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Gearsman

Tels's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 6,586 posts (6,621 including aliases). No reviews. 5 lists. No wishlists. 9 aliases.


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Star Voter 2013

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Barachiel Shina wrote:
Tels wrote:
Barachiel Shina wrote:
For the record, either me and my players have been using them wrong (and my players are real good at making powergame type characters) or people need to give me real examples but in our games the Barbarian seems fine, the Monk seems overpowered, the Rogue seems fine if played right (if people would play the Rogue as a ROGUE and not a FIGHTER/NINJA/SUPER SAIYAN then I am sure we can leave that be) and, while we have not used Summoner yet, we have yet to see how their spell list is such a problem (we know the Eidolon can be). Their spells are mostly buff spells, that's it. They have almost no damaging spells, if you kill their eidolon, they are dead or have to flee. They can use their Summon Monster ability, but the monsters summoned have poor level scaling and can easily be destroyed by quit a number of spells (Protection from Law/Good/Evil/Chaos, Dispel Magic, and I have seen a few spells that free the summon from control or take control of a summon).

So... what you're telling me is that all of the people who play this game have been playing the rogue wrong, and your group has discovered the One True Path for playing a rogue?

Please, teach us your masterful rogue ways, oh supreme master!

Here's an example.

Party is fighting a huge gang of bandits led by a werebaboon barbarian. While the Knight/Cleric, Magus, and Conjurer all are busy fighting enemies on the first floor of the building, the 2nd floor has the majority of the bandits talking on plans to take out the PCs.

The Rogue of the party, a Changeling, shifted into the form of one of the bandits they took out and went upstairs after grabbing some of his equipment. With a series of SKILL checks (Disguise, Bluff, etc.) he led half the bandits out into the nearby jungle where he knew (thanks, again, to skill checks) of wandering carnivores and the bandits were attacked by a pack of deinonychus. He returned back, managed to infiltrate again and got up to the leader before sneak attacking...

So... the PCs kill a common grunt in some gang orginzation, Rogue uses it's Rogue class features to shapeshift into another human, because, you know, all Rogues in the game can do that. Then he uses disguise to persuade a bunch of enemies, again, in the guise of some low-level mook who doesn't even have a name beyond 'Bandit #4', to follow him out into the wilderness that all of the other bandits are acquainted with, right into the path of some g$* d&!ned deinonychus that just so happened to be in the path. Then, using his elite disguise granted by his Rogue powers (and totally not from a racial ability), he manages to sneak up onto a werebaboon barbarian, and gravely injure the barbarian, with, I'm assuming, Sneak Attack. I mean, it's not like the werebaboon BARBARIAN happens to have Uncanny Dodge can is never caught flat-footed or anything, because that would suck if it were true.

I mean, wow. It's sure is a good thing that all of the bandits were absolute morons and decided to follow the orders of some random ass mook in some bandit gang and then decided, "Hey, lets go traipsing around in a jungle where there are some g&! d%&ned dinosaurs running around! Sounds like a plan! I'll bring the pic-a-nic basket!"

Sounds a lot less, "One True Path to Rogue" and more "GM lets you get away with stupid crap". I mean, hell, if my GM favored my wizard that much, I'd have an infinite loop of crafting and selling magic items right now and would have attained ultimate power by this point.

Star Voter 2013

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Blayde MacRonan wrote:

Not freaking... At least I'm not. Personally, the two being a couple isn't something to freak out over. She could've made a conscious decision to be alone and it would have been fine with me. In all honesty, I would have expected it.

No, it's just that the relationship 'seemed' to come out of nowhere. There obviously were hints that we weren't paying attention due to the focus on the 'big picture' as far as plot goes, enough that others picked up on it, but as someone who prides himself as being able to pick up small details like that, the fact that I didn't just doesn't sit well with me. And I'm obviously not alone.

Oh, absolutely, it was very subtle. I only even thought it might happen because I read lots of fanfiction, so whenever I see a remotely intimate scene in a show, my first thought is, "Bet someone who ships that is really happy." It just so happened, that those moments happened more and more often.

I will say, I think the writers pushed it as far as they could. Korra airs in some remarkably homophobic countries (like Russia for example), so I'm glad they were even able to give that much.

I really consider it an earth-bending success (in lieu of ground breaking), and I can't wait until my future sister-in-law gets a chance to watch it.

Star Voter 2013

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James Jacobs wrote:
Thomas LeBlanc wrote:
James, are all the deity's that gained their power from the Starstone human before ascension? If so, is that a limitation of the Starstone? I was wondering if something about being activated via the God of Humanity has a part to play.
Iomedae and Cayden were. Norgorber might have been, but he keeps secrets. It's not a limitation of the starstone at all. Anything could use it to become a god if they do the right things.

Giant White Whale God confirmed! :P

What's your opinion on random number generators in video games?

Star Voter 2013

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FAQ the halls with questions answered,
Fa la la la la, la-la la la

Star Voter 2013

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*sigh* I really wanted Toph to just so effortlessly hand Kuvira her ass and then just walk away, because she's the g!$$++n Blind-Bandit!

Star Voter 2013

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Nylarthotep wrote:

I think it is fair to give smart opponents a chance to notice spells like silence. The vrock has like a +23 perception iirc. Seeing a man in full plate making no noise should give the vrock a clue that something is going on. Even seeing a light moving down the hall with no accompanying noise might be enough to function as a clue stick with which to beat your bad guys.

So, perhaps a perception check to notice the lack of noise, and then perhaps a spellcraft check to determine it is a silence spell. However, even success on such rolls may not indicate exactly where the edges of the spell are. The vrock has other reasons to screech - including alerting the rest of the Citadel - especially since the telepathy 100' is not going to be enough to alert most rooms.

Not only that, the Vrock might notice when he himself croshes the threshold if only because suddenly everything fell silent. A quick Perception check to notice the silence, and maybe an intelligence check to guess it's a magical silence would be appropriate.

I don't play my enemies omniscient, at least, I try my best not to do so. But if I find it reasonable for them to know something, I absolutely roll with it.

Star Voter 2013

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Rysky wrote:
Tels wrote:
Rysky wrote:
Tels wrote:
I blame Cosmo for the toilet paper always being gone whenever I need to use the bathroom.
Hmmm, theory: Cosmo hires future you to go back in time and use the bathroom before present you and use up all the toilet paper doing so, ergo what you should do is simply hold it a little bit longer until quantum continuity places you alongside your future self's timeline, at which point the timeline will right itself and automatically remove the waste from your body, since future you, now you, had already gone.
If it weren't for the presence of Cosmo, I'd agree. Except, he would merge the two timelines so that we both have to go, and neither has toilet paper.
So Cosmo has created a Null-Tels somewhere with all the toilet paper but no need for biological functions. Interesting...

