
Gortle |

My biggest problem with Golem antimagic is that it felt like a mechanic for a different system super imposed over PF2. It doesn’t interact at all with 4 degrees of success, just targeting the creature was enough to trigger everything, and how many adventure designers could really be expected to know how difficult some golems would be for some parties at certain levels based upon whether strong magical options were available at those levels? Golems were overly complex puzzle encounters that nearly remove the D20 from determining the outcome of the encounter. Even worse, they removed all other tactical magic use as well because of how poorly the limits of what being unaffected by spells were defined.
Yes I always viewed them as puzzle encounters as Golems never really did enough damage. My players always have a range of attack options so it never took too long for them to work it out. In generally my players find vulnerabilities quickly so any vulnerability is serious weakness in a monster.
Defintely the wording in Golem antimagic that triggers on targetting - technically you don't have to make a to hit roll - is problematic, probably wasn't intended, and should be fixed.

SuperBidi |
1 person marked this as a favorite. |

Your "2/3" comment just doesn't make sense as you are averaging saved and unsaved damage for the kineticist case, while not averaging hit and miss damage for the martial.
But I do average hit and miss damage for the martial. Hit damage is reduced by half and miss damage is unaffected anyway. So your damage expectation for a martial is half of what it should be (as you don't deal any of your damage on a miss outside some very specific builds). For the Kineticist, you do 2/3rd or your damage on failed saves and 1/3rd on successful saves. Because of the resistance, your damage output is reduced to a third. So the Kineticist is much more affected by the resistance than martials.
And then you add that 1-action EB is nearly cancelled by the resistance, that Thermal Nimbus or Steam Knight are cancelled, that Desert Wind is cancelled outside Aerial Boomerang and you end up with a fourth of your damage output.
Unless you explain me that Kineticists do much more damage than martials, you end up with the conclusion that the Kineticist is much more affected by the resistance than martials.
It's one that any wood kineticist or anyone one dipping into wood is likely to take. That's gonna be a good number of builds.
So, that's one Impulse. Great? Not really great. I'd add Winter Sleet and that's nearly it. And these are the Impulses that are spreading the most ink on the Internet (especially Winter Sleet).
The precision martials can have some problems as some adventures are full of incorporeal and oozes and are straight immune to precision damage. If you combine a bit of resistance with that it is very effective defence.
Swarms are a pain for Precision martials. But that's a bit outside the discussion as we are speaking about Golems.

Unicore |

I personally don't think it matters if Kineticists are comparable to martials against Bastions. What matters is whether Kineticists against Bastions is a better match up than Kineticists against Golems. Even with a second effective element for slowing the enemy, as pointed out earlier, that means that any kineticist who doesn't have the damaging element, but does have the slowing element will have one turn where they can do something, and then they are pretty much out of the fight.

SuperBidi |

I personally don't think it matters if Kineticists are comparable to martials against Bastions. What matters is whether Kineticists against Bastions is a better match up than Kineticists against Golems. Even with a second effective element for slowing the enemy, as pointed out earlier, that means that any kineticist who doesn't have the damaging element, but does have the slowing element will have one turn where they can do something, and then they are pretty much out of the fight.
We already covered that point and we just disagree. It's a matter of what's best between being "average or bad" or "good or useless". Different people will answer differently. Also, it depends on the level, lower level Kineticists may prefer the new version where high level Kineticists will certainly prefer the old one.

Pronate11 |
1 person marked this as a favorite. |
I personally don't think it matters if Kineticists are comparable to martials against Bastions. What matters is whether Kineticists against Bastions is a better match up than Kineticists against Golems.
A bed of nails is much better than a bed of broken glass, but I would like to sleep on neither.

