Ancient Time Dragon

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Considering how I wrote up a fantasy world that was a mixture of rennasance and Victorian age technology, no. I don't really care to run paths or premade adventures and like to create rules that cover things in my world that pfs doesn't.


Well, last session we plowed our way through the frost giants, grigori who teleported out, the 4 negative energy elemental things, and the 12 graveknights. The frost giant king ate 2 hero points from a party member to avoid death, the elementals cost us 200 gp to get rid of the negative lvls and the 12 graveknights killed another party member. Our group consisted of a 14th lvl vamp antipaladin, and a heavens shaman, a bard, a monk, a fighter, and a artifice warpriest all AR 16. We lost the warpriest afet the frost giants, so the team was down a member through the last 3 encounters. We also haven't had any significant amount of downtime since killing the king. So our equipment has't been upgraded for a while now. I can't see how a party could get to the cardinal in a single day of game time.


The problem with any infusion that requires a cmb check is that Kineticists are not full BAB, and unless you're fighting humanoids with classes that aren't full BAB, other infusions are usually more useful.


Valet Familiar is counted as having all the teamwork feats its owner possesses.


Ok Meant void/wood, but yeah, by comparison those 2 elements fell short of the strong utility and strong offense elements. Air still feels like the ultimate ranged attacker. Also the defensive talents seemed kinda meh when compared to the stonger defensive talents, Earth/Water. So while I was hoping for void to be more like the kinetisist equivalent of a Starsoul Sorcerer or a Heavens Oracle, it seems to have fallen rather short. Wood was never that impressive, though the ability to use feather tokens to pop out automated siege enginges is interesting at the very least, and in adventure paths that tend to stay in forested or at least wilderness areas, it has a good amount of utility. The problem is wood is only good utility wise in circumstances that other strong utility elements would be just as good if not better.


Afterm going over void and air, aside from their wild talents, they doin't seem very impressive. They seem like good secondary elements, rather than primary elements.


Hmm, a Balor with a bag of knives is dangerous. You'd need multiple critical negation abilities, such as the Jingasa and deflect arrows, or you would definitely lose your head.


So first, is the amount of burn you reduce from the burn cost of a blast or a utility talent counted against your max burn for the turn?
Second, does the nonlethal apply to temporary hit points first and thus remove temporary hit points from your health pool while still leaving you with the accumulated burn?


On another note, fire actually seems to have a decent amount of infusions that work well with Elemental Ascetic Archtype.


On Another side note Air seems to suck hard if you want to play an elemental Ascetic.


Hmm well if you could make a ring of invisibility don't know why you wouldn't be able to make a ring of silence if your GM is even slightly flexible.


Hmm, thought occurred, use smoke storm with Fire Sight and then you get a chance to do the full round gather power plus the move action gather without folks noticing.


I thought you could only have one substance and one form infusion on a blast. Extreme Range and Snake are both form infusions


The best fire infusion I see is the Unraveling Infusion simply for a potentially long range dispel.
For utility talents the best fire ones seems to be Fire's Fury(for straight dmg boost), Fire Sight(For the ability to see through fire and smoke), Flame Jet along with Greater Flame Jet(psuedo-flight ability), From the Ashes(Phoenix-like come backs can be a hell of a surprise), Smoke Storm(the ability to cause a smoke cloud from an open flame is nice, and so is the possibility of sickening things in the smoke cloud), and finally Trail of Flames(because using a withdraw or run action for a 1 round wall of fire in each space you moved through is hilarious).


Bah, forgot that they have the mandatory point blank and precise shot feat tax. I also suppose that weapon focus on their blast wouldn't be a bad idea either


For traits, it would likely be dependent on your play style. If you are concerned about Will saves Indomitable Faith and Auspicious Tattoo both give you +1. Reactive would be good too since an extra +2 to initiative couldn't hurt.
As for feats, Iron Will, Improved Initiative, and Toughness seem like good picks. If Spell Penetration and Greater Spell Penetration worked with your talents I'd say roll with them. I'd also stick in Skill Focus, Alertness, and Any of the item creation feats.


Clerics specialized in healing will rofl stomp and equal lvl Kineticist easily once they hit 8th lvl. The thing is Kineticists trade the raw upfront power of normal full progression casters for the ability to pull stuff off all day long. So while they can pull off some shenanigans, don't expect them to outshine a full progression caster with all their resources unspent.


Extended Range and Air's Reach make sniping obscenely easy, and for even more shenanigans use Extreme Range with Air's Reach for a 960ft range blast


As long as you don't have more than a couple of encounters a day I suppose it wouldn't be so bad at lvl 1, but eating 3 or 4 would be dangerous, especially if they are melee.


Yeah but it makes Kinetic healing rough to use, especially at lvl 1.


Also it seems that doubling up on your original chosen element is really tempting thanks to the extra utility or infusion wild talent.


What the class seems to be missing is a way to mitigate burn from using utility talents. Your only option to reduce it is from internal buffer, which seems kind of lame.


