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![]() Not sure how you'd do it but if you were able to add the Air Subtype it would have the Fly skill as a class skill Also if you were able to convert the ship into a golem rather than animated object the Bioconstruct modification - Brain would become available to train it feats and skills. ![]()
![]() The Planar Traveler (Story) feat from Player's Companion - Quests and Campaigns is better, once it's required are fulfilled you always arrive on target whether you used spells or items as well as see on the other side of portals. Though it would be nice to have additional options other than feats for builds that are feat starved. It's surprising there isn't some sort of beacon spell/item that you can set up so when you return to that plane it's not some random location. ![]()
![]() Here's the list I put together, it's everything I could find that uses the Craft Construct feat (including some magic items)
I suppose these lists will be more useful to more when the new Construct Builder guide comes out Construct list: Carrion Crown 6 - Shadows of Gallowspire - Guardian Gargoyle CR8 Council of Thieves 3 - What Lies in Dust - Idols Curse of the Crimson Throne - Akaruzug CR15 DC24 Giantslayer 4 - Ice Tomb of the Giant Queen - Living Effigy CR8 DC20 Hell's Rebels 2 - Turn of the Torrent - Shell Sentinel CR5 DC20 Hell's Rebels 5 - The Kintargo Contract - Scythe Glass Swarm CR9 DC20 Hell's Rebels 6 - Breaking the Bones of Hell - Shadow Golem CR14 DC24 Ironfang Invasion 3 - Assault on Longshadow - Clockwork Excavator CR10 DC20 Mummy's Mask 5 - The Slave Trenches of Hakotep - Hanshepsu CR10 Mummy's Mask 6 - Pyramid of the Sky Pharaoh - Set Guardian CR13 DC22;28 Pathfinder - Module - Tears at Bitter Manor - Embalming Bear CR7 DC18 Pathfinder - Module - The Emerald Spire Superdungeon - Emerald Automaton CR4 DC20 Pathfinder - Module - The Godsmouth Heresy - Rune Guardian CR1 DC16 Pathfinder Campaign Setting - Cheliax, The Infernal Empire - Animate Aria CR9 DC25 Pathfinder Campaign Setting - Inner Sea Bestiary - Marrowstone Golem CR8 DC21 Pathfinder Campaign Setting - Inner Sea Bestiary - Noqual Golem CR18 DC26 Pathfinder Campaign Setting - Inner Sea World Guide - Aluum CR10 DC18 Pathfinder Campaign Setting - Irrisen, Land of Eternal Winter - Guardian Doll CR3 DC16 Pathfinder Campaign Setting - Irrisen, Land of Eternal Winter - Sentinel Hut CR8 DC18 Pathfinder Campaign Setting - Isles of the Shackles - Coral Golem CR9 DC15 Pathfinder Campaign Setting - Lost Kingdoms - Behemoth Golem DC17 DC26 Pathfinder Campaign Setting - Lost Treasures - Gold Collossus CR18;MR6 Pathfinder Campaign Setting - Lost Treasures - Magic Item - Chest of Defending 29,300gp Pathfinder Campaign Setting - Magnimar, City of Monuments - Angelic Guardian CR5 DC15 Pathfinder Campaign Setting - Numeria, Land of Fallen Stars - Robot Golem CR11 DC20 Pathfinder Campaign Setting - Occult Bestiary - Tattoo Guardian CR3 DC20 Pathfinder Campaign Setting - The Worldwound - Urannag CR8 DC19 Pathfinder Campaign Setting - Tombs of Golarion - Golden Defender CR7 DC20 Pathfinder Campaign Setting - Tombs of Golarion - Gravitic Globe CR10 DC16 Pathfinder Campaign Setting - Tombs of Golarion - Mechanical Efreeti CR1 DC15 Pathfinder Campaign Setting - Tombs of Golarion - Prismatic Orrery CR13 DC25 Pathfinder Campaign Setting - Tombs of Golarion - Toy Golem CR5 DC17 Pathfinder Companion - Adventurers Armory 2 - Poppets DC15;18 Pathfinder Companion - Familiar Folio - Ioun Wyrd CR1/3 DC15 Pathfinder RPG - Adv - City of Golden Death - Golden Guardian CR6 DC17 Pathfinder RPG - Adv - Masks of the Living God - Mask Golem CR4 DC16 Pathfinder RPG - Bestiary 1 - Animated Object Pathfinder RPG - Bestiary 1 - Clay Golem CR10 DC16 Pathfinder RPG - Bestiary 1 - Homunculus CR1 DC12 Pathfinder RPG - Bestiary 1 - Ice Golem CR5 DC17 Pathfinder RPG - Bestiary 1 - Iron Cobra CR2 DC15 Pathfinder RPG - Bestiary 1 - Iron Golem CR13 DC21 Pathfinder RPG - Bestiary 1 - Stone