[Purple Duck Games] Kineticist of Porphyra (and guide) discussion


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Oh, also

N. Jolly wrote:
Aether did get two talents (unweave magic and greater)

Actually, how do these work? This is what I'm thinking for Unweave Magic:

1) You ready an action to TK blast somebody if they start casting a spell.
2) If you hit them, they take damage as normal (forcing them to make a concentration check or lose the spell), and you also get to make a caster level check (1d20 + your kineticist level) against a DC of (11 + the target's caster level) to counter whatever spell they're trying to cast, thus giving you two ways to ruin a spellcaster's day with one action.

And for Greater Unweave Magic, you can just skip the readying part and just counterspell-and-damage willy-nilly (limited by how much burn you can take, of course.)

I wasn't impressed by these talents at first, but that's actually really awesome.


(I don't know why I didn't just wait and make one big post, sorry.)

The Crystal of Elemental Knowledge repeatedly says "utility wild talent," but then includes quenching infusion as an example of what you can take (and also mentions eruption as a possible choice, although that's less explicit.) So which is it--does it only include utility wild talents, or can it be any wild talent?


I was a bit surprised, there were actually a few things in there that I hadn't seen before. I do agree, though, while poison is a great element, viscera kinda hogs the attention.

Anyway, I won't go into detail here, I already e-mailed you with a list of stuff I noticed needs formatting fixes. Looking forward to revising that viscera scion idea I had way back when you were first doing the editing for this with the newer stuff included.

Silver Crusade

Onyx Tanuki wrote:

I was a bit surprised, there were actually a few things in there that I hadn't seen before. I do agree, though, while poison is a great element, viscera kinda hogs the attention.

Anyway, I won't go into detail here, I already e-mailed you with a list of stuff I noticed needs formatting fixes. Looking forward to revising that viscera scion idea I had way back when you were first doing the editing for this with the newer stuff included.

After what I'll call the final convergence we had, I did send the book off, but it didn't stop me from writing new stuff, and that new stuff slowly ended up in the book. It wasn't a huge amount, but as you can see, there was a few ideas I had that didn't get the chance to be passed through you and Mort, but I think they're pretty solid. I got your email, I'll be sending you a link to the edit doc so we can work on that if you want.

Also in response to wynterknight, since the kineticist has the ability to counterspell elemental spells with their blast, what this ability did was allow aether to count as dispel magic, so it can counter any spell. It doesn't do damage in and of itself, but I could honestly see allowing it to do so. Also do people think needing force blast to use unweave magic is a fair prereq? Or does it stifle it a bit too much?

I'm going to be cross posting my 'dev post' over here, but I think it'd be fun talking about some of the things that went into this. If Mort or Onyx want to talk about the design process too, feel free as I'd like to know how it was for your end of things. I'm still helping Mort with the Kineticist Tome (which will not stop growing), and it's another awesome collection of ideas that I'd seriously consider checking out once it comes out.


Good grief, I always forget that they can counterspell with their blasts. Okay, not dealing damage makes the Unweave talents a tiny bit less impressive, but making it an immediate action is still definitely worth considering.

Without Unweave Magic, telekinetic blast can't counterspell anything--according to the kinetic blast text, only energy blasts can counterspell, since it seems like physical blasts don't have descriptors. Adding force blast as a prereq wouldn't affect anyone already focusing on aether (it comes online about the same time a soloist would get force blast anyway), and would only affect people dipping into it. So I guess it all depends on how much you want to make it an aether-only thing, like disintegrating blast.

Silver Crusade

wynterknight wrote:

Good grief, I always forget that they can counterspell with their blasts. Okay, not dealing damage makes the Unweave talents a tiny bit less impressive, but making it an immediate action is still definitely worth considering.

Without Unweave Magic, telekinetic blast can't counterspell anything--according to the kinetic blast text, only energy blasts can counterspell, since it seems like physical blasts don't have descriptors. Adding force blast as a prereq wouldn't affect anyone already focusing on aether (it comes online about the same time a soloist would get force blast anyway), and would only affect people dipping into it. So I guess it all depends on how much you want to make it an aether-only thing, like disintegrating blast.

I'm wondering how much damage would be fair for this, and I think I'll drop the expanded aether requirement for it, aether needs another fun thing. It'll help dippers, and I like dippers.


N. Jolly wrote:

Divine Conduit

I agree that it could go a bit further, originally there was an idea for permanent aligned blast, and I could probably drum up an alternative capstone.

I see. Well, I suggested a few ideas to complete it, adding aligned blasts with be nice.

