Rattleingpython's page

Organized Play Member. 31 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


RSS


I'm Switching over to Pathfinder 2nd from D&D 5e. The campaign is set in the world of Dragon Age kinda playing through an alternate version of the first game.

I want to create an Archetype for Grey Wardens. It is meant to be a very specific set of effects and be limited. The Actual dedication is free to all the players due to events in the story. The feat levels and effects are my best initial guess. I know the bonus on rolls and penalty to saves is probably too much but it's what im thinking and it could also just be removed or replaced with something more effective.

My Original Idea:

Grey Warden Dedication 2nd:
You become an expert in Survival. At 7th level, you become a master in Survival, and at 15th level, you become legendary in Survival.

+1 To all Rolls against Darkspawn per Grey Warden Archetype feat.
-1 to all saves against Darkspawn taint per Grey Warden archetype feat.
(Taint is a negative effect that can have a chance to slowly turn a charecter into a darkspawn)

Sense Darkspawn 4th:
As part of a Seek Basic action darkspawn are treated as always within your area of view.

For 3 Actions one can detect the number of darkspawn within an area of 1000 feet and the general direction of them. This effect is blocked by stone walls.

Dreams of Darkspawn 6th:

Before going to sleep a Character may attempt to get dreams of major events going on in the darkspawn horde. In the morning make a save against the Taint. A failure leaves your weakened for the reminder of the day from the poor sleep.

Appear as Darkspawn 8th:
As an actions you become invisible to all darkspawn until you attack or until the end of your next turn. This invisibility isnt actually invisible the darkspawn see you just treat you know diffrent then one of the horde. If you attack a Darkspawn then all darkspawn that see it no longer are affected by this ability for the rest of the day.

Save against the Taint:
10+Level Fortitude save. Failure -1 to Int, Wis, or Cha Players choice. Critical Failure -1 to Int, wis and Cha. If any stat reaches 3. The charecter begins to fall the the darkspawn taint.


My method of dealing with mass combat is hero combat. Basicly have a small fight between the party and some amount of enemies. That decides the entire war. I dont have a clear rule set for it but the general idea is a standard boss fight with minions. If the parties army is smaller then the enemies its a equal fight but allies arrive on the enemy side every few rounds to show the numbers. Good tactics effect who has time to buff. If PCs have a better trained army the minions are npc classes or monsters without class levels. If the enemy is better trained the enemies might be pc classes with gear of a player charecter.

If the party is using spells like wall of blindness or other mass effect spells that should weaken or remove some of the enemies.


Also why noy just stay rogue and get Power attack the old fashion way. Also for stats go 19 dex and use your level 4 stat up on dex. It saves you points and lets you have some str (13 instead of 9) which means you have damage from levels 1-5 in this build or 1-3 on straight rogue. Swashbuckler rogue arctype gets you any martial weapon which included elven curved blade. You get 2 combat tricks instead of 1. That isnt as good as ranger but it at least opens up some new options.

If you still want the ranger feel id go with slayer as recomonded above i would also do the rogue levels as soon as possible not delay getting dex to damage at all and i would take at least 4 rogue levels. 4th level gets you debaltiting injury on sneak attacks and another rogue talent.

Right now from level 1-5 your damage is at 1d10-1. Thats a long time to have a damage penalty.


Is he waking up with still significant int damage or you think he migjt be waking up with int damage. If so you could take his weapons temporarly on the grounds you are the healer. He is not able to think clearly ->for his safety and the safety of the party this person who is naturaly out of control (as far as you see it.) should not be armed after a tramatic brain injury.

Though changing the rules of the fight beforehand is helpful but inviting him to a trap is defintly lying. Also how is your charecter aware of this potential fight. What im getting at is make a reasom to avoid the fight even if your charcter doesnt know about it coming.


I would suggest negotiator bard. It eventually allows taking 10 om all social checks + the ability to get a few rogue talents. Also has a performance that will make it easier for charm person to land.

The other way ive done was a drow sorcerer with seducer altenate racial traits and infernal bloodline. With spell focus enchantment. +4 DC on charm person or charm monster. Just magical diplomacy.


