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3 people marked this as FAQ candidate.

Pardon me if there has been any answer about this before. I've been digging in the forums and elsewhere and I haven't seen this addressed.

Can the Arcanist's Greater Exploit ability "Redirect Spell" be used to take control of an enemy Summon spell (Summon Monster, Summon Nature's Ally, etc.) and then control the summoned creature?

Redirect Spell from Arcanist on Paizo.com:
Redirect Spell (Su): The arcanist can gain control of a spell cast by another spellcaster. As a standard action by expending 1 point from her arcane reservoir, the arcanist can make a caster level check opposed by the creature controlling the spell. If the arcanist is successful, she can direct the spell as a free action for 1 round, making any decisions allowed by the spell. This only functions on spells that can be directed or changed once they have been cast, such as flaming sphere or spiritual weapon. The spell returns to its owner's control at the start of the arcanist's next turn, unless the arcanist expends another point from her arcane reservoir at the start of her turn to extend the duration of control by another round. She can continue to control the spell for as long as the spell lasts, provided she keeps spending points from her arcane reservoir.


I'm playing with only Society-legal material at the moment, so Permanency is not on the table as an option, sadly.

I attempted to skip right to the punch:
http://paizo.com/pathfinderRPG/prd/advanced/spells/geyser.html
Unfortunately I don't have any willing candidates for standing around holding concentration on a spell forever!

One of my more interesting and more math-heavy experiments was using a Stone Horse to generate energy to convert to heat. Punchline: 225 kW, which is enough to heat about 2 gallons a round from 65F to 140F. Work can be shown on request! I don't think the concept for cavitation heaters exist in the world I'm in, so I would have to Wish for something to convert rotational energy to heat, or do the conversion via friction with something like a giant bow drill.

(Reading what I wrote above, I think 'overthinking this' is a correct analysis.)

All that said, I am still interested on what interpretations there are for the Cauldron of Brewing, as the threads I saw for it all focused on its skill bonus rather than its other peculiar ability, which appears quite useful but is vaguely defined.


1 person marked this as FAQ candidate.

I have been looking for ways to heat water to give to a large population. Many ideas, both absurd and practical have come about. One of the most curious I found was the Cauldron of Brewing. It has similar statistics to a cauldron, suggesting it holds 1 gallon of liquid.

The text states it is capable of heating any liquid placed inside anywhere from room temperature to hot enough to boil salt water.

How long does this take? Is it fast enough that any liquid entering the cauldron is heated? Does the change take place over a round?

I realize I'm poking at what might be an opinion question, but the item set me to thinking for quite a time, so I thought I would ask.


Let's go with later. Better to hold our breath once than twice, and I'd rather not know the 'could have been' that comes before any big changes in the final product.


I'm worried that the nova option here is too easy to lean on. I made a 15th level character, and I see that with Composite Specialization, and Ice Blast, the damage is at 8d6+16+8d6+8 for what I've built. I can do this every turn for one burn. I have 213 HP, so I can take 14 burn before being knocked unconscious at 15. I can do this for four battles of three rounds apiece, and still have some HP to spare for getting hit . With Gather Elements, I can do this attack at 120 feet, which seems like relative safety. At level 15 I suspect this is not total safety, but to be fair, I haven't had a chance to play this in practice. Hopefully someone else sees what I'm getting at, though. The 'go nova' option burns you out (no pun intended), but is a significant DPS source at high level once the burn cost is lowered.


I definitely want to see a Kinetic Witch Archetype. Trade some Hexes (at-will powers) for Kineticist at-will powers! That would be really cool. I hope these new classes end up generating archetypes for other classes too!

Kineticist needs to have some interaction/synergy with the Undine, Oread, Sylph, and Ifrit. At the very least some Favored Class options, and possibly feats. Or maybe there could be a conversion mechanism for things that give Sorceror bloodline bonuses?

The problems I'm seeing are the very low applicability out-of-combat for the Kineticist. The powers look cool but are mostly oriented around battle. Now, the selections are limited, I understand that. Perhaps having a 'utility' set, or making all the abilities have expanded utility features would be good...

On this same note, there's a crippling lack of skill points in the class, it feels like. 2 could be livable if INT was the primary stat, but given the varied backgrounds Kineticists could come from and their lack of utility use, they should have at least 4.

On a more random note, here's a fun combination that makes for interesting utility: Slick, Icewalker, Watersense. You now have a 30' area where people are falling over that you can sense everyone inside. Be an Undine, and you don't even need to take the talent! On that curious : You get Tremorsense from the Watersense talent, as opposed to the Blindsense that Undine's Water Sense Racial ability grants. Was this an intentional difference?