Hunt Mistress

Nevy's page

Goblin Squad Member. 306 posts (863 including aliases). No reviews. No lists. No wishlists. 6 aliases.


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Goblin Squad Member

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Very cool! I'm really happy that Thod got a spotlight! I've always enjoyed his commentary and his stories. We are lucky to have such a colorful persona in our community. Cheers!

Goblin Squad Member

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Just think how good the drama will be when this game has actual consequence, working mechanics and required strategy.

:-)

Goblin Squad Member

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Or, are escalations here to stay?

If it were a possibility, what would you rather see?

I for one would like to see a few static camps throughout the map. There camps would be assorted high-level mobs that never disappear; maybe 4 or 5 spawns altogether. One thing about Pathfinder Online that I do not enjoy is the inconsistency of PvE which I find leaves people feeling baffled (what should I do? There are no T2 escalations and the other ones are BORING and offer little to no reward, so I'll just log off).

If there were actual static high level content I feel people would have something to focus on, plan for and fight over. Of course I'd really like to see dungeons but Goblinworks has stated that they will not be in anytime soon so I'd be content with a few permanent high-level spawns for now.

What say you?

Goblin Squad Member

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I do like the idea of keeping Emerald Lodge neutral and assisting the settlement to do so; I sincerely hope that happens.

In the future though Thod, and you know I'm a fan of yours, raise the issue with the settlement leaders and keep these issues private. You know very well Decius is a admirable person and this issue could have been easily settled.

Goblin Squad Member

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You make a lot of threads, stay calm and be fabulous.

Goblin Squad Member

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<Kabal> Daeglin wrote:
Saiph wrote:
Is the game in its current state more lenient to murderers than it was advertised to be, or not? And if indeed it is, do you see how some players can be put off by that fact?
There's the crux. The game was advertised to be open world pvp with consequences, severity ranging from nil to gimped character development, to expulsion from the game. Some people have somehow interpreted that to mean it is supposed to stop pvp. The inflammatory use of murderer aside, would you agree that pvp is a core concept of this game, and the leniency you speak of is something meant to be iterated to influence pvp behaviour, but not disallow it?

My opinion doesn't matter, what matters is that PFO advertised playing evil as being hard. So, I'm empathetic towards the players getting killed by murderers that suffer little to no consequence. And those same evil players telling them "well you should be more prepared." When in actuality if the game was working as intended many of these issues wouldn't have played out. That is the point I'm trying to make and the point that needs to be addressed.

Goblin Squad Member

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Gotcha, well it is indeed more lenient in its current state. I don't see your evil settlement or characters being less powerful than your good counterparts. And I think it's safe to say being a bandit is just as easy as being the good guy. I'm almost positive that's not intended.

Goblin Squad Member

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It just makes me feel like it's not a big world at all, rather I'm separated from potential friends and enemies; I don't think I like that.

Goblin Squad Member

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Midnight of Golgotha wrote:
Saiph wrote:
<Kabal> Daeglin wrote:
Kryzbyn wrote:
It seems backwards to me to have the PVP stuff in place before the safeguards are in place or whatever needs to be in place to prevent this kind of thing from happening...

I honestly can't tell if you really don't understand or are deliberately exaggerating. Nothing "wrong" happened. The game played out as intended. Pvp occurred with consequences (not rep loss due to open pvp status, but social consequences such as increased aggression against Golgotha from neighbors), and rewards (loot drops). Some players on both sides changed how they play the game, and others quit because they finally experienced a major component of the game. This will happen again and again and again all across the map because it is the game. Hopefully, there wont be the rage as the people who have so far ignored information from the developers will now understand it better. The echo chamber is never a good place to learn things.

I'm not entirely sure but I'd guess the problem is (at this stage of the game) the consequences for murderers/bandits are far less severe than the victim's. And, as far as I know, that is not at all how it is intended or described.