Unicore |

Unicore wrote:I personally don't think it matters if Kineticists are comparable to martials against Bastions. What matters is whether Kineticists against Bastions is a better match up than Kineticists against Golems. Even with a second effective element for slowing the enemy, as pointed out earlier, that means that any kineticist who doesn't have the damaging element, but does have the slowing element will have one turn where they can do something, and then they are pretty much out of the fight.We already covered that point and we just disagree. It's a matter of what's best between being "average or bad" or "good or useless". Different people will answer differently. Also, it depends on the level, lower level Kineticists may prefer the new version where high level Kineticists will certainly prefer the old one.
A kineticist with the right damage type is still good against a bastion, not average. If your damage type bypasses the resistance you get to do all of the things that you built your character to do, which should still qualify as good. The problem with the antimagic is that it just overrides everything other than damage type about your abilities. Against a golem you are just sitting still and targeting the creature with 3 blasts a turn because attack rolls don't matter. The fight has been trivialized as long as everyone keeps you alive and you are making no active choices about how to play. The situation is even worse if your damage type only slows the creature.

PossibleCabbage |
1 person marked this as a favorite. |

I would say "one enemy resists your normal tactics so you need to use different ones" is just normal, good game design. One thing I would point out is if there's a reasonable expectation you're going to encounter things with Resistance: 15 to your schtick, that does increase the value of having a change-up. Like the bastion resists elemental blasts, but it doesn't resist walls. Kineticists who rely mostly on auras and non-overflow impulses might want a solid overflow impulse in their pocket for this kind of fight; particularly one that targets Reflex.
You do get Reflow Elements at level 11, and sometimes "run away and come back with better tactics" is the right idea.

SuperBidi |
1 person marked this as a favorite. |

If your damage type bypasses the resistance you get to do all of the things that you built your character to do
You can only use one of your elements. And if you also need to Extract Element first it's even worse. So it's below normal (whatever you call it, average or good).
The problem with the antimagic is that it just overrides everything other than damage
I quite agree, it was bad design. But in terms of efficiency, nothing has really changed between old and new design (if Bastion is a good description of the new design). I don't judge on "boring" as it's very player-dependent (and obliterating enemies is hardly boring to me).

Unicore |

it is perfectly fine for people to have differences of opinion about design choices, so I am not trying to suggest that my perspective is right and other people's are wrong.
However, under Golem Anti-magic extracting element did nothing because it didn't make the golem susceptible to an element not listed in the ability. So a Bastion is inherently more vulnerable, as it has its listed damage type that will bypass resistance, but is also susceptible to the element that it would otherwise be immune to. So minimally, shouldn't that leave the difference a wash?
With multiple gates I don't think many Kineticists are likely to find themselves without strong options to use in a Bastion fight.

Finoan |

Gortle wrote:The precision martials can have some problems as some adventures are full of incorporeal and oozes and are straight immune to precision damage. If you combine a bit of resistance with that it is very effective defence.Swarms are a pain for Precision martials. But that's a bit outside the discussion as we are speaking about Golems.
That is exactly the discussion that we are having about Golems and Bastions.
And yes, we are talking about both. You might only be talking about Golems though.
But 'swarms are to Swashbuckler as bastions are to Kineticist' is a nearly perfect analogy.

Easl |
So your damage expectation for a martial is half of what it should be (as you don't deal any of your damage on a miss outside some very specific builds).
My damage expectation for a martial is based on your quote: "Meanwhile, a basic d10 Fighter of that level deals 3d10+5+4+2d6=32.5 damage." A melee kineticist with Desert Wind using EB is averaging 3d6+5+10=27 damage as a 1a. A melee kineticist focused on fire is averaging 3d6+5+7 (aura weakness)= 23 damage as a 1a. Any kineticist with a water gate is 3d6 at range or 3d6+STR, but ignores that 15 resistance. Do you agree on those numbers?
If so, it seems we simply have different definitions of "bad" or "much more affected." A kineticst 1a attack for 27 is not "much more affected" than a martial 1a attack for 32. It's 5 points. A 3d6+STR attack is not "much more affected" than a 32-15 resistance =17 attack. If martial is your standard for good, I simply don't agree that the differences in dpr shown above take the kineticist down to terrible or useless.
And I think we have the same disagreement over larger impulses. Storm Spiral, Tremor, Weight of Stone, Flying Flame, Blazing Wave, Solar Detonation, Magnetic Pinions, Retch Rust, Rain of Razors, Hail of Splinter...they all do 30-40 damage at that level (before things like fire aura junction or desert wind). Fort save attacks are going to be behind the martial to-hit chance so there's less of a chance they do 30-40, but Ref save attacks are going to have a *higher* chance compared to a martial of doing 30-40. So again, it really doesn't seem like the difference is so big that if we consider the martial dpr as the standard, that the kineticist dpr should be considered useless or screwed.
All of which assumes a kineticist with zero access to water. If a kineticst has even dipped a toe into water (heh), they have EB that ignores resistance. And if they have a hint ahead of time about what they might facing, they can Reflow Elements into tidal hands. 7d8 as a 2a ignoring resistance, with a higher % chance to "hit" (i.e. bastion fails save) than the martial. Quite good, IMO. Though if you agree with those numbers but disagree that this is 'good,' I guess we'll just have to leave it there.

