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A while back I asked for some suggestions and advice on what people wanted to see in
a loot/treasure generator for PF2. We got some great suggestions and the loot2 generator is by far our most popular one.

In that vein I have been GMing abomination vaults. and the main town has several shops such as Magical curios, a general marketplace, arms & armors, etc. Populating the shops manually imo is a bit tedious. So, I'd like to automate the process.

The question is what would people find the most useful? The easiest solution would be
to simply run the loot generator a couple times, possibly at different levels and compile the results.

However, it seems to me that might not be the most useful, and realistically someone can already do that using our tools if that's all they wanted.

So, what would everyone like to see presuming they had use for such a tool? Different types of shops like blacksmiths, herbalists, trade goods that are all populated differently? Restrictions on the level/price of items available? Other options I haven't considered?

Hit me with some ideas.


Duel2

discord

Okay, this weeks request thread is a little different. Firstly the duel2 program is already up and running, and secondly out of all the programs this is one of the more player focused ones.

I used the PF1 version extensively for testing my characters. Seeing if dodge or toughness made a better tank, if weapon focus or power attack increased my damage higher, etc. The PF2 numbers are obviously tighter, but I figure the same questions still exist.

So, I'll start this off with a couple ideas I've got for improvements and then I'd love to see what suggestions you all have.

1. DPR stat. This one seems a no brainer. Put in your barbarian, optionally vs another character or maybe just a training dummy with X HP/AC and no damage and see how much quickly/effectively you can kill it.

2. Attack number/MAP. So this one is tricky and I don't really have a good solution. The way it is currently set up you put in your number of attacks(always at least 1), and your multi-attack penalty. And it will attack each time applying your MAP after the first. This works for basic attack sequences. I.E. attack twice+raise shield. Or attack 3 times, etc, But is begins to be incorrect the moment special abilities get into the mix. Things like haste, double slice, etc all change how the numbers work.

Options.
A. Leave it as it, it works for the general use cases, and at worst still gives you some pretty decent rough ideas of character capability.

B. Add a cap to the MAP. This would fix issues with things like haste and possibly other buff/attack combining abilities so it didn't keep subtracting past 10 or whatever other number the player has input. This would be simple, but still leave some builds poorly represented.

C. Add specific fields for every attack/damage roll your character would make. This option has the maximum accuracy. You could do double slice with 2 non agile weapons, then a 3rd strike, then a haste strike or whatever other combination you desire. The obvious downside is these fields would be rather annoying to input for relatively basic characters that only need option A. I don't know what the maximum number of attacks that are possible in PF2 is. I'm assuming about 6 if you combined various feats, spells, and abilities. But I am not at all familiar with every option available.

3. Add more reactions, mechanics, and the like. Probably cannot get everything, but I am sure there is more that could be done with this.

4. HP to shields? Not sure how necessary this is. Currently if you say you've got shield block you'll use it every turn and damage to shield is not tracked. Most fights end quickly and the shield HP doesn't seem a huge issue, but maybe there are some dissenting opinions.

And finally, a few things I don't think we can manage. Multi party combat: I'd love to do this, but the complication really balloons once we need to start calculating for teams, targeting priorities, etc. Spell slots: likewise have no good way to keep track of these. If you want two wizards blasting each other, they'll have to keep using whatever damage spell you say they've got indefinitely.

Alright, that's a big ole wall of text, sorry for that. But duel is one of my favorite programs, and as always I'd love to hear any questions, suggestions, or comments.


trap2

We recently started work on making a pathfinder2e version of our trap generator(Almost done with the conversions, yay!)

As you can see above the current version is fairly barebones but functional, basically just randoming between low, high, and extreme values for a few stats as outlined in the monster and hazard creation guidelines.

So, being the brilliant internet that you are, how would you improve it?

I'll start with a few features I was considering

1. Different trap types. Pit, fireball, etc

2. Poisons? I've got them in PF1 trap gen, but they work differently here, mostly just being a damage increase. Maybe still worth including?

3. Extra stat randomization? Currently the traps will be fairly repeative in their numbers. A CR 0 trap will always have 13, 16, or 19 for its stealth DC based on low, high, or extreme stealth random. I could apply another random modifier to this, something like -2 through 2 making the DC range 11 to 21. Downside is that a small number of traps might randomly roll very high or low across the board making them imbalanced.