As a tier 2 gatherer of 4 gathering types I feel the consequences of losing to banditry are usually inconsequential.

I could lose ~30 minutes of gathering if I wasn't smart enough to run away.

Yes, moving hundreds of recipes/spells/maneuvers from one bank to another in one load is risky, but that always remains a choice of risk versus time spent moving them one at a time (or some hybrid) for safety. That's a good thing in a game where choices matter.

Is the game in its current state more lenient to murderers than it was advertised to be, or not? And if indeed it is, do you see how some players can be put off by that fact?

Goblin Squad Member

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I dont understand the need for "worlds" such as in Crowfall and Shards Online. It just seems so scattered to me. Having one world and rule set, like PFO, is more than enough.

But perhaps I'm yet to be enlightened.

Goblin Squad Member

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<Kabal> Daeglin wrote:
Kryzbyn wrote:
It seems backwards to me to have the PVP stuff in place before the safeguards are in place or whatever needs to be in place to prevent this kind of thing from happening...

I honestly can't tell if you really don't understand or are deliberately exaggerating. Nothing "wrong" happened. The game played out as intended. Pvp occurred with consequences (not rep loss due to open pvp status, but social consequences such as increased aggression against Golgotha from neighbors), and rewards (loot drops). Some players on both sides changed how they play the game, and others quit because they finally experienced a major component of the game. This will happen again and again and again all across the map because it is the game. Hopefully, there wont be the rage as the people who have so far ignored information from the developers will now understand it better. The echo chamber is never a good place to learn things.

I'm not entirely sure but I'd guess the problem is (at this stage of the game) the consequences for murderers/bandits are far less severe than the victim's. And, as far as I know, that is not at all how it is intended or described.

Goblin Squad Member

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Savage Grace wrote:
<Tavernhold> Locke wrote:


Yay you are gong to come after and kill me for objecting to you policy of killing just for the pleasure of killing.

Look at the levels of horrid forum behavior Ortallus engaged in. He not only disagreed with us but was just horrid. And yet I only heard of one person putting some arrows into him.

You can certainly try and provoke your own martyrdom, but past experience shows the devs have far less patience than we do with the levels of horrid behavior needed to provoke people.

One should radiate etiquette before professing it.

Goblin Squad Member

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You guys get so off topic sometimes. Where did you get the idea that all "good" aligned players are scared of you silly evildoers? For example, I have died zero times to any evil player whilst slaying many; I'm not afraid.

The conversation is focused on you killing and farming people that have no interest and/or experience in PvP; these are the ones you seem actually able to kill. For example, my 60+ year old father that Golgotha killed, then killed again, and again... And again. In less than 8 minutes. Perhaps next time you will have the decency to, hmm, not do that? Not a good look.

Goblin Squad Member

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Saiph wrote:

I think it's bad character to automatically assume people knew this was an exploit. For example, this was the only t2 escalation I have ever encountered and had NO IDEA that in comparison to other escalations it was "easy."

Goblin Squad Member

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Savage Grace wrote:
Tuoweit wrote:
Savage Grace wrote:
When the Mordant Spire respawns somewhere everyone will be able to visit them, and I welcome other players to fight Mordant Spire in T1 gear (especially with 70,000 xp characters) and compare the 2 experiences.

Not really a fair comparison. It's worth noting that the Mordant Spire mobs are significantly higher level on average than the Ustalav ones - Ustalav escalations have many white/yellow/red mobs mixed in with some purples, Mordant Spire has only a handful of reds and mostly purples. That difference alone makes Ustalav way better for farming in Tier 1 gear than Mordant Spire, regardless of any AI differences.

Even if the Ustalav casters were changed today, for Tier 1-equipped groups it would still be way better (easier/better risk-reward ratio) to fight Ustalav than Mordant Spire.

All I'd ask people to compare is the risk to reward ratio, and to judge for themselves (as new arrivals with nothing to hide or be defensive about and with dev permission to exploit-ish) whether they'd have bug reported Ustalavs within minutes, hours, days, weeks, or months of hunting there.

