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So, I love the absolute crap out of the Kineticist - except for the fact that it locks you fairly hard into what blast forms and utilities you can take. I was wondering if anyone knew of a product or discussion where they had a version that was a bit more free form. Example : an aether build who could use the Torrent form with their telekinetic blast, or a hydrokinetic that could use Earth utility talents, just reskinned. I know there's expanded element at 7, but the talents still seem to be super limited. So, if I'm a telekinetic, I have to dip into aerokinetic to eventually get things like Fly, or Air's leap, rather than being able to just use my telekinesis to do the equivalent (and having talents built specifically to limit things, like two telekinetic utility talents to get basic flight, rather than just saying "I lift myself because I have foe throw, or telekinetic haul" is annoying). Thanks! ![]()
Hey all! So, many of the kineticist powers specify that it will do something extra if you "accept burn". My question is, given that as you level, there are more options to reduce /get rid of burn, would that still count? So, celerity says if you accept burn, Haste lasts 1 Rd /kineticist level. If I use my buffer to reduce the burn by 1, would the effect still take place? It sounds silly, but a lot of the talents seem worded based on low level kineticist builds, that have to worry about burn more. Thanks! ![]()
I'm running a mini-campaign/bunch of one-shots for me and a couple others. Right now we're all level 10 - elf maestro (third party class that does a variety of effects via conducting, sorta like a super-bard), human two-weapon fighter with keen kukris, and a oread kineticist with fire/aether. My question is how should I calculate CR to make a challenging, but not overwhelming, fight? If we get into multiple fights in one day, without recharging/resting and all that, I don't mind *that* - whittling down resources is a fun way to push how well a group has prepared. However, I don't want to accidentally overpower it, and take everyone out, or make it too easy, and have them just waltz through with only scratches. Story time: Last night we got into a fight with what I'd hoped would be challenging, but not super deadly: 4 Pugwamgi, two Thin Men, and a Boogeyman. I'll admit, I did away with the Boogeyman's DR 15/Cold Iron, and held off on Phantasmal Killer, because either one would basically render the fighter either next to useless, or f-ing dead (I sincerely regret not suggesting he take Iron Will as he leveled up...). Fast forward, and the fighter is going toe-to-toe with the Boogeyman, and everything seems to be doing fine. Keeping with the abilities, I had the Boogeyman go invisible, and sneak attack the fighter. Aaaaand, I crit, leaving the fighter with around 20 HP. My f-ing kineticist *missed* on his turn, otherwise it wouldn't have been an issue, but the Boogeyman then knocked our fighter down to -1, and, on the next turn, killed the s%## out of him. I'm still fairly new with DM'ing, so even if it seems like obvious advice, it would be appreciated. Thanks! ![]()
I've been reading the Occult Handbook repeatedly since it came out, and I just wanted to be sure I'm not hampering myself needlessly. With infusions, do they only affect certain simple blasts (so, there's a legit difference between infusions that affect electric blasts, and those that affect wind)? If so, is there anything in the rules that allows for infusions to be based on the element, rather than the blast itself? Thanks! ![]()
I'm building an archer (lv 7 Brawler; the plan is to use Martial Flexibility to grab feats like Ranged Trip/Disarm, or switch to melee focused build at a moment's notice) for a game, and I had a couple questions about making arrows a bit cooler. 1) I've seen a class (Elven Archer, I think) that can use scrolls with arrows - essentially wrapping the scroll around the arrow, and it being cast when it hits. Is there any way to mimic this with other classes/rules/items? 2) Concerning poisons: I know there're smoke/water/fire arrows, and I wanted to ask if there was anything in the rules that allowed modification to carry poisons. So, instead of a smoke arrow, when it hit it would release an inhaled poison. Or a water arrow that releases a contact poison. Thank you for your help! ![]()
Hey, I was wondering if there was an archetype and/or build that would allow a bard to make use of the magus's spell combat ability. I know the magus had a lv 6 arcana, but I was hoping for something that would allow me to focus a little more on the bard class - I was thinking of a fast moving debuff striker, where the magus is more of a damager. Thanks! ![]()
