Sword of Heironeous

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Organized Play Member. 44 posts (578 including aliases). 1 review. No lists. No wishlists. 24 Organized Play characters. 5 aliases.


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Nope.

Wakaizashi's are Light weapons, so unfortunately, slashing grace doesn't work for them.

But, in the Pathfinder Society Field Guide (Splat book) there is the Agile weapon ability that lets the weapon do dex to damage.

Peter

edit: Derp... ninja'd while writing this :D


Genuine wrote:
I'm still curious if you can finesse your kinetic weapon or whip. Or flurry it. Or use weapon properties - if you form it into a flail, can you get the benefit on a trip attempt with it? If you make a monk weapon, can you flurry? Does the same apply if you form a guisarm with your whip power?

You decide the appearance of the kinetic weapon, and it is weapon finesse-able. BUT you do not get any properties of the weapon you make it look like.

Peter


For PFS, you need atleast 1xp & the O.A.Playtest Chronicle Sheet, for homebrew ... well, have fun!

WARNING! LINK IS A DIRECT DOWNLOAD FOR THE CHRONICLE SHEET!


And apparently 10th level AOE (atleast for fire)

(Mark posted about his 13th level pyro doing damage to multiple enemies, and so far talents are 1/6/10/16)

Peter


@Lemmy -- That escalated quickly...

I agree that Feel the Burn doesn't feel like it scales correctly, causing burn to hurt more than it should.

Losing 1hp/hd really can screw up your day, and only getting +1/+1 every 3 levels makes me want to conserve it for when I need it. Only problem is that what I would really like to do hurts me enough that I only want to save it for BBEG, not for helping the rest of the party when they need it.

Yes, you do get infusion specialization x5 to help mitigate burn, and you get Composite Specialization .... at level 15 .... and you get Metakinetic Mastery .... at Level 19.

Most games don't hit level 15, much less level 19, and you're only other recourse for either metakinesis or composite blasts is to accept 1 burn (minimum) per use.

I really like this class and where it's headed, and I do like the burn mechanic, I just feel that the price you pay for it doesn't give you good rewards (esp as a Aether TK, where your composite blast give you touch ... something that fire, water, and air possibly have from level 1, with no burn cost.)

Peter

disclaimer: My feeling can be wrong, but that doesn't mean we can't disagree :D


Mark Seifter wrote:
Matrix Dragon wrote:
Mark has already said that the pyrokineticist is probably going to get abilities that let him burn through enemy protective spells, though creatures with natural resistance will still probably be an issue.
The fun part of the one I'm looking at right now is that it sizzles it away before calculating the damage. Oops, thought you were safe from the flames? :D

Sizzles away spells is good, but what about if you're having a terrible day as a pyrokineticist and you come up against a red dragon, or a hydrokineticist (using touch attacks) and you come up against a white dragon, and so on ...


Tels wrote:
Mark Seifter wrote:
Milo v3 wrote:
Mark Seifter wrote:
TOO
MANY
QUOTES!
*Sigh* Awhile back I made a long post for each element and the class itself on possible ideas for wild talents. I know I had it copied to a document, I can't recall if I actually *saved* that document :(

Here, starts at 1344 & goes thru 1350

Peter


For anybody having issues finding the survey,

Link to Surveys

Peter


graystone wrote:
Peter nielson wrote:
Third Mind wrote:
I feel that focusing on their ranged touch attacks in order to claim they're accurate is silly, personally. Mostly because not all of their elements are given that option. I still say an option for ranged touch for earth and aether would help things. If only just slightly.

Aether has a ranged touch (composite) blast.

Yes, you need to take the expanded element (aether) wild talent and use 2 (or 1 with move action reduction) burn to get a touch attack with aether.

So you get to wait 8 levels to have opportunity to take some incurable damage to make a touch attack! Problem solved... :P

Exactly, nothing quite says fun like hurting yourself to hurt others :D


Third Mind wrote:
I feel that focusing on their ranged touch attacks in order to claim they're accurate is silly, personally. Mostly because not all of their elements are given that option. I still say an option for ranged touch for earth and aether would help things. If only just slightly.

Aether has a ranged touch (composite) blast.

Yes, you need to take the expanded element (aether) wild talent and use 2 (or 1 with move action reduction) burn to get a touch attack with aether.

Earth is still s.o.l.