Quote:

Dragon Pact Kineticist

Yeah, dragon got it's formatting messed up. It's only supposed to be breath that gets the blast for 0 burn, form shouldn't. That was an error and it'll be corrected in the next printing.

A question to those out there; would you rather there be less division between the two? In development, I considered the only breath/form choice being at 1st level, and at 7th/15th, both sides could take whatever they wanted. Would you rather see something like that, or do you like the idea of different dragon types for this?

I suggest this:

1) Draconic Aspect I
- Form of the Dragon I
- Breath of the Dragon I

2) Draconic Aspect II
- Form of the Dragon II
- Breath of the Dragon II

3) Draconic Aspect III
- Form of the Dragon III
- Breath of the Dragon III

The player selects one aspect and keeps it all the way.

Quote:

As for different dragon types, this also was something Onxy, Mort, and I passed back and forth, but for simplicity's sake, we went core. It's both for Porphyra canon and ease of use, but the options are given there. If more people want more types, I'll consider it for the revamp.

The formatting will be checked though, I was slightly sluggish on that while adding everything into the guide, as I was mostly looking at other things. That, and I'm not an editor myself.

I see.

Quote:

Familiar bound kineticist

Consider this a working title that was included, originally this was planned as a void only archetype. It ended up as a chimera of 2 others, but I think it all works. I probably will end up going with another name though.

Alright ^_^

Quote:

Fusion Kineticist

I'm personally fine with something like that, it was probably the 'safest' archetype of the bunch, Onyx's suggestions helped it out a bit, but I'm sure it can go a bit further.

The archetype is fine, but like I said, if you have 2 elements, the composite blast related to both elements should be easier to him to use.

Quote:

New Elements

Luthorne is right here, this was what I considered a 'bonus' composite blast. It also cost 3 burn, but it's stronger than just using aetheric boost on blood blast. It was more just a fun tie in since blood kineticist is kind of its own thing.

Ah, I see. In that case, how about adding footnotes?

Blood Blast*

*Blood Kineticist Archetype, Occult Adventures

If it's a feature from the regular class, it's fine, but if it's a feature from an archetype, it might be harder to figure out.

Silver Crusade

I actually forgot to reply to one thing you said, JiCi. It's because I thought I'd be touching on it somewhere else, but since I didn't in my dev post, I'll answer it here.

JiCi wrote:
...although I'd like to know why you went with "Corpokineticist" instead of "Necrokineticist". Viscera has a HUGE necromantic tone to it.

I wasn't actually shooting for a necromatic tone here, as a lot of it has to do with a living target. It's why I avoided some talents that had to do with dead bodies, although really I probably could have included a few. With the next update, I might go back in throw some in (hopefully some more poison stuff too), as considering how bone blast some of the times works on undead, it's obvious that we're not always dealing with currently alive flesh.

I think anything dealing with longer than a couple of minutes Resurrection could work here, but true necromancy should probably stay in Void's court. Typing this out, I can see your point about some necromatic effects (like self-destructive infusion affecting corporeal undead), so it's something I would consider.

That and necro was for 'corpse' while corpo was for 'body', and I think body more represents what they're manipulating. I'd have split void into a necrokineticist and gravitykineticist myself.

For updates, I'm already working on the new doc for that, and as with KOP 1, I would like to add some things. Part of me would actually like to add a prestige class to the mix, I have an idea for one that could be fun.

As always, thanks for any and all comments and concerns. I'd probably hold off rating KOP 2 until the update, but please feel free to review KOP 1 here on paizo or RPG Now to let people know what you think of it and to validate my huge ego.


N. Jolly wrote:
I'm going to be cross posting my 'dev post' over here, but I think it'd be fun talking about some of the things that went into this. If Mort or Onyx want to talk about the design process too, feel free as I'd like to know how it was for your end of things. I'm still helping Mort with the Kineticist Tome (which will not stop growing), and it's another awesome collection of ideas that I'd seriously consider checking out once it comes out.

Thank you.

Honestly, N. Jolly was definitely lead here. Though a few assorted ideas of mine ended up going into the final version. Usually just modifications to existing stuff N. Jolly had written that could be refined a bit. Which is about where I thought the sweet spot would be for collaboration. So, it's really more like I designed pieces of wild talents rather than anything fully.

I suppose looking at the final version of Dragon-pact, I wouldn't mind if the two lines had more overlap. I don't think much would change if each could dip into the other's thing. For some races I would say the tail attack is really the only reason to go down the physical route.

