Marlagram's page

Goblin Squad Member. RPG Superstar 8 Season Dedicated Voter. 193 posts. No reviews. No lists. No wishlists.


Goblin Squad Member

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This game do not have custom chat channels to track events/ gather intel in real time. This game do not have company and/or settlement storages so players must wait for each other to move materials/products from the gatherer down to the user of finished product. This game do not have NPC warriors to form (relatively) safe zones. Right now.
But we have some unpolished PvP mechanics and we were encouraged to do some PvP (alpha towers removal).
This is work in progress and all that, but if the people drops out of game by whole settlement something goes seriously wrong. Small settlements must be jack-of-all-trades and giving them more trouble due to clunky communication and trade system while pushing people into fights is a bad thing imo.
I'll miss BWG guys - they were adding another bit of content to PFO. Currently I have only two things which holds me in this game - people in my settlement (what we did and what we're doing) and some fun that I derive from my in-game activities.
2 months later my free time in PFO will come to an end. And I don't know if this game will be user-friendly enough for me to pay for subscription later.
I hate to see this game become second Darkfall. Stepping on the same rakes twice is unwise.

Dedicated Voter Season 8

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Lady Firedove wrote:


Ha! I think the reason you're not seeing the kitchen/storage/servant's quarters is that you're mistaking them for an "alchemical lab with secret bedrooms." Check out the lower floor again ... especially the part labeled "oven."
...

Marlagram wrote:
- two haunts are good for exploration mission, but I do not understand how to run social event adventures here.

Me neither, but remember, if this was part of an adventure, we would have story context. I'm intrigued! Or, if using the map alone, I could come up with a few possibilities: The lady is alive and well but her ancestors 'reside' here with her. The lady is (secretly?) undead, but she likes to host parties. The lady is deceased and entombed here, but her loyal servants and/or preservative magic have kept the place in good repair. Many possibilities...

...

OK you got me on the kitchen part. My bad. :) Now other question arise but htey are minor compared to previous one.

So this is dwarven lady with five gnome/halfling/svirfneblin servants/actors. Way better than my first conclusion.

Goblin Squad Member

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"Guide to the River Kingdoms" can give you information about our surroundings.

Goblin Squad Member

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So basically OP wants from us to go to MMORG, ake a few posts each (spamming their forums in the process) to make PFO more enticing for the people over there. So these people can visit PFO foruns and participate here starting from asking questions and making proposals we've made and discussed for last 3 years?
Ryan stated that GW want to start small and then expand. I'll be happy to make some noise on MMORPG when EE will be at least in the month 2 - with some working features and in-game activity that counts and matters. Brfore that this will be just additional noise IMO.

Goblin Squad Member

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Caldeathe Baequiannia wrote:

Good thing dwarves don't run fast.

Aye, that's why we've invented ballistae. :)

And there will be temples of Worldsmith in the game - will He be acknowledged in second set by devs or not. It's just ypu humanfolk that often misspell His name :D (one of my chars will be cleric of Torag).

Goblin Squad Member

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Only responsibility for those declaring a feud will be influence spent on declaring and mantaining this feud. Not all companies have assets to lose, so targeting some companies will be about getting on these guys. This mechanic can be easily avoided by moving members of one company to another, logging out for a long time, staying wiyjin thr walls of settlement who made killing within their walls a crime, etc. Interdiction (as it is proposed) is a way to feud anything that moves in one chosen hex. For example: we, Eeeevil Dwarves of Forgeholm (TM) want to interdict our nearest hex with elevation change. Without dpending effort to clean this hex from monsters we should only create three companies for our PvPers who will in turn feud this hex (in turn, because we need to replenish influence spent). That is it. For me this scenario is too reminiscent to EVE's gate camps. No responsibility, no rep hits, just do it in turn and spend some time adventuring. Free kills for less cost - not what I expect from PFO.