This is a weird idea. Do a kinda naked and untouchable. My idea would be: enlighted fist paladin 20/Monk 1, kensai magus 19.

Charecter AC: becomes: 10 + Dex + Wisdom + Charecter level (max cha) + charecter level -1 (max int)


Flamer, half orc NAture Bound Magus 10
Material used: Ultimate Magic, Ultimate Wilderness, Ultimate Campain, Pathfinder Player Companion: Dragon Empires Primer, Pathfinder Core, Advanced Players guide, Path of Rightousness, Advanced Race Guide.
Ability Scores:
STR: 18 (+4) (13 base, +1 level + 4 Belt)
DEX: 10 (+0) (15 base, +1 level, +2 racial, +4 belt)
CON: 12 (+1)
INT: 14 (+2)
WIS: 8 (+1)
CHA: 22 (+6) (15 Base + 2 Racial + 1 Level + 4 headband)

HP: 60 HP (10d8+10)
Familiar HP: 30

Saving Throws:
Fort: +10 Ref: +7 Will: +8

AC: 25 - Touch 12, Flatfooted 25 (+9 +3 Breastplate , 0 dex, +4 Natural Armor-Familiar Symbois and Amulet of natural armor + 2 Ring of Protection)

Spell combat casting flame blades: Empowered Penetrating Flame Blade +10/+5 (7 Bab + 4 Str + 1 WEapon focus (1d8[4.5] +5 spell +5 FCB + 6 Cha) x 1.5 [Empower]= 30 Damage per hit (Ignore first 10 ER) DPR: (.95*30+.15*1*30*.95)32.775 + (.75*30 + *.15*1*30*.75) 25.15 = 57.925)
Spell combat Casting either Bladed dash or Acid Splash: Flame blade +10/+10/+5 (1d8[4.5] +5 spell +5 FCB + 6 Cha) x 1.5 [EMpower]= 30 Damage per hit (Ignore first 10 ER) [ (.95*30+.15*1*30*.95)32.775 +(.95*30+.15*1*30*.95)32.775 + + (.70*30 + *.15*1*30*.70) 25.15] = 90.7
Special Attacks:
Spell combat.

Class Abilities:914
Magus Spell Casting
Natural Magic (Add druid spells )
Familiar - Protector Familiar
Symboitic Familiar (+2 NA)
Woodland Stride.
Magus Arcane ( Close Range, Disruptive, Spellbreaker)
Bonus Feat: Flame Blade Dervish.

BAB: +7 CMB: +11 CMD: 21

FCB:
+5 to fire damage spells

Feats:
Heighten Spell
Empower Spell
Preffered spell (Flame blade can be cast Spontanously and with metamagic without increasing cast time)
Peircing spell
WEapon Focus Scimatar

Skills:
Spellcraft
Intimidate
Knowlege arcana
Use Magic Device

Traits:
Wayan spell hunter (Flame blade)
Magical Lineage (Flame Blade)

Gear:
+4 Belt of Str 16000
+4 Headband of Cha 16000
+2 Ring of Protetion 8000
+3 Breastplate 4350
+2 CLoak of Resistance 4000
+2 AMulet of Natural Armor 8000

650 GP left over

Spells added Nature Magic:
1st: Entangle
2nd: Flame Blade
3rd:Heatstroke
4th: Ecolocation


Yes I have played rise of runelords and run it as well. On the Arcane Trickster based off wizarad your spell level is equal to a sorcerer your caster level is just reduced by 1 (4,6,8 instead of 3,5,7). If 1 CL is a that large of an issue then Magical knack can remove that problem I do not think its required but that is an option. Would you say a Sorcerer is not a valid option for a full caster in Rise of the Runelords then because your getting spell levels at that rate?

Though another option is a Seeker Sorcerer archetype that gives you trapfinding basically on a sorcerer. Just need a bloodline that gives perception.


Im gonna disagree with BretI and say go for it take the Arcane Trickster Prestige class.

