Heaven's Thunder


Rules Discussion


Quote:
Any creature who successfully Grapples you or is successfully Grappled by you also takes this damage immediately after the Grapple check is resolved.

Is it when with a loud shout, a character unleash his ki or when he's just using ki blast ?


It is strange that this sentence is part of the paragraph about using it as part of Ki Blast. I don't think the two are related. It should do the damage as part of a grapple check no matter how you activate the ability.

Isn't this the feat that most people agree is bonkers level of overpowered? One action to add your level in damage to all attacks you make for two turns - on the class with one of the best attack action economy boosting options available.


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Agreed, it's unrelated to the Ki Blast portion. And also, yes, Heaven's Thunder is the super OP archetype (really just the one feat) from Agents of Edgewatch that in theory has been marked for errata for a long time, but as errata seems to be linked to print runs and that hasn't been needed for Agents of Edgewatch I wouldn't hold my breath for an official balanced version.


what are the damages taken by an opponent that grappled you ?

Quote:
deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level.

Is it this ?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, that same damage is what's added to Strikes, and used in the Grapple cases. Or at least what would hypothetically be used if anyone was ever far enough out of their mind to allow that feat to be taken as written.


Yes.

Which is more indication that the sentence about grappling should be closer associated to the first paragraph than the second paragraph.


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Pathfinder Rulebook Subscriber

As almost no one has an practical experience playing one, I'll give mine. I don't have set numbers, though now I'll follow more closely.

I'm playing a Monk using FA and ABP for Ruby Phoenix, with Jalmeri Heavenseeker and a couple of damage runes (Impactful and Frost).

The team has a Barbarian using Dragon Instinct, Rogue Dedication Sneak Attack, and Elven Curve Blade, and a couple of damage runes (Electricity and Sonic).

WITH Heaven's Thunder, the Monk damage has been roughly comparable to the Barbarian.

She is hitting MORE than the Barbarian, however. There is only a +1 difference to hit, but Flurry of Blows and Crane Flutter let her swing more often thus far.

Take that solely as a data point, and a non- specific one to boot, from a single session (we just turned level 12, which is when I picked it up).

Edit: Right after posting this someone hit me with a screen shot of a Discord chat where Mark Seifter offered a suggestion. I can't confirm the veracity. Thoughts?

Screenshot Here


JAMRenaissance wrote:

As almost no one has an practical experience playing one, I'll give mine. I don't have set numbers, though now I'll follow more closely.

I'm playing a Monk using FA and ABP for Ruby Phoenix, with Jalmeri Heavenseeker and a couple of damage runes (Impactful and Frost).

The team has a Barbarian using Dragon Instinct, Rogue Dedication Sneak Attack, and Elven Curve Blade, and a couple of damage runes (Electricity and Sonic).

WITH Heaven's Thunder, the Monk damage has been roughly comparable to the Barbarian.

She is hitting MORE than the Barbarian, however. There is only a +1 difference to hit, but Flurry of Blows and Crane Flutter let her swing more often thus far.

Take that solely as a data point, and a non- specific one to boot, from a single session (we just turned level 12, which is when I picked it up).

Edit: Right after posting this someone hit me with a screen shot of a Discord chat where Mark Seifter offered a suggestion. I can't confirm the veracity. Thoughts?

Screenshot Here

I'm DMing a Heaven's Thunder monk right now. I'm definitely going to lower it. It's way too much extra damage.


Pathfinder Rulebook Subscriber
Deriven Firelion wrote:


I'm DMing a Heaven's Thunder monk right now. I'm definitely going to lower it. It's way too much extra damage.

I found myself thinking "is there anything that I can think of to serve that goal (trading an action for increased Monk damage) better than the lowered version, and the answer was "no". +2 per weapon die seems fair.

Interesting thought - this makes a Fighter with Power Attack taking this really good. Otoh, add in One Inch Punch and your Monk is having a party...


JAMRenaissance wrote:
Deriven Firelion wrote:


I'm DMing a Heaven's Thunder monk right now. I'm definitely going to lower it. It's way too much extra damage.

