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![]() You gain one of the following: a climb speed equal to your land speed, a swim speed equal to your land speed, or a fly speed (average maneuverability) equal to your land speed, chosen when you learn this adaptation. In addition, when you spend 2 MP to gain a climb or swim speed, the effect lasts for 1 minute. You can select this adaptation up to three times, selecting a different speed each time. Can anyone tell me if this means I can fly Without paying in mutation points. The only listed cost seems to apply to Climbs speed Or swim speed Also how long can you fly? Thank you ![]()
![]() If I play a rogue With sneak attack And I have an animal companion From a multi class archetype... If my 1st action is to order my cat into combat and then support Me.Does my next Attack get sneak attack Damage Or is it my Second attack which is set up to do sneak attack. Support Benefit Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature that your cat threatens make the target flat-footed until the end of your next turn.
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![]() I know that runed items can be upgraded for the difference in cost (going from striking to greater striking)... Can the same be done with staves or other items that clock in at different levels? If I have a Lvl 6 Staff of Abjuration and I want a Lvl 10 does it cost the full 900 to build from the ground up or does it cost 900-230=670 gp? Since you start with on partially built already? TY ![]()
![]() I read this class and archetype since their is interest and am surprised to find the medium has almost no support even from 3rd PP. My games tend to be high fantasy and the other two players are a Wizard and Sorcerer... Will this have problem keeping up as well as being frontline for the group I was considering offering my player a feat that increases the rounds she can spirit dance (much like a bards extra performance). Does anyone think that's overpowered? Hints on this archetype's play style would be appreciated.I
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![]() I have a Steelfist Warlord playing in my Legendary planets game and that takes the players to Tier 4 Mythic. I realize I could let him lose in Champion but I want to tailor a few feats and powers for him. For instance a feature like Archmages Wild Arcana that duplicates any maneuver of your level. Wild Maneuver (Su): As a swift action, you can expend one use of mythic power to initiate any one maneuver without expending a readied maneuver. The maneuver must be in one of your Discipline lists and must be of a level that you can initiate with that class.
And a few powers.. like letting a character maintain two stances... what tier should you be to get that. OR The ability to add a new Discipline whole cloth to your repertoire... For feats Mythic Spell focus converted into Mythic Discipline focus. Mythic Extra readied maneuver could give your tier in extra readied maneuvers. Mythic Lightning recovery.. May use recovery a number of times per day equal to your tier.... Anyone else ever try mixing PoW and Mythic? Do the aforementioned sound like they'll work?
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![]() I am, as the subject line says, considering this adventure to fill the space in our group during the Holidays... yes my group does marathon sessions and we can run through an AP quickly... What I'm wondering is... Is this AP any good? APs we have enjoyed in the past Way of the Wicked (I know its not put out by PF but it was so well loved we played it twice)
Ones we didn't have as much fun with but still enjoyed:
My players like to feel VERY Heroic or VERY Villainous... although both WotR and HR allow for that they felt a bit too boxed in by the story. They love doing new things or being put in situations that they find novel. One of the reasons Second Darkness was such a hit in our group was one scene where they were stuck in a tower rolling down a hill fighting their enemies while trying to stay on their feet and not die. I believe the scene is in Children of the Void (part 2). They still talk about that and it been almost a decade : ) Not sure if any of the above helps you gauge what we might be looking for but I'm giving the AP a quick gander this weekend and am just hoping for some feedback on how its going for others. Thanks in advance. ![]()
![]() Under the Clashing Essence feat in Rajahs: You may reallocate your essence as an immediate
I assume that Bound Essence can't be re allocated? Is that the case? Thanks ![]()
![]() I originally posted this on a different board but realized that it really had little to do with what was on it so am going to try to move it. My Impressions and Experiences: Right now one of my players is on Summer vaycay (he is a teacher), the other is a college student (also on Summer vaycay), the other is on sick leave (for another few weeks) and the last is disabled and not working (we're a strange but lovable mix we are). All of that to say. We got the book mid-week last week. We have played several sessions with it (about 24 hours worth of gaming so far (liberally interrupted by rules searches : )) ... probably will play another 30 or so hours this week.... although my roof just started leaking and that will probably cut down on the fun time : ( Characters are being run through Emerald Spire, since I read a Dev post that talked about the ease with which he used it in his game. Basically, an advanced spacestation half in the Drift, half out has been popping up in various places around Pact worlds and people keep trying to see what they can get from it, they get trapped there or like what they find and BAM not so nice populace trying to take control of an advanced weapons platform : )The Starfinders hired the group to "scout" the first few levels of the dungeon and bring back some info, so they could send the big guns in later. Players have advanced from 1st to 3rd level.
