Um. Well. I think you'll know where this is going. Spiritual weapon lets you use your Deity's Weapon's damage type; for instance, a Cleric of Tlehar would be able to use Bludgeoning or Piercing damage for attacks with a Spiritual Morningstar. Laudinmio's divine weapon is, because they're just incredibly cool, the "Alchemical Bomb". Obviously, there's no splash or anything because it's just the damage that's relevant and the spell's pretty clear about nothing else applying, but would you really be able to use Spiritual Alchemist's Fire to do fire damage? Or Spiritual Bottled Lightning to shock your foes?
The RAW answer seems, to me, a little potent, and I'd suspect that the RAI might be "ah, shoot, missed one", but I'm also interested in how GMs would rule this balance-wise. Is it fair enough to let a player have a spell this damage-diverse that can apply Strike triggers? Should a player decide which bomb Laudinmio allows them to use for this spell, and they can retrain it in downtime?
Is your Elemental Hand Crossbow/Pistol/Air Repeater loaded already when you Gather an Element? The word "reload" is used as if it is, and this could create confusion since Cycle Elements is presumably not meant to immediately refresh a whole Capacity magazine.
This isn't so much a rules question as I think I'm pretty clear on the answer, but it might be helpful to make it obvious that you have to load your weapon as-normal, as much as that sucks for anyone who started the fight without a pre-Gathered Element.
Is your Elemental Hand Crossbow/Pistol/Air Repeater loaded already when you Gather an Element? The word "reload" is used as if it is, and this could create confusion since Cycle Elements is presumably not meant to immediately refresh a whole Capacity magazine.
This isn't so much a rules question as I think I'm pretty clear on the answer, but it might be helpful to make it obvious that you have to load your weapon as-normal, as much as that sucks for anyone who started the fight without a pre-Gathered Element.
Obviously haven't played this new Kineticist yet, but in theory this hits a lot of the notes I was hoping for.
I especially like:
All-day martial blasts with trait differentiation
Yoon's art
Elemental Weapon
Playing with the action economy and feat system
Yoon's letter
Distinct-feeling Impulse lists for each element, including different healing powers
Built-in utility
Gom-Gom
Obviously there are always going to be quibbles (I'd like blasts to see a little more emphasis myself) but these are things I am very excited to see stay! Especially Gom-Gom!
I just think it'd be neat to add in a bit of language that the go-up-a-wall version can be steps or a ramp. Would add another option for wheelchair-using PCs as well as adding a bit of interesting utility that clever players could have fun with. Not a huge thing, but I'm sure it'd be appreciated.
(Plus, I'd be tickled pink to see a wheelchair-using geokineticist casually ruin the entrance of every inaccessible building they come across.)
The Poisoner archetype allows you to take the Rogue feat Poison Weapon at level 6. Note that, in this edition, everyone knows what I mean by "level 6" because it's the level my character is and that always means the same thing unless preceded by the word "spell". Essentially, the whole concept of a class level is a thing of the past... Which is brilliant, except that Poison Weapon mentions your "rogue level" in its Special benefit.
Poison Weapon wrote:
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.
This poses a problem for the Poisoner archetype, as it doesn't grant a rogue level, because, as above, that's not actually a thing. Nobody has a rogue level, not even members of that class, though a Rogue player obviously knows that the feat means "your level" because it couldn't mean anything else. Even in the case of the Rogue archetype, because the rules are a conversation, one could make an educated guess and assume that, as with qualifying for class feats granted by multiclass archetypes, the effective level is equal to half your level.
However, if you agree with that ruling, no such provision exists for the Poisoner archetype. If you don't, you're left with the same conundrum for both the Rogue archetype and the Poisoner. Either you have a "rogue level" of zero by dint of not being a Rogue, or you just do as the Rogue player does and mentally edit out the word "rogue" entirely. Erring on the side of caution, the former option effectively means that they only gain the primary effects of the feat, which are cool... Except that the archetype also grants the Improved Poison Weapon feat, which has vanishingly little point if not for the Special entry on Poison Weapon. It technically saves you a poison on a critfail, but that being the sole benefit for a tenth-level feat doesn't really make sense intent-wise when you get Sticky Poison two levels earlier.