As for the Kineticist Tome, at this point the growth is mostly due to ideas I already had and just expanding them outwards. There are concepts that will dwarf any other Kineticist material out there on page count. Though, they certainly don't make KoP any lesser of a series since there are a number of feats and things I would always include from KoP.


I'd love to write reviews... except that I suck at it... especially without going overboard with my feelings and personal opinions ^^;


JiCi wrote:
I'd love to write reviews... except that I suck at it... especially without going overboard with my feelings and personal opinions ^^;

That's kinda what a reviewer is. :p Your feelings and personal opinions are the only ones that matter so screw everyone else. XD


For a Dragon Pact Kinetic Duelist, I like this picture. Looks like aether or light, with a Silver Dragon pact.

Silver Crusade

The Mortonator wrote:
JiCi wrote:
I'd love to write reviews... except that I suck at it... especially without going overboard with my feelings and personal opinions ^^;
That's kinda what a reviewer is. :p Your feelings and personal opinions are the only ones that matter so screw everyone else. XD

Mort's right. I mean some things don't need a long review, and even I'm prone to my flights of fancy (see how often I just go off talking about something I like while I'm reviewing something bad), so if you want to talk about doing reviews for KOP 2, I'd be up for discussing it with you. Reviewing is 90% instinct, 10% me telling you you're wrong. The trick is to just ignore the latter part of it. Mort has mastered this.

Azten wrote:
For a Dragon Pact Kinetic Duelist, I like this picture. Looks like aether or light, with a Silver Dragon pact.

That is a pretty sick pic. I left it vague as to if DPKs actually gain draconic features or not, so some people may eventually develop into scaly beast while others are just going to be handsome heroes without a scale to their name.

I'm still collecting errata and such, so if there's anything you want to discuss or think should be changed, now's the time to let me know.


I believe the armor does enough for the Draconic aspect the character may or may not have. I really like what you can find just googling images for characters sometimes.

EDIT: Got it in my head to look up more pictures for Kineticists. So here is time, light, poispn, and a Divine Conduit cryokineticist and her glorious steed.

Shadow Lodge

So I was looking at a discussion on Warpriests in the Guide to the Class guides and it got me thinking on a gestalt Warpriest Kineticist with Weapon Focus(Kinetic Blast).

On the surface this may seem like a bad idea, but KB has the same wording as Alchemist Bombs, and we know from Bombs that only the first d6 is the base damage and the rest is additional damage since on a critical hit a Bomb only deals an extra d6 plus Int modifier.

2d8+9d6, with the Con modifier or an additional +10 for physical blassts(and even more for composite) with things like swift actions buffs is just awesome.


Dragonborn3 wrote:

So I was looking at a discussion on Warpriests in the Guide to the Class guides and it got me thinking on a gestalt Warpriest Kineticist with Weapon Focus(Kinetic Blast).

On the surface this may seem like a bad idea, but KB has the same wording as Alchemist Bombs, and we know from Bombs that only the first d6 is the base damage and the rest is additional damage since on a critical hit a Bomb only deals an extra d6 plus Int modifier.

2d8+9d6, with the Con modifier or an additional +10 for physical blassts(and even more for composite) with things like swift actions buffs is just awesome.

Unfortunately, having looked very closely at this I'm afraid it doesn't work that way. The extra damage explicately only comes into play if it is higher than the base damage of the weapon.

I'll blame this one on the lack of a decent Warpriest guide.


The base damage is 1d6 or 2d6. The extra dice don't get affected by the Warpriest ability because they aren't base damage.


Azten wrote:
The base damage is 1d6 or 2d6. The extra dice don't get affected by the Warpriest ability because they aren't base damage.

Are you talking about the base damage of a kinetic/composite blast? Because those actually do scale. It doesn't function like an Alchemist's bomb in which the base damage is 1d6 +xd6 of additional damage, which is why the bomb damage doesn't multiply well on a critical hit.

The kinetic blast is different. As you increase in level, the base damage scales, and since the base damage scales, all of the damage is multiplied on a critical hit.

So a Warpriest/Kineticist gestalt wouldn't be as good as one would think, because the kinetic blast scales better than sacred weapon damage.


Bomb: "The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike)."

Kinetic Blast: "Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st."

The only difference is that Kinetic Blast is missing the sentence in parentheses, and only the part about criticals. The wording is different, but still very much the same thing.

Designer

Not to derail N. Jolly's thread here, but Tels and The Mortonator are right, which while bad for that particular gestalt, is amazingly advantageous for regular kineticists, since the extra crit damage is enough to give a noticeable DPR bump even with only a 19-20 crit with Improved Critical. We should take further discussion about base kineticist rules to a Rules thread.


