Okay, but the protector trees stay after you plant them. Reforestation of the Mana Wastes can commence.
I find it very fun that plant kineticists are basically Johnny Appleseed wandering around creating forests and orchards. After battles with most spell casters you have destruction/devestation of fire/acid or other things to scar and wreck the place and this guy is like hold up yo imma plant a nice forest here maybe throw in some fruit trees. Fighting by making things better is appealing.
Heck if you use a two/3 action impulse and have the air junction you can stride half your normal distance for free so a lot of extra mobility for aiming the return pass.
I am curious too. Upside if it has a weakness you probably have something to exploit it. Now that you don’t constantly have to spend an action to gather a different element it would be a pretty fun concept just throwing the kitchen sink at opponents. That said I think most will do 1 to 3 elements. That way you have some extra junctures to owner up your abilities and combo impulses or just be damn good at one element and have it fully powered.
Dex focusing ranged kineticists seem very doable. The STR is melee only and they are likely a fragile unless earth or metal give you some boosted armor/defenses. Air and fire with their range probably going to want to stay at range often.
Given they are going for the avatar type character earth benders being physically very strong and punch seems pretty legit while air is dancing around shooting and moving.
One upside of the 2 action blasts is that seems like it kicks off those juncture powers. A 2 action air blast giving them half movement or a step action for free seems like it would be pretty useful. Overall it looks at least from what we have seen so far a lot of the things I was a bit concerned about are pretty much fixed. The overall damage seems like it will be reasonable and the action economy seems a lot better as well as not constantly having to shift which elemental aura you are in so if you have multiple gates you can fling off stuff from any of them without having to constantly action tax yourself switching.
Also seems like they nailed pretty well the choice between super focus on one element or branch out to others. Go all in on one or two and you would be pretty strong offensively with those powers and also able to pick up a bunch of resists/immunities or go broad and have a ton of at your finger tip options for hitting vs almost any weakness out there.
Leon Aquilla wrote:
With the way the drift used to work actual physical proximity had basically nothing to do with how "close" things were with drift travel. So with the reshuffling it is not surprising if the "geography" of travel has changed.
Archpaladin Zousha wrote:
The key is going to be can we be half lings.
alchemist getting master proficiency in bombs. please pazio please
This is one of my wishes. It is basically a martial chassis it should at least at some point gain master proficiency in bombs. Splash damage helps but it is a hard selling point of being better at doing stuff when you miss instead of I actually hit people with my bombs to blow them up. Given we have inventors and investigators getting master in weapons just does not seem like it would be a huge issue that a martial chassis character gets master prof in their weapon their class is designed to be really skilled with.
It makes me want to play a skeleton pirate thaumaturge and just constantly sip/drink from chalice as stuff just flows over my bones haha.
I assume not, bones aren't very hard compared to metal, and it would be pretty hard to make a ship of bones airtight. So are they just made of metal that's colored and shaped to look like bone?
A lot of the "bone" is grown biosynethetics although they do use giant space critter carcasses as well. Their ships are also made for the undead many have no aired compartments or only enough for "guests". They run their power plants hot and don't care much about radiation leakage or pollution the crew is past caring about such things as air or radiation.
flintlocks had the advantage of shock. Large exploding flamy things is a lot more terrifying than crossbows. This is one reason they got pretty popular is because used enmasse forces not used to facing them would break once the shooting started because it was terrifying. That they also had advantage vs armor really tipped the scales for them even when they were very marginal improvements otherwise.
Tender Tendrils wrote:
In a world where magic weapons exist the really basic type of firearms would never be used. They simply wouldn't do something you couldn't do better with the "technology" available. So going the route they went makes sense something that is at least viable to use compared to what else is available.
RAW black powder is "inert and useless" wet, so I'm pretty sure it cannot be used for its intended purpose when wet.
This I think is not actually an issue.
An underwater firing mechanism allows the attached firearm to be fired underwater or in other conditions that would normally prevent the ignition of black powder. Attaching an underwater firing mechanism to a firearm takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.
So the specific rule appears to be this mechanism lets you fire even wet/inert black powder underwater.
As far as I can see you could reload but normally the round would be rendered inert due to being soaked but the underwater firing mechanism overrides that condition. Given the price of the underwater firing mechanism that is not a trivial attachment and actually uses magic to fire the bullet.
Sleepy laReef wrote:
I'm glad I'm not the only one really confused by Ablative Plating. I feel like it should have a Reaction to activate or something. Otherwise, 10 minutes of work for 1 minute of use is basically useless.
The later ones seem okay but the first version boggles my mind. So you busily hammer this thing onto your armor for 10 minutes and then to use it have to immediately engage the target???