Golem CR11 DC19 Pathfinder RPG - Bestiary 1 - Wood Golem CR6 DC17 Pathfinder RPG - Bestiary 1 - Flesh Golem CR7 DC13 Pathfinder RPG - Bestiary 2 - Adamantine Golem CR19 DC35 Pathfinder RPG - Bestiary 2 - Alchemical Golem CR9 DC20 Pathfinder RPG - Bestiary 2 - Carrion Golem CR4 DC13 Pathfinder RPG - Bestiary 2 - Clockwork Golem CR12 DC20 Pathfinder RPG - Bestiary 2 - Glass Golem CR8 DC17 Pathfinder RPG - Bestiary 2 - Mithral Golem CR16 DC25 Pathfinder RPG - Bestiary 2 - Necrophidius CR3 DC15 Pathfinder RPG - Bestiary 2 - Scarecrow CR4 DC12 Pathfinder RPG - Bestiary 2 - Soulbound Doll CR2 Pathfinder RPG - Bestiary 3 - Bone Golem CR8 DC15 Pathfinder RPG - Bestiary 3 - Brass Golem CR14 DC22 Pathfinder RPG - Bestiary 3 - Cannon Golem CR15 DC25 Pathfinder RPG - Bestiary 3 - Caryatid Column CR3 DC15 Pathfinder RPG - Bestiary 3 - Clockwork Goliath CR19 DC25 Pathfinder RPG - Bestiary 3 - Clockwork Leviathan CR12 DC20 Pathfinder RPG - Bestiary 3 - Clockwork Servant CR2 DC20 Pathfinder RPG - Bestiary 3 - Clockwork Soldier CR6 DC20 Pathfinder RPG - Bestiary 3 - Clockwork Spy CR1/2 DC20 Pathfinder RPG - Bestiary 3 - Fossil Golem CR12 DC20 Pathfinder RPG - Bestiary 3 - Graven Guardian CR5 DC15 Pathfinder RPG - Bestiary 3 - Taotieh CR11 DC25 Pathfinder RPG - Bestiary 3 - Terra-Cotta Soldier CR6 DC14 Pathfinder RPG - Bestiary 3 - Tophet CR10 DC20 Pathfinder RPG - Bestiary 3 - Tupilaq CR7 DC20 Pathfinder RPG - Bestiary 4 - Blood Golem CR6 DC17 Pathfinder RPG - Bestiary 4 - Cephalophore CR8 DC20 Pathfinder RPG - Bestiary 4 - Clockwork Dragon CR16 DC20 Pathfinder RPG - Bestiary 4 - Clockwork Mage CR9 DC20 Pathfinder RPG - Bestiary 4 - Clockwork Steed CR6 DC20 Pathfinder RPG - Bestiary 4 - Coral Golem CR9 DC15 Pathfinder RPG - Bestiary 4 - Flesh Colossus CR16;MR6 DC25 Pathfinder RPG - Bestiary 4 - Iron Colossus CR21;MR8 DC30 Pathfinder RPG - Bestiary 4 - Juggernaut CR11 Pathfinder RPG - Bestiary 4 - Junk Golem CR4 Pathfinder RPG - Bestiary 4 - Living Wall CR4 DC13 Pathfinder RPG - Bestiary 4 - Skinstitch CR5 Pathfinder RPG - Bestiary 4 - Soulbound Mannequin CR7 Pathfinder RPG - Bestiary 4 - Soulbound Shell CR12 Pathfinder RPG - Bestiary 4 - Stone Colossus CR19;MR7 DC30 Pathfinder RPG - Bestiary 4 - Tiberolith CR10 DC18 Pathfinder RPG - Bestiary 4 - Wax Golem CR3 DC18;25;30 Pathfinder RPG - Bestiary 4 - Wickerman CR13 DC15 Pathfinder RPG - Bestiary 5 - Clockwork Familiar CR2 DC20 Pathfinder RPG - Bestiary 5 - Crystal Golem CR11 DC22 Pathfinder RPG - Bestiary 5 - Guardian Scroll CR3 DC25 Pathfinder RPG - Bestiary 5 - Lead Golem CR10 DC18 Pathfinder RPG - Bestiary 5 - Sphinx Colossus CR14;MR4 DC25 Pathfinder RPG - Bestiary 5 - Urannag CR8 DC19 Pathfinder RPG - Bestiary 5 - Wood Colossus CR17;MR6 DC30 Pathfinder RPG - Bestiary 6 - Clockwork Angel CR15 DC25 Pathfinder RPG - Bestiary 6 - Clockwork Assassin CR13 DC20 Pathfinder RPG - Bestiary 6 - Clockwork Fiend CR17 DC25 Pathfinder RPG - Bestiary 6 - Clockwork Guardian CR8 DC20 Pathfinder RPG - Bestiary 6 - Clockwork Hound CR5 DC20 Pathfinder RPG - Bestiary 6 - Cryptguard CR9 DC20 Pathfinder RPG - Bestiary 6 - Cutlass Spider CR6 DC15 Pathfinder RPG - Bestiary 6 - Gold Golem CR15 DC25 Pathfinder RPG - Bestiary 6 - Kikituk CR13 DC25 Pathfinder RPG - Bestiary 6 - Obsidian Golem CR12 DC24 Pathfinder RPG - Bestiary 6 - Quintessence Golem CR20 DC40 + 30 Pathfinder RPG - Bestiary 6 - Viridium Golem CR18 DC26 Pathfinder RPG - Bestiary 6 - Warmonger CR19 DC35 Pathfinder RPG - Horror Adventures - Trompe L'Oeil CR6 Pathfinder RPG - Horror Adventures - Waxwork Creature CR2 Pathfinder RPG - Monster Codex - Abrakarn Viper CR13 DC21 Pathfinder RPG - Ultimate Intrigue - Magic Item - Private Palanquin 63,000gp Reign of Winter 2 - The Shackled Hut - Mirror Man CR5 DC17 Reign of Winter 5 - Rasputin Must Die! - Animated Tank CR12 DC25 Rise of the Runelords Anniversary Edition - Skull Ripper CR9 DC15 Serpent's Skull 3 - The City of Seven Spears - Tribal Totem CR6 DC20;24 Shattered Star 2 - Curse of the Lady's Light - Bronze Sentinel CR3 