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DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. Pathfinder Society Member. 6,357 posts (6,533 including aliases). 9 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 19 aliases.


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Silver Crusade

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A great GM is the GM you wish you had if you could play.

Silver Crusade

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GreyWolfLord wrote:
Does that mod work with the Downloadable game that one can buy these days online from places like GoG?

From GoG, yes. Yes, it does.

Silver Crusade

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Relevant

Silver Crusade

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Kobold Cleaver wrote:

What I want to see, Pt. 1:

Giffs.

Like... animated cat pictures?

Silver Crusade

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The Millenium Falcon (Star Wars)
Serenity (Firefly)
The Normandy (Mass Effect)

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Theliah Strongarm wrote:
Milo v3 wrote:
.... There doesn't need to be a leadership feat for you to be able to have underlings, just have underlings.
OK, but if you get underlings at 1st level, you could call on them to soften up tough opposition. I find that overpowered. That way, you continually are going in for the final punch and getting the credit for the kill. And all your crew are dead or unconscious. And they still follow you around. And you don't lose any. Even when they realize that they're going headfirst into the danger, they still follow you.

What are you Zap Brannigan? Sending wave after wave of soldiers until the killbots reached their maximum kill count and claiming victory?

Silver Crusade

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Kasatha.

Silver Crusade

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Akatas.
Drones (the synthetic equivalent of zombies)
Starship Mimics.

Silver Crusade

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Unique ships for various cultures.
Dwarven Space Citadels overrun by Orks on their Junkships.
Elven living ships, grown from seeds which can generate atmosphere and gravity.

Silver Crusade

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I want to run Iron Gods just so that when I run Starfinder the players will have had direct influence on a key feature of the setting.

Silver Crusade

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Assuming some of Pathfinder's classes make up the majority of the base classes, and assuming twelve classes:

Barbarian (Space Barbarians woo!)
Fighter (Space Marines for all! Maybe even with bonuses to piloting/dogfighting?)
Cleric (The gods still exist even if they aren't answering some questions)
Rogue (Because who else will be our scoundrels with hearts of gold)
Wizard (Because there's still magic)
Psychic (Because Sci-Fi)
Kineticist (Also sci fi)
Ranger (for our fringers/planetary explorers)

+ room for 4 new classes.

My guesses

Silver Crusade

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Oh and Queen's music for Flash Gordon.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

At a guess:

Soundtracks for Star Wars movies and Old Republic games, Mass Effect Trilogy, Portal 2, Final Fantasy VI/VII/VIII

Music by The Protomen, the Megas, Janelle Monae

Silver Crusade

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STAR FINDER

My excitement can not be contained!

Silver Crusade

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I was just thinking we might see the Molthune/Nirmathas conflict. That's exciting.

Silver Crusade

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I'm a fan of Grippli because it lets you play a prince turned into a frog. A likely pick if I ever play Reign of Winter.

Silver Crusade

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The Roc is resurrected without feathers, and will be unable to fly until the player next levels up.

Silver Crusade

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RainyDayNinja wrote:
Is there any good in-universe reason why Stark shouldn't incorporate the web-shooters into the Iron Man suit?

Branding.

Silver Crusade

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I also changed it so that the PCs were considered Amatatsu Guardians, not Scions. I didn't want anyone getting any ideas about dumping Ameiko and trying to seize power for themselves.

Silver Crusade

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When the Seal was first opened I had everyone who was in the area affected by it, it had been sealed so long the celestial energies within released as an uncontrolled wave (granting mythic abilities).

Later any replacement or new players were introduced and the seal would be revealed an an oath had to be taken swearing loyalty to Amatatsu Ameiko and their quest to free Minkai from its oppressors.

In general I would introduce new characters somewhere reasonably populated, but my players have been collecting new NPCs, back-up PCs and new players all along the way. There's plenty of "red-shirt" NPCs in the caravan who could be upgraded to PC status if needed as well.

Silver Crusade

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I personally can't wait to build a character who can eff the ineffable.

Silver Crusade

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Yeah, I'm sorry your group isn't a good fit, all I can recommend is finding a new group or running a game of your own with different players.

Be the GM you wish you had.

Silver Crusade

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Hey ninja, it's cool, everyone is allowed to feel their feelings. I can understand your frustration with the characterization of Iron Man.

I will offer this, the point of the Civil War story is to set the stage for a different status quo in the MCU. Yes, Stark makes some bad decisions, but he's also been shown to be so incredibly bad at dealing with trauma.

