Rogeif Yharloc

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Haste gives the person 1 more Action but must be used for either a Strike or a Stride. I'm looking for clarification on if you can use this extra action for special attacks like Double Slice or Power Attack. They say "Make a Strike..." but do the actions spent to do the action count as a Strike action? Or is Haste limited to only just the basic Strike Action and basic Stride action?


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The bag of holding (pg 382) has an [[A]] Operate Activation action to use it. Activating Magic Items (pg 376) says that unless an item says, for example, "Command activation, no cost" it costs 1 RP to activate. This means that every time you put something in or take something out of a bag of holding you have to use RP.

Pull wand of healing out of bag of holding 1RP. Use wand to heal 1RP per use. Put wand of healing back into bag of holding 1RP.


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From the playtest book it looks like the monk and animal companion are the only ones trained in unarmored defense. Everybody else should be taking a -2 to their AC if they aren't wearing armor. This is further supported by Mage Armor's wording of using the casters Unarmored Defense proficiency on top of the spell's bonus to AC. None of the classes mention being trained in it. This is either an oversight (they are trained but it isn't mentioned anywhere) or Ezren's preview sheet was wrong and his AC should be two lower.


Obviously this can apply generally but this is specifically about a hunter and their animal companion.

If a hunter is riding their animal companion and they both have the Escape Route teamwork feat does that mean that they can move freely without ever provoking any attacks of opportunity?


Casting a spell as a swift action doesn't trigger an AoO and therefor don't need to cast defensively. But what if I cast a ranged touch spell as a swift action. I know it would trigger an AoO for the ranged attack but would that threaten me "breaking my concentration" or is the spell already cast and then I'm just doing the touch part of it after?

If I cast a swift scorching ray in melee and trigger the AoO for the ranged attack and they hit. Is a concentration check required or is the spell already done being cast?


Casting a spell triggers an AoO but a swift spell does not, presumably because it is cast quick enough that it a reaction is not possible. But what about a swift cast spell that causes a ranged touch attack (e.g. Scorching Ray)? Does a swift action ranged attack trigger an AoO or does it get the same treatment as a swift action spell?

For example, an EK attacks and gets a critical hit. He triggers his spell critical and casts a swift action scorching ray at his target. Does this trigger an AoO? If it does, should it?


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For the most part I think I know what I am doing but I just want to make sure I'm not falling into a noob trap or something like that.

For my current campaign my main character is about to go on a solo quest for other reasons and so her "business partner" is tagging in for an adventure or two. He prides himself in being a very good people person. I still have one feat left to get but I'm not sure what exactly would be a good pick. Right now I've thought about getting: Heighten Spell, Improved Initiative, Combat Casting, or other. The robe of arcane heritage gets me to the +2 Enchantment DC from arcane bloodline for a total DC increase of +4, DC 26 for 5th level enchantments. Also how are my feat and spell choices?

Level 11 Human Sorcerer (Arcane Bloodline)
Str: 7 (-2)
Dex: 12 (+2) (14 belt)
Con: 14 (+3) (16 belt)
Int: 12 (+2) (16 headband)
Wis: 10 (+0)
Cha: 20 (+7) (24 headband) (+2 levels, +2 race)

HP: 79
AC: 22 (14 touch, 20 flat)
Saves: Fort 9, Reflex 8, Will 10

Traits:
Extremely Fashionable(Diplomacy), Focused Mind

Feats:
Spell Penetration, Piercing Spell, Persistent Spell, Silent Spell, Craft Wonderous Item, Spell Focus[Enchantment](bloodline feat), Greater Spell Focus[Enchantment], **open feat slot**

Spells:
0th: Arcane Mark, Detect Magic, Jolt, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic
1th: Alarm, Enlarge Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement
2th: Darkvision, Hideous Laughter, Invisibility, Mirror Image, Resist Energy, Scorching Ray
3th: Dispel Magic, Fireball, Fly(page), Haste, Phantom Steed, Suggestion
4th: Charm Monster, Confusion, Dimension Door, Remove Curse, Terrible Remorse
5th: Feeblemind, Hold Monster, Overland Flight

Skills:
Bluff 25(+11), Diplomacy 28(+11), Fly 6(+1), Intimidate 11(+0), Know(Arcana) 11(+5), Know(Planes) 11(+5), Perception 20(Headband), Sense Motive 15(Headband), Spellcraft 17(+11), UMD 24(+11)

Thrush Sage familiar +3 Diplomacy
Know(Arcana) 16, Know(Local) 17, Know(Planes) 17, All other knowledges 12

Items:
Quarterstaff of entwined serpents (all day magic missiles)
Armor of nat armor +2
Belt of physical might +2 (dex/con)
Circlet of persuasion
Cloak of resist +3
Extend metamagic rod, lesser
Eyes of the eagle
Gloves of Storing (holding extend metamagic rod)
Handy Haversack
Headband of mental prowess +4 (CHA, INT) [Sense Motive, Perception]
Ioun Torch
Page of spell knowledge - fly
Ring of force shield
Ring of protection
Robe of arcane heritage


Looking for some feedback on a kineticist item I've thought up. The current placeholder name is the Infusion Rod. It functions similar to a metamagic rod for casters in that it gives the kineticist access to an infusion she doesn't know 3/day. The burn cost would still have to be mitigated or payed for but it's attunement to the elements allows it to be held while gathering power. Other than that it follows all the same rules for a known infusion like associated blasts.

