Satinder Morne

Tympest Stormfist's page

15 posts. Alias of Daniel Myhre.



Dark Archive

Maybe my search fu is weak. It probably is. But I've got a question that could make a difference depending on what the answer is.

While buying equipment, I decided to look at armor upgrades since androids can slot a light armor upgrade in addition to any they put on their armor. Here's the ability that allows this:

Starfinder CRB page 42 wrote:

UPGRADE SLOT

Androids have a single armor upgrade slot in
their bodies. Regardless of whether androids
are wearing physical armor, they can use this
slot to install any one armor upgrade that
could be installed into light armor.

Then I noticed

Starfinder CRB page 207 wrote:

TENSILE REINFORCEMENT

When calculating your armor’s hardness and Hit Points (see
page 409), treat it as if its item level were 5 higher.

That's pretty strait forward, initially. This would mean if that's slotted into my Second Skin armor it would have a hardness of 5+(2x6), or 17 hardness. And the armor would have 15+(3x6), or 33 Hit Points. Not bad for level 1 armor.

The question I'm having is... What happens if I apply Tensile Reinforcement to my android's armor upgrade slot?

Dark Archive

Okay, so I know that kineticists treat their blasts as a weapon for things like Weapon Focus and Point Blank Shot. But I just got to thinking, what about Rapid Shot and Snap Shot? Could a kineticist take Rapid Shot to allow 2 blasts to be fired as a full round action? And would the Snap Shot combat feat allow a kineticist to threaten with their kinetic blast? If so, I think I know what my next couple feats will be on Kahel.

Dark Archive 1/5

Greetings and salutations! It's been a while since I visited the forums. I've been working, which unfortunately means my schedule conflicts with the local PFS lodge's meeting days and times. Which in turn means I've got characters who are just sitting around gathering dust. This is a situation I feel is unbearable. So I thought to seek assistance.

I'm looking for either a PFS play-by-post game or maybe D20 Pro based virtual tabletop games. Don't really know much about Roll20, so there is that. For Virtual Tabletop games I do have limits on time. I usually work evenings, from 6 or 7 till well after midnight. Often weekdays, but weekends are possible too. As such I'm mostly looking for a play-by-post game.

As for level range and format, well, I'd ideally love a standard game. I really want to continue playing Kahel (who is level 4 right now) after all.

Dark Archive

Since I first saw the feat, I've been wondering about something. Kineticists get a baked in metamagic ability for some things like Maximize and Empower. But that ability doesn't mention Merciful Spell at all. Thus I'd think it can't be used with the metakinesis ability. Am I wrong?

Related to the above question, I know there's metamagic feats specifically for spell like abilities. But these are again for stuff like Empower and Maximize. Since Merciful Spell doesn't raise the effective spell level, can it be applied with SLA and kinetic blasts? Or can only the metamagic feats that specifically call out SLA available for use?

Been wondering about this, because I keep getting ideas for a kineticist who tries for nonlethal takedowns only unless fighting true monsters like undead. Which I don't think is possible normally with kinetic blasts.

Dark Archive

1 person marked this as a favorite.

Got back from visiting a relative in the hospital a bit ago, and needed to distract myself. So I've been tinkering with a core campaign fighter build. Currently the character is level 1 with 2 chronicles (1 of which won't be applied till level 4). Anyway, first my current build.

Quote:

Collin Overdale

Half-elf fighter 1
CG Medium humanoid (elf, human)
Init +9; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +0; +2 vs. enchantments, +2 trait bonus vs. charm and compulsion
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+4/19-20) or
. . scythe +5 (2d4+6/×4) or
. . warhammer +5 (1d8+4/×3)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 9, Wis 10, Cha 7
Base Atk +1; CMB +5; CMD 18
Feats Improved Initiative, Power Attack, Skill Focus (Perception)
Traits birthmark, reactionary
Skills Acrobatics -1 (-5 to jump), Craft (traps) +1, Perception +6; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood
Combat Gear alchemist's fire (3); Other Gear scale mail, dagger, scythe, warhammer, backpack, torch (3), trail rations (7), 432 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Now for my questions. Outside of the standard magic weapon, magic armor, ring of protection, amulet of natural armor, and str/dex/con belt, what sort of magic equipment should I be aiming for? Would certain properties on the weapon, armor, or amulet be better then others? What other items should I gun for in addition to the standards? Should I get a headband of intelligence, and if so what skill(s) should be on it? What about my backup weapons, what properties should I get on their replacements? And should I look for different backup weapons?