Just take the one level of Rogue/U Rogue and use accomplished sneak attacker for entrance. It takes 3 levels to get access otherwise. As for evasion/fast stealth. Evasion is nice but you delay your next level of spells by 2 levels to get it and fast stealth is trumped by swift action greater invisibility and invisibility in general. Also by only taking one level it slows your new spell levels to that of a sorcerer not so far behind you cannot recover.

I can share my full build it isn't the best thing ever but it does work. I tend to focus on a weird hybrid of Divinier, with fireball as my Prefered spell with Magical Lineage and Wayan Spellhunters traits, allowing a Sickening fireball spontaneously as a 3rd level spell. (Dazing as a 4th. Quickened as a 5th. ECT) opening up your spells slots prepared to be out of combat things.

You can do it multiple ways less focus on turning a damage spell into CC spell that also does damage. Maybe focus on something like snowball or scorching ray or just play around with rays in general. I have seen someone run Empower instead of Sickening as well on the fireball of doom.


Alex Mack wrote:

Additional Resources for PFS stataes quite clearly that you don't get ability score bonuses from beast shape. To me this seems balanced, but it makes small forms superior.

I cant find anything in additional resoures about this. I have searched beast shape. Polymorph, wild shape and ability bonuses.

This is s huge change.


Intimidation Stick is more of a I didn't real know where else to go with it. I like the Setup mostly and with all the STR the build ends up with (or I think see next paragraph) It seems like a decent way to set things up. When I have a high strength character making multiple attacks I tend to gravitate towards the intimidation train I personally like it doesn't make it a great choice.

On AC, My feeling was, I will not have a good AC so rather then try to get it up to the point that things miss on a 3-4 ill just focus on finding other ways of defense (Save bonuses and DR)

Wait you don't get ability score bonuses/penalties in PFS for Beast shape? That opens up a new set of option and makes me 100% want to go smaller is better at least for PFS.

What feats would you suggest to replace intimidation?

Can A Falcon Actually get claws there was some question on that my old GM bought a medium Rok (since animal companion exists) but questioned claws on wings.


I noticed the beastkin beserker from heros of darklands and made me work on a build for it. I wanted to share and sew what others thought of it/suggested. I havnt done anything with magic items (with the exception of knowing i want a furious and cruel amulet of mighty fists.)

Race: Half Orc with toothy.
Class 20 barbarian with beastskin beserker and invunerable rager archtypes

(20 point buy)
19 Str (24 after levels)
14 Dex
14 Con
7 Int
11 Wis
10 Cha

Feats:
1st:PA
3rd:extra rage power: lesser Fiend totem
5th:signature skill intimidate or intimidating prowerss
7th:eltritch claws
9th:Cogorun smash
11th:furious focus
13: Dreadful carnage
15: Intimidating prowess or skill foc intimidate
17:skill foc intimidate or extra rage power increased DR
19:extra rage power:increased dr or unknown

Rage power:
2nd:supersitious
4th:beast shape 1(beastskin beserker)
6th:Reckless abandon
8th:beast shape 2
10:disemboweling tusks
12:beast shape 3
14:Boars charge
16:increased DR
18:increased DR

Animal choices:
1:Jaguar
2:Tiger
3:Huge animal with bite and 2 claws
4:Rok
5:Shark

I feel like the build AC is to low to be any good. With no armor and AC reduction im releying on saves and DR.


DarklitEden wrote:


Ray of frost, blurred movement, Icicle dagger, vanish seem like good early, spells.
I'm tying to go with more of an RP aspect but still keep him effective. i like how the rouge plays and like the idea of him discovering he has dragon powers and magic he can use to support his skills.
Someone at one of my tables suggested i take 4lvls in Rouge and 1lvl in Sorcerer the dragon disciple takes over and lvls only the sorcerer

I wouldn't multiclass on your first character. See if Minor and Major magic wont work for what you want. Also the Rogue Arctype counterfeit mage might help some to or if you want to do a more rogue themed Sorcerer the seeker arc type for Sorcerer basically gives you trap finding.

http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo-sorc erer-archetypes/seeker

Ultimately its what you want to do. I love the Dragon Disciple in theory I have never been a fan of it in practice.


