

3) Yes.

For the Two-handed TWF thing, that wouldn't work for the same reason you can't TWF with a longspear and something like a cestus or spiked gauntlet.


Mark Seifter wrote:

From what Logan told me before he left (he just left). These may not be right, but I think they are:

1) It threatens in melee mode only unless your character has a way to make ranged attacks threaten.

2) Yes.

3) Yes.

For the Two-handed TWF thing, that wouldn't work for the same reason you can't TWF with a longspear and something like a cestus or spiked gauntlet.

On #1, if you ranged attack, can you change to melee after you attack? I'm thinking the same as the free action used to switch grips. Or are you 'set' on ranged until your next attack?

Designer

graystone wrote:
Mark Seifter wrote:

From what Logan told me before he left (he just left). These may not be right, but I think they are:

1) It threatens in melee mode only unless your character has a way to make ranged attacks threaten.

2) Yes.

3) Yes.

For the Two-handed TWF thing, that wouldn't work for the same reason you can't TWF with a longspear and something like a cestus or spiked gauntlet.

On #1, if you ranged attack, can you change to melee after you attack? I'm thinking the same as the free action used to switch grips. Or are you 'set' on ranged until your next attack?

My guess is yes (and that similarly, you could with a full attack start by using a melee mystic bole on the enemy next to you with your first attack, dropping it, thus not having to worry about AoOs any more so you fire a ranged mystic bolt with your iterative).

Scarab Sages

Are mystic bolts a part of any fighter weapon group?

Do Mystic Bolts benefit from Inspire Courage?

How about Divine Favor?

How about Unchained Barbarian Rage?

On an unrelated note, it also seems like a pair of deliquescent gloves are a must have for a melee Mystic Bolt user. And Eldritch Heritage or VMC Aberrant looks very attractive.

Grand Lodge

Can you TWO Weapon Fight with Mystic Bolts.. I.e each hand has Mystic Bolts.


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Imbicatus wrote:

Are mystic bolts a part of any fighter weapon group?

Do Mystic Bolts benefit from Inspire Courage?

How about Divine Favor?

How about Unchained Barbarian Rage?

Hm. Let's see.

Are ranged touch spell-like abilities part of a fighter weapon group?
No.
Do characters benefit from inspire courage with ranged touch spell-like abilities?
You get the benefit to attack rolls because that applies to all attack rolls. It's a weaponlike SLA, so you get the bonus to damage, too.
Can characters benefit from divine favor with ranged touch spell-like abilities?
Yes. See above.
Can characters use spell-like abilities during Unchained Barbarian Rage?
No.

Mystic Bolt isn't its own weapon type. It's spell-like, so it resolves as a spell. Anything you can do with Acid Splash you can do with Mystic Bolt. See this thread for more on weaponlike spells.

Humphry B ManWitch wrote:
Can you TWO Weapon Fight with Mystic Bolts.. I.e each hand has Mystic Bolts.

That's already been resolved elsewhere. You can't TWF with Mystic Bolt and Mystic Bolt, but you can TWF with Mystic Bolt + another weapon.


With NOTHING official past the two ray FAQ's, this is the most relevant info.

Sean K Reynolds wrote:
TGMaxMaxer wrote:

Ok... so since this is something I have to be able to point to from you Sean or the PDT FAQ in order to use it in PFS, as some GMs have been applying the penalty for firing into melee, but not allowing us to get the bonus to damage for things like point blank shot, Inspire courage, etc.

------------------
If a spell or ability requires an attack or ranged attack roll, even if it is not necessarily a ray, it takes the normal ranged attack penalties for firing into melee/cover, and also recieves any bonuses to damage that would apply (only applicable to hit point damage, not spells like enervation etc).
-------------------
Correct?
Yes, correct.

Going by this barbarian rage adds and rapid shot works (the only reason it doesn't normally work for a ray is the need for a full attack). I'd also think arcane strike should work.

So I'm clueless why it's been said rapid shot or arcane strike don't work as they seem to work with rays. It must be special rules for Mystic Bolts.

No fighter group, though that's be a cool add to have weapon like spells as a group.

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An at-will 1d6+level ranged touch attack that you can full-attack sounds pretty darn good to me.


Cyrad wrote:
An at-will 1d6+level ranged touch attack that you can full-attack sounds pretty darn good to me.

Yeah, it looks pretty sweet. It'd look even better if I knew for sure what feats worked with it. ;)


graystone wrote:
Going by this barbarian rage adds and rapid shot works (the only reason it doesn't normally work for a ray is the need for a full attack). I'd also think arcane strike should work.

