QuidEst wrote:
Some advice I think is helpful is the Favored Class Bonus for Humans, +1/6th of Extra Wild Talent Feat, is best used with a two level skip. Example of how I've used it before: Level
I do this because getting the feat at 6th is not nearly as helpful due to the -2 spell level restriction. However at level 8 you can pick up a 2nd level Talent, this delay also helps with Secodary elements you pick up at 7th or simply expanding your options for your primary. The extra HP at early levels helps keep you alive, and I have found since Kineticists are 4+INT Mod for skill ranks a level that the Extra skill rank from FCB is excessive so I never take it but I can see why some other people that would prefer the extra skill rank.
Faelyn wrote:
Why? It's the same effective penalty for secondary elements. Yeah sure the penalty from secondary element and this feat don't stack but Extra Wild Talent is still effectively -4 to your level when selecting talents. Considering it restricts the SPELL level of the Talent by -2. Which is the same as a -4 to your class levels.
I want to see a charisma based Occultist Archetype, maybe not in this book, but maybe in another more appropriate one. I was REALLY surprised when they didn't do it with the Ancestral Asperant.
This would mean that only Emissary, Sage and technically the School Familiar(If you multiclass) are the only Archetypes you can take. As such, is that how they would interact? Could you count your levels of Kineticist for qualifying for level dependent familiar feats? I have no doubt having this alone would not qualify as having the "familiar class feature", as Elemental Whispers does not mention giving this ability, that most other feats require.
How does Elemental whispers interact with other classes? Say I take a Level of wizard At level 7, do they stack and if so. can I take improved familiar now counting as a 7th level to take other Improved Familiar options?
DrSwordopolis wrote: Is "Ready for Anything" the victim of a missing comma, or does the feat really have four prerequisite feats? I know this doesn't mean anything, but in the book it says, "Prerequisites: Alertness, Improved Initiative, Lightning Reflexes, Quick Draw, base attack bonus +6 or uncanny dodge class feature."I usually translate a listing of prerequisites listed like this. As you only need one of the listed prerequisites. Seeing as it's listed with nothing but commas till the "or". Now I know my English is pretty bad. But I was under the impression that meant the statement of the prerequisites listed as such meant you need Alertness or Improved Initiative or Lightning reflexes or Quick Draw or base attack bonus +6 or Uncanny Dodge.
Do I know you Aaron? Anyways, Sarenrae wasn't the problem just the fact that The Harrowing had some god/ goddess With a similar sounding name. Long story short my party went through thinking Sarenrae was killed because that's how our GM said the name. Sonnorae, for the record, was the real name. Despite the mix up though it created some interesting conversations, not to mention, our Main fighter thought himself Indestructible and declared himself their new God. Fun times. Thank god I was playing my monk that took a vow of silence. Or he would have ruined most of those mix ups.
Anyone Know the race of the Woman on page 68? Probably Elf, but the hair suggests Gnome. Though Half-Elf is also a Possibility. LOVE the Design. Going to take a shot at making a Mini of her for my Upcoming run through the Emerald Spire. Green isn't even my Color just really like the look and feel of the Art.
While the point you make does hold up the fact that one can use such feats together (Channel Ray, Ranged Disarm). I would however like more information on the argument between the difference of Ranged Touch and "Ray". Though now that i hav e had more time to think about it. Ranged Touch(spells, SLA, SU, etc,.) Would not likely be treated as weapons. Unless specifically called out in the Description of the Ranged Touch attack. Such as is with Kineticist's Blasts that hit Touch.
This is actually more of a request for clarification on whether ranged touch attacks are treated as ranged weapons for the purposes of qualifying for Using ranged weapon feats. Such as above, can you use Channeled Ray to disarm? This is not broken in any respect. I just thought it would be fun to have my channeled Ray cleric disarm opponents "In the name of Pharasma. Lay down your arms!" *skeleton's arms fall off*
Human Tattoed Sorcerer 1 Traits: Magical Lineage, Secret of the impossible kingdom(pick a spell +1 CL to that spell) feats: Mages Tattoo(Varisian Tattoo), Spell Specialization, and either Spontaneous Meta Focus(Standard action to meta a single spell of your choice), OR Toppling Spell. CL 5th to Magic Missile at level ONE. 3 Missiles for 5-6 times a day. With the potential to trip if you so choose. Ran this build all the way to level 14th! Through Eyes, and Academy Of Secrets. Only took one level of Lore Oracle for the Charisma to AC.