I found myself thinking "is there anything that I can think of to serve that goal (trading an action for increased Monk damage) better than the lowered version, and the answer was "no". +2 per weapon die seems fair.

Interesting thought - this makes a Fighter with Power Attack taking this really good. Otoh, add in One Inch Punch and your Monk is having a party...

I think you're making a mistake. If your Fighter uses Power Attack, they add extra dice of the same size than weapon dice but these are no weapon dice. As such, they are not increased by bonuses per weapon die.


Even a +2 per weapon die seems too much.

And also, the extra damage is additional/untyped, and it's off compared to anything else currently available in the game.

To tone this down what's required is imo:

- Making the damage a circumstantial or status effect ( probably better a circumstantial one, since martial characters have hardly access to status damage )

- Making it 1 extra damage per WEAPON Dice

- The character chooses whether it's electricity or Sonic damage.

- Activation from 1 action being passive ( eventually, during your daily preps and by expending 10 minutes meditating, the character might be able to switch from electric to sonic damage ).

This way will solve powercreep:

- Being in line with any other circumstance bonus effect from ancestry ( Deamonbane Warrior, Vengeful Hatred, Telluric power ) or feats ( Dual-Handed Assault, for example ).
- Unlikely to be stacked with status damage, which is something a martial character is not going to have access too.

Scarab Sages Designer

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HumbleGamer wrote:

And also, the extra damage is additional/untyped, and it's off compared to anything else currently available in the game.

To tone this down what's required is imo:

- Making the damage a circumstantial or status effect ( probably better a circumstantial one, since martial characters have hardly access to status damage )

This is incorrect and not how energy damage adds work. For reference, see Bespell Weapon, Necrotic Infusion, Radiant Infusion, Fulminating Shot, Energy Shot, Frostbite Runes, etc.

Generally, you only use status/circumstance if the additional damage isn't already typed (status for an otherwise untyped magical damage add, circumstance for a damage add that is created by non-magical, non-item-based circumstances).

People should expect the errata to lower the added damage to 1 per damage die of the weapon or unarmed attack, though. The damage scaling in the printed version of the feat was based on it being a two-action ability with a frequency limiter that could give a big spike to a one-action Strike or flurry of blows ability roughly once per combat, not something you could constantly spam as your third action filler.


HumbleGamer wrote:
And also, the extra damage is additional/untyped,

Where are you reading that the damage is untyped?

Heaven's Thunder wrote:
Until the end of your next turn, your unarmed attacks and weapons you wield that have the monk trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level.


breithauptclan wrote:
HumbleGamer wrote:
And also, the extra damage is additional/untyped,

Where are you reading that the damage is untyped?

Heaven's Thunder wrote:
Until the end of your next turn, your unarmed attacks and weapons you wield that have the monk trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level.

untyped = it stacks with everything.

We have 4 kind of fonts when it comes to bonus/penalty:

- Circumstantial
- Status
- Item
- Untyped

Untyped is like the barbarian rage ( stacks with any other untyped stuff, unlike the other 3 ).


Michael Sayre wrote:


This is incorrect and not how energy damage adds work. For reference, see Bespell Weapon, Necrotic Infusion, Radiant Infusion, Fulminating Shot, Energy Shot, Frostbite Runes, etc.

I know circumstantial damage doesn't work with energy attacks, but it's also true that it's something you can benefit from all day long ( unlikely necrotic infusions and similar, which relies on limited resources ). And are mostly ( exclusively? ) for non martial classes

Michael Sayre wrote:


People should expect the errata to lower the added damage to 1 per damage die of the weapon or unarmed attack, though. The damage scaling in the printed version of the feat was based on it being a two-action ability with a frequency limiter that could give a big spike to a one-action Strike or flurry of blows ability roughly once per combat, not something you could constantly spam as your third action filler.

1 per damage die is imo perfect ( assuming is 1 per die and not 1x electric and 1x sonic each weapon die ), but still remains the fact it would be able to stack with other sources of circumstantial damage.