So the intent was, I think, that you get the full benefit of the feat, using your full level as always because there's no special exception. I don't know if that holds up at all, though I also don't think it'll massively throw off balance for anyone.
Is there anything I've missed or got wrong?
Is this a reasonable interpretation?
Third question for comedic effect?
The War Soul archetype for the Soulblade Psionic Class adds a new Blade Skill, which can allow you to create a specific Discipline weapon, which can be of any type and you're automatically proficient with it. My question refers to this bit here:
Discipline Blade Shapes wrote:
Ranged weapons that use ammunition generate their own standard ammunition out of the mind blade’s current shape, or may use non-psychically generated ammunition as normal.
So. They can create their own standard ammunition; this is clear enough. However, what is not clear is whether you have to reload the weapon or not.
Basically: Is the ammo created INSIDE the crossbow/firearm/sling/launcher itself after every shot, or do you have to load it yourself?
(This might be wishful thinking, but this could well make crossbows and such very very viable, which would make a nice change, as well as *GASP* slings.)
I went on a bit of a rant in this thread about how much a Hobgoblin army may rely on Alchemists. The initial idea goes to lemeres, of course.
So that got me thinking, which races would rely heavily on which classes for their armies? Obviously there would be a lot of Warriors in each army, but I'm thinking for their more powerful troops, the ones that they sink time and resources into buffing up.
Personally, I think an Elven Army would have a precious supply of Wizards, but would have most of their front-liners be Magi of some description. They're agile, intelligent and Magi can afford to spend one of their no-action-spells to buff their lacking health. They're almost the perfect Kensai, if you take your chosen weapon to be the Curve Blade or the Branched Spear. Damn fine Eldritch Archers too.
A Magus doesn't require the same arduous and expensive training that a Wizard does, and has much more survivability at low levels, which is pretty necessary for a battle-caster in a race with a Con penalty. Even though Elves are smart, it's also much more probable to find an individual of Magus cleverness than to find the rare genius born for a life of Wizardry.
On the other hand, Orcs seem pretty much designed to be Barbarians. This is fine, and fairly obvious. It's hard to find any class that they're good at which doesn't involve angrily hitting things. They'd make really good Kinetic Knights, but of course you can't plan for the fickle energies of the elemental planes giving you enough of those for a whole battalion. So Barbarians, most likely.
What about other classes? Not just what those classes are good at being, but what they could sink resources into making armies out of. Full-Casters, for instance, are usually either prohibitively difficult to train and find, or are so unpredictable that you can't plan to have enough of them to sustain a force. Even if you can find the one bugger with the blood of dragons, who's to say that he's Charismatic enough to use it? Even if humans make the best Sorcerers, you'll never make an army out of them.
So what about it? I can't wait to hear back from y'all!
Picture the scene. The Fighter, but 13 levels to his name, readies his sword. The dragon is too far away; easily 40 feet. A charge would reach her, but then what? One attack? Everyone else is getting off several attacks or maginuclear fireworks at this range. Or both. He feels useless. It's a familiar feeling.
Then the blade begins to vibrate, to speak. The Fighter knows what he must do.
In one fluid motion, he slices through the air, dashing forwards into a gash in reality... a Door of Dimensions. Everyone gasps: the fool! He is not one of the fabled Dimensional Dervishes; he'll surely be unable to act once he goes through!
Yet... somehow, he dives through, slicing and dicing away with all of those feat-powered strikes until the Dragon flees. But fleeing won't save her, not this time.
So how did he do it? Well, he had his Awakened sword, which at Level 9 in the Steelbound Fighter archetype can cast a 3rd-level spell on its own once per day (at 13 it can do it thrice per day), and he had it cast Dimension Door which is a 3rd-level Summoner spell. Since the sword itself was doing the casting, he had no need to fear the inaction after the transportation, or put any feats towards Item Mastery or the Dimensional Dervish line. Sure, it's not quite as good as Dimensional Dervish itself, but it's better than the first two in that chain, and doesn't require you to mess around with Item Mastery.
It seems like a decent way for a Fighter to get a long-range three-use-per-day Pounce, provided that the GM allows it (the class ability specifically mentions that GMs are fully allowed to not allow certain spells, though this one is such a cool aesthetic that anyone interested in building a group story should at least think about it).