To be honest after looking it over its really hard to pick between Abjuration and Divination. Most of what Divination covers your Arcanist should have covered but I don't know what he is going to be focused on spell wise. Abjuration will likely save you from a lot of saves and Dmg. It also has a strong spell list.
The fact you have an awesome FCB for Mental Focus will help immensely later in game to maintain Both Transmutation and Divination Resonances. Also talk to your GM about what languages you can pick up from Modern Earth. I understand why you would pick up planar languages, Outside Contact, but most of those monster languages seem out of place on Modern earth.
But we're not using Battle skill for UMD anymore, just checks with Armor, Weapons, and shields. I could see this applying to skills affected by ACP but the weapons are a bit more confusing. Maybe Perform combat? Dazzling Display? I was hoping it would apply to attack rolls so they are basically running Full Bab with weapons.
Avoron wrote:
Sorry, should have been more specific. I was trying to Infer the ability to Apply Elemental Focus. As it Logically doesnt make sense for Spell Focus to work with Kineticist blast. Also like i Said, I was aware of the monster entry Leanan Sidhe. But decided to just go with the first thing I found on a simple and quick google post since it had the same answer as yours. I just forgot the Monsters name.Though for things like SLA's that simulate a spell. I can agree that needs more clarification. I Personally dont like Kineticists getting Elemental Focus for their blast.
Texas Snyper wrote: Only recently started PF, why is that? For more info refer to the Additional Resources and The Pathfinder Society Roleplaying Guild Guide on what you can and cannot do.
Avoron wrote:
Despite being dated its still accurate. I knew of the Monster Entry but forgot the Monster. So I just Googled. Sorry I kinda Ninja'd you with something that says the same thing as your reply. As Far as Im Concerned Its done. And we can use Spell Focus for SLA, Despite what that means for Kineticist Blasts.
From what I could tell from reading this item, and How the Animal Focus Ability Works. This Item Functions for one Minute when activated. The reason simply put is that the Animal Focus ability is usable Minutes a day equal to the Hunters level. Since this is a CL 3 Item and the only construction requirements is to have "Craft Wondrous Item, creator must have animal focus or wild shape class feature" It can be rightfully assumed the Number times a day you can use this mask is the Hunter ability allowing you to use this mask just as they would at their level. Though not a as quickly and having to spend a standard action to continue the effect. A Hunter of 3rd level can use the Animal Focus Power 3 minutes a day, Used in 1 minute increments.
we're a small group of 5 using various exotic races 20 point buy, 2 traits, avg HP, and 150 starting gold. The list includes a Skinwalker(shark) Kineticist, a Merfolk Life Oracle, a Oversized Goblin Cavalier, a Orc Fighter, and a Lashunta(Male) Sorcerer. starting at level 1. Unless you suggest we start at a different level. If You are interested but dont have the AP I can Provide it. We'd get together every Sunday at a time convenient for you and everyone else. Let me know what rules you would like to enforce and i'll relay them to the rest of the Group. If you need anymore information let me know and i'll get it for you.
we're a small group of 5 using various exotic races. The list includes a Skinwalker(shark) Kineticist, a Merfolk Life Oracle, a Oversized Goblin Cavalier, a Orc Fighter(or Barbarian), and a Lashunta(Male) Sorcerer. standard 20 point buy for all of them 150 starting at level 1. Unless you suggest we start at a different level. If You are interested but dont have the AP I can Provide it. We'd get together every Sunday at a time convenient for you and everyone else. Let me know what rules you would like to enforce and i'll relay them to the rest of the Group. If you need anymore information let me know and i'll get it for you.
