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Blakeg wrote:

He's cherrypicking parts of the text. The FULL Entropic Shot Text reads as follows:

You can deliver your entropic strike with any small arm as though you were delivering an entropic strike with a melee weapon. You must treat the entropic strike as being made of the ammunition’s material (if any). Also, you must apply the small arm’s weapon special properties, critical hit effect, and weapon fusions to the entropic strike, so long as the effects could be applied to a small arm that deals acid or bludgeoning damage, and that doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you’re gaining the effect from. You don’t add your Strength or Constitution modifier to your entropic strike’s damage when delivered through a small arm, and your weapon specialization adds only half your level to entropic strikes you deliver with a small arm. If the small arm is used to affect an area (such as with the blast or line weapon special property), the entropic strike delivered with that weapon deals 1 less damage per damage die.
When you gain entropic attunement at 5th level, add the weapon properties first arc (dealing acid damage instead of electricity damage) and guided to those you can add to your entropic strike, and remove the weapon properties feint and force. At 10th level, you don’t increase your entropic strike’s reach. Instead, when channeling your entropic strike through a small arms weapon, increase the weapon’s range increment by 5 feet, plus an additional 5 feet at 13th, 16th, and 19th level. At 16th level, when you gain the ability to channel your entropic strike to deal damage to an area, you can only channel the attack through a small arm you’re wielding; instead of attacking all targets within 20 feet of you, you make a ranged attack against all creatures in a...

Who's cherrypicking now? But don't worry i can work with what you choose to accentuate:

1) The entropic shot is sujected to the Entropic Strike so leaving away the core ability doesn't let you compare what the feature changes.
The same requirements are listed with the melee weapons and unarmed strikes with shields but it just to apply the small arm’s special properties, critical hit effect, and fusions it's mostly for bypassing DR and cool effects but it doesn't state nothing about how to resolve the attack roll or if is a attack ranged

2) The only rule about how to deliver the entropic strike states: deliver your entropic strike with any small arm as though you were delivering an entropic strike with a melee weapon
And i told you that the way that you deliver the entropic strike through melee weapons and shields is that you REPLACE the attack with your entropic strike.
You could never use the Improved Unarmed Strike, although is very theme like, because all attacks became a One-handed advance melee weapon with the OPERATIVE special property (Which i think is the key here, the only always-property of the entropic strike), so you can choose whether with Strength or Dexterity

3) Why else they would put a line such as "You don't add strength or constitution to the damage"?
Now i get the CON it is the main feature of the entropic strike and delivering with a little more of range (Don't cry boys a small arm if not much range) with less damage is a nice trade off but
A small arm is always a ranged attack, why they would need to exclude the STR mod if it wasn't treated as an advance melee weapon?

If you think is weird, it's a space monk controlling the entropy, of course it is


Wesrolter wrote:

Is this a satire post?

So, you can make your entropic shots through a pistol. Nothing gets added to the damage. So what is so "epic" about this?
So take level 10. Your Strike is 3d6. Small arms of similar level aren't too far behind. Both the Entropic shot and other Small arms deal half level damage with no other bonus damage. So slightly higher is far from "Epic".
Even as you level up, the damage is less then a long arm, so not seeing some "epic" damage there.
Not sure where power armour factors into this. Sure, you get a high strength but since The E shot is a ranged attack (Dex) and doesn't add Strength to the damage, it has no factor into the math.
Other effects, you can do an 10ft burst? A little longer ranged? Honestly, if those are your desires, then going small arms is not the right choice.

So Solarians get 3d4 damage at level 10, give them a similar level Crystal to the pistol, that becomes 5d4, which is higher damage then 3d6, they also get to add full level to the damage and that is without going into the Plasma sheath. So Solarian is still above damage on the innate pistol.

You want "special" effects? Evolutionist has that. Damage can be fairly good at 2d8 + level (Level and half if KAC) so higher then a Vanguard and at an earlier level, they can generate blasts or lines, which cover a larger area then the vanguards 10ft burst.

Nop, you're not seen the whole picture so i'm gonna be simple

The entropic strike it's a Magical One-handed advanced weapon
And the way that you use the entropic Shot (which is the same with other weapons and shields) is that you REPLACE YOUR ATTACK WITH THE ENTROPIC STRIKE so all are melee weapon attacks
So just think again what changes


It's hard to tell, and Paizo still didn't say anything

If we read the way of the other similiar property: Corrode.