Cosmo is a most fiendish being, truly.

Star Voter 2013

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Rysky wrote:
Tels wrote:
I blame Cosmo for the toilet paper always being gone whenever I need to use the bathroom.
Hmmm, theory: Cosmo hires future you to go back in time and use the bathroom before present you and use up all the toilet paper doing so, ergo what you should do is simply hold it a little bit longer until quantum continuity places you alongside your future self's timeline, at which point the timeline will right itself and automatically remove the waste from your body, since future you, now you, had already gone.

If it weren't for the presence of Cosmo, I'd agree. Except, he would merge the two timelines so that we both have to go, and neither has toilet paper.

Star Voter 2013

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What is the worst that could happen?

Star Voter 2013

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CoeusFreeze wrote:
What was wrong with the Summoner? Clerics and Wizards are substantially more powerful and cheap (pounce ain't worth $#!^ next to wish/miracle).

Summoner's disrupt games because their abilities allowed them to not need the majority of their party. In addition, they're Eidolon allowed them to cover a multitude of roles with relative ease on top of their summoning. Then, to add more insult, while the Summoner appears to be a 6th level caster, their spell list was "balanced" around the time frame of when other casters got spells.

For example, the Summoner got Teleport at around 10th level, because other casters got Teleport at that level, but to make this possible, Teleport had to become a 4th level spell, but doing this, makes Wands of Teleport possible.

The Eidolon rules are also deceptively complicated and allowed for a number of things to be possible that wouldn't otherwise. Like pounce being a PC option at incredibly low levels. This means a 'Hekatonkheires' or 'Hydra' styled Eidolon, that is, an Eidolon with lots of natural attacks, with pounce, was very preferable and filled the role of primary damage dealer quite well. Meanwhile, the Summoner could use his spells or summons to adequately perform other deeds to the point that the Summoner often overshadowed other characters in a party.

Sure, a Wizard, or Sorcerer or Cleric were more powerful, in the long run, but the Summoner is like a 'Nova' Caster. He achieves much of his power pretty early on and progresses from there, but never ultimately achieves the power of a full 9th level caster.

Besides, the argument that "XXX isn't as good as Wish/Miracle" is not a good one, as the majority of players never see Wish/Miracle come into play in their games. A comparison of casters over a ~14th level career is more apt, and you will find that Summoners have access to much of the same spells, at a similar rate, as most 9th level casters, while matching them Summon for Summon (and exceeding the Summoning capability of other casters).

Conjuration is an extremely powerful school of magic after all, and Summoners get all the best spells.

Star Voter 2013

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I blame Cosmo for the toilet paper always being gone whenever I need to use the bathroom.

Star Voter 2013

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You celebrate the day in which you became subject to Cosmo's power!?

Well... alright. Happy Cosmoday John :P

Star Voter 2013

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John Kretzer wrote:
I Blame Cosmo for the 8+ feet of snow Buffalo got because now I just feel whiny about the couple of inches we are getting now.

I blame Cosmo for Alaskans up here getting 1 inch of snow total so far (where I live) and it's almost December.

Star Voter 2013

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John Kretzer wrote:
I Blame Cosmo for me being happy when bad things happen to me so I have something to come here and blame him for.

I blame Cosmo for John succumbing to the Cosmo-chist (Cosmo-Masochist) training.

Star Voter 2013

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HyperMissingno wrote:
Snorb wrote:
"Okay: Swift action, (points at one guy) Smite Evil! Move action, (points at another guy) Smite Evil! Standard action, (points at the third guy) Smite F!@@ing Evil!"
YOU get a smite evil! YOU get an smite evil! And YOU get a smite evil!

Oprahdin.

Star Voter 2013

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Mark Seifter wrote:
No element is going to get a scaling flat miss chance as its basic defense, and if one did, it wouldn't be fire. I'm happy to listen to options, but just to channel away from that to keep it more productive.

What about a smallish miss chance? As in...

Searing Flesh: Your body radiates intense heat and deals damage to creatures using unnarmed or natural attacks and weapons that strike his body, and when the kineticist is in a grapple. The damage inflicted is as according to the chart below. At 7th level and every 3 levels thereafter, your damage increases by one step. You can increase your damage by 1 step by accepting one point of burn, this stacks up to 4 times. Damage form this ability applies before the incoming attack hits (but only on a successful attack roll against the kineticist), possibly allowing for the ability to destroy the weapon. Weapons destroyed in this manner deal no damage.

1d6 > 1d8 > 2d6 > 3d6 > 4d6 > 6d6 > 8d6 > 12d6

In addition, for every increase of Feel the Burn you are experiencing, you gain 5% miss chance (this miss chance stacks up to 30%) against melee attacks from the intense heat. Creatures that don't take damage from your Searing Flesh are not affected by this miss chance, neither are creatures that can see through flames or that possess the (fire) subtype.

Star Voter 2013

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mplindustries wrote:

Actually, the only "bad" elemental form is Earth, unless you're making a Strength based melee build. Fire still gets Dex and some fire resistance. Fire does have a terrible defense, but if you have to spend Burn anyway, it certainly doesn't hurt to deal more damage. Air's is only ok for Burn purposes. Earth is great early on for Burn, but by mid levels is lousy. Aether and Water have awesome defenses to spend Burn on, though, so it's totally worth doing for them.

You're also forgetting that everyone, by level 7, has the opportunity to take a second element. Unless you want Aether/Aether (and, I mean, why?) you will have access to Kinetic Form.

And remember, we've also only seen a fraction of the total number of Wild Talents actually slated for the book. For all we know, additional great buffs might exist for other elements that follow the same conceptual format as Kinetic Form (i.e. Buff X all day, or Y Burn for Buff X+1 all day).

That said, I think it is widely agreed upon that Kinetic Form has to change. The buffs are awesome, but I haven't seen anyone actually happy about transforming into an elemental to get them.

I didn't say any of the Kinetic Forms were bad, but that there are probably lots of people who don't want to be forced to become an elemental in order to play a functional class.

Frankly, if I want to play someone like Natsu from Fairy Tail, I don't want to have to be forced into Kinetic Form to do it.

However, the major point of that post is that Artanthos is still focusing only on discussing elements of the class from an optimized approach.

Spending burn on your defense is great... If you're a hydro or geo kineticist.

Spending burn on Kinetic Form is great... If you're okay with being forced to take the form of an elemental for the entirety of your life from that point on.

Aether's defense is only good for the first 2 points of burn spent, after that, the trade off nose dives. However, taking the additional burn to offset the FtB bonus might be a decent trade off, especially if you're accuracy starved.