Thoughts?

As always feedback and suggestions appreciated.


Last week I posted our new website www.LeitKnightGaming.com over in the general discussion forums of pathfinder 1. In the meantime we've been hard at work making a version of the duel program that works with the PF2 mechanics. The reactions are a bit of a pain in the neck to program for, and at current only 3 of them included. We intend to include more in the future so let us know if any in particularly are immediately missed.

As for the other stuff, some of it is definitely usable for PF2. Settlement rules are based on first edition, but fairly universally applicable. NPCs, Advantage/Disadvantage, etc can be used for anything.

Hope you all enjoy!

EDIT: The URL tag does not seem to work for my link. Anyone know why that is?


2 people marked this as a favorite.

My wife and I have been playing Pathfinder for most of a decade at this point. We typically alternate back and forth GMing. Anyone who has ever done time as a GM probably knows it can be a fun, albeit time-consuming process.

Fast forward to a couple years ago, we were learning how to code. Our main method of practice was to come up with various Pathfinder scripts to help us learn new techniques. As a bonus, some of them are pretty convenient for our weekly hobby.

Most of these were designed with PF1 in mind, although many of them could be utilized for PF2 or potentially even other systems. In the future we hope to come up with additional useful programs and improve our current versions, as well as include more PF2 compatibility.

So without further ado, everything can be accessed here at www.leitknightgaming.com

I'm particularly proud of the duel program which lets you put in stats for two characters and see which one would win in a fight most frequently. This is primarily focused on physical fights. Two wizards casting scorching rays at each other, or a fighter VS a barbarian can both be tested quite easily while something like a wizard repeatedly casting mirror image or other such spells cannot really be replicated.

I've especially found it useful for trying to determine which feat to select for a character. If I am debating between something like point blank shot, weapon focus, improved initiative, or toughness. I'll throw the characters in a head to head vs each other and see which one proves the strongest.

With all of that said, we hope you enjoy them. If you find the programs useful, let us know! If you've some suggestions or feedback you can let us know here or via the contact us page on the website.


Hunt Prey:
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

I imagine the answer is no, but for pathfinder does the definition of creature include an inanimate object? In this case, can you designate an archery target as prey for purposes of abilities like hunter's edge: flurry, hunted shot, etc.

Additional examples might be a lock you are trying to break open, or a trap you are trying to destroy.


Just a quick question. What archetypes you guys consider as a de facto base class? Which classes should I not consider except through the lens of their most universal decent baseline?

For example in my opinion the invulnerable rager is basically the default barbarian. If my character concept involves thrown weapons or having an animal companion or some niche ideas, sure, I'll look at other archetypes. But by default if I want rage, I start from the invulnerable rager and go from there.

If I want a swashbuckler the inspired blade is always my starting point. Dex to damage at level 1 and a bunch of functionality with the iconic(IMO) swashbuckler weapon. Look no further than this.

The same could be said for the boltace(this one is admittedly because my table doesn't use guns but I love the mechanics), adaptive shifters, etc.

So what are your default archetypes? The one that fills the niche of the base class better? The one that really locks down the identity or flavor you always wanted? The one that fixes an arguably broken or lackluster chassis and makes it awesome to play?

Essentially what archetypes should I be aware of for dictating how good/interesting a class can be.


https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/cloak-of-fangs/

It seems the purchase price of this item is 2800 and the crafting price is listed as 1250. I am guessing one of those is wrong but didn't see anything addressing this with a few google searches, so I figured I'd see if any of you fine people know the answer. Is it:

1. Actual price of 2500
2. Crafting price of 1400
3. Some weird exception you can craft for less than 50%


I'm playing a character who is a tengu infiltrator(investigator) which specializes in disguise. Per the rules you normally take a -2 to disguise for attempting to look like another race, however, the infiltrator investigator gets rid of that penalty. So RAW I can go disguise as a human or whatever perfectly with absolutely no problem.

But the thing is, I just can't wrap my head around how this is happening without magic. I've got alter self, but for when I am going around in a plain old disguise, the beak is killing me. Every picture of a tengu I look at is rocking a gigantic beak. My GM isn't giving me any problems about it, and it is perfectly fine within the rules, but I just can't see how I'd be able to disguise as something other than a bird-like creature. Even my helmet I wear would have to have to account for a large beak.

