Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram's initial relief from rescuing the fair maiden is quickly replaced with slightly panicked worry. "Uh, who has the lantern?" I honestly don't remember who's carrying it XD
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram steps around the his skeletal dance partner and takes another stab at it. "We have them now! Push the assault!" Attack, Bless, flanking: 1d20 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Huh, my last post didn't take... Aviram steps down from the stairs and jabs his shortsword at the yellow skeleton. Attack, Bless: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram stares daggers at Asar and draws his shortsword while shield bashing one of his minions. Attack v yellow, Bless: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Damage, Lead Blades (Bludgeoning): 1d6 + 3 ⇒ (5) + 3 = 8
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
"The stairs might be to cramped to make a stand on..." Aviram drops his sword, steps forward and draws his warhammer while warping gravity around it. Free: drop sword, free: 5-ft step, standard: cast Lead Blades, move: draw warhammer.
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram follows Miklos, spending a moment focusing on the essence of speed before leaping over the pressure plate. Spending a Mental Focus point to give myself +30 base speed for a total of 50 ft, giving me a +8 bonus to Acrobatics when jumping. Acrobatics: 1d20 - 4 + 8 ⇒ (11) - 4 + 8 = 15
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 Aviram looks at the bridge and statues and sighs. "It's probably another trap..." Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Seeing Erhun's less than stellar attempt at battlefield medicine, Aviram draws a wand and mutters to himself as he tries to activate it. "Let's hope I don't bungle it like yesterday..." UMD: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram ducks into the room following Erhun, lobbing his flask at the bats on the way. Ranged Touch Attack: 1d20 + 0 ⇒ (7) + 0 = 7 Aiming at the marked square.
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Two bat swarms!? Is the author actively trying to kill us? "Argh! We need to spread out!" Aviram steps to the side, drops his sword and draws a flask of alchemist's fire. Readying to throw the flask at the nearest swarm right before the blue bats' turn.
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram shivers. "We'd better not drink this water... Let's continue before anything else befalls us."
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Seeing the waters' healing effect, Aviram takes a drink of it as well. Lesser Restoration, Str: 1d4 ⇒ 2 "Well, the was invigorating! Now for the other, 'scary' water..." He returns to the chamber that spooked the fox and takes a look at the water. Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram gives the terrified fox a confused look. "What's that about? Does the water emanate foul odors?"
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Fort: 1d20 + 4 ⇒ (10) + 4 = 14 After the battle, Aviram staggers over to Caelhal. "Would you mind using my wand on me?" CLW x3: 3d8 + 3 ⇒ (1, 1, 4) + 3 = 9 He than takes a look at the the handbill. Knowledge (local): 1d20 + 7 ⇒ (5) + 7 = 12 "Never heard of it..."
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram takes another swing at the zombie in front of him. Attack, Str damage: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10
"We need to cut them down, before they take one of us out!"
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Fort: 1d20 + 4 ⇒ (19) + 4 = 23 Aviram rallies himself after the bone-rattling blow and retaliates. Attack, Str damage: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
"These undead are even worse than the skeletons!"
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Perception: 1d20 + 4 ⇒ (16) + 4 = 20 "I hear it as well. Let's proceed with caution..." Aviram moves around the stack in front of him, sword at the ready.
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
"A steam bath would be welcome, but I fear this foul place has more in store for us... Let's head back to the hallways we haven't explored yet. "
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram gives Erhun a sweeping gesture towards one end of the wheel and takes up position at the other. "I wonder which way it's supposed to turn..."
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
With the undead well and truly dealt with, cautionary sign and all, Aviram picks up his now soaked staff and pokes his way towards the wheel again. "Let's hope there are no more nasty surprises here..."
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Perception: 1d20 + 4 ⇒ (20) + 4 = 24 You can take a charge from my wand, Erhun, and I'll use one my self as well (with someone else activating it of course).
While the party heals up, Aviram points out the ripples in the water. "There's something else down there, I don't know what."
