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Tardin wrote:Do we know when these options will be available for PFS?John Compton has said the February and March releases would be up as a batch "later this month." So, in theory, within the next 9 days.
The team spent a large part of today comparing our notes and locking in decisions. Exactly when the update appears on the website will depend on where in the web team's queue it fits, but the end of March still seems like a fair estimate.

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So, I love the airgun. Silent sniper is best sniper, but how do we refill the compressed air capsules?
Air reservoirs weren't intended to be refilled, meaning you would need to buy multiple reservoirs to cover your career. Were you wanting an option to do so in your home game, I would suggest that a single casting of gust of wind or a similar effect would refill a single reservoir. Alternatively a character with the Gunsmithing feat could craft a new reservoir or refill an empty one with a successful Craft (alchemy) check.

Zero the Nothing |

Am I missing something? What is the advantage of the Breech loader firearm? Just 1 lower Misfire? You can load ammo "quickly and easily", but its the same actions to load as a regular one-handed firearm?
Also...
Air reservoirs weren't intended to be refilled, meaning you would need to buy multiple reservoirs to cover your career.
Even though the book is already out, might I give a few suggestions...
Why not something like this.
Or this.
But in all seriousness, I think an Air compressor of some type that you can use to refill reserviors between combat would be a good idea for the future.

Mister Socks |
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I purchased this book and it's been pretty good so far. Although I do have a few questions.
Were the horse, lion, and wasp aspects supposed to recieve natural attacks before 8th level. If so, what are they? Also is the bonus to the Snapping Turtle's bite attack in addition to the bonus for it being the only natural attack possessed by that form?

TristanTheViking |
Just looking for a bit of clarification about the Spell Cartridges feat.
Do the force bullets overwrite the base damage of the gun (so your pistol and rifle both do 1d4/five levels, plus usual mods like deadly aim) or is this damage added on top of the base damage (so you do eg 1d6 + usual mods + 1d4/five levels)? I'm guessing it's probably additional damage, since the feat says they bypass DR/magic but force damage isn't subject to DR in the first place.
Really liking the content, glad to finally see mythic occult options.

Zero the Nothing |

Just looking for a bit of clarification about the Spell Cartridges feat.
Do the force bullets overwrite the base damage of the gun (so your pistol and rifle both do 1d4/five levels, plus usual mods like deadly aim) or is this damage added on top of the base damage (so you do eg 1d6 + usual mods + 1d4/five levels)? I'm guessing it's probably additional damage, since the feat says they bypass DR/magic but force damage isn't subject to DR in the first place.
I believe that the D4 replaces the base damage of the firearm, it says you fire "force bullets" instead of regular ammunition. So your base damage at 5th level would be 1D4(Force bullet) + 2(Arcane Strike) + relevant bonuses. 10th level, 2D4 + 3 + bonuses.

Ventnor |

TristanTheViking wrote:I believe that the D4 replaces the base damage of the firearm, it says you fire "force bullets" instead of regular ammunition. So your base damage at 5th level would be 1D4(Force bullet) + 2(Arcane Strike) + relevant bonuses. 10th level, 2D4 + 3 + bonuses.Just looking for a bit of clarification about the Spell Cartridges feat.
Do the force bullets overwrite the base damage of the gun (so your pistol and rifle both do 1d4/five levels, plus usual mods like deadly aim) or is this damage added on top of the base damage (so you do eg 1d6 + usual mods + 1d4/five levels)? I'm guessing it's probably additional damage, since the feat says they bypass DR/magic but force damage isn't subject to DR in the first place.
One other thing the feat is unclear about is if these force bullets need to be loaded into the gun or not.

Doompatrol |
For what are likely to be the last kineticist options I was very disappointed.
Shadow_Charlatan wrote:Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5
Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.

David knott 242 |

If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5
Since Guarded Gathering is itself a mythic path ability, that shouldn't be a real problem.

