chad hale 637 |
Lost Dimension playstation game?
nope.
1. PC > consoles2. Anime series are everywhere. The sheer plethora of them tends to make them "all" a bit obscure (no offense).
3. if you are married, have a job, classes to take, kids, etc. Cartoons are just not a part of the program, no matter how cool.
3. Much of anime is either out-of-bounds for one reason or another; or seen through a tremendously biased lens (Freezing, queens blade, Blue (anything), ultimate teacher, etc).
4. those of us who write our own stories tend to see writer gimmicks and plots over a continent away and experience considerable ire when faced with poor story-telling, or overtly obvious oppsies.
besides, x-1999 by clamp was so much better...
despite the fact that;
1. EVERYTHING had to happen in japan (to include all the omens and destruction required for the end of the ENTIRE world).
2. American characters were depicted as perverted to duplicitous.
3. You were supposed to get "some stuff" just because.
Actually no. There isn't much anime that isn't a weird fetish or Micro-niche and that makes me run screaming just as fast as a cliché nosebleed.
I just really miss my childhood awe that I felt when watching ROBOTECH; Now, I can't believe how badly done it was...
Gisher |
Shisumo wrote:chad hale 637 wrote:
1. are the mind blades summoned at level 1?Yes.
chad hale 637 wrote:2. could I assign their form as say... Starknives?Yes.
chad hale 637 wrote:4. What level can you start duel wielding mindblades?7th.
Well, I hope there is a feat or Arcanum or something that allows one to dual wield mindblades at a lower level, or something. Hmmm
For example: the standard magus spell list includes the 2nd spell level, "Instant Weapon", and can cast it at 4th; would this still be open to two weapon fighting to dual wield with the Mindblade Magus?
Perhaps you could wield a physical starknife as your primary weapon and your psychic blade in your off hand? If having a psychic blade in your off-hand doesn't interfere with Spell Combat, then that should be an effective combat style. Then later you could just replace the physical blade with another psychic one.
christos gurd |
chad hale 637 wrote:chad hale 637 wrote:anybody, please.Different set of questions...
a. I know the monk got some stuff, but Did the Brawler get anything?c. Players seem to love the Universalist wizard trick, "Hand of the Apprentice", is there something like this for Occult characters?
a.no
B.kineticist s still get telekinetic abilities.Ashram |
QuidEst wrote:You are considered to have a hand free for spell combat when dual wielding. You gain the same ability with a two-handed mindblade at 13th level, in fact.Xethik wrote:Can the Mindblade still spell combat and spellstrike with the dual mindblades? Or are you choosing one? Spell combat and TWF don't normally play well.I think there was mention of that earlier in the thread, yes.
Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.
At least the mindblade doesn't give up spellstrike.
Mark Seifter Designer |
1 person marked this as a favorite. |
We were wondering about the sensate's weapon training 1 as well.
It looks too precisely written to be a simple typo, since they went to all the trouble of specifying that it replaces "weapon training 2, 3, and 4".
I will investigate this. I did the first development pass on the archetype, and I also really like the archetype; it was a cool idea, and hopefully you guys will agree that it's a great execution. I don't remember one way or the other, but it went through many passes after that and may have had something change. Given that centered senses starts giving its benefits at level 5, I think it is very likely that it also replaces weapon training I.
Xethik |
Shisumo wrote:QuidEst wrote:You are considered to have a hand free for spell combat when dual wielding. You gain the same ability with a two-handed mindblade at 13th level, in fact.Xethik wrote:Can the Mindblade still spell combat and spellstrike with the dual mindblades? Or are you choosing one? Spell combat and TWF don't normally play well.I think there was mention of that earlier in the thread, yes.Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.
At least the mindblade doesn't give up spellstrike.
Yeah... I'm okay if you can't Spell Combat and TWF at the same time as long as you can Spellstrike. It's what makes the Spellblade so unappealing to me. On one hand, it is pretty much the same as Spell Combat + Arcane Mark, but on the other hand, that strategy is only good until you get much more spell sustainability with more spells per day and spell recall so this archetype may fall off later in the game.
I'll have to see the full text of Mindblade to see if it is a purely flavorful archetype or actually as good as vanilla Magus in terms of dealing damage.
EDIT: Mark Seifter has saved the day. Wooh! Sounds like this will be an effective archetype.
Mark Seifter Designer |
Shisumo wrote:QuidEst wrote:You are considered to have a hand free for spell combat when dual wielding. You gain the same ability with a two-handed mindblade at 13th level, in fact.Xethik wrote:Can the Mindblade still spell combat and spellstrike with the dual mindblades? Or are you choosing one? Spell combat and TWF don't normally play well.I think there was mention of that earlier in the thread, yes.Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.