So, anyone have some clever ideas how this is realistically plausible?


Hey everyone, I am currently prepping a short adventure with a premise similar to that of something like Majora's Mask or Groundhog's Day(the movie). In it the party is trapped in a day long time loop that resets at midnight or when the PCs die.

I've got the main plot fairly set as for what exactly the PCs will need to solve to fix the timeloop. The main thing I need now is some additional side quest type material for them do as it strikes their fancy.

Most of the material takes place around a small village of 50ish people. Some examples of side quests I have are things like:

Merchants in route to town get ambushed by bandits. PCs can arrive ahead of time to rescue them and get a reward.

Two of the younger villagers break up because one of them forgot it was their anniversary.

Hunter gets injured in the woods by a bear and needs medical attention.

Small fire gets started accidentally.

etc


The lost woods from the zelda series are a pretty classic location. One that initially seems like it would be great for a tabletop setting. Unfortunately, mazes in general tend to be hard to do justice for and this seems no different. I've done some searching around, reading angry GM articles, etc, but nothing amazing seems to be coming up.

Perhaps using a version of this spell?
http://archivesofnethys.com/SpellDisplay.aspx?ItemName=Lost%20Passage

This deck of cards system also seems moderately promising for a maze type encounter: http://exploring-infinity.com/2011/12/28/building-a-better-labyrinth-a-maze -mechanic-idea/

I'll most likely be using the deck of cards if I can't think of anything better. What ideas do you clever folk have?


My players are sailing to a new destination next session. Figured I might throw some events into the sailing itself and decided a murder to solve could be cool.

The mystery doesn't need to be Sherlock Holmes Consulting detective level of complexities as it should only take part of the session with the rest of the ship activities. Figure it could use a few extra details and thought maybe you creative forum types might have a few.

The basic details are Andrea a human researcher has been found dead. a careful inspection of his quarters uncovers evidence that he is a smuggler. He was killed by an elf named Kostess who is also a smuggler and trying to eliminate the competition.

Few misc details:

Murderer stole a knife from a drunk dwarf on deck and used it to commit the crime before dropping it over board. This will likely make the dwarf look guilty initially.

Two passengers are going to have sketchy alibis that can be disproven. Can force them to admit that they are sleeping together which PCs can use said info as they see fit.

Ultimate proof of Kostess' guilt will likely be finding his smuggled goods and discovering a portion of Andreas supplies within them.

Open to suggestions.


So... my level 10 hunter was exploring and we got hit with an area of wild magic. Long story short, my chameleon got hit with an awaken and is no longer my animal companion. I'm not in a position to take leadership, however, at least currently Cammie is still cooperating with us.

Question is, what exactly are the changes she is subjected to? I imagine I can no longer can use my animal focuses on her or give her the benefits of my teamwork feats. Does she also lose access to the benefits from the animal companion table (I.E. natural armor, size changes, str/dex bonus, feats, etc?).

I've no idea what her stats should look like right now.


Can an unchained class take their typical racial favored class bonuses? In some cases the answer would obviously be no, such as unchained barbarian and the humans bonus to trap sense.

However, assuming the favored class bonus does apply to an ability the class still has, can they take it?


So, first time occurrence for my group. We managed to get TPK'd, and at level 2 we have no possible way of coming back. Early on in the first book of strange aeons. So spoiler warning

Spoiler:
New GM decided he wanted to run strange aeons. Looks fun, party was a witch, warpriest, fighter, far-strike monk, and paladin.

At level two proceeding through the asylum when we come across a courtyard covered in the dreaded yellow fog. We also saw a narrow path that appeared clear of fog skirting the courtyard.

This is where things went south immediately. On our second round skirting around the edge something darted forward, grappled two of our party members and dragged them screaming about 50 feet away into the fog(I'm not sure what the creature is. None of us ever could see it through the fog even while being grappled)

From there it proceed to cycle through grappling us and throwing us against the walls of the courtyard for massive damage. Due to some feature of the fog or the creature itself we were disoriented and could not find our way back towards one of the companions who was standing in the doorway calling for us to return.

