
Oryn Goldenstalk |

Oryn Goldenstalk |

We should determine which items on the Loot Tracker we want to sell and which items we want to keep.
I would like to spend 150gp to add masterwork to my studded leather armor - as it removes my Armor Check Penalty. The cost of increase it to a +1 is too high (based on loot split estimates).
Potions of Cure Light Wounds for each member should be purchased. Wands can be risky to activate during combat, but otherwise they should be a good investment - since Use Magic Device is a Kineticist class skill - and failing the roll does not expend a charge. We should purchase whatever we can afford for CLW wands.
Other useful wands at 1st level: Comprehend Languages, Protection from Evil, Shield, True Strike

Mathine Hartinken |

Sorry I've been out of it; that's likely to continue for at least a week or two more while I'm trying to deal with everything. I'm still kicking, but on top of the work-related insanity I have going on right now (60-65 hour weeks every week, one day off), I also have vertigo on the daily, so bad I can barely keep my feet sometimes. Feel free to bot me as needed or replace me if it's what the group votes is best.

Bolkvar Stonebeam |

Just saw this opened up again. I'm sorry to say that since this campaign wound I've reached my limit. As much as I would like to continue, I don't think that I could do it justice. My apologies, but I think that it is better that I be honest about my capacity than to just ghost this.

Javell DeLeon |

Hello, all! Appreciate this, Nazard!
The only one I really recognize is Me'mori. How've you been?! You know the last time I remember seeing you was with the 4 leaf clover avatar. Or was it the glowing gold ball? Heck I don't know. Don't get me to lying. It's been too long. :)
This ought to be interesting. I'm an absolute novice when it comes to Kineticists but I'm going to give it a shot.

Javell DeLeon |

Hello and welcome!
I've seen you around plenty of times over the years, Camris. You run(and have run) several games under the guise of the "Blue Dragon". :)
And I thought so! Man I was thinking I was in a game with you at some point and time but I just chalked it up as someone else with the same avatar. Until I went and checked and lo and behold! A Carrion Crown game back in 2014.(Feel old yet. I do. ;)) Was called Trial of the Beast. And, funny enough, psychicmachinery used that same avatar.
Where does the time go?

Me'mori |

Hehe... Camris, I think that game was my longest one I've been a player in since I joined these boards, and second favorite. So much so, that Nakoda is retired as a useable alias for the foreseeable future. Too much character attached to it.
Ooh... That game... I didn't have a grasp on the setting, and I don't even remember what class the character was. Not my best showing.
--Ah, but look at us, sitting around and jawing 'bout times past! They say that's a sign o' getting on in years!

Master Kylan |

Javell: Oh yes, I learned much from my mistakes in that game. Man, I really am old...
Me'Mori: Oh yeah; we went three modules in that adventure path. I wish the players could have stuck with that one...

Nazard |

The whole “lost child befriends the party but turns into a werewolf and tries to eat them” thing is straight from the published adventure. I’m just using the mechanism to remove our defunct PCs.
It occurs to me now, however, that this will make it much harder for the party to trust the two new people who just show up like providence. I have no doubts that we aren’t all mature enough RPers to make it work out after a sufficiently juicy amount of tension, but yikes.

Me'mori |

*raises hand, with a grin*
So... Just to be sure, no going off the rails and doing the new player thing of trying to get infected with Lycanthropy so I can take levels in the Werewolf class and become a fire-slinging Werewolf Kineticist, right?
I've been reading a lot of Third Fang lately, so it may be coloring my writing style a bit. ^^;

Nazard |

You can gather power to offset the burn of an infusion wild talent or of metakinesis (a later level thing). You can’t use gather power to offset a utility wild talent.
If you want to use an ability that only activates or improves when you accept burn, and you use gather power to mitigate it, then you don’t get that ability. An easy example would be recharging your defensive power when you accept burn, but if you gather power to ignore the burn, your defensive ability doesn’t recharge.