At least the mindblade doesn't give up spellstrike.
Nope, when it gains that ability, it can spell combat and TWF! It's one of the archetype's hallmark abilities. There are tradeoffs (for one, thought components become something to think about, since they make concentration checks pretty hard when they come up; build strong concentration!)
Mark Seifter Designer |
Kalindlara wrote:I will investigate this. I did the first development pass on the archetype, and I also really like the archetype; it was a cool idea, and hopefully you guys will agree that it's a great execution. I don't remember one way or the other, but it went through many passes after that and may have had something change. Given that centered senses starts giving its benefits at level 5, I think it is very likely that it also replaces weapon training I.We were wondering about the sensate's weapon training 1 as well.
It looks too precisely written to be a simple typo, since they went to all the trouble of specifying that it replaces "weapon training 2, 3, and 4".
I have looked back to the freelancer's great original turnover and found that it replaced the whole weapon training originally. Looks like something weird occurred to me.
Shisumo |
Jack of Dust wrote:Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!The Kineticist gets more skill points than 2 + his Intelligence modifier.
...I don't have the book; but I did what you asked, right? ;)
I do have the book, and I feel comfortable repeating your statement.
Deadbeat Doom |
Axial wrote:I do have the book, and I feel comfortable repeating your statement.Jack of Dust wrote:Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!The Kineticist gets more skill points than 2 + his Intelligence modifier.
...I don't have the book; but I did what you asked, right? ;)
How much more?
Also, some info on the kinetic healer archetype would be most welcome.
Protoman |
Axial wrote:I do have the book, and I feel comfortable repeating your statement.Jack of Dust wrote:Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!The Kineticist gets more skill points than 2 + his Intelligence modifier.
...I don't have the book; but I did what you asked, right? ;)
Does the base kineticist get acrobatics for a class skill?
Endoralis |
Is it possible to get a list of the names of the various Kineticist Blasts? Or Talents?
How does Mobile Blast Function?
Can we get a base idea how the Medium spirits work or what each path empowers (For Example does Champion give the same benefit Strength Spirits did? +Spirit Bonus to Attack and Damage? )
KirbyEF |
Axial wrote:I do have the book, and I feel comfortable repeating your statement.Jack of Dust wrote:Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!The Kineticist gets more skill points than 2 + his Intelligence modifier.
...I don't have the book; but I did what you asked, right? ;)
How does Lucid Dreaming work (the Feat)?
Shisumo |
I don't have my PDFs with me at work, so I'm going off of memory here, but I'll answer what I can.
Shisumo wrote:How much more?Axial wrote:I do have the book, and I feel comfortable repeating your statement.Jack of Dust wrote:Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!The Kineticist gets more skill points than 2 + his Intelligence modifier.
...I don't have the book; but I did what you asked, right? ;)
4 + Int.
Also, some info on the kinetic healer archetype would be most welcome.
I haven't looked at it in detail, but I know they get mercies they can apply to their healing blast. They also get the ability to eventually use it like breath of life and can also dual-heal themselves and someone else at the same time (both characters have to take burn, rather than just one or the other).
Does the base kineticist get acrobatics for a class skill?
I'd need to look it up to be sure, but I don't think so. The elemental specializations add bonus class skills though, and I think that's one of the ones Air grants (along with Fly).
Is it possible to get a list of the names of the various Kineticist Blasts? Or Talents?
That's a hefty list, and there's no way I could do it all from memory. All the elemental foci got a bunch more than were in the playtest - I would estimate roughly double. There are 0-cost utility talents for each element, including things like mage-hand type TK for aether (5 lbs/level and magic items included) and a fire talent that dpulicates flare, light and/or spark as desired.
How does Mobile Blast Function?
No idea, I'm afraid.
Can we get a base idea how the Medium spirits work or what each path empowers (For Example does Champion give the same benefit Strength Spirits did? +Spirit Bonus to Attack and Damage? )
Pretty much. Each of the spirits gives its spirit bonus to rolls associated with its ability (Champion to Strength, Archmage to Intelligence, and so on) plus other benefits such as bonuses to weapon attack/damage (Champion) or AC (Guardian). That's not even vaguely a complete list even for those two spirits, though - the bonuses are fairly extensive.
Arachnofiend |
So, these new Mesmerist charm spells that have an effect on a successful save... they're just for the Mesmerist, right? They're not on the sorc/wiz list, right? Paizo knows better than to make another Icy Prison, right???