I have an opinion. (surprise!) It will be interesting to hear theirs over the coming days.

It just so happens that your opinion is accusing others of exploiting. Others that have supported this game much longer than you and like you (hopefully) want this game to succeed. Excuse us for taking offense to that opinion which was obviously released here to make some kind of statement and perhaps tarnish reputations. Not a good look.

Goblin Squad Member

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I think it's bad character to automatically assume people knew this was an exploit. For example, this was the only t2 escalation I have ever encountered and had NO IDEA that in comparison to other escalations it was "easy."

Goblin Squad Member

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I definitely laughed IRL. Very creative !

Goblin Squad Member

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Nihimon wrote:
Tyncale wrote:
Are people able to recognize when a target is dazed?

Yes. Dazed puts an icon on your target that looks like a silhouetted head with stars or something floating around it, if I recall correctly.

Personally I wish icons conveying a buff and/or debuff were bigger and displayed at the top of the screen. I don't like them being so bunched together inside the relatively small healthbar area.

Goblin Squad Member

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Any friend of Bringslite is a friend of mine. Let me know if you are having any issues with murderers, I will gladly tear out their hearts in the name of Sarenrae.

Goblin Squad Member

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Ziggumesh of Katapesh wrote:
Ziggumesh guts a catfish in the swamps and wishes he had a fishwife

What ye be needing 'ol Buurz for? Hmm 'lil laddie, miss this 'ol lump do ya? Yup, ye do. Or maybe ye just needing me special salve.

<cackles>

Goblin Squad Member

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Fair winds to you, Ms. Snow.

Goblin Squad Member

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Oh gotcha, that makes more sense and I can agree with that assumption.

Goblin Squad Member

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Dazyk wrote:
Saiph wrote:
Dazyk wrote:

I want to join the tournament, but 7pm EST is a terrible time.

Will the tourneys be timed? Or is it just 'till death?'

Is it possible to have 2 time slots? One at the stated time and one later, for people who can't make the first time?

Are you in Western Canada? 7pm EST is pretty typical for an event including all timezones. Perhaps 8 or 9PM would be better?

Yes. Well, MST, to be precise. I have two kids though, and usually can't get on until after they are in bed, which would be more like 10 or 11 EST.

Maybe I will just show up when I can and see if I can organize some PUG matches?

Poor Dazyk, I'll send one of my cute goblin minions to watch them; they're sweet peas. I have a lot of respect for daddy gamers. I hope you can make it!

I won't be participating because I wouldn't want a team to have an advantage.

Goblin Squad Member

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Yeah the only aspect of tabletop they seem adamant on keeping is heals being "touch based."

God only knows why.

PFO is s game with great potential; I recommend giving it a try! Just know it is still in development so don't be surprised if things you take for granted are not implemented. They will be in time!

Goblin Squad Member

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Perhaps now?

Goblin Squad Member

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This sounds like a fun event! Though, with the way PvP is at tier1, the only people who shall be successful are multiclassed players.

Goblin Squad Member

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I love Thod.

<swoon>

This community is lucky to have you.

Goblin Squad Member

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Giorgo wrote:

I personally have to refrain from sayin "RTFM" all the time. It's like many people refuse to read the information available on the KS , Goblinworks and gaming sites as to what the game is about and where it is headed. No, why do that when you can compare it to theme park games and how "others" are doing things? What part of "we are in Earl Access currently 2/5 years into our development plan" is so hard to grasp?

And of course, self proclaimed trolls making everyone's life miserable because they have nothing better to do and nothing constructive to add...

I think many of you are too sensitive. Yes, there are trolls among us, though there are certainly few if any in this particular thread. The posts I am reading are just speaking the truth and the truth absolutely needs to be heard. You can see by my previous posts that I am nothing but friendly to the members of this community; Though I have little (actually zero) patience for nonsense.