Pretty sure you can't use spell-like abilities while raging.

graystone wrote:
So I'm clueless why it's been said rapid shot or arcane strike don't work as they seem to work with rays. It must be special rules for Mystic Bolts.

If it is special rules for Mystic Bolts, it needs to be called out in the ability description when UI goes to print. Personally, I think Arcane Strike should be applicable to Mystic Bolt like it is to all other rays. What's the design reasoning behind it not applying?


You're right Extra Anchovies. I was thinking of the urban barbarian I guess. Seems very odd that a melee ability requires you to a cast defensively for every attack. That seems to be a flaw in it's being spell like.


Logan Bonner wrote:
As Chester and Mark said, the bolt exists only when you're attacking with it. So if you reload or whatever, once you're done you can still stick out a pew-pew laser finger to shoot a mystic bolt that round. It should work kind of like doing the somatic component of a spell (for the purposes of having a hand free). Though the bolt appears only when you're using it, you do still threaten with a mystic bolt. Assume there's some little nimbus of energy around your boltin' hand to indicate you're armed.

the little nimbus thing that shows your armed (I assume that means you can adhoc melee touch version or ranged ouch version as needed, and as your AOO ability works).

Does that mean it is valid for something like greater weapon magic or some other spell that targets a weapon?

and sadly you can't TWF with it.
UNLESS they later rule that taking the talent a second time (which nets you a new element) constitutes a new weapon and you can TWF with one had per element (fire lighting, fire ice, ice acid, fire acid etc). Which personally sounds awesome. .but I can see how it could get out of hand.


graystone wrote:
Seems very odd that a melee ability requires you to a cast defensively for every attack. That seems to be a flaw in it's being spell like.

Mystic bolt melee attacks don't provoke attacks of opportunity though?


Milo v3 wrote:
graystone wrote:
Seems very odd that a melee ability requires you to a cast defensively for every attack. That seems to be a flaw in it's being spell like.
Mystic bolt melee attacks don't provoke attacks of opportunity though?

Yes, that's the point. Does it still require any concentration then if it doesn't take concentration in combat? And why have a spell like ability that doesn't provoke instead of making it a supernatural power that has that build in.


Zwordsman wrote:

Don't Spell like abilities provoke?

so i think they do always provoke no?

They need to be supernatural to not provoke

The only reason melee mystic bolt doesn't provoke is because it specifically says "A melee mystic bolt requires a melee touch attack that doesn’t provoke attacks of opportunity," otherwise... a full-attack with a melee mystic bolt would be suicidal.


Milo v3 wrote:
Zwordsman wrote:

Don't Spell like abilities provoke?

so i think they do always provoke no?

They need to be supernatural to not provoke

The only reason melee mystic bolt doesn't provoke is because it specifically says "A melee mystic bolt requires a melee touch attack that doesn’t provoke attacks of opportunity," otherwise... a full-attack with a melee mystic bolt would be suicidal.

I think the point is why waste word count pointing out that they don't provoke when you could make them supernatural and that's already built in.


Mark Seifter wrote:

From what Logan told me before he left (he just left). These may not be right, but I think they are:

1) It threatens in melee mode only unless your character has a way to make ranged attacks threaten.

2) Yes.

3) Yes.

For the Two-handed TWF thing, that wouldn't work for the same reason you can't TWF with a longspear and something like a cestus or spiked gauntlet.

Thank you for the response! That was the way that I thought it worked, but it is great to have confirmation. You know, the more that I learn about Mystic Bolts, the more this seems like the essential Warlock ability. Even more than spells. It's like Spell Combat+Spellstrike for Warlocks. At this point I can't imagine a Warlock forgoing it.


Imbicatus wrote:
On an unrelated note, it also seems like a pair of deliquescent gloves are a must have for a melee Mystic Bolt user.

That would be a good choice. I was hoping to use Gloves of Arcane Striking, but now we know that Arcane Strike won't work with Mystic Bolt. Deliquescent Gloves wouldn't stack with Mystic Bolt (acid) would they?

Scarab Sages

Gisher wrote:
Imbicatus wrote:
On an unrelated note, it also seems like a pair of deliquescent gloves are a must have for a melee Mystic Bolt user.
That would be a good choice. I was hoping to use Gloves of Arcane Striking, but now we know that Arcane Strike won't work with Mystic Bolt. Deliquescent Gloves wouldn't stack with Mystic Bolt (acid) would they?

