Gibbering Mouther

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Hi all. I couldn't find the answer for this on any other thread. If you active a Kinetic Aura (e.g. Fair Winds), do you maintain the aura if you gather a different element?


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I appreciate this guide! I've been very excited about the Thaum and have been pouring over the rules. But this guide still caught a bunch of rules and interactions that I would have missed entirely on my own. Thank you for the effort!


I have some questions about the new Rogue 6 feat, Shove Down. I'm not sure about a few interactions.

For reference:
Shove Down
Free Action
Requirements Your last action was a successful Shove.
"You leverage your weight to topple foes that you move. You attempt to Trip the target, even if the target is no longer in your reach."

1. Does this free Action Trip use and/or increase MAP?
2. How would it interact with the Staff Acrobat archetype's level 6 ability Staff Sweep, that lets you Shove two creatures with a single action? Does it allow you to Trip both Shoved creatures? And again, how does that affect MAP?

I would appreciate any input. :-)


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What specifically can the Earth Kineticist talent "Stone Sculptor" affect?

The Earth Kineticist talent "Stone Sculptor" states that the Kineticist "can sculpt earth into any shape, as the spell Stone Shape". Stone Shape spell only works specifically on stone. So per the rules my assumption is that this Kineticist talent would only affect earth (i.e. dirt), but the name implies it should affect stone.


N. Jolly wrote:
ZZTRaider wrote:

I have a question about Brutal Mutation. It says:

"Whenever a kineticist with this mutation gains the expanded element class feature, if the kineticist selects a new element to expand into, they gain an infusion for that element."

Does that mean the the selected infusion must be tagged with the specific element gained? Or would a universal infusion (presumably one that could be used with whatever blast you picked up) be legal?

Universal is totally legal for this. Also I agree with Onyx about Synchronous charge.

One more question, this time regarding Elemental Scion from KOP1 and the Brutal Mutation. At level 7, Scion gets "Focused Element" instead of Expanded Element. Brutal Mutation specifically says "Whenever a kineticist with this mutation gains the expanded element class feature....If the kineticist chooses to expand their original element, they gain both a new infusion and utility wild talent." Can an Elemental Scion benefit from the Brutal Mutation's expanded element boost of both an infusion and a wild talent?


N. Jolly, what's your take on the interaction between Synchronous Charge from KOP1'S Kinetic Duelist when paired with KOP3's Intelligent Mutation? Does the mutation prevent using Synchronous Charge entirely?


I'm running a Gulch Gunner through Reign of Winter right now. I took the archetype as a Goblin with the DM's approval, so my Dex wound up being +2 higher than normal. I'm playing him as a close range fighter specializing in the Dragon Pistol and scattershot cone attacks, culminating in Improved Snap Shot at lvl 9 (AoO that are 15ft cones? Yes please!). Here's what I've learned thus far.
- You need to focus a bit more on defense than normal. You'll eat a lot of AoOs in an adventuring day, so prioritize getting good light armor and a Mithral Buckler as soon as you can, as well as Dex-boosting gear.
- A single gun attack can provoke twice (reloading as a move action, shooting as a standard), but you only get grit back when you provoke an AoO from shooting. Also, keep in mind that free actions generally don't provoke AoOs, so once you can free action reload you can avoid the relaoding AoOs. (I could use some confirmation on this.)
- Use the Flash and Shock deed judiciously. It gives you a +4 to AC until the start of your next turn against the target of your gunshot for the cost of 1 grit. And hey, you can immediately get back 1 grit if the creature makes an AoO! (To clarify, my group's interpretation of Flash and Shock is that you pay the cost and receive the benefit as part of declaring the attack, so the AC boost applies against the enemy's AoO.)
- You are correct that the Deft Shootist Dead would prevent you from regaining grit via AoOs. However, you can always choose not to use any feat you know.


Can you use Point-Blank Shot and Precise Shot with Weird Words? I've been assuming that these feats would not modify Weird Words in any way, specifically because they only work on attacks with "ranged weapons".


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Does a wizard get any school powers if he decides to specialize in a Thassilonian School of Magic? I'm having trouble understanding if Thassilonian schools modify or replace the traditional schools of magic that a wizard normally specializes in, and whether or not he would still get school powers.

