Corsair

WittleWolfie's page

Organized Play Member. 19 posts (118 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 3 aliases.


RSS


2 people marked this as a favorite.

Color Spray seems even more overpowered than usual. There is no limit to how strong of an enemy it can affect and now the DC scales with your level so it doesn't matter that it's only a level 1 spell.


4 people marked this as FAQ candidate.
Quote:
Will of the Dead (Su): Even undead creatures can be affected by the psychic's mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature's immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren't undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

It says "overcome an undead creature's immunity", does that mean that Will of the Dead only lets you overcome a single target's immunity with each use?

It seems strange since every other amplification that has an effect on targets specifies the number of targets explicitly.


Pretty sure this is my last question: could you provide more clarification on Reanimating Infusion? Currently it doesn't really give any mechanical details for how the reanimation works. What CR would the zombie be?

I'd also add that in my mind, for the sake of ease of use and balance, it would probably be nice to specify that you can have maybe one higher CR zombie or multiple lower CR zombies. That way groups that don't want to deal with the bookkeeping of multiple zombie pets don't have to, while still making it a good choice.

Oh yeah, and it should probably have the [Evil] descriptor since it deals with undead.


Yeah, that's what I figured.

I'm also curious: Was it was intended that the Elemental Scion's simple blast is stepped up if they only have one, but their composite is not?

Currently at level 1 your Simple Blast is stepped up if you have only a single Simple Blast. At level 7 you get your composite (but it is not stepped up), and at level 15 your Simple Blast and Composite Blast are stepped up regardless of how many you have available.


More questions!

Is the smoke from Smoke Infusion supposed to move with the target or simply be generated from the targets square?


BTW, a question that's probably worth asking again: do any of the new blasts work with existing infusions (other than "any" blast infusions)? There was no listing in the book for that.


N. Jolly wrote:


I could push Time's Echo up to 3 (this is of course already factoring in the additional save.)

Probably a good call. I agree with Rayous that Time is definitely the heavy hitter here. Light is probably the weakest element in my mind, just because there are so many things, especially at higher levels, that don't care about illusions.

N. Jolly wrote:


Cacophonous is at 3 specifically for that reason, although I'm not sure how often it'll be shutting down silence. I could see dropping it down and removing that ability from it, right now it's in a teeter spot for what I want to do with it.

You could just increase the burn cost for dispel. That means at the lower levels casting the dispel is harder, but at higher levels it'll get easier with burn reduction. Overall though, I'm not that concerned about it. Like you said, it's to counter a level 2 spell, you're getting it when spontaneous casters get a level 3 spell. I could see an argument for pushing it back but I think being able to get around Silence is more important to have access to it earlier.

N. Jolly wrote:


Fade has been moved up to 4th level as well as costing 1 burn now (and Winds to 6th respectively), let me think on how to handle the speed. I think the increase in burn cost should help even out the speed though.

I think he's right in the speed I think, although I'm not sure about "not removing your offensive options." You can't blast right? You could put a note about maybe not being able to use Wild Talents? There's a lot of ways to make sure this isn't too strong.

N. Jolly wrote:


I can agree that light speed has some nice distance, I think cutting the distance of it down could work, I'm working at the edit doc as we speak, maybe something more like 50 ft at base with 5 ft more per kineticist level.

Honestly I think it should be a Standard action by default, a move action with burn, and Medium range (100ft + 10ft/lvl). You're giving it as an alternative to Ride the Blast which normally requires a Standard. You're comparing it to Dimension Door which is usually a Standard but you *also* can act after which is one of the drawbacks of DD. Moving it to Standard w/o burn or Move w/ burn feels like a good balance of power. The Medium range also brings it more in line with Ride the Blast. Thinking about it though, Close might even be reasonable, because a move action medium range teleport is still *awesome*. So what if you can only do it 50ft (at level 10), that's still better than most.


N. Jolly wrote:
I did actually take note of what you said before about Time's basic blast, does anyone else think Time should be pushed down to a d3?

I don't think it does. I talked to my DM and he and I at least feel that you handled the untyped damage appropriately. Dropping reduces your average by 1 per die, or about 10 damage less on average at high levels. That's the same as saying that everybody has Resist Time Kineticist 10. The key is that *everybody* you against has it. I think it works out pretty well, especially since you are already lower damage by virtue of being an energy blast.


