Estril

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Has anyone ever seen the anime Read or Die: https://www.youtube.com/watch?v=pEgiKVHtKEA

How about a kineticict in lines with said concept? It could work as an archetype or as a bunch of wood talents, but I thin it would work best as it's own category. here is my concept as it currently stands

PAPER KINETICICT

A paper kineticict adds knowledge(engineering) and Disable device to class skills.

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Defense:Paper Skin- this talent functions as shroud of water, except the bonus is to natural armor instead of your normal armor bonus. this bonus stacks with any source of natural armor that effects the skin, but not with sources that cover the skin. The Ac bonus this talent provides is reduced by half vs fire and water based attacks.

basic blast: Paper blast- Physical. deals bludgeoning, piercing or slashing
-you unleash a wave of super hardened and sharpened paper at an opponent. this blast does reduced damage to creatures covered in fire or water and deals only d4s instead of d6s. in addition, paper blasts are extra susceptible to wind type defenses and suffer an extra 20% miss chance vs strong wind. this miss chance is negated if you have the basic areokenisis talent.
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basic paperkinesis- you can make simple tools and constructs out of paper. such as knives, bags, clothing, rope ladders, small boats, tents, simple weapons and light armor etc. A paper Kineticict is automatically proficient with paper weapons and armor. These constructs bend to your will and can be as hard as wood or as soft and comfortable as cloth. The paper kineticict must expend swift actions to maintain a single construct.
constructs can be of only a limited size. your constructs can take up no more than 2 cubic foot of space per two kineticist levels (minimum 1).
By accepting 1 point of burn as a standard action, you may may make your constructs act as though made of mytheral and grant them the ability to persist without concentrating until you restore your burn at the end of the day allowing you to create martial weapons and medium armor. In addition, you can create constructs of 3 cubic feet per two levels of kineticist.

These constructs and all other paper based Wild talents suffer double damage vs fire and water effects. any paper that becomes wet becomes completely saturated becomes simple soggy paper.

finally, you can create natural paper by using leaves, sawdust and moisture. You can create up to 10x your kineticict level sheets of paper in one hour. this amount triples if you have water as a second element.

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TALENTS (note: at the end of each lvl, compatible unmodified talents are listed. all universal talents are compatible as well.
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lvl 1 talents:

paper plane: (utility: 0 burn) you can use paper to slow a fall as feather fall by making a parachute. you can also use paper to create stairs to emulate the cloud step spell, though you must either end your turn on the ground or use this talent again or fall. Finally, if you are at least 20ft off of the ground, you can choose to accept 1 point of burn to create a paper airplane. The plane descends at a rate of 5 feet per round and must move at least 10 feet with poor maneuverability. If you have the Air cushion wild talent, you can maintain your height indefinitely and gain maneuverability (good)

letter: (Utility: 0 burn) you can write on paper and then send it to an area within 240 feet

Paper finesse: as telekinetic finesse, except using paper. In addition, you can use your paper to unlock non magical doors and locks.

Glue: (Utility: 0 burn) you use paper wrapped to you or a targets feet to hold your ground. this functions as the wild talent Roots except it works on stone and flat surfaces but does not work on gravely or dirty surfaces such as plain dirt.

Paper evasion: (Utility: 1 burn) as aerial evasion except you must have paper on a significant portion of your body.

paper bandage:(utility: 0 burn) you can automatically stabilize creatures that are bleeding out with a paper bandage.

Sharp Skin : (Utility: 3 burn) (prerequisite: Paper skin defense talent) this functions as jagged flesh except it deals slashing or piercing damage and only works so long as you have a significant amount of paper covering your body.