Everyone proved to be fairly equally wiffy at the first few levels. Generally damage was consistent and the casters bemoaned their small small small number of spells per day. By second level in the dungeon... having taken all of the crappy batteries off the space goblins they've run across (only hold 10 charges [cause they are broken] if you roll a one on an attack the charge depletes automatically and entirely). Imagine batteries with duct tape wrapped copiously around the casing and the occasional smell of leaking acids. The entire party is now screaming that they don't see why in an advanced society they can't just hook their batteries up to their Drift engine and get a charge : ) They have been relying on the Technomancer to shunt charge from damaged batteries to the whole-and-working batteries they came in with (a task he manages with a VERY useful 0 level spell). Around 2nd the classes really start to take on their own real feels and looks. By third level the Shaman has kitted itself with a Long Arm and taken feats that grant proficiency so it can reliably put out 1d8 +3 damage. The Mechanic is similarly equipped and through Class ability puts out the same damage. The Mystic tends to hold his spells for burst damage and last second healing when something begins tearing into Hit points. He and the Technomage share duties as the detectors of magic, though at this level that means little more than a low level fusion and a few spell gems and chips. The Mechanic made herself useful by stripping some components off of other parties abandoned ships still docked with the station. I provided a gun or two to fill emplacements that they didn't have enough Build points to fill when they fleshed out the Wasp (their Ship). I also allowed that more was acquired that would explain their ship's jump from Tier One to whatever the APL was when they next docked at Absalom and had time to upgrade the ship. The Mechanic has proved to be a valuable combatant and an excellent way to get through doors and around trapped areas (though it is the Shirren and the Technomage who tend to spot the actual traps : ) The Technomage isn't really shining right now. His big damaging spell is Magic Missile, which the Shaman also has. The auto-hit is as always nice. He just got the Hack that lets him add half his level to damage and is happy with that, though he is a bit upset at the non scaling damage levels of his spells. Originally the Solarion used a Laser pistol that did a whopping 1d4 and the Shaman would use TK projectile for 1d6. The Technomancers 1d3 0th level spell was OK next to that... Now though, the Shaman has his long arm and the ability to add his Character Level to damage. The Solarion up in combat is attacking twice and starting to hit And doing 1d6 plus his character level. The 'Mancer is still relying on his 4/day 2-3 d4 +2-3... He hurts :( He laments. He refuses to consider taking feats that let him use better weapons or armor wanting to focus on things like spell penetration (which is his usualy M.O. in PF. With little by way of what he feels to be attractive damaging spells available to him at 2nd level he is really feeling the pinch of still relying on MM and MM not getting any better. The Solarion doesn't really shine in the area of damage but he is no slacker. However he is pretty happy that he didn't have to buy a weapon and will only have to work on getting a crystal later. Most of his stats went into Str and Cha (for damage and save DC considerations). That means he has a fairly blahh AC and his HP are higher than his Stamina points right now, but as we reach 5th and 10th that will shift... and I know he is really looking forward to that. His damage has picked up along with most of the rest of the parties. Though he still doesn't have a crystal he is adding full character level. His real moment to shine was when a Bugbear attack did massive damage to the mechanic and he, using his gravity hold forced the enemy away and immobilized him while the party fired on him and killed him. Observations:
If my Technomancer would consider taking feats that opened up his weapon prof to one of the more damaging weapons and applying a hack like Empowered Weapon I think his damage woes would be over... which brings me to my next point... A MYSTIC is not a CLERIC...