Nobody acknowledges that Tony Stark suffers from PTSD, and perhaps has been since his parent's deaths. That his anxieties are getting worse with each horrible event he encounters. His obsession with the armour is symbolic. Where Hulk is a raw nerve, Iron Man pushes everyone away because of his fear of being hurt.
By the climax of the movie:

Spoiler:

Zemo engineered a situation to make Stark snap, Steve, Natasha, betray him. His best friend is paralysed by the AI he created. He's trying to make everyone accountable for events he is responsible for.

In the end:

Spoiler:

So all he wants to do is close off one trauma, because the puppet masters responsible for her death can't be found, all he can do is kill they guy who killed his mum. Nobody can really hold that against him. Even Cap realizes it too when he still offers to come to his aid.

Iron Man was treated much better in this movie than he was in the original comic it was based on. No hero is perfect, but Tony Stark is a bit more imperfect than most that's what makes him one of the greats.

Silver Crusade

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For an undeniably evil character, I like her moxy.

Silver Crusade

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Abraham spalding wrote:

My problems with 12 where the combat system and graphic design choices. Having playboy bunny being a race... Not so smooth. Adding to this the fact ashe is runniing around in two napkins strung together and I'm like whaaa?

I mean a character or town or something with a risque nature is fine... But over all I felt the eye candy detracted from an attempt at a real serious game.

To be fair she was wearing more than Chewbacca.

Silver Crusade

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Dusted off my 3 year old Nexus, and spent a full day updating all the firmware, software and the like. With that done I got the game up and running with little trouble, I'm enjoying myself a lot, managed to beat Brigandoom, and bought the entire RotRL set, still have yet to beat the first adventure in Sandpoint.

Silver Crusade

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I do this on occasion. Last weekend my players faced a White Dragon in her lair, she was mythic so could spend mythic points for extra actions and I gave her lair actions similar to 5e (crumbling floor, walls of ice, falling icicles), to keep the players on their toes.

Easily one of the most memorable encounters I ever ran and the players really loved the variety of her attacks between trample, gust of air attacks, walls to separate the party, and barely avoiding plummeting into an icy chasm.

Here's the thing: GMs can not cheat, if you are using your unlimited power responsibly to provide memorable and fun encounters for the players, then that's the important thing.

Some players though, they are simulationist, they want to access to the cool toys the bad guys get. I can understand that impulse, but it's ultimately detrimental to the tactical puzzle game. Because, no matter how smart you are as a GM, ultimately you are trying to outwit at least 4 clever, creative players who have bent their will toward destroying your encounters. The least they could do is understand on the metagame level, some toys are for the GM only to help that disparity of both collective intelligence, and action economy.

Silver Crusade

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Tanis O'Connor wrote:
Hey, look, a US iTunes link...

Any word on Australian iTunes release?

#EagerlyAnticipates

Silver Crusade

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Will this be playable on the iPhone 6s, or is it iPad only?

Silver Crusade

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This is the only AP I know of that lets you both go on an epic journey (in the literary sense) AND take your village of interesting NPCs with you.

I can't recommend that enough.

Silver Crusade

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Watched the re-stream on Geek and Sundry's twitch feed, man that was some good gobbin'.

Silver Crusade

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Wildsoul
Bat: These wildsouls have the blood of bats running through their veins.
Echolocation (Ex)
At 2nd Level a Bat Wildsoul can sense their surroundings with hyper acute senses. He gains the strike the unseen talent, so long as he does not suffer from the deafened condition. Furthermore the Bat wildsoul reduces the miss chance for concealment by 1% per level.
Fangs of the Bat (Ex)
At 6th level, a bat wildsoul gains a bite attack in their vigilante identity. This is a primary natural attack that deals 1d4 damage for a medium vigilante or 1d3 if small.
Draw Blood (Ex)
At 12th level, a bat wildsoul who hits a foe with their bite attack causes the foe to take 1d4 bleed damage each turn, for a number of rounds equal to his constitution modifier. On a critical hit with their bite they gain temporary hit points equal to the damage dealt which last a number of minutes equal to their vigilante level.
Wings of the Bat (Ex)
At 18th level, a bat wildsoul grows a pair of wings while in their vigilante identity which grants him a fly speed of 40 feet (with good maneuverability).

Silver Crusade

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Let's start with an easy one:

Inquisitive
There are some minds too clever for the shallow societies they were raised in. These curious minds take on a second persona, as an outlet for their need to solve the most unique conundrums in both alchemical science and in justice.

