Oracle

Ivan Cesar's page

10 posts. Alias of DarkMayhem.


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Thomas LeBlanc wrote:

These were just my thoughts during voting:

Ghastly Plate - Solid item, but not Superstar. +1 ghost touch agile breastplate. Add etherealness and ghostly disguise and remove ghostbane dirge in requirements. Formatting issues.

Yeah i was thinking about adding the ghostly disguise but i wanted it to feel like that part was unintended side effect you get when creating it, and you use Ghostly dirge to get an armor that helps you fight ghostly stuff and the appearance is unintentional. I was just wondering what were the formatting issues?

And yeah i didn't think big enough :)

Thanks for taking a look into it

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Ghastly Plate
Aura Moderate transmutation; CL 8th
Slot Armor; Price 25930 gp; Weight 25 lbs.
Description
This +1 ghost touch breastplate (agile) is constantly giving off faint eerie light. It is crafted by enchanting an armor taken from a corpse of a slain enemy.
The wearer of the armor can 3 times per day imbue his held weapons as though they had ghost touch ability for 8 rounds.
Additionally as long as the armor is worn the user appears as a ghostly image of himself similar to the spell ghostly disguise but without a Will save to disbelieve, only the armor appears normally.
Construction
Requirements Craft magic Arms and Armor, Ghostbane dirge Cost 13240gp

rip it apart as you please

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ShakaUVM wrote:

I think it would be kind of neat if kineticists got "dominate element" for the element of their choice for free.

It would give a pyro something to do when a fire elemental pops up, and it actually makes a lot of logical sense. If they can control fire, why can't they control a fire elemental?

IMHO it would be good if they got ability called Control element that allows them to control stuff made of their own element and it gets progressively stronger as the class lvls up (every few lvls) something like:

Terrakineticist can move small amounts of earth and the blast and defense is a part of that ability.

Aerokineticist can control the air and weather letting it create winds (not as a spell) and fire lightning

...

Telekineticist can move stuff with his/her mind ...

On a certain level it allows you to control an elemental if it fails its save but just its substance so it takes a full round action to control (basically you take control of it instead of yourself) as you progress you can control bigger elementals 1 medium counts as 2 small and so forth.

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Davic The Grey wrote:

I had a thought last night on burn and an alternative way to show that you're pushing yourself without going into non lethal damage, which people seem apprehensive about for an understandable reason.

My thought was this: Burn is a pool, like with magus, 3+con mod, but at certain thresholds of taking points from that pool you have to shoulder certain debuffs. At 3/4 of a full pool you're sickened, 1/2 is fatigued, 1/4 is exhausted and at 0 you take nonlethal damage equal to twice your character level. Whether or not the sickened/fatigued/exhausted is curable I leave to better designing minds than myself, but even still it gets incrementally worse the more you use your points without completely hamstringing the character, but still keeps the design and flavor intent that Mark seemed to be going for.

I think it shouldn't be a pool

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Well i just finished playing first steps pt 1 with my aerokineticist.

What can i say that was not already said. I really love the class flair, but i have a feeling it is really underwhelming at lvl 1, i can only throw blasts at people. In PFS this is especially prominent as i have to play this character 3 times to get to lvl 2 and it seems like a drag as wild talent list is really limited.

I am playing a gnome.

All i could do what throw my kinetic blast at people and with cover and the target being in melee it was nearly impossible to hit. In its current state kineticist feels too much like 1 trick pony. Outside of the combat i was pretty useless. None of my skills but dex ones have decent stats in them and 2+1 (favored) skill points per level make it so i have a very limited repertoire. Furthermore even by expanding my class skill list with traits there is just so little of them...

All in all i feel like the class could be just so much more.

Another player that played played an occultist so he will post here too

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Dragon78 wrote:
The problem with that statement Ivan, is that the vital strike feats would also apply, wich to me would be broken.

But blast is not an attack action but a standard action

From FAQ:

Vital Strike can only be used as part of an attack action, which is a specific kind of standard action.

at least that is the way i see it. It is the same reason you can't hit twice with it when your BAB is +6/+1

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Drake Brimstone wrote:
He has already said you can do Weapon Focus(Kinetic Blast), so that tells us for the purpose of feats it can count as a weapon (Like Rays can), so Precise Shot, Point Blank Shot, Improved Critical, etc. should all work.

then i think that it should be written in the blast text something along the lines: "Counts as a weapon for the purpose of feats."

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I have seen a lot of people talking about precise shot for kineticist, does it even work as the feat says weapon and this is not a weapon

also i assume spell penetration feat works on blasts?

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Arachnofiend wrote:
I'll likely rebuild to swap Toughness for Precise Shot in my next game.

I don't think you can as precise shot states:

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

And kineticists strike is not a weapon

edit: it was explained i the other thread that you actually can

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Wow, i would like to play a game she runs.