So... my question is, would this work? Have I missed anything? Am I way too dramatic with my tabletop roleplay questions?
Hiya all! Just a quick question regarding the Heavenly Radiance feat.
It requires you to be an Aasimar, with the Daylight spell-like-ability. Now, as written it doesn't require the spell-like-ability to come from the Aasimar race specifically, so my Peri-Blooded character could get it from another source and still be perfectly legal.
The Lamplighter Archetype for the Investigator allows you to burn extracts to get a Daylight spell at level 5; the Ability is also defined as (Sp) or Spell-Like.
So my question is this: Does this ability allow me to qualify for feats (such as Heavenly Radiance) that require a Daylight spell-like ability?
With this, I could cast, say, Wandering Star Motes from my lantern by burning an extract, effectively becoming a spontaneous caster of that spell specifically, since I get the spell-like ability any time I burn an extract (obviously the extra Daylight use from the feat would have no effect since it's already spontaneous).
My argument for would be that it allows me to cast Daylight as a spell-like ability which is the only requirement an Aasimar needs to meet for the feat. It's not a broken combination by any means, but given the complexity of the ability I was wondering if it would be considered legal or allowed at tables.
Thanks!
~Nitro
P.S. Would this be allowed for the Quicken Spell-Like Ability feat? As written it seems to qualify, but it feels wrong to me somehow.
Full Name
Yahirma
Race
Changeling (Mauxi Mwangi)
Classes/Levels
Mwangi Spiritualist 12
Gender
Female
Size
Medium
Age
22
Special Abilities
Revelations (Misfortune, Natural Divination 4/Day, Reminder of Death 10/Day, Undead Servitude 10/Day, Fortune 2/Day, Path of the Snake, Dread Gaze)
As the most "civilized" of the extended Mwangi family, the Mauxi people present a cultured face to Rahadoum and Thuvia by speaking Osiriani and trading readily with outsiders. Behind closed doors, the social masks are removed, revealing a rich heritage of Polyglot dialects, spirit worship, art, and mysticism. Yahirma is representative of her host society, despite the stigma of having no known birth mother.
It might be argued that nobody knows her father's identity, either. When the one she calls father undertook his Maa'tokali - a ritual vision quest required to enter adulthood - he disappeared for months. None could find his tracks once they entered the jungles, and none found any sign of what befell him. Believed dead or abducted by apparitions, he was gradually forgotten. All were surprised when he struggled through the treeline over a year later, his body sticky with his own blood and one arm cradling a baby.
By tradition, nobody questioned the nature of his child, and for reasons all his own, he never spoke of her origins beyond naming her Yahirma - "Forest's Gift." Now fully accepted into the society, Yahirma's father married and fathered many other children, all of whom were received happily by the rest of the settlement. Yahirma, though honored for her slightly atypical features and quasi-mythical origins, never fit in entirely, which suited the two eminent shamans perfectly. Each took her under a separate wing, trying to teach her the craft while also using her spiritual connections to bolster his own influence.
As Yahirma grew to womanhood, she began to hear whispering voices, rarely and quietly at first but growing stronger and more frequent with the passage of years. Her squabbling mentors clashed over the rights to interpret the messages, each publicizing the phenomenon to the whole town in the hope of gathering more support. Upon shepherding her to the Speaking Tree and gathering a crowd, the shamans entreated her to speak as the voices spoke (certain that they would speak unintelligibly and require inspired interpretation). Instead, the voices called to Yahirma in fluent Polyglot, and she repeated their summons to the crowd; the voices were calling Yahirma to the Ruins of Kho.
As the two spiritual leaders stood in stunned silence and struggled to recover the situation to their respective advantages, Yahirma demanded the right of Maa'tokali so as to commune with the voices further. The elders ruled in support of her plan, and she was equipped with ceremonial goods (donated with reservations by the two shamans) befitting her spiritual strength. What she did not know was that the voices were the call of her hag mother and two coven sisters - a call designed to lure her to her own transformation into a hag.
As the young shaman apprentice trekked through the jungle, she encountered and overcame natural obstacles, gradually coming to understand and apply the teachings of her people's Wendo spirit guides. Tragedy could have struck the day Yahirma first sighted the Ruins of Kho but for the Wendo's unknowable desires. Viewing the crumbling skyline, Yahirma received a terrible vision of ruin, despair, and desperation that would strike an unfamiliar and colossal settlement build of stone and timber. With each image an single, unknown word throbbed in her head, impressing on her its importance, a sense of need, and a direction.
