Kyra

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10 posts. Organized Play character for Katya.



Scarab Sages

Like it says in the header, can you combined a fire kinetic blast with the Burn! Burn! Burn! feat as a goblin Kineticist?

Burn! Burn! Burn! wrote:
You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.

Emphasis mine. So the feat gives you +1d4 damage on non-magical fire attacks and Kinetic Blasts (with the fire element) don’t appear to be considered magical except for the purpose of bypassing damage reduction.

Kinetic Blasts wrote:
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Emphasis mine again.

Does this ability work with the feat or are spell-like abilities (or things “considered magical” for bypassing DR) considered magical attacks?

Scarab Sages

Hello!

I'm building a Skald and wondering if I can choose Maestro of the Society trait. As I understand it, the version in the Faction Guide is legal and the version in the Shattered Stsr AP guide is not. The Faction Guide version seems to suggest I need to be a bard to take it, but the update in Shattered Star does not.

I've tried googling around and I can't seem to find an answer to this.


Hey gang,

I'm going over the Mokmurian battle and I'm trying to figure out how he's supposed to use many of his abilities after casting solid fog? Am I missing something? As I see it, once solid fog goes off he won't be able to hit the party with much more than slow and fireball before he runs out of visible targets in the fog.


Okay,

I have a player who is a grappling monk and we got into an argument over Snapping Turtle Clutch. We resolved the big issues with it but I have a lingering question about the interaction of this feat with a charge. Here's the scenario:

Monk charges a giant.
Giant takes his AoO at 10ft range.
Monk uses STC to grapple and succeeds.

Question: does the monk's charge complete and allow him to make a melee attack before his turn ends or is he done and unable to make a second grapple?


Okay,

I have a player who is a grappling monk and we got into an argument over Snapping Turtle Clutch. We resolved the big issues with it but I have a lingering question about the interaction of this feat with a charge. Here's the scenario:

Monk charges a giant.
Giant takes his AoO at 10ft range.
Monk uses STC to grapple and succeeds.

Question: does the monk's charge complete and allow him to make a melee attack before his turn ends or is he done and unable to make a second grapple?


I'm in the very early stages of campaign planning and I'm soliciting ideas for baddies. I want to get outside of my own box here so I'm asking for what people like to fight / like to throw at their own players.

Please limit responses to 1 sentence, no stories or background required.


Okay, so I picked up the RotRL anniversary edition, leafed through it and loved it enough to get 3 groups going at various times over the past year and a half. One ran into scheduling issues 3 chapters into the first book, another TPK'd on the front door step of Hook Mountain in book 3 and the last just TPK'd on the trapped bridge in the fourth chapter of book 1. As a DM I really want to keep running an AP and my players are all interested in continuing, but I don't have the heart to delve back into RotRL (both TPK groups wish to pick up where they died with new characters).

Any suggestions for another AP to try out? My one group (group A) also doubles with Kingmaker and part of us also play Carrion Crown. I'm not a huge fan of CC and I don't think my other group (group B) would like Kingmaker's sandbox approach for the first 2 books. What else can people recommend that has a mix of good RP and dungeon crawling?

Oh, Serpent's Skull is also out as 2 of group A's players have done the first book of that adventure.

Both groups liked Sandpoint and the overall pacing of RotRL. Group B is fairly new to Pathfinder as a whole but not to D&D, but I'm sure they'd still appreciate something that was good for beginners but also puts a new twist on the genre - they really liked the goblins for example.

Group A is all veterans so if anyone can think of any APs that present something really unusual, that would be cool.

Has anyone done the Shattered Star? I read a bit about it and it seemed like a good start, especially since both groups are familiar with Varisia. I don't have access to the Magnimar splat book though so that could be a problem?


Okay, so my group made it though Burnt Offerings and Skinsaw Murders without too many issues. Two died to the Skinsaw Cultists but they were easily raised by a cleric of Desna tending the temple of Desna in Magnimar. Since then however they have wiped during the Hook Mountain Massacre.

The group had cleared the ogres from Fort Rannick when the keen eyed elf magus spotted a dark form in the flood waters cascading down from the partially burst dam. The party raced with all haste to Turtleback Ferry, saved the town and (mostly) survived the encounter with Black Magga.

But their paladin died.