I can not stress how nice weapon specialization is proving to be. In a PF game I would rarely consider taking a feat based around a weapon or armor as a Bard, Caster, or really as anything other than a Fighter. In this game I am encouraging my character to consider taking the ability to use heavier armors and weapons where prof applies full levels if damage is a concern to them. On the topic of applying Fusions to a Weapon Mote (there is a question about applying them to a weapon mote on another board)... I'm not entirely sure that is possible. A fusions price is in part dependent up on the level of the weapon it is being placed upon... As far as I remember the Mote has no level... though I could be wrong. Finally, on the topic of the Envoy (whose effectiveness is being discussed on another thread)... though I have no one playing one I have introduced a high level one in the game. She was part of a group the Starfinders sent before the current group. Their group was captured and they found her being tortured by the BBEG of the level, a Bugbear. She has nothing by way of gear and is following the group around. Her name is Majestra and she is, according to her subscription holos, the luckiest Halfing in the system! The only things that have survived this Icons capture are hover camera drones (the bugbear co-opted them and was recording her torture). She is a 6th level Envoy with Clever feint, Get 'em, Inspiring Boost, and Draw Fire. With nothing but the tattered clothes on her back and an azimuth laser pistol she is trying to find her companion and help the group that saved her life. The players were skeptical and wanted to leave her behind... she insisted that they needed her help and that the system needed to see what was happening here. She conducted quiet interviews with them as they rested and recuperated (the remote recorders flying around, catching their best side as they told their stories). They were happy to find out that they had a +2 Perception after and a +2 Initiative : ) When they ended up in combat where they were being overwhelmed by two powerful Haan. Her exhortations that they were up to the challenge, her personal touch encouragements restored depleted SP to the two main damage dealers. When they finally reached the BBEG Bone priest with his army of laser wielding undead. She hid in the hall and sent her drones in to record while they fought and the players laughed as Drone B flew up into the BBEG face and distractedly flew around requesting his release to use his image in her holos while the other requested backstory from the second string enemies. All of this to say they wanted to kill her so much they took a -4 penalty to hit at range and I think that helped immensely. BTW my players discovered the suck of being hit by a Hurled Forcedisk spell (too fun I wish my players used it) which is why they loved the -4 to hit... The Envoy, in the limited experience of playing an NPC of higher than APL, with no gear, is pretty cool so far. My players dismissed the idea of playing one right away when they first made characters but they came away from that last night saying she was way more helpful than thought she would be. I join the others who wish their Improvs went above 8th level, I'm not certain what the thinking was there... but the selection is fairly large and if I were actually playing this character there are still a number of things I would want. Note:
TL;DR: My group is really enjoying the game. My Technomancer is having some issues but he can see real power in the future that he likes so he is slogging through. Everyone is really encouraged by most of the changes and happy to try the new stuff. ![]()
![]() Though I very much wanted to, I did not order the SF AP.