Goblin Squad Member

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Actually, not all hope is lost.
When I was actively playing EVE, there was period in my life when I was so tired of my work and winded from too much bickering with my higher ups, I've played just about 1/2-1 hour per evening and sometimes 1/2 hour in the morning. I was out of many areas of activity. But I had my mining (that is - resource gathering). In EVE this is dull and boring activity - unless you do that in lowsec (zone most frquented by small-scale bandits). Bandits from my corporation got most of the clashes with bandit outsiders but some of these pesky types still prowl in the systems where I had mined. Being careful and alert helps - and gives you healthy dose of adrenaline when some ships shows up in your system. So I just mined, and ran from bandits, and moved out from spies, and mined, and mined... Till once one of the PvP leaders of iour coalition said "wow" when I've provided him with all the pyerite (sort of metal) he was in need at that moment. I know well how much more things you can do in EVE, but I had my things to do, I was part of bigger effort and I had my voice in our coalition' discussions. And of course I had my evening bunker of ore! :D
I doubt PFO will be worse. There are signs PFO will be way better than EVE.
Just my 2 cp.

Goblin Squad Member

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Sorry to my meddling in all this, but I have one very effective method to save my brain cells and nerves overall. When I see several of our community members who have best flamethrowers and fought so much in the past, and they start to aim at each others - I'm stopping to follow this thread. Immediately. As of now I have 912 unread posts in the "Concerning PAX in the landrush" thread and I like it that way.
Overwhelming majority of this community is smart and good with words. GW have bright and energetic brains at their disposal. Any disbalance at the start of EE will be insignificant compared to evolution of this game in the next 18 months.
Yes, I have my doubts and fears about PFO becoming Darkfall #2. Yes, I have my opinions about most of the discussed topics. But as long as there is no crowdforging and no real in-game moves my opinions are irrelevant. Only game will tell for sure what will happen. Take a pause guys - both sides, please. Save some fuel for in-game wars. You can't win argiment in thread 90% of the time.
Oh and I've spent around $250 on PFO - so I'm no less involved in this game than most of forum members.

Goblin Squad Member

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Imo implementation of this idea means implementation of decent NPC-based structures and organizations (even if they're out of game most of the time) and making said organizations comparable in strength with the player organizations. To interact with PC in reasonable and complex fashion NPCs must have very advanced AI (or be under direct control of devs). To have trade without unexpected exploits NPCs in EC must have well defined and finite resources.
But I will be excited by the PvE content that I will be able to interact in more than one ways.
I hope my post is clear enough (I'm currently in the midst of hard day of work and tired already :( )

Goblin Squad Member

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It is sad that Ryan Dancey hadn't delivered greatest selling point (in my view) of PFO - all your action have consequences, both good and bad, and "shortcut" mentioned in this article besides getting loot and having your fun have bad consequences too.
Read the comments at Massively - these guys didn't get a clue about specifics of PFO.

Goblin Squad Member

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Sadly here will be no NPC-based social structure on which we can grow our sandbox elements in this game, but here are some ways to make Faction Warfare meaningful for everyday lives of our characters.
What if regional suppression of some factions will reduce infusion of cetain goods into the game? You've made hellknights scarce - no baatorian steel to loot, because hellknight escalations are stopped for a month or two. Certain Daggermark poisons can be vital components for some medicine, and you can't make these poisons (iirc even Daggermark assassins can't, in fact - they got part of their their supply from elsewhere).
What if prevalence (and success) of some faction in settlement allows to build their base of operatioms with unique trainers and services. Not better than anything else - just different.
Just my random thoughts.

Goblin Squad Member

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This post id about one of the issues with the metagaming.

First word about goons. They are good at their job. Really, they have implemented whole load of strategies, setups and schemes to use EVE effectively. They're not unstoppable, but use of superior numbers, good tactic and shady (for my taste) behaviors, combined with the ability to withstand the blows made them current kings of the EVE.

Numbers. Flat power curve (in EVE, I mean) and flat equipment curve (in EVE) just asks for gank squads. Trial gank is greatest testament of this, imo.

What is that - trial gank?:
You just must made a couple of trial accounts every 4 days (too much of a work for my taste, but people did this). After about 10 days of training your NPC-affiliated characters can decently fight as destroyers. Last 4 days of the trial your fleet of kamikaze does suicide ganking in high-sec zone. These poor dessies will be killed by police, but all the spoils can be looted by some other characters (he'll be flagged as thief to those destroyers, ofc, but they belongs to the same man). 4 days later these trial characters will have reputation lower that -5 (KOS in any high-sec system) but who cares – next wave of the gankers is ready. You have the spoils then, reputation of your main character is largely undamaged and people whom you hurt can't hurt you back. Last part, for me, is what places such tactics in the <insert several bad words here> category.