SuperBidi |
1 person marked this as a favorite. |

Do you agree on those numbers?
If I take one of your examples because it's telling: The Storm Spiral Kineticist with Desert Wind does an average of 33 damage against a Low Reflex enemy (as Golems tend to be) and only 12 if they hit the Bastion Resistance for a total of roughly 2/3rd damage reduction. Meanwhile, the Guisarme Fighter does 45 damage with 2 attacks and 28 if it hits the resistance for a reduction of slightly more than a third. So the damage reduction hits the Kineticist twice more than it hits the Fighter resulting in a rather big damage difference in the end.
So, yes, I agree with all your numbers and stick with my conclusion: The Kineticist suffers a lot more from the Resistance. And most of your examples are taking into account massively optimized Kineticists when I'm just talking about a d10 Fighter. If I bring the Giant Barbarian, your Kineticist will look really really small.

Easl |
If I take one of your examples because it's telling: The Storm Spiral Kineticist with Desert Wind does an average of 33 damage against a Low Reflex enemy...
37 or 42. 4d12+1d10 = 31.5, +5 DW if the impulse has multiple targets, +10 if it only has one. Leading to, after 15 resistance, expected 22 or 27. Before adding in the slight bump for crit chance.
...and only 12 if they hit the Bastion Resistance for a total of roughly 2/3rd damage reduction.
31.5 - 15 is neither 12 nor "2/3 reduction." 36.5 - 15 not either also. 41.5 -15 is, again, not either. As a percentage, the reduction goes from slightly under half down to 36%, depending on how (or whether) DW is used.
Meanwhile, the Guisarme Fighter does 45 damage with 2 attacks and 28 if it hits the resistance for a reduction of slightly more than a third
Expected 28 is certainly better than the expected 27 from SS+DW single target lol. But I am not sure it really supports your claim about just how bad things are for the kineticist. Heck, I'd be pretty happy if someone told me an Air kineticist with nothing but a big AoE impulse like SS could contribute 17 or 22 damage in a round to a single boss while the fighter is doing 28. Sure, you aren't doing as much as the single target elite build, but then again, you shouldn't expect to. That's literally a comparison of "best, maximized single-target build in the game" to "I took one AoE impulse and did nothing to improve it," and 'just took an impulse' guy is doing 17 vs. 28? With no build maximization at all to get to 17? That's really not bad, IMO. That is a great generalist class. Do what you want, build any way you want, and in the worst case scenario where all you have is an AoE attack against a single big boss with resistance, you're still doing 17 vs. the tricked out, "I'm built exactly for this situation" fighter's 28?. That's okay in my book.
What the bastion discussion has really made me think about is the idea that "breadth is a form of depth." We often think about how to maximize damage by stacking up multiple feats one one top of each other to maximize the number produced by one specific action's dice roll. However, for a class like the kineticist, an equally valid way to maximize damage across a lot of different encounters may be to forego DW and fire specialization and other "stacking" build strategies and simply Dual Gate a lot. All these DW and fire aura tricks are great, but in this case they'd be easily matched by a level 1 water impulse. Wow. That's a thinker. So having 5 separate gates at level 13 does, in it's own way, create a powerful attack ability. Not because of any special build tricks, but because that character can access so many potential NPC weaknesses.