For the build it's self, what feats should I be aiming for? Is it better to go for maximizing damage in a single attack? Or would things like Cleave and Great Cleave be better? Or should I work to maximize my ability to trip things? This is, to be honest, the first time I've done a scythe fighter. I usually go sword and board.

Dark Archive 1/5

I'm pretty sure i already know the answer. Yet it's always a good idea to double check if not certain. Let's say one of your faction missions on the character a GM chronicle is being assigned to involves doing something like resolving an encounter with hell knights via diplomacy. If the group who ran through the scenario preformed this task, would the character the GM chronicle gets applied to be able to check off that faction mission? Or is that only if the character actually played a scenario where such an event occurred in?

Dark Archive 1/5

I just got done running scenario 53 a bit ago. Was a fun session, but we got held up a few times when the party's sorcerer used spells I'm honestly unfamiliar with. My experience has long been that most arcane casters prefer the big flashy spells like fireball, burning hands, and scorching ray. Maybe a web spell or two. And very rarely the Sleep spell. So those are the spells I'm most familiar with how they work.

What ground the session to a halt a couple times was me having to look up how unfamiliar spells like Color Spray and Hypnotism work. or the druid casting Entangle. That's another spell I've rarely seen people use. Then again I've not seen many people play druids either over the years. While it was kinda cool to see people using crowd controls I've never gotten to see in use before, it did bring things to a halt as I had to research the spell and how it works.

Which got me to wondering, how do others feel about this happening? As a game master, do you rejoice in people using spells you've never witnessed players using before? Maybe take notes on how effective it is and consider using that spell yourself sometime? Or do you get upset with them for making you look up how the spell works?

Dark Archive

In a game playing a hydrokinetic. Someone else is playing a synergist summoner. The campaign is still fairly low level, so the summoner's endolion keeps taking enough damage from one or two hits to 'die', so the summoner keeps having to sacrifice health to save the endolion. But this has raised an issue. Since I'm the group's medic (I took the kinetic chirugeon archtype), can I heal an endolion? And when the summoner's fused with it, what exactly happens if I try to heal him? Do I only heal the endolion he's fused with, only heal the summoner, or do I heal first the summoner then the endolion? Or does it split the healing between the two?

The answer could mean the difference between life and death for the summoner at times. Especially if he just got hit by a crit and had to sacrifice most of his health to save his endolion.

Dark Archive

Okay, I admit I haven't actually made a wizard since 2nd edition AD&D. So I had to read up on them to determine how many spells they start with. But now I have a question.

Does a newly created wizard start with all zero level spells from any and all books the campaign is allowing, or just the zero level spells from the core rule book?

Dark Archive

Does anyone know if Improved Natural Attack works with a kineticist's blasts? I've been combing my books and Paizo since I noticed Hero Lab is allowing that, but still haven't really found an answer either way.

Dark Archive

Okay, was reading up on some magic items since I'm writing a story based on a few of my Pathfinder characters, and one of them makes wondrous items. And I noticed the following in Occult Adventures:

Quote:

CONSTRUCTION REQUIREMENTS COST varies

Lesser kineticist’s diadem 9,000 GP
Kineticist’s diadem 25,000 GP
Greater kineticist’s diadem 49,000 GP
Craft Wondrous Item, creator must be a 10th-level kineticist
with access to the appropriate element

Does this mean that kineticists qualify for crafting feats? I mean, it's doubtful any wizard or sorcerer (or other caster) would take 10 levels of kineticist just to make a kineticist's diadem without additional crafting DC. I thought you actually had to be able to cast spells to get magic crafting feats?

Dark Archive

I've been thinking of an off the wall crafter build, but wasn't sure if it's valid. The idea is a kitsune kineticist who dabbles in making magic items, but isn't particularly good at it. But this idea hinges on a question...

Does the Kitsune Magic racial trait allow the kitsune to qualify for crafting feats, assuming your charisma is 11 or better?

Dark Archive 1/5

I'm running We Be Goblins as a play by post over at rpol.net, but it looks like the players abandoned it over Christmas. The group finished with the encounter with Lotslegs, but haven't fully entered the ship's area yet.