I don't see why not. They add 1d6 acid to any melee touch attack. If the attack already does acid damage it would stack with it. It's not like acid damage is a source.


Cyrad wrote:
An at-will 1d6+level ranged touch attack that you can full-attack sounds pretty darn good to me.

I am not sure how accurate that 2nd or 3rd bolt is when you are not fighting big clunky dragons or whatever give the warlock's MAD problem (besides dex for mystic bolt accuracy, you need int for spells and cha for your social shenanigans).

For quick reference let us compare a few attack options at level 11 (so I don't gotta explain things in functions). The n in the brackets is the baseline ranged attack bonus of a 3/4 character :

Warlock w/ Mystic Bolt:
[n/n-5] D=1d6+11; E(D)=14.5
Alchemist w/ Bombs:
[n] D=6d6+int; E(D)=21+int+(AOE splash) (if int is 5, one bomb is usually worth more than 2 rays given that the second attack is a -5)
Kineticist w/ Maximized Touch Composite Blasts [prelim]:
[n] D=36+1/2con; E(D)=36+1/2con (you get to make this for free as a full round action if you are mitigating burn well; this is better than the warlock if both hit)
Wizard with Scorching Rays:
[n-4/n-4/n-4] D=4d6; E(D)=14 (this will generally be more total damage than mystic bolt, but is also only a standard action)

Of these abilities, the Kineticist's is the most comparable (since it has "at will" use), and that beats the Warlock soundly. Perhaps that is okay given that at-will energy blasts are pretty much that class's schtick, but I think it is hard to argue that a Warlock can play a role as a major damage dealer in battle on mystic bolt alone.

You need my mean two-fisted lazer cowboy build to do that.

Scarab Sages

You really don't need CHA as a warlock. You can use a trait to switch a CHA skill to Int and your bonuses can overcome a 10 easily. Dex/Int is fine.


Imbicatus wrote:
You really don't need CHA as a warlock. You can use a trait to switch a CHA skill to Int and your bonuses can overcome a 10 easily. Dex/Int is fine.

That is true enough, but then you will either be bad at intimidate (the vigilante bonus) or diplomacy/bluff (the more useful social persona bonus). Also, I have actually never played in a game that actually uses traits. I had to look it up to see if you were right.

You certainly don't want an 8 or 10 in cha though, yeah?


A -1 or a 0 isn't a big deal if you have bonuses to something. If I have a -1 instead of a +2 it's only a three point difference, less than the bonus you get to intimidate so you're still better at it than others.but I have a lot of points to use for other stats.


Chess Pwn wrote:
A -1 or a 0 isn't a big deal if you have bonuses to something. If I have a -1 instead of a +2 it's only a three point difference, less than the bonus you get to intimidate so you're still better at it than others.but I have a lot of points to use for other stats.

"Better at it than others" does not really impress me too much. The intimidate bonuses are good in combat because the big boost makes intimidation tactics (such as dazzling display builds) more viable for the vigilante than other classes. Letting cha fall behind sort of removes that advantage of the class.

Then again, maybe that ship has already sailed if you are building warlock and the warlock should be balanced around gaining little to no benefit from the vigilante's core abilities.


Excaliburproxy wrote:
Chess Pwn wrote:
A -1 or a 0 isn't a big deal if you have bonuses to something. If I have a -1 instead of a +2 it's only a three point difference, less than the bonus you get to intimidate so you're still better at it than others.but I have a lot of points to use for other stats.

"Better at it than others" does not really impress me too much. The intimidate bonuses are good in combat because the big boost makes intimidation tactics (such as dazzling display builds) more viable for the vigilante than other classes. Letting cha fall behind sort of removes that advantage of the class.

Then again, maybe that ship has already sailed if you are building warlock and the warlock should be balanced around gaining little to no benefit from the vigilante's core abilities.

If you want to really focus on intimidate, especially for combat, then yeah a 12 charisma is better than an 8. But if you're just want to be good at it, then you don't need to invest a ton of stats. Just putting ranks into something that is a class skill makes you pretty good at it.


Chess Pwn wrote:
Excaliburproxy wrote:
Chess Pwn wrote:
A -1 or a 0 isn't a big deal if you have bonuses to something. If I have a -1 instead of a +2 it's only a three point difference, less than the bonus you get to intimidate so you're still better at it than others.but I have a lot of points to use for other stats.

