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*** Venture-Agent, Indiana—Evansville 38 posts (39 including aliases). No reviews. 1 list. 1 wishlist. 9 Organized Play characters.


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Grand Lodge

Okay, thank you!! That is what I was thinking it meant, but wanted to clarify. This will make my Pine Leshy Pyrokinetic much more powerful and entertaining. He will watch the world burn and repopulate with beautiful trees.

Grand Lodge

I'm a bit unclear on the exact meaning of the wording for Gate Junctions at the end of the bullet list.

"You can select each gate junction only once, unless noted otherwise, but you can have the same type of junction for multiple elements."

So does this mean that if you're going single element, you're going to be more limited than a multi element kineticist? Or does this mean that you cannot, for example, increase the persistent damage from the Fire Gate Junction critical blast? I can understand not being able to take each part of the gate junctions multiple times, but if it means you can only choose each elements junctions once, then that seems a bit harsh to someone that wants to focus on a single element and fully master it rather than dabble in everything.

Grand Lodge

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Thank you all for your responses! I was mostly hoping for a way to boost my non-primary stats some to give more options in the way of multi-classing with archetypes. But as it appears to be something that can only be done at much higher level, or at GM's discretion, I suppose I'm out of luck. Ah well, thanks again for the reponses!

Grand Lodge

So, are there no magical items that give permanent ability score increases like the Manual of Dexterity and it's like did? I can't find anything like it on Archives of Nethys, but didn't know if their names had been altered.

Grand Lodge

Ah, alright, I understand now. Thank you to all that answered my question. I apologize that I didn't respond till now, never saw any notices that my post had been replied to. Thank you again for your help!

Grand Lodge

So, I'm confused on casting from staves. I have a 4th level cleric with a Staff of Healing and I know that they can put 2 charges on the staff during daily preparations and that it's only a single charge to cast a spell from the staff. When casting from the staff, is it just like any other time that you cast a spell and can use however many actions you want/need? Specifically can I do a 3 action heal from the staff if I wished to? I read that you need to have the materials if the spell needs them, so does that mean that a multi-action spell casting is possible? I can't help but feel I'm missing something VERY obvious here and would appreciate the help.

Grand Lodge

Ah, I missed that part of the description, thank you! I was thinking that getting everything a construct did sounded a bit much.

Grand Lodge

I'm a bit unclear on the complete effect of the creature type change. Do you gain all the features listed under the creature type graft? Or do you simply gain the features listed after the listed creature type change? I'm currently running a Evolutionist in Devastation Ark and have gotten to the end encounter, so it won't really matter after the current session, but I'd like to be clearer on the matter for possible future characters that may be Evolutionists. I am running as the Mechanized Niche, so I'm turning into a construct. So primary question is, do I gain all construct traits and immunities or just the immunity to fatigue and exhaustion? If I do gain all the construct traits, do I count as unliving and have a null Con score, or am I a living construct?

Grand Lodge

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I am confused about the initial Monk archetype, Monk Dedication. It states that when you take it you become trained in unarmed attack and gain the powerful fist class feature. All the classes are, at the very least, trained in unarmed attack, so why state that in the dedication feat? Does this additional training make you an expert in unarmed attack, or is it largely pointless? Any help on this would be appreciated.

Grand Lodge

I am confused about the initial Monk archetype, Monk Dedication. It states that when you take it you become trained in unarmed attack and gain the powerful fist class feature. All the classes are, at the very least, trained in unarmed attack, so why state that in the dedication feat? Does this additional training make you an expert in unarmed attack, or is it largely pointless? Any help on this would be appreciated.

Grand Lodge 2/5 5/5 Venture-Agent, Indiana—Evansville

Alright, thanks for the response!

Grand Lodge 2/5 5/5 Venture-Agent, Indiana—Evansville

I've looked through the guide and can't seem to find the information. Can a party play a lower tiered scenario? Say they're seventh level, could they play a scenario that was for tiers 3-6? I ask because I'd like to have my players be able to play a scenario that is a followup to one they played before and would prefer to have them use the same characters.

Grand Lodge 2/5 5/5 Venture-Agent, Indiana—Evansville

Fair enough, I was honestly afraid I'd done something wrong that I didn't realize, or had lost some kind of correspondence from Paizo about this.

Grand Lodge 2/5 5/5 Venture-Agent, Indiana—Evansville

If this isn't the appropriate place for this post, please let me know and I'll move/remove it.

I was just recently looking at my organized play page and noticed that for some reason I'm back to being a 1 star Pathfinder GM even though I have 31 tables of Pathfinder credit. Has anyone else had this happen? Has there been a change in the number of tables needed for the stars? Do tables of credit 'expire' if you haven't run games of the appropriate system recently?

Granted, this isn't a horribly important thing all things considered, but I did take some pride in being of that ranking. Right now I'm just confused about what has happened.