To counter such behavior (imo) characters must be more valuable (combat-wise and otherwise) for their owners. Both training your character must be compelling and deleting your character must be something you won't do lightly.
Why not to charge $20 (number out of my head) for opening account and getting 1 month training time? Then payment will be $15 per month, after the 1st year it will be 14.... on the 3rd year it will be about $12 (this is EVE subscription cost with 6-months payment plan). Yes, I know this is not the usual “come here to watch now” approach, but if GW wants better community than average free-to-play internet mob this can be step in the right direction. Then playing PFO will be not an advertisement of free candy – it will be a privilege, reward for player's decision to go to the better game. GW want to start small – so this approach is possible (unlike mass-start games).
Trials can be done then in small promo-area (about the same size as EE starting area ;) ), apart from the big game. They are trials, after all, not the actual game. EVE have their own test server too.
Another idea (this is from my dream about perfect game) – all the characters on the account share the same soul. So only one of them can be divinely ordained to highest social position in the society (town major, nation leader, company leader). More importantly, your characters can't have state of war or hostile standings between them. Yes, people will make special “spy accounts”, but this is another hassle for the would-be traitors. Spying will be much more costly business then.
Another idea (from my dream again :) ) - diversification of activities. This is thing where EVE did something right. Don't put all the greatest goodies in the free-for-all zone. Human history tells us that most super-powers prefers to sit on and control exactly that kind of resources. So why not to make region of Thornkeep major source of fur and timber, fort Inevitable – center for iron mines, knight of Iomedae can control majority of medicinal herbs. These are just examples out of my head, not actual proposition for kinds of resources. Then best coal will be mined in the far away hills (free-PvP zone), mystical “break-grass” will grow in the fey realm only (First World PvE instances) and a few lodes of silver will be found in the wilderness hexes (can be controlled by PC settlements). Goldsmiths then will congregate in the PC settlements, Ironworkers – in the fort Inevitable and steelmakers will rely heavily on the success of their expeditions into the wild warzones.
Just my random thoughts when at work and all things done for today. :)

Goblin Squad Member

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I can't remember where I read this, but once upon a time here on the forums (or it was in blogs?) were the statements about alignments.
L-C means lower-higer upkeep for the settlement facilities. Not even corruption, just general disorganization and a few work orders done for nothing. So cost and upkeep of the facilities goes up. But C means less worries with the laws and justification of what you do. Rob the people - no probs, SAD them, then kill them or let them go.
G-E is all about effectiveness of your facilities. Even strongly motivated slaves do less than free people in the long run. So facilities will (can?) have less slots for work, work longer, have smaller output. On the other side, violence - any violence - shifts you toward evil. So LG town going to crusade against evil under proper flags and with proper casus belli still will have alignment shift toward evil. LG must be on the defensive all the time to maintain their alignment.
Reputation is all about players. Some rep losses will be automatic, because even server can notice that one of the players was hurt by otner player. But death curse gives players powerful tool to hurt those who hurt them.
Alignments (as it seems now) are not done equal in any one cathegory (playstyle, economy, politics). They're done differently. This is right (imo), but now devs have a lot of work to make this system playable and to maxing out general volume of fun to play.
All this is just my inpressions from watching this forum and reading GW blogs for about 9 months. I may be wrong, ofc.

Goblin Squad Member

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@Mirage Wolf
EVE having this situation, but this problem is diluted by several factors.
First, world of EVE is huge. So most powerful entity will control 200-300 systems, but there still is plenty of room for dozen of sharks smaller size and zounds of small fishes. I've found several almost empty systems, where small gangs do what they want. Sheer volume of logistics to gather 800-1000 pilots and directing them into battle, setting stores for ships and consumables limits your expansion rate.
Second, about 60% of characters never leave safe zone. That means at least 20-25% of players at least. So this zone is overcrowded, but still functional.
Third, even so PvP-oriented game as EVE have several kinds of activity cathering to different player groups. Many people have other goal than PvP - mining, doing missions, exploring and looting sites of interest... And PvP had many facets in EvE - from free-for-all nullsec roams to the very regulated factional warfare.
PFO will have less space (lol), but having gods and absolute alignments this game have much more possibilities to contain excessive growth of player nations. We'll see what devs will do.