At 7th level wrote:
choose one of the following critical hit effects: corrode (1d8 for every 3 vanguard levels you have)

If we check the normal damage of Corrode in weapons (it's normally d4s and d6s) we'll see how they intented to make it a little more deadly

Now

First Arc: wrote:
A weapon with the first arc special property always generates an electrical arc, per the critical hit effect whenever it hits a target

If we look the listed first arc damage (it's normally a number or d4s) and use the same logic it would be:

1d6 for every 3 vanguard levels you have
Which is not a bad scale for the entropic strike compared to the rest of the weapons and always it's gonna be behind the original attack because don't add the CON and STR modifier damage
Also it's half good beacuse the Arc effect could damage allies

Now compare a 1/20 chance of a more explosive crit with a permanent damage boost to every hit it's the hard part but if we take that:

- It's an almost permanent boost, you can always spend all your entropy points which make you actually play with your class resources.
- I like more electricity but the damage is Acid, which if good but many of the more vile monsters have resistance or immunity to it.
- It's only good against 2 or more enemies, otherwise it becomes a decrement to the party being around you

I think that it's balance enough to make the Primary feature of the Vanguard a more reliable tool and gives the opportunity to think more about your class and how to roleplay it


Garretmander wrote:

...So they're a discount solar flare solarian?

How is that stupid powerful? they don't add their STR or CON mod to damage. They don't get the solarian's solar crystal damage or plasma sheathe damage. just 1-12 d6 plus probably full level from weapon spec. Power armor doesn't affect this at all.

Barely even a standard longarm depending on which level you look at.

You're not realising that the Entropic Strike it's more that good ranged damage and progressing throught the vanguard class is add in effects to your attack that other classes couldn't dream


Dragonchess Player wrote:

Maybe Manitto is talking about using Str instead of Dex on the attack bonus of entropic shots via small arms (similar to thrown weapons in Starfinder). Which isn't a bad benefit to help reduce MAD.

Powered armor, on the other hand, is pretty disappointing for the Str provided vs. the Str achievable by a character outside of a handful of armors that have a slightly higher Str mod (by +1 or so over a character that focuses on improving Str) when they are affordable.

You got it! Nowhere says: "You make a Ranged Attack" but that changes more that you can imagine

When you add the right disciplines, augmentations and feats i can Ranged Combat maneuver, ranged cleave combos, add many effects and damages, ranged shots after charges, in between full attacks

The Vanguard is the maleable class in terms of battle


Just follow this path
and enjoy being
the True Space
Ranged Barbarian...

Entropic Shot (Su) wrote:


You can deliver your entropic strike with any small arm as though you were delivering an entropic strike with a Melee Weapon.
The Original Entropic Strike wrote:


You can also deliver an entropic strike with any melee weapon (replacing the normal attack with your entropic strike)
And for any doubts, in the line of the Entropic Shot wrote:


You don’t add your Strength or Constitution modifier to your entropic strike’s damage when delivered through a small arm

So yeah RAW, i'm gonna be fisting my guns to my enemies and change the meaning of "Powered Armor"


Got it
Thanks!


Enhanced Varisian Tattoo (Su): At 9th level, the tattooed
sorcerer can pick any one spell she knows for which she has
a Varisian Tattoo feat. This spell must be one that lacks
focus components and costly material components. She can
now use that spell as a spell-like ability once per day. This
spell-like ability is not enhanced by her Varisian Tattoo,
but it functions at +2 caster levels above her sorcerer caster
level. Whenever she gains a bloodline power at a later date,
she may change this spell-like ability to another qualifying
spell. This ability replaces the 9th-level bloodline power.

This means that i can change the bloodline power that replaces, for example the one of level 15th?
Or that i can create a tattoo with the level 9th bloodline power and still effectively use it?


I hope my GM think as you
Thanks!


ahhhh sorry
Even more easy
You are a warrior of a deity (most of them), member of a cult, religion or sect, a congregation of belivers who serve to a same god (mostly) as such you may have received training from a member, teacher or even your god itself
You fight for something greater then you, you'll never fight alone, as such you learned how to fight as a pack, even if your party doesn't feel like it

Hope it works for your player


It's in the class text

Inquisitor get Teamwork feats instead of regular feats
usually 2 Players must have the same feat to work, but an Inquisitor for having Solo tactics works as all partners do (Just for the inquisitor not others) So he can benefit from them
There are tricky ones

Bonded Mind (Teamwork)
You and your partner are so close that you can almost read each other’s minds.

Benefit(s): As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.

He can use it but his partner cannot hear him or Responde


I'm taking an Inquisitor of the Catastrophe subdomain and get:

Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an everchanging storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (–4 on all Perception checks and ranged attack rolls), howling winds (–8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning).

That last part is my question, Call Lightning reads:
"If you are outdoors and in a stormy area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) – each bolt deals 3d10 points of electricity damage instead of 3d6."

Does my Storm counts as a way to increase the damage to 3d10?
I'm level 10 and Already has 50 feet of radius