Grand Lodge

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I honestly feel that treating the drone as a computer whose tier is equal to half the Mechanic's level is rather fair. Common sense says that unless something has a hard line connection, then it can be hacked wirelessly. All that is needed is for someone with tech enough to tap the wireless signal and then bypass the security measures, which happens often enough today let alone in a futuristic setting like Starfinder. Another option in my mind is for the drone to be protected by the Mechanic's control rig, since the drone is controled by such anyways. This would be greatly similar to the Rigger's Control Rig from systems like Shadowrun and Cyberpunk, where to get control of a drone you have to bypass the protections on the control rig of the drone controller. I do rather wish that we'd get an official decision on this, it's kinda frustrating to have all this supposition and guessing. There is always houseruling to consider, but then what about Society? There isn't much room for houseruling in Society play, and there doesn't seem to be a firm consensus on this matter.

Grand Lodge

So has there been any kind of update on how a mechanic's drone can be hacked? Is the drone considered as protected by the mechanic's custom rig? If that is the case then one would have to bypass the protections on the custom rig to hack the drone I'd think, which with Expert Rig makes it count as a computer of half your level in tier.

Grand Lodge

Update on this creature, under the advisement of several people I've discussed it with, I've changed their size to medium and removed the swarm traits. I've also given it a burrow speed of 0 ft and fast healing 3 while burrowed

Burrow The Zerg can burrow underground to gain enhanced healing and use abilities unique to specific mutation strains.

Fast Healing (Ex) The Zerg are possessed of an advanced healing ability, however this ability is further enhanced by submerging itself in the ground. A Zerg creature only gains the specified fast healing while 'burrowed'

I've also given it 2 claw attacks at +7 and 1d6+2 piercing damage.

Grand Lodge

Has anyone statted out Zerg creatures for the game? I've asked in other places and get a rather unhelpful "Just use the Swarm and flavor it." I've done a little work myself on some, and would like to share for thoughts.

Zergling CR 1/2
XP 200
Genderless Zerg
CN Tiny Abberation (Swarm)
Init +3 Senses Darkvision 60 Ft. Perception +4

DEFENSE
HP 13
EAC 10
KAC 12
Fort +4
Ref +4
Will +0
Immunities: Swarm Immunities
Defense Abilities: Swarm Defense

OFFENSE
Speed 40ft.
Melee Swarm attack (1d4+6+2(Str) P)
Space 10ft.; Reach 0ft.
Special Attack: Distraction (DC9)

STATISTICS
Str +2
Dex +3
Con +1
Int +0
Wis +0
Cha +0
Skills: Athletics +9; Intimidate +4; Stealth +4
Languages: Limited Telepath(Hive Minded)

Hive Minded(EX)
The Zerg have a constant connection to each other that allows them to know what other Zerg see and here. This ability can be spread across many hive swarms, but only if the controlling mind behind the hive swarm allows this 'sense' to be shared with hive swarms that it does not control.

Let me know of any suggestions or ideas, I'm planning to try and get all the Zerg critters statted out, just a work in progress.

Grand Lodge

So I had created a Catfolk Slayer that took the Ranger Natural Weapon Style to increase his claw damage, after having taken Catfolk Exemplar to further increase it, and the intent was to mix this with Two Weapon Fighting to get some rather nice damage output with Catfolk Pounce and Sneak Attack. Recently had a friend tell me that you can't use natural weapons, like claws, with iterative attacks and Two Weapon Fighting.

Is this correct?

Grand Lodge

I wanted to get some clarification on a form infusion from the Psychic Anthology. Detonation, it states "Flames explode outward from your body, dealing your blast damage to all creatures and objects within a 20 foot radius." I have a fellow player saying that that will injure the kineticist that casts/manifests the blast as well as those within 20 feet of the kineticist. I am of the thought that a kineticist cannot be harmed by their own kinetic blast. Am I wrong, or is my fellow player mis-interpreting the infusion?

Grand Lodge

I was wondering; and if this has already been brought up, discussed, and closed, please let me know; is there any additions or expansion for the background generator from Ultimate Campaign? I have a very difficult time creating backstories for my characters and appreciate having some guides to be able to flesh a background out from, but I notices that the generator from UCam only includes the core races and classes. Is there anything available for the featured races like Kitsune, and perhaps for the Occult Adventures, like Kineticist?

Grand Lodge

CanisDirus wrote:

Hello,

My name is Mike Bramnik, the Pathfinder Society Venture Captain for Southern Indiana. I noticed that there are PFS events being held at this convention, and was wondering if I could get the contact information of whomever is organizing those games (the entry on the PFS website did not list any contact information. Thanks very much in advance!

Hello Mike;

I want to apologize for not replying to you sooner, things have been very hectic for me of late. I was the person responsible for setting up the event on the PFS event page, apologies for not listing my contact information. I didn't realize till just now that I had never finished out the rest of the event posting, i.e. the scenarios to be run. I am happy to report that of the scenarios that were scheduled to run only one of them, a Sunday 9AM slot, did not go off. Again I apologize for the mishandling of this event posting, my schedule at the start of the year became very busy with myself having started back at college and updating this page slipped my mind completely.

