Texas Snyper |
Most of these should be pretty straight forward. More may come later.
CalethosVB |
Reflex negates the entangled condition; you still deal damage.
Elemental Overflow and other bonuses to attack also function to boost your CMB check with your combat maneuver infusions.
Aetheric Boost on a composite blast costs 1 additional burn, not 3 (I already asked this question), and the total for this composite blast would be 2 Burn with Composite Specialization. Think of it like Infusion Specialization in that it knocks the cost of the blast down by 1, but not each separate component by 1.
Always round down. At level 5,1 Burn into your Force Ward gives you 2 temporary HP. 2 Burn gives you 4 temp HP. At 6, 2 Burn gives you 6 temp HP.
Texas Snyper |
Reflex negates the entangled condition; you still deal damage.
Cool, that's what I thought.
Elemental Overflow and other bonuses to attack also function to boost your CMB check with your combat maneuver infusions.
I'm talking about using Telekinetic Maneuvers. It's a utility wild talent that lets you do all of the maneuvers instead of attacking with your basic telekinesis. So it's not an 'attack' per se so I don't know if those bonuses would apply since I'm not using my blast.
Aetheric Boost on a composite blast costs 1 additional burn, not 3 (I already asked this question), and the total for this composite blast would be 2 Burn with Composite Specialization. Think of it like Infusion Specialization in that it knocks the cost of the blast down by 1, but not each separate component by 1.
Aetheric boost costs 2 burn to 'boost' a basic blast and an additional +1 to boost a composite blast for a total of 3. I'm just making sure that composite specialization applies to the boost as well as the composite blast.
Always round down. At level 5,1 Burn into your Force Ward gives you 2 temporary HP. 2 Burn gives you 4 temp HP. At 6, 2 Burn gives you 6 temp HP.
I get the round down, but do you count the cumulative halves or drop them with each individual half due to how odd levels work with burn vs 1/2 level gains.
Texas Snyper |
Because accepting exactly 1 burn is a standard action, you have to round down with each calculation. So it's 2 hp per burn accepted.
Still somewhat new to Pathfinder, does the system not 'remember' halves that were rounded down? Instead you take the burn, the game sees a half and therefore rounds down and forgets about it?
Johnny_Devo |
Unless you somehow houserule it, the default is that round down situations are on a per-case basis.
For example, BaB calculations. Under regular calculations, two separate 0.5 BaB classes that take a single level will have a total BaB of 0. Only by using an alternate rules system(fractional BaB) do you get around that.
CalethosVB |
Quote:Elemental Overflow and other bonuses to attack also function to boost your CMB check with your combat maneuver infusions.I'm talking about using Telekinetic Maneuvers. It's a utility wild talent that lets you do all of the maneuvers instead of attacking with your basic telekinesis. So it's not an 'attack' per se so I don't know if those bonuses would apply since I'm not using my blast.
The Telekinetic Maneuvers Wild Talent doesn't say that it uses your blast to make the maneuvers, so I don't think Elemental Overflow would factor into it then. However, feats such as Improved Trip and Greater Bull Rush should work with the ability. Your CMB for this would be your Kineticist level (your caster level) + your Constitution modifier. No save is allowed against these CMB checks, but spell resistance applies normally.
Quote:Aetheric Boost on a composite blast costs 1 additional burn, not 3 (I already asked this question), and the total for this composite blast would be 2 Burn with Composite Specialization. Think of it like Infusion Specialization in that it knocks the cost of the blast down by 1, but not each separate component by 1.Aetheric boost costs 2 burn to 'boost' a basic blast and an additional +1 to boost a composite blast for a total of 3. I'm just making sure that composite specialization applies to the boost as well as the composite blast.
Quote:Always round down. At level 5,1 Burn into your Force Ward gives you 2 temporary HP. 2 Burn gives you 4 temp HP. At 6, 2 Burn gives you 6 temp HP.I get the round down, but do you count the cumulative halves or drop them with each individual half due to how odd levels work with burn vs 1/2 level gains.
Always round down. There's no saving halves. It's always rounded, always, unless it specifies otherwise.
Texas Snyper |
The Telekinetic Maneuvers Wild Talent doesn't say that it uses your blast to make the maneuvers, so I don't think Elemental Overflow would factor into it then. However, feats such as Improved Trip and Greater Bull Rush should work with the ability. Your CMB for this would be your Kineticist level (your caster level) + your Constitution modifier. No save is allowed against these CMB checks, but spell resistance applies normally.
That's what I thought but hoped for a better answer. Infusion with CMB is better than TK maneuvers but TK maneuvers isn't outright bad is my take out of it.
Mark, the designer of the class, answered my question about Aetheric Boost directly. It's a single charge of 3 Burn, not 5 Burn.
Wow so aetheric boost is much better than I was thinking then. Awesome.
Always round down. There's no saving halves. It's always rounded, always, unless it specifies otherwise.
Well I still say that that sucks. Increased HP loss for no gain on odd levels. Can I still stomp my feet and yell really loud until I get my way? (j/k still sucks tho)
Mark Seifter Designer |