Goblin Squad Member

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I find it very annoying that some people keep responding to every critique with "why are you surprised? It's a MVP, what they've been saying all along."

These are game breaking, immersion killing flaws that need to be fixed MVP (eh, I mean ASAP, all the MVP spouting has warped my logic). So, if you really love this game and want it to succeed I urge you to forfeit those shiny rose-colored glasses and face the music. The developers need to know what sucks, not constant praise. And this particular issue is terribad.

Goblin Squad Member

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It's very clear and that's the way it should work; I've said this from the beginning. I was told however that they didn't have the time to code it that way. Here's hoping that will change.

Goblin Squad Member

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I think it would be foolish for Golgotha to think that only their members are PvP prepared. Be wary, for I will tear your heart out and eat it.

Goblin Squad Member

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Andius the Afflicted wrote:

I'm simply pointing out it sounds like your "glorious victory" was a matter of letting your allies get farmed for two hours before you took the zerg I built you and pushed inside a town where many of the enemy couldn't even go and accomplished nothing inside.

It sounds roughly equivalent to an old Freelancer rival who once claimed victory after a battle where he died countless times without making a single kill because his opponent got bored and left and he "held the field".

Tell us more about your glorious victories when there is any meaningful measure of such implemented.

Didn't you decide to leave this game and the forums? Yet here you are, trolling one of the nicest, most respected people in this community for no apparent reason.

Yes, you are your own worst enemy.

Goblin Squad Member

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omnipotentseal wrote:
KotC - Erian El'ranelen wrote:
(Because my content is the politics, not the PvP...).

Thank you, Erian for informing Canis Castrum's citizenry of the attack on Hammerfall. Your warning was invaluable to our traveling merchants. We hope trade caravans resume in your region soon.

Saiph wrote:
What is the point of killing anyone right now?
Boredom. Test the limits of the rep system. Increase player morale in a game that is presently an "economy simulator." Because PvP is what Golgotha does best!

Gotcha, I didn't know if they had sneaked in looting. Haven't played in a bit.

Goblin Squad Member

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I haven't played yet, my characters are just accruing experience. Although I'm starting to feel the urge to login thanks to your optimistic posts.

Goblin Squad Member

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Okay.

Goblin Squad Member

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sspitfire1 wrote:
I'm in on the tower thing. I'll let someone else create the event, but we should all have the option to create teams ahead of time so we can coordinate with our teammates before the fight.

Personally I don't think it's a good time to test pvp. The systems currently implemented need a lot of work beforehand.

Goblin Squad Member

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That is all well and good, make healing spells so that you can't spam them; make them expensive, do whatever you want. Just give me some range so I don't have to physically run to every person in need.

Goblin Squad Member

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Not being able to heal flagged players needs to be addressed. As well as healing abilities only useable in melee range. It really isn't fun for clerics to chase down running allies to heal them. I understand in the tabletop this is the case, but it doesn't translate in a MMO.

Goblin Squad Member

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I have no problem with floating names, it doesn't kill immersion at all for me.

Goblin Squad Member

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Upgraded to Corsair Vengence Pro 2 x 8GB DDR3-2400. I'm not looking at this thread again as I'm out of money! Lol

Goblin Squad Member

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Scratch my update, my friend is trying to get me to increase my memory speed to 2400 MHz and also go with a Nvidia 760 or 770. Seeing how much that's going to cost me...

Lord, lol.

Goblin Squad Member

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Fult wrote:
Fult available

Methinks ye be perfect for the role, yup, me do!

Goblin Squad Member

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Lord Regent: Deacon Wulf wrote:

For further clarity:

This is the selling of ALT accounts or accounts that were purchased for users that no longer intend to play. My primary account is not being sold, and neither is the settlement.

Glad you're sticking around, way too early in the process to jump ship.