Pushing | Bowling | Slick | Kinetic Cover

lvl 2 talents:

Greater letter: (Utility: 1 burn) you can send a written letter to a preset location up to 1 mile per kineticist level. the letter travels at 1d10 miles per hour (or depending on weather conditions at the DM's discretion). The ability fails if it runs into strong winds or rain or other adverse conditions.

paper disguise: (Utility: 0 burn) you can use paper to change your clothes and appearance. This ability otherwise works like the "veil of mists" wild talent.

adimantium paper: (Infusion: 1 burn) Your paper becomes as hard as adimantium and can pierce hardness You may apply this infusion to Paper based utility wild talents as well for 0 burn.

laminate: (utility: burn -) your paper based wild talents deals normal damage to water and fire based creatures. In addition, all other paper wild talents lose their vulnerability to water and fire

paper sight: (Utility: 0 burn) Utility this works like touchsight, except you attach a paper doll to the target. This means that teleportation effects do not end the ability, however the ability only has a range of 240 ft. The doll becomes inert if out of range and can be noticed and destroyed if the target passes a perception check.

Paper alarm: (utility: 0 burn) you can spread paper on the ground that takes up to 40 ft per kineticict level. you are instantly aware of the location of any creature that touches your paper even if asleep. the alarm can be sneaked past if an enemy makes a DC 10 +Con +kineticict level sneak check. you can choose to half the area covered to double the DC on this check

Paper climb (utility: 0 burn) as earth climb but you use paper to create hand holds.

Muffle: (utility: burn -) whenever you use a paper or water (not ice) based wild talent that persists for more than one round, sonic and other auditory effects within 5 feet of your talents effect must make a caster level check or be negated within that area. in addition, you gain the ability to use paper or water wild blasts to counter-spell sonic effects

Sponge: (Substance infusion: 2 burn) (prerequisite: laminate) your blast deliberately absorbs moisture. creatures hit with your blast become fatigued (for negates). creatures suffering bleed damage every round immediately suffer that amount due to your blast in addition to the damage taken each round. Creatures that are primarily made of water take 1 point of con damage (fortitude negates).

Smother: (substance infusion: 1 burn)(prerequisite: laminate) creatures partially or fully made out of fire take one point of constitution damage (fortitude negates) as their bodies are covered in smothering paper ash.

entangling |

lvl 3 talents:

Paper sight, Spying: (utility: 0burn) this ability works like touchsight, spying except it works at any distance, uses a paper doll as per papersight, and only provides the benefits of hearing and sight. in addition, the doll can be controlled at a distance while spying allowing you to hide it or have it follow another person.

engulfing paper: (Utility: 0 burn:) you gain a 30 % miss chance from all attacks until the beginning of your next turn. you lose the shield bonus from paper skin while this talent is active. by excepting 1 burn, you can extend the duration by 1 round per kineticict level.

Paper ribbon: (form infusion: 2 burn) your paper blast contains a paper ribbon that wraps around a part of the targets body. targets linked to the ribbon can not move a distance further than the length of the ribbon as specified by you (though it can not be longer than your blast distance) from wherever the other end of the ribbon is attached. You may use this infusion on another unwilling target after the first to attach the two together. This ribbon has the hardness of an iron cord and persists for one round per kineticict level. You may increase this duration to 1 minute per level for an additional point of burn, or to one hour per level for two points of burn.

Torrent | Impale | Thorn Flesh |

lvl 4 talents:

Paper maneuvers: as telekinetic maneuvers but you use paper to preform maneuvers, and use paper finesse to qualify for advanced maneuvers.

Paper puppet: (utility: 0burn) this ability functions as aether puppet except it creates paper golems instead.

Paper barrier: this functions as force barrier except it is made of paper as hard as Iron rather than force.

cyclone |

lvl 5 talents

Tape: (Substance infusion: 2 burn)(prerequisite: entangling infusion)You may only use this form infusion in combination with either the tape or cocoon substance infusion talents. you can use your paper to seal openings, hold doors closed, and keep crumbling objects together as long as you concentrate. In addition this talent functions as the suffocate talent except it functions as a Form infusion that only applies on a successful hit. The target is also blinded and can attempt a strength check to rip the paper off it's face before making each fortitude save. you can't expel the air from the targets lungs, but you can accept 1 point of burn to make the effects last a number of hours (for objects)or a number of rounds (against living targets) equal to your Con mod without maintaining concentration. you may resume concentration when the time is up.

