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So, say I take five levels of either Sohei or Unchained Monk and the Ki Mount ability, Animal Ally, then one level of Goliath Druid and Boon Companion before I become a Mammoth Rider. (Mammoth Rider gives you a naturally Huge mammoth, and Goliath Druids get to cast enlarge on their companion "even though you usually cannot".)There are many things to be keeping track of, not least how mounted combat is actually supposed to work. Some, but surely not all, of the questions I have:

Does Ki Mount give your animal your monk AC bonus if it is wearing barding but you are unarmored like usual?

How exactly does Animal Ally+Boon Companion stack with Druid levels? Is it total character level + druid level again as I have seen suggested?

Do you count as the size of your mount with your normal reach added on from that?

Related, do you provoke opportunity attacks from people within reach of your mammoth if you shoot them, or not because you are sitting 20 feet up in the air?

What happens to someone underneath a trampling mammoth if it doesn't move fully past them?

Does it sound more fun to whack people with a melee weapon as your mammoth tramples them, or to make full attacks with a bow with the -4 penalty?


So I like the idea of the Elemental Annihilator, but hate the actual implementation. Especially because it seems almost usable but then on closer look is horrible for no reason. The bow DPR thread also made me think that Zen Archer does everything the EA is supposed to do, except better and with 25 more average damage, to say nothing of the big DPR classes.

And so:
Devastating Infusion (Su)

At 1st level, an elemental annihilator can either shoot her kinetic blast at a target within range or make a melee attack as if she were using kinetic blade as an attack action. For this attack, the elemental annihilator's base attack bonus from her kineticist levels is equal to her full kineticist level. When making a melee attack with devastating infusion, the elemental annihilator doesn't provoke attacks of opportunity. The damage bonus from elemental overflow is halved when added to devastating infusion's damage rolls. This is a 1st-level form infusion that costs 0 points of burn but can be combined with one other form infusion by increasing the cost by 1 burn.

A devastating infusion deals an amount of damage equal to the unarmed damage of a medium sized monk of the same level as the Annihilator + the Annihilator's Constitution modifier if used with a physical blast, and equal to the unarmed damage of a small sized monk of the same level + half her Constitution modifier if used with an energy blast. If used with a composite blast the base damage increases to the unarmed damage of a monk one size larger. An annihilator only adds damage from weapon feats if using devastating infusion in the proper weapon form.

This infusion can be combined with infusions that deal multiplied damage (e.g. 1/2 or 1/4 damage) but not with infusions that change your base damage (flurry of blasts).

This ability replaces the basic utility wild talent normally granted by selecting an element and the utility talents gained at 4th, 8th, 12th, 16th, and 20th levels.

Flurry of Devastation (Su)

At 3rd level an elemental annihilator can make a full attack action that functions as an equal level Monk's Flurry of Blows (your choice of core or unchained) except it only works when using Devastating Infusion. This flurry cannot be used with Rapid Shot or Two Weapon Fighting, but Haste grants an extra attack and the annihilator can freely combine ranged and melee attacks.

If you combine your flurry with an infusion that requires a saving throw, a target attempts its save and is affected only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. (For example if using Foe Throw and you hit an enemy three times, that enemy takes a -2 penalty to their fortitude save and is thrown only once if they fail, taking damage equal to you hitting them three times. Likewise if hit by multiple Eruptions they would make one saving throw versus the total damage.)

This replaces the 3rd-level infusion.

Martial Blast Versatility (Ex)

At level 1 an elemental annihilator gains Point Blank Shot as a bonus feat. When an elemental annihilator gains a utility talent (at levels 2, 6, 10, 14, and 18) she can choose to gain a bonus feat instead of a talent from the following list: Power Attack, Deadly Aim, Precise Shot, Weapon Focus, and Weapon Finesse.
At sixth level she can also select Weapon Specialization and Improved Precise Shot.
At tenth level she can also select from Greater Weapon Focus, Improved Critical, and Two Weapon Rend.
An elemental annihilator doesn't need to meet the prerequisites for these feats to select them as bonus feats.

Ever-Present Threat (Su)

At 4th level, an elemental annihilator threatens all foes within her natural reach. If anyone provokes an attack of opportunity from her, she can form her melee devastating infusion and make the attack, after which the weapon disappears.