At this point four of us were wandering around the fog in random directions and taking a swing a the creature whenever we saw one of our companions being constricted by the mist creature. This went on for quite some time with us getting dragged back into the fog whenever we found the clear path.

Due to the nature of the "fight" our GM didn't have us on a specific map since we had no idea where we were, but using a few landmarks the creature appeared to have incredible reach. At one point in time, I'd moderately certain it grappled me and another party member who were on opposite sides of the courtyard. I asked for clarification that it was only one monster and this was confirmed.

One of our party members ends up on the other side of the courtyard with a door. Hoping to escape as she was badly wounded she stepped into the next room. Apparently she got 5 feet farther into the room than she should have and was hit by something massive for 24 damage and swallowed whole. She was dead instantly and I am told the creature was CR17.

Long story short. We all died one by one being constricted to death. On the few times one of us rolled extremely high on the cmb/escape artist check we just got attack of opportunity grappled as we tried to escape. Eventually it had killed all of us except the monk who was still standing in the doorway yelling for us to get back. He of course got dragged into the fog and killed the same way immediately afterwords.

From the looks of things we could have run immediately and sacrificed the fighter and paladin who got grappled first. The monk in the party was advocating for just that solution. In retrospect I suppose it would have been the right call, but not a solution I'm particularly happy with.

If somehow we had managed to win this fight though the next room still had an auto death monster waiting for the first person who walked in. I'm not sure if the entire campaign is like this but most of the players really aren't too excited to make new characters for the next TPK.

I'm going to speak to the GM and see what he envisions for future sessions if any but I'm not sure what we could have/should have really done there.


Does Paizo or anyone else sell these? I've seen the 2.99 option in the store to download some printable cards, but I was looking trying to find some nice quality ones to get as a christmas present that are already printed with some decent artwork.


So, I've got a session upcoming where one of the players won't be able to make it. I thought it might be interesting to have them captured by the BBEG to interrogate or something. The other members of the group will(I assume) go to rescue their friend.

Now the problem is I'd like a nice way to write them off screen for a session. I could of course just tell them that they woke up the next day and the missing PC never woke anyone up after his watch duty and is no where to be found, but I'd prefer something a bit more interesting or interactive.

The question being, what are some nice ways to abduct a single player that are relatively foolproof. Bonus points if they don't simply vanish into thin air and give the rest of the party some information on who took the party member, where he is held, etc.

High level spells or class abilities are mostly fine. BBEG can buy a scroll or hire a spellcaster for a one time service or somesuch if it is really necessary.


Alright, so started a new campaign for some of my players and one of their first quests was a sort of murder mystery. I used http://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule as a general guide to try and make sure they had enough ways to discover what was going on.

At the end of the session the group still really had no clue what was going on and some trouble connecting the dots despite having found nearly all the relevant pieces of evidence. So I'm looking for some advice on how I could have improved the session. Obviously the players themselves are not detectives and shouldn't have to know exactly how to conduct such investigations

General session outline:

Discover a water drowner(water mildly acidic , 20% miss chance, hit in jav negates miss chance 1d4 rounds) killing civilians in the town of Gillamoore. DC25 and at least 3 clues to discover the nature of the beast.

Optional: Rescue Jaina from being burnt at the stake as a guilty party.
Option A. Force 10 villagers will try to stop her from getting rescued.
Option B. Persuasion DC 24 dip/int check will result in him releasing Jaina into their custody for "interrogation" Circumstance bonus with a bribe
Option C. Stealth 4 guards at the prison. Can be knocked out or bypassed

Victims:
Farmer - Generally well respected.
Village drunk - petty criminal, begs, borrows, or steals to get drunk
Local Blacksmith - having an affair with Abigail

Gather information/rumors:

DC 10 monster must be from that cursed tower. Blighted necromancers
DC 12 careful with the rum. Old jack drank so much it turned him into a hen. I'm dead serious
DC 14 Every few weeks a mysterious stranger walks through town. Anyone who looks at him suffers terrible luck(malfactor, pilot's idea)
DC 15 The last mayor was corrupt. He embezzled a ton of gems and hid them somewhere in the forest gemstone
DC 18 Couple nights back every dog on my farm started barking in the middle of the night. Downright eerie if you ask me. Dogs hate the creature +2 check and if they investigate near the farm a 15 perception check locates the affair site
DC20 They say the blacksmith was having an affair. And the farmer murdered his own wife and kid. And Everyone knows about Village drunk. Monster is punishing the wicked I'd say