DC18 Shattered Star 2 - Curse of the Lady's Light - Marble Sentinel CR4 DC20 Shattered Star 3 - The Asylum Stone - Clockwork Familiar CR2 DC20 Shattered Star 4 - Beyond the Doomsday Door - Cephalophore CR8 DC20 Shattered Star 6 - The Dead Heart of Xin - Clockwork Dragon CR16 DC25 Skull & Shackles 3 - Tempest Rising - Ship in a Bottle CR2 Skull & Shackles 3 - Tempest Rising - Ship Sentinel CR7 DC25 Strange Aeons 4 - The Whisper Out of Time - Clockwork Vivisectionist CR10 DC20 Strange Aeons 4 - The Whisper Out of Time - Hollow One CR10 DC30 Wrath of the Righteous 3 - Demon's Heresy - Magic Item - Retriever Drone 8,000gp ![]()
![]() Mark Seifter wrote:
With all the new options since Occult Origins, would you still say the Aetheric Gravity Boosted Void blast is the most damaging composite blast ? ![]()
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![]() jedi8187 wrote:
zergtitan wrote:
Was going to ask this myself. ![]()
![]() Imperial Army Greathelm 29,000gp +3 (unnamed bonus) to leadership score , plus other bonuses to followers (Inner Sea Combat) Diadem of Inspiring Rule 4,500gp +3 competence to leadership score (Quests and Campaigns) Crown of Conquest 24,600gp +1 (unnamed bonus)to leadership score, plus other bonuses (Ultimate Equipment) Ring of the Ecclesiarch 28,500gp double number of followers (Ultimate Equipment) Suzerain Scepter 20,000gp double number of followers, other bonuses as well (Ultimate Equipment) Noble Scion feat - Scion of Highhelm - use Con mod instead of Cha for purpose of leadership score (Heroes of the High Court) Noble Scion feat - Scion of Kyonin - use Dex mod instead of Cha for purpose of leadership score (Heroes of the High Court) ![]()
![]() Isabelle Lee wrote:
I'll second that request :-) ![]()
![]() Luthorne wrote:
thank you Someone, somewhere is going to say "This is my BOOM Stick" ![]()
![]() Isabelle Lee wrote:
Thanks Isabelle for the reply Mark has said that for getting talents from Elemental Saturation with Omnikinesis would require doing the necessary trial/s first before being able to switch out, so something similar would probably work here too. ![]()
![]() (Chaokineticist) Would a negative energy blast have any effect on inanimate vegetation such as trees and bushes? The Create Demiplane set of spells states etherealness as a way to enter the demiplane, how would this be accomplished ? When using the Astral Projection spell to create a new body on another plane can you choose the location it's created ? Also can that body still use spells like teleport ? ![]()
![]() the ability to send your familiar to enter and possess an enemy vampire of the void - ability to drain the energy from unintelligent undead to heal or negate burn corpse explosion - fill corpse with negative energy which bursts if disturbed Kinetic Runes - as per Glyph of Warning but damage based on kineticist elements ![]()
![]() here's the stats from a published adventure Female simulacrum succubus bard 1 (Pathfinder RPG Bestiary 68)
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![]() When Forbiddance is used in a demiplane what effects should translate to the material plane where that demiplane occupies on the ethereal ? Personally I think it should at least block ethereal travel and the damaging effects should only work on the demiplane itself but should it also block teleportation/plane shift/summoning spells as well ? What should a Forbiddance spell look like on the ethereal ? Would a Forbiddance spell already in effect on a demiplane count as overlapping if you were to cast one on the prime material ? ![]()
![]() Dragon78 wrote:
could give a discount based on what elements you have Aether - Structure
another option could be a specific bonus trait based on element while on your demiplane or the demiplane gains additional special unique properties not covered by Create Demiplane spell ![]()
