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Assume that the nine scenarios aren't retired, and are instead being used for a non-PFS campaign instead. They are 3.5 afterall. I know what the rules say about conversions, but I'm not worried about that.
I picked this up a while ago, but never really looked through it until now (because I needed to for an upcoming game). Got a question regarding the Roper-Blooded ability on page 20. What's its CR+? I'd assume +1. It's not listed.
Haven't heard back on this, and also want to add the "Olfactory Deceiver, Superior [Noxious Stench] (Su)" ability. Assuming this is +1/2 CR as it too is not listed.
Looked it up, and it's not on the list. So, going to add in the House Hunter Mimic. Three types: Young (large), Adult (huge), Ancient (gargantuan). Unlike standard mimics, these are able to live above ground, and can only mimic looking like houses, outhouses, stables, sheds, churches, and inns. I remember them from 2nd Ed days, and was reintroduced to them just a little while ago. Couldn't believe they'd never been updated since then.
I suppose, yes, but that's a touch. I kind of liked how Spellfire could also do it at range.
I'd like to add an upgrade for the pyrokineticist's Searing Flesh ability. Make it affect all melee attacks, and give fire resistance 5. It's Reflex Negates. The amount of natural and unarmed attacks that a pyrokineticist will be hit with during his career, is probably only going to amount of a handful.
I'd set it up like this. At level 1, it works as is. At level 3, it provides fire resistance 5. At level 5, the Searing Flesh creates just enough heat anyone who attacks his square with a hand held weapon takes the damage. At level 7, the damage increases. At level 10, it provides fire resistance 10. At level 12, the damage increases, and so on.
The main difference is that instead of the searing flesh being infinite, it's now level rounds per day + Con modifier.
A feat could also be made that would allow you to envelope a 5 foot radius with the heat for a round, as a standard action, but instead of Reflex negates, it could be Reflex half.
I've played a pyrokineticist four different times now at various levels, and it seems to be the only one that really got the short end of the stick.
I'd honestly wish this version of the class, and same with the others that have elemental attacks, gained something like 3.5's Searing Spell metamagic feat. You put it on a spell, and negate any resistance, or do half damage against immunity.
The only thing missing is a way to heal your comrades like the water kineticist can. That's what our current spellfire user does. He's the medic.
Mark Seifter wrote:
One of the things that should be changed is the level you can get this, unless at level 6 you're going to give the PC a bonus feat as a class feature, which they can then take this. So unless you're expecting obvious multiclassing, this should be either level 5, or level 7, when a Pathfinder character gets access to a bonus feat. Level 5 would suffice since it's a 1st level talent. Be the same as when a sorcerer gets a new 1st level known spell.
Yeah, 2014 unfortunately sucked for a lot of people, even if they had good parts throughout. One friend's still renovating their house after a fire broke out. And since the house is also their studio, they've been without work for a bit too. Insurance couldn't cover everything either, because loopholes. >_>
I'm just waiting to hear back on my first entry to make sure it's up to snuff, and then it'll be sent out. Likely by Friday.
Insain Dragoon wrote:
We wish there was an errata. I uploaded the triton oracle update myself as he was missing his monster HD.
When I ran it, I just took it as the minions used a move action to reload the bow, and a standard to fire. Essentially, they took potshots at the PCs.
I plan to have something by next week. Just waiting on Sean.
Ah. Then in that case John Reyst needs a little help with the creature regarding errata and Horrid Visage regarding how it should be used. I also noticed that "Feed" was not included in the pfsrd description.
Error, the Ogre Mage's fly skill isn't the correct number.
Ogre Mages have +5 to their Fly skill. They are Large size, are Dex 17, wear a chain shirt (not masterwork), and a constant caster level 9th version of Fly going (good maneuverability). As the spell reads, you add 1/2 your CL to Fly skill checks.
Justin Sluder wrote:
Okay, good. Thought I was going mental.
James, I've got a math problem...
Ogre Mages have +5 to their Fly skill, are Large size, are Dex 17, wear a chain shirt (not masterwork), and a constant caster level 9th version of Fly going. As the spell reads, you add 1/2 your CL to Fly skill checks.
Can you break down the math on how they got +5 as the total?
Cool. Thanks for the update, and PM response.
On the first page, I'm a little confused regarding "location".
I don't know if anyone else has brought this up, but it says:
So.... how do they heal?
I love the concept, and the pdf, but it feels like it needs more. I'd love to see a feat that gives more construct points. At least 4 more. Right now, a living doll can't be brought to life AND have darkvision. So it just has darkvision but isn't a living doll? How are they healed? Is it Repair Damage, which is a 3.5 spell? How about a sewing kit that is the equivalent of the Healer's Kit? And if you use two uses of it, allows you to reattach missing appendages.
As good as this is, it's needs more for its price. A web enhancement that gives us monstrous dolls, or the ability to change limbs (see Toy Story and the Lego movies), would be great. More feats so you can enhance the doll, and even a conversion of the slaymate (Libris Mortis) and carrionette (Dragon Magazine 339, AD&D Monstrous Manual).
Not much is needed, just a couple of things here and there.
Could you send my e-mail to him as well for Charlie's conversion, and let me know the minor tweaks you used?