N. Jolly wrote:

Also I'm taking suggestions for the alternative capstone for elemental scion, off the top of my head I'm thinking it has to be a choice between:

A: Reduce all burn cost by 1
B: All wild talents count as though you have accepted 1 burn for the purpose of their effects.

Both are still super powerful, but not as game breaking as both together. Let me know if you all like A or B more, or if I should just scrap them and start over. And thanks everyone who's already picked this up, spread the word and let's keep this awesome class going!

I like option B myself. I honestly think you could even grant them a bonus infusion/talent alongside that and it would still be fine, it is a capstone.

The problem with it currently I think mostly comes from A, where reducing the burn cost of utility talents leads to cheese like the Time Kineticist that can roll 3x on every D20 roll. Interestingly enough, I don't think any of the Paizo utility talents have that issue in my mind, but then, so few of them have burn cost that it also wouldn't feel like a buff!

On a different note: Reanimating Infusion is very non-specific about what it brings back. What CR zombie? I actually do like it thematically, especially with Void Healer, but I think it could probably use some tweaks both for balance and clarity. I think having a single zombie is simpler for record keeping, just making sure it's the right CR. Or maybe provide an option to switch between a higher CR single zombie or a lower CR "army."


Thanks for replies :)

One more thing I noticed: several of the infusions don't list associated blasts.

1) Aligned Infusion (Universal) - any?
2) Diverging Infusion (Time) - chrono, epoch?
3) Incorporeal Infusion (Universal) - any?
4) Kinetic Bomb (Universal) - any?
5) Lagging Infusion (Time) - chrono, epoch?
6) Nullifying Infusion (Universal) - I assume any blast that deals the damage type it can negate.
7) Seeking Infusion (Universal) - any?


And it seems for me, third reading is the charm. I think your intent is that Greater Future Glimpse is an effect that you trigger in addition to triggering Future Glimpse (I was just assuming Greater Future Glimpse with burn cost of 1 meant for 1 burn you get the effect of Future Glimpse + Greater Future Glimpse).

In which case, I honestly think the burn cost of 1 is appropriate.


N. Jolly wrote:
Future Glimpse is your own rolls, and there was an error, Greater Future Glimpse shouldn't have a burn cost, as well as working on any reroll, not just Future Glimpse related ones (so if you took improved Iron Will and such.)

Switching Future Glimpse to your own rolls seems pretty reasonable. I didn't even read it as "any" until I saw this post, that would be insanely powerful!

Funny though that you mention Greater Future Glimpse shouldn't have a burn cost. The ability to roll twice on all of your own rolls feels really quite powerful to me.


Some minor typos, but the content is really solid and seems fun.

A few questions:

1) Aligned Infusion - Do I select the alignment each time I infuse a blast, or do I select when I choose the infusion?

2) Kinetic Bomb - It says "Reflex negates (see text)". The text then says nothing about what reflex negates. I assume reflex negates the splash damage, but not the damage to the primary target?

I'm a little surprised this actually isn't Reflex halves like an alchemist bomb.

3) Defeaning Burst - I assume it does not affect you?

4) Temporal Preparation - 1 burn per surprise round or 1 burn at the beginning of the day to act during any surprise round?

Some other notes:

Chronological Defiance very strong, possibly too strong. Maybe I haven't read enough on other class powers as far as delaying effects, but the ability to delay multiple rounds EVERY effect on you at-will seems extremely powerful.

Greater Future Glimpse really seems like it should cost 2 burn. I realize burn on utility talents is pretty limiting, but it feels a little odd to me that a higher level version of an ability is better and can be used just as frequently.


N. Jolly wrote:
Sycondaman wrote:

I agree. Flurry of Blasts makes Enervating a good choice, but without it it's terrible.

Mark, any word on this? Would Flurry of Blasts apply the penalty from Enervating Infusion multiple times?

It's interesting to think that with this, presumably you're getting 3/4/5 strikes, and with each strike, that's increasing the DC by 1 for each hit (which are almost guaranteed by using an energy blast), that's one save at a -3/-4/-5 for 3/4/5 negative levels.

