Anevia Tirablade

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Goblin Squad Member. Organized Play Member. 43 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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Shiroi wrote:
the Hydro can manage a whopping 128 cubes (someone check my math)

40 squares wide x 40 squares long x 8 squares tall is 12800 cubes

or
(200ft x 200ft x 40ft)*(1 cube / 125ft^3) = 12800 cubes
200ft x 200ft x 40ft x 62 lb/ft^3 for water at 32F x 1ton/2000lb = 49600 tons

49600 tons is 99200000 pounds. Let's multiply that by 4.448 to get Newtons because it's easier. That's 441.2 MN of force. Divide by 9.81 to get 44974 kg of mass. You can move the water to another location in range, that's 1200 feet. Let's be nice and say you move it 1000 feet (304.8 meters) in the air. Potential energy is Mass*Height*GravityConstant, or 44974 kg*304.8m*9.81m/s^2 = 134477760 kgm^2/s^2 = 134 megajoules (MJ) of energy. If you could convert that to electricity with even a 33% energy efficiency, you could power 1 American home for a full year. With a single standard action.

Flood caves, crush houses, transport large amounts of aquatic creatures. With just a few standard actions and some pain, you too can wipe out pretty much anything you wanted.


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Excaliburproxy wrote:
RogueMortal wrote:
Excaliburproxy wrote:
The only thing that I am certain of at the moment is that tricks as they stand need to be overhauled or dropped for something else.

Agreed. The tricks, to me, feel like something fitting for a tactician sort of class, while the name Mesmerist conjures up images of mind control, both subtle and blatant. As others have said, it would be nice to implant negative Tricks into those you target with the Stare, but even that feels like a weak option, given that the tricks themselves are generally minor, or if they added damage according to recent suggestions, would scale with the penalty on Will saves to +3. Perhaps AC and damage abilities might have their own scale?

I don't expect the Mesmerist to change much, but an archetype that could use more Enchantment effects through the Stare would be most welcome. Maybe something with Hexes so they can get a Slumber effect?

Well, that is one thing that a lot of people bring up; they don't think the buffs fit. I don't mind the buffs. The buffs are just so situational that they are kind of like a non-ability to me. You are either wasting standard actions in combat or throwing your trick charges into the pit of uncertainty.

Depressingly, I also don't expect it to change that much beyond the possibility of the precision damage thing.

I really like the tricks. Yeah, they're situational, but you can generally expect that a melee party member is going to get attacked and so mirror images are good. And you can expect that casters and ranged attackers might need to get away from enemies and rogues need to outflank and so alacrity for free movement is good. In the playtesting I've done so far tricks have been super effective. You just have to think ahead a couple steps. I'd rather not have another witch variant that puts hexes on enemies. If I would change anything about tricks it would be to extend the implant duration to permanent until discharged or overridden. Or at the very least 10 minutes per level so you can push through an area to try to keep from wasting a pre-combat buff.


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I played a long one-shot session with a level 7 Gathlain Mesmerist and just wanted to say that I had loads of fun. I think I only dealt direct damage once the entire session (Blistering Invective), but I found the tricks and offensive non-damage spells more than enough to make a super effective character, especially when combined with other classes that utilize abilities with Will saves. I'm not really opposed to the idea of doing something like adding precision damage with a stare, but I really enjoy being able to sit back and play puppeteer and commander and let my allies and enemies do the damage. Maybe an option to allow allies to trigger that extra precision damage or something would fit along those lines if you went that direction. Or maybe an archetype that didn't have that extra damage and got something else instead.

Absolutely great class by the way! Already it's easily in the running for favorite class ever. I had so much fun and I look forward to playing the mesmerist more!


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All I'm saying is that I'd like my Swashbuckler to have a combat style other than wielding one weapon in one hand. I'm fine that it adopts a lot of the Duelist things, but to be forced into what is a prestige class style as a base class seems silly. Swashbuckler has the same limitations as an existing prestige class when base classes are supposed to be able to have some variety. I'm glad archetypes exist and maybe one will replace Precise Strike with other weapon style things. I was just hoping to be able to playtest something that wasn't a Duelist, and I extra hope that they actually do add in other things later.


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The existence of the Business Booms spell (http://www.d20pfsrd.com/magic/all-spells/b/business-booms) leads me to believe that the extra capital is added to each day and not split over the days, otherwise the spell would actually do nothing but prolong the time it takes to earn the extra capital, a negative effect.

As an example: Arraina spends 6 Influence and a day of downtime to promote her business. Arraina makes a spellcraft check to earn Magic adding 30 from the spent Influence. Her final check is 51. Rolling 1d6, Arraina rolled a 3 for the days of influx. So for each of those 3 days, Arraina earns 5 additional Magic each of those 3 days in addition to whatever the business normally makes with its check each day. Essentially, Arraina has traded 6 Influence and a day of downtime for the ability spend Earn 15 Magic (spending gold to Earn it as normal).