Yes I went crazy with the Implements. I regret nothing but the fact it probably distracted me from inputting the information correctly. If it costs me the contest then so be it, Its something I wanted done right(in my opinion) and by god I had fun doing it. Grigori Rasputin:
Grigori Rasputin CR 17
XP 102,400
----- Defense -----
----- Offense -----
----- Tactics -----
During Combat Under the protection of his repulsion, Rasputin uses his spectral hand on melee fighters to apply his curses, before Trying to turn them against each other with forced alliance[OA], dominate person and confusion. Should any be able to pass his repulsion, he is already floating above his mislead, if that fails he uses telekinesis to throw them into his magic circles[OA] or activates side step or uses dimension door to gain some distance. then follows up with Disintegrate and in desperate cases greater possession[OA] if they still stand within the area of the World Engine. Should he start taking energy damage, outside of what his resist energy is already protecting him from, he uses his energy shield[OA], going so far as to spend 2 points of mental focus to put it up as a immediate action. If wounded, Rasputin casts quickened cure spells while continuing to target enemies with offensive spells, further protecting himself with Mind Barrier[OA]. Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently. ----- Statistics ----- Str 7, Dex 11, Con 23, Int 26, Wis 10, Cha 20 Base Atk +13; CMB +12; CMD 31 Feats Additional Traits, DiehardB, Extra Mental Focus[OA], Great Fortitude, Greater Spell Focus (enchantment), Lunging Spell Touch[ACG], Persuasive, Quicken Spell, Spell Focus (enchantment), Spell Focus (necromancy), Toughness Traits clever wordplay, precise treatment Skills Acrobatics +0 (+12 to jump), Bluff +25, Diplomacy +33, Fly +29, Heal +27, Intimidate +29, Knowledge (arcana) +29, Knowledge (history) +23, Knowledge (nobility) +14, Knowledge (planes) +29, Knowledge (religion) +29, Perception +21, Sense Motive +21, Spellcraft +29, Use Magic Device +37
SQ binding circles, fast circles, focus powers(obey, side step, aegis, danger sight, energy shield, forced alliance, globe of negation, quickness, mind over gravity), implements 7, magic circles, magic item skill, mental focus (28/day), object reading, outside contact (3 names, information or service), shift focus Other Gear mwk dagger, nagant m1895 revolver[UC], broken bell, amulet of natural armor +2, belt of physical might +4 (Dex, Con), bracers of armor +5, headband of mental prowess +4 (Int, Cha), Scroll of Contingency(x7)(used for retreive item), Retreive item(x7)[classic treasures revisited](Used on implements), animal skin boots, plain silver chain neckalce(holding inside a picture of six girls), russian poetry book (inside author in russian "olga"), wedding ring (intials "g&p" in russian on the inside), faded hand mirror.(inscribed on the back the letter "a" in russian) ----- Special Abilities ----- Abjuration (Broken bell)[OA] Mental Focus:(8) Ressonant Power: Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess. Base Focus Power: Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1. Focus Power(s): Aegis(Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute. Energy Shield (90 damage)(Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1.Globe of Negation (18 rounds, 18 charges) (Sp): As a standard action, you can expend 3 points of mental focus to create a stationary globe of negation. This globe is 10 feet in diameter and cancels any spell effect that is cast into or through its area. This functions as globe of invulnerability, but it affects spells of any level. The globe can negate a total number of spell levels equal to your occultist level, after which the globe collapses. Spells that exceed the number of remaining levels remove all remaining levels, but are weakened; any creatures targeted by such spells receive a +4 circumstance bonus on any saving throws against the spells’ effects. The globe lasts for a number of rounds equal to your occultist level. It has no effect on spells originating within the globe—only on those that enter its area as or after they are cast. Aura Sight (Su)[OA] Read the aura of creatures around you, as aura sight. Binding Circles (DC 34 to spot/disarm, DC 27) (Su)[OA]Whenever the occultist creates a magic circle he can expend 1 additional point of mental focus to make it a binding circle. A binding circle is invisible and counts as a trap. If a living creature of the corresponding alignment steps inside it, the trap triggers and binds the creature inside the circle. While it can move freely within the circle, it can’t leave the circle, make attacks against targets outside the circle, cast spells that cross the circle’s boundary (the circle blocks line of effect from the inside), or use any ability that would allow it to leave the circle or disturb the circle in any way. When the circle traps a creature in this way, the creature can attempt a Ref lex save to dive out of the circle before the magic takes hold (DC = 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier). A creature that can see the circle gains a +4 bonus on this save. If it fails its save, the creature must remain in the circle, although it can attempt a Will save at the same DC at the end of each hour of imprisonment to escape. A binding circle can be spotted with a successful Perception check (DC = 25 + 1/2 the occultist’s level). It can also be disarmed using Disable Device, with the same DC. Anything crossing the boundary of the circle from the outside, such as a weapon, spell effect, or special ability, immediately breaks the circle and frees the creature trapped inside. Conjuration (Faded Hand Mirror):[OA] Mental Focus:(4) Resonant Power: Casting Focus: The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. Base Focus Power: Servitor(su): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute. Focus Power(s): Side Step (Sp): You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level. Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as teleport. You must be at least 7th level to select this focus power. Divination (Poetry Book)[OA] Mental Focus:(0) Resonant Power: Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet. Base Focus Power: Sudden Insight As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.Focus Power(s): Danger Sight (Sp): As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power. Enchantment (Plain Silver Necklace)[OA] Mental Focus:(4) Resonant Power: Glorious Presence (Su):The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess. Base Focus Power: Cloud Mind (Su): As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.Focus Power(s): Forced Alliance (Sp): As a standard action, you can alter a living creature’s mind, causing it to see you as a friend and ally. If the creature is the same creature type as you, this power requires you to expend 1 point of mental focus; if it’s is not, you must expend 2 points instead. The creature can attempt a Will save to negate this effect. If it fails the saving throw, the creature treats you as an ally and doesn’t attempt to harm you (although your allies are not protected). You can call on the creature to aid you directly, but while doing so the creature can attempt a new Will save at the end of each round to end the effect. This effect otherwise lasts 1 round per occultist level you possess. This is a mind-affecting charm effect. Obey (Sp): As a standard action, you can issue a command to one living creature by expending 1 point of mental focus. This functions as command. The target must be within 30 feet and capable of understanding your order. The target can attempt a Will save to negate this effect. If the creature is the same creature type as you, it takes a –2 penalty on this saving throw. Fast Circles (18 minutes) (Su)[OA] At 16th level, the occultist learns to draw magic circles very quickly. He can draw a magic circle as a full-round action, but any circle drawn in this way has a duration of 1 minute per occultist level (unless it’s drawn in conjunction with the outside contact class feature, in which case it lasts for 10 minutes as normal). If he draws a binding circle in this way, its duration is 1 round per occultist level. Illusion (Wedding Ring Initials G&P)[OA] Mental Focus:(0) Resonant Power: Distortion (Sp): The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability. Base Focus Power: Minor Figment (Sp): As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs. Magic Circles (Su):[OA] An occultist learns how to draw magic circles. To draw a circle, he must have chalk, salt, blood, powdered silver, or some other appropriate substance at hand (although he can press a magic circle into a softer surface such as dirt or clay). Drawing a circle takes 1 minute and requires the occultist to expend 1 point of mental focus (either generic focus or focus from any one of his implements). Once completed, this circle functions as a permanent magic circle against any alignment of the occultist’s choosing. The circle can’t be against a component of the occultist’s alignment (if he is lawful good, for example, it can’t be a [i/]magic circle against good[/i] or law). The circle remains until its form is physically broken (for example, if the lines are smeared or the salt is scattered). Only a living creature can break the circle; environmental effects can’t break it. An occultist can have only one circle created in this way at a time. If he creates a second circle, the first one loses all its magic powers. This type of magic circle can’t normally be focused inward to bind an outsider. Mental Focus (28/day) (Su)[OA] You have a pool of points that activate your focus powers. Necromancy (Finger Bone)[OA] Mental Focus:(0) Resonant Power: Necromantic Focus (Su): The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement. Base Focus Power: Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect. Object Reading (Su)[OA] Examine an object for 1 minute to learn properties, history, and about last user. Outside Contact (3 names, information or service) (Su)[OA] The occultist learns the true name of one particular outsider. This outsider can have no more than 3 Hit Dice. Whenever the occultist creates a magic circle, he can expend 1 additional point of mental focus to focus the circle inward and lure that outsider to the circle (similar to using lesser planar binding). The outsider is bound for up to 10 minutes. During this time, the occultist can bargain with the outsider for one piece of information. This requires a payment of at least 20 gp (or items of at least that value that are of interest to the outsider). The bargaining requires the occultist to attempt a Diplomacy or Intimidate check opposed by the outsider’s Sense Motive check. Succeeding at the check by 5 or more reduces this cost to 10 gp. Failure increases the price to 30 gp, whereas failure by 5 or more allows the outsider to escape without giving any information (or receiving payment). The information gained can be anything that might be learned through a divination spell. The information is always correct but is frequently cryptic. It typically takes the outsider 1d3 hours to gather the information, at which point it returns of its own accord to deliver the information as promised. The outsider always resents being used in this way, even if the occultist and the outsider share an alignment component. After the occultist bargains with the outsider, the magic circle loses all power and the outsider is sent back to its home plane. At 12th level and every 4 levels thereafter, the occultist learns to contact one additional outsider of the same type or a different type. Although he can call only one outsider in this way at a time, the occultist can ask such an outsider one additional question per calling for every 4 occultist levels he possesses beyond 8th (to a maximum of four questions at 20th level), all for the same bargaining price. The questions must be in some way related to one another. At 16th level, in lieu of asking questions, the occultist can demand that the outsider deliver a message to any one friendly creature that the occultist knows personally. The occultist can also task the outsider to deliver one object weighing no more than 1 pound. Either of these demands requires an opposed check as described above. Delivery typically takes 1d4 hours, but this period is reduced to 1d6 minutes if the recipient is within 1 mile of the occultist (or even less if the recipient is within sight). The occultist must be able to accurately describe the recipient in both name and appearance. This ability can’t be used to deliver anything to a location, or to enemies or creatures that are unfriendly to the occultist. Shift Focus, 25 focus) (Su)[OA] Shift focus from one implement to another, but lose 1 point. Stitched Soul(Su) Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether. Transmutation (Mwk Nagant M1895 Revolver)[OA] Mental Focus:(12) Resonant Power: Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Base Focus Power: Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute. Focus Power(s): Mind Over Gravity (Sp): As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power. Quickness (Sp): As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power. Implement notes: I bought them using the base 10 gp cost for Implements. I actually have a decent back story for each implement, and to be honest its one of the reasons My entry is so last minute, but I'm not going to include them into this entry. For two reasons.