Alchemy
Inquisitives are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an inquisitive gains a competence bonus equal to his class level on the skill check. In addition, an inquisitive can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an inquisitive prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the inquisitive's level as the caster level.
An inquisitive can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an inquisitive mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the inquisitive's possession, reactivating as soon as it returns to his keeping—an inquisitive cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an inquisitive must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An inquisitive uses the alchemist formula list to determine the extracts he can know. An inquisitive can prepare an extract of any formula he knows. To learn or use an extract, an inquisitive must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an inquisitive's extract is equal to 10 + the extract's level + the inquisitive's Intelligence modifier.

An inquisitive may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an inquisitive starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new inquisitive level, he gains one new formula for any level that he can create. An inquisitive can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An inquisitive can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An inquisitive can also learn formulae from another inquisitive's or an alchemist's formula book (and vice versa). An inquisitive does not need to decipher arcane writing before copying that formulae.

This replaces the 4th, 8th, 10th, 14th and 16th level vigilante talents.

Inspiration (Ex)
An inquisitive is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An inquisitive has the ability to augment skill checks and ability checks through his brilliant inspiration. The inquisitive has an inspiration pool equal to 1/2 his inquisitive level + his Intelligence modifier (minimum 1). An inquisitive's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
This ability replaces vigilante specialization.
Investigator Talents

An Inquisitive may select from any investigator talents in addition to any general vigilante talents.

This alters vigilante talents.

Studied Combat (Ex)
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an inquisitor can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his vigilante level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An inquisitive can only have one target of studied combat at a time, and once a creature has become the target of an inquisitive's studied combat, he cannot become the target of the same inquisitive's studied combat again for 24 hours unless the inquisitive expends one use of inspiration when taking the move action to use this ability.

This ability replaces startling appearance.

Silver Crusade

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YASSS!!!!

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I played a Theurge in the latter half of a Legacy of Fire AP, built around summoning (because my Summoner used a Wish to allow his Eidolon to be a free and independent being).

I really enjoyed the games in which I played it, because I would just summon loads of monsters, buff them ridiculously.

Silver Crusade

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In my games any time a player rolls a 1 on an attack they may draw from the Fumble Deck. If they do so, they get a Critical Hit card to keep. They may use the critical hit card to either automatically confirm a critical threat OR if they confirm the crit, use the effect on the card. Shuffling the crit card back into the deck upon use.

Basically making critical cards an optional system for players who don't mind having their characters look stupid occasionally, or choosing not to use the crit fumbles on particularly dramatic or important battles.

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How about you have an open and honest discussion with the rest of the party about how things should be handled. Be prepared to retire the character, or change his attitude to be more supportive of the team.
Discuss with the druid player why you don't want to PVP.

Silver Crusade

Male Half-Gnome (Don't Ask what the other half is) Rogue 6/Bard 6/Badass 8

Tom blows on his fingers, pulls out a set of thieve's tools and starts working on the lock.

Disable Device Take 20 total of 26. 28 if someone wants to Aid Another.

Silver Crusade

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Depends on the level range you plan to run.

But players could adventure in the one city from level 1 to 20 if you design the city to have challenges and threats that go all the way from 1 to 20.

Yes, at a certain point your regular guardsmen is just going to be straight up outclassed by the PCs. In the same way a beat cop is completely outclassed by Iron Man and Captain America.

But you're still going to get supervillains, dragons disguised as people, outsiders, high level characters etc.

If you're worried about not being able to control your player characters... well what would let you do that in a non-urban adventure?

It's up to the players to choose not to abuse their incredible power.

Silver Crusade

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My real name is Ivica Karatovic - that's a human name.

So uh, I've not had that much trouble pronouncing most names in the game. Relax, pronounce the names as phonetically as possible and you should be right.

Silver Crusade

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And choose Magitech as an alternate racial trait instead of Nanite Surge. If it's a home game a quick discussion with your GM should do the trick JBE stuff tends to be pretty balanced on the whole.

Silver Crusade

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Of course you can make Peter Parker/Spider-Man.

Here's one I prepared earlier.

Silver Crusade

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I think Android Bloodrager with Air Elemental bloodline. Your body crackling with electricity, perhaps a result of an experiment by the Technic League looking for revenge for your traumatic origin story?

Silver Crusade

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I've never run a GM PC, but many interesting NPCs in my game are recruitable characters if made helpful, or incentivised to do so. Recruited NPCs always go last in initiative, and do take a share of XP, because they contribute too and that's how it goes if you recruit help.

