So here's an interesting question: can the 'greater anchor' ability for the 'drift crisis' precog be used on themselves. For those of you who don't know, here is what the ability says... Greater Anchor: Once per day as a reaction, you can recreate a localized Drift Crash of your own to disrupt the motion of a creature that begins its movement within 60 feet of you. After the creature completes its movement, you instantly teleport it to an unoccupied space of your choosing the creature could reach with a move action. You can’t move the creature into an inherently dangerous space, such as a surface that can’t support its weight. An unwilling creature can negate this effect with a successful Reflex save. Technically, the precog is a creature that would begin its movement within 60 feet of itself, and would thus seem to qualify as a target for the ability (essentially allowing the precog to use a reaction once per day to teleport itself). Does this seem correct, or am I misreading something?
Alright, so the spell Acid damage reads as follows: You coat the area in conjured acid, which quickly pools on the ground. Creatures and objects in the area when the spell is cast take 6d6 acid damage. For the duration of the spell, creatures that enter or start their turn in the area take 2d6 acid damage. So my question is this: Do creatures that enter or start their turn in the area also receive a reflex save against the 2d6 acid acid damage?
Now that I think about it, another good idea for an alternate class option would be to give the witchwarper the 'Adaptive Strike' class feature from the evolutionist (perhaps replacing infinite worlds and unfold existences). This would give the witchwarper a nice consistent weapon, and also plays into the classes ability to warp reality (including itself)
So here is an interesting idea: given the fact that ghouls and vampires are now 'moderately' accepted in the pact worlds (mostly due to Eox), I decided to write up a fun little adventure idea that any players (and DMs) can take full advantage of.
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Kingvegeta9001 wrote:
I'm so glad that we're getting new themes! Also, do we get any good alternate racial options?
My question is really simple: if you have your custom rig installed as a cybernetic augmentation, what is the 'augmentation level' of the custom rig? I'm mostly asking because I was considering the cyberborn theme, and it would be nice to select the custom rig as my cybernetic augmentation (my assumption is that the custom rig's level is equal to my character level, but I wasn't sure).
I'm currently thinking about making an android technomancer (battle medic theme), and I was hoping to use Profession (Surgeon) with it. However, I'm not sure if that qualifies as a wisdom, charisma, or intelligence skill. My initial assumption would be intelligence, but I'd love to hear what other people think.
I would agree that if the spell specifically said 'centered on you' then it probably would effect the caster. However, as I mentioned before, the term 'centered on you' is nowhere to be found in the description of the spell. Instead, the spell says that the effect 'erupts from your space in all directions'. Therefore, in terms of grid intersection, your 'space' is the edge the four points that your character occupies (and thus the caster is unaffected). This is my understanding anyway, but I'd love to hear other opinions on the matter.
The issue is that the term 'erupts from your space in all directions' is not the same thing as 'centered on you'. Your 'space' in terms of the grid intersections are the 4 points that encapsulate your character (meaning that if the eruption occurs there, you are unaffected by the spell). I only mention this because nowhere in the spell does it say that it is 'centered on you' (and this language for spells is very important when you consider other spells that do include that phrase).
Gaulin wrote: It was stated that the class is having some changes to make bookkeeping a little less complicated for it, to what degree we'll have to wait and see. Personally love classes that have resource management in combat, it's a cool in between compared to the usual x per day classes or the nothing consumes resources groups. But I do sympathize, I've been where you are numerous times, where the stars just don't quiiite align for a class to be a good fit. I hear ya. I honestly think my biggest hope is that we get more 'alternate racial options' that can be used for a more generalized purpose (essentially something like the 'Fey Thoughts' ability from 1st edition Pathfinder). Even if it's something small like trading out a racial ability to just get a +2 bonus on a particular skill would be good if such an option could be applied across all races (or most of them).
Kishmo wrote:
I'll admit that I'm not a huge fan of the 'evolutionist' class as it stands right now. I realize that this is just a personal preference, but classes like the Vanguard and Solarian don't really appeal to me due to the fact that they have a lot of moving parts, and it seems like the evolutionist is following this trend. Other classes like operative, soldier, and precog are pretty straight-forward in terms of simplicity, and while I know some players might enjoy 'complex' classes, my hope is that every class will have alternate options to help simplify them a little without completely tanking their power.
Now that I think about it, a good 'biohacker' alternate class option would be something that gives up all instances of the 'fields of study' class feature and maybe even minor biohacks in order to focus on 'self-experimentation'. From there, the biohacker would get to choose a lot of static personal enhancements instead (like maybe gaining energy resistances, increased move speed, improved vision, gills, etc). This would simplify the biohacker a great deal while still offering players a lot of options to customize their character with crazy experimentations (at the cost of biohack versatility of course). I honestly hope we get to see something like this in the book.
I'm really hoping we get a lot of 'alternate racial traits' in this book. The ability to 'customize' and switch out a lot of racial benefits would really go a long way in helping out the more obscure races. In addition, I do hope the Envoy and Witchwarper get a little love too (I'm mostly crossing my fingers that we'll get a good replacement for the 'infinite worlds' ability lol).
kevin_video wrote:
Okay, so they are no longer immune to necromancy effects or sleep, but are you sure they are still immune to non-lethal damage? I mean, because they can now be targeted by effects that apply to living creatures (and non-lethal damage is something that living creatures are effected by)
So, regarding the 'living machine' wyrwood, I actually had a few questions: Are wyrwood's still immune to non-lethal damage (I would think not since they have a Con score, and anything with a Con score is normally subject to non-lethal damage)? Do wyrwood's still have immunity to bleed, poison, death effects, disease, paralysis, and stunning? (I assumed they only had these abilities because constructs were immune to making fortitude saves, but the 'living machine' wyrwood is now subject to fortitude saves) Also, are they no longer immune to necromancy effects (again, I would think not since they can now be targeted by spells and effects that target living creatures)? And finally, are wyrwood's still immune to sleep (as before, it doesn't seem so since the 'living machine' wyrwood now requires sleep)? Any help would be appreciated.