Goblin Squad Member

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DeciusBrutus wrote:
Just one?

Hey, I just purchased my first home; I'm officially poor.

:)

Goblin Squad Member

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DeciusBrutus wrote:

Two groups of PC characters fight. One of the groups starts losing, until the cavalry comes in the form of a few more characters using the most visually impressive equipment.

Those characters then wipe the flow with some goblins, and cut to them doing all the other things you want to show off.

I like this!

Goblin Squad Member

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It's interesting, I am not at all tempted to play Star Citizen, but if I were I wouldn't be posting my desire for it on the forums of a fantasy-based MMO as the two have nothing in common. Color me crazy?

Goblin Squad Member

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Hobson Fiffledown wrote:
Howdy, neighbor. Got a little group headed there once EE gets started.

Hey there Hobson, we're looking forward to making Talonguard a great place to be. Let us know if you need anything on your journey to the West.

Full Name

Taerine Doumont

Classes/Levels

Human Kinetecist (pyrokineticist) 17

Gender

F

Size

Medium

Age

33

Alignment

LN

Deity

Asmodeus

Location

Kintargo, Cheliax

Languages

Common, , Giant, Ignan, Infernal

Strength 10
Dexterity 20
Constitution 26
Intelligence 14
Wisdom 14
Charisma 10

About Taerine Doumont

[dice=Perception]1d20+22[/dice]

[ spoiler=Status]
HP 250/250; Burn (max 12)/non-lethal damage 0/0; Internal Buffer: 3/3
AC 34, touch 20, flat-footed 29; CMD 32
Fort +23, Ref +20, Will +15
Effects: Force Ward (0/17 temp hp); 0/150 stoneskin
[/spoiler]

---

Favored Class: Kineticist
Initiative: +2
Speed: 40 feet

Attacks:

BAB: +12/+7/+2
Melee: +12/+7/+2
Ranged: +17/+12/+7
CMB:

Fire blast:
[dice=Fire blast (ranged touch)]1d20+18[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]9d6+3+3d6[/dice]
Critical: 19-20/9d6+3 dmg
Elemental overflow? (up to +5 to hit/ +10 dmg)
Pure flame? (ignores SR; 4 burn)

Blue flame blast: 2 burn
[dice=Blue flame blast (ranged touch)]1d20+18[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]18d6+3+3d6[/dice]
Critical: 19-20/18d6+3 dmg
Elemental overflow? (up to +5 to hit/ +10 dmg)
Pure flame? (ignores SR; 4 burn)

Telekinetic blast:
[dice=Telekinetic blast]1d20+18[/dice]
[dice=Damage (bludgeoning, piercing or slashing)]9d6+15[/dice]
Critical: 19-20/9d6+15 dmg

Fire blade: 1 burn
[dice=Fire blast (melee touch)]1d20+17[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]9d6+3[/dice]
Critical: 20/x2
Pure flame? (ignores SR; 4 burn)

Blue flame blade: 3 burn
[dice=Fire blast (melee touch)]1d20+17[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]18d6+3[/dice]
Critical: 20/x2
Pure flame? (ignores SR; 4 burn)

Fire whip: 2 burn; threatens up to 15'
[dice=Fire blast (melee touch)]1d20+17[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]9d6+3[/dice]
Critical: 20/x2
Pure flame? (ignores SR; 4 burn)

Blue flame blade: 4 burn; threatens up to 15'
[dice=Fire blast (melee touch)]1d20+17[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]18d6+3[/dice]
Critical: 20/x2
Pure flame? (ignores SR; 4 burn)

Defense:

AC: 34 (+9 armor, +5 deflection, +5 Dex, +5 natural)
Touch: 20
Flat-footed: 29
CMD: 32
Armor: Celestial armor (+3 chainmail, Armor Bonus: +9; Max Dex: +8; Check Penalty: -2; Type: light; Weight: 20 lbs.)