I'm assuming from level 1. Also Furious finish causes you to max out your weapons damage dice at the cost of being Fatigued and ending the rage on a vital strike.

I'm taking the Oracle dip at level 9 to get immunity to fatigue.

Ill look into the Stalwart feat line.

This is being built as a single hit barbarian I know its weaker then going full monster mash attacks but that's the goal. The idea behind cleave was to give me options and weapon trick lets you vital and cleave at one tear of vital down.


How much spell casting do you really plan to do. If you want ranged spell casting and then close consider: Minor and Major magic rogue talents.

Minor magic can get you ray of frost at will.

Major magic could get you either blurred movement, Iccecle dagger, or snowball 1/2 rogue level per day, or since your a half elf using your favored class bonus of elf increase that by 1 per level.

If you want to be a melee sorcerer just build a melee sorcerer.

If you want to combine and be a spell casting rogue. I suggest getting your hands on Pathfinder Player Companion: Dirty Tactics Toolbox, combining rogue and wizard to make an arcane trickster (Out of the core book). the feat Accomplished sneak attacker allow you to enter arcane trickster with only 1 level of Rogue.

The reason I say Wizard instead of Sorcerer is then you have the Intelligence to still do skills.


I would like some help with this build idea. Im trying to decide how to take it and if there are any better feat choices in the two section where I have feat or feat options.

I understand there is some argument as to weather a person immune to fatigue is fatigued by Furious Finish Im going to assume they are not as it would only change that feat choice if that turns out to be the case. Also I know that Single attack non-mounted Barb is not the strongest but it is what I'm going for. Thank you for all the help.

Levels: 19 Barbarian Invulnerable rager/1 Oracle (Oracle will be taken at 9th)

STR: 17
DEX: 14
CON: 14
INT: 10
WIS: 12
CHA: 11

Feats:
1st: Power attack
Human: Furious Focus
3rd: Iron will or Cleave
5th: Toughness or Cleaving Finish
7th:Vital Strike
9th:Furious Finish
11th:Devestating strike
13th:Improved vital Strike
15th: Lighting Reflexes (Weapon Trick two handed)
17th: Greater Fortitude ( Great Cleave)
19th: Dreadful Carnage or (Improved Cleaving Finish

Curse:
Lame

Mystery Metal(I think)
Revelation: Dance of blades or armor mastery

Rage Powers
2nd:Reckless Abandon
4th: Surprise Accuracy
6th: Scent
8th: Sharpened Accuracy
11th (Barb 10): Primal Scent
13th : Mighty Swing
15th: Deadly Accuracy
17th: Lethal Accuracy
19th: Flesh Wound


2 people marked this as a favorite.

You could also get a familiar or animal Companions and take the Celestial Servent and vampiric companion feats. Have a undead with the Celestial template as your familiar or animal companion.


If arcane Trickster is out and she wants to feel like a wizard Rogue I recomond an Elven Unchained Rogue taking Minor and Major magic. Scout archetype and Counterfeit Mage.

Minor Magic on the Unchained Rogue is at well 0th level spell like acid splash.

Major magic is a 1st level spell (Snowball or Shocking Grasp for attacks) 1/2 level times a day. The eleven Favored class bonus increase uses of minor or major magic by 1 per level. A Unchained Rogue can end up with 26-28 Casting of a 1st level spell per day at 20th level. Scout allows you to move 10 feet and get sneak attack.

If she can be convinced to become NG. A way to get into arcane trickster losing only 1 caster level is to take the Accomplished sneak attacker feat: http://www.d20pfsrd.com/feats/general-feats/accomplished-sneak-attacker/. It increases sneak attack by 1d6. Need to be at least level 3 to take it. Ive played it, its fairly good and fun.


justaworm wrote:
Also smart enemies could be making use of their (likely) 30' movement + ranged/spell attack to stay out of your 20' movement with heavy/medium armor.