When the painful divination subsided, the young woman walked no closer to Kho but rather turned away. With difficulty she worked her way to the northern coast through Thuvia, paying for transport, defending her gifted wealth, and offering blessings to the road-weary. Her efforts to find a vessel to ferry her across the giant lake in the middle of the world landed her a fight for her money purse, but she found she could shout nothing beyond the one word from her vision as she shielded herself from blows with magic. The toughs were called off by the whistle of an older gentleman.
"A speaker of the Devil's Cant, is she? Give way and let her be. We have no business attacking her sort," he muttered to his hired muscle as he started to turn away.
"Wait," cried Yahirma. "Where is it that word is spoken?"
"Nowhere near here, and even there the word you kept shouting isn't a common bit of vocabulary."
"Take me there," she called back. As he shook his head with a sour look, she threw a pouch of gold at his feet, saying "take me there, and I'll see you have that much again."
Scratching at graying stubble while pondering the details of this woman's situation, the man gaped at the rich glow of gold that shined from within the leather pouch. "We're headed as far as Westcrown, so I hope you don't expect much more," he chuckled while tossing the heavy pouch between his hands.
"Westcrown will have to do," the woman responded with little sign of emotion.
Having just arrived and confirmed that Westcrown matches her visions, Yahirma is uncertain as to how to proceed with her investigation. The marvels of Cheliax are foreign to her, so at present she is lying low while trying to secure a trustworthy guide.
Appearance:
Yahirma is not physically imposing, standing about five and a half feet tall with a somewhat slight, attractive build. Her skin is a grayish-brown, like ash-stained wood, and her hair hangs straight with a rich ebony hue. Perhaps most striking are her eyes; one is a deep brown while the other is a vibrant green radiating thin flecks of black.
Despite the somewhat bulky and unflattering traveler's clothing and wooden armor she often wears, Yahirma is a beauty. Instead of flaunting her appearance, she seems completely oblivious to her attractive features and the looks they draw. Unless something strikes her as important to her Maa'tokali, she can come off as dismissive. Those who travel with Yahirma learn she can change between two masks quite quickly, sometimes shifting without warning from an uncaring stranger to a driven charmer.
Lacking a permanent home, Yahirma is accustomed to carrying all of her possessions on her back. She typically sports a hefty backpack to which is attached a cage containing a scraggly chicken. Heavy gloves cover the lethal inheritance acquired from her mother, and she carries a staff (to which are attached several small cloth pouches) in hand when permitted by local law.
Yahirma's Pet Projects:
- Free the Delvehaven water elemental
- Somehow pay back Madjaw
- Learn more about the Delvehaven Dolls
- Lay to rest (or simply come to terms with) the Delvehaven haunts
- Construct an ambulatory form for Khazrae
- Restore Khazrae to her original form
- Assist the Ciucci's butler in aiding the head of household
- Engage Sandor in arcane dialogue (likely returning his staff to him)
- Animate the elder Drovenge as a juju zombie and have a pleasant conversation with him.
Character Sheet:
Role: A versatile spirit-healer, sage, and debuffer that plays well with others, Yahirma also packs a solid social "punch" through a mix of personal magnetism and mystique.