Clues:
Victims appear drowned although bodies are found well away from water DC10 heal check +2 check

Farmer in particular DC 15 survival check notes that he has no footprints near his body +2 check

Blacksmith was last seen by Abigail at the outskirts of town. She can be convinced to tell the PCs where they met if caught not telling the truth. Sense motive DC12 to notice and 15 dip/int to get her to talk +2 check

Attacks happen every 4 days(next attack should be the night after they arrive) +2 check

If they search the blacksmiths house a DC 18 perception check locates a cryptic letter saying that we need to meet.

Investigating the site leads to ants as well as placing all 3 victims in a very small area. +2 and tells PCs where to go to confront the creature

Red Herring:

"Cursed" tower bat later wraith

Notice board:

My friends, I've recently received a contract for a griffon coat. Sadly I've no suitable materials to craft such finery. There is said to be a Royal Griffon(+10 touch AC acid spit 3d6 damage(hitting in the jav will cause griffon to land)) hours south of the town. Anyone feeling adventurous enough to retrieve such materials will find themselves 100 gold richer for their efforts.

- Andrea

I've not much to give as a reward but anyone who kills the Barghest that killed my wife will have my eternal gratitude. It was last seen in the forest.

- Oren

If they decide to start searching the water for the culprit Sea urchin

Points of interest:

A. Blacksmith house
B. Farmer's field
C. Jail cell
D. Mayor
E. Ant field
F. Lake
G. Necro tower
H/I. Taverns

_____________________________________________________

The biggest trouble was that even having found that all 3 murder sites and having them right on top of each other on the map they didn't really make the conclusion that they could try and find the creature the next night when it came out to hunt.


I have a player in an upcoming campaign that is playing a high int flying blade. She was looking at the inspired blade and their ability to add int to Panache and wondering if I'd allow her to give the same abilities with her flying blade.

So essentially she wants to add her int/cha to her panache pool and in exchange only gain panache when she comfirms a crit with a dagger. Doesn't seem to crazy to me, but what do you guys think?


As the thread title notes I think it is time to take a look at prestige classes and give them some unchained love like our rogue friend. I didn't go through and count them but there must be something like 50 or so various prestige options. More even than we have options for base classes.

I have seen around these boards a lot that piazo's design philosophy revolves a lot more around reducing multiclasses and using archtypes as a way to do what prestige classes used to(I never played 3.5 so I can't speak to this but I'd imagine it is true). And while this is fairly understandable it seems really annoying to have a lot of character creation options that are realistically pointless.

Every once in a while I see a rare prestige class that is mentioned as actually being decent: champion or irori, loremaster, etc. However, far more often I see threads like X class obsolete, why would I ever play class Y, etc.

My personal biggest gripe and the one that really got me looking into the viability of the prestige classes is the duelist. I really want to like this guy but I for the life of me can't find a reason I would play it over a straight swashbuckler or something.

So my questions are: Is there anything out there that makes prestige classes better? Are there any plans to actually make them decent? Or are they doomed to wallow in the pits of inferiority for the rest of pathfinders days?


In a campaign of hells rebel's and I currently have a level 7 halfling inspired blade focused on being the tank for the party. My build is:

Str 8
Dex 18
Con 17
Int 14
Wis 10
Cha 19

Level 1 fencing grace
Level 2 N/A
Level 3 dodge
Level 4 Cautious fighter
Level 5 toughness
Level 6 N/A
Level 7 draconic defender

Bonus feats
Weapon specialization(bonus from GM)
Iron will and Persuasive(bonus from campaign)

At level 8 I plan to take Osyluth's guile since I spent a lot of time defensive fighting to buff AC for myself and allies. I've also considered blundering defense to further go with the buffs.

Relevant gear:

+1 chain shirt
+1 ring of protection
+2 nat armor amulet
unique campaign rapier
+1 buckler
Jingasa(the old/good one)
+1 cloak of resistance
daredevil boots
+4 con belt
+2 charisma headband

Obviously I plan to keep upgrading my gear but I am not really sure what route to go from here to maximize my tank potential.