Air's defense is rather 'meh' and hardly worth the burn (unless up against a lot of archery), and fire's is straight up awful and should never, ever, be used.

There are optimal ways to get the most out of every point of burn, this is true. But the class should not be forced into an optimal path in order to function well. I should be able to play a pyrokineticist, organically, and not feel like I'm royally screwed in my burn options.

Star Voter 2013

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Artanthos, every time I see you post about 'burn is a good benefit' it always revolves around being a hydrokineticist, or using elemental form, or both.

So basically, as long as you are playing a hydrokineticist, or a geokineticist, and you spend the entirety of your life forever shapeshifted into an elemental, then Fuel the Burn and the drawbaacks of Burn have a healty pay off.

But you know what? Not every one is going to play that way. It's this little point and fact that you seem incapable of grasping.

What about the Pyrokineticists? Or the Aerokineticists? Especially if they don't want to be forever forced to be an elemental? How about the Telekineticist who is incapable of being an elemental? Have you stopped to consider those?

Have you stopped to consider the trade off of Burn when you're not playing in the most optimal way possible!?!?!

If you play the class in the most optimal fashion possible, yes, burn is worth the trade. Deviate even a little from the most optimal method of play, and you start seeing seriously negative returns on your burn investment.

Star Voter 2013

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I blame Cosmo for the UK having the exclusive rights to the Dominos Feed Me. I also blame Cosmo for my lingering anger towards UK gamers who were all incredibly original in their 'fat, stupid Americans' comments.

Star Voter 2013

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You know, the Kineticist really brings to mind a story of an online Role Play someone shared with me once. The story, of Edgardo the Brawler.

Mark, if you have the time to read the link above, I suggest you do. There are some neat ideas in there, especially the whole 'no limit' thing.

Perhaps an archetype for the Kineticist that allows them to burn as much as they want in a round, with no limit, to really ramp up their damage. But, as a trade off, they're forced into a damage progression akin to the Kinetic Fist ability?

Star Voter 2013

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Am I the only one who thinks the Kineticist's skills should be increased to a minimum of 6+int? I feel the Kineticist is best used as a sort of 'jack of all trades' kind of character. Not as much as the Bard, but more so the Inquisitor with a decent skill selection and solid combat support.

That, and when I go through the 3/4 BAB classes, I noticed something with skills:

Classes with 8 skill points per level - Rogue, Ninja
Classes with 6 skill points per level - Bard, Inquisitor, Hunter, Investigator, Shaman
Classes with 4 skill points per level - Alchemist, Druid, Monk, Oracle, Skald
Classes with 2 skill points per level - Cleric, Magus, Summoner, Warpriest

With the exception of Rogue, Ninja and Monk, all of the 3/4 BAB classes have 6th level casting or higher. When it comes to versatility and utility, 6th level casting is always going to trumph over the wild talents of the kineticist, but many of the 6th level casters have 6 skill points per level (or are intelligence focused so it doesn't matter).

I mean, the Investigator and Bard are tied for the best skill monkeys in the game, with Rogue and Ninja hot on their heels and the Inquisitor isn't too far behind. I'm not saying the Kineticist should be as good as these guy, but putting him at 6 skill points would make him better able to contribute to the group.

I mean, when I think of the skills the Kineticist is going to want to have, I picture myself desiring Acrobatics, a Craft skill (related to the element), Diplomacy/Intimidate, Fly, Heal, Knowledge (arcana), Knoweldge (engineering), Knowledge (planes), Perception, Stealth and Use Magic Device. Some of these are purely mechanical reasons, but some are, I think, thematically linked to the class and could be granted via the elemental type.

For example, Telekinetics, Pyrokinetics and Aerokinetics are all going to want Fly as a skill because they'll need it for maneuvering, where as I could easily see Geokinetics and Hydrokinetics wanting Craft with Geokinetics wanting Knowledge (engineering) etc.

You might go with a base class list of Acrobatics, Craft (all), Intimidate, Heal, Knowledge (arcana), Knowledge (planes, Profession (all) Stealth and Use Magic Device, with the elements expanding the list.

Aerokinetics: +1/2 level to Acrobatics checks, Fly and Sense Motive become class skills.
Geokinetic: +1/2 level to Craft checks dealing with earth, Climb and Knowledge (engineering) become class skills.
Hydrokinetic: +1/2 level to Heal checks, Diplomacy and Swim become class skills.
Pyrokinetic: +1/2 level to Intimidate, Fly and Survival* become class skils
Telekinetic:+1/2 level to Intimidate, Fly and Spellcraft* become class skills.

*These skills may or may not match the element as the element itself is a little hard to nail down, skill wise.

Star Voter 2013

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Pre-face, I don't have the Kinnect on my Xbox One, but, consistently, when I walk into my room to play Xbox and sit down, I will reach for the controller, and before even touching it, my Xbox will turn on, as if it is reading my desires and anticipating my needs.

I blame Cosmo for everyone not having a Xbox like mine.

Star Voter 2013

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I downloaded *a* version of it, not sure if it's the 'most current' version. I could throw it up on OneDrive for you guys if you want?

[Edit] Here's the version of the Complete Wizard's Guide that I downloaded. I hope this helps!

Star Voter 2013

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mplindustries wrote:
Tels wrote:

Keep in mind with Aether, Aether has an optimal trade ratio of 2 burn on it's defense. When you activate Force Ward, you immediately gain your level in HP as a regenerating force field. If you accept 1 burn, you get half your level, but take your level in damage (net gain of half your level in HP from the initial Force Ward and the point of burn). If you take another point of burn towards the Force Ward, your Force Ward now has an HP total = to 2x your level, but you also have 2x your level in damage from Burn.

As an example, if you were 10th level, you've taken 20 hp in non-lethal damage from burn, but you gained a 20 hp shield with that regenerates over time, so it's an even trade at that point. Any further burn spent toward your Force Ward becomes less and less favorable though.

See, I feel like it's a steal at 2 Burn or less, but it's still favorable afterward.

If I trade my level in HP for 1/2 my level in regenerating HP, I only need to get hit twice across two encounters before it's worth it.

Example:

I normally have 100 HP at level 10 (just a hypothetical, not based on any math!). Each Burn I spend costs me 10 effective HP, but gives me 5 THP that regenerates.

If I get hit in the first encounter of the day, my THP regenerates, and then I get hit again in the second encounter, my investment paid off, since I have the same net HP for the day. If I get hit in a third encounter during the day after they regenerate, I've gained a net benefit.

So, basically, as long as you get hit in two different encounters, Force Ward is a good deal.

