Elan

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Organized Play Member. 28 posts (121 including aliases). No reviews. No lists. 2 wishlists. 9 Organized Play characters.




i recently posted about wall of stone on the PF2E Subreddit and an argument came about whether or not you could box in enemies, seal them in, or if you could even enclose them at all.

post in question; https://www.reddit.com/r/Pathfinder2e/comments/mlpuen/our_first_over_powere d_spell_wall_of_stone/

So is the roof not considered a seperate area between the 5 foot square on the and the one in the air? can i enclose enemies on four sides? can i box them in? what can i and can't i do exactly?


the activation cost of a spellstrike arrow is two actions [cast a spell] and specifically states "You activate spellstrike ammunition by Casting a Spell into the ammunition."

and Elves have a feat called elemental wrath that turns Acid splash into a single action spell. would this change the activation of the arrow since its activation is [Cast a spell]? or not since it's an item activation?

Sovereign Court

So according to it's explanation, the Terrakineticist gains access to EVERY element at once, with a favored terrain type activating each one.

Does anyone have the terrain types list? Some elements like void are hard to place to a terrain, especially in society. And because it's up to DM discretion, I could use some help figuring it all out as I want to make CAPTAIN PLANET... I mean CPL. Anet. XD


Quote:

Wild Talents: At 2nd level and every 4 levels thereafter, a water dancer selects a new utility wild talent from the list of options available to the kineticist class, treating his monk level – 2 (minimum 1) as his kineticist level for the purpose of fulfilling prerequisites as well as for level-dependent effects of the utility talent. He can select only universal wild talents or those that match his element (see elemental focus above). At 6th, 10th, and 16th levels, he can replace one of his utility wild talents with another wild talent of the same level or lower. He can’t replace a wild talent that he used to qualify for another of his wild talents.

This replaces the bonus feats at 2nd, 6th, 10th, 14th, and 18th levels.

If you added this class to an already existing kineticist, would thier levels stack for wild talent purposes?


So kinetic blast is considered a Spell like ability. Spell like abilities are considered spells for certain feats like those that affect the DC or for punching through SR.

would a pair of kineticists be able to use http://www.d20pfsrd.com/feats/teamwork-feats/elemental-commixture-teamwork with thier kinetic blasts? Asking because it came up in the kineticist super post but no one ever answered it, and I would love to make a teamwork character with this!

The feat in question.

Quote:

You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects.

Prerequisite(s): Caster level 1st.

Benefit(s): You and an ally within 30 feet who shares this feat can cast your spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]). Both spells must be at least 1st level, within 1 spell level of each other, and cast during the same initiative turn through the use of readied actions.

When the spells to be commixed are cast, one is designated as the primary spell (typically the higher-level spell), while the other is the secondary spell. The primary spell must be an offensive spell that targets an area or one or more creatures. The secondary spell can be any spell with an appropriate descriptor. Neither spell can take more than a standard action to cast. The primary spell behaves as written (with the exception of the synergistic benefits that are described below). The secondary spell does not manifest any of its usual effects; instead, targeted creatures are affected by a secondary effect that is determined by the combination of the two spells’ descriptors.

Targeted creatures can attempt a saving throw against the primary spell as normal (assuming that a save is normally allowed), and then attempt a separate save against the secondary effect. The secondary effect’s save type is described in its listing, and its save DC is equal to the normal save DC of the primary or secondary spell, whichever is lower (or, if neither spell allows a saving throw, 10 + lowest spell’s level + spellcaster’s primary spellcasting ability score [Int, Wis, or Cha] modifier).

Commixed spells cannot be counterspelled normally. A creature with Improved Counterspell can counterspell commixed spells if both spells are correctly identified and both belong to the same school. Regardless, the secondary effects of two spells combined through Elemental Commixture cannot be counterspelled. Spell resistance still applies to the secondary effect, unless both of the commixed spells bypass spell resistance.

Synergistic Benefits: The primary spell’s save DC (if any) increases by 1. If either spell is normally modified by Spell Focus or Greater Spell Focus, the bonus to save DCs granted by those feats stacks with this increase. The caster of the primary spell also gains a +1 bonus on any caster level check made to overcome spell resistance.

Secondary Effects: While the secondary spell has no direct effect other than bolstering the effects of the primary spell, the combination of spells also creates a unique secondary effect depending on the elemental descriptors of the commixed spells. For the purpose of this secondary effect, the acid, cold, and electricity descriptors count as earth, water, and air descriptors, respectively. Commixed spells with the same elemental descriptors do not produce a secondary effect, though the primary spell still gains the synergistic benefits described above.