It would be good if it was additional Utility talents, because I believe the real power of the class to reside mostly in those talents.


Hmm, after looking through various races, hobgoblins are nice picks with the +2 to Dex and Con. Dark vision and +4 to stealth is nice too


Elemental Overflow should probably be blue, at least once you start getting size bonuses to 2 physical scores.


School conjuration (creation) [fire]; Level druid 6
Casting Time 1 standard action
Components V, S, M (acorns or holly berries)
Range touch
Targets up to four acorns or up to eight holly berries
Duration 10 min./level or until used
Saving Throw none or Reflex half; see text; Spell Resistance no

Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage + 1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.

So my idea was to make a Mardi Gras Necklace out of holly berries, then use A few fire seeds spells and resist energy to go super nova on a baddie. Granted it's easily stoppable with a baddie using resist energy, but it has the potential to end annoying encounters that could otherwise drag on.


So from what I understand, each bomb is a separate source of damage and requires a save for each bomb used. That being the case, once you were high enough lvl that you could get 30 fire resist out of resist energy you should be able to simply detonate them on yourself when you have resist energy fire up and take no damage. The reason I ask is that I plan on making a bunch of holly berry Mardi Gras type necklaces so I can just go super nova if I have a couple of rounds of prep time and I expect a boss fight in about 1 to 2 hours


Mythic lvls? It could possibly let you build a power base of Fiendish allies.


Yeah I suppose weapon training and gloves of the duelist tip unarmed dpr into the Unarmed Fighters favor.


Has anyone checked who actually did more unarmed strike dpr as they leveled, the unchained monk or the brawler?


Only if you have 10ft of movement before the difficult terrain. Though I suppose you could always get a Ki Power to bypass that issue.


The problem with flying kick is that it doesn't say you actually fly when you move, so difficult terrain will still half your movement.


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Wow, just noticed that flying kick only lets you move up to the fast movement bonus. So you'll be waiting till 18th level for it to actually let you go as far as a pounce or pummeling charge. Also since it isn't a charge dragon style doesn't apply.


But at least now you still get a temp HP and Will save bonus.


Seems to be the case, you could indeed get 3 Pummelling Strikes with 10 stamina and 6 ki at lvl 12 with a Monk of the 4 Winds


Hmm tiefling Dex based Barb with Beast totem and Maw alternate Racial could be fun, pick up an Agile AoMF along the way.


The thing is the Qinggong list has its own ki costs to activate abilities or spells, so rules as written for the qinggong powers, you'd use them at the qinggong cost.


Actually Come and get me got turned into a stance called Taunting Stance. Other than being a stance it does the exact same thing.


Well then there's the problem of having to have certain alignments for certain base forms, though that trouble is mostly tied to quadruped. Having to be withing 1 step of your Eidolons Alignment is annoying, like a arcane casting cleric. Though I suppose the Synthesist gets around this with their eidolon not actually possessing a mind.


I still dislike how immediate actions eat up an attack of opportunity


Also I've yet to find out how rapid shot works with the economy system


Hmm, so the economy system has 3 actions a round and 1 reaction a round. Immediate actions got shifted to reactions along with attacks o opportunity. So immediate actions still got to compete with another action type in a round.


Except the problem is that the qinggong list has its own ki costs for abilities. Unless you are saying that the qinggong abilities that replicate ki powers use the ki power cost instead of the qinggong cost.


So he is suggesting that you can't take the Qinggong power that lets you do the ki power?


The d10 hit dice and full base attack is nice, but the class is still too MAD to be effective at later lvls without a good amount of gold spent to bump up stats. Also some of the Qinggong powers straight up cost less than the unchained ki powers, such as slow fall and quivering palm.


Chaika also takes about a full round in PF terms to cast a spell, and you need a spell focus, her gundo, and a material component, magical fuel, or memories/xp to cast spells.


Well I can hamper the Phoenix's Heal with
Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman's level. After the duration ends, the creature cannot be the target of this hex again for 24 hours.
but that will only work for 11 rounds, and will drop once it rezzes itself. Also we were told to kill every intelligent non-evil thing is the valley we just invaded, so we will have to kill it before the winter ends.


The problem is that shamans don't get communal protection or resist energy. We are running through Way of the Wicked and we have limited time to get everyone and everything in a valley killed, and we also have put out some sacred fires. Also Phoenix do possess Darkvision. I am going to buff the part with Resist and protection when we go after it.


So the party consists of 6 11th lvl part members. 1 Bard, 1 Multiclassed Rogue, 1 Antipaladin, 1 Generic Summoner, 1 Fighter, and 1 Heavens Shaman(me). The problems are its 26 SR, Greater Dispel as an 18th lvl caster at will, Heal 3 times per day, and Firestorm 3 times a day.


So how useful is it to be able to use a standard action to teleport party members via Hex Vulnerability and Leap of Heavens?

Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

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