This doesnt actually work. IF you start 30 feet away and do this tactic you will delay them 1 round. You are single moving they can double move. Meaning they are moving 40 for every 30 you move. Once they are within 40 of you they can then charge. In addition they could run to move even faster towards you. Best case scenario a ranged character is getting one or two rounds even if they move and shoot. If you start 30 feet away that means it would take the melee character can charge and attack you. Charge that round. If you full attack with the bow you get two attack. If not you can attack and move getting one shot. The Full-plate guy double moves and is now at 20 feat if you move and shoot that round then you get to 50 feet. The bad guy double moves now is withing 10 feet. On the enxt round they get to charge. It nets the range charecter one attack.

That doesnt do much other then just making the fight take longer.

Or the fullplate can just run.


Another fun idea that is focused on doing one thing well while being able to do a plenthora of things is a hobgoblin fellrider idea i had converted to this:

Classes + arctypes are: Hellrider Cavalier, Negotiator Bard, and one of the following, Dragon Heir fighter (Want to specalize in beings AOE demorilize gives you standard action Dazzling display) or Orcale if you want to be able to fully take advantage of there low saves and become Str/Cha with no need for dex even.

Level 5 Snapshot of a charge to give an idea of how this monster works in combat this doesnt take into account either the Oracle or the Fighter sides.

Charge attack if it hits you get a free action Demoralize. Your Demoralize check is equal to 8 (Ranks + Class skill) + 4 (Racial) + 2.5 (Racial favored bonus) + 2.5 (Being a mounted hellrider) + 2.5 (Negotatior bard) + 2.5 (Vengeance Cavalier) + x (Cha mod) = 22 + Cha mod (no trait bonus included)

Negotator bard allows you to take 10. So that means you have a 32 Demoralize. Which basicly means any creature with a HD + Wisd of less then 22+ your Cha mod is demoralized.

If you take skill unlock intimidate then that also means if you exceed by 10 they have to save or be frightened.

If you use one of the bards rogue talents to pick up mein of Despair the also lose all moral bonuses and cannot benfit from them for 1d4 +1 rounds.

__________________________________________

The choice of fighter or orcale is a little but on what you want to be able to do the fighter will let you easily spread all of this intimidating love to everything around you.

The oracle will let you combine the shaken penalty to saves with the bard song fast talk to give people use penalties against your compulsion spells.

You can also be a party face with either as the bard gets 1/2 level to bluff diplomacy and sense motive as well.


I would say consider not doing oath of charity. Especially with Hospitaler already. You are super focused upon healing which is great but the action economy of Lay on Hand on yourself is so useful especially if you take Greater and ultimate mercy feats. If you live you save the cost of a raise dead per person with ultimate mercy. If you die then you have to get raised for a raise dead spell.

How I look at level 4 is 10.5 over 7 HP healing going to win you a fight that hitting it with a weapon wouldn't have helped more. At level two how much better is 5.25 over 3.5 HP really.

However you healing by 7(9 with Fey Foundling) and casting a spell like shield other on an ally. That is gaining you something. In addition that gets even better for using your channels because now damage is spread out.

Another way to look at it a two handed warrior using a great club with 14 str will deal 1d10 + 3. If he power attacks he will dea 1d10 + 9 That means if he hits the person you healed he will do as much if not more then your heal just accomplished.

I love healer paladins I just don't think oath of charity is a great way to do it sacrifices the best feature of lay on hands for one of its weakest.


2 people marked this as a favorite.

I concur with those that suggest bringing it up the chain. I would also caution continuing to discuss the issue here. It sounds like its turning into a bigger deal than it really was and discussing it in a public forum will cause those involved to become defensive when they see it.


I have two fun ideas for this:

Fighter/Zen Archer/Inquisitor take the two most powerful archer builds and now add bane to them. Warpriest is also viable.