Paper wings: (utility: 2 burn) (prerequisite: paper plane)you gain paper wings and a fly speed equal to your normal move speed until you regain your burn. you can fly with wings made of paper with maneuverability (good). If you have the air cushion talent, you gain a 60 foot fly speed and perfect maneuverability. You may also grant wings to paper puppets if you can create them.

lvl 6 talents

cocoon: (Form infusion: 2 Burn) (prerequisite: entangling infusion) this talent functions as the entangling infusion wild talent except the target gains the pinned condition instead. If the target makes it's reflex save or frees itself via an escape artist or strength check, the target becomes only entangled instead.

lvl 7 talents

paper sphere: (Utility: 0 burn)(prerequisite: adimantium paper) you create a sphere of iron hard paper around you. this ability functions as though it were the Telekinetic globe wild talent except the barrier is adimantium hard paper rather than force.

lvl 8 talents

Battle suit (Utility: 5 burn) (prerequisites: kinetic form and one of either flesh of stone, flesh of wood or paper skin defense wild talents) you encase yourself in a suit of paper, earth, or wood battle armor.You must have Kinetic form active before using this ability (the suit is the same size as the one granted by kinetic form) and you lose the benefits of flesh of stone, flesh of wood and/or paper skin defense wild talents you have. All attack rolls made against you other than mind affecting and air based poison effects target the battle suit instead of you. The battle suit has a natural armor bonus equal to 5+ the number of points of burn you currently have allocated to your defense wild talents. the suit also gains any dodge deflection, untyped, or Dex bonuses you currently get. The suit also gains a number of HP equal to the HP you lost from the above listed burn. damage to the suit can not be healed and is destroyed when it runes out. You can dismiss the suit as a swift action and reform it as a standard, though it reforms with the same amount of HP as when it was dismissed, though deformities such as holes are repaired. The suit grants a +5 bonus on melee attack and damage rolls

Paper Coffin: (Form infusion 0-5 burn) (prerequisite: cocoon) you surround your target with paper and blast them from all sides. To contain a small creatures requires 2 burn. medium creatures require 3 burn, large require 4 and huge require 5. you can not contain creatures larger than huge, though you can target body parts. creatures smaller than small size require no burn. If hit, the target must make a reflex save. If they succeed, they take half the blasts normal damage and are entangled by the paper as though under the effects of an entangling infusion. If they fail they take the full damage, are pinned, and must make a strength check to escape the coffin followed by (on failure to escape) a fortitude save each round or take 1d4 points of CON damage as the coffin slowly crushes them. You must concentrate to maintain the coffin unless you accept one more point of burn in which case the coffin persists a number of rounds equal to your Con modifier.

lvl 9 talents

Kinetic Apocalypse: (Utility: special burn) you completely let go of all control and unleash your blast in a continuous 480 ft vortex. This blast deals 6 times your normal blast damage or 3 times the damage of one of your composite blasts to all creatures in the area each round (reflex halves). once you begin you can not stop or regain control. You take 3 burn on the first round and one additional burn every round after. You continue to take burn each round even if you reach your normal burn limit. the attack continues until you are rendered unconscious. You can forcefully end your rampage by making a DC 30 will save. If you succeed, the effect immediately ends and you are forced to take 3 points of burn

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composite blasts

Ash blast: energy (paper + fire) (1/2 slashing, 1/2 fire) you unleash a blast of burnt paper cinders at an opponent. infusions that cause the paper to attach or linger last 1/2 as long, but deal 1d6 of fire damage each round they are in contact with a creature.

Soggy blast: physical (paper + water) (bludgeoning) you soak your paper in water and unleash the wad at a target. creatures entangled by elemental matter become grappled for one round and grappled creatures become pinned for one round. soggy blasts are not vulnerable to wind effects

Static paper blast: physical (paper + electricity) (1/2 bludgeoning, piercing or slashing, 1/2 electricity) your paper gains a static charge that shocks as it hits. The DC on reflex saves vs paper infusions using this blast increases by +2. This blast can benefit from the effects of the magnetic infusion.

