The power reads:
You throw a nearby unattended object at a single foe as a
Not sure why it says "Alternatively" for the other version but it clearly states the object takes the blast's damage.
Clarification: The object thrown always takes damage, even if wrapped in aether. It either takes the blasts damage or the thrown damage (if not wrapped in aether)
one of the benefits of loosen the strands is using special material items to bypass DR, using the magical properties of a magic item and etc
I suppose as long as you're doing it with items who can take the beating, it's okay. I just can't see being rich enough to hurl magical weapons or expensive materials when they are going to take a lot of damage in return.
Another Question: Can you use Telekinetic Haul with your Telekinetic Blast and "loosen the strands" to have your extremely heavy object deal tons of damage? Telekinetic Haul says it doesn't increase the damage, but the wording of Telekinetic Blast "Loosen the Strands" says you do damage as the object.
Question: Can anyone explain the differences between the two applications of "Telekinetic Blast" and why anyone would use the "Loosen the Strands" version?
The "Wrapped in Strands of Aether" version I sort of get, in that whatever you throw is essentially 'flavor' and your damage is always your Blast Damage. However, since the item is wrapped in Aether and doesn't impart any of its special abilities, I'm not sure why the object takes damage. If it does take damage, does Hardness and Hitpoints, etc. count?
For the "Loosen the Strands of Aether" version, instead of Blast damage, you do damage as if you threw the item, and both the target and item still take the same damage. However, how does one compute the damage if the character throws something big? Is there a table or chart that lists 'damage by size of object'? If you're limited to things you could hold in hand to throw the damage is going to be very small. I also assume that hitpoints and hardness apply to the object.
N. Jolly wrote:
I understand versatility being a trade-off, but Air has some really great things such as Fly, etc. It just seems sad that picking Aether as an element before level 16 means no real composite blast worth using.
This may be off topic and if so I apologize, but does anyone know why the Aetheric Boost Composite Blast is so horrible compared to all the others? Getting +1 point / Die compared to +1d6+1 for every other physical blast seems really broken (in a bad way).
I was curious if any designers had weighed in on that during playtest or if there is something about that composite blast that I'm missing. I really want to create a Kineticist with Aether, but the blast being the primary way to attack seems really lacking either as a primary or secondary element.
Thanks all. I had overlooked Gather Power and had assumed it worked the same way as Infusion Specialization. I had not put together that a Blast was a Wild Talent, I thought it was its own special 'thing'.
That said, does anyone know of a way to get additional Blast Wild Talents outside of Expanded Element?
Question: Do people feel that the Composite Blasts will be used very often? The 2 Burn seems a high price to pay, since it doesn't appear that the base Burn cost can be reduced/negated in any way. Infusion Specialization only works on the 'added cost of infusions' added to blasts and doesn't reduce the base Composite Blast cost.
Are Composite Blasts meant to be a once a day type thing in an emergency?
I have a few questions:
2) Can someone explain the benefit of the buffer? You use burn to get a buffer that lets you negate a point of burn. Seems a wash.
3) Is Metakinesis a one use power for each burn accepted or does it apply all day?
So let's see if this is about how it goes?
Level 1: Take Imp. Unarmed Strike
Now you want to retrain out your level 1 feat since you meet the pre-requisites? However, your character I thought had to be 'legal' at all levels. Since you didn't take monk until level 8, your feats that require Improved Unarmed Strike would have to be taken after that in order for you to meet the pre-requisites.
I have some questions around the Cartomancer Witch's ability to deliver touch attacks through the Spell Deck.
Deliver Touch Spells:
Deliver Touch Spells (Su)
At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.
In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer's spell deck).
1) The returning special ability seems to indicate that the thrown weapon remains 'somewhere' from the time the character throws it until the start of the character's next turn. Where is the weapon during this time? Is it flying back towards the thrower or embedded in the target?
Bonus) Is there an item that would give the cards the ability to immediately return to the witch's grasp after being thrown/resolved? I saw the Blinkback Belt but that wouldn't work for these.
Technically, a Large creature occupies 2x2 squares, so you could gain an implicit 5' of range if you are attacking someone that is in the opposite corner of where you would have occupied at medium.
X- - - -20' range (4 squares away from your square)
XX- - - - 20' range (5 squares away from your "medium" size starting square)
I'm trying to understand the use of Final Embrace (feat) with the White Haired Witch's Constrict ability. Final Embrace requires having Constrict, and then in the benefit it says you can Constrict. Does this mean you Constrict TWICE each time you grapple? Otherwise, what's the point of Final Embrace?
No, they are not compatible. They both alter "Weapon and Armor Proficiency" so both archetypes cannot be chosen.
Could you expand on this? Only Kapenia Dancer appears to modify "Weapon and Armor Proficiency" section, while Spell Dancer replaces the 2 Magus Features "Medium Armor" and "Heavy Armor"
Is there any reason that an Elven Magus couldn't have Kapenia Dancer and Spell Dancer?
Kapenia Dancer (Link: http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus -archetypes/kapenia-dancer) removes your initial Armor Proficiencies but says nothing about what happens when you get Medium / Heavy Armor (So I'm assuming they wouldn't be 'touched' RAW and whether they bump down to Light / Medium or you just don't get light doesn't matter at the moment).
The Archetype doesn't 'lose' any other Magus features, but instead gains a Free Feat and expanded Arcana Options.
Spell Dancer (Elf) (Link: http://www.d20pfsrd.com/races/core-races/elf/spell-dancer-magus-elf) changes Magus Class Skills, modifies the Magus's level 1 Arcane Pool spending, replaces the 5th level Feat and the important thing: Replaces Medium and Heavy Armor features with Insight Bonuses to AC.
It seems these would fit nicely together and give the Kapenia Dancer an AC comparable with other Magi.
My comparison is for 'base abilities' not racial or other choices made along the way.
As for "Extra Hex" I don't see how you are interpreting it. The Extra Hex feats requires the Hex class feature and says you learn a Hex you meet the prerequisities for. The Shaman's Hex feture lallows choosing any general shaman hex or a hex from their spirit.
I'm looking at deciding between a Witch and Shaman for an upcoming Carrion Crown AP. This is how I see the big differences over 20 levels:
Shaman vs. Witch
So it looks like this is the decision (abilities wise)