The issue being the rate at which it regenerates. If, at 10th level, you spend 2 burn so your shield has 20 THP, it takes 20 minutes to regenerate to full. By 10th level, most things should be hitting for more than 20 points of damage in a hit, so it's likely a hit will take the entire shield out in one blow.

Interesting thought though, what if I could spend burn to increase the regeneration rate? Spend 1 burn to increase to 1 point a round, and then spend another burn to increase it to 1 point per 5 levels a round? At 10th level, the Aether could spend 2 points for 20 HP, and another 2 to increase regen to 2 points a round, which maxes out FtB and gives him a pretty decent defense on top of it.

Star Voter 2013

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mplindustries wrote:
Malwing wrote:
Better group members could have shored up those but not doing anything isn't fun.

I think this is a good observation, honestly. I have always felt drawn to Water, with Earth secondarily when it comes to the four elements/humors/whatever, so I really haven't looked much at Fire or Air, and, Aether kind of feels like a different class entirely at this point.

Air really has very little going for it. You get to fly early, which is awesome, but the only other utility effect you get is Windsight, which is...eh.

But if I were Water and the bad guy had an unusually high AC and cold resist, I actually could still help. Kinetic Cover basically cancels one attack per round if used well. Water Manipulator and Move Earth have huge amounts of utility fun or combats. Even tremorsense (from either element) is more broadly useful than Windsense. It's also a terrible defense. It's better than Pyro, but, honestly, Pyro's defense is so bad, it might as well not have one. Personally, I think Water is the clear best defense, with Aether next (I trade some regular HP for half as many Regenerating HP? And the HP I trade away actually aren't gone, so I won't die if I drop below them, I'll just fall unconscious? HELL YES!).

I think Earth is not as good as people are treating it--you have to get hit your level number of times per day before the trade was good. And it can be bypassed! It's not even X/-! Though, it's still certainly better than Fire, and probably better than Air.

Air makes the best long range blaster, but it's the least versatile since it does everything else poorly.

Keep in mind with Aether, Aether has an optimal trade ratio of 2 burn on it's defense. When you activate Force Ward, you immediately gain your level in HP as a regenerating force field. If you accept 1 burn, you get half your level, but take your level in damage (net gain of half your level in HP from the initial Force Ward and the point of burn). If you take another point of burn towards the Force Ward, your Force Ward now has an HP total = to 2x your level, but you also have 2x your level in damage from Burn.

As an example, if you were 10th level, you've taken 20 hp in non-lethal damage from burn, but you gained a 20 hp shield with that regenerates over time, so it's an even trade at that point. Any further burn spent toward your Force Ward becomes less and less favorable though.

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Technically, Elemental Body never mandates having to change your size.

Elemental Body wrote:

This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air elemental, Medium earth elemental, Medium fire elemental, or Medium water elemental. The abilities you gain depend upon the elemental.

Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.

It doesn't state I have to become a medium elemental, it just states what bonuses I get based off which elemental I become. Since it functions "as elemental body I" I can choose a small elemental and gain the stat bonus of elemental body II.

The abilities you gain depend upon the elemental. Note, it does not say the abilities you gain depend on the size of the elemental, only the choice of what energy type of elemental you become.

Star Voter 2013

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Artanthos wrote:
Lemmy wrote:
Artanthos wrote:
I don't have a problem with Burn. I get far more out of it than what it costs me.
Well... I do have a problem with Burn and it cost me more than it's worth.

You are free to not use Burn.

Those of use who enjoy the benefits offered feel the reward is worth the cost, and will have much stronger characters for taking advantage of the Burn mechanics as they currently exist.

Very egotistical of you to speak as if the way you play is the "One True Method" and everyone else who does it is wrong.

In your opinion you feel that Burn is worth the benefit. In my opinion, and many others based off the posts I've been reading in the playtest, it does not.

That's not to say my opinion is correct, nor is yours. This may be confirmation bias speaking here, but, from what I've seen, I would say most people do not feel the return rate of spending burn is worth the cost.

You also seem to be focusing on the cost of burn in the most optimal useage of the Burn ability.

Not every player is going to be a geokinetic, or a hydrokinetic, or use Kinetic Form. Not every person is going to want to be forced to play as an elemental in order to be fully functional as a character.

Geokinetics, Hydrokinetics and Kinetic Form have the most optimal return rate on accruing Burn, this is true. But what about everyone else? Aerokinetics and Pyrokinetics both Kinetic Form, but all of their other abilities are rather lackluster when it comes to taking burn damage. Aetherkinetics don't get Kinetic Form, but their Force Ward is pretty decent for the first 2 points of burn, but after that it's really not worth it.

Fact of the matter is, outside a handful of abilities, most of the return rates on burn is not worth the cost. However, this can be fairly easily tweaked in the finished product.

==========================

I like the Burn mechanic, but I think it needs tweaking to make it more worth the cost. If the majority of people don't want to use Burn because they feel it's not worth the cost, outside of a single optimal path, then it needs to be fixed.

The class is not designed only for those who can optimize it, it's designed for everyone to make use of it.

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Kineticist

One thing I've thought about in making these posts is that the Kineticsit itself should get some changes to it. Namely, that each element should have special boons that are granted only if the element is chosen as the first element, or, it grants a higher bonus.

For example, if you choose Earth, you might make the bonus from Feel the Burn apply to AC and CMD vs bull rush and trip maneuvers and add half their level to Knowledge (engineering) and craft checks dealing with stone. Or give Air a bonus equal to half their level on acrobatics and stealth checks, and Feel the Burn applies to their initiative score or possibly a 10 ft. increase in speed for every Feel the Burn bonus. All classes should probably get a bonus equal to their level or half their level on Knowledge checks pertaining to their element.

I would suggest, that you only get the additional bonuses for the first element you choose as that is their 'base' element. This way, you prevent people from trying to minmax the elements or something. It would also make the choice at level 1 even more relevant, and it adds a bit more utility to the class.

The kineticist is also desperately in need of a method of bypassing energy resistance. Even something as simple as reducing energy resistance equal to their level and dealing half damage to those immune to their element at level 10 or so would work. I personally would prefer to steal the Unnatural Cold and Unnearthly Cold abilities from the Winter Witch prestige class and slap them on the Kineticist, but that's just me.

The kineticist should be capable of manipulating their element in some form from level one. In Avatar, even untrained, Katara was still able to move water around, though, it was, admittedly, very sloppy and rough.

I also believe the the Kineticist should have an ability that interacts with elementals of their type. Be it banishing, dominating or siphoning power from them, elementals should fear a Kineticist.