The similar wording is quite misleading.


Pathfinder Starfinder Roleplaying Game Subscriber

Is the Kinetic Training feat meant to offset the penalty for expanded element wild talent selection, or is the intent for it to only apply to multiclassing?


Luthorne wrote:
Is the Kinetic Training feat meant to offset the penalty for expanded element wild talent selection, or is the intent for it to only apply to multiclassing?

It seems like it was created to cover both of those situations.


Azten wrote:
The similar wording is quite misleading.

Not really, if it doesn't have a clause specificly calling it out like the bomb... I honestly don't see how anyone would think it works that way.

Anyway, noticed that Mutible Visage (among others) is in the book twice. Which version of that is the correct one, the one in the utility section of the infusion section? Also, the one in the infusion section calls out body wild talents, which I'm assuming means it is the mistake as you changed that to viscera, yes?


It doesn't have the clause about critical hits or Vital Strike. That's it. The language for base damage and damage increases remains near identical.


Azten wrote:
It doesn't have the clause about critical hits or Vital Strike. That's it. The language for base damage and damage increases remains near identical.

And? The rules don't say it doesn't get multiplied, so it doesn't. You'll note, that the Alchemist Bomb is kind of an exception to the general way things scale.

For example, take spells like shocking grasp that scale with level. If you land a critical hit with shocking grasp at 5th level does the spell deal 6d6 (1d6*2+5dd6) or 10d6 (5d6*2) points of damage? It deals 10d6 because the damage for shocking grasp scales. An alchemist's bombs are, in away, unique in that they have that special clause calling them out as additional damage.

Don't attribute rules from one source to another just because they have similar language. The rules have underlying foundations that everything is built upon to be assumed true unless there is an exception. The assumption for critical hits is that it multiplies the weapons damage, and bomb's have an exception changing the assumed normal method of calculating critical hits.


Pathfinder Starfinder Roleplaying Game Subscriber

And yeah, Kineticists of Porphyra II has a number of utility wild talents listed in the infusion wild talents section...some reposted in the utility wild talents, some not. Atrophy Field (reposted), Explosive Evolution (not reposted), Kinetic Purification (not reposted), Mutable Visage (reposted), and Thorn Wall (not reposted).

Silver Crusade

Mark Seifter wrote:
Not to derail N. Jolly's thread here, but Tels and The Mortonator are right, which while bad for that particular gestalt, is amazingly advantageous for regular kineticists, since the extra crit damage is enough to give a noticeable DPR bump even with only a 19-20 crit with Improved Critical. We should take further discussion about base kineticist rules to a Rules thread.

Glad to know you're keeping an eye on this thread, makes me wonder if you've checked out KOP yourself yet.

You're right though, this is an actual rules discussion instead of KOP talk (unless we're getting into a hybrid, and I can't see myself putting out a KOP 3 for a while), so it probably needs its own thread.

Luthorne wrote:
Is the Kinetic Training feat meant to offset the penalty for expanded element wild talent selection, or is the intent for it to only apply to multiclassing?

The original intent was for multiclassing, I actually didn't think of it in regards to a single classed character. I think I'd probably alter the text to make it so that you can select talents 1 level lower than your highest if I was going to do something like that, but the way I intended it was only for multiclassing. I'd make a feat like that, but Mort's got something similar in the KT and I'd rather not repeat it.

Luthorne wrote:
And yeah, Kineticists of Porphyra II has a number of utility wild talents listed in the infusion wild talents section...some reposted in the utility wild talents, some not. Atrophy Field (reposted), Explosive Evolution (not reposted), Kinetic Purification (not reposted), Mutable Visage (reposted), and Thorn Wall (not reposted).

Those are going to be cleared up in the next edit run, they're in what I'm lovingly calling 'the scrub doc' to make sure things are cleared up. Any discussion of rules involving the base class should be taken to another thread, and please let me know if there's anything else you'd like to see from this product before it's revised.


All you need now is an artifiact that grants Kineticist powers based on HD... similar to Fairy Tail's Dragon Lacrima :P


Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, I wasn't sure, as-written it seemed like it would, but the flavor made it seem like it was just for multiclassing purposes, so figured I'd ask.

As a side note, the Master Poisoner utility talent says you gain the poison lore rogue class feature, but to my knowledge, that's an investigator class feature. Might have already caught that, but if not, just letting you know.

