Flurry of Blasts... with a flurry of questions...


Rules Questions


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

Just let me go in, point by point:

Occult Adventures, Wild Talents, Flurry of Blasts, p.19 wrote:
Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast’s damage don’t apply).

So, the blast's damage is equal to 1d6 with whatever modifier that goes with it, and any composite blast, which IS an effect that increases damage), does NOT apply?

Quote:
At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a full attack action, the number of kinetic blasts in your flurry of blasts increases by 1.

O...k... so even if a spell grants you more than 1 extra attack (like haste 2.0), you STILL only get ONE extra blast while flurrying, regardless of how many extra attacks the spell would grant you?

Quote:
No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks.

That's... the only part that I understand, and yes, I know that you can also target the same... target multiple times.

Quote:
Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don’t apply.

Oh boy... Is it this scalable, like first hit (1d6), second (2d6), third hit (3d6) and so forth, or is it only 2d6 points of extra damage, even at the 3rd hit? Pretty sure that this extra damage is base only, but still... If it's a composite blast, how does it work?

Quote:
[the rest]

Pretty straightforward, becasue it's just one save or check, but the target gets penalized according to how many blasts it gets hit by.

That has to be the most complicated talent I've read. Couldn't they just make it that you could make a blast according to your base attack bonus, with whatever extra attack you could do, such as Two-Weapon Fighting and Haste, at the cost of 1 Burn point per attack? Sounds much less complicated than this...

Ok, 3 primary attacks + 3 off-hand attacks + Rapid Shot + Haste = 8 Blasts in a round, for 8 Burn points, but... SIMPLICITY!


Alright. I'm not familiar with Occult Adventures, but I'm going to try and answer these anyway.

Part I - Yes. Each blast will act as though you were 1st level, so if you could not do 'composite blast' then, you can't do it with this.

Part II - If you are following what is written exactly, yes. No matter how haste 2.0 or whatnot works, you get one (1) extra blast. However, I would talk to your DM, because this seems silly.

Part III - I agree. This part makes sense.

Part IV - Either each blast increases its damage by 1d6, in which case 2nd, 3rd, etc all become 2d6 damage; or each blast increases the total damage by 1d6 (in addition to the blast's normal damage), which is functionally the same. Either way I read this, it comes out that subsequent hits deal 2d6 damage. I don't know how composite blast works normally, so I can't answer your second question. Sorry.

Good luck. This seems like a particularly ambiguously worded passage.


This ability is all about inflicting the status effects on an opponent. The number of blasts you make is... let's say 2. Plus one for haste (I've never seen +2 attacks from a haste effect, and don't know that answer).

Now we have 3 blasts to throw around, right?

3 targets can take 1d6 plus modifiers, and make a normal save.
OR
1 target can take 1d6 plus modifiers and make a normal save, and a second target can take 2d6 plus modifiers (modifiers only ONCE, not once per d6) and he makes his save at a +1 dc for the extra hit.
OR
1 target can take 3d6 plus modifiers and make the save at a +2 dc.

This is about spreading the love, or guaranteed status effects. Your dpr will suffer, but to make them take entangling it's worth it.

I can't recall how it interacts with composite blast, I'd say double the number of d6 to 2 per strike (one of each damage type) but that's my interpretation. Consult another for that one, mileage may vary.

You do not progressively stack the damage so each hit does more, sadly. If you did, believe me I'd be using this far more.


My guess about hitting the same target again is that it is meant to say 'no, you can't hit them several times with entangle and glue them to the floor in a single round'.

The general purpose here is 'hit several different enemies with entangling, and then glue like three of them down in two rounds'.


Each attack is made at your highest attack bonus. This is a big boon in itself. Next is that this is an even bigger boon for a Telekinetic, as he can decide to throw weapons using the alternate form of TK Blast and do better damage and use the weapon's special properties. It's also a standard action, meaning you can force up to your progression's worth of opponents to save or Disintegrate. You can also emulate Magic Missile.

A 1st level Kineticist deals 2d6 + 1/2 Con for most Energy Composite Blasts and 2d6 +2 +Con for physical blasts. While this won't be a great attack, you can decide to make your Fire, Cold, or Electricity damage physical using a Composite, allowing you to add infusions and abilities specific to those elements. 2d6 is supported by the co-op Composite Blast feat that averages out both characters Kineticist level, allowing both at level 1 to take the feat and deal a 2d6 Composite at an average of Kineticist level 1. Despite this, hitting the same creature more than once only add another d6 to the total, because that's how the Wild Talent is written.

You can also Quicken or Double your Blast to inflict multiple status effect types to creatures all in one round.

By RAW you only gain one extra attack when using Haste or similar magics. This is still better than no interactions with Haste at all. Plus! It's a Standard action, meaning you gain both benefits of Haste in one round (1 extra attack at an increased Attack modified, and an additional 30 ft move speed).

If you hit a creature once, they take 1d6 plus your normal modifiers (+1 +Con for physical and +1/2 Con for energy), +1d6 each additional time that same creature gets hit. I would imagine this to be totaled and then applied to the target instead of applying each hit to a target separately, as you ate adding only an extra die and not additional modifiers to a second or more hits, similar to Vital Strike stacking.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The way I read it was essentially 1d6 per blast, so if you hit one guy three times, he takes a total of 3d6 damage.

You may or may not get any modifiers to that damage, depending on your interpretation of the rule.


I have hit the FAQ button, mainly for the damage part of FoB. Can we please have a clarification on that? It can be read in both ways: Adding only 1d6 for each attack after the first to the same target OR dealing damage as a 1st level blast for each blast hitting the same target plus 1d6 for each extra attack that hits the same target.
Also, bonus points for answering if FoB can be used with any metakinesis feat


1 person marked this as FAQ candidate.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've FAQ'd it as well. I would not be the least bit opposed to it getting a damage boost.

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