Given how limited and globally speaking well balanced the damage stack in this 2e, this might be slightly off compared to the rest.


HumbleGamer wrote:

1 per damage die is imo perfect ( assuming is 1 per die and not 1x electric and 1x sonic each weapon die ), but still remains the fact it would be able to stack with other sources of circumstantial damage.

Given how limited and globally speaking well balanced the damage stack in this 2e, this might be slightly off compared to the rest.

Stoke the Heart gives a +2 bonus to damage - at level 1, and then scales up from there.

But yes, it is a status bonus. Having the Heaven's Thunder damage also be a status bonus or something like that would not be unwarranted.


breithauptclan wrote:
HumbleGamer wrote:

1 per damage die is imo perfect ( assuming is 1 per die and not 1x electric and 1x sonic each weapon die ), but still remains the fact it would be able to stack with other sources of circumstantial damage.

Given how limited and globally speaking well balanced the damage stack in this 2e, this might be slightly off compared to the rest.

Stoke the Heart gives a +2 bonus to damage - at level 1, and then scales up from there.

But yes, it is a status bonus. Having the Heaven's Thunder damage also be a status bonus or something like that would not be unwarranted.

As said before, martial classes have no way to benefit from status damage, so making it a status damage won't affect them at all ( that's why I proposed the circumstantial damage. As an alternative ).

A martial might be targeted by status damage effects though ( but there are not many status damage available in the game ).

Stoke the heart is a witch cantrip only available to witches which requires the witch to sustain the spell every round.

We have inspire courage which gives 1 extra status damage ( have to be sustained every round, and the status damage it's currently worse than the feat we are talking about ).

So that's it.

A martial character has no status damage.
Making the spell untyped or status would make it stack with other bonuses.

Careful as I'm not claiming "it's not going be balanced", but rather "I'd consider that it'd be able to stack".


All martials can get status bonus to damage with dread martial stance.
It's in an easy to get archetype just like heaven's thunder.
It gives 1 damage per weapon die.
Monastic weapons monk who wants damage, especially with free archetype, could get both the +1-4 from dread martial and +1(or +2)-+4(or +8) with heaven's thunder.

Fighters already double dip this way though with fearsome brute, so...


HumbleGamer wrote:
Even a +2 per weapon die seems too much.

I think you are overestimating bonuses to damage a bit to much.

Lets take a normal character with 10 or higher to hit and 20 for a crit. Lets give him an agile weapon. Now lets estimate how many hits he gets per turn (crits are 2 hits) if he attack 3 times:
12/20+8/20+4/20=1.2
if you have something like flurry of blows and get a forth attack in one of the turns thats 1.4 for the second round.
So at most you gain 2.6 times the damage bonus and thats if you do nothing else. So a +4 to damage would be ~10 damage for one action. At level 20. So you spend 2 feats, restrict yourself to monk or unarmed weapons for at most 10 damage for 1 action at level 20.

Thats a brutal finish for a d6 weapon on full multiple attack penalty which no one would use this way.
You better use a kama (the only agile monk d6 weapon that is not advanced) otherwise thats -4 to damage already.


HumbleGamer wrote:
breithauptclan wrote:
HumbleGamer wrote:
And also, the extra damage is additional/untyped,

Where are you reading that the damage is untyped?

Heaven's Thunder wrote:
Until the end of your next turn, your unarmed attacks and weapons you wield that have the monk trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level.

untyped = it stacks with everything.

We have 4 kind of fonts when it comes to bonus/penalty:

- Circumstantial
- Status
- Item
- Untyped

Untyped is like the barbarian rage ( stacks with any other untyped stuff, unlike the other 3 ).

I see. You mean stacks with all types of bonuses from say other abilities.

Sonic and Electricity damage is typed and reacts poorly with All damage resistance or hardness (depending on how you play hardness), which is on of the few things that reduces its damage substantially. Yeah. Status and circumstantial bonuses stack with Heaven's Thunder.


Make it one feat there are some other focus spell feats you can take to get out of the archetype. That way you gain at least something for the second feat.

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