As for something I'd want...maybe not in this, but some options for telekinetics to be able to use the same item or items repeatedly without destroying them would be nice. I like the concept of having a themed object or objects you prefer to annihilate your enemy with.

...also, I don't know if you ever saw the warlock lesser invocations Crawling Eye and Disembodied Hand, but I feel like viscera totally needs them.

Silver Crusade

JiCi wrote:
All you need now is an artifiact that grants Kineticist powers based on HD... similar to Fairy Tail's Dragon Lacrima :P

I'd like something like that, but it's a little too fiddly for me to be dealing with, since I'd probably make it also include the dragon pact. It's an interesting idea, but the logistics of it are rather difficult to work in.

I think I might be able to work in something like that on the next project I have in mind. Spoiler alert: It's all about dragons.

Luthorne wrote:

Yeah, I wasn't sure, as-written it seemed like it would, but the flavor made it seem like it was just for multiclassing purposes, so figured I'd ask.

As a side note, the Master Poisoner utility talent says you gain the poison lore rogue class feature, but to my knowledge, that's an investigator class feature. Might have already caught that, but if not, just letting you know.

As for something I'd want...maybe not in this, but some options for telekinetics to be able to use the same item or items repeatedly without destroying them would be nice. I like the concept of having a themed object or objects you prefer to annihilate your enemy with.

...also, I don't know if you ever saw the warlock lesser invocations Crawling Eye and Disembodied Hand, but I feel like viscera totally needs them.

Noted and changed. Also included a talent to avoid breaking your kinetic weapon, although while I have seen the invocations (loved them), I think I'm going to avoid overstuffing things with even MORE Viscera. Especially if I get the chance to work on a book post Horror Adventures, since expanding on viscera there would be a lot of fun.

Change document is about done, I'll be sending it out soon and informing everyone when it's live. It includes some stuff from our good friend Onyx who wanted to throw in some more ideas as well.

Also, totally added a water talent to let kineticist breathe water, since it's goofy that it didn't exist before this (until 10th level.)


I actually just thought of a couple of ideas to expand upon the Divine Conduit and wanted to put them here. You know, since I haven't contributed to this, like, at all.

Channel Element:
At 5th level you treat yourself as if you had the channel energy class feature for the purpose of meeting feat prerequisites. This does not apply to the elemental channel or alignment channel feats. In addition, you receive the following form infusion:

Quote:

Channeled Element

Element(s) universal; Type form infusion; Level 2; Burn 2
Associated blast(s) any simple blast
Save Will half

You can radiate an aura of elemental power to harm or heal outsiders. Choose either an alignment or an element you possess, and choose whether to harm or heal. Your blast either deals damage or heals all creatures within a 30 foot radius of you of the chosen alignment or elemental subtype for half your blast's damage. If you choose to deal damage, creatures affected by your blast must succeed a Will save to halve this again (DC is equal to 10 + 1/2 the divine conduit's level + the divine conduit's Con modifier). If you choose to heal, you may not apply a substance infusion to this blast. For the purposes of feats and abilities, treat this blast as if you had the channel energy class feature.

This replaces the empower metakinesis.

Elemental Blessings:
At 1st level, you receive the following utility wild talent:

Quote:

Minor Elemental Blessing

Element(s) universal; TypeUtility (Sp); Level 1; Burn 1

You may use a minor blessing, as the warpriest class feature, treating your warpriest level as your divine conduit level and using your Constitution in place of your Wisdom. Blessings that affect a weapon may be used to affect kinetic blasts by touching a creature with the kinetic blast class feature. You gain access to the following blessings, depending on what elements you have taken with the elemental focus or expanded element class features:

Aether may use Knowledge and Rune
Air may use Air and Weather
Earth may use Destruction and Protection
Fire may use Fire and Sun
Light may use Repose and Trickery
Poison may use Earth and Scalykind
Sound may use Charm and Nobility
Time may use Luck and Travel
Viscera may use Animal and Strength
Void may use Darkness and Void
Water may use Liberation and Water
Wood may use Artifice and Plant

You may also access the Good blessing. You do not gain access to Chaos or Law blessings, even if you have the appropriate alignment.

You also receive access to the following utility wild talent:

Quote:

Major Elemental Blessing

Element(s) universal; Type utility (Sp); Level 5; Burn 2
Prerequisite(s) minor elemental blessing

This ability functions as the minor elemental blessing wild talent, except it allows the use of a major blessing rather than a minor blessing.

This ability replaces the basic utility wild talent normally gained at 1st level.

