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Okay.

I just read through elemental resistance, and the way it's written makes it seem way better than what I think wad intended.

Elemental Resistance reads: "while you have an element gathered, you gain resistance equal to your level to damage from a source that had that trait."

Further it goes on to describe that if you have gathered water, you would gain the resistance to strikes from a water elemental. Because the water elemental has the water trait.

For instance, a magma dragon has the fire trait, a copper dragon has the earth trait, a brine dragon has the earth trait.

As far as I can tell, elemental resistance would apply to anything that a monster with the corresponding trait has.

Ie. A fire kineticist with fire gathered gains resistance equal to their level to anything a magma dragon can do. Not just the breath, but the bite and claws as well.

Now, this might not be such a big deal, if it wasn't for Elemental Immunity which reads "Your elemental resistance becomes full immunity".

Does this mean a fire kintecist at level 17 becomes 100% immune to a magma dragons or even the spawn of rovagug?


I'm trying to figure out how Kineticist abilities interact with Golem Antimagic. Any help is much appreciated.

My issue is, that impulses are descirbed like this:

"Impulses are magical, but they aren't spells. However abilities that restrict you from casting spells or protect against spells (such as globe of invulnerability or a creatures bonus to saves against spells) also apply to impulses"

And golem antimagic is includes this explanation:

"A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways."

So as far as I can tell, a Golem will be immune to Kineticist impulses, unless there's a correspondance between the harm/slow/heal entries of the specific golem's antimagic and the trait of the impulse in question.

First question: Am I getting this right? That a class that feels very focused on blasting can be rendered useless against a certain creature type?

And second: do you think this is intentional, or is it an oversigt? (Kineticists are given a way to combat elementals tied to their own element, but not to combat golems?)


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This January my group started The Slithering, and the GM allowed me to take the Gunslinger for a spin. We're currently one session in (two combat encounters), and the following is my impression after playing the Gunslinger for a bit.

So, first things first. We're playing with the free archetype variant due to being a man short (we've got a player on paternity leave), but for the purposes of my experience it didn't really factor in on the impression, as I chose "Alchemist" as my free archetype and so far I've used it for diddely squat (the one point where I could have given another player an antiplague to fight off a disease; I forgot... So he rolled his save without the added bonus.)

The Character:
5th level Hobgoblin Gunslinger
10str, 19 dex, 18 con, 14 int, 12 wisdom 10 charisma
1- Firearm Ace
2- Risky Reload
4- Running Reload
Weapon: +1 Striking Dueling Pistol

The Experience:
First off, I really liked the way the gunslinger works, that is, I like how it works with the feats I've chosen. While Firearm Ace is nice and Running Reload lets me do something while I reload, I feel like Risky Reload is necessary to stay on par with a reload weapon, even though I didn't even come close to keeping up with the other characters.

Now, the reason I say that I couldn't keep up, is because of a certain monster type which is very present in the slithering and their immunity to critical hits. On the plus side, the low AC of that gelatinous bastards also means that I never missed a Risky Reload, so I consistently fired twice per turn by starting off with strike/reload/strike as my turn one and then go into risky reload/reload/strike on the following turns.

Even though I was able to pump out shots I felt like I wasn't contributing to the team effort, which was in part due to consistently rolling at least one 1 on my d6's, but I suspect most of it was due to the crit immunity.

Max damage on a normal hit for my guy (with Ace) is 14 damage (2d6+2), but for a crit, max damage is 54 (2d10+2*2+1d10).

My one gripe after the session is that I feel like the gunslinger (or at least the gun) is a bit too reliant on critical hits. I realize I probably couldn't have picked a worse adventure to test the Gunslinger in, and overall I still enjoyed playing the character, but I felt way behind the melees in our group who while they couldn't crit either, rolled bigger dice and had more attacks.

Anyway, that was my 2p.


If I cast Animate Dead to summon a Zombie Brute, the minion rules would suggest, that said zombie gets two actions like any other Summon.

The zombie stat Block, however, states that it is permanently slowed, which would suggest it then only gets one action.

It was pointed out to me, that Slow as written only takes effect at the beginning of a turn, and since a minion doesn't have a turn, but acts on your turn, it doesn't apply.

So how many actions does a Summoned zombie have, 1 or 2,and if it has 2, does that mean that all minions are immune to being slowed?


So...

TLDR: Does "Lengthy Diversion" make you hidden even if you are in plain sight at the end of your movenment/turn?

One of my players play a rogue, and he took the skill feat "Lengthy Diversion" in order to use "Create Diversion" more effectively, but we kind of disagree on how it works, so I hope one of you clever people can help.

So "Create Diversion" states: "Success: You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away, as described on page 252.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill (pages 251 and 252). If you Strike a creature, the creature remains flat‑footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise."

And "Lengthy Diversion" states: "When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round)."

My argument is that the general rules for sneaking and stealth still applies (CRB page 252: the rogue looses hidden/undetected conditions if he/she doesn't have cover or concealment at the end of his/her move-action).

My player on the other hand, thinks that "Lengthy Diversion" on a crit makes you hidden for the extended period regardless of cover/concealment or lack there of.

What do you think?


Aside from scratching your hindside.

In all seriousness, though, the fourth level witch Feat reads:

"You can etch your claws with runes with the same cost and restrictions as etching runes onto handwraps of mighty blows; runes etched onto your claws apply to both hands but not to other unarmed attacks."

My question is, what is the point?

As far as I understood Handwraps of Mighty Blows, runes scratched into them affect any unarmed attack, including the Goblin Bite, Feral Claws, Lizard's Tail and any roundhouse kick a monk might do, so it would stand to reason they would also affect the witches claws.

I do get the flavor choice of etching runes on your Nails, but I have a hard time understanding Why it won't be allowed to transfer to a Dragon kick for a Witch/Monk multiclass?

... or maybe I misunderstood Handwraps in the first place, in which case I would love to be corrected.


Aside from scratchimg your hindside.

In all seriousness, though, the fourth level witch Feat reads:

"You can etch your claws with runes with the same cost and restrictions as etching runes onto handwraps of mighty blows; runes etched onto your claws apply to both hands but not to other unarmed attacks."

My question is, what is the point?

As far as I understood Handwraps of Mighty Blows, runes scratched into them affect any unarmed attack, including the Goblin Bite, Feral Claws, Lizard's Tail and any roundhouse kick a monk might do, so it would stand to reason they would also affect the witches claws.

I do get the flavor choice of etching runes on your Nails, but I have a hard time understanding Why it won't be allowed to transfer to a Dragon kick for a Witch/Monk multiclass?

... or maybe I misunderstood Handwraps in the first place, in which case I would love to be corrected.