Right now i'd argue the Kineticist is borderline MAD (you need dex & con high, int (for skills) & wis (to bolster poor will save) medium and str & cha can be dumped (unless you want to carry more than your armor and want to be a party face (bad ideas))


AlanDG2 wrote:
Assume a Telekineticist grabs a +2 GOOD Mithril sword and uses it to attack, it will still count as magic GOOD and mithril for purposes of penetrating DR, just not for purposes of calculating attack bonus or damage. Correct?

Nope.

edit: reasons:

Mark Seifter wrote:
Redke Orefall wrote:

I Have a question for the Aether Kineticist, gonna quote the rules then ask the question:

** spoiler omitted **

Bolded the part talking about Magic Weapons, but what about Special Material items?

What's to keep an Aether Kineticist from buying 50 Cold Iron (or Adamantine) Arrows and blasting those into foes all day long?

Peter

Yup, so basically there's a thin layer of aether surrounding the object that prevents the magical weapons (but also inherently dangerous things like poison and alchemist's fire) from having extra effects. This would also be the case for special materials. That said, I'm going to need to clarify it.

Edit 2: Just to clarify, you're talking about using that with something like kinetic blades/Kinetic blasts, correct? If so, see above.

If you're talking about just using that weapon normally (like a Fighter with a big sword does, then yes, properties wouldn't be changed.)


In case people haven't seen it, Mark's come out and said Kinetic Blades/whip doesn't provoke when used.

link

original quote:

Mark Seifter wrote:
Hi everyone. Back now, and I'm now catching up while also working on Unchained. I'm mostly caught up to everything except the main kineticist thread. Just one thing—I was really leaning to have it not provoke with specific language, but I wanted some playtest data to back me up. Then I found out that since it isn't it's own action, it actually automatically doesn't provoke without specific wording. Hooray! So thanks to everyone who provided playtest data supporting that it shouldn't provoke. My gut was right, and despite the lack of a necessity of specific language, I think it's worth adding anyway. For now, you guys can carry on having it not provoke. Expect that to make it into Jason's OP in the kineticist thread some day soon.


Question, about to start PbP a level 2 Kineticist (rebuild following level 1)

If the game doesn't end before the 24th, do I have to stop playing him? Or can I finish the module with him, and get the 1 line signed and continue playing with him? Or ... can I finish the module, and since we're outside the window, not get the one line signed and wait until August before picking him up again?

Peter


Tels wrote:

I made a big huge wall of text style post in Open Office and I'm considering posting it here over multiple posts (to make it easier to quote/discuss) or just making a new thread and linking it here.

What do you guys think would be better?

post it with spoilers

(they're listed in how to format your text, otherwise

<spoiler=spoiler1> </spoiler> (with replacing the <> with [])

Peter

Edit agian:

In case people have missed it, here's the update from the first post:

Jason Bulmahn wrote:
<snip> Kinetic blade uses the same critical range and multiplier as a usual kinetic blast (which is 20/x2). Since it is used as part of a full attack or attack action, it doesn't have its own additional action cost, but you still can only use one instance of kinetic blade with your full attack (that is, you can't summon up 50 kinetic blades, but you can make a full attack with the one blade you did summon). The same is true for kinetic whip.

No additional action cost means that kinetic whip/blades don't provoke.


Kolokotroni wrote:

<snip>

3. I did some searching but havent found an answer to what happens by raw if you hurl grenade like objects via telekinetic blast. Using alchemical weapons seems like a great way to add a bit of variety to an aether kineticist, particularly at low levels, but i have no idea if it should or shouldnt work. A clarification there would be nice. Rational extension of events lends itself to it working. But some of the language in the power itself seems to imply that the object is completely irrelevant.

Mark's answered this a couple of times, and unfortunately, the answer is no, it won't work. :(

Peter

Edit: Linky


Hey Third Mind, they updated the first post of the kineticist thread:

Jason Bulmahn wrote:

<snip>

Kinetic blade uses the same critical range and multiplier as a usual kinetic blast (which is 20/x2). Since it is used as part of a full attack or attack action, it doesn't have its own additional action cost, but you still can only use one instance of kinetic blade with your full attack (that is, you can't summon up 50 kinetic blades, but you can make a full attack with the one blade you did summon). The same is true for kinetic whip.

No action cost means no AoO :D :D :D

(thank you for all the number crunching by the way, I really like your builds :D)

Peter


Third Mind wrote:
<snip>4) - I haven't seen any official word on whether kinetic blasts, blades and whips cause AOOs. If so, perhaps a feat that makes each or all of them not do so.

