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Just saw the new moon splinter series of weapons,and i was wondering:

-what s the difference between full moon and new moon (error on nethys)?

-with that polarize thing, is triple and quad attack actually good now for operative?


avr wrote:
The best part of ABP is not having to go to a fixed set of items. I think your intent with this thread is a mistake.

Probably should have said YOUR "go to" item, indeed but...

Gray Warden wrote:

1) Magical weapon: get any weapon property enhancement that fits your build and character. Furious on a rager, Seeking on an archer, Sharding on literally any melee character who doesn't want to become utterly useless once enemies start to fly 10ft off the floor. Dueling on the Wizard who wants to act first. Training [X], with X = any [Combat] feat you need on any build ever.

2) Magical armor: get any armor property enhancement that fits your build and character. Comfort on the Cleric with the mithral fullplate and Steelbone Frame, Benevolent on the tank with Bodyguard feat, Lucky Drunk's Mail on the Fate's Favored other Cleric.

3) Cloak: Lesser Cloak of Displacement on anyone who can afford it, Juggernaut's Pauldrons on the tank with Contingent Deathless spell cast on, Wyvern Cloak on the natural attack obsessed Alchemist, Muleback Cord on the wimpy Wizard.

4) Belt/Headband: Belt of Mighty Hurling (Lesser) on the improvised weapon Str-based thrower Fighter, Blinkback Belt on the manufactured weapon Dex-based thrower one, Heavyload Belt on the wimpy Rogue, Equestrian Belt on the guy who wants to ride the Druid while in dinosaur shape, Phylactery of Negative Energy on the channel-based Cleric, Phylactery of Positive Energy on the Life Oracle.

5) Ring: Ring of Force Shield on the Fighter who wants to wield his Longsword 2-handed when attacking during his round, but 1-handed when doing AoOs while still enjoying +2 Shield AC, Ring of Sustenance on the crafter who needs 4 more hours to craft during adventuring day, Ring of Tactical Precision on the Aid-Another specialist and on the one who would really benefit from his ally's teamwork feat. Ring of Planar Focus on the Cleric who wants to use Plane Shift to teleport within the Material Plane while pit-stopping in the Fey World and who doesn't want to end up in a random location every time.

6) Amulet: Agile Amulet of Mighty Fists on the natural attack Dex-based Alchemist, Defending AoMF on the Toothy Half-Orc...

that's the spirit!

thanks!


My friends an I are running a game with the Automatic Bonus Progression system from pathfinder unchained.

With the infamous big 6 gone, what items stand a chance for you?

I'm trying to make a reminder, for different roles: divine caster, arcance caster,2H weapon, TWF, etc


seems strange to me to translate half damage by every 2 rounds, but ok.

but a Gamboge Nodule (Cracked) Ioun Stone on realgar would do the trick: permanent +4 alchemical bonus on intimidate.


Thanks for the answer!

So, assuming this is a poison effect (that may be another debate), a insinuator with this:

"Stubborn Health (Ex): At 3rd level, an insinuator takes only half damage from diseases and poisons, and none of his ability scores can be reduced below 1 by these effects. This ability replaces plague bringer."

Insinuator takes 1 CON damage, but halved and rounded down, every minute, so could wear the paint with no penalties?


Imposing warpaint

question is simple : does it mean after first min you take 1 CON , and every minute after you take 1, or does it tick up to 2,3,4 etc for every min that passes?


Thanks for the quick answer! Not as good as i hoped, 1 lvl dip for operative is not that good now...


I'm really hyped about this book, can t wait to see it pop up on AoN! Does 1 level in biohacker still give you INT to will save, perception and sense motive?


Now that s a good answer, thanks!


HammerJack wrote:

It does not precise move action, so can the movement last for several round in combat?

No.

why?


another question about that part "you must end your movement on the ground or you fall.", for the MKI version.

It does not precise move action, so can the movement last for several round in combat? Does it work with the operative trick attack? If it does , it basicly a flight speed for operative?


Periastra Training
Source Alien Archive 3 pg. 31
Through sheer force of will, you can gain the effects of being fully attuned to your current stellar mode.

Prerequisites: Cha 13, Mysticism 5 ranks, stellar mode class feature.

Benefit: When you have 1 or 2 attunement points and use a stellar revelation, you can spend 1 Resolve Point to use that revelation as if you were fully attuned to your current mode. You cannot benefit from this feat if you have disproportionate revelations.

If i did my research correctly, there is no revelation that benefit from being fully attuned. It s always "When you are attuned or fully attuned, ..." .

And the feat says that you have to use the revelation for it to trigger, so it does nothing with supernova and blackhole or any zenith revelation, wich can be used only if already fully attuned.

So, as the title says, whats the point of this feat?


TriOmegaZero wrote:
SaltMiner wrote:
TriOmegaZero wrote:
I believe HeroLab has all the shifter updates, which is good enough for me.
and how does herolab stand on the sylvan trickster situation, if I may ask?
Testing it, I see that it does advance the hexes as it levels.

Thanks for the test!


blahpers wrote:
SaltMiner wrote:
I could not care less about the shifter case, but I want to know if sylvan trickster rogue uses their rogue level+INT for the effects of any hexes they get!
Why wouldn't it?

Because it lacks something that say so...

like in the eldritch scoundrel archetype:

Rogue Talents:
At 4th level and every 4 levels thereafter, the eldritch scoundrel gains a rogue or ninja talent for which she meets the prerequisites (treating her rogue level as her ninja level). If a talent requires her to expend points from her ki pool, she can instead expend a spell slot with a spell level equal to the number of ki points she would normally expend. If a talent functions only if she has ki in her ki pool, it functions as long as she still has a spell of 1st level or higher prepared. At 12th level, she can select an advanced talent in place of a rogue talent. This modifies the normal rogue talent progression and advanced talent.

or in this magus archetype:

Hex Magus (Su):
At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall.