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![]() Since the Mythic Paths are pretty much based off an ability score and classes that correlate with them,if material were to be created for Occult classes, would it be better to expand the 1'st tier base abilities (Champion's Strike, Archmage Arcana, and so on) and add new path abilities to the current mythic paths or would it be better to created completely new paths for each occult class ? ![]()
![]() Lou Diamond wrote:
For dealing damage to swarms when gathering power, it could lead into dealing damage to projectile weapons targeting the same square . It would be interesting if it did but will probably be unlikely, maybe as a Mythic ability![]()
![]() here's fixed links for 11b,13b,15b 11b Q&A Link... Q&A Spoiler:
:
Q - Do kineticists have caster levels? Question is now relevant because if they are not, then there's an item that is impossible to create. The requirements for the "kineticist's diadem" are "Craft Wondrous Item, creator must be a 10th-level kineticist with access to the appropriate element" So, obviously, the kineticist would have to have a caster level in order to be able to take the feat "craft wondrous item". However, I can't find any mention for or against it. The kineticist uses spell-like abilities that have DC's like a caster, but the kineticist class doesn't seem to make any mention of using actual magic or being a caster than I can find. A - Spell-like abilities don't count for crafting feats. However, master craftsman would work, as would a 3-level dip in a casting class to allow crafting.
13b Q&A Link... Q&A Spoiler:
:
Q - wrote: Mark I got a question. I was reading Blood Kineticist and blood blast didn't make any sense to me.
A - Composite blasts do twice the damage before Con is added, and cost two burn.
15b Q&A Link... Q&A Spoiler: :
Q - wrote: Can the Pulling infusion be used to take someone's weapon from their hands ? Also would it be able to pull someone who is currently grappling another ? A - Similarly to pushing infusion, or really any bull rush or pull, on the moving grappled creatures front (I'd follow bull rush "another creature in the way" rules as precedent). As to attended objects, typically you wouldn't be able to target those separately with an attack.
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![]() Here's some more Q&As, in case it comes up I'm number each 1b, and so on for if/when I post more, so depending on which post it will be easier to reference a q&a I would have changed my first list but I found out too late that after a certain time I couldn't edit my post. 2b Q&A Link.. Q&A Spoiler:
Q - wrote:
Question, when you use the ability to gather energy to reduce your burn by one, it says you use "both hands". Can I assume this means 2 hands? This becomes important if I have a Kineticist with 3+ arms (alchemist, Kasatha, Mutant, ect). A - Yes, you use 2 hands!
3b Q&A Link.. Q&A Spoiler:
Q - wrote:
What trade off is there between the physical blasts and the energy blasts? What action are they? A - Physical Blasts
Energy Blasts
Using your blast is a standard action.
4b Q&A Link.. Q&A Spoiler:
Q - wrote:
Also, regarding the fire/aether flying abilities: I presume that is for sitting at a light load/light armour. What is the effect if you are brought to medium/heavy load or armour? As written it has no effect, which I suppose makes it better than the air ability since the fly spell reduced the movement from 60' to 40' in those conditions. A - This is actually an advantage of those two abilities. They do have one drawback in that you can only move in (up to 2 with greater) straight lines.
5b Q&A Link.. Q&A Spoiler:
Q - wrote:
Also looking at synergies - Air's Reach and Kinetic Whip. Does this make your reach weapon twice as long (ie reaching out 20' for a medium/small creature)? A - No, it's still a reach weapon appropriate for your size.
6b Q&A Link.. Q&A Spoiler:
Q - wrote: Are all blasts subject to SR or just the energy based ones? I think touch ones are subject to SR, whereas AC ones aren't A - This is correct, only the touch-based blasts are affected by SR.