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For what are likely to be the last kineticist options I was very disappointed.
Rysky wrote:Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.Shadow_Charlatan wrote:Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5
How many characters have a spare 50K lying around?

Michelle A.J. Contributor |
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Zero the Nothing wrote:One other thing the feat is unclear about is if these force bullets need to be loaded into the gun or not.TristanTheViking wrote:I believe that the D4 replaces the base damage of the firearm, it says you fire "force bullets" instead of regular ammunition. So your base damage at 5th level would be 1D4(Force bullet) + 2(Arcane Strike) + relevant bonuses. 10th level, 2D4 + 3 + bonuses.Just looking for a bit of clarification about the Spell Cartridges feat.
Do the force bullets overwrite the base damage of the gun (so your pistol and rifle both do 1d4/five levels, plus usual mods like deadly aim) or is this damage added on top of the base damage (so you do eg 1d6 + usual mods + 1d4/five levels)? I'm guessing it's probably additional damage, since the feat says they bypass DR/magic but force damage isn't subject to DR in the first place.
The damage from the force bullet replaces the base damage of the firearm. The clause about bypassing DR is mainly to keep it consistent with Arcane Strike.
And force bullets do not need to be loaded. Using Arcane Strike as a swift action "loads" the gun.

deuxhero |
Technological Firearms are still firearms. Spell Cartridges, as far as I can tell, works with them. Interesting since the main thing (fluff-wise) that's keeping them from spreading very far is the ammo limits.
Of course if Spell Cartridges doesn't require loading, most of the value of that is moot since any muzzle loader is semi-auto with that feat.
Edit: Phoenix's Bloodline's capstone doesn't exclude natural deaths but works as True Resurrection which fails on people who died of old age. Was it supposed to prevent deaths from old age or not? Wouldn't be the first Sorcerer bloodline with immortality as a capstone (Imperious does that and some other stuff) but RAW it doesn't as far as I can tell. I'm glad it didn't just pile on a bunch of fire damage spells as bonus spells.

Doompatrol |
Doompatrol wrote:How many characters have a spare 50K lying around?For what are likely to be the last kineticist options I was very disappointed.
Rysky wrote:Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.Shadow_Charlatan wrote:Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5
High level characters.
I've never played mythic but I assume that it would be easier to get than 10 mythic levels or any ring of deflection for that matter.
Even if it was untyped it's still a poor ability that you would almost never get any use out of. The ability to gather for a full round is there but I've yet to be in a situation where it's worth it before you even factor in the horrible downside of taking any damage.

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Rysky wrote:Doompatrol wrote:How many characters have a spare 50K lying around?For what are likely to be the last kineticist options I was very disappointed.
Rysky wrote:Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.Shadow_Charlatan wrote:Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5
High level characters.
I've never played mythic but I assume that it would be easier to get than 10 mythic levels or any ring of deflection for that matter.
Even if it was untyped it's still a poor ability that you would almost never get any use out of. The ability to gather for a full round is there but I've yet to be in a situation where it's worth it before you even factor in the horrible downside of taking any damage.
It would depend on the story the GM wants to tell.

Feros |

Can someone please tell me what the "living machine" cost for the wyrwood's alternate racial trait is in racial points? Currently the standard wyrwood is 20 RP because of the basic construct cost. A half construct is 7 RP. A Living Machine is ??? RP.
Living machine modifies the creature type, so the RP cost would be the same. But they are using the non-Race Builder version from Inner Sea Races, so RP never really comes into it.

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kevin_video wrote:Can someone please tell me what the "living machine" cost for the wyrwood's alternate racial trait is in racial points? Currently the standard wyrwood is 20 RP because of the basic construct cost. A half construct is 7 RP. A Living Machine is ??? RP.Living machine modifies the creature type, so the RP cost would be the same. But they are using the non-Race Builder version from Inner Sea Races, so RP never really comes into it.
But you lose so much. Granted you can be resurrected and have a Con, but every humanoid race has that. And it using the non-RP version is the problem. Some GMs make their players design races from scratch.

