Thesing the Vampire

Nufevah's page

* Pathfinder Society GM. 6 posts (200 including aliases). No reviews. 1 list. No wishlists. 12 Organized Play characters. 1 alias.


RSS


1 person marked this as a favorite.

In later levels (10+ or so) I had way more fun without shocking grasp. I also made use of frost bite frigid touch, and vampiric touch. Force punch is also a great one that wasn't mentioned. I actually found that the greatest part of magus was the mobility that I had over the other frontliners while still being able to put out comparable damage. Once I saw it Bladed dash was my bread and butter, thanks to spell combat you get another attack at your highest BAB+INT, add in hasted assault and i had 3 attacks at or above my highest BAB and another at -5. I'd also grabbed dimensional agility so I can DDoor into flank, or other optimal positions. The item Jaunt boots let's you turn a 5-foot step into a 15 3 times a day, which I felt were made for the magus (not to mention they came out in the same book) And when you get higher level monstrous physiques you can really wreck things with the extra size and natural attack (I chose Thrae queen for the sting). By this time crits and arcane strike with lead blades, and the bonus from the arcane pool my damage was just fine without a spellstrike, no to mention it bypassed most DR for being +5. I wasn't even optimized as I spent a feat to get a katana, adn was strength based, but I still had a TON of fun, Maguns is definitely one of if not my all time favorite class. What they lack in damage (not much even without shocking grasp) they make up for in extreme versatility and mobility, which also makes the SUPER fun. I don't even know if that's all the tricks I had up my sleeve.


I want to know if kirin strike adds to the effective splash damage or not, specifically for the purposes of the sticky bomb discovery. It makes sense that you can't deal kirin strike damage with splash because it's not an attack roll, but the wording for kirin strike is " you can add twice your Intelligence modifier in damage". I feel like since it says "add" and "in damage" means that you just amp up the attacks damage, and don't deal separate damage, because in this case as well with a melee attack the irin strike damage wouldn't be subject to DR separate from the original attack. furthermore I think it's safe to assume that the extra damage you do is the same type as the original.

All that is important for the argument that kirin strike does add to the effective splash damage of a bomb because the wording for splash damage is: "so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage". So, based on the wording of both I assume the bomb would deal damage on a direct hit as follows: 2d6+4+INTx2 instead of 2d6+4 and INTx2 ("and" and + not being interchangeable here of course) basically symbolizing that the damage isn't separate. So if a bomb dealing 2d6+4 deals splash damage of 6, would that bomb with kirin strike EFFECTIVELY deal 6+INTx2 in splash damage? So would the splash damage for sticky bomb go up?


I realize this is old but I have a question similar to this but not exactly.

I want to know if kirin strike adds to the effective splash damage or not, specifically for the purposes of the sticky bomb discovery. It makes sense that you can't deal kirin strike damage with splash because it's not an attack roll, but the wording for kirin strike is " you can add twice your Intelligence modifier in damage". I feel like since it says "add" and "in damage" means that you just amp up the attacks damage, and don't deal separate damage, because in this case as well with a melee attack the irin strike damage wouldn't be subject to DR separate from the original attack. furthermore I think it's safe to assume that the extra damage you do is the same type as the original.

All that is important for the argument that kirin strike does add to the effective splash damage of a bomb because the wording for splash damage is: "so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage". So, based on the wording of both I assume the bomb would deal damage on a direct hit as follows: 2d6+4+INTx2 instead of 2d6+4 and INTx2 ("and" and + not being interchangeable here of course) basically symbolizing that the damage isn't separate. So if a bomb dealing 2d6+4 deals splash damage of 6, would that bomb with kirin strike EFFECTIVELY deal 6+INTx2 in splash damage? So would the splash damage for sticky bomb go up?


So hellknights of the Order of the gate or level 9 gain (as described int he class) Summon monster V-VII (level dependent) as a spell-like ability to summon devils of varying kinds. Which means that they can cast summon monster with a modified list, the summon good monster feat adds to that list. So I guess my question is if I'm a hellknight with the summon devil discipline, which gives you summon monster as an SLA, can I use the summon good monster feat to summon the monsters listed there? Or is that discipline ability different somehow even though in it's effect, I have Summon monster as an SLA?


I think it's still too weak, I know you can spend more points to increase the damage but still, a standard action for 2d10 at level 16 seems like a waste. Especially when your result can turn out to be 2 (not to mention the save for half). Most class specific or race specific attacks scale with dice by either per level or per every other level. It also makes sense that a monk would develop more powerful blasts as he got more powerful. So I would say dice scaling works better. since it's force damage 1 dice per two levels seems powerful enough. Especially if it becomes D10s.

Secondly i would like to harp on what Kyrt-ryder said. In the show at least, charging did seem to make it more powerful. I think having the 2DX blast works, but it would be a literal ki blast from the show, whih would be better off as a swift action, one target, ranged touch attack. Then you can enhance it into a wave with ki powers, and maybe add a charge ki power, which, at the cost of raising the type of action it costs to do either there is an increase the damage dice maybe.

Oooooh And another idea. A one handed Ki blast power, it would be a wave, and would be the one handed ki blast(wave), which would do half damage but cost one less action step to increase the damage dice.


In PFS a summoner can use his summon monster SLA as a standard action. THe Archives of Nethys says that it is a standard

Quote:
Summon Devil (Sp): Once per day, as a standard action, a Hellknight can summon a single devil similarly to the spell summon monster. The devils a Hellknight can summon (and the Hellknight level at which he can summon them) are lemure (5th), imp (7th), bearded devil (9th), erinyes (11th), bone devil (13th), barbed devil (15th), ice devil (17th). (Order of the Gate)

However many of the abilities on that site for hellknight are not as they appear in PFS (they can summon bearded at 3rd, erinyes at 6th and bone devil at 9th in PFS.)

The rules for SLAs are:

Quote:

Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

So I can't tell. The spell does otherwise say that it's a full round but from what I can tell summon monster as an SlA is usually a standard, so is the Hellknight's summon a full round? And if it is a full round do I have to make a concentration check to continue casting if say I take damage, or the weather gets violent?