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Gallant Armor wrote:
It adds 10 feet to base speed. When referring to a creatures speed it is referring to base speed.
Quandary wrote:

Agreed. The rules text should probably read "movement speed" but meh.

There is no "charge/run/withdraw speed".
An ability could add 10' to the distance you charge/run/withdraw.
(which would apply after multiplication of move speed)
But this isn't that ability, it increases your speed, not the distance of charge/run/withdraw.

Thanks.


PossibleCabbage wrote:

There are a lot of things about the telekineticist that you need to just talk to the person running the game to agree on how things work and barring a bunch of extra rules text, I don't think there's any changing this.

The big bugaboo is "what defines an unattended object" (e.g. "can you levitate a thing you're standing on, if you don't pay attention to it enough?") but the aforementioned KBlade issues crop up too.

My take: the part about the telekineticist using nearby objects to charge with energy in order to more effectively bash/hurl at other people is supposed to be cool and thematic, it's not supposed to prevent the telekineticist from working as well as other kineticists.

I mean, what's cooler: "using a barstool as a whip" or "you can't use a barstool as a whip"?

I agree and had a really long discussion about that exact thing on reddit. Whether rooms are attended, if you attend by standing on stuff

how many hundred pairs of gloves before you aren't attending your weapon(i'd drop it at 3), whether bacteria exist and can attend things, all kinds of silly stuff.

It was... unhelpful.


Alderic wrote:

Never actually thought about that, ever since I started wondering if the object you're wielding takes damage or not, and I strongly believe the answer is no, since it would make Kinetic Fist mostly useless for aether kineticists, (and there is also the known issue of Half-Orc kineticists swinging sorcerers after a fighter level dip)

So, I'd love to get this issue solved first and then worry about if you can make a light kinetic blade while wielding a large object.

For now, and to avoid any problem, I suggest you stick to ammunition so you can freely draw as many as needed to full attack, don't need to worry about damage, and can also decide to make them a light or one handed weapon of any kind.

Good point, but I'm pretty sure whatever object you coat in aether explicitly does take damage. It says so in the description of the blast that the blade is a form infusion of.

Telekinetic Blast wrote:

If the attack hits, the target and the thrown object each take the blast’s damage.

&

Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself

So, regardless of whether it's a full blast dice or thrown damage, your weapon and whatever you're hitting should take the same number of dice(not sure if you have to roll them seperately, i probably wouldn't bother personally, but it would add to verisimilitude that your weapon could break before or after it does X damage rather than having rull parity, which in turn is fairer, if less realistic)

Also, OP actually wanted the blade to take damage, so while your advice is good, it only helps those of us who don't.

And while this most likely(wouldn't know, never read it a second time) extends to telekinetic fist(which i personally believe is entirely useless for everyone, not just aether) and make it worse, i kind of like it that way. There aren't too many ways in this game to break all your fingers by punching someone too hard. Which isn't an unlikely thing to happen in a fistfight to the death.
Kind of like when you see super strength exceed super durability(in the Inheritance cycle for example.)
So, sure it's terrible, but i may actually take it now to display power surpassing discipline or an accidental rage boost to a normal punch by leaking telekinesis, instead of avoiding it like the g###&#n plague it is.
*Edit- Oh wow, i did not expect something that tame to get censored. Apparently we can't talk about things being damned by gods in a forum for a game where that is a thing that literally happens. OK.

(To be honest a sorcerer being used as a bat by a fighter-kineticist SHOULD be getting hurt just as bad as the person being used as a ball. That's why you never use YOUR sorcerer)


Alderic wrote:

If the object takes damage and gets destroyed (not just broken, that would not hinder you at all) nothing tells us what happens to the kinetic blade, we only know it lasts for the entire turn.

Since you can use the infusion once as part of an attack, charge or full attack action (key word "once") you should not be able to use it again on another object during the same round.

If you want to use only Bludgeoning type of damage, you can always use a piece of rope as your "focus" it's not harmed by B damage.
Miniature Stone walls and doors seem to be good for piercing damage.
I'm still looking for something to use to deal slashing damage.

Oh, and "a fistful of sand" is a nice object to use, you're definitely allowed to pick it up with your basic telekinesis, and I would love to see someone say you can "damage" it with weapons :p

That is freakin' brilliant. I've thought about snapping off weapon sized pieces of solids or gathering rocks & sand in a weapon shape, but i never considered hardening malleable substances like a rope or water.

So much awesome stuff can be made from this.


Catfolk have this ability:

Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions

This is shared by certain types of Kitsune
[Nimble Dash: The kitsune gains Run as a bonus feat at 1st level. Additionally, the kitsune receives a +5 foot bonus to his speed when using the charge, run, or withdrawal actions. In his true form, this bonus increases to +10 feet. This racial trait replaces agile.]
and Tiefling
[Fiendish Sprinter: tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.]
with alternate racial traits, I also think I remember a Trait somewhere giving a similar bonus.

Since it doesn't say whether it applies to base speed or running/charging/withdrawing speed, would the bonus apply before or after being multiplied by the actions that it affects?

(Would it cause a flat 10 foot increase in total, or a 20 to 40 or 50 ft increase?)