The key is to make these NPCs interesting enough, and useful enough in their own right the players want them around, but not powerful enough that they will outshine the players.

Silver Crusade

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The Zealot A divine class that utilises raging, similar to a Bloodrager but in their zeal can also benefit from taking damage (self inflicted or otherwise).

Silver Crusade

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I for one would pay good cash munny for more GM advice.
A good GM never stops learning new things.

Silver Crusade

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Freehold DM wrote:
Aranna wrote:
Freehold DM wrote:
DungeonmasterCal wrote:
Except for the silly flying lightsabers I thoroughly enjoyed it. Even though Vader apparently won the duel with Asoka, he nearly got his butt handed to him. I thought that was a nice touch.
am I the only one who likes the flying lightsabers?
Yes I think you are. Sorry.
it is not the first time noone shared my vision, and will not be the last.

I like them too. I figured it's a unique Inquisitor force power, weaving the force around the lightsaber blades so that when they spin they can get lift.

Everybody please remember: Star Wars is for children, please retain your sense of wonder and whimsy while watching it.

Silver Crusade

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Kolokotroni wrote:
Mark Seifter wrote:
HyperMissingno wrote:
Rogue/Wizard/Cleric/Fighter isn't really a good party setup in Pathfinder though since wizards kind of make rogues obsolete. Really as long as you have an arcane full caster and a divine full caster you can put whatever else you want in the party and not have too much trouble.
I think that Telekineticist/Wizard/Cleric/Fighter is going to be in really good shape compared to Rogue/Wizard/Cleric/Fighter in most situations. The main time they wouldn't be is in a situation with a magical trap that they really want to make sure they disarm, rather than set off remotely while nobody is in range (I guess because it alerts someone you're there?). Since upthread social skills were mentioned for the roguey character, it could be an overwhelming soul tele with disable device from a trait; this would be worse at defense than going Con and using burn, but should be outperforming at social (especially with greater skilled kineticist, but also because you're bound to have more Cha than the rogue), scouting/sneaking (at-will invisibility), disabling or setting off traps from a safe distance (telekinetic finesse to do stuff at range) and the like. I wouldn't recommend it for every party (or even for every kineticist, since I tend to prefer classic to overwhelming soul unless I'm going big on Charisma), but I think it compares pretty favorably to a rogue if we're talking core four as roles, even with face included in rogue.

Leaving aside the fact the question of who figured out the trap was there in the first place, the fact that you have to take several specific customization (an archetype, and an infusion or two) is the entire problem. The things that you should be choosing to customize your character instead form the foundation of abilities you use to contribute to the party. Not to mention a simple locked door requires the telekinetic to compensate for a lack of a class skill bonus on disble device, telekinetic finesse or no.

Again, I am not...

The Cleric figured out the trap was there because they have Detect Magic, and decent Perception.

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To me, the Kineticist actually fills a rogue role best. Between amazing movement options, good damage and circumstantially great damage, and a lot of great utility options a Kineticist can scout pretty well.

People look at the Kineticist as one clas though, when really it's closer to four. Telekinetics with the right trait selections are amazing at disabling traps, picking pockets, scouting and navigating hazards. Their damage is secondary to the incredible things an imaginative player can pull off. They can even add a little healing to the repetoire.

Hydrokinetics are closer to clerics or Paladins but specialising in battlefield control more than healing. In aquatic or boreal campaigns they have so many imaginative options that they compete with telekinetics for utility.

Pyrokinetics are similar to gunslingers but with a touch of monk since they can do sweet jumps. In ice based campaigns they dominate when it comes to damage, with free 1.5x damage on many of the bigger badder kinds of monsters.

Geokinetics are great at defense, and excellent at melee making for great Paladin style characters, and their damage is comparable/greater than a paladin except against Evil foes.

Phytokinetics are basically Druids with less shapeshifting, and fulfill a similar role.

Kaokinetics are pretty good scouts and stealth assassins, but need more options to really be viable.

Spoiler:

To be honest with the discussion and popularity of the Kineticist along with the page real estate needs of their abilities they need their own softcover source book. Elementalists of Golarion, could give plant and void kinetics a chance to catch up a bit. Though Kineticists of Porphyria I & II are good for home games.

Their decent damage floor means they can really expend feats, magic items and options on things outside hurting things in a way fighters, Rangers and Barbarian types can't. I wouldn't want the Kineticist to fulfill the front line role, I'd want them to fulfil the secondary damage/utility/scout role. So basically a monk.

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