7b Q&A Link.. Q&A Spoiler:
Q - "For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level." So, if a 10th level kineticist uses a power that costs 2 points of burn, she takes 20 points of nonlethal damage? Is that how this works? A - correct
8b Q&A Link.. Q&A Spoiler:
Q - 1. Kinetic Blade A. So is the point of this infusion just to make it so that you can use your kinetic blast as a melee attack? B. When you use this infusion, I'm assuming you don't get to deal the damage of your kinetic blast for the actual blast and the damage for the infusion, correct? You basically just deal your normal kinetic blast damage but it is delivered as a melee attack instead of a ranged attack? 2. Kinetic Fist A. Sort of the same line of thought as my first question, does this infusion basically just allow you to deliver your kinetic blast as an unarmed attack? B. Would damage be your unarmed attack damage + the additional 1d6 for this infusion? A - 1A. Yes. And so you can use iterative attacks and/or haste via full-attack actions which blast can't do. Also, Weapon Focus (kinetic blast) applies to kinetic blade. Kinetic Whip has advantage that it lasts until beginning of your next turn, so you can use it for AoOs. 1B. You apply the blast damage as a melee attack, but no bonus damage from elemental overflow. 2A. Kinetic fist modifies unarmed damage. You're still considered unarmed unless you got Improved Unarmed Strike. Weapon Focus (unarmed strike) is used. 2B. Yes. You start with 1d6 and doesn't become 2d6 until level 11 when the blast is 6d6. It's not the greatest infusion. Blade is usually better.
9b Q&A Link.. Q&A Spoiler:
Q - So, a lot of the kineticist blasts are of the physical type. So, does this affect incorporeals? There is this line:
Occult Adventures wrote: All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. But that seems to only apply to damage reduction. So: 1. Would an aetherkineticist's telekinetic blast hurt an incorporeal with a non-magical object for half damage? If not, would it deal half damage if a magic object were thrown? 2. Does an aquakineticist's water blast (bludgeoning) deal half damage to incorporeals or no damage? A - As per this FAQ physical kinetic blasts which are still magic vs DR would still do half damage against incorporeal creatures. Incorporeal Creatures and "Counts as Magic": Say I have an attack that counts as magical for the purpose of bypassing damage reduction, such as from the monk's ki pool (magic). Does that mean I can't harm an incorporeal creature at all, since the attack doesn't count as magical for that purpose? Such attacks should also be able to harm incorporeal creatures as if the attack was magic. This will be reflected in future errata. posted Oct 31, 2014
10b Q&A Link.. Q&A Spoiler:
Q - Can a kineticist blast crit?
A - They're listed as "ranged attacks" for the physical blasts and as "ranged touch attacks" for the energy blasts. Since there is no critical threat range or multiplier given, you use the default values of "crit on 20" and "x2".
11b Q&A Link.. Q&A Spoiler:
Q - Do kineticists have caster levels?
Question is now relevant because if they are not, then there's an item that is impossible to create. The requirements for the "kineticist's diadem" are "Craft Wondrous Item, creator must be a 10th-level kineticist with access to the appropriate element" So, obviously, the kineticist would have to have a caster level in order to be able to take the feat "craft wondrous item". However, I can't find any mention for or against it. The kineticist uses spell-like abilities that have DC's like a caster, but the kineticist class doesn't seem to make any mention of using actual magic or being a caster than I can find. A - Spell-like abilities don't count for crafting feats. However, master craftsman would work, as would a 3-level dip in a casting class to allow crafting.
12b Q&A Link.. Q&A Spoiler:
Q - wrote:
Would the mythic ability Recuperation work to heal Burn ? A - It counts as a full 8 hour rest for recovering all other abilities, even those that can normally only be recovered every 24 hours, so seems like it should do so for burn too. Now, as someone who likes to dabble with some of the mythic rules in my home games, I don't really recommend using recuperation, but if you do, it should work.
13b Q&A Link.. Q&A Spoiler:
Q - wrote:
Mark I got a question. I was reading Blood Kineticist and blood blast didn't make any sense to me.
A - Composite blasts do twice the damage before Con is added, and cost two burn.
14b Q&A Link.. Q&A Spoiler:
Q - wrote:
There was some confusion in the full OA thread, but Elemental Overflow comes online if you take burn and stays on (unless suppressed) the whole day, only going away when you sleep and heal your burn, correct? A - Yep!
15b Q&A Link.. Q&A Spoiler:
Q - wrote:
Can the Pulling infusion be used to take someone's weapon from their hands ? Also would it be able to pull someone who is currently grappling another ? A - Similarly to pushing infusion, or really any bull rush or pull, on the moving grappled creatures front (I'd follow bull rush "another creature in the way" rules as precedent). As to attended objects, typically you wouldn't be able to target those separately with an attack.