The 2nd one just seems fun to me. Not necessary as strong: Fighter/Unchained Rogue/Wizard(or Magus). It depends on your DM a bit which direction you go. It can be built as melee or ranged and the spell choices depend greatly on what the DM will allow. IF the DM allows Weapon Focus Melee or ranged touch (And follow on feats) You can go Melee on shocking Grasp or Ranged on Snowball. Race Elf, Favored class bonus on rogue to get an extra snowball or Shocking grasp per day. On the Wizard side you have a couple choices you can either go a more normal caster and have fun with that or build 100% for your little spell use magical knack trait and metamagic feats + the Preferred Spell and then be able to grab or throw magic at people to death at will with increasing deadly version of your level 1 spell. (As well as prepare a slue of answer spells in case you need them) Since your an elf you can chose Elven curved blade as your Finesse weapon, arcane bond to that weapon (Starting with a free Masterwork Elven Curved blade) getting dex to hit and damage.

If you go ranged spell route your a credible ranged combat, Credible melee combat, Full arcane caster, get to enchant your weapon at half cost, skills to answer problems. Require Dex and some Int (Int only really needs to be minimum to cast spells cause save DC's aren't important. At spell perfection the effects of Weapon focus and weapon Specalisation Double so that adds some punch.

There is an argument for Magus on the build but I prefer the power of the wizard.

Also if the GM allows Weapon Specialization to apply to each ray Scorching ray becomes an amazing basis for this build.


I would be hesitant to allow detect magic to see auras on an invisible foe. That's similar to saying invisibility makes you invisible but not your clothing. I might let it work if the player had previously said they themed there detect magic as smell or hearing.

Detect evil on the other hand id allow in a heartbeat. However as a person that stands watch fairly often keeping your concentration on task while bored is hard. On the other hand if you do you should also get more then 1 Perception check to notice someone sneaking up on you.

If I was the GM and that was being used and I cared to bring it down to reality I would just go into rounds (on the enemies side) at 100 feet or so and then the character with detect evil would get the free action perception + a move action perception per round to detect the in coming thing because they are on watch.

Remember a person on watch could spend all there actions on perception checks to notice creatures. That means each watchstander is rolling twice a round + 1 free every time the enemy makes a stealth check.

If we want to get into the nitty gritty mechanics and logic we can. When im on watch at least my move action is spent every round to keep track of what's going on around me. (Granted that's to not get caught if im doing something on watch im not supposed to I should be using both standard and move) but I'm still on alert.


So I am working on a build for a home game for a Negotiator human (Silver Tounged, Focused Study) bard that I believe is PFS legal. It is build to never deal a point of damage in combat form level 1 up.

It uses the Rogue Talent: Mien of despair: http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogu e-talents/mien-of-despair-su

Demoralize and Eventually ranged Feint + Greater Feint to basically us skills to debuff.

Unfortunately I do use Skill unlock Intimidate which isn't legal for a bard in PFS so id probably replace it with Call Truce: http://www.d20pfsrd.com/feats/general-feats/call-truce/

In addition the level 1 or 3 feat (The other one would be Persuasive) Combat Advice: http://www.d20pfsrd.com/feats/general-feats/combat-advice/

Its a funny little idea. Though Call Truce could either be amazing or terrible and might derail a lot of thing in a PFS game.


Weirdo wrote:

Let me make sure I have this correctly.

You are taking the Scion of Humanity alternate racial trait to count as both human and aasimar, and then as a human taking Racial Heritage to count as humanoid (dhampir).

As an aasimar you qualify for Celestial Servant. As a dhampir you qualify for Vampiric Companion.

You want to stack "celestial" and "undead" on either an imp familiar or an animal companion.

I can't find anything RAW to prevent it but I would not be surprised if a GM banned it on thematic grounds. In particular, Celestial Servant seems to assume that your companion is an animal to start and not already an outsider - certainly not an evil outsider.

Basically yes. That's just the weird version of that combo i could come up with. The flavor i would use to explain the connection is its a tainted Assimar that is pushing the internal struggle into its Familiar or Animal Companion.

Either way I'm more wondering if it would actually work and how it would work by the rules. There are some issues with the idea of making an Evil outsider a Magical beast with smite evil and then undead that still has smite evil but nothing in either feat prevents improved familiar from being used. Its a weird idea that my theory craft mind did and now i want to know how it works by RAW and get others thoughts on it.