So I'm trying to think of an AP to reskin. What I've come up with so far is a mix of Emerald Spire and Rise of the Runelords. The PCs are going to find a space station that exists half in real space and half in drift space. The rumour that this station was the home of a mad Mystic who filled it with loots that he acquired in his adventures. Legend says the station was supposed to stay hidden in the drift but has been reappearing in real space regularly. In truth the station was created by Karzoug reborn. His followers are killing the greedy that come to the station to feed the minor runewell at its base. The runewell sends the energy out through the drift where it is gathered to strengthen Karzoug. That's what I have so far. Any ideas that could help? Ideally I will be able to send the PCs to at least a few new planets... It is our intent to begin playing as soon as we get the PDFs before people have to head back to work for the school year. So trying to come up with general ideas before we actually have the material. ![]()
![]() We are playing a Hell's Vengeance game and the Magus Mindblade is thinking of taking the Signifier prestige class... but bemoans the loss of strength for his mindblade (as he loses Magus levels for his PrC levels). There's nothing about the Signifier PrC that really attracts him except it feels appropriate to the character. Is there any reason I shouldn't let him call himself a Hellknight (after going through the initiation) without taking the PrC? Would you say he has to take at least one level of the PrC, then he can just walk away? Is there any other way for him to get bonuses to his Mindblade to make up for the loss of levels? Any help appreciated... ![]()
![]() Can I use effortless lace on a mindblade? Would it stick or would the bonus if granted after 24 hours vanish if resummoned? If I use Thunder and Fang... my Klar's shield bonus would never be able to be changed...? Basically, can I make alterations to the blade that stick between summonings? I was trying to fight with 2 rapiers and the -4 is killing me. Can I go full attack with two weapons (-4 to all attacks) and cast in the same round (another -2 to all attacks)...? That seems to be how it works to me... an I wrong? ![]()
![]() Basically what I am wondering is does an Implement have to have history or some personal tale or... If I have been jailed and stripped of gear... and now I am wearing the prison beige burlap with a burlap belt... can I make that belt my Implement for Transmutation? Can I make the "Good Word of Torag" (It's a Dwarven jail) Book they gave me into my Divination focus? Mostly I just want to know that if necessary I can grab something resembling an item I need and invest it... perhaps because someone who wore it before was BIG BOB the jailhouse wrecker or it was made by Mathilda who stood up to her boss on a labor issue... Or maybe the investments are based upon items from my family history that are long gone but I can still call on their power even while using lower throw away items. Am I trying to game the system too much? Thanks ![]()
![]() Someone recently mentioned that they had just read some rules in a newer Pathfinder book about guidelines (Or rules) for creating Magic Items that can grant feats. Try as I might I can't find anything referencing any such rules.... Has anyone read anything like that? Maybe I am misremembering... Any help appreciated. ![]()
![]() We are playing Reign of Winter and my Kineticist just got the ability to fly (60 feet)... the other players will be riding Dragonkin (120 feet). Since my flight works as the Fly spell can anyone tell me if I can Hustle while flying? I know running is out, so no x3 movement but how about x2. Charging is in, so you can do a double move at least in the short term. I understand that I may have to deal with nonlethal damage... it takes Overland Flight to ignore that... Ideally I'd just like not to slow the party down. All help appreciated. ![]()
![]() If I am an 8th level Hydrokineticist and I am using a Blizzard Blast Composite (2 Burn) along with the Extra Range infusion (1 Burn) for a total of 3 Burn... And I spend one movement Gathering Power to reduce the cost by one... and my Infusion Specialization is 2, do I pay: a) 0 Burn as the Infusion cost is part of the whole cost and therefore my specialization reduces the whole. b) 1 Burn as the specialization makes the range free and 1 point of the the 2 Burn is offset by my move action Gather. I think the answer is B but I want to be sure. Ice Sculptor, to me the name implies that you require ice and snow to use the power, but the power says as Wall of Stone which does not require previously existing stone... Can I do this on a sun drenched beach? Is my wall as permanent as a wall of stone is (unmelting)? Thanks ![]()