PS: I hope my English is understandable - damn headache makes me clumsy with foreign words :)

Goblin Squad Member

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I prefer to have cash shop items as much exotic as possible (lore-wise). But these items should never affect main player interactions in decisive way.
Want painting of popular artist in your house - no problem, purchase it from the foreign trader (cash shop). Wanna make it by yourself - sorry, River Kingdoms are too damp and uncivilised to get good paints, brushes and decent artist trainers. Want silken robes for your wizard - foreign traders can sell you your vanity outfit. Do you want dragon-themed or phoenix-themed one? :)
Exotic pets (small and easy to transport), fine enameled coats-of-arms, glass tea sets, exotic cosmetics... I want them transported from the distant lands - and cash shop - rather than suddenly crafted in the River Kingdoms.
And I wholeheartedly support you guys against any "pay to win" wares in cash shop.

Goblin Squad Member

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And eyes up to anime-sized! And mouths up to goblin size!
But jokes aside, all these details may wait for OE, imo.

Goblin Squad Member

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Thanks for clarification. I have high opinion about Rich Baker's wisdom (since his Birthright work) - and now I'm reassured about this game. All my worries about alignment are alleviated now :)
Thanks GW! Another good blog!

Goblin Squad Member

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This is another my idea to evaluate.
Most of the games have strictly uniform production installations. This is in tune with any industrial/sci-fi setting, but what if some touch of personality will be added to the structure? PFO is about fantasy and the legendary times of hand-made products.
What if at the end of construction server rolls some “quirk table” to slightly add or reduce productivity/production time/production quality value? Nothing global – 1-2-3% of the nominal value at best. Other effects can be: occasional help from brownies with animal handling, gremlin visits for occasional minor machinery breaks, etc. No additional work for artists, no new parameters. This will help with personalization of such structures and preserving sense of wonder. Watermill will be not standard “50 sacks of grain per day asset”, but “Ben's watermill where even worst grain can sometimes become decent flour”. Even better if such “quirk table” will be dependent on the place of construction, alignment and reputation of the owner or even the moon phase.
And yes, you can try to change quirks – by razing to the ground and rebuilding your structure :) That's your choice!
Damn, I'm starting to write such a table for my own TT setting. :)

Goblin Squad Member

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Folks, I wrote about this in another thread, but these thigs are worth repeating imo.
War is lawful affair - chaotic and lawless raid is not. War (to be lawful) must be declared with 2 things openly defined:
1 - casus belli - this defines your right to declare this war on another party. This also defines your possible shift in alignment.
2 - declared goals, which must be somewhat linked with casus belli.
Optionally, you can abide by the rules of warfare - so you and your opponent can avoid doing heinous things to each other. Rules of warfare should be applied to combatants (and other part of thesae rules should be applied to non-combatants).
These things were in use since ancient Rome at least. Why not implement them in PFO? Europa Universalis have full warfare system based on these concepts - and it works. Romans use casus belli and all that to have divine approval for their actions - like gods of PFO can do.

Goblin Squad Member

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I see here one logical consequence of magical turbulence concept - diminishing returns must be valid for all involved parties. Magic didn't tell friend from foe. So clerical channeling also must be diminished in the next few rounds. This heightens the value of AoE bombardment considerably.
But I can live with that.

Goblin Squad Member

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It's not a bug, it's a feature! Part II