"Better at it than others" does not really impress me too much. The intimidate bonuses are good in combat because the big boost makes intimidation tactics (such as dazzling display builds) more viable for the vigilante than other classes. Letting cha fall behind sort of removes that advantage of the class.

Then again, maybe that ship has already sailed if you are building warlock and the warlock should be balanced around gaining little to no benefit from the vigilante's core abilities.

If you want to really focus on intimidate, especially for combat, then yeah a 12 charisma is better than an 8. But if you're just want to be good at it, then you don't need to invest a ton of stats. Just putting ranks into something that is a class skill makes you pretty good at it.

I am not sure how well acquainted you are with the rules for intimidating larger enemies (it gets hard to do reliably) or intimidation in general. It is not just success/failure like much of the game. "Degree of success" matters for the duration of your scare tactics.

Also you could apply your same argument to dex or int. It is like you are telling me you don't really "need" those stats because you are going to get bonuses attack rolls and spell saves otherwise.


Excaliburproxy wrote:
Chess Pwn wrote:
Excaliburproxy wrote:
Chess Pwn wrote:
A -1 or a 0 isn't a big deal if you have bonuses to something. If I have a -1 instead of a +2 it's only a three point difference, less than the bonus you get to intimidate so you're still better at it than others.but I have a lot of points to use for other stats.

"Better at it than others" does not really impress me too much. The intimidate bonuses are good in combat because the big boost makes intimidation tactics (such as dazzling display builds) more viable for the vigilante than other classes. Letting cha fall behind sort of removes that advantage of the class.

Then again, maybe that ship has already sailed if you are building warlock and the warlock should be balanced around gaining little to no benefit from the vigilante's core abilities.

If you want to really focus on intimidate, especially for combat, then yeah a 12 charisma is better than an 8. But if you're just want to be good at it, then you don't need to invest a ton of stats. Just putting ranks into something that is a class skill makes you pretty good at it.

I am not sure how well acquainted you are with the rules for intimidating larger enemies (it gets hard to do reliably) or intimidation in general. It is not just success/failure like much of the game. "Degree of success" matters for the duration of your scare tactics.

Also you could apply your same argument to dex or int. It is like you are telling me you don't really "need" those stats because you are going to get bonuses attack rolls and spell saves otherwise.

If you're trying to intimidate in combat then you have to worry about larger enemies and how long they are shaken for. If it's for out of combat then it's just used to make them give you info and you don't really need a huge score. But the large is a -4 regardless of how much smaller you are, the hit die is the bigger problem as those are often much higher than your CR. Thus why I said if you're wanting to use it in combat and do your whole build around it than you'd want a higher charisma. And unless you base your build around it it's not really a good thing to use in combat. So other than combat focus you just need one good enough to do some out of combat stuff.

Also if you're wanting to intimidate then there are other classes that get better, the Rake Rogue is probably the best.


Excaliburproxy wrote:
Chess Pwn wrote:
Excaliburproxy wrote:
Chess Pwn wrote:
A -1 or a 0 isn't a big deal if you have bonuses to something. If I have a -1 instead of a +2 it's only a three point difference, less than the bonus you get to intimidate so you're still better at it than others.but I have a lot of points to use for other stats.

"Better at it than others" does not really impress me too much. The intimidate bonuses are good in combat because the big boost makes intimidation tactics (such as dazzling display builds) more viable for the vigilante than other classes. Letting cha fall behind sort of removes that advantage of the class.

Then again, maybe that ship has already sailed if you are building warlock and the warlock should be balanced around gaining little to no benefit from the vigilante's core abilities.

If you want to really focus on intimidate, especially for combat, then yeah a 12 charisma is better than an 8. But if you're just want to be good at it, then you don't need to invest a ton of stats. Just putting ranks into something that is a class skill makes you pretty good at it.

I am not sure how well acquainted you are with the rules for intimidating larger enemies (it gets hard to do reliably) or intimidation in general. It is not just success/failure like much of the game. "Degree of success" matters for the duration of your scare tactics.

Also you could apply your same argument to dex or int. It is like you are telling me you don't really "need" those stats because you are going to get bonuses attack rolls and spell saves otherwise.

Also yes about the stats, if you're not focusing on something then you don't need high stats. Combat casters need just enough of their casting stat to cast their spells, like starting a cleric with a 14 wisdom, since you need to get combat stats. If you're a caster cleric then you want the highest wis you can get to make your spells work. If I'm a melee guy then I need like a 12 or 14 dex for AC, and rely on BAB and other things for my ranged backup bow.


