Clockwork Librarian

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Mark Seifter wrote:
In my own playtests, I intended not to use burn much if at all with my two 13th-level kineticists (all earth and all fire), but the GM threw an encounter at our all-occult group of five which had, among four other enemies, a CR 17 foe from a third party monster book that had some obscenely-powerful stats other than low hp. After it surprised us with how vicious it was, I did a mega-burn with my geo and killed it in one round. My geo was a wreck after that, but we survived the crazy monster. I was inordinately happy that burn was an option that day! For the record, I quickened a ride the blast up to him and then unloaded a full attack with the most burn I could put on it, including using internal...

Hi, first time poster here...

I'm not even sure this is the right place to ask, but:
In this, you're saying your geo ".. unloaded a full attack..." does that mean that blasts are iterative? since they are spell-like, my group has ruled them 1/round ability.... (we couldn't find a ruling one way or another so defaulted to the "one spell a round" rule...)

If that IS the case, then would it be reasonable to take any ranged weapon feats (like rapid fire, manyshot, snap-shot, etc.)? The text says you can take feats, but doesn't explain what the criteria would be...

We're (my whole group - we're doing the goblin modules as a group of kineticists - ignorant as they are powerful!) all trying to figure out exactly what is and isn't allowed, because the book text seems very odd.... (the prohibition on vital strike stumped all of us since many ranged weapons never "touch" the ammo - crossbows, sling-staves, blow-darts, et. al.) so none of us were sure what could and couldn't be used? For instance, if you got access to the feat, could you take weapon specialization [element] blast? or not? [and either way - why?]