From how kinetic blades is phrased, it does not sound like they provoke AoO (they're worded like a swift/free action) which means that Stabby would've had a little more luck. (also since they're a free/swift, you could have used them in a grapple, as long as you made a light weapon to make that lion suffer for his transgressions grappling you.)

Peter


alternis sol wrote:
Zwordsman wrote:
Fhalargn wrote:

KINETIC BLADE

Element universal; Type form infusion; Level 1; Burn 1
Prerequisites kineticist level 1st
Associated Blasts any
Saving Throw none
You form a weapon using your kinesis. You create a non-reach
one-handed or light weapon in your hands formed of pure
energy or elemental matter, or for telekineticists, you transfer
the power of your kinetic blast to any object held in one hand.
Use this form infusion as part of an attack action or full-attack
action to make melee attacks with this weapon, which deals
your kinetic blast damage on each hit (applying any modifiers
to your kinetic blast’s damage, including your Constitution
modifier or half your Constitution modifier as normal, but not
your Strength modifier), and disappears at the end of your turn.
The weapon deals the same damage type that your kinetic blast
deals, and it interacts with AC and spell resistance as normal for
a blast of its type. Even if a telekineticist uses this power on a
magic weapon or other unusual object, the attack does not use
any of the magic weapon’s bonuses or effects and simply deals
the telekineticist’s blast damage.

Is kinetic blade spell-like ability? If it is, and it is a melee type move. Does it provoke AOO? Since all spell-like abilities does.

I'll be totally honest that I'm not rules lord but.

I'm pretty sure it's still a SLA as form changes just change the output but the SLA is still used..? so I think it provokes using it. but I'd guess it would only provoke once?

One reason it might be neat to make it Supernatural.
Or like I kinda hope (just from my standpoint of characters I like). They give option to drop iterative stuff and just make one massive blast/slash. I've jus talways been fond of that style and it's hard to do in pathfinder reliabilty (really only ever found one build that can)

while I'm not positive on the rules either, but to make a full attack action I need to use everthing but my swift actions which...

Mark hasn't responded as to whether or not its a free/swift action, but i've tried getting him to commit to one or the other for what it is.

It really sounds like a free/swift which would mean no concentration check to use (free/swift spells don't provoke AoO)

Earlier post I did :D
Hopefully Mark responds to this one :D


Artanthos wrote:


All gnomes have an arcane caster level.

They get a entire list of racial SLA's

You need a charisma of 11 to get SLA's, you have 10 :/

Character was updated :D

I see what you did there :P

Peter


Jeff Merola wrote:
Peter nielson wrote:
Artanthos wrote:
--snip aerokineticist --snip

snip

Peter

snip

Edit: Have a ruling on it from earlier in the thread.

You are correct, Good sir, on the other hand, the character is a 10th level Kineticist with no levels in arcane casting, so it wouldn't work for his build.

Peter


Artanthos wrote:

I've managed to get the to-hit bonus on my aerokineticist up to +17 at 10th level, +18 with point blank. This is with a starting DEX of 16; a min-max build would be looking at a +20 to-hit bonus at the same level. This is accurate enough to reliably hit with physical attacks and should hit touch AC on a 2+ for most encounters.

In the process, I pushed her AC high enough to survive as a front-line melee character. I would feel comfortable playing with her as her build currently stands. She may not be "The Best," but I feel I could hold my own.

The big worry I still have is, no utility.

EDIT: As was pointed out by Jeff Merola, if you have levels in a arcane casting class, Arcane strike will work. Otherwise, don't take it

FYI: Arcane strike does not work with the Kineticist blasts

Peter


*cough* Mark! Could you say whether or not kinetic blades is a free action/swift action, so we have a link we can point to?*cough*


Kestral287 wrote:
... snip
ShakaUVM wrote:


4) Kinetic Blade/Fist/Whip right now are traps. You'll provoke AOOs every time you use them, and since your blasts scale in power as fast as you gain bonuses to concentration checks, you'll never be able to tap the rolls to cast defensively. They also don't seem to be the basis for a build until at least 5th level (when you can reduce form infusion burn cost by 1), and really not until 8th level (when you get a second attack from BAB). This is a problem since you have to pick your stats at 1st level - if you go high STR to be a melee kineticist, you're going to suck compared to a DEX kineticist until 8th level. If you go DEX kineticist, you're going to suck compared to a STR kineticist after 8th level (since ranged kineticists get no means to full attack). And STR kineticists only get STR to hit - they still use CON to damage. Going STR/DEX/CON is too multiple attribute dependent.

The defensive check is d20+Con mod+caster level vs. 15+2xspell level. Spell level scales exactly with Caster Level, so presuming you put some emphasis into your Con mod as you level, the concentration checks actually get easier. First level, with a Con of 18 you're looking at d20+5 vs. 17, so you're more likely to fail than not. 20th level, assuming you put +2 into Con from leveling (as Dex is important too), have a +6 belt, and read a book for +4, you're looking at d20+20+10 vs. 15+18=33. 10% chance to fail, so pretty rare. Add in an Otherworldly Kimono and it's literally impossible to fail.

Weapon Finesse solves the MAD issues. You should pretty much stay out of melee until 5th though, yes.

Mark didn't exactly answer whether or not it's a free action here but he didn't deny that it was either...

If it is, then wouldn't this apply:

PRD wrote:
Attacks of Opportunity: Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a concentration check (DC 10 + points of damage taken + the spell's level) or lose the spell. Spells that require only a free action to cast don't provoke attacks of opportunity.

source

Peter


RogueMortal wrote:

So I may have missed this in the ten pages of discussion, but a line about the Aether blast leaves me with a question.

Even if a telekineticist uses this power on a magic weapon or other unusual object, the attack does not use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage.

If the object is a special material, does it still count against DR?

Already been asked and answered

:(

Peter


Dragon78 wrote:
Are all blasts subject to SR or just the energy based ones?

I think touch attack blasts are subject to SR, whereas normal ranged blasts aren't

Peter

Edit: 3 more things

1) Are kinetic blades a free action as part of a full attack/attack option? (i've seen the post, I just can't remember where it is) Then you wouldn't have to make a concentration check to use them (per swift-spell rules) correct?

1b) Also, since kinetic blades are part of a full attack/attack action you can use the vital strike tree for attacking just once, correct?

2) A quick observation: Blasts are Spell-like abilities, so per the FAQ on Vital Strike, you cannot use vital strike on blasts.

Peter


The Dragon wrote:

Allowing for a wealth of small special material weapons to be carried around as ammo might have been against the rules, now that I read them again.

Quote:
Even if a telekineticist uses this power on a magic weapon or other unusual object, the attack does not use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage.

Is ability to bypass DR/something encompassed by "effects"?

If the answer to the above question is in fact, "no", then I've been cheating, and (nearly) all my damage from here on out is reduced by 10.

I asked that question in the thread, especially focusing on special materials (like, using adamantine arrows).

Mark responded with nope, Aether covers the object with their telekinesis, so it doesn't overcome dr.

Peter

Edit: Linky for his response


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Wanted to hop in and throw my $.02 in,

- Thank you, Mark for the awesome class, this definitely has me excited for Occult Adventures

- Kineticist really needs 4 skill points

- Geokineic sounds awesome :D

Peter


FTFY

There was a space in Tricks that caused it not to work and OCWolf, you have a <br> in the middle of your link (along with the space).

Peter


Look here


Inquisitor would also work pretty well (loses ability to enchant with named qualities (like magus/warpriest) but gets judgement & GMW)

Peter


1 person marked this as a favorite.

It's ok, 5-satrs show up differently :D


Dotted and thanks Thelemic!


1 person marked this as a favorite.

Thank you very much, Mike. Everything you do for the community is very much appreciated!

Peter


Dotted, and what do we need?

I've got 1st level of pretty much everything :P

(or a 2nd level swash)


DM Kludde, I'm available if any of the 7 (yikes!) before me don't respond

Peter


1 person marked this as a favorite.
LessPopMoreFizz wrote:

ACG adds a few options that are *nasty* in the hands of a Kensai.

Slashing Grace opens up the benefits of the Dervish option to literally any one handed slashing weapon - most notably, to whips, and the new Arcana makes Precise Strike a stupidly easy pickup, allowing you to add your class level to damage.