Elemental Army:
Starting at 5th level, your deity grants you access to some of their legion. You may spontaneously cast summon monster, treating your caster level as your divine conduit level. You are limited summon spells with a spell level equal to the level of wild talents you can take, and may only summon celestial creatures, creatures with the Good subtype, or creatures with a subtype matching an element you have access to. You may be allowed to summon other monsters associated with your element with DM approval. You may use this ability once per day, plus an additional time per day for every 4 divine conduit levels beyond the 5th (up to 4 times at 17th).

In addition, you gain Summon Good Monster as a bonus feat, and gain the Spark of Life wild talent as a bonus wild talent at 9th level. Treat yourself as a kineticist two levels higher for the purpose of using Spark of Life, and you are always treated as if you had accepted a point of burn to pour sentience into creatures summoned this way.

This ability replaces metakinesis and metakinetic master.

Silver Crusade

Yeah, I'd avoid posting stuff like that directly on the boards Onyx, better to just email it to me or throw it on the doc.

I can let you all know that there are a few new talents coming with the update, and I might post a prestige class meant for use with viscera later if I get the time since I have projects I would like to get started on.

Again, thanks to everyone who's already picked up KOP 2 as well as KOP 1, I'm glad I could help provide you with some new content for this awesome class.


An update to Kineticists of Porphyra II should be coming out tomorrow.


N. Jolly wrote:
JiCi wrote:
All you need now is an artifiact that grants Kineticist powers based on HD... similar to Fairy Tail's Dragon Lacrima :P

I'd like something like that, but it's a little too fiddly for me to be dealing with, since I'd probably make it also include the dragon pact. It's an interesting idea, but the logistics of it are rather difficult to work in.

I think I might be able to work in something like that on the next project I have in mind. Spoiler alert: It's all about dragons.

Well, a Lacrima, by Fairy Tail standards, is basically a gemstone in the shape of a tear that is implemented inside the subject's body, granting elemental powers of a certain type.

- Natsu, Wendy and Gajeel got their powers only from a Dragon that taught them.
- Laxus and Kobra got their powers only from a Lacrima, mimicking a Lightning and a Poison Dragon, respectively.
- Sting and Rogue got their powers from both a Dragon teaching AND a Lacrima, keyed to Light and Darkness, respectively.

Fairy Tail:
A 8th character got his powers from EIGHT Lacrimas. Basically he's a Gestalt Kineticist with 8 different elements. That'd be like if your character is a Kineticist of Air, Earth, Fire, Water, Light, Void, Wood and Aether... all at once.

Rule-wise, the character could become a Gestalt Kineticist with one or two less features :P


I just received notification that Kineticists of Porphyra II has been updated here at the site.

We made some corrections and added more art and content.

Silver Crusade

Purple Duck Games wrote:

I just received notification that Kineticists of Porphyra II has been updated here at the site.

We made some corrections and added more art and content.

Thanks Mark, the new update is out with a few more wild talents and magic items, some of which were designed by a member of the creative team, Onyx Tanuki (who spent quite a good amount of time and effort convincing me to put them in.)

I'm a big fan of some of the new art that was included, although really the new magic items are probably the biggest selling point of the content here, as with such a magic item starved class as this, getting any new items is aces.

Probably my fave is the new ioun stone, although Onyx did a good job of giving us the chance to up the damage of kinetic blade/fist too with a new awesome set of bracers to really help make sure you're able to outfit EVERY slot on your kineticist with an item.

Viscera also got a few new talents, although really it's hard NOT to add things to viscera.

There's also talks of a KOP 3, although I think we'll be delaying that further than a month from the last KOP. I doubt that book will get a new element, as I'd like to use KOP 3 to expand on my elements as well as the core elements too, to really expand on what's been put out before.

Make sure to download the newest KOP II and leave a review if you can, as it helps me grow as a writer and better serve you all in this community.

As an aside, I've begun work on the Warpriest guide, so we might be seeing a 'Warpriest of Porphyra' coming out in the coming months.


N. Jolly wrote:
There's also talks of a KOP 3, although I think we'll be delaying that further than a month from the last KOP. I doubt that book will get a new element, as I'd like to use KOP 3 to expand on my elements as well as the core elements too, to really expand on what's been put out before.

Huh, first off, I think it's safe to say to you should take as much time as you need to make it as great as you want ;)

Elements? Well, we pretty much covered everything, there are always still new composite blasts for the various elements and more talents that mimic similar spells.