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DM_aka_Dudemeister wrote:
(slightly terrible) movie Jumper

I'm a fan of this movie if only because it got me to read the book series, which I found far more enjoyable.

The Jumper series of books have some interesting abilities that may or may not fit the kineticist.

Some major and not so major spoilers for the Jumper series of books.

Jumper, Reflex, Impulse:
In the first, book, Davy learns he can teleport and learns that he can only teleport to places he can remember vividly. He solves this problem by acquiring 'jump sites' at various locations by recording a spot and describing the sights, sounds and smell of the location as best he can. Jumping also ignores physical laws, like, if you were to fall off a cliff for several seconds and then Jump, you would land at your jumpsite without any of the energy you picked up while falling. The Jumper can also conceivably 'jump' anything he can lift (an example is Davy manages to tilt a bookshelf and lift it off the ground, barely, and jumps it). The Jumper is less teleporting, and opening a doorway to another part of the world and passing through it. A recording of the Davy jumping, when slowed down, shows a perfect 'Davy-sized hole' in which you can see the location of where he's going.

In the second book, it's discovered that people who are 'passengers' of a jumper can learn how to do it too. The Jumper can also open the doorway to another place, and hold it open, to let ambient surroundings through the doorway. Davy uses this ability in the third book to melt snow off his driveway by holding the door open to some tropical location.

In the third book, the Jumper can learn to *not* negate the kinetic energy he neutralizes while Jumping, and, in fact, can force kinetic energy into himself to launch himself through the air. With practice and control, the Jumper can even fly using it. They can also use it to add to their punches and blows for some serious damage.

[Edit] Note, the movie Jumper is based as loosely on the book series as can be possible. As in, the characters share similar names, David's Dad is an alocoholic who abused him, and David can teleport. That's about it as far as what the book and movie have in common.

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6,000 posts and 1/3 of those belong to the kineticist :P

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Artanthos wrote:
Tels wrote:
Mark Seifter wrote:
Tels wrote:
Hit point wise, you had somewhere in the range of 8+(4.5*11)+(12*5)= 117 HP; but you were running with maxed out FtB so you take a 4*12= 48 HP loss netting a functional HP of 69.
Close, but I also had Toughness and FCB in hit points, so more like in the 90s. With lots of DR. With my DR and AC, I never really took much damage, even when I engaged in melee.
So you invested either a 16,000 gp item (+4 belt) or a 24,000 gp item (+4 belt *1.5 for same slot), a feat, and FCB all to mitigate the self-inflicted damage of Feel the Burn?
How much would another class have invested in it's weapon, which would not include close to the benefits you can get from devoting 4 points of burn towards defenses and kinetic form.

It doesn't matter how good your defenses are if a single lucky shot kills you because you sucked away all of your hit points for the sole purpose of raising you to baseline adequate combat efficiency.

Fuel the Burn = weapon enhancement bonus. But other classes get more than just weapon enhancement on their attack bonus!

Bards get Inspire Courage and spells
Magus gets Arcane Pool and spells
Summoner gets Eidolon and spells
Inquisitor gets Judgement and spells
Investigators get Studied Combat/Strike, alchemy and spells
Hunters get Animal Focus and spells

Only the Rogue and Monk don't have some method of generating additional accuracy or spells for their characters outside of feats that nearly anyone can take.

So the Rogue and Monk get BAB, Ability Score and weapon Enhancement on their attacks; Kineticist gets BAB, Ability Score and FtB on their attacks. If you were any other class than a Rogue, Monk or Kineticist, you'd be able to add a third or even fourth source of generating extra accuracy on your attacks.

Class Features are supposed to push you above the baseline, not barely achieve it.

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Mark Seifter wrote:
Rynjin wrote:
So you're GOING to get hit every now and then, and most of those creatures can hurt you through your DR for a good bit still (EX an Iron Golem hits you on an 8 at worst, for an effective 2d10+6 per Slam). So you're kinda back to square 1. You've spent 4 Burn (52 HP) to gain an extra 4 DR, which seems like an even trade at best. Somebody better at the math than me can run that and see, but I think 52 renewable HP trumps an extra 4 "conditional HP" per hit you take.

Ah, that's actually a really good question Rynjin. Thanks for asking!

It's actually not too hard to calculate and depends on how many hits you take to drop:

The golem does 7 damage per hit to me on average, so it would need about 15 hits to drop me from full. I take 4 more off each of those hits from the DR, so that means I save more than 52. That is, if that golem pounded me from full to KO, I'm better off with the 4 DR than the 52 hp.

The fact that the missing 52 is nonlethal and thus doesn't make you more likely to die on a freak x4 crit is a small side factor in the favor of the trade-off of burn for DR, as is the healability (its easier to keep someone with lower hp and higher DR topped up with the heal spell in a fight or an after-fight cure spam than the reverse; for example, if a level 13 cleric wanted to cast heal on me during the epic beatdown from the golem as I was about to drop, I would get back all my missing hp and then some, whereas without burn it wouldn't top me off).

The percentage of your health healed means nothing in this game. Nothing in the game is determined by what percentage of your HP you have. It's all about flat numbers.

A guy with 8 out of 10 HP is not as durable as a guy with 80 out of 100 HP even though both have 80% of their current health. So being easier to 'fill up your cup' means nothing if your cup size is really small.

It's not like this is like drinking alcohol. It doesn't matter that 1 shot is equal to 1 bear, because what matters is the amount of liquid in the container, not the strength of the alcohol.

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I blame Cosmo for hemorrhoids.

I will provide no further detail.

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Some of my GM's refuse to ever allow a Gnome Bard or Gnome Illusionist at the table, because of all the pranks they could pull on party members... I kind of want to run a Gnome Telekinetic :P

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Mark Seifter wrote:
blackbloodtroll wrote:
Tels wrote:

Aw hell, has anyone else realized that the Burn mechanic is like the Kaio-Ken ability from DBZ?

Kaio-Ken is used to channel more energy than normal, but your body can handle only so much. If you go over that limit, it will harm you, but training can allow you to withstand more.

Does standing in one place screaming for hours/days/weeks empower this ability?

Kaio-Ken

Prerequisites: Power Level 9001
Benefit: For each half-hour you scream and grunt inarticulately, the GM plays out a cut-scene with other characters reacting to your power charge. When you release this charge, if you charged for at least 1 hour, reduce your total burn by 2 and you can apply your available metakineses twice. If you charged for at least 8 hours, reduce your total burn by 4, you can ignore your per-round limit on burn, and you can apply your available metakineses three times. If you charged for at least 24 hours, reduce your total burn by 6, you can ignore your per-round limit on burn, and you can apply your available metakineses four times. If you charged for at least 72 hours, reduce your total burn by 8, you can ignore your per-round limit on burn, and you can apply your available metakineses five times. If you charged for at least 168 hours (1 full week), reduce your total burn by 10, you can ignore your per-round limit on burn and you can double the normal limit of 3+Constitution modifier on burn, and you can apply your available metakineses six times.