Dust (Air/Earth): Choked by dust, the targets must succeed at a Fortitude save or become staggered for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. Targeted spellcasters must succeed at a concentration check to cast spells (the DC is equal to the save DC). On a successful save, the targets are not staggered but must still attempt concentration checks.

Lava (Earth/Fire): The targets are splattered with bits of molten rock and take 1d6 points of fire damage. The targets must succeed at a Reflex save or catch fire (see Catching on Fire).

Mud (Earth/Water): The targets must succeed at a Reflex save or fall prone and have their movement speeds cut in half (to a minimum speed of 5 feet) for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. On a successful save, the targets’ movement speeds are cut in half for 1 round.

Smoke (Air/Fire): The targets suffer smoke inhalation and must succeed at Fortitude saves or become nauseated for 1 round and blinded for 1d4 rounds. Success negates the nausea effect and reduces the blindness to 1 round. Creatures immune to fire are immune to the nausea effect.

Snow (Air/Water): The primary spell gains the cold descriptor if it doesn’t have that descriptor already, and half the damage dealt (if any) is cold damage. The targets must succeed at a Reflex save or fall prone.

Steam (Fire/Water): Damage caused by the primary spell (if any) is treated as nonlethal, untyped damage (neither cold nor fire damage) and is not affected by energy resistance or absorbed by protection from energy. The targets become blinded for 1d4 rounds unless they succeed at a Will save.


Quote:

Omnielementalist (Su)

At 9th level, an elementalist shifter can fuse two elemental forms together, gaining combined powers of the different aspects and manifesting them in ways that bring to mind powerful natural weather phenomena. When the elementalist shifter takes on one minor form each from two of her elemental aspects, she gains an additional ability as long as she maintains the form. The effects of the abilities depend on the elemental combination, as detailed below.

So would this mean if we chose fire/air would we get a +4 to dex? or does the enhancement bonus part cancel this out?


Quote:

Nereid’s Grace (Su)

When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.

Say I have one level in water dancer monk somewhere in my build and I throw on a monks robe. Would the Monks robe count towards this ability?


5 people marked this as FAQ candidate.

So the Water dancer monk gains a kinetic blast in the form of Water(bludgeoning). they gain no form infusions.

If I have levels in Kineticist, am I able to use form infusions from kineticist with water dancers blast?

If I take, one of the versions that restricts me to a specific infusion, such as kinetic knight HAVING to take and use Kinetic Blade, Elemental Ascetic with Kinetic fist, or the Annihilators Devastating blast, will my Water dancer class also be bound by this restriction?


So the elemental shifter Archetype has a SLIGHT issue that needs to be resolved before it can be used...

Quote:

Elemental Strike (Su)

At 1st level, as a swift action, an elementalist shifter can charge her melee attacks with elemental energy. The elementalist shifter can charge her attacks only with an element she has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of her next turn deals an additional 1d6 points of energy damage based on the element she chooses when taking this action (see Elemental Aspects). This additional damage increases by 1d6 at 4th level and every 4 levels thereafter, to a maximum of 6d6 points of energy damage at 20th level. An elementalist shifter can’t use elemental strike while under a polymorph effect.

This replaces shifter claws.

The problem? the elemental aspects and forms DON'T LIST THE DAMAGE TYPE.

I mean I can ASSUME a damage type but I would MUCH prefer it actually lists one.

Secondly, while in my elemental form can you still use your natural attacks or Improved unarmed strike? I still have to have hands,I can make fits still right? or does my new form ENTIRELY overwrite this?


so the new monk "Menhir Guardian" archetype has an ability called "Rebuking strike" and there is a question I have about a specific part:

Rebuking Strike (Ex): At 1st level, a menhir guardian can channel his ki into a devastating strike that repels his enemies. A menhir guardian must declare that he is using rebuking strike before making a natural attack with his claws. On a hit, a foe damaged by the menhir guardian’s claws must succeed at a Fortitude saving throw (DC = 10 + half the menhir guardian’s level + his Wisdom modifier) or be pushed back 5 feet directly away from the menhir guardian, plus an additional 5 feet for every 4 levels the menhir guardian has beyond 1st. If this movement would be blocked by a solid object, the target of rebuking strike takes 1d6 points of damage per 10 feet moved and falls prone at the end of the movement.

So my question is can an ally be considered a solid object for this purpose? could two of these monks play kickball with an enemy? (Lariat anyone?)

What would happen if an ally or other creature is in the way for this attack?


So the energy shield states that it can only have one per armor as the armor can only support one and can be put into any armor.

Androids gain A single armor mod slot as a race bonus, and an exocortex mechanic cAn gvain another At lvl 7, giving them to body slots.

Can i slot an additional shield in his body?

how will the shields interact?