Non-Kineticist Archetypes might be the next step:
- Sorcerer and Magus: something similar to the Warlock
- Ninja: ninja tricks that grants talents and blasts, using Ki points as Burn points
- Monk and Brawler: a mix between the Elemental Ascetic and the class
- Druid and Shaman: wood and earth blasts as primary features
- Summoner: emphasis on elemental eidolons, with kinetic blasts as evolutions, similar to the Aether Elemental
- Bard and Skald: sound blasts
- Paladin, Cleric and Warpriest: light blasts
- Psychic: aether blasts
- Ranger and Slayer: occult-hunting skills (yes, I'm asking for witch hunters basically)

Silver Crusade

Big update on the guide, KOP 1 has been entirely reviewed on the guide, so now if anyone's been on the fence, they know what they're getting with this thing. Big thanks to Mort for getting that finished.

JiCi, if you're still interested for doing the reviews for KOP 2, let me know since I still need someone to review that. Feel free to PM me or email me at n.jolly@ymail.com if you are. That goes for anyone else who might be interested in doing the reviews for KOP 2.

Also @JiCi

Onyx brought up the idea of including more tertiary blast in KOP 3, which I think might also be a fun idea. Including non kineticist archetypes could be interesting as well, I have a few things that I'd like to include in it, but there's not nearly enough concrete ideas to go into making a third book at the moment for me to feel confident. But I would like to get quite a few new ideas into KOP 3, although as stated before, I doubt we'll be doing a new element this time.


N. Jolly wrote:
JiCi, if you're still interested for doing the reviews for KOP 2, let me know since I still need someone to review that. Feel free to PM me or email me at n.jolly@ymail.com if you are. That goes for anyone else who might be interested in doing the reviews for KOP 2.

I am brainstorming a review on the Paizo site, so people can get a better idea ;)

If you're talking a format review like I did, then I'll be quick: it's much, much, MUCH better edited :P

I've read it, but nothing eye-popping jumped at me, so I'd say that it's a pretty good sequel ^_^ Love to artwork too... except the victim, because, y'know, it's NOT supposed to be pretty XDD

Quote:
Onyx brought up the idea of including more tertiary blast in KOP 3, which I think might also be a fun idea. Including non kineticist archetypes could be interesting as well, I have a few things that I'd like to include in it, but there's not nearly enough concrete ideas to go into making a third book at the moment for me to feel confident. But I would like to get quite a few new ideas into KOP 3, although as stated before, I doubt we'll be doing a new element this time.

No problem, I'm just pitching ideas for you to use at your discretion ;)

New element? You're... going to hate me...
Mana: pure, raw, magical energy, similar to what the Warlock had back in 3.5.
Tech: Yup, bring on the Nano Blast :P

Aside from that:
- Racial traits
- Favored class options
- Curses; you could be REALLY evil with the Burn and Overflow mecanics >:)
- Monster variants
- Artifacts
- Prestige Classes

There's lot of things that can be added ;)


JiCi wrote:
Non-Kineticist Archetypes might be the next step:

I have a lot of archetypes for non-kineticists planned out for the thing N. Jolly is helping me with. Funnily enough, none of your concepts overlap. The closest thing is the Paladin who looses spells for a, hopefully interesting, wild talent list.

JiCi wrote:
I am brainstorming a review on the Paizo site, so people can get a better idea ;)

I'm pretty sure he means for the guide. Much like I did for KoP 1 before I started working closely with N. Jolly for KoP 2. Or, was trying to. I unfortunately hit a time sink after KoP 2 was finished which is why it took be a bit to finish. Done now, and sorry for the wait guys! <3

JiCi wrote:

New element? You're... going to hate me...

Mana: pure, raw, magical energy, similar to what the Warlock had back in 3.5.

I considered that myself, but didn't feel confident designing it or attempting it. How it would just end up from me is a list of iconic spells (Fireball, Magic Missile, ext.) shoved on the Kineticist frame. I actually think it might even serve better as an archetype with a unique element and mechanics that replace blasts. Wielding the Arcane element would be cool though.


Oooh, tech! That sounds more like an archetype, but still a great idea!

Silver Crusade

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The Mortonator wrote:
JiCi wrote:
I am brainstorming a review on the Paizo site, so people can get a better idea ;)
I'm pretty sure he means for the guide. Much like I did for KoP 1 before I started working closely with N. Jolly for KoP 2. Or, was trying to. I unfortunately hit a time sink after KoP 2 was finished which is why it took be a bit to finish. Done now, and sorry for the wait guys! <3

Yep, you mentioned having some interest in it, and I need someone to do the guide reviews for KOP 2, although thanks for your review here!