What about Kinetic Fist? You're enveloped in the energy, but does it provoke attacks when punching? Do you need Improved Unarmed Strike?
So I played a pyrokineticist tonight, and wow. Yeah, the air and water are so much more versatile and useful to play. Earth is a little better than fire, but not much. Especially at lower levels. If anything, the pyro needs a bit of a boost at first level. At least for available wild talents. Seriously, how many fires are you going to need to move out of your way? At level 1 you shouldn't be outshadowed by every character. You're literally a one-trick pony, and having someone with resist 5 fire as your first encounter makes you kind of useless. Maybe the next scenario he'll be more useful, but with fire being the element most are protected against, even at 1st, a couple more wild talents to choose from would be nice. Make smoke attacks to escape (0 burn smokestick), burn foliage and brambles that block paths, etc. Make him a fire ninja.
Just played my pyrokineticist tonight for the first time. All I can say is wow, did I play the wrong type. At every step of the way all I could think of during the PFS scenario was "if I was a water or air kineticist, I'd be so much more useful." It got really sad, actually. Even my bard and sorcerer characters would have been more useful. I know that not all scenarios are the same, but the fire guy pretty much took a backseat to the majority of it. Even the combat aspect didn't pan out. I know fire is pretty high on the resistance table, probably why it's only a touch attack, but at level 1 I didn't figure it'd be that immediate. I'm hoping he'll be able to do more next time. That being said, I'd have been even worse off if I'd taken earth.
I used the earth kineticist, and i found the play pretty awesome, and i really enjoyed the flesh of stone talent, it may be weak now but it's pretty helpful. I threw him together pretty quickly and didn't check out the other types too well, but i shall. I never played 3.5 i started with pathfinder earlier this year so i'll take your word for it on the whole warlock thing.
The warlock is the one class that everyone's been begging since Pathfinder first came out, to convert. A couple of 3PP have tried, but haven't done it justice. At least that's what everyone's been saying. Personally, I was okay with the Tome of Secrets version. That being said, the 3.5 version had a 1d6/2HD eldritch blast spell-like ability that hit touch AC, and it was at-will. It was 3/4 BAB and d8 HD. The only main difference was it gained more spell-likes and could craft magic items as a wizard. It could even change its eldritch blast to other elements to get past SR. This, can't. If anything, the warlock's still the better class, but this is a close second. It's definitely on the right path.
Played as a Kineticist tonight and have to say i love it so far, I'm just afraid that it will get nerfed really bad, but i will enjoy it til it lasts and forever until retired. My friend played a psychic and it seemed coolish but kind of super squishy, he was able to do alot though so, it panned out. My only qualm is simple weapons only and the 2 skills + Intelligence, buuuuuut it does counteract the at will kinetic blast thing soooooo it's fine, I just want like 4 skills + int or something, only because it would kind of make sense.
I'll be playing my pyrokineticist tomorrow night, and from what I can tell just from the look of the abilities, water and air are better to play. They've got more universal abilities, and their choices are hard to say no to. Fire and earth seem more limited, and you almost want the universal choices more. It's like they class specifically to hone to the fans of Aang and Korra of the Avatar series. I hope this doesn't get nerfed, just corrected on the abilities that aren't written correctly. Other than that, the at-will abilities should stay. In my opinion, they're a lot like that of the 3.5 warlock. They're not overly powerful, and at higher levels will be very limited against certain foes with their proper resistances. I'm not keen on the skill points either, but I can understand why they are what they are. However, I would like at least one martial weapon. That would be so nice. Maybe we'll see that in the archetypes.
Okay, I disinstalled Foxit Reader and installed Adobe Acrobat for Windows 7 and it still doesn't recognize the file type. It says either the file type is unsupported or the file is corrupt? Any ideas on what I'm doing wrong here people?
Did you re-download it? My zipped file is 10.2 MB. What's yours? If it's smaller, delete it, clear your cookies, and download it again.
Mine all mine...don't touch wrote:
1) 63 pages2) It'll work alongside.
@John Compton -- With the number of PFS games (1 every 2 weeks), and no home games, where I am, I think the majority of us here will be lucky to get the first boon.
Nate Z wrote:
Yes, the PC needs to take out all of the fire to drop the wall. They're the protectors. Until you get passed them, there's no going forward.
That's just their style. They did that a few times in Way of the Wicked.
It continues to be a fantastic framework for an adventure but, if your players are used to being led by the nose through an adventure, it's definitely going to take some work on the part of the GM. It is very sandbox-y, which is either a great thing or a handicap; completely depends on the group and the GM's initiative. The typos are driving me a little nuts (more than in Book 1) but I love the concept, the events/encounters seem fun and well thought out, and if the GM is willing to take the time to craft something to fit his/her players, it will be a lot of fun. Once we finish Way of the Wicked, I'm looking forward to running this.
Not sure why, but Gary's second book always seems to have the most typos. WotW was the same way.
REALLY want to jump on this because I loved WotW, but after all the shenanigans that have been going on with FMG of late, I'm going to wait til they are all out before splurging.
Nothing wrong with waiting. A few of us who already did the Kickstarter are waiting before we run it as well.