Sincerely,
Robert Morgan

Grand Lodge

Jamie Charlan wrote:

I'm having great difficulty seeing how a standard action could even pretend to have even as many digits - let alone keep up - as a full attack.

Just HOW MUCH was the kinetic improved over the old playtest, and is it actually sustainable (like any attack past level 1-2 is thanks to either insanely cheap ammunition or very soon infinite amounts through magic)?

Because that first version of the kinetic we were showed was on its way to stealing the crossbow's crown as "weakest weapon in the game", with "oh and you kill yourself to boot" as a special tier-6 class bonus.

Are people here being sarcastic, or is it actually a viable attacker now?

Given that the simple kinetic blast can do 10d6 by 19th level, plus whatever bonus it gets by its type, and composites do 20d6 I would say it stays a viable attacker. In addition to that you can use kinetic blade as has been pointed out to gain multiple melee attacks, possibly TWF as well if it can be doubled. Kinetic blade uses the full damage of the kinetic blast on each hit, so in the instance of just using simple blast you're doing up to 10d6 plus whatever in damage and up to 20d6 plus whatever for the composites. What about the class made it seem to be weak?

Grand Lodge

I have noticed something that would kind of let me do what I wanted, delay blast which can have infusions and meta-kinetics attached to it. I predict much fun and shenanigans with this.

Grand Lodge

*blink* wow, alright thanks for the quick response everyone. Kinda bummed about not being able to do multiple attacks like I hoped, but I can see the point. Thanks again for the quick response to my question.

Grand Lodge

I've been looking but I can't see anywhere that this is brought up, so if its been brought up before I apologize.

Can a kineticist use his kinetic blast in a full attack action, as in if his BAB is high enough can he use 2 kinetic blasts while making a full attack action? This question was brought up by a friend when I was talking to him about some of my planned tactics when I got my current kineticist up high enough, mixing the chain infusion with ride the blast and then appearing behind the group I just hit and hit them again with a spray blast. When I finished he asked the poignant question of "what kind of action is the kinetic blast?". The kinetic blast is a SPA, but since it is the primary attack feature of the class I would think that it could be used multiple times with a high enough BAB. I know that some of the infusions, I.E. kinetic blade, specify that the infusion can be used as part of a full attack action.

Any help on this would be greatly appreciated, as the answer would help me shape my tactics while playing the character in the future.

Grand Lodge

So...my roommate just terrified me with an idea. Would it be possible to mix the flesheater archetype of the barbarian with the Bloodrager from ACG?

Grand Lodge

Since its an extra-dimensional space, meaning one that is not in this dimension, I would say that it wouldn't. I don't think a bag of holding or handy haversack count towards encumbrance when putting items in there.

Grand Lodge

*blinks* wow, forgot I posted this. Thank you all for your replies, and sorry for not posting my thanks sooner.

Grand Lodge

With the release of the Advanced Class Guide I'd say a mix of Brawler and Investigator would be good for Bats.

Grand Lodge

I would first like to apologize if this has been posted before.

I was wondering why on the two weapon combat style feat list there is improved shield bash. I do not understand how improved shield bash works with two-weapon fighting unless you mix it with two-weapon defense which bestows a +1 shield bonus when wielding two weapons.

Any help on this is much appreciated.

Grand Lodge

Any news on an updated version of the file? The last update was in March of 2011 and its now Feb of 2013 and I still don't see any Magus spell lists or any spells from Ultimate Magic added.

Grand Lodge

Will there be an updated version of this file containing the new spells from Ultimate Magic and Ultimate Combat? Also, will there be a Magus spell listing added?

Grand Lodge

Kolokotroni wrote:
the standard rule still applies, its just that this one supercedes it in the case of firearms (most of the time). If you roll a 1 (or 2 with a musket) you dont just miss you missfire as well. But 1 is still an automatic miss, so if for instance you enchant your firearms so it has a 0 missfire chance you still automatically miss on a rolls of a 1.

Ahh, I see. Thank you for clearing this up for me.

Grand Lodge

Alright, I have somone that wants to try the gunslinger class out in one of my games and before I OK it, I want to clear up the misfire roll. I can see that pistols misfire on a one and muskets misfire on a 1-2, so should I assume that means a roll of a one on the die misfires for both pistols and muskets and a roll of a two misfires on a musket? If this is the case, then is the standard 1 always misses and 20 always hits rule suspended? Myself and every group I've played in have always used the 1=miss an 20=hit rule since I started playing tabletop games. Any clarification on this would be of great help, thanks.

Grand Lodge

so since there is a dual wielding class feature with magic and one handed weapon's, will weapon finesse and two weapon fighting help with the whole -4 penalty to the melee attack when both attacks are used?