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
With Ilyaleh's aid, Aviram continues to pummel the skeleton in front of him. Attack v yellow, Str damage: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19 <-This one is the attack
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Avarim keeps of the assault and swings at the next skeleton with his warhammer. Attack v yellow, Str damage: 1d20 + 3 - 1 ⇒ (10) + 3 - 1 = 12
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
I apparently have the memory of a goldfish, so... Aviram drops his longsword into the murky yet shallow water, draws his warhammer and strikes at a skeleton again. Attack v purple, Str damage: 1d20 + 3 - 1 ⇒ (18) + 3 - 1 = 20
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram drops his trusty broomhandle, draws his sword and attacks the northernmost skeleton (green). Attack, Str damage: 1d20 + 4 - 1 ⇒ (10) + 4 - 1 = 13
"Skeletons again! Erhun! Get in here with that hammer of yours!"
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram gives a weary shrug. "Poking worked last time, Erhun, so we might as well try." Avarim retrieves the rod that was used in the trapped hallway and taps a way towards the wheel.
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram looks pensively into the chamber. "Wasn't there something about a wheel in one of those carvings?"
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Knowledge (local): 1d20 + 7 ⇒ (2) + 7 = 9
"Frogs and bloated corpses aside, we did come this way to avoid the other room, and it would seem that we've succeeded. Let's continue."
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
@GM Cwethan: LOL! That description was waaay to epic for what happened XD "Get back here, you slimy fiend!" Aviram crawls back down on the other side of the sarcophagus and strikes at the frog again. Attack, Str damage: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
"Let's hope this is the last one!" Aviram scrambles inelegantly onto the nearest sarcophagus and takes a swing at the frog. Attack, Str damage: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5 I'm assuming i can use a move action to move 5 ft onto the thingy, but if not:
Some rolls: Climb, Str damage: 1d20 - 2 - 1 ⇒ (8) - 2 - 1 = 5
Acrobatics: 1d20 - 4 ⇒ (11) - 4 = 7
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Just a heads-up, I'll be moving this weekend, so my posts will probably be bit a sporadic the next few days. Just go ahead and bot me when necessary.
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
"I don't know, Krstani, and I'd prefer not to test it out my self... If we're lucky, then the northern door can lead us around and to the hallway beyond the room."
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Appraise: 1d20 + 7 ⇒ (10) + 7 = 17 "They may be from deeper within the crypt. Their rent armor is old indeed. Caelhal, can you keep them from returning?"
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
"That could have gone worse... Does anyone know why these are all bloody unlike the others we've met? Are they," Aviram grimaces, "'fresh'?"
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
With the skeleton thoroughly surrounded, Aviram swing his warhammer again. Attack, Str damage: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Aviram drops his longsword, draws his warhammer and strikes the skeleton in front of him. Attack, Str damage: 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
"The narrow stairs are almost as much of a hindrance to us as it is to them. Charge!" Aviram burst into the room with, by now, usual swiftness and shield bashes on of the skeletons. Swift action to active sudden speed, move 50 ft all the way around blue and then attack. Attack v blue, Str damage: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 5 I've adjusted my AC accordingly.
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Perception: 1d20 + 4 ⇒ (20) + 4 = 24 Avarim raises his hand to signal the others to halt. "There's something in here, dripping..."
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
From the safety of his improvised barrier, Aviram tries to contact the others by shouting at the door. "I'm safe for now! What's the plan!"
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
Assuming the standard tower shield penalty applies as well:
Realizing his current predicament, Aviram tries to hide behind his shield. (If he has actions to do so)
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
"There's only one way to find out." Aviram leads the way and tries to block as much of the room as possible, as to allow the others the pass behind him. I'm proficient with tower shields, if it makes a difference.
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
"This must be the rain of arrows we've heard about. Using the tower shields could prevent us from becoming pincushions."
Human (Chelish) Occultist (Battle Host) 1 - HP: 13/13 - AC: 19, T: 10, FF: 19 - CMD: 14 - Fort/Ref/Will: +4/+0/+2 - Initiative: +0 - Perception: +4 - Mental Focus: Transmutation (4) - Spells: 1st: 1/2
GM Cwethan, would you allow us to use the Long-Term Care option for the Heal skill to counteract some of the Str damage? One scroll of Lesser Restoration dosen't stretch far when both Erhun and Aviram have taken 5 points of Str damage... Ilyaleh is the best candidate for the main carer, and perhaps Caelhal can aid her.