Rigby Bendele wrote:
making this item illegal seems a bit extreme. Though that depends on the ultimate price of the item. If they maintain this incorrect price then yes ban it. But if its Updated to be 21-25kgp then leave it. That's a hefty Price to pay, but worth it if you can use it properly.
Have: Custom Order(x2), Adopted Weapon Training, Undine(Dilettante), Oread(Dilettante), Sylph(Dilettante), Ifrit, Ancestral Ally, Magaambyan Dilettante, Expedition Manager, Extra Trait, Expanded Narrative, and Minis/Maps/Modules/Adventure Paths,. WANT: Skin Walker! I've wanted to play a Shark Since Blood of Moon came out in 2013! I beg for this on my KNEES! Whats even funnier is that I have a Phobia of Sharks.
Chris Mortika wrote:
In fact One of the Old Scenarios Faction Missions directly conflicts with the Secondary Success Condition. Which is why I enforce a No Old Faction mission policy. Or You can do it at your own risk but dont come crying to me when your walking away with 1 less prestige because you wanted to stab that Hobo.
Sorry, I Figured everyone caught on to the Flat-Footed part in Gauss's Post. CRB p189 wrote:
I get what you're saying but the rules say explicitly that the you cannot use Immediate actions while you are flat-footed. but like I Mentioned before, you can still use Immediate Actions when being attacked by a trap, falling, caught in a avalanche, or land slide, and pretty much anything that doesn't involve Combat. As what would be the point of feather fall and Emergency Force Sphere.
I Believe the Intent of Reactive Arcane Shield was to be used even if your flat-footed. As normally you could not use and Immediate action if you're flat-footed(save vs Traps, falls, avalanches, cave-ins and stuff not pertaining to combat).
Logan Bonner wrote: At the low end, the book introduces a telekinetic 0-level spell that hurls an object at an opponent. See I was Worried at first when I read the Rivani's Background. The Playtest had nothing in it to suggest that These so called "Psychic's" where indeed Psychic's starting at first level. (Aside from Mage hand). I was also hoping they would have something for the mind reading thing, and that seems to have been Addressed too in this Preview. Good work guys. Now lets see what you guys have done to Improve the Mesmerist and Kineticist(a defined limit on the number of Kinetic Cover's would be nice)
Familiar Adept says "School Familiar (Ex): At 1st level, a familiar adept must select a familiar for his arcane bond. His familiar automatically gains the school familiar archetype (see page 14), but it cannot use its lesser school power until 4th level."
Dont know if I've stated this before but I believe Skinwalkers should be a boon one season. Each boon for a specific type of Skinwalker. there are 8 types in the Blood of Moon. Bat, Bear, Boar, Croc, Rat, Shark, Tiger, and Wolf. Since Paizo seems to do this "GM Con race boon reward" changing every quarter for the elementals. Do the same with the Skinwalkers. First Quarter Bats and Wolfs. Second Quarter Bear and Tiger Oh My: Third Boar and Shark. Fourth Crocs and Rats.
or repeat something else. Make tiger more rare cuz everyone wants to play this one Obviously you dont have to follow that format of release. Heck you could release 4 of them per season. Its Cool you made it a Charity boon but that lucky... had the option to make any of these or just the plain and simple one. So this rescrition helps justify the release of the rest. Plus my heart was broken when I saw skinwalker as a Charity Boon. |