Mathus Mordrinacht

Kaldrick's page

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Thanks for your answers! It definitely helps.


Hi!

One of my players is a ranger and he has a Mature Animal Companion. He asked me if he could use the pet's free action from Mature Animal Companion and decide later in his turn if he wants to Command an Animal to give him 2 actions (so 1 more since he used one).

I tried to find an answer in the Rulebook, but I failed. Same on the forum.

Does someone have an idea if it would work?

Thanks in advance!


Mark Seifter wrote:
Drejk wrote:
You can cut burn by more than one with correct set of specializations and class features. At level 15th you reduce composite blast burn cost by 1. Another point can be shaved from the blast by taking a move action. Up to four points of burn can be negated by infusion specialization if you pick form infusions consequently.
Indeed. By the time you pick up Pure Flame, if you've built for it, you'll be capable of shooting off an impressive 16d6+1/2 con pure blue flame blast for no burn with an extra move action. All. Day. Long. ^_^

Oh! Missed this one. Completely forgot it was a substance infusion. You can ignore this part of my comment ^^'


Arachnofiend wrote:
Kaldrick wrote:
-I see there are some Wild Talents creating wall (like a fire wall and wind wall), but no stone wall equivalent for terrakynecist (geokynecist does sounds better I think). I think it would be interesting (and again, Avatar fan...)
You missed it; earth (as well as aether and water) can use kinetic cover to provide concealment.

Ah, yeah. Could be fun to make bigger walls though. A 5-foot long wall doesn't cover much (it is fine for a first lvl kyneticist wild talent). A better version could be available for later levels (or by burning).


First of all, I'm a big fan of this class. I've never had as much interest as right now for a Pathfinder Supplement. Since I'm a big fan of Avatar the Last Airbender and Legend of Korra, I think this explains why.

I haven't playtested it yet (I really want to and I'm trying to convince my DM to let me playtest it in his game), so here's what I think from what I read :

-Skills : I'm with pretty much everyone about the skills. It should be upgraded to 4+int. Having cool abilities is fun, but it's nice to have something for roleplaying. This is even more important since Int isn't a main stats like pretty much every other classes with 2+int (except fighter...poor fighter)

-I see there are some Wild Talents creating wall (like a fire wall and wind wall), but no stone wall equivalent for terrakynecist (geokynecist does sounds better I think). I think it would be interesting (and again, Avatar fan...)

-Earth, Aether and Fire should have two blasts for the expanded element talent. At least, these elements should gain something if selected a second time. At least (and I think it could be better), it should give a boost to the element. When you select 2 elements, not only will you gain a new basic blast, but you also gain the possibility to get other wild talents of the new elements. Even if there is a restriction in level, it seems that you gain a lot more by choosing 2 elements instead of one. Fire immunity also is a huge weakness of mono-pyrokinecist.

-Others talked about the huge amount of damage taken from burn and, while I haven't tested it, it does seem to be a lot. Upgrading hit dice or having it be half level could be a solution. Also, since they can't be healed that day, they pretty much work like lethal damage for a day, which can hurt quite a lot in a dungeon or something like that.

-If I understand correctly, Pure Flame Infusion seems kinda unusable. It costs 4 Burn and can only be used with blue flame which, at this level, cost 1 Burn, for a total of 5 Burn. At 16th level, that's 80 nonlethal damage (and since you can't heal them that day, they pretty much work like lethal damage). It then deals 16d6 + half Con +5 with Feel the Burn (IF you hit. While not being that hard, bad luck happens) for a total of 61 + half Con on average. On average, you take more damage than ou inflict, which is...really not worth it. Also, is it me or while it says blue flame could be used with the Explosion talent, it really is not possible since it costs 4 Burn (or 3 if you specialized) and you can only use 6 in a round (that would bring you to 9 Burn).

-You can have Flame Jet at lvl 6 with Fire, but Wind lets you use fly at the same level. Even worse, Greater Flame Jet is 10th lvl and is still worse than fly. It doesn't bother me that Air would offer better mobility if it becomes a kind of focus while Fire was better in damage (which isn't really the case), but Air gets an ability at 6th which is still better than the one Fire get at 10th. Maybe Fire should have an increased speed since you can only go in a straight line or something to make it more appealing?

I just want to say again that I really love the class concept and I just want to make sure it's really fun to use!