Feros |

Feros wrote:But you lose so much. Granted you can be resurrected and have a Con, but every humanoid race has that. And it using the non-RP version is the problem. Some GMs make their players design races from scratch.kevin_video wrote:Can someone please tell me what the "living machine" cost for the wyrwood's alternate racial trait is in racial points? Currently the standard wyrwood is 20 RP because of the basic construct cost. A half construct is 7 RP. A Living Machine is ??? RP.Living machine modifies the creature type, so the RP cost would be the same. But they are using the non-Race Builder version from Inner Sea Races, so RP never really comes into it.
I don't know...having the cure wounds spells work for repairing damage is a very big thing to loose for the immunities.
All-in-all, I would just consider it a 0 RP ability, as it shifts back to the racial ability norm, thus lowering the power level a little.

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I don't know...having the cure wounds spells work for repairing damage is a very big thing to loose for the immunities.
All-in-all, I would just consider it a 0 RP ability, as it shifts back to the racial ability norm, thus lowering the power level a little.
Just putting it out there that this is now a race that has:
-low-light vision racial trait.-darkvision 60 feet racial trait.
-immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-not subject to nonlethal damage.
-does not breathe, eat
-counts as humanoid and construct for purposes of targeted spells and effects.

Feros |

Feros wrote:I don't know...having the cure wounds spells work for repairing damage is a very big thing to loose for the immunities.
All-in-all, I would just consider it a 0 RP ability, as it shifts back to the racial ability norm, thus lowering the power level a little.
Just putting it out there that this is now a race that has:
-low-light vision racial trait.
-darkvision 60 feet racial trait.
-immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-not subject to nonlethal damage.
-does not breathe, eat
-counts as humanoid and construct for purposes of targeted spells and effects.
Hmmm. Good points all. Gauging the RP value is a little tricky. Maybe 4 RP? Split the difference from standard construct?

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Hmmm. Good points all. Gauging the RP value is a little tricky. Maybe 4 RP? Split the difference from standard construct?
I figured 14 RP in total instead of 20.
The two visions make it 3 RP, being immune to mind-affecting has more benefits than drawbacks so 4 RP, nonlethal damage doesn't come up that much for 2 RP, not needing to ever eat or breathe would be 4 RP, and gaining benefit from cure spells and make whole for 1 RP.
The 4 RP for immunity to mind-affecting comes from the plant race. They have low-light, are immune to sleep, all mind-affecting, and stun/poison/paralysis/polymorph, and they're only 10 RP. Without low-light and sleep, that's 8 RP left. Figured split down the middle for 4 each.

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My GF is playing in my Serpent's Skull she wanting to play a Phoenix Bloodline Sorceress we curious Bloodline Power Unseen World Su 1st you get detect magic and read magic as known spells.
Question is goes she get them plus 4 others or both +2 others?
She gets them on top of her other spells known, they don't take the place of her normal spells.

Ron Lundeen Developer |
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Doompatrol wrote:How many characters have a spare 50K lying around?For what are likely to be the last kineticist options I was very disappointed.
Rysky wrote:Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.Shadow_Charlatan wrote:Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5
I've played characters up into high levels a few times and never had the available ring slot for one. A ring of freedom of movement and a ring of evasion usually take up both my ring slots.

Zero the Nothing |

The damage from the force bullet replaces the base damage of the firearm. The clause about bypassing DR is mainly to keep it consistent with Arcane Strike.
And force bullets do not need to be loaded. Using Arcane Strike as a swift action "loads" the gun.
Thank you for the clarification Michelle. How does Spell Cartridges interact with iterative attacks. If you have the BAB for two attacks and use Arcane Strike to "load" your firearm, does it "reload" for the second attack?
Does Spell Cartridges allow for "force pellets" with Scatter weapons?