Fortitude save: [dice=Fortitude]1d20+23[/dice] (10 base, +8 Con, +5 cloak)
Reflex save: [dice=Reflex]1d20+20[/dice] (10 base, +5 Dex, +5 cloak)
Will save: [dice=Will]1d20+15[/dice] (5 base, +2 Wis, +2 feat, +1 trait, +5 cloak)

Class abilities:

Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus: Fire

Wild talents: Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

Burn (Ex): 17 pts. non-lethal per pt. of burn; can accept up to 5 burn/round; maximum 12

Kinetic Blast (Sp): As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor.

Gather Power (Su): If she has both hands free, a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su): Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

Elemental Overflow (Ex): At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +5. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls.

The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn.

At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.

At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Infusion Specialization (Ex): At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 5. This can’t reduce the total cost of the infusions used below 0.

Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Internal Buffer (Su): The kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 3 points total. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent.

Expanded Element (Su): Aether (7th), Fire (15th)
At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element’s simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element. She doesn’t gain the defense wild talent of the expanded element. If the kineticist’s expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.

Supercharge (Su): At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

Composite Specialization (Su): At 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point.

Wild Talents and Infusions:

Kinetic blasts
- Fire blast (9d6+3 fire damage; SR applies)
- Telekinetic blast (9d6+15; bludgeoning, piercing, or slashing)
- Blue flame blast (18d6+3 fire damage; burn 2; SR applies)

Defense talents
- Searing flesh
- Force Ward

-Basic pyrokinesis: Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
-Basic telekinesis: Burn 0

Infusion (1st): Burning infusion; substance infusion; burn 1
Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.
Infusion (3rd): Extended range; form infusion; burn 1
Your kinetic blast can strike any target within 120 feet.
Infusion (5th): Kinetic blade; form infusion; burn 1
Infusion (9th): Kinetic whip; form infusion; burn 2
Infusion (11th): Wall infusion; form infusion; burn 3
You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall’s squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.
Infusion (13th): Eruption; form infusion; burn 2
Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. Saving throw is Dex-based (DC 23).
Infusion (17th): Pure Flame; substance infusion; burn 4
Your infused blast ignores spell resistance.

Wild talent (2nd): Fire's fury; burn 0
When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.
Wild talent (4th): Searing flame; burn 0
Over time, your burning infusion sears away your foe’s fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe’s fire resistance by an amount equal to the unmodified burn damage; don’t apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0.
Wild talent (6th): Firesight; burn 0
You can see through flames and smoke as if they were transparent. Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.
Wild talent (8th): Expanded defense (aether)
Wild talent (10th): Spark of life; burn 0
Wild talent (12th): Kinetic healer; burn 1*
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast’s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn.
Wild talent (14th): Suffocate; burn 0
Wild talent (15th; fire): Ride the blast; burn 0
Wild talent (15th; feat): Telekinetic invisibility; burn 0
Wild talent (16th): Reverse shift; burn 0*
You reverse the flow of your connection to the planes, sending your body into the Ethereal Plane as ethereal jaunt. As long as you concentrate on reverse shift, you remain on the Ethereal Plane; after a number of consecutive rounds spent on the Ethereal Plane equal to your kineticist level (and every such interval thereafter), you must accept 1 point of burn. Once you return to the Material Plane, you cannot use reverse shift again for a number of rounds equal to the number of rounds you spent on the Ethereal Plane.

