Belenus36's page

Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber. 14 posts. No reviews. No lists. No wishlists.


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Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

I plan on making my blade an agent of one of the old ones that will be showing up later. (Don't wanna give spoilers) I plan on making sure he spends the entire AP guessing what side the blade is on or isn't on. Ultimately I Think he won't trust it but I'm not too sure.


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Kalindlara wrote:
Belenus36 wrote:
I'm a bit confused about how the mesmerists new Devilbane Dismissal works.
Could you be more specific, please?

Firstly, how exactly does it halve it, I'm assuming it's based off the current duration but not too clear on that.

The second is how it effects creatures summoned via summon monster spells, would it automatically dismiss them if they are outsiders?

Not the most familiar with summoning spells/rules but one of my players is planning on playing a summoner and this seems like a good way to challenge him

Edit: I think part of my confusion arises from the fact a swift action , no save dismissal seems very strong (Even if its conditional)


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

I'm a bit confused about how the mesmerists new Devilbane Dismissal works.


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

So I'm playing an Elven Occultist in Jade regent. I love my character and we will be hitting 8th level soon and I'll be getting my least favorite class feature, outside contact. I don't plan on using it often, but I would like an interesting outsider. I Was wondering if anyone had any good suggestions for nice flavorful 3 hit die outsiders.

So far I was looking at the Cythnigot Qlippoth. It's a bit late and I'm too tired to go through all the outsiders looking for 3 hit die ones.


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

So my friend once tried to get his buddhist/pacifist nut in to gaming. He successfully ran a complete diplomacy game using king maker rules. He would "Threaten" the players with war but always gave them a chance to fix it. I'm not 100% Certain if you could get rid of magic, but you can certainly run a pathfinder game without violence.

Is your brother opposed to clerical magic? As they are fluffed as miracles from gods? Would a setting change of making the pathfinder gods his own god be possible? Sorry just trying to come up with ideas.


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

This was actually my first thought aswell. I am playing a dex based one, I usually flock away from dex to damage but the idea of playing a teleporting/flying elf that wields a 2-handed curve blade amuses the tolkien lover in me.


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

Make it only work in one encounter, that's what I do. Either that or have him restrict it so that you are incapable of talking while cackling.


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Rynjin wrote:

Except it says you're NOT falling.

You only fall if you don't use Flame Jet again.

You must use your Standard to continue using Flame Jet or THEN you fall.

See that answers my question actually properly and is a good way of looking at it. I'd like a devs opinion still

Protoman wrote:

It doesn't need to state it. The wild talent itself is a specific circumstance.

A kineticist doesn't get Metakinesis Quicken until level 13. Metakinesis Quicken acts like Quicken Spell which would only blast a swift action, not an immediate action. Metakinesis only works on kinetic blasts, not utility wild talents.

See I didn't know that about it not working with utility wild talents. But if something is an exception to a rule it needs to be explained it can't automatically be assumed


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

Nor does it say you can do standard action while falling. You can cast it again as an immediate action for 3 points of burn with quick metakinesis


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Protoman wrote:
This is a special specific circumstance. Until your next turn, you're basically hanging in the air from the flame jet momentum. You'd fall on your next turn UNLESS you use a standard action for flame jet. Probably need to do it as the first action, though I'm not sure. If you don't use your standard action to use flame jet, you start falling.

But it doesn't state that anywhere it just implies it. And if thats the case does this mean i can take other actions before falling like attacks and such?


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

So we are having a debate about the kineticist power flame jet.

Flame jet reads
You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

Our question is this, does this alter the rules allowing you to cast it as a standard action when falling, or is this meant purely to be used with metakineses quicken or whatever it is. Thus making it legal


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

I think if the goal is to increase the burst hidden strike should operate exactly like the snipers ability then (When it procs at d6s) and do xd6+ Vigilante level.

With that said, at level ten the vigilante does get a fort save or be unconcious talent (And I personally think youd be silly not to take it) and in my private testing this has turned out to be relatively strong in most scenarios, there were a couple where it ended up being unfavorable (Giants are not the stalkers friend) but against the typical mook this resulted in them being knocked unconcious then couped.

Possibly the lower burst was a design decision made to counteract the existance of that talent.


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

I'm hoping this is the right place for this.
Is it really the intention to have hidden strikes full damage basically proc once per combat encounter.

It states when the enemy is not aware of you, and as per the rules for the errataed slayer sniper archtype (Replace the Sniper archetype’s Deadly Range ability with “Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.”) the moment you hit an enemy they are aware of you and will be for the rest of combat.

If that's the case are other people in this thread aware of this. I know I initially wasn't aware of this and thought it catered more to a hit and run style of jumping in and out of the shadows, as opposed to a one hit wonder.


Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber

Heya. In the technology guide is it intended that craft cybernetics is necessary to install cybernetics? There is no mention of it outside of the feat.