That's it for now. ![]()
![]() Sorry about the format, there's been lot's of questions, here's some of them. Q&A Spoiler:
wrote:
Does spell Death Ward give complete immunity from the negative energy blasts from Void kineticist ? It says it protects from negative energy effects but doesn't explicitly say negative energy damage. The spell does provide total immunity to negative energy damage. Negative energy attacks are a "negative energy effect". It's hardly the main source of negative energy immunity (undead, constructs, etc), though, of course, so I wouldn't recommend negative blast as your first blast anyway. By the time people have death ward (7th level for 4th-level spells, even as the highest spell slot), you'll have multiple types of blasts, even if you go straight void.. Q&A Spoiler:
wrote:
Can the negative energy blasts damage inanimate objects ? would it be half damage ? Inanimate objects would take no damage since they aren't living creatures, so they can't be harmed by negative energy. Same as if someone channeled negative energy.. Q&A Spoiler:
wrote:
So Mark, would No Breath on a void kineticist mean that they are immune to suffocating and/or drowning? My gut tells me yes, but that seems pretty awesome if that's the case. Yup. Basically like a necklace of adaptation plus some assistance surviving in the void of space. It's a nice utility talent for sure!. Q&A Spoiler:
wrote:
When an invisible kineticist uses the feat Delay Blast, when would the invisibility be deactivated ? Does Telekinetic Invisibility have the same duration as the spell or is it until deactivated or making an attack ? Occult Adventures contains some Rods meant exclusively for Kineticists, which requires Craft Rod (which Master Craftsman does not grant access to), will Kineticists possibly get an ability like the Alchemist's Spell Knowledge Discovery to qualify for Crafting feats ? 1) Should be the same as delayed blast fireball, so I think that's on casting and not on its activation (unless you spend the action to activate early, I would say). This does mean you should be able to set one up, then go invisible and wait for your prey to come upon your little ambush. 2) As the spell, but it's easy to just do it again. 3) They can work together with a friend, each providing one of the prereqs. Honestly Craft Rod is overall not a great feat for a kineticist anyway, even if they could take like a wild talent to gain access; better to have a Spellcraft buddy to take the crafting feat, I'd think.. Q&A Spoiler:
wrote:
Would a kineticist holding an overflowing rod or hollow rod or vril staff be unable to gather power as both hands/all appendages are no longer free? Overflowing rod was intended to be one that you just carry on your person and not in hand to get passives, like rod of splendor. The other two do require being in hand, so you'll probably want gloves of storing or the like (which are pretty cheap compared to the two items in question); things that let you draw super-fast are also really helpful on that front.. Q&A Spoiler:
wrote:
How does Kinetic Healer work? It says it is based off "Kinetic Blast" damage, but the Kinetic Blast has two progressions depending on whether you pick Simple or Composite, so what do you do? Simple Blast? Pick? Spend 2 burn extra to use composite? I am genuinely confused It should include everything that you normally always add with one of the associated elements' blasts (like overflow) but not anything you'd have to append as extra (like a composite, infusion, or metakinesis). It was at one time more verbose in spelling out every interaction, but it was taking up too much space that way.. Q&A Spoiler:
wrote:
Can a kineticist use multiple uses of Omnikinesis to get wild talents with prerequisites? Such as using the first burn to get the prerequisite wild talent then another to get a wild that requires the first? When using Omnikinesis to switch out wild talents can they be any level or must they be the same that's being switched out? You can use multiple uses of omnikinesis to build up chains, yup. No level restrictions on which one you swap, so you could swap a 1st level for a 9th level if you want! Omnikinesis is pretty awesome that way.. Q&A Spoiler:
wrote:
Hi Mark, Sorry if this has been asked before, but: Can substance infusions be used with kinetic whip/kinetic blade? Does the attack bonus provided by elemental overflow apply to kinetic whip/kinetic blade? (I know the damage bonus doesn't.) Substances work, and attack bonus does too, but not damage bonus from overflow (this also means that those FCB that require overflow don't ever work on blade and whip).. Q&A Spoiler:
wrote:
Asked in the Kineticist Damage thread: "My next campaign we'll be using [the Revised Action Economy] full-stop from day one, and I've used it now for half of my campaign that's ending, and all of another little short campaign. One of the players in the next campaign wants to be a Kineticist, and I'm debating whether or not to leave the normal blasts at just 2 actions or expand them a bit. Would it break everything if I allowed the 2 action attack to be broken into 1 action attacks that deal half damage? It'd allow for Gather Power to do more in a single turn and for the character to sling three blasts as a full round, all dealing half but with the iterative penalties, or a 2 action blast and a 1 action blast, etc. Composite Blasts would be locked in at 2 actions." I saw the earlier response on Gather Power, which is how I'll be running it. For the blasts themselves, is it better to leave the player with their 2 action attack, or let them get in on the action with some more (less damaging) attacks? A blast should be 2 actions, though whip and blade would be 1 action per attack, and since a full attack action no longer exists, you'd change the nuance on how blade works accordingly.. Q&A Spoiler:
wrote:
Thanks for the occult FAQs! How long does a pyrokineticist's smoke storm wild talent last for? As long as a smokestick's 1 min duration? It and thundering infusion don't state a duration. Thundering is permanent deafness. The smoke storm seems like it's missing a Con modifier number of rounds or until you use it again that several other wild talents have (so could be more than a minute for a high-enough Con pyro!). Good catch.. Q&A Spoiler:
wrote:
Here's a quick question about the kineticist: At 11th level, with Supercharge, it says, "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." Mostly I'm just wondering, when it comes to gathering energy for a full round and then gathering more, does this mean: a) There's no point in doing so anymore, gathering energy for a full round is already at maximum efficiency of -3, using your move action on top of that does nothing. b) Doing so reduces it by an additional point, increasing to -4.