Javell DeLeon |

Okay, how about this one:
Extended Range(120') cost 1 Burn. If I were to Gather Power and reduce that to 0, does that mean it won't work? You actually HAVE to accept the burn for it to work, correct?
And I don't get the "defensive power" bit. It looks like that is a constant ability but now I'm not so sure. For Earth types it's "Flesh to Stone". Does that only work if you accept burn? And if that is the case, how long does it last? Like one round I would guess?

Nazard |

Okay, how about this one:
Extended Range(120') cost 1 Burn. If I were to Gather Power and reduce that to 0, does that mean it won't work? You actually HAVE to accept the burn for it to work, correct?
And I don't get the "defensive power" bit. It looks like that is a constant ability but now I'm not so sure. For Earth types it's "Flesh to Stone". Does that only work if you accept burn? And if that is the case, how long does it last? Like one round I would guess?
Extended range is a form infusion wild talent with a burn of 1. You can reduce that burn cost by 1 by gathering power as a move action. That doesn’t negate the ability, just the cost (you pay for it with reduced mobility instead of reduced hp). Burn is a very limited resource you will want to spend as carefully as possible, so you will gather power most of the time. My kineticist in our Ironfang game is sixth level and has accepted burn as part of an attack one time, using gather power the rest of the time.
As for the defensive power, he has permanent DR 1/adamantine. He can accept 1 point of burn to increase that to DR 2/adamantine. This also gives him 2 points of non-lethal damage. However, once he’s hit in battle the third time that day, he’s out ahead. You’ll want to do this every morning. My Ironfang kineticist accepts 3 points of burn every morning to up his force ward, giving himself 15 temp hit points that regenerate on their own at the cost of 18 non-lethal points.
I was referring to this part of the flesh to stone ability: “Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round.” So if you use extend range on your basic earth blast and don’t use gather power to negate the burn, you’ll convert the DR for 1 round, but if you use gather power to negate the burn, it doesn’t convert the DR.

Javell DeLeon |

Extended range is a form infusion wild talent with a burn of 1. You can reduce that burn cost by 1 by gathering power as a move action. That doesn’t negate the ability, just the cost (you pay for it with reduced mobility instead of reduced hp). Burn is a very limited resource you will want to spend as carefully as possible, so you will gather power most of the time. My kineticist in our Ironfang game is sixth level and has accepted burn as part of an attack one time, using gather power the rest of the time.
Oh okay. Interesting. Good to know.
As for the defensive power, he has permanent DR 1/adamantine. He can accept 1 point of burn to increase that to DR 2/adamantine. This also gives him 2 points of non-lethal damage. However, once he’s hit in battle the third time that day, he’s out ahead. You’ll want to do this every morning. My Ironfang kineticist accepts 3 points of burn every morning to up his force ward, giving himself 15 temp hit points that regenerate on their own at the cost of 18 non-lethal points.
Okay. That's what I was initially thinking per the defensive power. But I had to look up "Force Ward" because I had no idea what that was. Found out that's Aether and not Earth. Pretty awesome ability though.
But I don't quite understand what you said here: "However, once he’s hit in battle the third time that day, he’s out ahead." What do you mean by "he's out ahead"?
I was referring to this part of the flesh to stone ability: “Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round.” So if you use extend range on your basic earth blast and don’t use gather power to negate the burn, you’ll convert the DR for 1 round, but if you use gather power to negate the burn, it doesn’t convert the DR.
So let me see if I got this right. So what you're saying is, that, if I accepted Burn for the Extended Range, that Burn would ALSO apply to my Defensive ability? It applies to both at the same time?

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But I don't quite understand what you said here: "However, once he’s hit in battle the third time that day, he’s out ahead." What do you mean by "he's out ahead"?
He takes 2 non-lethal to increase his DR by an additional point. So if he doesn't get hit, he just took 2 damage. If he's hit once, he took 2 damage, but he prevented one (over what he normally has without the ability), so the balance is 1 negative.
If he's hit twice, he took 2 damage to prevent 2, so it's even. If he's hit 3 times, then it's already worth the burn spending, as the damage he took from the ability is less than what the ability prevented.