Proof Mark is best designer :P

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By the way, does anyone else feel like we should hold back posts for a little while, until Mark is back and able? The last time he posted was comment 1,114, and nearly 500 comments have been made since then.

I wonder how he's even going to respond to this thread as it is. I almost wonder if he isn't going to have to make a separate document, just to keep track of which questions he needs to answer.

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Deadmanwalking wrote:
Mark Seifter wrote:
That said, Deadmanwalking, if you want to continue your excellent in-depth errata quest that tapered off partway through, now is the time. I have looked at everything you brought up so far.

Well, a request from one of the Designers, how can I refuse? :)

Sadly, I fell off these forums entirely for a bit there, but I'm back (more or less), and I did always intend to finish that up...so I'll get right on that.

*withholds making dead man walking pun, withholds making dead man walking pun*

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I think there are quite a few redundant Wild Talents due to fluff text. Like Pushing Infusion/Pressurized Blast or Flame Jet/Self Telekinesis. I like the fluff text, don't get me wrong, but considering how large this classes page numbers is going to end up, perhaps we should remove the redundancies?

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DomonKashu wrote:

Leaving expanded element as an option instead of mandatory is better IMO. It may be the best option from a power stand point but when we get more talents to choose from some players may want to take them instead at 7th and maybe not pick up expanded till later.

I look at it like Natural Spell for the Druid, yeah you probably should take it as soon as possible but if you really want to try something different have fun.

What about an automatic Expanded Element, with the option to take a Wild Talent instead?

Like, Expanded Element at 6, 12, and 18, but you can choose to, instead, take an additional Wild Talent of your choice.

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Mythic Vital Strike should not be a factor in determining the balance of the core game.

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Squeakmaan wrote:
While the new cover is undoubtedly awesome, is it giving anybody else Pinocchio flashbacks? "I got no strings, to hold me back"

There are... no strings on me.

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Alexander Augunas wrote:
Liz Courts wrote:
I think you mean "punny," because that golem is anything but puny.

What do you mean? I never called anything puny!

*Uses Mesmerizing Stare (Su)*

Requires Eye Contact and one does not just 'find' Gninjas.

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I blame Cosmo for the Grumpy Cat movie.

Also, I blame Cosmo that they gave the Grumpy Cat a female voice.

[Edit] Link.

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Kineticist

One thing I've thought about in making these posts is that the Kineticsit itself should get some changes to it. Namely, that each element should have special boons that are granted only if the element is chosen as the first element, or, it grants a higher bonus.

For example, if you choose Earth, you might make the bonus from Feel the Burn apply to AC and CMD vs bull rush and trip maneuvers and add half their level to Knowledge (engineering) and craft checks dealing with stone. Or give Air a bonus equal to half their level on acrobatics and stealth checks, and Feel the Burn applies to their initiative score or possibly a 10 ft. increase in speed for every Feel the Burn bonus. All classes should probably get a bonus equal to their level or half their level on Knowledge checks pertaining to their element.

I would suggest, that you only get the additional bonuses for the first element you choose as that is their 'base' element. This way, you prevent people from trying to minmax the elements or something. It would also make the choice at level 1 even more relevant, and it adds a bit more utility to the class.

The kineticist is also desperately in need of a method of bypassing energy resistance. Even something as simple as reducing energy resistance equal to their level and dealing half damage to those immune to their element at level 10 or so would work. I personally would prefer to steal the Unnatural Cold and Unnearthly Cold abilities from the Winter Witch prestige class and slap them on the Kineticist, but that's just me.

The kineticist should be capable of manipulating their element in some form from level one. In Avatar, even untrained, Katara was still able to move water around, though, it was, admittedly, very sloppy and rough.

I also believe the the Kineticist should have an ability that interacts with elementals of their type. Be it banishing, dominating or siphoning power from them, elementals should fear a Kineticist.

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Telekineticist

Arguably the hardest element to nail down, because Telekinetics has been portrayed in many varied and different ways. There is, of course, the infamous Carrie series, but in the Carrie movies, it's limited almost soley to hurling things and rough manipulation. Closing doors, knocking things down etc. A master of fine manipulation Carrie is not.

On the flip side, you have characters like Jean Grey who are able to use telekinesis to manipulate atoms to re-shape things. This is a bit extreme, but might be cool for high level telekinetics as someone mentioned earlier, for a disintegrate like effect.

Then you've got Push and Chronicle. When I think telekinesis, I think of Chronicle and Push. From forming telekinetic barriers to stop bullets, to waves of energy throwing things backward, to crushing a car by clenching your hand. Like hydrokinetics, telekinetics should be versatile, but not ovwhelmingly powerful. Telekinesis should be the progenitor of all other kinetics, so it should be able to dabble a little in each realm.

The telekinetic should be able to lift huge boulders, like a geokinetic, or lift himself and fly, like an aerokinetic. Both should be better at this than the telekinetic, with the geokinetic having finer control over the boulders, and the aerokinetic being faster and more maneuverable, but the telekinetic should still be able to do it. He should be able to move water and ice and even shape it, but the hydrokinetic should be better. He can part flames, and extinguish fires, but not to the same degree a pyrokinetic can. Damage is not strictly the only method by which a telekinetic can fight either. He should be able to pin down foes with his mind, trip them, disarm them, push them off ledges, hurl them through the air et cetera, et cetera. Discarded weapons should be projecticles for the telekinetic, as he is able to throw spears, swords, rocks, pebbles, bullets, arrows, boulders, icicles, you name it, he can throw it. But he doesn't need to throw only objects either, he should be able to form blasts of raw telekinetic energy to pummel his foes.

Pathfinder abilities the telekineticist should replicate:

Effects:
Spells
Mage Hand
Levitate
Fly
Telekinesis
Resilient Sphere
Emergency Force Sphere
Wall of Force
Animate Objects
Animate Rope
Disintegrate
Invisibility

Class Abilities
Wizard (Transmutation School) Telekinetic Fist

Misc.
Dancing weapon property (multiples)

Telekinetics, I think, are represented well. In many ways, the telekinetic is the simplest class, because he, essentially, revolves around throwing things. As long as he can throw things with his mind, it's hard to get a telekinetic wrong. I do think that the abilities of the objects he throws should still benefit his attacks. I mean, if he throws a bunch of silver daggers at an enemy, it should bypass DR/silver.