I mean I did say it was borderline purple (needs flurry to work, buffed by haste), but this is one intense combo if it works.

Agreed, but the single saving throw is what makes me think it doesn't work that way. In my mind though I think I would still find it disappointing because it compares so unfavorably to Enervation. Enervation is a lower level ability for classes that get it and doesn't allow a saving throw.

Granted, Kineticists can do it "at will" but the tradeoff is harsh.


N. Jolly wrote:
Sycondaman wrote:

In your guide, you note that Envervating Infusion would work great with Flurry of Blasts due to multiple applications; however, the text states that the target makes only a single save, with a penalty based on how many times they were hit.

Doesn't this suggest that they would only get affected once?

Looking through the original list of infusions, there weren't any that actually COULD stack (can't double entangle), which makes Envenerating Infusion special in that respect.

I rated it on my interpretation of the ability, but if we get this clarified and I was wrong, I'll change the infusion's rating accordingly. I really hope I'm right since this infusion loses a lot of value if it can't be applied multiple times.

I agree. Flurry of Blasts makes Enervating a good choice, but without it it's terrible.

Mark, any word on this? Would Flurry of Blasts apply the penalty from Enervating Infusion multiple times?


In your guide, you note that Envervating Infusion would work great with Flurry of Blasts due to multiple applications; however, the text states that the target makes only a single save, with a penalty based on how many times they were hit.

Doesn't this suggest that they would only get affected once?


Luthorne wrote:
Ross Byers wrote:
Sycondaman wrote:
Luthorne wrote:
Sycondaman wrote:
Any word on how the Page of Spell Knowledge interacts with Psychic spellcasters? It notes that only Arcane or Divine Spells are supported, but says that any spontaneous caster with that spell on their list can use it. Does that mean only arcane/divine spellcasters can use it, or only spells that have an arcane/divine version (IE. Can be cast by an arcane or divine caster) are eligible?
Read as written, I don't believe psychic casters can use pages of spell knowledge, but they can use a spell lattice from Advanced Class Guide which does essentially the same thing for (I believe off the top of my head) the same price.
Thank you so much! A little strange to me that both items exist but this is perfect!

I believe the spell lattice is because Arcanists cannot use pages of spell knowledge - they don't have a Spell Known list to add to.

That said, I don't see why psychic casters cannot use a page of spell knowledge. The 'arcane or divine' mention doesn't seem to affect the items' function, since that just needs 'has that spell on her class spell list'. If you can have scrolls of psychic spells*, then you should be able to have a page of spell knowledge for psychic spells.

** spoiler omitted **

Yeah, personally I have zero problems with someone making psychic versions of a page of spell knowledge, but the basic version does say they have arcane/divine spells only. That said, spell lattice works fine, same price, and I think they're more thematic for a psychic character anyways.

Personally, I almost never use scrolls except (rarely) with a mnemonic vestment, so the arcane/divine/psychic divide isn't usually an issue.

I may still discuss it with my DM but I think he's generally happier rolling RAW if it's not a huge conflict. The only conflict with page of spell knowledge vs. spell lattice is that a spell lattice weighs one pound. Note a huge issue since you can just use a handy haversack, but it is a little annoying.


Luthorne wrote:
Sycondaman wrote:
Any word on how the Page of Spell Knowledge interacts with Psychic spellcasters? It notes that only Arcane or Divine Spells are supported, but says that any spontaneous caster with that spell on their list can use it. Does that mean only arcane/divine spellcasters can use it, or only spells that have an arcane/divine version (IE. Can be cast by an arcane or divine caster) are eligible?
Read as written, I don't believe psychic casters can use pages of spell knowledge, but they can use a spell lattice from Advanced Class Guide which does essentially the same thing for (I believe off the top of my head) the same price.

Thank you so much! A little strange to me that both items exist but this is perfect!


Any word on how the Page of Spell Knowledge interacts with Psychic spellcasters? It notes that only Arcane or Divine Spells are supported, but says that any spontaneous caster with that spell on their list can use it. Does that mean only arcane/divine spellcasters can use it, or only spells that have an arcane/divine version (IE. Can be cast by an arcane or divine caster) are eligible?