For example, let's assume he specializes in the Lust (Enchantment)Thassilonian school of magic. He gets the two bonus spell slots per spell level that both must be filled with a single Enchantment spell. He also has Necromancy and Transmutation as forbidden schools. Would this wizard gain the Enchanting Smile ability (from the normal Enchantment school)? Would he have the ability to take a focused school such as Controller?


Charender, don't forget that the lions that Marty the Master Summoner uses would get either the Celestial or Fiendish template. That means they get Smite Evil/Good as a swift action. While it wouldn't be of use against every enemy, a True Neutral Summoner will get more flexibility out of this by being able to choose which one he needs on the fly. And since Smite is a swift action to activate, the lions can use it on their turn before they pounce.


I'd say that a party without a full arcane caster will find themselves gimped in many situations. For example, a BBEG who casts Anti-Life Shell pretty much stops all melee attempts. You'd better hope that you have some good archery, as the BBEG caster in that shell is going to keep casting.


It's a little off-beat, but on my current Wizard I just took Spell Perfection for Greater Dispel Magic. The +2 from Spell Specialization gets doubled, meaning you get a solid +4 to your CL for the caster level checks involved. In addition, I now have the option to freely add either (in my instance) Echoing Metamagic or (my new favorite) Empower Metamagic to it. Empower is especially nice, as it should (theoretically) multiply your entire caster level check. This makes it much more reliable for stripping off 4 buffs off of the buff, or removing 1 buff from everything. Though my personal favorite will probably be readying a counterspell Echoing Greater Dispel, then Empowering the free echo copy on my next turn.


Oracle. For me, it is no contest. I have told my group that any character concept can be made better with a one level dip in Oracle. So far, I have yet to be shown a build that cannot, and I still stand by this assertion 100%. Reason being that since the Oracle gets so many unconnected abilities, it is ridiculously easy to cherry-pick powerful abilities. The existence of Extra Revelation and the revelation-giving Wondrous Item (the name escapes me atm) are icing on the cake.


Cheapy wrote:
But a one level dip in Oracle is not really a good idea, since the curse will never get better.

Not true, actually. It will improve from non-Oracle levels.

Quote:
"An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle."


If you are willing to take a 1-level hit to your caster level, dipping Oracle for the Waves Mystery makes an excellent choice for cold-based casters. They can take the following revelation from the Waves mystery.

Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.

Now, I'm pretty sure that the Oracle revelations apply to all spells you cast, not just your Oracle spells. I recall seeing a ruling to the effect in the past, but I can't remember where I saw it. Freezing Spells is almost always better than the Rime Wildblood ability, as this applies to every creature who fails the save vs. your cold spells. That said, nothing says that they can't both be used at the same time. The small downside is that it only activates on a failed save, so no Slow from a Ray of Frost.


While it may or may not be optimal, I can see the Synthesist maintaining an identical CON score compared to his Eidolon, simply to avoid messing HP changes at bad times.


Yes, Preferred Spell worked, but it was inflexible. Once you picked a preferred spell, you'd never be able to change it. Plus, as you said, Heighten Spell is often a bad, or even dead, feat. I personally enjoy the Specialization chain of feats much more because it allows your character to continue growing. There's no fear of getting locked into a sub-standard spell. Plus, the prereq for the spontaneous casting portion actually improves your spells! It's a really nice package overall.

The biggest downside and difference between the two is the Metamagic increase time. That can actually be quite a big deal.


I'm currently mocking up a gnomish summoner named Cazran Ne'gwee Nagabagabob. His last name also partially explains his Fast Talker trait.


I already posted this in the Rules board, but considering the Magus is still in playtest, I figured this might be a better place to ask my question.

While attempting to create a Magus build, I found a possible interaction between the Magus' Spellstrike ability and Combat Maneuvers delivered via weapons (such as tripping with a whip). For reference, here's the description of Spellstrike:
"Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack."

My question is, can a Touch Spell be delivered via Spellstrike with a tripping weapon on a Trip Combat Maneuver? I have visions of casting Chill Touch, then simultaneously tripping enemies and hitting them with one of the Chill Touch charges to deal damage and Strength damage.


While attempting to create a Magus build, I found a possible interaction between the Magus' Spellstrike ability and Combat Manuevers delivered via weapons (such as tripping with a whip). For reference, here's the description of Spellstrike:
"Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack."

My question is, can a Touch Spell be delivered via Spellstrike with a tripping weapon on a Trip Combat Manuever?