So my question is do I award a chronicle? If so, how much gold? I'm gathering they probably wont get the xp or prestige due to not finishing the adventure. But they already met the conditions for several of the items on the chronicle.

Also, do I cross off the boons or not? I'm thinking I do, but not sure.

Dark Archive

Not sure if this has come up before. But I'm playing a life oracle in a couple games now. I chose positive for my focus, but due to backstory reasons I then picked up Inflict Light Wounds as one of my level 1 spell choices. So my question is this:

Does the Safe Curing revelation apply to inflict spells, or just cure spells?

This is important since in one game, I'd forgotten to buy a holy symbol due to not realizing yet I'd need one. So other then trying (badly) to hit the troll the party is fighting with my morning star, Inflict Light Wounds is my only offensive option. But I'm highly unlikely to make any acrobatics checks to avoid incurring an attack of opportunity. Thus why I picked safe curing for a revelation.

Dark Archive

Never made one before, so I started tinkering with a Witch build, seeing how it looks. First off, I should mention that I typically use Hero Lab to build characters. But this is raising a confusing issue with me. Upon seeing the list of familiars I noticed the Wasp Familiar option. Then I looked at the requirements, and adjusted my character to have the right alignment and worship the correct deity. But it still gives an error message that reads

Quote:
Wasp Familiar: Master must have wasp familiar

Wait, what? How can I have a wasp familiar... before picking my familiar? Is this requiring I already have a familiar from another source to pick this? Do I need a feat like Improved Familiar? Or is this just a recursive error? If it is a feat, which book is it in? I'm assuming the feat must be named "wasp familiar" or something if it's not Improved Familiar.

As I mentioned, never tried building a witch before so I'm unsure just what is going on here.

Dark Archive

Was searching for an answer to a friend's crafting question in errata and faqs, and stumbled across the following regarding mithral armor and what armor catagory it counts as.

question regarding the properties of mithral armor:
This means that mithral armor allows its wearer to use it when her own class features or special abilities demand her to wear lighter armor; in other words, the character wearing the armor is less limited. For example, a bard can cast spells in mithral breastplate without arcane spell failure, a barbarian can use her fast movement in mithral fullplate, a ranger can use his combat style in mithral fullplate, brawlers, swashbucklers, and gunslingers can keep their nimble bonus in mithral breastplate, rogues keep evasion in mithral breastplate, a brawler can flurry in mithral breastplate, characters without Endurance can sleep in mithral breastplate without becoming fatigued, and so on. It does not change the armor’s actual category, which means that you can still store a creature one size category larger in a hosteling mithral fullplate, and you can’t enhance a mithral breastplate with special abilities that require it to be light armor, like brawling (though you could enhance it with special abilities that require it to be medium armor), and so on.

This then sent ideas spinning around in my head. Does this mean a monk could wear a suit of light mithral armor and still get monk wisdom to AC and access to their various monk abilities? I know they'd need light proficiency or they'd take a non-proficient penalty to skills and attack rolls. But would a mithral chain shirt, for example, count as unarmored for the purpose of monk abilities due to the properties of mithral lowering the weight category by 1?

If so, I know what I want for a monk I'm playing in PFS Core. If not, oh well. I'll just stick to potions of mage armor till I get a bracer of armor +5.

Dark Archive

I've got a character idea I've been tinkering with for a friend's Serpent's Skull campaign. The idea is a wordcasting sorcerer who's lived all their life in the wilderness. This character for backstory occasionally heads in to town and sells things that were made, or sells to traveling adventurers she encounters. These things are belts, headbands, and bracers which those who buy them swear must be magic. They are.

So my question is this: Does the Enhance Form word allow you to craft belts of strength, dex, con, and physical might without extra crafting DC, or do you still have to add +5 to the DC for each of the spells missing?

If it's the second case, would upgrading a Belt of Strength +2 to include Dex +2 or Con +2 have a +5 DC, or +10 DC? This would make a huge difference in what is crafted to sell (and provide at discount to party). After all, the character is careful and doesn't try to push the envelope much. A reputation for making cursed items would NOT be good.

I'm well aware this character wouldn't be Pathfinder Society legal. But then the campaign isn't for pathfinder society.