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I am playing an "un-scilenced" Monk. For those not familure with the Lore in Nidal, a land that worships by torture, kids that can perform magic are taken to be trained in the nations schools if you fail your tests. The kids are taken out of the school and have the vocal cords removed and turned into silent enforcers which are enslaved monks. If a party frees them they are considered un-scilenced. The bad stuff done in the name the god Zon kuthual. Who is the brother of a the Good God Sheyln. The other good gods do not step in on the behalf of Sheyln who loves her brother. My character hates gods. The bad ones for what was done to him the good ones for knowingly letting it happen. He destroys any alters he comes across good or bad. He hasn't come across any good ones yet but if he does will it be evil to destroy one. I play him in path finder society but I could conceivably play one in another game.
I am considering taking kinetic blade. Questions I have been wondering.
No Feather is a Kinetisist and he has slick which says to use the stats for grease. It says that the DC for not slipping at half speed is 10. What is the Dc for slipping at full speed. DM1 says it is equal to the spell casters dc to negate the effects of the spell. Which would be Dc 16 DM 2 says is the value of slick surface which is Dc15 The difference is negligible. I agree with DM 2 but hope DM 1 is correct because the DC will do up as I go up.
So I was reading to find the new Infusion I'm going to get at lv 5 and one of the infusions said it does not require the save against the kinetic blast like is normally required.
Save DC for a blast is 10+1/2 caster level+ con modifier.
NG I hate laws but recognize their benefit and necessity in a society that is not purely good. I would be a God of Nature Knowledge and "Monsters" While Gozreh focuses more on the Air And Water and Plants and animals second. I am the reverse. Knowledge- I focus on gaining knowledge and it's uses, whether it use is making a good story or inventing something. By monsters I mean things that are viewed as monstrous but are actually good people. Focusing on forgiveness. So I would be a god that looks out for the Neutral or good goblin. Or the Drow that repents. My domains are Plants Animals Good Artifice and Lore. Weapon- 2 Wooden Stun Baton that look like tonfas My symbol is an acorn, or an Acorn on a book. Or being held by a monstrous race with a halo. Acorns start small and sprout into giant trees that can shelter and shade people and animals, just as a little knowledge can do the same. Relations-
My main enemy's would be Norgorber because he destroys knowledge to keep secrets. And Lamashtu because I don't think she will like any one hording in on her domains of animals and monsters.
I do organized play and I am going to buy a sailing ship. I want to put a gun on top that is movable. I also want to put a door/ ramp that folds down by the cannon holes so I can blast a hole in the side and board from bellow. I would also like to fortify my hull. They did that pre-steam to increase damage to to other ships and reduce damage to their own ships when ramming. The Ultimate combat state that you can not put the siege weapons on a rotating platform, but they do it in ships of the inner sea, but they don't give a way to do it to your own ships. I need a reference book on cost, materials and crew if needed.
This is the description. Element(s) aether, earth, or water; Type utility (Sp); Level 1; Burn 0 You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level. I interpret the selection of a face of a square to indicate placement of the wall. You can't make an entire square a block of ice but you can encase a square. It does not refer to how many walls you can raise at a time. Because it is not referred to you can raise your limit and I use my walls to encase range fighters and place wall in front of characters with low health to prevent a full round of attack. I have one DM who agrees and one who does not. The one that disagrees says that the wording 'selecting one face" means that I can only put up one wall at a time. I haven't seen anything written on it and would like a call from a creator.
I call them Recaps. All of the Modules and Adventure Paths and many of the Campaign Setting have a mini bestiary and only 1/3 of the ones get from the Adventure Paths get into the Bestiaries. I would like all of them in their own separate books. I would like to see a Bestiary Recap, an Equipment Recap, and Towns/ Cities Recap. Also I love lore and I would like reading more on the cultures of the various races. |