SuperBidi |

37 or 42. 4d12+1d10 = 31.5, +5 DW if the impulse has multiple targets, +10 if it only has one. Leading to, after 15 resistance, expected 22 or 27.
3 types of damage so I've applied the resistance to all of them. Unless there's a specific case for resistance to spells that I don't know about you have to consider each instance of damage separately. And even in that case, Desert Wind extra damage is negated by the Physical Resistance.
Also, I did it on Citricking's tool so it's exactly how your damage is reduced. But I agree I chose the perfect example. Anyway, most of your other examples were similar: You forget about the half damage on successful saves, you only consider super optimized Impulses as if everyone was playing an Air Kineticist with Desert Wind, etc...
Not because of any special build tricks, but because that character can access so many potential NPC weaknesses.
As a long time Alchemist player I can tell you for sure that it's not that good. And Alchemist can exploit alignment weakness which is rather common.

Easl |
Anyway, most of your other examples were similar: You forget about the half damage on successful saves,
I did that to favor your fighter! With Resistance 15 'half on save' can be approximated as a 'miss.' If you don't approximate it that way, the k. actually comes out a smidge better as there's a small chance a high damage roll does something. Particularly since things like +STR and DW add to the floor, not dice to the roll.
you only consider super optimized Impulses as if everyone was playing an Air Kineticist with Desert Wind, etc...
It was literally YOU who chose SS+DW. I just responded to it. That would certainly not be how I would optimize; it's a 3a, 20' burst. Very obviously intended for large group takeout.
I will fully agree with you that against a single tough target like the bastion, a kineticist who spends no feats trying to increase their impulse damage won't do as much as a fighter built fully optimized for single target combat. Why you would even want to make that comparison is confusing to me - what, exactly, does it show? But as I pointed out, what such a k. can do is very far from "useless." It does damage, and if there's any water gate involved it does comparable damage. The fact that it gets anywhere close is pretty interesting, in my book.

Benjamin Tait |

Just gonna join in again because I like the bastion spell resistance, Golem Antimagic was frustrating in that it would dramatically reduce even effective area damage to like a couple of dice, no matter how powerful the spell was. No one can tell me a Wood Golem reducing a Fireball's damage by 5 (16 damage average) is somehow worse than it taking 2d6 (7 damage average) from it.
Plus, old Golem was about having the right spell prepared for the occasion, which you couldn't guarentee, but now they're still hardy but you're gonna be able to slip em up, slow them down, etc. without having to worry about "Is this the right spell or not?"

SuperBidi |
1 person marked this as a favorite. |

I will fully agree with you that against a single tough target like the bastion, a kineticist who spends no feats trying to increase their impulse damage won't do as much as a fighter built fully optimized for single target combat.
It's not about "doing as much" but about being much more affected.
For example, against a low Reflex high AC opponent, a level 14 d10 Fighter attacking twice does an average of 45.5 damage if it hits no resistance and 28.3 damage against a Bastion for a loss of 38% damage.
A level 14 10-strength Fire Kineticist using EB + Flying Flame + Thermal Nimbus + Fire Aura Junction + Fire Impulse Junction (a very classical damage oriented Pyrokineticist) does 56.5 damage against a level 14 enemy but only 19.7 against the Bastion for a loss of 65% damage.
So I just say that the Kineticist is much more affected than the Fighter.
Now, I agree that having the right element will be easier at low level than having an Adamantine Weapon. At high level, I've seen many players using an Adamantine weapon as their main weapon (but the choice between Adamantine, Silver and Cold Iron exists so it's not a given).
No one can tell me a Wood Golem reducing a Fireball's damage by 5 (16 damage average) is somehow worse than it taking 2d6 (7 damage average) from it.
Yes, it's equivalent. But considering how Golem Antimagic works, you're not supposed to use your highest level spells but low level ones/Cantrips/focus Spells that will do less damage on average.