Mark of Pharasma had weird effects on the souls of humanoids. Sometimes they have strange malady, speaking about things from other times and places, or acting as madmans, or simply sitting in stupor, unable to do something aside from simplest kinds of activity. World goes on and they are locked in strange pattern of behaviors.
(OOC, afk, out of game)
But people adapt, so even these strange abilities and deficiencies can be used by clever leaders. These undying warriors are usually at the forefront of all things risky. Ordinary people will die and be done, but as long, as there is chance to win, marked ones can try – and succeed. When they are awake, they are among the most talented fighters, crafters, scouts and arcanists. Their knowledge of thing from other places leads them to many of the most innovative concepts – and most unthinkable crimes in the River Kingdoms. So wise ruler offers them protection and privileges in exchange for their help or service.
Marked ones also suffers from another curse – almost as vampires they can't enter places not their own or public. It's weird, because most of other people also have difficulties with entering into the houses owned by marked ones.
So there is there are two policies for storing your valuables – in the houses of marked ones or in the houses of the ordinary people. Sadly, communal storages are public by definition, so anyone can use them. Bankers can work as individuals, not as world-spanning company. Vaults can be safe, even from the most cunning marked rogue.
Simplified/Not so simplified tool for grouping/questing.
When we type or read in local chat, most of our attempts to find the group ended with spamming several times short phrases (so the people will not scroll chat window back to read from the start). GW already said about taverns as information hubs. (Yay! At last!)Why not to place in taverns big lists for groups, with terms and conditions defined by the group leader? Want to join – go to the most popular tavern, see the offers and sign up, maybe you will be accepted. Want to recruit people to explore your new finding – go to the tavern and set the invitation. If there will be set of predefined options for group rules and set of predefined goal types (not exactly name for the dungeon or resource gathered or caravan to rob, but herb gathering , beast lair exploration, small group robbery, scouting the area etc.) - all things will be set quicker, imo.
And why not put these invitations in one table with so called “NPC quests”? Why bounty on someone's head must be in separate lists, if placed by PC or NPC? Why not to allow PC to formulate their own goals (and rewards) for the quests as NPC do? Devs have said about contracts (EVE style, essentially courier missions and trade propositions), guard contracts, so why not scout contracts (hey, this newly found dungeon must be intact, or payment is void!) or patrol contracts (trespassers deducts from your payment!)?
I'm sorry if my English was hard to understand – foreign language is difficult thing when you're tired. :/
And all these ramblings are only ideas/suggestions, not heated opinions. If devs will like something from that – I'll be happy. If not – I'll think about other ideas.
Thoughts? Suggestions?

Goblin Squad Member

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I'm concerned somewhat about difference between in-game mechanics and actions of player-controlled characters. In most MMO games (not only theme park ones) devs provide rich, colorful and distinct background – and then players came and start to do it their way. You know all these “our guild had Sauron on farm” (LotRO), “LFG BT palatank”, alliance assault on the guards at Crossroads in Barrens (WoW), amarr player camps at minmatar noob systems, camping would-be fighters of faction warfare (EVE). This not only breaks immersion – this defiles inner logic of the world, and players must separate two pictures – background and their own interaction with the world, just to be effective, to have fun, to keep opace with other players.
PFO (if it succeed) will set new standard for a MMO genre. Some of the features of new game will be working alignment system, rich player interaction and player-build in-game situation. In a couple of last months, when I heard about PFO, I got the feeling that devs will implement most good ideas similar to my thought about “better” MMO games for a last 3-4 years. That's good (IMNSHO). But I want to propose some details about intertwining game mechanics and actual gameplay.
Switching action bars.
Why not to implement several action bars and switch them automatically or manually? One bar for
combat, automatically active in open PvP zones (heroes with weapons in hands, crouching in battle stances). One for social interaction, automatically on in friendly cities (no weapons in hands, straight posture). One for recon/stealth (crouching, with weapon/devices from actual action bar slots). One for crafting/gathering. And one or two for custom-made activities. If devs will give us bunch of basic activities, people will invent useful combinations of them in no time. I have some ideas about scanning areas and socializing, but I don't know if they will be useful in conjunction with what the devs made already.
In-game description of real-world events.
River Kingdoms now suffers strange fate. Maybe it's Worlwound effect on nearby land, maybe something other – but weird things happens. Many people, wandering into this region suffers from so-called “mark of Pharasma”. They are changed. Now they returns from the dead, every time they were killed. This is immortality of sorts. But marked ones think about it as a curse. Because no one of these people can leave borders of tiny patch of land, called Crusader's Road. Watching all the other people, freely wandering back and forth may be torture.... Or new challenge for these branded souls.
Even their immortality is not absolute, some of them will be devoured after death by the demons of the Other World. This event is rare to the extreme and what are these soul-devouring demons is unknown, but wise scholars, at least, have divined name of one of these entities –
Banhammer. :)
Even time is distorted now in River Kingdoms. One of the days of the week is now called Darkday. For it's noted by the many, that part of this day is missed by all inhabitants of this land. Nobody know what happens to the land and people at this time. Worse yet, memory of the people falter after those days, for world sometimes seems somewhat different from the days before.
(patches are coming!)
Ugh, this is a wall of text already, so my other ideas will be in another thread.

