Kitsune

Kirtri's page

Organized Play Member. 23 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Martialmasters wrote:
QuidEst wrote:
Martialmasters wrote:
So is flurry of blows
Flurry of Blows doesn't work with it, though. (Probably intentionally.)

That's... Not what I meant lol. Fighters are better monks because they can get flurry of blows.

Fighters likely will be better blast users the way things are currently as well

I would argue that the monk counting unarmed strikes as various metals gives them an edge versus a lot of enemies. Which is kind of what I want for the blasts too tbh. Neat riders or extra bits thar only primary kineticists get to add


So tons and tons of superheroes. Besides the few X-Men you covered the Human Torch, Pyro, Poison Ivy, Swamp Thing, Tera (Teen Titans), Livewire (Superman), Avalanche, Killer Frost (DC)

Just tons of elemental users really. I could go on but these are probably the most famous


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MatiPa wrote:

Take this: A kineticist gnoll that can gather air. No problems here. The player makes CON the highest stat, and select his heritage as a great gnoll, giving him 4 + 8 + 10 = 22 HP at level 1. The problem is that he gather air, and a ranged air elemental blast has **120** ft. range increment. Give them a good AC, go very far and hide them if possible and you can deal damage without worrying too much about dying soon. You can give this character the cavalier archetype at lvl 2 and the Impressive Mount feat at lvl 4 and you're gonna be unstoppable, as long as your mount don't go too near or too far away.

Suggestions to solve it:

The most obvious is to reduce the range of the ranged air blast, the second most obvious (but hard to justify in narrative) is to give kineticists less HP per level, and the less obvious is to make either the gather element activity or the elemental blast activity (but not both) take two actions instead of one. Other suggestions are welcome

Is the unbalanced part that the 45 ft speed while raging barbarian is going to sprint and sudden charge and hit you every turn for way more damage? I am not sure what you think the problem is that, what character do you think can't deal with this really sub optimal tactic?


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Verzen wrote:
Golurkcanfly wrote:
Verzen wrote:

Es-otter-ic

Ant-ith-esis

I am concerned for your pronunciation of Esoteric.
Not a hard word to pronounce. What's the issue? Maybe s might sound more like a z?

the way you wrote it makes it sound like you pronounce it like the water mammal. When usually it's Es-Oh-Tair(like stair w/o the S)-Ick

At least that would be my guess


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Our Champion from AoA is a Starknife user, he still does great damage between his 2 attacks w/agility and the various blade bond specials. The 20 ft range gives him a lot of lee-way in movement to. It's been super fun, and him not having to swap out to another weapon to fire at a distance has been a huge boon in places.


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SilentInfinity wrote:
Kirtri wrote:
SilentInfinity wrote:

S'all good Aaron, thanks for the update!

What's everyone hoping to play with a circus theme?

Since my ashes character was martial, a gnome or goblin sorcerer who provides the fx (visual and auditory) during the acts, explosions, ghost noises, amplification of sounds for clown slapstick, the works.
Ah I like this, some illusion and some evocation? Sounds like a little bard multiclassing maybe?

Definitely on illusion/evocation. Not sure on MC yet depends on the rest of the groups plans. (other option is some sort of Lizardfolk fire dancer but don't have that fleshed out yet.)


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SilentInfinity wrote:

S'all good Aaron, thanks for the update!

What's everyone hoping to play with a circus theme?

Since my ashes character was martial, a gnome or goblin sorcerer who provides the fx (visual and auditory) during the acts, explosions, ghost noises, amplification of sounds for clown slapstick, the works.


No worries. I had figured something like that had happened. :) Hope you guys figure it out. These sorts of weird bugs can be a pain to hunt down.


Well you can approximate a DC by adding 10 to the characters perception but I don't think it's a codified rule.

I'd mention the hanging cages and let them be curious enough to look or not if going that route doesn't work for you. (I could also see letting anyone who has a certain training or above in perception see it as a quick way to decide. So if something is kind of hard to see Expierienced, really hard master, almost impossible legendary)


And now the blog is gone too. Curse you Carnival of Shadows!


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zergtitan wrote:
I keep getting the sign in page and a constant refresh glitch with the link, is anyone else having the same problem?

Yep the exact same issue. I guess we're breaking the site? Who knew circuses were such big ticket items.


We've found crits happen a lot for both us and the monsters. (As an archer fighter it's the main way I ever get to do anything.) However, by and large we mostly get messed up by poor planning/tactics the crits hurt but even with only a Paladin w/Battlefield Medic we've only had close calls (and I think one Hero Point to save death use) in Age of Ashes so far after going through book 2. (Where the last slog of fights really messed with us if not for some tactical use of a Ring of Ram we'd have really been in trouble.)


Well good luck! I wish I could help but as I said wasn't sure what it was.


What is an Arcane Note? Google comes up with some sort of leatherbound journal thing. Is it so weird that you need special pages for it? That....kinda sounds lame. I'd ask the company about non 5e materiel.


Super disappointed to hear there's no printer friendly version and it apparently has errors in it. Made me glad I checked before I bought them as $10 is way too much for anything less than perfect pdfs. Guess I'll just wait for the fan community to get on it.


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MrShine you also forgot about our raging friends. The Barbarians only get Expert Weapon proficiency so that'd right knee-cap them.


On page 135 under "Arcane Spellcasting"

It says "At 1st level you can prepare up to two 1st-level spells
and four cantrips each morning from the spells in your spellbook"

So you get 4 (+1 that matches your school.)


The other powers come from Feats you can take, and are listed under the appropriate feat.

Otherwise you just get Lay on Hands.


I'm fine with that but only if my fighter can actually get dex to damage with finesse weapons, currently that seems locked entirely behind taking Rogue as your primary class which is a huge bummer.


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This is a shot in the dark since I haven't read the adventure at all, but tasks at least in the previews were gated not just with a DC but a proficiency, so certain tasks you just are unable to accomplish unless you are Experienced, Master, or Legendary.

For example, disarming magic traps, or (successfully) negotiating with a dragon. Though part of that might have been my own reading between the lines.


Renchard wrote:
Kirtri wrote:
Renchard wrote:
Greylurker wrote:
I'm more disapointed in that nobody else gets combat feats now.
Advanced Maneuver, pg. 280.
Provided you don't mind using 2 other feats first...

Both of which you provide you a benefit.

The fundamental issue here is, if feats for combat become general feats, what do you give to the fighter? Where else can his identity lie?

In the cool Adv Weapon/Armor Training stuff he could get by the end of 1st Ed? Also in getting to Legendary in more weapons/armor.

(thinking of why does the fighter get very little buffs for light armor? My poor dex fighter....)


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Renchard wrote:
Greylurker wrote:
I'm more disapointed in that nobody else gets combat feats now.
Advanced Maneuver, pg. 280.

Provided you don't mind using 2 other feats first...


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So I'm shocked the Fighter isn't getting more abilities that seem from the Advanced Weapon/Armor training from PF1 and instead seems to be getting more 'general combat' style stuff.

Also it seems only the Rogue can get Dex to damage, and a multiclass Rogue can't ever get it unless I missed something. So that bites for my poor finesse fighters. :(