![]() From previous discussion on this board I have been led down the awesome path of planning for Fickle Attack as my soon to be mythic power... It allows you to count all 1's on weapon melee/ranged attacks as max damage. What I'm wondering is: Does that apply to my blast when I use AoE infusions? Like chain and whatnot... Thanks ![]()
![]() Gonna be playing a game with just two players. Really wanting to try out Vizier and either Guru or Daevic... so I will either be multicasting or we may go Gestalt. When multiclassing two Veilweaving classes does essence from both stack or is it tracked separately? Is the amount of essence you can invest in a veil equal to your character or class level? ... Just looked at that again and it says character so got that one... How is the number of Veils possible tracked? If I am Vizier 10 / Daevic 10.... how many active Veils can I have? All help appreciated... ![]()
![]() OK, Just picked this up because my kineticist has just gone mythic. Most everything in here was easy to parse but on Extra Wild Talent (Mythic) I want to make sure I am following what I read. 1) If I am a Hydrokineticist can I pick Fire Blast? 2) If I am a Hydrokineticist can I pick Flesh of stone as a new defense? 3) If the answer to 1) is Yes, I assume that means I also gain the ability to use the composite blasts that apply to the new blast. 4) Assuming the answer to all the above is yes then I guess the utility talents of the other elements are open too... like taking Kinetic Healer on a Geokineticist? 5) I'm assuming on re-reading that picking this new wild talent replaces one already picked ... have I got that right? It doesn't have to be the same type of wild talent or any such restriction yes? Sorry, for taking up anyones time just want the full picture before it gets intro'd to the game and this one just confused me. All in all it seems like the perfect feat for a Mythic Game, allowing the players to exceed the Kineticists normal bounds (at most 5 times : ) but not really increasing a Kineticists power much over all. Kudos on what seems to be a cool write up. ![]()
![]() As I mentioned in a previous post I may be taking a game past 20th and I am considering using the rules from Core on the subject or using Mythic Adventures or both. Looking through the mythic stuff I have a query concerning the Kineticist. Although not created with them in mind I can see plenty of powers that could be useful to the Kineticist. I am thinking about allowing my player to take the Universal ability ... Mythic Spell... then each tier allowing him to pick one wild talent he has that duplicates a named spell and from then on use it as per the mythic write-up..... For instance my player has celebrity which duplicates haste.. if he chose that effect he would be able to... Mythic Haste
Augmented (3rd): If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature's normal speed. If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it. ... For the durations listed under the celebrity utility power. Thoughts? ![]()
![]() For those of you able to parse the rules better than I. 1) If I have two-weapon fighting and rapid shot with my Mystic Bolts am I able to: a) Take two melee attacks b) Take two melee attacks and fire a Mystic Bolt at range (subject to penalties) c)Fire at range two times. d) Fire at range three times. I think that d worked in playtest but I'm not really sure. I would be thankful of clarity : ) 2)If I am a Warlock 5th / Fighter 5th / Gunslinger 5th... a) Do my mystic bolts qualify for any weapon group? b) If so which one? c) Can my mystic bolts qualify as a firearm? (This one is a shot in the dark but I thought I'd ask) 3) Or maybe Mystic Bolts are equivalent of thrown weapons... if so... a) Can you take the feat Strong Arm, supple wrist ... probably not as that feat increases range increment and I don't believe MB uses increments it just has a 30' range period... b) How about a Belt of Might Hurling... could I use Str instead of Dex to attack... 4) Or if Mystic Bolts are the equivalent of spell rays or just spells... can I use Mage's Crossbow from the Ranged Tactics Toolbox with it? 5) If I team with Kineticist who also has the Target of Opportunity Teamwork Feat can we feed off of each others attacks? I know the feat says I have to have the weapon in hand... 6) Upon re-reading Mystic Bolt I have a newer more duhhhh question to add to my list: If Mystic Bolts are treated as light one handed weapons does that mean I use Strength to add to to-hit and DAMAGE? Or since this is an energy creation do we not add Str to damage (as I originally assumed)? ![]()
![]() Just happened across the Mages crossbow from ranged tactics and was giddy with glee for a moment... as I considered my Vigilantes mystic bolt neatly pairing with it... then I realized MB is Supernatural (which is nice for SR) so it probably wouldn't work... right?
If I were to multiclass Warlock / fighter could I apply my weapon training to my mystic bolts? What weapon group would they be if you could? Thanks
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