So this idea uses these four feats

Vampric companion:

http://www.d20pfsrd.com/feats/general-feats/vampiric-companion

Celestial servent:

http://www.d20pfsrd.com/feats/racial-feats/celestial-servant-aasimar

Racial heritege:

http://www.d20pfsrd.com/feats/racial-feats/racial-heritage

Improved familiar to pick up an i
Imp as familiar.

In addition it uses the alterntw racail class feature of Aasimir so that it counts as human and Aasimir.

First thing by the rules will this actually work by the rules opinion?

Secound if it does work will the imp end up with fast healing 5, dr 5 good and dr x/evil.

Whats your opinion of someone using this combo.

What about animal companion method (no improved familiar.)


Thank you very much for your logic. Its a judgment call really. The Kinetic blast ability can be read based on your argument to make it so you can learn kinetic healer but not use it if you start fire air or earth and pick up water or Aether at 7 due to those simple blasts not being your kinetic blast. Since you got it with your 7th level expanded element ability not your initial kinetic blast.

However I managed to find where mark said its only allowed to be simple so that at least tells me what the Rules as Intended were. Which is good enough for my taste.

Thank you again for giving me your logic it at least helped me understand the argument and see someone elses idea of how the ability should work.


Quote:

Kinetic healer is a utility wild talent. Blasts can only be modified by 1 form infusion and 1 substance infusion. You can not use gather power, infusion specialization, metakineses master, nor supercharge to lower the burn cost of your kinetic healer. You also can not use infusions, or metakineses to modify your kinetic healer utility wild talent.

Kinetic healer is as simple as it sounds.
Take 1 burn, heal according to your available blast:
Physical: (1d6+1)*ROUNDUP(lvl/2)+CON
Energy: (1d6)*ROUNDUP(lvl/2)+(CON/2)

No modifications, adjustments, addendums, tantrums, or insinuations allowed.

What is it that informs me that I may only use Simple Kinetic Blasts and not Compound Kinetic blasts. The question here was never can I Maxiamize my kinetic healing. It is both can I and what part of the class features allows or disallows the use of complex Kinetic blasts. Since Kinetic healer says Kinetic Blast damage not Simple Kinetic blast damage.

I am of the opinion it should only allow Simple Kinetic blasts but it is Vague so Im looking to see if there is a sentence I missed or a official word on it that I could link.

If its just interpretation at this point when Im running it will be only simple blasts.


Sphynx wrote:

I cant find it right now, but according to Mark, Kinetic Healer was only to use the Simple Blast for healing.

And regardless, you cant add an infusion to a blast in order to effect Kinetic Healer.

That Infusions text is:

Vampiric Infusion (Su)

At 11th level, a blood kineticist can drain the vitality from her enemy's blood to restore her own.

If her blast hits (or the enemy fails its saving throw against a blast without an attack roll) the blood kineticist can activate the kinetic healer utility wild talent on herself by accepting its burn cost; she doesn't need to take an action to do so. If she doesn't possess the kinetic healer utility wild talent, she can still use this ability, but it heals only half as much. This is a 5th-level substance infusion that costs 3 points of burn and can be used with water and blood blasts.

This ability replaces the 11th-level infusion.

It allows you to use Kinetic heal if you hit you can use Kinetic healing on yourself as a free action.


According to Kinetic Healer. It heals for an amount equal to your Kinetic blast damage. It doesn't forbade the use of Complex blasts.

So how does it work:

If a 7th level character used Kinetic Healer. Use Ice blast to heal itself for the damage of the complex blast of 8d6+8+Con or would it be a simple Blast 4d6+4+Con

I assumed it was the 2nd option but if its the first the 2nd part of my question is unnecessary. Can you do the first by accepting 2 burn or reducing the burn through something like gathering power. (Since its for a blast anyway)

A blood Kineticist that uses Vampiric Infusion. Does that change how Kinetic healer functions from above. Is that heal 12d6+12+Con or 6d6+6+Con.