Xenocrat |

As far as Desert Wind goes, the only damaging air impulse that "has a single target" for the purposes of double bonus damage is the elemental blast. None of the other damaging impulses actually have targets at all (they're all area effects), which is why for general purposes of the lower damage it refers to "a damaging air impulse that affects [rather than targets] at least one creature in your kinetic aura."
So the elemental blast is doing slashing damage, the Desert Winds double extra is also doing slashing, no double application of the resistance. If you're air/earth/metal you can use Two-Element Infusion to get d8 blast with pure slashing damage instead of your air d6, but at that point you can also extract element (because it's made of metal) to totally remove the resistance.
Storm Spiral would potentially face multiple resistances (depending on the never nailed down "instance of damage" ruling) negating various damage components, but if used it also would only get the +1 rather than +2 damage against one enemy (not target!) "affected" inside the aura.

Easl |
For example, against a low Reflex high AC opponent, a level 14 d10 Fighter attacking twice does an average of 45.5 damage if it hits no resistance and 28.3 damage against a Bastion for a loss of 38% damage.
A level 14 10-strength Fire Kineticist using EB + Flying Flame + Thermal Nimbus + Fire Aura Junction + Fire Impulse Junction (a very classical damage oriented Pyrokineticist) does 56.5 damage against a level 14 enemy but only 19.7 against the Bastion for a loss of 65% damage.So I just say that the Kineticist is much more affected than the Fighter.
The particular bastion we are talking about has the fire trait. Which means the classic fire kineticist build you're talking about can extract elements in the first action and then proceed to do the full 56 damage per round, compared to your fighter's 28.
So who is more affected, again?
{Side note; they really should have made the Brass bastion have metal trait instead of or in addition to the fire trait. Here's hoping that the new Monster Core entries incorporate the two returning elements well. This one seems to have slipped through. I mean maybe they want to keep it connected to the fire plane, but...Brass...}
Now, I agree that having the right element will be easier at low level than having an Adamantine Weapon. At high level, I've seen many players using an Adamantine weapon as their main weapon (but the choice between Adamantine, Silver and Cold Iron exists so it's not a given).
Well, one lesson from the discussion right above is that each bastion is likely to have two or more elements the kineticist can work through: one for which it's resistances don't apply, and any element which it has as a trait offers an extract element opportunity.
Frankly, I think that gives a decent opportunity to the kineticist as a class against bastions/golems as a creature family. Most kineticists will likely to have one or more 'golem gaps' because their 2-4 elements don't cover either. But it's not like the whole family is going to cause them trouble; for any given kineticist (except hyperspecialized ones), you likely have an entry point for several of the bastions. Just in the examples we've discussed, the "classic fire blaster" kineticist build should have little to no problem with Flesh and Brass.
So again, I'm gonna disagree with your overall conclusion that the remaster golems leaves the kineticist in really bad shape. Each bastion is likely to have 2+ attack points out of 6 elements. Maybe more, if a nonelemental damage type like slashing or bludgeoning bypasses their resistance too. On the "blue" side, a midlevel kineticist likely has access to 2-3 elements, plus multiple P/S/B types from their EBs. That seems like a decent (though not complete!) amount of overlap.
Once Monster Core comes out we can actually map it out, if anyone's that interested.

Sibelius Eos Owm |
1 person marked this as a favorite. |

I think it's been said, but just in case it's gotten lost, there is no family of creatures that will replace golems. My understanding of what has been said about these creatures is that the classic types of golem are likely to remain, but as separate monsters with no cohesive identity as a family.
If in this disumcussion we use "bastions" in the sense of individual creatures who used to belong to the golem family, carry on, but from what has been said I don't think we will necessarily be able to draw conclusions about the design of all bastions from what we expect will be family traits because they aren't a family. If it so happens they all end up having magic and physical resistance, that should probably be seen as a coincidence of the fact that they're being adapted from highly defensive monsters, rather than because a flesh bastion is a variant of a clay bastion or stone bastion etc.