As Xel mentioned, it's C. The two still stack like before, but now for a total of 5. Go forth and be awesome!. Q&A Spoiler:
wrote:
Mark, what does the size change of Kinetic Form exactly do for the Kineticist? A) Does it grant size bonus to CMD/CMB? B) Penalty to AC? C) Increased damage with unarmed strike/other weapons? D) Can one benefit from enlarge person and then spend one point of burn to become huge or two points to become gargantuan? What about if they have already spent the points, and then have enlarge person cast on them? (I'm assuming the answer is, "No" here) F) Increase in carrying capacity? G) Faster movement speed? H) Penalty to skills? (fly, stealth, etc) Besides increasing your reach, I'm unclear as to what else it does for you. I know it doesn't affect your ability scores in any way (so no boost to strength/constitution or penalty to dexterity), but size increases involve more than just boosts/penalties to ability scores. Separate question, how long does Kinetic Cover stick around for? Could a telekinetic, theoretically, build an entire maze out of translucent kinetic covers? A) Yes. B) Yes. C) Unarmed would be yes, but the power doesn't resize your manufactured weapons, so those wouldn't do more. D) No, enlarge person specifically indicates that it doesn't work with any other effect that changes size. E) There is no E. F) Yup. G) I've never seen increased size directly grant a movement speed increase, so unless it does and I've just missed it all this time, then I'm not sure why it possibly would. H) Yes. Bonus Question: It sticks around until someone breaks it, but there's a limit to how many can exist (see the last sentence).. Q&A Spoiler:
wrote:
Hey Mark, I have a couple of clarifications for the designer of the Kineticist and the Medium, if you can find him! 1) Is Rare Metal Infusion supposed to bypass hardness, considering it counts as adamantine for DR? 1) Just DR. A +4 weapon also counts as adamantine for DR and not hardness. Q&A Spoiler:
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Mark, a question came up in N. Jolly's Kineticist Guide thread: When you Gather Energy, does the visible effect extend through walls? We were looking forward to using Silence to make Gather Energy work as a pre-combat buff without instantly spoiling the surprise. The visible component could presumably be hidden by staying behind a wall, but in tight quarters, that might cause spillage into adjacent rooms. In your playtests, have you guys ever used full-round Gather? Did you figure out other tricks to make it work in everyday adventuring? http://paizo.com/threads/rzs2su6f&page=7?Mastering-the-Elements-N-Jolly s-guide-to-the#335 It probably shouldn't spill through walls unless the walls are weird. One of the best tricks with full round gather involves earth glide and is thus only relevant for geos. What you do is, round 1 you 5-foot step into the ground and full round gather. Round 2 you 5-foot back up, move gather, and blast. Full round gather also tends to be particularly good with metakinesis (twice), since the full round part pays for all but 1 of the cost of that metakinesis, and that metakinesis generally doubles your round's output, so given that burstier damage all at once is harder to deal with for the enemy, it's pretty nice. Another nifty use for full round gather, though pretty risky, is as a sort of "taunt" mechanic, and I've seen it used that way. Basically, the gist of it is that since kineticists often have tip-top defenses while standing in the back, hard for the enemies to reach, you can sometimes get them to redirect their fire to you if you bait them with a full round gather, kind of like how enemies often try to interrupt the full round spellcaster, since the action economy of smacking someone and messing up their action is so good, plus the burn. Of course the flipside is that if they succeed, then you took burn, so as I said, it's a risky tactic.. Q&A Spoiler:
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Does Air's Range extend Torrent for Electric Blast? It could certainly use it! That would make up for Electric's lack of a good low-level substance infusion. Cold doesn't have torrent. Air's reach does apply to electric stuff, including electric torrent. Woohoo!. Q&A Spoiler:
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Mark, does a Kinetic Blast or other non-ray ranged attack spell take a -4 penalty for firing into melee? Since the Shooting or Throwing into a Melee section of the Combat chapter only mentions weapons, and only rays are called out as working as weapons, some people are claiming that kinetic blast, and spells such as Telekinetic Projectile, Acid Splash, Acid Arrow, and the like do not take the penalty. All those things take the penalty.. Q&A Spoiler:
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Oh, on the subject of Geokineticists, Earth Glide has a bit of a wording issue. "You can glide through earth, as an earth elemental’s earth glide ability, with a burrow speed equal to your base land speed." Is it Earth Glide, or is it a Burrow speed? Or do you get both? Alex has it; earth glide is a modification to the way burrowing works.. Q&A Spoiler:
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Rynjin wrote: Remember that ALL Blasts count as Magic for overcoming DR. You'd deal 1/2 damage to ghosts because of that if nothing else. ... CRAP. Rynjin is right. The exception is that loosely wrapping in aether applies the object's special effects instead of the blast's, as if you had thrown the object with those modifications. This means that it doesn't work as well on swarms or ghosts as full aether envelope does (unless you have other properties on the weapon, of course).. Q&A Spoiler:
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Question about Force Ward, under the ability it says, "Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum." Force Ward is listed as a Defense Wild Talent for Aether. Does this mean you could pop a point into Force Ward and regain temporary hit points? Since no action type is listed for putting burn into Force Ward is it a Standard or Immediate like the other Defense Wild Talents? So potentially you could pop a point of burn in as an immediate action gaining 1/2 level THP + refilling the pool level THP? As you said below, with no action stated, default should be standard. Since a defense wild talent is a wild talent and force ward is aether, it does indeed count, so you can use it as a trick to "recover" hp, for instance if you were level 10 with 4 burn in force ward for 30 temp max but had none left, you could take 3 burn to take 30 nonlethal, refill the ward, and add 15 more, for a net gain of 15. It hurts badly but is potentially a lifesaver in corner cases. Clever idea!. Q&A Spoiler:
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So - a kineticist question - aether element - so what exactly does draining infusion (which is listed as a universal substance infusion) actually drain from with this ability? Skipping ahead since I happened to see this one and it'll be fun to answer. Basically, [aether] creatures. To ask a similar question, what can the telekineticist create with the spark of life utility talent? The answer: aether elementals!. This one for the hell of it :-) Q&A Link.. Q&A Spoiler:
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Mr. Mark Seifter, How would you build a 3.5 Warlock using the Kineticist? For a 3.5 warlock, I might just use the 3.5 warlock with some minor adjustments to convert it to Pathfinder. I've done that before in one of my Pathfinder games in the homebrew world of Terra (which is pretty low-caster, but lots of fey and religion/philosophy elements, but did have warlocks). Other than that, I guess Void element is pretty reasonable, since warlocks have so many voidy-sorts of invocations.. Q&A Spoiler:
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Mark, does a kineticist with snake need to have precise shot to avoid the penalty for firing into melee? Yes, but she can completely ignore cover penalties in most situations (even around corners, woo!). Q&A Spoiler:
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Re: Kineticist, is Gather Power intended to apply only to Simple/Composite blasts with or without Infusions? It uses an otherwise undefined term ("blast wild talents"). Specific question on that: am I right in assuming that you should not be able to Gather Power for Kinetic Healer? Oh bother, it looks like both of the threads on this in the rules forum where I deleted the post with quotes of OA and answered the question aren't visible. Somehow I've seen threads with the OP removed that still were visible, but maybe things changed. First Question: Check the last sentence of the infusion ability (they add to the blast's cost). Second Question: :( You could never use gather power on kinetic healer. Followers of my thread and/or the kineticist thread can attest to my overall sadness level about this question (the editors removed the word blast, which I had included, from the playtest document, thus leading to the biggest issues for any of our playtests that has ever been caused by a single word, as most people didn't check the Jason post with all the updates).. Q&A Spoiler:
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Hey Mark, as the primary author of the kineticist, I was wondering if you could look at a tweak I'm making for my home games. My players and I are a big fan of the Revised Action Economy in Pathfinder Unchained, so I was rethinking gather power to fit into it. Quote:
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That's quite good, and it's close to what I was thinking when I first saw your question, before looking down to seeing your solution. However, it gives very slightly too much discount for the longer gathers. Perhaps a mild adjustment is in order: Quote:
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That's it for now, my eyes hurt :-) @Shiroi - hope this helps you out, it will need a lot of editing and simplifying but it's a start. ![]()
![]() @Shiroi Where do you want any kineticist Q&As posted ? Here's one someone did for some questions Q&A: Half of your questions are answered very directly and clearly in the text. It may be worth reading again.
Now, lets take your questions one at a time. 1. "'I can use my 10d6 simple blast on every hit'[?]"
Occult Adventures, p. 20, re Kinetic Blade wrote:
2. 'can use quicken and such to get multiple blasts and use them'
Occult Adventures, p. 20, re Kinetic Blade, emphasis added wrote:
3. 'I can use flurry of blasts and amke [sic] each of those a blade to use in the full attack'
Occult Adventures, p. 12, Infusions(Su) wrote:
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![]() Mark Seifter wrote:
It wouldn't be for a Solar Angel would it ;-) I've seen it's pretty popular lol ![]()
![]() Eric Hinkle wrote:
Depending on the politics it would be one way to get control of someone, when you're undead and want to keep your position of power, you've got a secret someone can hold over you. ![]()
![]() David knott 242 wrote:
Do they work with Telekinetic blast as well |