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Does anyone know of a way to get the Sphinx Bloodline through an Eldritch Heiritage feat chain? As it stands you don't really get a skill with which to take skill focus with which locks you out of taking it with either EH or the Bloodrager bloodline feats from ACG as far as I know.
You've never been able to take Bloodrager bloodlines through Eldritch Heritage?

Michelle A.J. Contributor |
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I got this.
Q: is all that Arcadian gun sweetness compatible with the spellslinger wizard archetype?
They should work together just fine. The feat line was intended to work together with just about any combination of 'slinger and caster, although some less common ones may have slipped through the cracks.
Michelle A.J. wrote:The damage from the force bullet replaces the base damage of the firearm. The clause about bypassing DR is mainly to keep it consistent with Arcane Strike.
And force bullets do not need to be loaded. Using Arcane Strike as a swift action "loads" the gun.
Thank you for the clarification Michelle. How does Spell Cartridges interact with iterative attacks. If you have the BAB for two attacks and use Arcane Strike to "load" your firearm, does it "reload" for the second attack?
Does Spell Cartridges allow for "force pellets" with Scatter weapons?
Yes, it should apply to all attacks in the round you used Arcane Strike
And no, it specifically gives you bullets

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Since there's no minimum listed on the damage then correct, no effect till 5th level, which fits the pacing of the required* feats.
1st: Arcane Strike
3rd: Exotic Proficiency (Firearms)**
5th: Spell Cartridges
*Wizards with the Spellslinger archetype get Firearm proficiency for free but the archetype is rather ehhh...
**EP requires a BAB of +1 which Full casters only get at 3rd level.

Zero the Nothing |

Does the Phoenix bloodline ability - spells with fire descriptor caninstead heal for half damage - only apply to sorcerer spells cast or any spell cast? Will it work for a multi class character?
It should. As far as I know Bloodline Arcanas affect all of your spells, not just Sorcerer spells(if I'm wrong, someone please correct me).
Zero the Nothing wrote:
Michelle A.J. wrote:
The damage from the force bullet replaces the base damage of the firearm. The clause about bypassing DR is mainly to keep it consistent with Arcane Strike.And force bullets do not need to be loaded. Using Arcane Strike as a swift action "loads" the gun.
Thank you for the clarification Michelle. How does Spell Cartridges interact with iterative attacks. If you have the BAB for two attacks and use Arcane Strike to "load" your firearm, does it "reload" for the second attack?
Does Spell Cartridges allow for "force pellets" with Scatter weapons?
Yes, it should apply to all attacks in the round you used Arcane Strike
And no, it specifically gives you bullets
And thank you again, this works perfectly for my Devil May Cry build for a home game.

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And thank you again, this works perfectly for my Devil May Cry build for a home game.
Funny enough, I have one too. I'd be curious to know what yours is. Mine will probably need revising now that I've seen these feats.

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doc the grey wrote:Does anyone know of a way to get the Sphinx Bloodline through an Eldritch Heiritage feat chain? As it stands you don't really get a skill with which to take skill focus with which locks you out of taking it with either EH or the Bloodrager bloodline feats from ACG as far as I know.You've never been able to take Bloodrager bloodlines through Eldritch Heritage?
Not as far as I am aware. The bloodrager abilities often require a rage state to activate and so need that to trigger. Otherwise it would be more powerful than the class ability the feat is aping. Second, there is a feat to let you get those abilities in ACG, but it requires skill focus in the skill the bloodline would need for EH, and since Sphinx doesn't have one it's kind of useless. On top of that, said feat doesn't have any progressions as far as I know.
That said, if anyone knows some work arounds or other methods I would be all ears. I've got some faction rewards for my home game that could use this.

Nieroshai |
I'm confused about the Spell Cartridges feat. It says I get 1d4 force damage for every 5 caster level I possess. I can take this feat easily as early as 1st level. What's the oversight/typo, a missing (level 5/ skill rank 5/ BAB 5) prerequisite, or a missing "at 1st level and..."? This feat needs explanation.