Paper vortex blast: physical (paper+ air) 1/2 bludgeoning, piercing,slashing, 1/2 bludgeoning) your air blast includes hardened paper debris. if you have the muffle wild talent, you can pierce sonic walls and effects with this blast dealing only the wind half of the blasts damage. paper vortex blasts are not vulnerable to wind effects

Janken Blast: physical (paper + earth or telekinetic) (1/2 bludgeoning 1/2 slashing or piercing) you wrap a chunk of earth in sharpened paper or cover it in paper spikes. if you have fire as an element you may add 1 point per die of fire damage to the attack as well for one extra burn. Janken blasts gain a + 4 to sunder attempts. Janken blasts are not vulnerable to wind effects.

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thoughts? Ideas for more? also note that some talents go beyond paper, particularly Kinetic Apocalypse. it was originally Paper Apocalypse as that sounds better, but then I realized it could be universal.

Also, a side note for any devs watching: electric + telekinetic = railgun blast. Also it would be cool if, once fleshed out better, this stuff (the paper stuff that is) gets printed if I could get a minor acknowledgment in the special thanks section or something. Nothing much, and probably won't happen, but it would be kind of cool.


12 people marked this as FAQ candidate. 1 person marked this as a favorite.

Many style feats seem to grant a benefit that is separate from the stance itself. Examples include boar style (the part that makes unarmed strikes slashing damage), crane style (the part that makes defensive fighting is only -2), and the elemental styles that grant extra elemental fist attacks.

In all of these examples, a separate benefit is also granted but explicitly requires you to be in the stance. Is this separation intentional? Do you only gain extra elemental fist attempts when in the style? What about the later feats in the chain that also separate things?

The general consensus on the forums seems to be that you DO get the separate benefits for the first feat in the style chains when not in the stance because the style feat section only prohibits feats that have a style feat as a prerequisite.

This is particularly important for people who want multiple style feats, but don't want to be forced into Monk of Many Styles (and opt for the combat style master feat instead)

If possible, can we get an official FAQ ruling on this issue?


1 person marked this as FAQ candidate.

as written:

Precise Strike (Ex): At 3rd level, while she has at least 1
panache point, a swashbuckler gains the ability to strike
precisely with a light or one-handed piercing melee
weapon (though not natural weapon attacks), adding
her swashbuckler level to the damage dealt.

my question is:

A. Does the text refer to piercing weapons that are either light or one handed

OR

B. Does the text refer to one handed piercing weapons or light weapons?

Basicly, I want to know if I can unarmed strike without having to jump through hoops to do it. so far, text in other areas (kata master monk archetype) and certain posts by the devs ("Use snake style to get your kung-foo on!") seem to imply option B.


the requirement to be an evangelist (or either of the other two new prestige classes in Inner Sea Gods) requires that you "worship a single, specific deity". However my characters are all polytheistic. Is it ok to simply have a main deity while still worshipping others as well or is this only for monotheists?

personally, just so long as you stick to one set of boons, I don't see any problem with worshipping more than one god.


say I have a character who is an unarmed fighter. However, he has abilities related to the weapon he wields (looking at you bladed scarf dancer magus and staff magus) do I actually have to use the weapon to attack? after all, unarmed strikes can be made with any part of the body so any weapon I hold isn't in the way (Monk unarmed strike description says I can strike even with my hands full).

considering the staff magus, he uses the staff as a shield so I would think that I simply have to have the staff in hand (while kicking and punching things in the face with magic)

as for the scarf dancer, you basically wear it at all times so it's always on hand flowing awesomely behind me in the wind as I explosion punch things.


I have a magus who has a level dip in monk. I just reached level 8 (monk1/magus7). Does Flurry of Blows count towards the feat chain?

the way I see it, there are a number of ways it could interact:

1. They partially stack. you have to waste a feat in TWF before getting greater TWF. after you get it, it upgrades your flurry (like the monk ability at 8th lvl).

2. as above except the extra attack from Greater TWF is at -5 as normal (as opposed to the extra you gain from flurry)

3. They don't stack at all. flurry is a separate attack action. TWF only applies to normal full attacks and takes normal penalties.

4. they stack. flurry counts towards the feat chain and allows you to upgrade flurry via "Greater TWF" as though you were an 8th lvl monk. however, it only applies to flurry. In order to unlock it for normal full attacks, you must then take the first TWF feat.

while we are on the subject, what about the spell combat ability of the magus? how does TWF interact with that?