Feats and traits:

Toughness (bonus human): +17 hp
Weapon Focus (1st): Kinetic blasts (+1 to hit)
Iron Will (3rd): +2 Will saves
Spell Penetration (5th): +2 to overcome SR
Elemental Focus (7th): +1 DC to fire spells/effects
Combat Reflexes (9th): 2 attacks of opportunity/round
Greater Spell Penetration (11th): +2 to overcome SR
Improved Critical (13th): Kinetic blast
Extra Wild Talent (15th): Telekinetic invisibility
Kinetic Counter (17th): Use kinetic blast to counter cold abilities

Traits/Drawback
Indomitable Faith: +1 to Will saves
Focused Mind: +2 to Concentration checks
Pride (drawback): When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Skills:

7 ranks/level (4 for kineticist, +2 for Int, +1 for human)

Acrobatics (17 rank, +3 class skill, +2 Dex, -2 armor)
[dice=Acrobatics (+5 while jumping)]1d20+20[/dice]

Diplomacy (7 ranks, +3 class skill)
[dice=Diplomacy]1d20+10[/dice]

Escape Artist (11 ranks, +3 class skill, +2 Dex, -2 armor, +5 corset)
[dice=Escape Artist]1d20+19[/dice]

Heal (9 ranks, +3 class skill)
[dice=Heal]1d20+12[/dice]

Intimidate (17 ranks, +3 class skill)
[dice=Intimidate]1d20+20[/dice]

Knowledge (nature) (7 ranks, +3 class skill, +2 Int)
[dice=Knowledge (local)]1d20+12[/dice]

Perception (17 rank, +3 class skill, 2 Wis)
[dice=Perception]1d20+22[/dice]

Stealth (17 rank, +3 class skill, +2 Dex)
[dice=Stealth]1d20+22[/dice]

Use Magic Device (17 ranks, +3 class skill, +1 Cha)
[dice=Use Magic Device]1d20+20[/dice]

Gear:
410,000
Magical Gear
- Belt of physical might*, +6 Con, Dex (90,000 gp)
- Celestial armor (fly, 1/day) (22,400 gp)
- Ring of protection+5 (50,000 gp)
- Cloak of resistance +5 (25,000 gp)
- Amulet of natural armor +5 (50,000 gp)
- Greater kineticist's diadem (98,000 gp)
- Major ring of energy resistance (cold) (28,000 gp)
- Boots of striding and springing (5,500 gp)
- Corset of the vishkanya, 10 rds/day (3,000 gp)
- Bracelet of second chances, 7 beads (15,750 gp)

Handy haversack (2,000 gp)
- 2 wands of cure light wounds (50 charges each) (1,500 gp)
- Wand of obscuring mist (50 charges) (750 gp)
- Wand of see invisibility (25 charges) (2,250 gp)
- Wand of lesser restoration (50 charges) (4,500 gp)
- Wand of endure elements (47 charges) (750 gp)
- 2 scrolls of teleport (2,250 gp)
- 3 scrolls of stoneskin, CL 7th (2,100 gp)

Pathfinder's Kit (12 gp)
Dagger (2 gp)

404,450 spent...

Racial abilities/Advancement:

+2 to One Ability Score: Applied to Constitution.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

FCB: All to HP
Attribute bonuses: All to Con

Background:

"The Devil's daughter." That's what her mother called her, and that's what she believed. After all, while she may have been growing up in Corentyn's West Drenches, was she not blessed with power over Infernal flame? If not a gift of her never-seen father, what other explanation could there be?

And so, once she came of age, she went to claim her birthright, marching up to the doors of the city's Grand Cathedral to Asmodeus and presenting herself. The minor cleric laughed in her face ... right up until she lit it on fire. Seen by the other clerics, the teenage girl was taken in and given a spot, trained as an elite agent of the church.

Now fully grown -- though no less sure that she is the Devil's daughter -- Taerine has traveled much of the world performing tasks in Asmodeus' name. When a rebellion broke out in Pezzarch, it was Taerine who was sent to help put it down. When the Hellknights marched in the most recent crusade against the Worldwound, it was Taerine who accompanied them, facing down demon after demon.

Now, with rumors of Iomedaeans launching some sort of Glorious Reclamation and more trouble in Kintargo, Taerine has been sent by the church to track down tales of a powerful Irriseni item to claim it for Cheliax and help ... calm ... these latest instances of unrest.

Story details: