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1 post. Alias of Kharonus.




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I think I may be missing something with the mesmerist archetype, vexing daredevil, because to me it looks like they receive a feat for free that they can not use. At level 10 they receive the Greater Mesmerizing Feint feat, which would let them feint a mindless target, but can not use this feat because it requires that the target also be effected by thier Hypnotic Stare, which is a mind effecting affect, and that target that is immune to Hypnotic Stare because that target is mindless and immune to mind effecting affect. The mesmerist world normally use the Psychic Inception bold stare ability to target a mindless target with thier Hypnotic Stare but they give up the bold stare class ability for the archetype.


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I think I may be missing something with the mesmerist architect, vexing daredevil, because to me it looks like they receive an ability that they can not use. At level 10 they receive Greater mesmerizing feint but can not use this feat because it requires them to use the Hypnotic Stare, which is a mind effecting affect, on a target that is immune to Hypnotic Stare because the target is mindless and immune to mind effecting affect. The mesmerist world normally use the Psychic Inception bold stare ability to target a mindless target but they give it up for the architect.


I hope I might be missing something here or is this 2nd level spell, Command Undead, way to powerful? Is there some HD limit that I'm not seeing or can a level 3 wizard just walk up and take control of a 20 HD unintelligent undead? With that being said, a level 20 wizard with the undead master feat and extend metamagic feat can cast command undead with a duration of 80 days and he can casts it 10 times a day giving him 10 20 HD unintelligent undead. Then he can continue to repeat this process over the next 80 days to give himself an army of 800 20 HD unintelligent undead. Please tell me if I'm missing something and i'm wrong.

Command Undead spell
http://www.d20pfsrd.com/magic/all-spells/c/command-undead
Undead Master
http://www.d20pfsrd.com/feats/general-feats/undead-master
Extend Spell
http://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic---fina l


So I'm wondering how a few things work together. The feat Unfolding Wind Strike, the wondrous item Belt of Mighty Hurling, and the weapon enchantment Distance. Do they work together and stack if so in which order and why?

Unfolding Wind Strike
The wind through which your thrown weapons fly directs them to their target or back to your hand.
Prerequisite(s): Dex 13, Wis 13, Perfect Style, Quick Draw, base attack bonus +9 or monk level 9th.
Benefit(s): When using Perfect Style, you double the range increment of any thrown weapon you wield. You can spend 1 ki point as a swift action to imbue a number of thrown weapons equal to your Wisdom bonus with the returning or seeking weapon special ability for 1 round.

Belt of Mighty Hurling, Lesser
Aura moderate transmutation; CL 8th
Slot belt; Price 14,000 gp; Weight 1 lb.
DESCRIPTION
This thick leather belt is buckled with a bright bronze clasp in the shape of a fist.
When worn, it grants its wearer a +2 enhancement bonus to Strength and allows him to apply his Strength modifier as a bonus on attack rolls instead of his Dexterity modifier when making ranged attacks with thrown weapons. Also, the range increment of any weapon thrown by the wearer gains a +10-foot bonus. Treat this Strength bonus as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, bull’s strength, longshot; Cost 7,000 gp

Distance
Price +1 bonus
Aura moderate divination; CL 6th; Weight —
DESCRIPTION
This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, clairaudience/clairvoyance; Cost +1 bonus


So I'm a little confused on the wording used in the Kineticist Wild Talent Kinetic Kist. "This extra damage ignores spell resistance and does not apply any modifers to your kinetic blast's damage, such as constitution modifier." Does this mean you do not apply the extra damage from the Kineticist Elemantal Overflow class ability or say the half-orc favored class ability to the damage or is it just you don't apply your constitution modifier. Other wild talents such as Kinetic Blade specifically calls this out by saying "Kinetic Blade doesn't add the bonus damage from elemantal overflow." My problem is with the use of the word *modifiers* in Kinetic Fist and the word *bonus* in Kinetic Blade.