Hey, I was wondering if there was a build for a debilitating archer. Right now the ninja has the usual prequisite archery feats to not shoot their allies and all that, as well as a Rogue Trick that allows them to use Dirty Trick each time they score with a sneak attack. I know there's a rogue talent for combat maneuvers in *melee*, and new feats from the Ranged Toolbox (ranged trip, ranged disarm), but I was curious if there were more options for trick arrows - flare, entangling, etc. Not quite in the same vein, but are there any classes that can pull off archery like in Dragon Age? Splintering shot for AoE burst, stunning shot, that sort of thing? ![]()
Hey, I was making a character (Grenadier alchemist 2/investigator 3), and I was hoping to have their build be around wands /alchemical weapons. I could've sworn I saw this - is there equipment that allows you to wear said items on a bandolier, or belt or something, so you can draw them quicker? On that same line, are there any quick draw feats for wands /items? I know a lot of folk household "Quick Draw", but anything specific? One last question, that's not related to the above - any way to get "scent" abilities as a human /half elf? Thanks! ![]()
Hey, I was wondering if there was a feat a class could take that grants channel energy. I'm entering a level 1 game in a couple months, and I was wondering if it was possible to roll an arcanist that gains the feature through a Multiclass feat, or something similar. I know there's an archetype that allows for Cure spells, but it replaces a ton of exploits, and at our level would probably reduce me to having to save most/all my reservoir for healing, rather than anything neat. Thanks! ![]()
A buddy of mine is playing a lev 4 magus, and as such, has spell recall. Last game he:
This is the right way to do it, correct? Our Dm states that how it works is it allows you to simply replacement an existing spell with the used spell. Ex:
From what I've read, in the books and on forums ,the first way is correct. Does anyone know of anything /place that says otherwise? Any links, even if it's to a for sale PDF /book would be helpful. Thank you! ![]()
Hey, I've downloaded a few PDF form-fillable character sheets to use on my Droid tablet. However, the auto-calculate function doesn't seem to want to work (I'm using Adobe Reader, and I've used a few others as well). Does anyone know if there's some function I have to turn on/off? Or failing that,does anyone know if there's a way to have all the fields just be manually fillable? Thanks! ![]()
Hey, I was wondering if there was a form-fillable version of the character sheet from: http://charactersheets.minotaur.cc/build/pathfinder I *love* their sheets, but lately I've been trying to move more towards keeping my characters as PDF sheets in an effort to save ink (I tend to make full characters on whims and idle moments, and have notebooks full of 'em). If there isn't, does anyone know if there's a similar one out there? Just fillable, no calculations, and a similar layout (one page for feats/skills, another dedicated to spell list, another dedicated to fighting/weapons, etc). Thank you! ![]()
Hey, I was just wondering if the above was possible. The phrasing in the rules states "If the thrown weapon misses, treat it as a thrown splash weapon", (which don't get sneak attack damage), but it doesn't say if that is the case should it hit an opponent directly. If it is the case that it should be considered a splash weapon for a direct hit as well, would it target touch AC (like an Alchemist's bomb ability)? Thanks! ![]()
Hey all! So, I was looking at the Savant class in Kobold Press's Path Compendium, and there were a couple things I didn't quite grasp. I know the Savant can learn spells by seeing them, and they start out with some cantrips/orisons, and something similar with feats, skills, etc. What happens if you start at a higher level though? Say you start at level 5 - it's safe to assume you're not level 5 with an empty notebook, so how is it decided how many spells/feats/etc you've made note of in your travels? Sort of like how if you're a wizard, you can assume you've been gaining some base number (2, I think) of spells per level if you start above level 1. Also, in the examples, they have a level 8 Savant. One of their avatars is a monk, and under their stat block, they have flurry of blows as an attack. Can Savants mimic class features? I know they can mimic special attacks for monsters and the like. Any help is appreciated. Thanks! ![]()
Hey all! A friend is running a level 5 two-shot (core/base classes, starting gold for our level is 10,500 if I read the chart right), and said the game would wear us down (no time for rests to regain spells, abilities, etc). I've been messing around, and was hoping to build something that can do a decent amount of healing (not really caring about buffs) without rests or too many items, but also be decent in a fight. So far I've made: Cleric 3/Fighter 2, focus on bows. Alchemist 5, focusing on bows/the bombs for damage. Zen Archer Monk 3/Cleric 2 (though I think I'm losing way too much healing power there). Myrmidarch Magus 5 (though *all* healing would have to be from items, and Pool Strike for extra damage). Any help is appreciated. Thanks! ![]()
