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Errenor wrote:
Bastard sword is a 1 handed weapon that you can spend an interact action to grip it with 2 hands to change the damage die 1d12. I don't see any fails like that though I suppose a katana could work if they have access to it.
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Castilliano wrote:
The various class tags would matter here because Class DC (page 29) says you use it for abilities granted by your class. Class tags tell you what class you got it from, and this why Additional Feats granted by Archetypes lose their class tag.
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I prefer a multi charge system with some of the low level feats being "do a thing" gain a charge. Then have Impulse feats be a place to dump charges for an effect. It would give a balance between single target stuff, utility, and AoE things. Would also feel like you are opening your gatte wider and wider until you simply let it flow into your opponent to (hopefully) devastating effect.
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I kind of like the idea floated around here of gathering multiple charges but I would add to it and make the scaling of overflow abilities depend on how many charges you spent. I would also make overflow basically just say can spend charges instead of just losing all of them. Finally I would set a limit to the charges that uses level.
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Shinigami02 wrote:
Or turn the room into a pressure bomb.
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How is no one talking about how for 2 action you can turn a handful of water into 5 cubic feet of water. Earth Kineticist makes fortresses in an hour or 2. Water can take a day to make an ice walled water reservoir and threaten to flood anywhere.
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Ravingdork wrote:
Adapt Terrain absolutely can flood a field especially if make a reservoir out of ice first.
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PossibleCabbage wrote: I miss the geokineticist being able to make permanent alterations to the landscape by moving earth around. You never had fine control of it, but you could absolutely do things like "dig trenches" and "create rough walls" which makes you feel like a rockstar if the party is like "defending a city from a siege". Adapt Terrain will let you build a crude fortress with a single pebble and an hour or two.
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graystone wrote:
Well that makes a psuedo-alchemist Kineticist absolutely terrifying.
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Captain Morgan wrote:
I think access means your level or lower because item creation rules.
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Dubious Scholar wrote: So... how much damage do you do with striking runes and a level 3 bomb? Bombs have an activation that deals usually do damage but do not have weapon damage dice. Striking rune do not interact with Bombs. You would have to take a utility bomb like bottled Lightning or Dread Ampoule.
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The "As Amp" text in the is "Amp Heightened (+2)" really what is confusing me here, if it applies to the new amp only then it completely changes how the damage scales, if it always refers to the base amp then you essentially get to freeroll any other amp on it because it would include the dual aoe and increased damage from the amp. If the "Amp Heightened (+2)" entry only looks at the current amp being used then the spell gets 1d6 base plus 3d6 per 2 levels of the spell by applying any other amp to because the "As Amp" bit of text. If it doesn't look at the current amp and actually still looks at the baseline amp then you get the dual aoe and the additional fire damage with no additional cost beyond the feat.
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I thought the Amp heighten entry applied as any amp is applied right? If it is the average damage should go up by the level of the level of the and effectively use the regular amp be it says "As amp, but the damage increases by 1d6 bludgeoning and 1d6 slashing." Meaning it if it does work that way it should just change half the damage to fire and add the level of the spell to damage.
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Flurry of Blast would let you get a full amount of attacks but it does reduce the damage to a 1st level blast. Useful if you want to just apply lot of Substance infusion attacks or if you can get a high number of attacks. |