| Danthulhu |
I'm sure this has turned up somewhere but my google-fu is weak.
I'm reading the text for the composite infusion in Occult Adventures and I really don't get it.
So, rather than upgrading your blast to doing composite blast damage (basicly 1d6 per level and change) your upgrade is that it's now a touch attack with marginally less damage?
Can someone explain to me the advantage in taking this? Because it seems like you're paying 2 burn to turn a simple blast with damage per die into a touch attack with a modifier.
Weirdo
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The lack of energy/damage resistance to force is the main draw. For example, fire immunity can really screw over a specialized pyrokineticist.
It also does full damage against incorporeal creatures, though that works out to be the same amount of damage as other composite energy blasts would deal after being halved.
Overall it is considered a weak composite blast.
| Danthulhu |
The lack of energy/damage resistance to force is the main draw. For example, fire immunity can really screw over a specialized pyrokineticist.
It also does full damage against incorporeal creatures, though that works out to be the same amount of damage as other composite energy blasts would deal after being halved.
Overall it is considered a weak composite blast.
So the benefit of doubling up with Expanded Element (Aether) isn't really that much of a benefit. Okay, I thought it was odd, I suppose I just needed someone else to say it. Thanks.
| Vanykrye |
As others have said, there is very little defense against force damage and it hits incorporeal creatures when everything else has a 50% miss chance. Turning into a touch attack usually boosts accuracy though, so that's also a plus. Under normal circumstances, no, it's not great, but it does have its moments where it's exactly the right tool for the job.
Dating back to the dawn of 3.0, there might be as many as three published creatures that have any defense against force damage, and I can only think of one off the top of my head - the Force Dragon from the old Epic Level Handbook, which was immune to force damage from birth.
Imbicatus
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It's still affected by magic resistance though. Frankly, I think it would have been much better at a 1st level blast. It's not like there aren't any other 1st level Force powers in the game.
Magic Missile is too strong for a first level spell in today's game. If it were in line with other spells, it would either require an attack roll, not do force damage, or be a higher level spell. It's a legacy of D&D though, so it is what it is.
| Cruel Illusion |
Cruel Illusion wrote:It's still affected by magic resistance though. Frankly, I think it would have been much better at a 1st level blast. It's not like there aren't any other 1st level Force powers in the game.Magic Missile is too strong for a first level spell in today's game. If it were in line with other spells, it would either require an attack roll, not do force damage, or be a higher level spell. It's a legacy of D&D though, so it is what it is.
It's the 1st time I see a complaint about magic missile.
I've never personally had trouble with it, but I've played rather few Pathfinder games, unforunately. Still, it's damage isn't extraordinary and it's competely negated by Shield, which every Arcane and Psychic caster likely has up first thing in a fight.As for Force blast, it still needs an attack roll so it's actually more like what you want magic missile to be. The damage dices would just need to be brought down to d4s.
| wynterknight |
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I think it would have been better if the force blast was a simple blast that does 1d4's and they gave us a proper composite blast for Aether specialist.
I actually agree with this. Aetherkineticists are the only ones who can't use their simple blast with Ride The Blast, which is weird and irritating.