Hey everyone. I was hoping to get a little more clarification regarding the 'Living Machine' subtype for wyrwood characters. For anyone unfamiliar with what it does, here is the description: Pathfinder SRD wrote: Living Machine: Through generations of refining the techniques of creation, many young wyrwoods have become closer to organic beings than constructs. These wyrwoods are constructs with the living machine subtype. They gain a Constitution score and can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Wyrwoods with this trait require sleep, but they do not need to breathe or eat. They are not destroyed when reduced to 0 hit points, instead becoming unconscious and stable. They are destroyed when reduced to a negative number of hit points equal to their Constitution score. They can be raised or resurrected when destroyed. This alters the wyrwood’s creature type. My question is this - because they gain a constitution score, and because they can be targeted by spells and effects that target living creatures, AND because they need sleep...does this mean that the wyrwood lose other abilities as well. For example, are wyrwood's still immune to non-lethal damage (I would think not since they have a Con score, and anything with a Con score is normally subject to non-lethal damage)? Also, are they no longer immune to necromancy effects (again, I would think not since they can now be targeted by spells and effects that target living creatures)? And finally, are wyrwood's still immune to sleep (as before, it doesn't seem so since the 'living machine' wyrwood now requires sleep)? Any help would be appreciated.
Hey everyone. I was just hoping to get some clarifcation regarding the Omnicide ability granted from the Elemental Annihilator kineticist archetype. Here is the description of the ability... At 20th level, an elemental annihilator can unleash omnicide, a unique physical composite blast. Omnicide deals 10d6+10 points of bludgeoning damage, 10d6+10 points of cold damage, 10d6+10 points of electricity damage, 10d6+10 points of fire damage, and 10d6+10 points of force damage, and counts as a blast of all five elements. Omnicide costs 4 points of burn, which can be reduced by composite specialization as normal. So my questions are as follows: 1) If you are an 'Overwhelming Soul', do you add the extra attack and damage boost from 'Overwhelming Power' to this attack? [Side note: Here is the description of 'Overwhelming Power']
This bonus increases by 1 at 6th level and every 3 levels thereafter. 2) Since this is a physical composite blast, do you also add the kineticist's appropriate modifier (normally Con) to the damage? 3) Do feats like 'Deadly Aim' work with this blast (and if so, is the extra damage only applied once)? Any and all help is appreciated. Thanks again. :)
Does the 'Touch of Serenity' ability prevent an enemy from using spell-like abilities? Pathfinder SRD wrote: Touch of Serenity: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Pathfinder SRD wrote:
I realize that the text prohibits the use of stacking a speed weapon with this ability (hence the last sentence). However, it makes no mention about restricting the benefit if a character is wielding two butterfly blades for the purpose of two-weapon fighting. Thoughts?
Greater Rapture: At 12th level, an exciter increases the morale bonus his rapture grants to each applicable ability score by 2 and the morale bonus he gains on Will saves by 1. In addition, upon entering a rapture, he can apply the effects of a single spiritualist spell he knows with an emotion component to himself. The spell must have a range of touch or personal, and it must be a 1st- or 2nd-level spell. For every 3 spiritualist levels he has beyond 12th, the maximum spell level of this spell increases by 1. If he uses this ability to apply the effects of a spell again before the duration of the previous spell expires, the previous spell ends immediately. This replaces greater spiritual interference. My question is does this ability specifically exclude spells with a thought component? I realize that the Rapture ability specifically excludes the casting of 'Thought component spells' while in a Ratpure, yet Greater Rapture seems to imply that you can apply a spell to yourself upon entering a Rapture so long as the spell has an 'emotion component'? Is this a correct interpretation?
Okay, I have a quick question about the 'painful stare' ability for the Mesmerist: When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round. Alright, for this example, let's assume that the mesmerist is 20th level: which of the following options represents how much damage the 'painful stare' ability would do if the mesmerist used it on himself... a) 6d6 + 10 extra damage or b) 6d6 extra damage I only ask because the wording almost seems to imply that the 'd6' precision damage replaces the previous 'flat bonus' to damage.
TriOmegaZero wrote: My understanding of that is that they are only counted as fighters for the purpose of determining armor training benefits. No feat access. That's actually a little confusing since the 'Advanced Armor Training' feat states that you need to have the Armor Training class feature, and be a Fighter of 3rd level as pre-requisites, and judging by how Armor Expertise is worded...it would seem that the yojimbo would qualify for that feat. Thoughts?
Okay, I'm a little confused: Does the Yojimbo count as a fighter for the purpose of feats? I only ask because the words in for the 'armor expertise' is a little funny... 'The yojimbo gains armor training, treating his samurai level as his fighter level, when wearing the selected armor.' So...can the yojimbo take feats like Greater Weapon Focus? Only ask because considering that it replaces 'weapon expertise' (which allowed u to count as a fighter for feats) it would like u can. Thoughts?
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