Master Historian

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195 posts. Alias of Knight who says Meh.

Thinking of pairing up an Inquisitor (specifically a Living Grimoire) with a valet familiar. (I’m thinking a wizardish Inquisitor that beats people with a big book.) Planning to focus on intimidation and Blistering Invective. I’m at a complete loss as to what to take with my teamwork feats. Ideally I would like to fight in tandem with the familiar but I don’t know how feasible that is.

(Some links)
Living Grimoire
Valet Familiar
Blistering Invective

Any advice?



Price +2 bonus; Aura moderate enchantment; CL 7th; Weight —
This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.

Pummeling Style (Combat, Style)

Your unarmed strikes weave together in an effortless combo, focusing on the spots you've weakened with the last hit.

Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature.

Benefit: Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.

1.)Does the increased enhancement bonus from Furyborn overcome different types of damage reduction?

2.)Do the “multiple attacks” of Pummeling Style each increase the enhancement bonus when using the Furyborn special ability?

3.)Does the “total damage” of Pummeling Style overcome damage reduction based on the highest enhancement bonus reached with Furyborn?

Example: A monk with a (+1) Furyborn Amulet of Mighty Fists makes five attacks with a flurry of blows. Assuming he hits with each attack, increasing his enhancement bonus to (+5), while using Pummeling Style; would the total damage overcome damage reduction as if he used a (+5) weapon with each attack?



Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Constitution modifier.


Element fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates
Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

When using Kinetic Fist with Burning Infusion, can you set opponents on fire? Do you automatically set them on fire? Do you still have to check Spell Resistance to set them on fire?

If an opponent has been set on fire from Burning Infusion, do you get a +2 to attack when using Kinetic Fist?



Aura faint transmutation [good]; CL 5th
Slot armor; Price 22,400 gp; Weight 20 lbs.

This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.



Aura moderate evocation [good]; CL 7th
Slot shield; Price 13,170 gp; Weight 7 lbs.

This bright silver or gold +2 blinding heavy steel shield is impossibly light and handy despite its size. It has no armor check penalty or arcane spell failure chance, and it allows the wielder to use feather fall on himself once per day. A creature wearing celestial armor while wielding a celestial shield may command the armor to provide overland flight rather than fly once per day.


Magic Items, Wearers, and Durations: If a magic item grants an effect with a duration to the wearer, can I put it on, activate the effect, take it off, and keep the effect active?

No, as soon as you remove an item that grants an effect to the wearer, you are no longer the wearer, so any remaining duration immediately expires. The same is true if the item affects the owner, wielder, and so on. If the item's effect does not specify the recipient as the wearer (or owner, wielder, etc), then unless it says otherwise, it remains when the item is removed.

If I take off my shield, do I lose Overland Flight, or does the spell continue as long as I wear the armor (assuming duration of the spell hasn't expired, of course)?

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Why lock threads with racist posters rather than banning the racists?

Okay, that's subjective but I think it is at least the most versatile weapon.
You have a range (projectile) and melee combo weapon that does all three damage types.
It's bludgeoning and piercing at range (which also happens to be a touch attack).
It's a slashing melee weapon. Pistol Whip or using it as an improvised weapon gives you a bludgeoning melee attack.
Throw Anything adds slashing as an option for range and makes it both a projectile weapon and a thrown weapon.

The only thing missing is melee piercing damage.
Also, while considered a double weapon (for various reasons), you can't use it for two weapon fighting but you can use it two-handed for extra (melee) damage.

I don't think any other weapon comes even close to ticking quite so many boxes.

Elemental Flurry (Su): At 1st level, an elemental ascetic gains Improved Unarmed Strike as a bonus feat. He gains the kinetic fist form infusion and it costs 0 points of burn instead of 1 point of burn. When using the kinetic fist form infusion with a full attack, he can make a flurry of blows as the monk class feature. He must use only his fists to make this flurry, no matter what other abilities he possesses. Like a monk, he can use this ability only when unarmored, not using a shield, and unencumbered. He can't use his kinetic blast without a form infusion, nor can he ever use his kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, many throw, or snake form infusions, or with any other form infusion that requires a ranged attack roll or ranged touch attack roll. This ability alters kinetic blast and replaces elemental overflow.

Torrent Element air, fire, or water; Type form infusion; Level 3; Burn 2

Associated Blasts air, blizzard, blue flame, charged water, fire, magma, mud, plasma, sandstorm, steam, thunderstorm, water
Saving Throw Reflex half
A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.

Do these work together?

I think it fits thematically but I want to make sure I'm running this correctly. Are there any other talents that allow the kineticist to attack someone at range?

I was thinking about making an Investigator/Bard (using variant multiclassing) because I like the idea of a character that is great at knowledge skills without putting any ranks into knowledge skills. (I know, it's a silly idea for a character.)

Now I'm wondering if there is anything I can do with those skills. I plan on taking the Inspirational Expertise talent but that seems to be fairly limited. Is there anything else I can do with a successful knowledge check?

Inspirational Expertise (Ex): When an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to select this talent.

Once an encounter seems a little weak but once a round seems a little powerful. I tried searching the forums but couldn't find anything on it.

I had an idea for a campaign. The setting would be a world without gods or magic. The gods have been killed off warring with each other. The PCs would be the gods reborn, attempting to regain their place in the cosmos. The plan is to use mythic rules and automatic bonus progression to represent their divinity and their presence bringing magic back into the world. As they travel and grow in power, they would also be reawakening the mythic beasts of old.

So, while I have an idea for the setting and a general over all arc for the campaign, I'm drawing a blank when it comes to the nitty gritty of the campaign. My first thought is to have them track down their respective divine artifacts and increase their worshippers, I don't really know where to take it from there.

I would be interested in anybody's ideas on possible adventures within the campaign and if anybody has had experience in running a similar campaign.