TriOmegaZero wrote:
I believe HeroLab has all the shifter updates, which is good enough for me.

and how does herolab stand on the sylvan trickster situation, if I may ask?


Themetricsystem wrote:

Ok so I just did some more research and it would SEEM that they're indeed NOT considered Splash Weapons, simply as a Thrown Weapon so no, you don't ever add your Int bonus to Damage with them. You COULD still use discoveries that affect the radius of the Bombs I believe as it has a special carveout for Discoveries.

Man the end of life PF1 stuff has gotten sloppy with their wording...

The specified damage from Eff Bombs seems to override any affect it hay have from Throw Anything but the Eff Bomb description notes you can use Discoveries on them as though they were normal bombs even though it's not technically a Splash Weapon....

This is solidly "Ask you GM" territory if you ask me, I'd allow you to use the Discoveries but not the Int to Damage portion but this is remarkably under defined.

I was affraid of the ask your GM thing^^ I'm pretty sure it s, by the rules, an "all or nothing situation": It s a splash weapon that deal splash damage in a splash radius, and it s good, or it is its own thing and nothing work.

Based on the first two emphasis i made, why would they be only thrown weapon, and not thrown splash weapon? What part of you research lead to that, if you don t mind?


I could not care less about the shifter case, but I want to know if sylvan trickster rogue uses their rogue level+INT for the effects of any hexes they get!


Claxon wrote:
Covert Operator wrote:
I wanted to use the Crystal Chakram not a normal Chakram.

Why? Just use regular chakrams with a blink back belt. You can pretend its made out of crystal.

If you really need it to be made out of crystal then use Noqual or another special material.

Also, crystal chakrams are only treated as ammunition for the price of magical enhancements being applied to them, which is generous since they break when they're used.

my guess would be because of the 18-20 crit range, then go keen and have a 15-20 crit weapon.


Themetricsystem wrote:

Yes all damage from Effervescent Bombs are Splash Damage, and do not EVER target a Creature, you are simply aiming at specific locations, never a creatures AC, so I guess in effect it's like a Splash Weapon AoE? This isn't really a very well worded ability that's for sure.

I don't see any reason why you couldn't apply Explosive Bomb to them, it's simply an increase in the radius of the puddle if I'm tracking your question properly.

because if it IS splash damage, you do add Int to damage because of

Throw Anything (Ex):
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

and healing bombs become so strong, in my opinion: a lvl 2 healing bomb heals up to 4 PC by 5x4 HP (assuming INT=18), and even more character once you get a 4x4 aoe instaed of 2x2.


If it does splash damage, I feel it's very strong (maybe too much?). If it does not, almost no discoveries applys, and i feel it sucks /-:

My reading is because it follows the "throow splash attack rules", it is splash damage. But I don't want the ruling to be a feeling or reading things, but the factual ruling.


Wilderness origin is up on Nethys, and i was wondering how perfumer bombs work. All emphasis are mine.

Effervescent Bombs (Su):
Rather than deal direct damage, a perfumer’s bombs create an effervescent puddle in a 5-foot radius for a number of rounds equal to the alchemist’s intelligence bonus (minimum 1). Each creature within this area takes 1d4 points of fire damage immediately and again each round it remains within or enters the puddle. A creature caught in the puddle when it is first created can attempt a Reflex save (DC = 10 + half the perfumer’s level + the perfumer’s Intelligence modifier) for half damage. The effervescent bombs’ damage increases by 1d4 at 3rd level and every odd level thereafter. [b]Effervescent bombs otherwise functions as bombs, and discoveries that apply to bombs apply to effervescent bombs.

This alters bomb.

So , let's go to original alchemist bombs:

Bomb (Su):
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (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). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

that leads me to :

Throw Splash Weapon special attack:
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don’t take the –4 nonproficiency penalty. A hit deals direct hit damage to the target and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as sneak attack).

You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can’t target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you’re aiming at the creature.

If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.

My questions are : are all damages from thrown splash weapon that does not direct it splash damage,meanings effervescent bombs deals splash damage and have a splash radius? Can i use the explosive bomb discoveries?


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If I had an IRL Wish, I'll use it to get an official answer, telling you that you are wrong (because you clearly are),then i ll start mining.

Now it's just the galileo syndrome: "everyone tells me im wrong but that s proof i m right". And calling everyone who can read correctly a power gamer cause you are unable to accept that you are wrong it is cherry on the cake.


bump


Hi there,

I m playing an insinuator antipaladin and was not sure about the interaction of thefollowing rules:

-antipaladin fiendish boons says:
The second type of bond allows an antipaladin to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the antipaladin can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.

-Summon monsters says:
This spell functions like summon monster I, except that you can summon one creature from the Xth-level list, 1d3 creatures of the same kind from the X-1th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

-Insinuator ambitious bond modify fiendish boons and says:
Outsider Servant: This functions as the antipaladin ability, except the insinuator gains a new outsider servant each day, whose alignment must match the alignment of the outsider invoked for the day. The outsider servant functions as much as an agent for the patron invoked by the insinuator as an ally of the insinuator himself, and may turn against him if he violates his patron’s alignment or interests.

Question is: Should I be able to choose one monster of lower level monster if needed on one day or the fact that it says "1d4+1" vs "a single creature" means as I level up I MUST have the higher level monster each day when I refresh ambitious bond?