Penetrating Blast (Ex)

At 11th level an elemental annihilator gains +2 to her attack rolls when targeting an enemy's normal AC and +2 to her Caster Level Checks to overcome an enemy's spell resistance when using her kinetic blast.

This replaces the 11th-level infusion.

Omnicide (Su) is unchanged.

The ideas are being that instead of trading out all your class features and pursing giant feat chains to gain 10 dpr, you trade out half your class features to flurry damage at people. You can also just take extra range if you want to, instead of being forced. And you can be a goon by combining devastating infusion with your choice of other infusions at the "low" cost of 1 extra burn, to do things like spray tiny damage Entangling Clouds all over, or Snake your attack around corners. Of course the trade off is you might eat lots of burn because you're using a full attack and can't gather power.

Using Monk flurry means you can skip most of the stupid feat chains and actually be a switch hitter, unlike the current EA which sucks at switch hitting because of feat chains. Now the specialization mostly consists of picking Power Attack and Rend or Deadly Aim and Precise Shot. Or neither and taking your remaining five Utility Talents.

Blast Training was also a dumb waste of space because they took away Elemental Overlord damage, and then gave half of it back. Using unchained monk flurry and getting the Penetrating Blast gives you back the same amount of attack bonus and a tiny boost to stupid SR checks.

Technically you could use Flurry of Devastation with Chain to poke an extra person with each hit, but not until you're level 16 and do 2d6 damage with energy blasts.

And now you can be a Fire Annihilator.


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A paladin with a flight speed is fighting on a magical conveyor belt on top of a cliff. The paladin is knocked prone but has no other conditions when the conveyor belt throws them off the side of the cliff into midair. Does the paladin fall?


So quicklime exists with stats, and was apparently written up by SKR himself in an official Paizo AP, making it a most offcial poison:
http://www.archivesofnethys.com/PoisonDisplay.aspx?ItemName=Quicklime

Quicklime:
SKR wrote:

Quicklime

Source Pathfinder #95: Anvil of Fire pg. 29 (Amazon)
Price N/A; Weight —
Type contact or inhaled; Save Fortitude DC 18
Frequency 1/round for 6 rounds
Effect 1d2 Con damage, blindness and nausea for 1d10 minutes
Cure 2 consecutive saves

The cost is n/a, maybe meaning you have to go make it yourself by gathering materials. But that is not hard because it is made by picking up rocks or seashells off the ground and cooking them. Is one of the most commonly used substances in the world.

For reference here is a video of how to make quicklime with a real life alchemy set:
https://www.youtube.com/watch?v=Uy6rEDuGXi8

I have searched but never found any discussion of this or something similar. So it appears it would work like so: you have a few ranks of Craft (Alchemy) and Int mod for a +10. You take 10 for a result of 20 vs quicklime DC of 18. To avoid divide by zero use cost as 1 sp instead of 0.

Weekly check is 20*18=360, 360/1=360, is greater than cost of 1 so you finished 360 doses. By day 360/7=51.4..., 51/8 hours of crafting per day=6.375 per hour, 6 per hour implies 10 minutes to make one dose of quicklime, which is accidentally realistic?

Now it is contact/inhaled, and the rules say that somehow you can use inhaled poison as a 10 foot cube, but no one has ever written the actual rule for doing so down? Well instead you can use Poison Shot to spray it in people's faces, so you can effectively use this as a per fight move limited by grit.
http://www.d20pfsrd.com/feats/general-feats/poison-shot-deed-grit

If you look at wikipedia for quicklime you can note that spraying it in people's faces was occasionally a historical tactic, making this possibly the most realistic use of poison in an RPG.

Are there other rules that would change how this works somewhere?

Other questions on gunslinger alchemist:
Do poisons count as alchemical weapons that can be used by the grenadier archetype to stick to weapons?

If a toxicant grenadier alchemist with a pistol uses all his powers together it should work as: swift action to pick up cartridge and imbue it with toxin, move action to take alchemical item out and stick it on cartridge, standard action to stuff cartridge and bomb into pistol and fire it at an enemy, yes?

If he hits and it is a critical, is the damage (1d8 pistol)*4 + (1d6+int bomb)*4 + (extra bomb d6s from levels) + (any alchemical item damage+int)*4? Then followed by a save vs bomb, save vs alchemical item, save vs toxicant toxin.