Hugh Adams's page

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First - At what level do you get Ioun Buffer, is it level 6?

Second - It seems when you generate burn you can store one point of burn per Ioun stone, then if you use a blast infusion you can spend the stored burn from said Ioun stones (provided at both time they are out and circling your head); are there any limits to how often they can recieve and give out burn in a given day, can you for example generate burn, stor it in your ioun stones, then expend it on your blasts (thus emptying them) allowing you to store more burn in the same day?


Just came across this while grappling with the problem of cargo holds, in keeping with abstract volumes and just purely going by tonnage to determine cargo capacity, we just squared the number of expansion bays devoted to cargo hold then multiplied by 25 tons. So, below is CH for Cargo Holds and Tons is for Tons of cargo held.

CH Ton
1 25
2 100
3 225
4 400
5 625
6 900
7 1225
8 1600
9 2025
10 2500

It doesn't scale to a full freighter - but it works.


Hmmm, that seems fair enough, does that mean then you cannot throw a foe at a wall?


Well, that's the point for point (3), it is not actually a foe, the description just says "the target", it does not actually specify a foe, or even creature.


So below are the specifics for the Kineticist ability known as Foe Throw
_____________________________________________
Foe Throw

Element(s) aether; Type form infusion; Level 3; Burn 2
Associated Blasts telekinetic
Saving Throw Fort negates; see text

Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely.

Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from your blast. The movement doesn't provoke attacks of opportunity.
_______________________________________________

I have 2 questions,

(1) what happens if you use the ability on an enemy whom is grappled by someone else and held by them.

(2) what happens if Foe Throw is used on a target creature that is attached to a mount by a harness that prevents being dismounted?

Also for a bonus question

(3) can you target an empty space with For Throw?


So below are the specifics for the Kineticist ability know as Foe Throw
_____________________________________________
Foe Throw

Element(s) aether; Type form infusion; Level 3; Burn 2
Associated Blasts telekinetic
Saving Throw Fort negates; see text

Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely.

Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from your blast. The movement doesn't provoke attacks of opportunity.
_______________________________________________

I have 2 questions,

(1) what happens if you use the ability on an enemy whom is grappled by someone else and held by them.

(2) what happens if Foe Throw is used on a target creature that is attached to a mount by a harness that prevents being dismounted?

Also for a bonus question

(3) can you target an empty space with For Throw?


lemeres wrote:

Yeah, with the base change shape, you are limited to a specific human.

Admittedly, you could take the Realistic Likeness feat at any level (only prereq is the race), and turn into specific humans, which grants another +10 to disguise I believe. The fact that you could combine this with Swift kitsune shapechanger feat at around level 7 or 9 makes this power downright frightening. You just have to gain any type of cover, such as rounding a corner, and with a swift action you can get away scot free.

Don't forget the -10 to disguise though for trying to disguise yourself as another race, Human does not count as their true form, just one of their 2 starting forms, so the racial penalty counteracts the +10 change shape. Unless you can find a rules based reason why this is not so.


LazarX wrote:
Hayato Ken wrote:

So i finally got a look at Dragon empires Primer, what is immediately raising some questions.

Kitsune receive a +10 bonus in human form on disguise and eventually also in fox form. Does that mean if you change shape that functions like beastshape just anyone who can beat your disguise check can see youre a Kitsune for real?

It means basically they get a +10 on disguise checks if they are looking to imitate a specific person.

What about the -10 penalty to disguise yourself as a different race, if you look at the original entry while Kitusne have 2 forms, only the humanoid fox counts as the "true" form, which means looking human counts as a different race, imposing a -10 penalty which is counteracted by the +10 from the shapeshifting ability, can you give me a rules grounded reason why the kitsune does not suffer from the -10 for disguising itself as a different race?


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Wizard X casts Dimension Door transporting you and a companion next to Monster Y, as you did not cast the spell can you attack Monster Y when it is your initiative - or does the actual act of Dimension Door-ing cause you to miss your turn (i.e. that counts as your turn).


You would be correct, as quoted in the Haunt description on the last paragraph:

"All primary effects created by a haunt are mind-affecting fear effects, even those that actually produce physical effects. Immunity to fear grants immunity to a haunt's direct effects, but not to secondary effects that arise as a result of the haunt's attack."

So a Paladin, could in theory be immune to Haunt attacks.

2/5

Indeed, wonder if we can hold a PaizoCon UK in Belfast - it (on the surface) appears to be where most of the Pathfinder players are - and has the largest games convention in both the UK and Ireland to reflect this (QCON I think was mentioned above). However I digress, well done Andrew, William and Sam and all the others who contribute!

2/5

Congratulations William - now of course the real work begins...


Stealth by rogues does require cover though, they can't walk into line of sight and stay stealthed, so you could have a system where the invisibility spell means you are always invisible, while stealth requires some form of cover to be nearby (simplified for MMO purposes), just have set "hard points" of cover where if a rogue is within say 30 feet he can stealth. Otherwise you would go by Dendas route of having stealth work on some but not all targets depending on their perception, but the actual invisibility spell does work on all targets (unless they have detect invisibility up - which does not work on rogue as they use cover, not actual invisibility)


Your thinking about Rogue all wrong, look at the Archytype (Charlatan), then look at it's ability called "Rumour Monger", unless direct evidence contadicts a rumour you starts, once Kingdom building starts, you effectively control the entire nations opinion about any given situation - your still not good at combat, but once Kingdom development starts, you can destroy any social based enemy by simply selecting any rumour of preference about him or her, or starting rumours about how successful the party was at dealing with any given situation, fictional or real...


Kryzbyn wrote:
Had the other guards called for your surrender, and not outright atacked, then maybe. I don't see anything wrong or code of ethics breaking.

Kryz is right, they did not ask, or attempt to even understand, why you attacked a guard for harrassing you - they should not have responded by assaulting you, which legally is what they did - yes, you attacked a guard, but not without provocation, yes, you may have had alternative social means to clear it up, but you say the guy was drunk and not responding to your persitent requests for him to halt his behaviour, therefore you justifiably used up the social avenue. The guards as a result should have just cautioned you and advised you to leave to prevent further ruckus - instead they attacked. Therefore is is both lawful to defend yourself, and good to use non-lethal damage.


Jeremy Mac Donald wrote:

He basically has an exception based power.

Let me take a shot at this

....

Soulless(Su): Using powerful magics Munafik hid his soul making him impervious to hp damage. Any effect, magical or otherwise, that does hp damage simply don't modify the number of hps Munafik has. Spells or actions that don't actually do hp damage function normally. Hence Munafik could be grappled normally and he would still need to make a Will Save to avoid the effects of charm person or hold person.

I would go with what Jeremy wrote - make it a suprantural ability granting complete immunity to all Hit Point damage, being Undead he would also have seperate immunities to charms etc, so that may not be the best example to include. There is only one flaw, but considering how the NPC gained his immunity this would fit, if he was ever caught within the area of effect of an Anti-Magic Field this would suppress his supernatural abilities - including the hp damage immunity. But since that was gained by magic, that would actually be a logical loss inside an anti-magic field.

Hugh