Dark Archive 1/5

Hey, got a couple questions now that I've Game Mastered my first PFS module. First of all, in the We Be Goblins Too chronicle doc it specifically says:

Because We Be Goblins Too! is shorter than most
Pathfinder Modules, playing the adventure from
beginning to end earns a player 1 XP and 1 Prestige
Point. The GM likewise earns 1 XP and 1 Prestige Point
for running the entire module.

The question is because when I double checked the entery after the VO for the convention reported (I'd forgotten to write the event code on my own GM chronicle) I noticed it was awarding me 2 prestige to the character I'm applying the chronicle to, not 1. Is this a change since the chronicle doc was made or a mistake by the system? I'm honestly confused here since I thought I'd have a total of 7 fame/prestige for Kahel after GMing and applying the chronicle to that character, not 8.

Also, I know if the players never find something you cross it off from the chronicle, such as the Owlbear Companion boon if they don't find the owlbear eggs. Do I still get that boon on my GM chronicle even though the players didn't get it? The Pathfinder Society Guild Guide is a bit confusing on this issue. It implies I have to pick one boon to get if there's multiple. So how does this work?

Also, does the GM's chronicle still grant access to the treasures for purchases or do I need to cross those off?

Dark Archive

My search fu must be weak today. Just spent the last 3 hours looking for a set of feats my lodge's VO mentioned. First, a bit of setup for the question. I've been tinkering with various Aaismar builds for a week or two now after buying Blood of Angels. And I finally have a build I'm happy with. Since at this weekend's convention I'll be getting my 3rd XP on my Standard character (an aerokinetic) AND getting a convention boon that allows me to make an aasimar, i was planning on rebuilding my kineticist as one.

Reading the heratiges, I'm liking Garuda-Blooded for the character. Reading the description, I noticed the following passage:

The majority of these aasimars have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black.

When I asked the VO last Tuesday how to determine if your particular garuda-blooded has wings, he said you have to take three feats to have wings. What he didn't mention was what feats these are, or where they're located. So my questions are as follows:

What feats do you need to take to gain functional wings, and what book(s) are they located in? Also, are these feats PFS legal?

From a non-PFS game I know how useful having a winged character who can fly is. And for thematic reasons it would be fun to be have wings.

Dark Archive 1/5

I'll be running Standard format module using Play By Post.

What: We Be Goblins

Tier: This is a level 1 module, tier 1-2

Characters Allowed: Sorry, pregen goblins only unless you have a chronicle that allows you to play a goblin and one within the level range for the tier.

When: Game starts on October 7th and lasts till it finishes, one way or another.

Where: Game is going to be hosted on www.rpol.com using the Pathfinder Society board, this is the game board I set up to run PFS modules and scenarios on.

GM: Me, using the alias "RedKnight" on RPOL. In-game alias is "Knight of Faerie"

Posting Rate: I will be posting on Monday, Wednesday, and Fridays

Chronicles will be awarded at the end via email

Dark Archive 1/5

Sorry if this is considered a poor taste. But is it allowed to run a PFS via play by post on other sites and get credit? or does it have to be done here on Paizo's forums? Normally I do play-by-post gaming on RPOL.net for example. I like their interface and setup. They also have a good dice roller baked in.

So if I was for example planning on running We Be Goblins as a core session via pbp, could I do so on rpol?

Also, I assume for handing out chronicles I'd need to fill it out, scan it, then email the chronicle to the player(s) so they can print it off? Or is there a different setup needed to award chronicles?

Dark Archive

Aside from the question of "is this PFS legal" I have a few questions about the Improved Natural Weapon feat as related to the new Occult Adventurers classes. Namely, can it be applied to a kineticist's blasts? According to Hero Lab the answer is yes. Also, does it stack with the Powerful Fist ability of the Elemental Ascetic archtype? But I'd like to know for sure before planning to far ahead for my non-PFS group's campaign. Being able to turn my Elemental Ascetic's kinetic fist flurries into D8's (or more) would be useful.

If Kinetic Blasts can be affected by improved natural attack, does that include kinetic fist's damage, or would it only apply to the ranged blasts?

Equally sticky question in my mind, would improved Critical (unarmed) allow a kinetic fist attack to crit on a 19-20 since kinetic fist is done as an natural/unarmed attack? Or would it only allow the 1d3 punch to crit with that range while the kinetic fist damage only crits on a 20?