Hey all, I've been looking around for elemental classes (not necessarily full casters), but most of what I've seen are just using the usual Pathfinder spells, or a few class features to give stat bonuses or extra (usually combat-based) abilities. What I'm looking for is something like the utility powers with 4E. Bottom line, I'm looking for someone who *really* focuses so hard on one element that they have *absolute* control over it. Things like an action to tear air out of someone's lungs, or freeze the water in veins, sense things via fluctuations of said elements (temperature variations as people or things come in the room). Pretty much literally, whatever element they take is at their complete whim (with level restrictions and such, of course). A good example would be Static, from the Static Shock series. Thanks to all! ![]()
Hey all, I've been looking around for elemental classes (not necessarily full casters), but most of what I've seen are just using the usual Pathfinder spells, or a few class features to give stat bonuses or extra (usually combat-based) abilities. What I'm looking for is something like the utility powers with 4E. Bottom line, I'm looking for someone who *really* focuses so hard on one element that they have *absolute* control over it. Things like an action to tear air out of someone's lungs, or freeze the water in veins, sense things via fluctuations of said elements (temperature variations as people or things come in the room). Pretty much literally, whatever element they take is at their complete whim (with level restrictions and such, of course). A good example would be Static, from the Static Shock series. Thanks to all! ![]()
I've got five players, all level 15, lined up for a final boss fight tonight. It's just a fun romp, but I always seem to massively underestimate them, and after hearing my wife leveling her Warpriest (using the playtest data for the Advanced Class Guide), and knowing that I have a monk, catfolk rogue, ifrit elemental sorcerer, and gunslinger waiting on top of that, I'm feeling less than optimistic. Thoughts for a challenging (though not wholly overwhelming) fight? Seriously, any help is appreciated. I'm especially unsure when using the CR guides in the rulebooks - the fight they had last week was a beefed up hydra whose heads regened the next round, and the severed head spit out 1d6 beefed up dredges. I think the fight lasted...three, maybe four rounds, due to the sorcerer blinding the hydras heads, and casting fireball, plus the warpriest doing 1d12+9 damage and having greater cleave. I'm still new at DM'ing, so while I'm sure I could find something that would be challenging (I was thinking one big heavy that either moves, or acts as artillery, while 4-6 other, slightly less powerful melee/ranged enemies keep them at bay) that isn't just "here's the highest monster I could find plus some popcorn minions." Thanks! ![]()
I apologize for this, as I know it's been brought up before, but I wanted to ask it anyways. I know that splash weapons can't benefit from precision damage. I know that it says that the bombs use the Throw Splash Weapon special attack, and thus (and how they work in general) are splash weapons. My question is this: in that same line, it's said the bombs are considered weapons for feats, so why aren't they considered weapons for precision damage? It's nit-picky of me, but I've been looking through the rulebooks, and I haven't found anything that specifically says one way or the other that precision damage can't be used with bombs. It simply says that splash weapons can't benefit from it, but given how bombs are described, it could be argued that alchemist bombs are not the standard kind of splash weapon. Any help would be appreciated. Thank you! ![]()
I was looking over the retraining rules, and regarding archetypes, when one archetype feature replaces an original one, can you retrain to keep the old feature? Ex: a lv 4 Skirnir would gain an ability to add their shield bonus too a concentration check to cast defensively. this replaces spell recall, the original lv 4 Magus ability. Can you - assuming you have the time and money - use retraining to *not* lose spell recall, but keep the rest of the Skirnir features? Or is it an all or nothing thing? Thanks, and I apologize if I'm not explaining correctly. ![]()
OK, a few questions: I was thinking of taking a few levels of alchemist to supplement our healer. Would the magus spells be able to be used for extracts as well, of would the spell have to be on the alchemist list? 2 - I know that a potion/extract is cast by drinking, but if it was an offensive spell, could it be used as a thrown weapon? Thank you ! ![]()
This is a simple enough question, so I apologize if it's already been asked. With the magus spell strike ability, it says you make the attack with you weapon at its lowest base attack bonus. I was wondering if there were any rules, feats, loopholes, etc that'd improve the hit chance (aside from True Strike). Right now I'm at level 2, so the BaB is only +1, so it can be a bit frustrating. thank you! |