My party prefers cannon reasons for things to happen so a simple "never mind he's not dead" hand waving woundn't do. I did a little research between sessions and presented them with 3 options:

- return to Magnimar and seek help from the same cleric of Desna as had helped them before
- listen to the superstitious villagers and seek out the fey woman in the forest that might be able to help them as she had demonstrated powers beyond the local cleric of Erastil before
- venture into the mountains where rumours held that a cabal of witches lived and practiced strange arts.

The party, being adventurers, took the third option. They failed to find the ogre tracks leading north and climbed Hook Mountain arriving at the Clanhold with no expectation of what was coming.

The rogue was bull rushed from the cliff side and died from the fall; the magus died on the end of an ogre hook just inside the entrance and their grappling, giant-hating dwarf monk waded through about 12 ogres before he was finally dropped by the stone giant sorcerer running the whole show.

After that we took a break, but now the group wants to get back into the campaign. My problem is, I can't find a legitimate crunch method of bringing the players back from the dead. Any suggestions would be most welcome!


I've been playing in a Kingmaker campaign for over a year now and the group has been pretty steady in its advancement. We're relatively balanced:
-Switch Hitter Ranger and Elk Companion
-THW Fighter w/ Adamantine Greatsword
-Universalist Wizard
-myself, an idealist Cleric (dedicated to the kingdom's ideals rather than a specific deity and staunchly agnostic) with the Nobility and Protection domains.

The party is just back from a hiatus and we were allowed to rebuild ourselves a little since we made a decision to go Core Rulebook-only for character options. I had been an Oracle of Life so my current Cleric build made the most sense. Trouble is, I'm bored out of my mind, especially with the Ranger and Fighter laying waste to everything they meet and a Wizard whose spell list seems to outstrip mine in most combat scenarios.

The saving grace of the character is that I've yet to get a failed save on my Calm Emotions casts which usually buy the party a few rounds during those "Oh Sh*t we're dead" moments, and my Channel Energy feature is the only healing source.

But that's still boring. I'm thinking I'd like to rebuild to something a little more versatile than just a healbot with the occasional party buff, but I'm short on ideas.

tl;dr: Cleric healbot role is running thin in Kingmaker campaign, alternative class suggestions needed.


Okay, so I've been dancing around a character concept for a Kingmaker game. I'm really keen to tie my character in with the Fey that have been rather prominent in the campaign lately. I'm mostly toying with Enlarge / Reduce Person + Permanency combos to alter base races but I'm wondering if it would be worth it. I haven't sorted out what class I'd like to go with, but I'm thinking I might be either an archery Ranger or a ranged Myrmidarch Magus. My preliminary concepts are:

1) Fey-cursed Human: A human who tormented the Fey one time too many is permanently reduced to small size as a punishment. He has to see the world from the "Fey's perspective" in order to atone for his crimes. The mechanics of this character are the same for something of a human with genetic dwarfism (base Human race + Reduce Person)

- I'm wondering if the +2 Dex from the Reduce Person would be too OP given the floating stat from the human.

2) "Half - Gnome / Halfing / Svirfneblin": Since half-races of these smaller guys don't exist as such, I thought it might be fun to enlarge one of them to medium size.

- My problem is, as a ranged character, the -2 Dex and +2 Str wouldn't be great, especially since I'd also lose the racial +1 Atl / +1 AC bonuses. Are the other racial bonuses and abilities on these little guys enough to carry them as medium sized races?

The character is starting at level 6 so my intention was to pay for the costs of the spells out of my Above Level 1 starting wealth but if anyone has any suggestions using the ARG I'm open to hearing them.


I'm wondering how often I can use Familiar Form per day. The duration is clear but can I use the hex multiple times per day each with a level-minutes durations? Can I use it in 1-minute intervals with a maximum of level-miutes?

Familiar Form (Sp) wrote:
At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can remain in animal form for a number of minutes per day equal to her level. This ability replaces the witch's 8th-level hex.


So the Orc Scarred Witch Doctor gains the Scarshield ability in place of the 1st-level Hex normally gained by a Witch. There is no action listed to activate the ability. Is it a Standard Action to activate it as per the Hex rules? Or is it something difference since it's not explicitly identified as a "hex"?

Scarshield (Su) wrote:
At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments. This ability replaces the witch’s 1st-level hex.
Hex wrote:
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity.

Scarab Sages

I'm just wondering if the Far Traveler weapon option was intended to work with Flurry of Blows. I know it isn't listed, but I can't for the life of me figure out what the benefit would be of wielding any weapon you want if it can't be combined with one of your primary class features.