Michael Sayre wrote:
It also made sense to me in that the really primative guns simply would be novelty items in a world where actual magic exists. It has to get to a base level of usefulness before it would be anything more than a curiosity.
I think the power level of this option probably depends strongly on the campaign. In some kind of "dungeon running campaign it would be hard to use this option but in a campaign that has a lot of exploring or outdoor stuff it is an amazing option. Given this probably becomes the party bus there is every reason for the party to help kick in for mods as normally the whole group would be forced to pony up for this anyway and now they get it half priced and not having to replace it if it gets destroyed which is a LOT of money saved.
Tender Tendrils wrote:
Yup when your gun is a single shot and is not spectacular accuracy with that one shot the ability to flip it around and brain somebody with the butt of your gun that's functionally a club/mace it means even if you missed you are not disarmed.
Yes but it also talks about an unbuilt section of land and buildings as being equivalent which makes me wonder if the 200 sq foot is for the entire thing or just the foot print of the lot it has to be on. If you look at the dimensions of the magnificant mansion which is 40x40x30 but talk about it fitting 150 people. I think they glanced at the size of the mansion lower level mansion spell and the numbers wind up just being a bit weird without more information.
Interestingly enough I took a look at the spell magnificent mansion and it sort of lines up with the demesne as it describes an opulent mansion with many rooms that somehow fits in a 40x40x30 area.
It also describes being able to host events for up to 150 people in this 40x40 maybe three story building. It makes me kinda suspect the size they imagine this spell to cover and the numbers they are using don't exactly line up. So it kinda makes sense if they are using that spell as the guideline the square foot listing is a bit wonky.
I think the issue is it just needed a bit more description. It seems like a bit more limited version of resplendant mansion. Its foot print is 300 feet on a side but can be multiple stories tall. Given the description of the thaumaturge version part of what they can claim is a 200 square foot piece of property. So we know the foot print of this is 200 square feet but that does not indicate that the interior volume is limited to that. It could like the resplendent mansion be multiple stories tall.
I think for the full release this does need some work like some portal that you can use to get back to it or it needs to be movable earlier. Possibly add another tier first tier like level 4 or 6 gives you a cabin basically level 12 it upgrades to a tower and 20 it upgrades to a full on mansion.
Or keep it small but have it larger on the interior than its exterior size would indicate. A 200 foot cabin is not a demense.
This is my dragon dragoon I have named it trogdor the burninator!
All it needs are more hex cantrips and possibly unbinding spell tradition and the first hex cantrip.
I honestly was surprised there was not a feat at mid levels that gave you access to another hex cantrip. Given the whole being taught lesson motif it just seemed odd there was no option for gaining another hex cantrip. Given how niche a lot of them are having a couple would make them overall more likely to be useful and feel like the valuation paid for those spells more appropriate.
Worst case scenario is the goggles are still useful once you get perpetual bombs so up their accuracy a bit so its not like its money totally wasted you will want them sooner or later may as well get them early.
It's not something I'd pick, personally, but it does have its uses. Primarily, the ability to detect magic while taking other exploration actions like Defending, Avoiding Notice, or just plain moving at full speed (with the inherently higher risk of running into a trap before you notice it).
Yup it strikes me as a tomb raiding type option. Something that can be used when on the move and may help you spot danger without as actively looking for it. Not sure I would take it but if you are doing a lot of delving into ruins with traps it could be a life saver.
David knott 242 wrote:
I think in many areas it is probably not a huge deal although if you are in the land of the linnorm kings you may freeze your fins off taking your daily dip. Most inns will offer a bath service and a lot of areas there are enough ponds/streams/rivers to take care of this. if you are going to go to osirion or qadira or some other more desert location as an aquatic humanoid plan accordingly.
This is why they have the rarity they have so you have a conversation with your gm to see if it is an appropriate choice.
That seems pretty reasonable damage wise given the trade off is a fair bit of fragility for the alchemist compared to the barbarian.
Basically they are a lot more like the west world hosts. They bleed they can take damage and feel stuff like humans but are a bit emotionally flat than humans are.
They are more of a second amendment thing. The right to pear arms.
Also given the period firearms they are using they are effectively pretty similar to sling projectiles. Small round ball projectiles. The versatile option models the fact that in old style fire arms you could often shove other random stuff down the barrel and fire them. Historically this kind of thing was done to cause different sorts of injuries. Anti boarding stuff with blunderbuss often saw them pack the guns with nails/random jagged debris/glass whatever just to cause a lot of debilitating injuries to disorder their opponents.