I am still seeing a desire for at least a 12 cha here to use intimidate and your social persona. Check your watch, buddy: it is MAD o'clock (certainly more so than the wizard, kinetecist, and alchemist with whom I am drawing comparisons).

Scarab Sages

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Excaliburproxy wrote:
I am still seeing a desire for at least a 12 cha here to use intimidate and your social persona. Check your watch, buddy: it is MAD o'clock (certainly more so than the wizard, kinetecist, and alchemist with whom I am drawing comparisons).

Nope. With Bruising Intellect or Clever Wordplay, you do not need CHA to have focus in Intimidate.


8/14/14/16+2/10/12 hardly mad. This stat array looks good for a bomb Alchemist or a ray attacking wizard.

and again, it's only if you're wanting to be the very best at those charisma skills. If you're not putting intimidate into combat effective zone then you're needing to scare some low HD guards or something. I've seen barbs pull of intimidate with a 7 charisma. Arcanists have exploits that are based off of charisma and yet you can make a great arcanist with a 7 charisma.


Excaliburproxy wrote:

Warlock w/ Mystic Bolt:

[n/n-5] D=1d6+11; E(D)=14.5
Alchemist w/ Bombs:
[n] D=6d6+int; E(D)=21+int+(AOE splash) (if int is 5, one bomb is usually worth more than 2 rays given that the second attack is a -5)
Kineticist w/ Maximized Touch Composite Blasts [prelim]:
[n] D=36+1/2con; E(D)=36+1/2con (you get to make this for free as a full round action if you are mitigating burn well; this is better than the warlock if both hit)
Wizard with Scorching Rays:
[n-4/n-4/n-4] D=4d6; E(D)=14 (this will generally be more total damage than mystic bolt, but is also only a standard action)

Of these abilities, the Kineticist's is the most comparable (since it has "at will" use), and that beats the Warlock soundly. Perhaps that is okay given that at-will energy blasts are pretty much that class's schtick, but I think it is hard to argue that a Warlock can play a role as a major damage dealer in battle on mystic bolt alone.

The kineticist's is stronger, yes, but it also deals them 1 nonlethal (1 point of burn) per round at that level, since the Maximize metakinesis has a cost of 2. They can, however, use a move action to gather power and then attack with an Empowered Kinetic Blast at no burn cost, for an average of 31.5+0.75*Con. Still more than the Mystic Bolt's 29 damage (both touch attacks are going to hit in most cases), but Kinetic Blast is a core class feature of the Kineticist and Mystic Bolt is (nominally) an optional feature for the Warlock.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Could you use Power Attack with Melee mystic bolt?


Taenia wrote:
Could you use Power Attack with Melee mystic bolt?

Why don't you read the feat first?

Power Attack wrote:

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Chess Pwn wrote:

8/14/14/16+2/10/12 hardly mad. This stat array looks good for a bomb Alchemist or a ray attacking wizard.

and again, it's only if you're wanting to be the very best at those charisma skills. If you're not putting intimidate into combat effective zone then you're needing to scare some low HD guards or something. I've seen barbs pull of intimidate with a 7 charisma. Arcanists have exploits that are based off of charisma and yet you can make a great arcanist with a 7 charisma.

This is what we call anecdotal evidence in the sciences. Also, that stat array is assuming a pretty decent point buy.

Imbicatus wrote:
Excaliburproxy wrote:
I am still seeing a desire for at least a 12 cha here to use intimidate and your social persona. Check your watch, buddy: it is MAD o'clock (certainly more so than the wizard, kinetecist, and alchemist with whom I am drawing comparisons).
Nope. With Bruising Intellect or Clever Wordplay, you do not need CHA to have focus in Intimidate.

True enough. Still, that gets into One True Build territory and you are still gonna suck as a social character.

Extra Anchovies wrote:
Excaliburproxy wrote:

Warlock w/ Mystic Bolt:

[n/n-5] D=1d6+11; E(D)=14.5
Alchemist w/ Bombs:
[n] D=6d6+int; E(D)=21+int+(AOE splash) (if int is 5, one bomb is usually worth more than 2 rays given that the second attack is a -5)
Kineticist w/ Maximized Touch Composite Blasts [prelim]:
[n] D=36+1/2con; E(D)=36+1/2con (you get to make this for free as a full round action if you are mitigating burn well; this is better than the warlock if both hit)
Wizard with Scorching Rays:
[n-4/n-4/n-4] D=4d6; E(D)=14 (this will generally be more total damage than mystic bolt, but is also only a standard action)

Of these abilities, the Kineticist's is the most comparable (since it has "at will" use), and that beats the Warlock soundly. Perhaps that is okay given that at-will energy blasts are pretty much that class's schtick, but I think it is hard to argue that a Warlock can play a role as a major damage dealer in battle on mystic bolt alone.