Nazard |

But I don't quite understand what you said here: "However, once he’s hit in battle the third time that day, he’s out ahead." What do you mean by "he's out ahead"?
He puts 1 burn into the ability. That’s 2 non-lethal points. He gets hit in battle, but 2 points of damage are reduced instead of 1, so he’s 1 better off. He gets hit again, now he’s 2 better off. He gets hit a third time, he’s saved himself 3 hp by doing the burn but only taken 2 non-lethal, so he’s ahead. Any further hits are just more gravy in hp savings without any more non-lethal.
So let me see if I got this right. So what you're saying is, that, if I accepted Burn for the Extended Range, that Burn would ALSO apply to my Defensive ability? It applies to both at the same time?
Yes, although the change of DR adamantine to DR — isn’t the most useful perk, since almost no monsters at level 2 use adamantine.

Javell DeLeon |

Okay, cool. Appreciate that.
Now when it comes to non-lethal damage:
Let's first say you've taken 10 points of non-lethal damage from multiple Burns.
Now let's say you have a total of 20 hp's. Now let's say you take 11 lethal damage the next time you get hit in combat.
Well that's 10 non-lethal and 11 lethal which is a total of 21 damage. Does your pc fall unconscious?
Funny enough, now that I think about it, I rarely have ever been involved with non-lethal damage so this is really kind of new to me. As a pc I've dealt non-lethal damage before(although rarely) but I really don't recall it ever being used against my character. Maybe once? but I can't be positive about that.

Nazard |

You would fall unconscious. It takes you out of the battle, but you are stable.
Interestingly enough, it happened to my aetherkineticist in our Ironfang game during that big battle where we almost died. It’s why he kept dropping and then coming to. He kept falling to one hp less than his non-lethal, so he’d fall unconscious, but after a few rounds, his force ward would regenerate 2 temp hp which would put him above the non-lethal. Then he would get up, do some stuff, take a graze from an arrow, drop, regenerate, come to, until the bugbear finally put him down a big ways, but then he came to in the prison tent, because he never went into negative hit points.
The non-lethal isn’t a big deal; it’s basically like you have a few less hp than you really do, but since you have so many because of big Con, it kind of works itself out. Kineticist is definitely not a class for beginners, but working them out is what this whole experimental game is all about, so feel free to keep asking questions.

Javell DeLeon |

Man that is a handy ability. And I'm thinking the more I get into the class the more it will help me get a hang of it. While definitely an overwhelming class, from what I've learned so far it seems pretty neat. It's just a matter of wrapping my head around it until I can get more comfortable with it.
The trick is definitely to figure out how to manage the Burn. I mean, who would've thought the cliché: "You'll burn yourself out." couldn't be more accurate? Literally! :P

Javell DeLeon |

Oh my gosh. For some reason I thought that lasted only one round. I have no idea why I had that stuck in my head that it lasted one round. *Goes back and reads over it again in an attempt to figure out why...*
Okay! I got it now. Now that I read it in its entirety, the one round is for the DR/-. THAT'S what it was that I was stuck on. Heck yeah that's a great idea! Definitely going to be doing that from now on.
Now time to go back and see what else I missed. :P
Thanks for that heads up!

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All this Jeva business is reminding me of another adventure where my friend wanted to pull something like this, but he made it so obvious the person was the culprit we were basically ready for it and no one died and the fight was extremely anticlimactic.

Nazard |

I would have given more clues if I weren’t using Jeva as a means to remove the two defunct characters. The adventure module doesn’t give you any chance to figure her out either. She’s supposed to accompany you to the monastery, help you for awhile, then wait until you’re having a particularly bad time in an encounter and turn on you once you’d thinned to opposition substantially.