Female Changeling Oracle 12
N Medium Humanoid
Init: +1; Senses: Perception +2, Darkvision 60'
Speed: 30'
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DEFENSE
------------
AC 19, Touch 12, FF 18 (+5 Armor, +1 Shield, +1 Natural, +1 Dex, +1 Deflection)
HP 15/75 (12d8+12, taking the average)
Fort +7, Ref +7, Will +12
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OFFENSE
------------
Claw +8 (1d4-1, 20/x2)
Cold Iron Dagger +8/+3 (1d4-1, 19-20/x2)
Darkwood Teaching Staff +9/+4 (1d6-1, 20/x2)
Blowgun +9 (1d2, 20/x2)
Spiritual Ally +16/+11 (1d10+4, 19-20/x2)
------------
STATISTICS
------------
Str 9, Dex 12, Con 12, Int 16, Wis 14, Cha 25
BAB +9; CMB +8; CMD 20
Feats:
Extra Revelation
Craft Wondrous Item
Spell Penetration
Extra Revelation
Hag-Blood Revelation
Hag's Revelation (Dread Gaze)
Combat Gear: Darkwood Buckler, Darkwood Teaching Staff, Cold Iron Dagger, Blowgun, 16 Blowgun Darts, Ceremonial Tien Armor (Chain Shirt +1)
Magical Equipment (Worn/Carried): Muleback Cloak of Resistance +2, Headband of Charisma +4, Belt of Constitution +2, Handy Haversack, Ring of Protection +1, Spectral Shroud (1/1), Mnemonic Vestment (1/1), Circlet of Persuasion, Deathwatch Eyes, Scarlet and Blue Ioun Stone, Potion of Remove Disease
Magical Items (Bandoleer): Prayer Bead of Healing (1/1), Bead of Karma (1/1), Oil of Daylight
Scrolls (Stored): Remove Fear (2), Know the Enemy (2), Remove Curse, Consecrate, Desecrate, Bless, Dimensional Anchor, Sending, Breath of Life
Wands: Deathward (6), Break Enchantment (7), Divination (9), Restoration (2), Cure Moderate Wounds (19), Cure Light Wounds (--)
Rods: Lesser rod of reach (3/3)
Staff: Staff of Healing (6/10)
Mundane Equipment: Monk's Outfit (in darker colors), Spell Component Pouch, Heavy Gloves, Fine Scarf, Wooden "Holy Symbol," Hemp Rope (50 ft.), Whetstone, Bullroarer (Treat as a signal whistle), 2 Scroll Cases (10 sheets of paper, 10 sheets of parchment), Ink, Inkpen, Twine (50 ft.), 2 Sacks, 10 Candles, 3 Pounds of Salt, 3 Acid Flasks, 8 Flasks of Holy Water, 2 Sticks of Charcoal, 2 Weapon Cords, Compass, 2 Flasks of Lamp Oil, Map-Making Kit, Area Map (Greater Westcrown region), Flint and Steel, Waterskin, 6 Days of Trail Rations, Vermin Repellent, Fire Corentyn Wine
Special Texts: The Rogue Journal, The Libra Malefactum, The Imprisonment of Marcos Trom, Dream Journal of the Pallid Seer, Pathfinder Chronicles (Arcana, History, Nature, Planes, Religion)
In Storage: Darkwood Armor, MW Backpack, Hot Weather Outfit, Tear-Away Traveler's Outfit, Chains of Contrition, 7 Pounds of Salt, Hammock, 1 Pound of Corn, Live Chicken in a Cage, 10 lbs of Flayleaf, Spell Component Pouch (5), Darkflare (3), Vermin Repellent (7)
Carrying Capacity: 116 / 233 / 350
Remaining Gold: 36,541.63
-----------------
SPECIAL ABILITIES
-----------------
Primary Curse: Haunted
Secondary Curse: Tongues (Infernal)
Revelations
- Misfortune (Remaining:) Appario, Derek, Maddok, Xerath, Yahirma
- Natural Divination 4/Day [0/2 Skill, 0/1 Save, 3/4 Initiative]
- Reminder of Death 10/Day (Will DC 23) [10/10]
- Undead Servitude 10/Day (Will DC 23) [10/10]
- Spirit Vessels
- Fortune 1/Day [1/2]
- Path of the Snake [1/1]
- Dread Gaze (Will DC 23) [0/1]
Green Widow: You gain a +2 trait bonus on Bluff checks made against characters that might be sexually attracted to you.
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SPELLS (Concentration +21)
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0th:
Create Water
Detect Magic
Enhanced Diplomacy
Ghost Sound
Guidance
Light
Mage Hand
Mending
Read Magic
Stabilize
1st (6/8):
Cure Light Wounds
Ill Omen*
Inflict Light Wounds
Liberating Command
Protection from Evil
Remove Fear
Sanctuary
2nd (7/8):
Align Weapon
Cure Moderate Wounds
Lesser Restoration
Levitate*
Minor Image*
Oracle's Burden*
Pilfering Hand
Remove Paralysis
Sound Burst