The kineticist's is stronger, yes, but it also deals them 1 nonlethal (1 point of burn) per round at that level, since the Maximize metakinesis has a cost of 2. They can, however, use a move action to gather power and then attack with an Empowered Kinetic Blast at no burn cost, for an average of 31.5+0.75*Con. Still more than the Mystic Bolt's 29 damage (both touch attacks are going to hit in most cases), but Kinetic Blast is a core class feature of the Kineticist and Mystic Bolt is (nominally) an optional feature for the Warlock.

I did note that the kineticist is doing that at-will with a full round action, but I was definitely misremembering what kinds of burn reductions you could actually get. And yeah: I did say that am okay with the Kineticist stepping on the the Warlock since the Vigilante ostensibly has other things going on for it. I will note that the Kineticist (and wizard and Alchemist) actually steps on him much harder when you consider all that you can do to enhance damage otherwise with that class using daily resources.

Perhaps there will be mystic bolt enhancing spells? I sort of doubt it given that it is an optional power, but that is life.


Excaliburproxy wrote:
Chess Pwn wrote:

8/14/14/16+2/10/12 hardly mad. This stat array looks good for a bomb Alchemist or a ray attacking wizard.

and again, it's only if you're wanting to be the very best at those charisma skills. If you're not putting intimidate into combat effective zone then you're needing to scare some low HD guards or something. I've seen barbs pull of intimidate with a 7 charisma. Arcanists have exploits that are based off of charisma and yet you can make a great arcanist with a 7 charisma.

This is what we call anecdotal evidence in the sciences. Also, that stat array is assuming a pretty decent point buy.

I'm just assuming the 20pt buy standard for PFS. What I'm saying is the class could hardly be considered a MAD class unless you want it to be. And that the class doesn't need charisma to be good at the charisma skills because of the class given bonuses.

Shadow Lodge

So, assuming I discharge the bolt before weapon attacks, could I TWF with dervish dance and this?


It's been confirmed that the hand attacking with the bolts can be considered a free hand.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Thanks I looked at the feat but somehow glossed over that line. I knew it was in deadly aim but couldn't remember about PA or Piranha Strike

Silver Crusade

Can't you twf with a mystic bolt and thus also use say an Alchemists bombs as well? That's pretty powerful.

Scarab Sages

Tharasiph wrote:
Can't you twf with a mystic bolt and thus also use say an Alchemists bombs as well? That's pretty powerful.

Unfortunately, Vigilantes don't qualify for Fast Bombs, so it's a standard action for them to use a bomb. This prevents them from TWFing with a bomb and mystic bolt.


Tharasiph wrote:
Can't you twf with a mystic bolt and thus also use say an Alchemists bombs as well? That's pretty powerful.

You wouldn't be able to TWF with bombs+bolts without Fast Bombs, which requires an 8-level "dip" into Alchemist. You can only spend talents on discoveries marked with a *, and Fast Bombs isn't one of those.


Imbicatus wrote:
Tharasiph wrote:
Can't you twf with a mystic bolt and thus also use say an Alchemists bombs as well? That's pretty powerful.
Unfortunately, Vigilantes don't qualify for Fast Bombs, so it's a standard action for them to use a bomb. This prevents them from TWFing with a bomb and mystic bolt.

They need to change it in next playtest if they do two that you count as an alchemist for taking bomb discoveries.


Starbuck_II wrote:
Imbicatus wrote:
Tharasiph wrote:
Can't you twf with a mystic bolt and thus also use say an Alchemists bombs as well? That's pretty powerful.
Unfortunately, Vigilantes don't qualify for Fast Bombs, so it's a standard action for them to use a bomb. This prevents them from TWFing with a bomb and mystic bolt.
They need to change it in next playtest if they do two that you count as an alchemist for taking bomb discoveries.

You DO qualify for bomb discoveries, just damage ones with a '*'. So you can buff a siege weapon and create undead but you somehow can't figure out how to avoid hitting innocent bystanders or throwing them faster. The selection now makes little sense.

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