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Pyrokineticist

Pyrokinetics suffer from a lack of defensive options. As the most violent and destructive of the elements, it should be reflected in the kineticist. However, fire is not just the element of destruction, it's also the element of rebirth. 'Cleansing Flame', 'Divine Fire', 'Holy Flames', these are all sayings that have existed in religion for a long time, and should be part of the pyrokineticist. Making him not just excel at destroying foes and objects, but also of purifying objects as well.

Avatar has many good examples of pyrokineticism at work, but so too does Fairy Tail, and Kaze no Stigma. In Avatar and Fairy Tail, fire is used more as an element of raw destruction, there is very little utility to fire in these shows. However, Macao and Romeo are both shown to be practitioners of a fire magic that can be used for different things, like latching on to objects, or even producing a cold fire. In Kaze no Stigma, fire is one of the most powerful elements, and most useful in combating evil as it is fire that is used to purify evil spirits and expel demons.

Abilities in Pathfinder that should be replicated by the pyrokineticist:

Effects:
Spells
Blur (heat waves)
Fire spell (all)
Dispel Magic
Break Enchantment

Pyrokinetics is, I think, lacking a bit in representation. Granted, there are some really cool abilities, but it strikes me as odd that Hydrokinetics get 'Spray' as a Wild Talent, letting them attack enemies in a cone, but Fire doesn't. I mean, Burning Hands is an iconic 1st level spell and a 15-ft cone. If any element should be able of forming a cone shaped blast, it's fire.

On top of the above, Pyrokineticist, should be *the* kineticist to turn to when you want something to just die. He should deal the most amount of damage possible, because dealing damage is what Fire is best at and Fire has the least amount of utility. Even what limited utility Fire has, is based around destroying things.

Defensively, I think the pyrokineticist should operate much like the aerokineticist; neither are capble of making physical barriers like the other three elements, so they need to rely on not getting hit at all via things like speed or miss chance. For example, instead of Searing Skin, the pyrokineticist could cause such intense heat to roll off his body that his body is like a mirage and has a 10% miss chance that scales up as his level increases. Or, instead of scaling, you could make his miss chance unique and stack with other sources of miss chance.

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Hydrokineticist

Hydrokineticists should be very versatile. They have the only element that exists in both energy and physical form. They should be able to run across water, control the seas, launch ice spears, create shelter and control the battlefield. We see some great examples of this in the Avatar series, but also in Fairy Tail with the Ice Maker mages. Admittedly, the Ice Maker magic is probably more suited to an archetype that focuses entirely on cryokinetics.

There are some things I from the Avatar series, specifically, that I would dearly love to see implemented in the Hydrokineticist. Based off Marks little teaser post, I suspect we will see a 'blood bender' esque archetype, and, if we do, I hope one of the abilities is the ability to 'bend' plant matter as well. But, other things I'd like to see is the ability to form whirlpools in water, like when Aang and Katarra fought the sea serpent in the Serpents Pass in season two before arriving in Ba Sing Sei. Another ability, and one that I've always found to be very scary once you realize the ramifications of it, is in the episode the Southern Raiders when Katara tracks down her mother's killer and freezes the rain and repels it, forming a protective dome that prevents the rain from entering. She also then gathers up large quantities of ice and nearly impales the man with them. Those abilities should be present some how. In addition, the hydrokineticist should be capable of sculpting things out of ice, and moving it about with relative ease.

As much as some people may be very tired of hearing about the movie, Frozen has some amazing examples of cryokinesis, which is arguably a subclass of hydrokinesis.

Some things already in Pathfinder that the Hydrokineticist should be capable of mimicking:

Effects:
Spells:
Hydraulic Push
Hydraulic Torrent
Aqueos Orb
Freezing Sphere
Wall of Ice
Create Water
Stone Shape (but with ice)
Fabricate (ice)
Water Walk
Grease (ice)
Chill Metal
Chill Touch
Ice Spears
Cone of Cold
Water Breathing
Ice Storm

Feats:
Rime Spell

I think the Hydrokinetic is represented well, and is arguably the strongest element in the playtest, but it could be better.

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Geokineticisit

The Geokineticist should be dependable and solid, unmoving and unyielding. Arguably the most solidly defensive of all the Kineticists, he should focus on being able to use the earth defend himself at any turn. However, the Geokineticist is no slouch in offense as he can shape the very ground of the battlefield to suit his whim, so he almost always has homefield advantage. Able to hurl boulders with ease, or form buildings and raise walls and alter terrain, fighting a geokineticist on the ground should be a nightmare.

A Geokineticist should be able to affect himself and possibly allies with defensive powers to make them more resilient. This might mean being able to grant limited energy resistance, or damage reduction, or increased AC, or cover.

Things in Pathfinder the Geokineticist should be capable of replicating:

Effects:
Spells:
Move Earth
Stone to Mud
Mud to Stone
Stone Shape
Wall of Stone
Create Pit (but not an extraplanar pit)
Fabricate (earth and metal only)
Earthquake
Stone Call
Shifting Sand
Flesh to Stone
Stone to Flesh
Stoneflesh
Resist Energy (Mass)
World Wave
Meld with Stone

In general, I think the geokineticist is fairly well represented in the playtest. My only big gripe with it, as it exists, is that he has no way to shape stone or metal in a similar fashion to Stone Shape. I think it's kind of odd that pyrokineticists get Fire Sculptor, but neither Geokineticists nor Hydrokineticists do.

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Okay, I'm going to make a series of posts about abilities I think should be included in the final product of what a Kineticist should be capable of. Unfortunately, due to the limited availability of examples in media, most examples of what a character should be capable of are going to be drawn from Avatar the Last Airbender and the sequel, The Legend of Korra. Because, let's face it, outside of Firestarter, how many 'kineticists' do you see in popular media?

Other examples I will be drawing from are:
Kaze no Stigma (think Avatar powers, but far more deadly)
Fairy Tail (Pyrokineticist, Hydrokineticist, Aerokineticist)
Push
Chronicle
Frozen
X-men

Aerokineticist
Air should be the least 'damaging' power. In my opinion, it should focus more on, basically, buffs and battlefield control. Wendy, from Fairy Tail, is a great example of this as she is capable of enhancing her allies through her Sky Dragon Magic very effectively.

For example, it should be possible to increase the speed and agility of the kineticist and his allies. Similar to spells like haste and cat's grace. Similar to airbending in Avatar, it should focus less on meeting challenges head on, and circumventing them. In the Kaze no Stigma series, those who practice Wind magic are looked down upon, but they are also incredibly useful. They are able to travel long distances very quickly and are magnificent scouts using the winds to cloak themselves from peoples eye. They're also highly sensitive to the changing winds and are difficult to sneak up on. Though wind magic is arguably the least powerful, the most powerful character in the show is a Wind mage.