PossibleCabbage |
1 person marked this as a favorite. |

Like we knew from the Kineticist playtest that the Kineticist was not supposed to excel at single target damage, it was certainly not intended to challenge classes like the fighter and the barbarian who are the kings at that sort of thing. The fighter is supposed to be better than the kineticist in any sort of fight that's against a single target party level +3. The Kineticist is going to excel instead in the fight that's like six creatures of party level -2.
As a GM you can handle "one class is specifically disadvantaged against this creature" buy having fewer fights that are "the party against one creature.".

Xenocrat |

SuperBidi wrote:For example, against a low Reflex high AC opponent, a level 14 d10 Fighter attacking twice does an average of 45.5 damage if it hits no resistance and 28.3 damage against a Bastion for a loss of 38% damage.
A level 14 10-strength Fire Kineticist using EB + Flying Flame + Thermal Nimbus + Fire Aura Junction + Fire Impulse Junction (a very classical damage oriented Pyrokineticist) does 56.5 damage against a level 14 enemy but only 19.7 against the Bastion for a loss of 65% damage.So I just say that the Kineticist is much more affected than the Fighter.
The particular bastion we are talking about has the fire trait. Which means the classic fire kineticist build you're talking about can extract elements in the first action and then proceed to do the full 56 damage per round, compared to your fighter's 28.
No, it's immune to fire, so extract elements would leave it with resist 14 against fire. Extract reduces immunity to any of your impulse damage types to its level in resistance, and lets you ignore any resistances to any damage types your impulses do.
If the fire kineticist has access to b/p/s or cold on its elemental blast via feats it would face no resistance to those after using extract elements, and no resistance to cold from Thermal Nimbus. All fire stuff still faces resist 14 against fire. If it had a poison blast via earth or wood and Versatile Blasts, it would face resist 14 to poison.
{Side note; they really should have made the Brass bastion have metal trait instead of or in addition to the fire trait. Here's hoping that the new Monster Core entries incorporate the two returning elements well. This one seems to have slipped through. I mean maybe they want to keep it connected to the fire plane, but...Brass...}
In practice this almost doesn't matter. Extract works against things made of your element even if it lacks the trait, so all metal constructs and creatures are vulnerable to a metal kineticist using Extract Elements. Similarly, all the metal impulses that care ask if something is made of metal, not if it has the trait.
The only exception seems to be the resist metal junction, which does require the metal trait to have physical resistance against its attacks. So a fire (or water) resistance junction would grant resistance against the Brass Bastion's physical attacks, not just the add on fire damage. Metal kineticist would not similarly benefit if they took the resist junction, but all their offense works.

Captain Morgan |

I think it's been said, but just in case it's gotten lost, there is no family of creatures that will replace golems. My understanding of what has been said about these creatures is that the classic types of golem are likely to remain, but as separate monsters with no cohesive identity as a family.
If in this disumcussion we use "bastions" in the sense of individual creatures who used to belong to the golem family, carry on, but from what has been said I don't think we will necessarily be able to draw conclusions about the design of all bastions from what we expect will be family traits because they aren't a family. If it so happens they all end up having magic and physical resistance, that should probably be seen as a coincidence of the fact that they're being adapted from highly defensive monsters, rather than because a flesh bastion is a variant of a clay bastion or stone bastion etc.
This is correct. Personally, I'd rather we don't get many of the old golems officially converted at all because its so easy to do and I'd rather page space go to new monsters. But given Monster Core is meant to be a "greatest hits" collection that gives GM's a complete baseline to utilize without needing to buy older bestiaries... I imagine we will get a few.

![]() |

Like we knew from the Kineticist playtest that the Kineticist was not supposed to excel at single target damage, it was certainly not intended to challenge classes like the fighter and the barbarian who are the kings at that sort of thing. The fighter is supposed to be better than the kineticist in any sort of fight that's against a single target party level +3. The Kineticist is going to excel instead in the fight that's like six creatures of party level -2.
As a GM you can handle "one class is specifically disadvantaged against this creature" buy having fewer fights that are "the party against one creature.".
Kineticist is supposed to be somewhere between Martial and Caster.
But a Caster will also work better than a Kineticist against a Remastered "golem" thanks to scrolls.
The Kineticist has no such equivalent resource.