As for your suggestions, I could see doing something with them, tech seems like an interesting idea, I'm trying to decide what direction I want to go in for the next book, but I'd like to do some new things with KOP 3 if/when I get around to it, something really interesting.

If you've picked it up, please give either/both KOP 1 and 2 a review to help me figure out what worked for you and what didn't with the product.


I'm a little disappointed to see this little discussion of the new book. Do I need to bring my dragonhog in here to stir up some conversation?


N. Jolly wrote:
If you've picked it up, please give either/both KOP 1 and 2 a review to help me figure out what worked for you and what didn't with the product.

Picked it up and reviewed it... while saying what worked for me and didn't work :P

Do... you want me to parse the entire booklet to see if everything is in order? I'm a little confused here...

Silver Crusade

Onyx Tanuki wrote:
I'm a little disappointed to see this little discussion of the new book. Do I need to bring my dragonhog in here to stir up some conversation?

I will continue to tell you to stay away from the skinwalkers, they aren't good for you or anyone else.

JiCi wrote:
N. Jolly wrote:
If you've picked it up, please give either/both KOP 1 and 2 a review to help me figure out what worked for you and what didn't with the product.

Picked it up and reviewed it... while saying what worked for me and didn't work :P

Do... you want me to parse the entire booklet to see if everything is in order? I'm a little confused here...

Well I mean doing the reviews for the actual guide, in the same way that Mort did for KOP 1. I understand if you're not interested, it's a large bit of content. I do appreciate the reviews you did on the actual product though, thank you very much for those.


Finally got around to an idea of mine. An Android Kinitecist(Cerebral). Starts out Electric, then adds Time at 7th level and the goes back to Elecltric.

Ability Scores and Feats:
Str 10, Dex 16(14+2), Con 13, Int 16(14+2), Wis 13, Cha 13(15-2).

Lv4 +1 Will, Lv8, 12, 16, 20: +1 Con. I know Cerebral uses Int, but hit points are nice, and since we'll be using Overflow for Int increases, we need more Con.

Feats(in order): Point Blank Shot, Empathy, Precise Shot, Energy Aim, Deadly Aim, Stealth Gathering, Improved Stealth Gathering, Improved Unarmed Strike, Kirin Style, Kirin Strike.

Infusions and Wild Talents:
Utility: Air Cushion, Voice of the Wind, Wings of Air, Expanded Defense(Time), Temporal Preperation, Suffocate, Wind Sight, Greater Windsight, Time Skip, Past Recollection

Infusions: Extended Range, Thundering Infusion, Delayed Infusion, Lagging Infusion, Overload Infusion, Cloud, Chain

Overload and Chain both look really good for composite blasts.

I'm sure it could be better, but a living computer working on electricity and using that to mess with time seems thematic. Next up, the Dragon Pig(thank Wakfu for the name)!


so idk if your taking any other ideas for the new book but adding attunments to the elements that dont have them would be really cool. The whole epic quest to gain more power for your kinetist always sounds cool.

Silver Crusade

Azten wrote:

Finally got around to an idea of mine. An Android Kinitecist(Cerebral). Starts out Electric, then adds Time at 7th level and the goes back to Electric.

I'm sure it could be better, but a living computer working on electricity and using that to mess with time seems thematic. Next up, the Dragon Pig(thank Wakfu for the name)!

It seems like a fun character you've got set up there, although why the return to air? It feels like you could nab another element there. I want to work to make getting that third element more enjoyable in the next book, especially since some people thought the idea of the tristalt composite blast was a pretty cool idea like with bloody murder blast.

tonyjoker wrote:
so idk if your taking any other ideas for the new book but adding attunments to the elements that dont have them would be really cool. The whole epic quest to gain more power for your kinetist always sounds cool.

I actually would be up to including elemental saturations in the next book, although I don't actually care for the unique abilities they give. I think I'd rather do something more linked to the character instead of that, but trust me in that I think I'll have more room in the next book to have fun with stuff (no new elements, one at the MOST), so I'll have plenty of space to play around this time.

A question for everyone; would you actually mind if I just did the reviews for KOP 2? I can't really find anyone who's willing to do them, and I think I'd rather have them out than keep leaving them blank in the guide. I think I'm going to in about a week or so unless I get some strong opposition, since I'd really like to have my guide be 'complete' as it were.


Mostly I returned to Air to avoid having to pick another Element and to keep the electricity and time flavor of what would basically amount to a giant mechanical, humanoid clock.

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