Has anyone ever run an "encounter" that featured some form of objective based performance combat? Either be the first to grab the opponents flag, manage to take/hold an objective for a certain number of rounds, etc.

And if so what sort of rules or systems did you use? Only non-lethal damage, asymmetric terrain advantages, performance combat rules, etc?


Alright, I've a hypothetical situation I would like some help with and I figure you guys who know the system better than I do might have some advice.

Suppose your party captured a low-mid level member of evil_cult_1. After pumping him for information it becomes readily apparent that he really doesn't know very much of use. In this case only the very highest members of the evil cult actually know who the members of the cult are, how they operate, what they are planning, etc.

So the question is, would their be an easy method to return him to the cult with orders to climb ranks and secretly sabotage their order while feeding us information?

Requirements:

Longer is better - The guy is going to have to climb the cultist ladder. Might take months to take out or sabotage his superiors and gain a leadership position

Harder to detect - Obviously if something like detect magic will immediately see he is under mind-controlled enchantment that might not go over so well

Preferably does not hinder capabilities - As a low level member of the cult his superiors are generally going to be stronger. Even with us providing helpful supplies it is going to be a dangerous mission. Anything that weakens him is less desirable.

Cheaper also better - I've a decent amount of resources for available money and spellcasting for hire, however, a cheaper solution that works just as well is certainly preferable.

So far, best I have found is probably something like geas followed by a magic aura to attempt to hide the spell. My main problems with that combo are:

A. magic aura only lasts one day/level. Although we might be able to periodically recast the spell we also might not. So semi unreliable.

B. the wording on geas is a bit.. open. Specifically something like this line: If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.

Seems entirely possible that this could involve a lot of word games that might come back and bite you, or possibly that he could even attempt to make it known he was under a geas to get it removed. Now the cultists specifically might just kill him instead of bothering to remove it so that could help keep him silent. But still risky.

C. With the Geas it also lowers your stats if you are prevented from following it. Obviously this sort of mission requires planning and taking things slowly. But depending on how you look at it that might count as not working on the mission or give leeway to just plan forever.


Does a whip(or any weapon for that matter) do damage when you are using it to trip?


Hey, everyone. I am making a homebrew campaign somewhat loosely based on the witcher game series. The players will belong to a monster hunting school tasked with hunting down some exotic and highly dangerous creatures.

Having never created a campaign before I figured I'd see if anyone here had some ideas for cool stuff to include into the campaign. Anything from:

Cool quests
Challenging monster ideas
Interesting items
Unique NPCs
Etc

I realize the topic is fairly broad and I am still in the brainstorming part session for the campaign. So what you all got?


For an upcoming campaign I am going to be playing a defensive fighting halfling similar to the one found in this thread: http://paizo.com/threads/rzs2pejb?Full-Defense-Halfling

My question is what exactly counts as the defensive fighting bonus? Cautious fighter, acrobatics, crane style, and dizzying defense all seem like they would add to the defensive fighting bonus.

Osyluth's guile or Active defense I am less certain on. Both give dodge bonuses and both only work while you are fighting defensively. If they do work I should be able to work out some sweet blundering defense bonuses.

Osyluth's Guile:

Benefit: While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent's melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.

Active Defense (Ex)

At 3rd level, a shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.


One of my players is currently playing a kineticist with the trickster mythic path. He asked me if he was able to use the trickster's surprise strike for the kinetic blast.

Off hand I'd assume you can't but I said he could use it until I got a better ruling.

So anyone know?

Surprise Strike (Ex)

As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

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; see Infusion), 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.


So I'm making a back up character in case my current one bites the dust and wanted to try and go for the duelist prestige class. I was considering a lot of different ways to get the entry requirements but I'm a bit confused on the Dervish of Dawn.

Basically how does the requirement for weapon finesse work with the DD?The DD gets the Dervish Dance combat feat which allows me to apply dex to attack and damage and normally requires weapon finesse as well, but technically the character never took it.

Are you still required to actually take the feat weapon finesse to qualify? Would really hurt taking a feat that is inferior and overlapped by one you already have.