Ravingdork |

![]() |

The Raven Black wrote:Oh no?But a Caster will also work better than a Kineticist against a Remastered "golem" thanks to scrolls.
The Kineticist has no such equivalent resource.
No.
Casters have it easier because they can use any spell on their list thanks to scrolls, whatever its traits.Kineticists can only, with a feat, cast spells from scrolls that match the traits they already have ...
So, what Unicore said.

Easl |
If the fire kineticist has access to b/p/s or cold on its elemental blast via feats it would face no resistance to those after using extract elements, and no resistance to cold from Thermal Nimbus. All fire stuff still faces resist 14 against fire. If it had a poison blast via earth or wood and Versatile Blasts, it would face resist 14 to poison.
This, generalized, is why I am not so pessimistic as bidi. While it is certainly the case that we can think of [specific kineticist] + [specific bastion] = combo terrible for the kinticist cases, the ability of the kineticist class to access a wide variety of elements and physical damage types, combined with extract elements, has me thinking that in many high resistance monster cases with many kineticist builds, there will be a way to solve the puzzle. But, it's really all theorycrafting at this point. We don't really know what other bastions are going to look like yet. If they all have Resistance 15 to everything but Mental and no characteristics on which to extract elements, then yeah, that would leave the kineticist in a lurch. I just don't expect Paizo to do anything like that (both due to mechanical/game balance reasons and thematic reasons).

Unicore |

It’s not like any occult casters would love the Brass Bastion. Toss out a Slow, then plink with Telekinetic Projectile or Needle Darts for often no damage?
Sustain Phantom Orchestra for consistent small chip damage?
What are divine casters doing? Healing the melee guys I guess.
Which is still probably a lot more than they were doing against an equivalent golem.

Captain Morgan |

Captain Morgan wrote:A caster could also technically buy an adamantine shield and bypass the creature's resistance with needle darts. It isn't much, but it is something.Adamantine chunk should be enough.
Add a Cantrip Deck and any PC is set.
The weird thing is (according to Neyths) an adamantine chunk is more expensive than a buckler or shield. All of them are cheaper than an adamantine weapon though.

![]() |

The Raven Black wrote:The weird thing is (according to Neyths) an adamantine chunk is more expensive than a buckler or shield. All of them are cheaper than an adamantine weapon though.Captain Morgan wrote:A caster could also technically buy an adamantine shield and bypass the creature's resistance with needle darts. It isn't much, but it is something.Adamantine chunk should be enough.
Add a Cantrip Deck and any PC is set.
Indeed. But chunk is level 0 whereas the others are level 8.

Errenor |
Indeed. But chunk is level 0 whereas the others are level 8.
If multiple types of an item exist, the title line gives the minimum level followed by a plus symbol (“+”). The description includes information on the base version of the item, and the Type entries at the bottom of the stat block lists the specifics for each version, including the level, Price, and any modified or added abilities of the different types.
ADAMANTINE MATERIAL 8+
Well, no. I'd say that chunk and ingot are both level 8.

Captain Morgan |

Also, item level being a constraining factor over price seems uncommon. Yeah, you could be playing in a smaller town with no high level items... But if you have 500 gp to drop on something to deal more damage to one very specific class of creature you probably can figure out how to get to a bigger city.

![]() |

Also, item level being a constraining factor over price seems uncommon. Yeah, you could be playing in a smaller town with no high level items... But if you have 500 gp to drop on something to deal more damage to one very specific class of creature you probably can figure out how to get to a bigger city.
I play PFS. Item level is a hard limit.

![]() |

The Raven Black wrote:Indeed. But chunk is level 0 whereas the others are level 8.Quote:If multiple types of an item exist, the title line gives the minimum level followed by a plus symbol (“+”). The description includes information on the base version of the item, and the Type entries at the bottom of the stat block lists the specifics for each version, including the level, Price, and any modified or added abilities of the different types.Quote:ADAMANTINE MATERIAL 8+Well, no. I'd say that chunk and ingot are both level 8.
Is that from Remastered ?
On AoN it is 0+.