On the Battlefield Control side of things, the Aerokineticist could mimic difficult terrain by using gusts of wind to impede his foes, or creating wind streams to make it difficult to stay standing, or even blow his foes away.

Effects that Aerokineticists should be able to reproduce with their abilities include:

Effects:
Spells:
Blur
Haste
Cat's Grace
Fly (Mass)
Feather Fall
Levitate
River of Wind
Gust of Wind
Expeditious Retreat
Air Walk
Gaseous Form
Wind Walk
Whirlwind
Call Lightning
Lightning Bolt
Chain Lightning
Control Weather
Invisibility

Feats
Wind Stance
Lightning Stance

For damaging options using just air (not electricity), I think this should be very limited. In most media that I've seen (see above) that has aerokineticist like powers, it usually involves releasing high powered winds to shred things, slam creatures into other objects, or focus the wind into narrow gusts that can cut things.

On the utility side, the Aerokineticist should be capable of a limited telekinesis via controlling gusts of winds. It should be rough and almost uncontrolled, only able to do basic things like move an object or lift something. Fine control is limited exclusively to telekinetics. But, other things include being able to move quickly, infilitrate and being extremely agile.

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You know, it's a good thing that the move action burn reduction was clarified to only function with 'blast' wild talents, because, as written, it would work with the Telekinetics Defense Ward for an infinite supply of temporary HP that stacks with each other.

By the way, Mark, Foe Throw and Many Throw, is there any chance we can get a feat or Wild Talent so these can be used together? I giggled at the thought of being able to pick up multiple enemies and throw them at other enemies. Unfortunately, both are Form Infusions.

Anyway, I have a build (but not character sheet), for a Telekinetic 12/Monk (Master of Many Styles) 1. I don't think he's super powerful, but the goal was to build him as a Jedi.

Jedi Build:
I've recently adopted the policy of building everything with the Heroic Stat Array because if I can make it work with Heroic NPC Stats, then I'll know it will work with other stat methods. I have not converted this over into a charactersheet at this time, nor run him through any encounters. This is just my first foray into the Kineticist.

Jedi Human Kineticist (Telekinetic) 12/Monk (Master of Many Styles) 1
Heroic Array: Str 10, Dex 14, Con 15, Int 13, Wis 12, Cha 8
Skills: Acrobatics, Disable Device, Perception, Stealth (Diplomacy)

1) Aether (Telekinetic Blast), Burn (+1), Light Touch; Dodge, Extra Wild Talent (Kinetic Blade)
2) Defense Ward, Telekinetic Finesse
3) Feel the Burn (+1); Weapon Finesse
4) Pushing Infusion; Ability Score +1 (Con)
5) Form Specialization (+1), Metakinesis (Empower); Extra Wild Talent (Extended Range)
6) Burn (+2), Feel the Burn (+2), Self Telekinesis
7) Foe Throw, Weapon Focus (Kinetic Blast)
8) Form Specialization (+2), Telekinetic Haul; Ability Score +1 (Int)
9) Monk: Crane Style, (Crane Riposte)
10) Burn (+3), Feel the Burn (+3), Metakinesis (Maximize)
11) Telekinetic Maneuver; Crane Wing
12) Form Infusion (+3), Ability Score +1 (Con)
13) Burn (+4), Feel the Burn (+4), Self Telekinesis (Greater); Combat Reflexes

This is basically just a prototype so I could 'get the feel' of making a Kineticist, but I think it's one that emulates the feel of a Jedi pretty well.

With Telekinetic Blast/Telekinetic Haul, he can throw around a variety of objects, just as Yoda/Palpatine/Dooku did in the Prequel series and Vader did in the original.

With Pushing Infusion/Foe Throw, he can knock people around or even throw them into others; iconic Force Push.

With Kinetic Blade, he's basically got a lightsaber (in your face Technology Guide!) because he can turn anything into a telekinetic weapon.

With Defense Ward, he can accept 2 burn to take 24 points of non-lethal damage, but in return, he gains 24 temporary hp that regenerates (12 HP for activating defense ward and another 12 hp for spending 2 burn). Kind of makes me think of Qui-gon Jinn when he was 'meditating' while trapped in the laser walls during the fight with Darth Maul.

-Note, with the Monk dip for Crane Style, if an attack fails to penetrate Defense Ward, it counts as a miss. If he uses Crane Wing on the attack that fails to penetrate, it triggers Crane Riposte.

With Light Touch/Telekinetic Finesse, he can manipulate fine objects and even use his telekinesis to pick locked doors from a distance.

With Self Telekinesis, he can mimic a Force Jump by launching himself through the air.

Perhaps my favorite tactic, is using Kinetic Blade in conjunction with Pusing Infusion to hit people with attacks and knock them backwards. Poormans Awesome Blow and all that.

Since very few of the Telekinetic options are substance infusions, you can choose form infusion every time with the Infusion Specialization and be perfectly fine with it.

Some clarifications: Just to be sure, you can modify your blast with a form infusion and a substance infusion at the same time right? You just can't use two infusions of the same type?

How do you feel about multiclass playtests? Do you want to see how the Kineticist's abilities function when dipping other classes or would you prefer focusing on just the Kineticist himself?

Some things I noticed about the Telekineticist: Some of his abilities are kind of lack luster. As I was going through his abilities, even though I made most of my decisions based off of a theme for the this guy, there really weren't a lot of great options for the Telekineticist.

When I think of a Telekineticist, I think of a guy who can yank people in the air and hold them over a cliffs edge, or crush their bodies with their mind, or hurl trees and cars at people dealing massive damage, all while floating through their surrounded in a field of telekinetic energy that shields them from harm. I also think of the ability to telekinetically manipulate and wield weapons from a distance; if you've ever seen the movie Push, think of what they used guns for in this movie.

I also think of things like picking up my allies and launching them through the air and controlling their flight safely. Or things like an AoE wave that knocks everything backwards (see this trailer of Chronicle), though I guess this one could be mimic'd by Many Throw and Pushing Infusion. What about item-less blasts? Kind of just raw telekinetic force delivering an attack that deals bludgeoning damage? I imagine this should be the basic attack for the TK, but the ability to hurl objects should add damage on top of it, but not be effectively meaningless in the amount of damage it deals.

Anyway, just some thoughts I had after making a Telekineticist. My internet and TV was out for a few hours so I had nothing else to do. I notice now that I've double checked some things that I can't actually take Extra Wild Talent until 6th level, so that's an error in the above build I included.

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