Goblin Squad Member

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Upped my pledge for another $95. My poor wallet....
Let's push it up! Go, go for PFO! :)
It seems we still can win.

Full Name

Mathine Hartinken

Race

Human (Chelaxian)

Classes/Levels

Telekineticist 2 | HP 19/19 | Burn 0/2 | F: +5 R: +3 W: +2 | AC 15/T 10/FF 15 | Perception +5

Gender

Female

Size

Medium

Age

16

Alignment

LG

Deity

Iomedae

Strength 18
Dexterity 11
Constitution 15
Intelligence 12
Wisdom 10
Charisma 12

About Mathine Hartinken

Mathine Hartinken grew up the favored daughter of one of Iomedae's most highly favored paladins, her mother Elia Hartinken. Her mother's prestige bought with it a degree of luxury and fame to which Mathine grew quite accustomed, and she took great pride in her mother's work slaying monsters and carrying Iomedae's message of self-fulfillment to the world.

Until one day, after Elia had been away for nearly a month, she returned a different woman. Her mother's gold-chased longsword was wrapped in dirty sailcloth and stashed away. The glow that had suffused her countenance dimmed, and she became ever more reclusive and sullen. Elia took a job with a surveyor's caravan to make ends meet, and Mathine joined them on the road. On more than one occasion, Mathine found her mother insensible, with the reek of pesh pervading their tent.

Through rumors and whispers, Mathine soon found out the horrible truth - in a moment of weakness during a horrific battle, Elia had surrendered herself and her soldiers to a powerful devil, and had fallen from Iomedae's grace as a result. Mathine swore that she would reclaim her mother's honor and enter Iomedae's service in Elia's place. What she doesn't know is that the contract her mother entered into held Mathine in its sway as well - Mathine's soul is sworn to Hell, and that taint makes attaining paladinhood impossible.

Yet, despite no training, Mathine routinely lifts high her mother's sword, suffused with a golden glow, and wields it with a purpose. And she's certain that skill with the heavy armor and shields so often gracing Iomedae's icons is soon to come - she wears armor emblazoned with Iomedae's sword and sun, forcing her way through the clumsiness. By all signs, she's been blessed by Iomedae's power...but how?

------------------------------------------------------------

Mathine Hartinken
Human (Chelaxian) telekineticist 2 (Pathfinder Player Companion: Psychic Anthology 25, Pathfinder RPG Occult Adventures 10)
LG Medium humanoid (human)
Init +0; Senses Perception +5
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Defense
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AC 15, touch 10, flat-footed 15 (+3 armor, +2 shield)
hp 19 (2d8+6)
Fort +5, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee longsword +1 (1d8+4/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—force ward
Infusions—kinetic blade, pushing infusion
Blasts—telekinetic blast (1d6+3)
Utility—basic telekinesis, kinetic healer
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Statistics
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Str 18, Dex 11, Con 15, Int 12, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 15
Feats Armor Adept, Iron Will
Traits armor expert, traditionalist, world traveler
Skills Craft (mapmaking) +4, Craft (weapons) +4, Diplomacy +7 (+9 vs. people from chosen country), Intimidate +5 (+7 vs. people from chosen country), Knowledge (local) +7, Knowledge (religion) +3, Perception +5, Sense Motive +4, Spellcraft +2, Use Magic Device +5
Languages Common, Elven
SQ attached, burn (1 point/round, max 5), elemental bastion, elemental blade, gather power
Other Gear parade armor[UE], heavy wooden shield, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Acts of Iomedae)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae
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Special Abilities
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Attached (Mother's sword) If your attachment is threatened, -1 Will & -2 save vs. fear
Burn 1/round (2 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Elemental Bastion (Heavy wooden shield) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blade (One-Handed Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Pushing Infusion (CMB +3) Your kinetic blasts makes Bull Rush CMB using Con.
Telekinetic Blast (Sp) Level 1; Burn 0

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