The only problem with slashing grace is that you NEED Swashbuckler Weapon Finesse, or you don't get dex to hit. (slashing grace specifically says dex to dam, nothing about dex to hit, but swash finesse fixes that)

Now, a one level dip in Swash for their finesse, then taking the rest in Kensai does open up dex to hit & dex to damage for one hand slashing weapons. (possible first level feats Piranha Strike & Extra Panache (if you dump charisma) second level going kensai (weapon focus katana/longsword/scimitar/etc) and third level feat being Slashing Grace)

Peter


My Highlights:

Retiring my first character

First time GM'ing at Gen Con

Bonekeep (3 pregen's killed, 2 characters killed, and the sneaky ninja escaped.)


Threw my hat in the ring (filled out the spreadsheet)

I have a few characters I've made up recently (lvl 1) who can fill almost any slot needed :D (character numbers 1-4 are all lvl5+ 5-23 are lvl 1/2 && 15 & 23 are not legal *yet* (waiting for Gen Con))

Peter


RJGrady wrote:
Lord_Malkov wrote:


2. Even if it did work, precise strike damage would not be multiplied when charging or with spirited charge and certainly not on a crit either.
Bonus dice don't multiply, and precision damage doesn't multiply on a critical hit, but is there actually a rule that precision damage doesn't multiply? I haven't found one.

From the last line of the first paragraph of Precise Strike

ACG wrote:
The extra damage of precise strike is precision damage, and isn’t multiplied with a critical hit.


Sushewakka wrote:
Peter nielson wrote:
LoneKnave wrote:
You can't pick up signature deed twice.

Is it listed somewhere in the FAQ/Messageboard that you can't take it more than once? (RAW doesn't indicate it & my quick peek over the faq/google search couldn't find anything saying that it you are only limited to 1 signature deed)

Peter

Unless otherwise stated on the feat description, each feat may only be taken once. This is inferred from several feat descriptions accompanied by this bit of text:

"Special: You can gain this feat multiple times."

Touche

*now crosses fingers & hopes that the full ACG release will come with a stacking signature deed*

Edit: Here's the closest I can find http://paizo.com/threads/rzs2q0aj?Taking-the-same-feat-multiple-times (Spell Perfection not stacking due to no "Special: Feat can be taken multiple, etc.")


LoneKnave wrote:
You can't pick up signature deed twice.

Is it listed somewhere in the FAQ/Messageboard that you can't take it more than once? (RAW doesn't indicate it & my quick peek over the faq/google search couldn't find anything saying that it you are only limited to 1 signature deed)

Peter


rayous brightblade wrote:
Eirikrautha wrote:
Peter nielson wrote:
Jason Bulmahn wrote:

[Snip]

**OFFICIAL UPDATES**
[Snip]
• In the Precise Strike deed, change the second sentence to "To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler." Delete the third sentence. Only creatures immune to sneak attacks are immune to precise strike. In the second paragraph, replace the first sentence with the following: "As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack". Add the following to the end of the paragraph: The cost of this deed cannot be reduced by the Signature Deed feat, or any other ability that reduces the amount of panache this deed costs".
[Snip]

(Sorry if this is a repost)

... So this means we can use Signature Deed for Opportune Parry & reposte?
Well, RAW, yes. So at 11th level you can pick ONE of them (I'll assume Parry for the sake of this discussion). You'll get to Parry one attack against you per round for the cost of an AoO (which isn't reduced by Signature Deed), and on the off chance Parry does work, you can spend a panache and another AoO to attack back. Not particularly fearsome (better get Combat Reflexes previously)...
Why do you say one attack per round? The playtest does not have that limit and neither does signature deed. If you used signature deed on parry you can use it dex+1 times per round with the only cost being giving up opportunity attacks you would have otherwise done.

Exactly:

Lvl 11 - Signature Deed Opportune Parry
Lvl 12 - Signature Deed Riposte

Now you don't have to worry about Panache for the two main draws of a Swashbuckler, and you're only limited by your max dex + 1 (which will turn out to be the main ability score for this class)


Jason Bulmahn wrote:

[Snip]

**OFFICIAL UPDATES**
[Snip]
• In the Precise Strike deed, change the second sentence to "To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler." Delete the third sentence. Only creatures immune to sneak attacks are immune to precise strike. In the second paragraph, replace the first sentence with the following: "As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack". Add the following to the end of the paragraph: The cost of this deed cannot be reduced by the Signature Deed feat, or any other ability that reduces the amount of panache this deed costs".
[Snip]

(Sorry if this is a repost)

... So this means we can use Signature Deed for Opportune Parry & reposte?