It's a kineticist item that doesn't simply add damage but instead gives flavor and some flexibility to the class. What do you guys think?


From what I read on the d20pfsrd, the animated objects have terrible accuracy and really low damage. Then you have to bring the object with you in order to reliably use it. The most useful use I can see for it is to give flank to allies.


A few more questions to follow up my first post of questions.

1: Can I use telekinetic haul to move things with people on them? e.g. Make a chair hover, then let somebody get on it and then move the chair to a desired location.

2: Does force ward create any sort of visual effect, either statically or when hit? For combat (can enemies tell it’s there) and social interaction reasons.

3: Wall infusion is a line between squares. It says people adjacent to it take damage on initial cast. But after that the only way to take damage is to cross it. Does that mean a grappling wall that grapples foes doesn’t continue to do damage each round if it maintains the grapple? And if I use pushing infusion, do I have to push them through the wall or just to adjacent to the wall to get them to receive wall damage?

4: Can I only do a wall as a north/south or east/west so that it fits in the line between squares? If not, does that mean that somebody ending their turn on a square that the wall goes through takes wall damage?

5: Entangling gives a -2 to attacks and -4 to dex and moves at half speed. Grappled gives a -2 to attacks, -4 to dex and can’t move. Does the -2 to attack and -4 to dex stack if both conditions are applied?

6: (non-serious question) If I have somebody trapped in a grappling deadly earth and entangling cloud and then trip them with bowling, what's the official terminology for how screwed he is?


Most of these should be pretty straight forward. More may come later.

  • Entangling infusion says reflex negate. Does the save negate the damage or just from getting entangled?

  • I’m pretty sure weapon focus blast and elemental overflow attack bonus count towards your blasts "When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver." when you infuse with combat maneuver infusions (pushing, bowling, etc). Do you still get those bonuses if you use the telekinetic maneuvers utility WT?

  • How much exactly does an aetheric boosted composite blast with composite specialization cost? 2 (base cost) - 1 (comp spec) + 2 (base aetheric boost) + 1 (increase for composite) - 1 (comp spec again) = 3 burn?

  • Does force ward count half gains for odd levels? e.g. If a level 5 kin. pays 4 burn to improve the shield does she lose 20 hp and only gain 8 or will the half gains accumulate to give 10 temp hp?


  • I've been going over kineticists and their many possible ways you can build them. This is just one more class feature that gives you a choice to further customize how your character can be played. This feature is gotten at 19 but I'm going to calculate at 20 for simplicity sake. I am also going to calculate without infusions, which means kinetic blade and kinetic whip will not be a part of this. I'm going to assume a total CON of 30, which includes your overflow bonuses.

    There are 4 different metakinesis that can be reduced, and you only get to reduce one of them. Empower gets reduced to 0, maximize gets reduced to 1, quicken gets reduced to 2, and double blast gets reduced to 3. For this theory crafting I'm looking at all day blasting which means that double blast is out since gather power can only prevent 2 burn so double blast is not sustainable for all day blasting.

    Empower: Reducing this one means you can empower all blasts all day for free, even without using gather power. This means its the most reliable for increasing your damage per round (DPR). It also means you can gather power for your composite blasts + stack infusions that total 7 or less OR use a simple blast and infuse for 8 burn.

    Simple physical blast: 1.5x(10d6+10+CON) = 72.5 avg
    Simple energy blast: 1.5x(10d6+CON/2) = 59.5 avg

    Composite physical blast: 1.5x(20d6+20+CON) = 150 avg
    Composite energy blast: 1.5x(20d6+CON/2) = 112 avg

    Maximize: Reducing this one means you need to gather power to not take burn, but you also have 1 left over to either use for your composite + infuse for 6 or you can use a simple and infuse for 7.

    Simple physical blast: (10*6+10+CON) = 80
    Simple energy blast: (10*6+CON/2) = 65

    Composite physical blast: (20*6+20+CON) = 150
    Composite energy blast: (20*6+CON/2) = 125

    Swift: Reducing this one means you need to gather power to not take burn and you can't use a composite blast without using your internal buffer or taking damage. With this one you can do two different, with different infusions, as long as you don't go over 6 burn. that I'll include composite for this, but it is limited uses due to burn or buffer.

    Simple physical blast: 2x(10d6+10+CON) = 110 avg
    Simple energy blast: 2x(10d6+CON/2) = 80 avg

    Limited use
    Composite physical blast: 2x(20d6+20+CON) = 200 avg
    Composite energy blast: 2x(20d6+CON/2) = 150 avg

    Final thoughts
    To me, it looks like empower and swift are the best ones to reduce the cost. Free empower is the best for ease of access and a source of a permanent DPR boost. It is also interesting to note that composite physical blast average is equal to the maximize same. Maximize does not provide much more DPR over empower and still requires you to gather power to use it. Its a decent option for you if you use composite energy blasts over simple blasts. Swift is your best option if you rely on your simple blasts but terrible if you use your composite blasts. It is also the definitive best choice if you built your kineticist for battlefield control. You can sling two different area control blasts every round, as long as you can gather power.