Could I get an answer on this question? I didn't have many feelings either way on the Mesmerist before, but I'm going to be rather upset about his inclusion if it allowed the sorc/wiz list to get even more options...
Mark Seifter Designer |
Arachnofiend wrote:So, these new Mesmerist charm spells that have an effect on a successful save... they're just for the Mesmerist, right? They're not on the sorc/wiz list, right? Paizo knows better than to make another Icy Prison, right???Could I get an answer on this question? I didn't have many feelings either way on the Mesmerist before, but I'm going to be rather upset about his inclusion if it allowed the sorc/wiz list to get even more options...
I think you're looking at what the effect on the successful save would be in the wrong way (understandable, considering the existence of problematically-strong effects on successful saves in the past). Think of it as more like "Here's a spell that gives a penalty on attack rolls for 1 round/level. Even on a successful save, they take that penalty for 1 round."
Arachnofiend |
Okay, if it's that minor then it's not as bad. The Mesmerist preview presented them as charm/compulsion spells so naturally my first thought was that these were spells that would charm/compel you to do something even on a successful save. "It's Dominate Person, but if you save then it's only Murderous Command" or whatever.
Mark Seifter Designer |
Okay, if it's that minor then it's not as bad. The Mesmerist preview presented them as charm/compulsion spells so naturally my first thought was that these were spells that would charm/compel you to do something even on a successful save. "It's Dominate Person, but if you save then it's only Murderous Command" or whatever.
The penalty spell I mention, for instance, is an actual spell with the compulsion tag. While many on the PDT like the idea of effects on a failed save, we were mindful to make sure that effect isn't going to be egregious, and we tried to make sure the fact that it existed was balanced somewhere else (for instance, many contemporaries of the aforementioned spell can deny actions entirely on a series of failed saves but have no effect on a successful save, so this spell is more of a safe option, but it's best case scenario is less impressive).
Alexander Augunas Contributor |
Shisumo wrote:Does the base kineticist get acrobatics for a class skill?Axial wrote:I do have the book, and I feel comfortable repeating your statement.Jack of Dust wrote:Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!The Kineticist gets more skill points than 2 + his Intelligence modifier.
...I don't have the book; but I did what you asked, right? ;)
My friend asked me to check that for him, and the answer is Yes. It is a baseline skill for the entire class.
Mark Seifter Designer |
1 person marked this as a favorite. |
Dragon78 wrote:I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.Is that all blasts, or just the ones that do elemental damage?
Neither. It is the default no-form sort of blast, for all elements and energy types. Some forms do even more damage (area effects) and some don't do any (the ones that aren't area effects that change the default shape a lot, since they don't have the affecting-swarms clause in them like the default shape does, sometimes may not effect swarms; looking back, I see that this clause comes just after a sentence that talks about rules that apply to all form infusions, though, so it may require further enumeration later). Suffice it to say that every kineticist without an archetype has an option that works against swarms from level 1!
the xiao |
2 people marked this as a favorite. |
the xiao wrote:Lost Dimension playstation game?nope.
1. PC > consoles
2. Anime series are everywhere. The sheer plethora of them tends to make them "all" a bit obscure (no offense).
3. if you are married, have a job, classes to take, kids, etc. Cartoons are just not a part of the program, no matter how cool.
3. Much of anime is either out-of-bounds for one reason or another; or seen through a tremendously biased lens (Freezing, queens blade, Blue (anything), ultimate teacher, etc).
4. those of us who write our own stories tend to see writer gimmicks and plots over a continent away and experience considerable ire when faced with poor story-telling, or overtly obvious oppsies.besides, x-1999 by clamp was so much better...
despite the fact that;
1. EVERYTHING had to happen in japan (to include all the omens and destruction required for the end of the ENTIRE world).
2. American characters were depicted as perverted to duplicitous.
3. You were supposed to get "some stuff" just because.Actually no. There isn't much anime that isn't a weird fetish or Micro-niche and that makes me run screaming just as fast as a cliché nosebleed.
I just really miss my childhood awe that I felt when watching ROBOTECH; Now, I can't believe how badly done it was...
While there is some truth in what you say, it is not very different from most American (USA) media...
Anyway I mention it because it is a group of psychics.
Azouth |
Arachnofiend wrote:Neither. It is the default no-form sort of blast, for all elements and energy types. Some forms do even more damage (area effects) and some don't do any (the ones that aren't area effects that change the default shape a lot, since they don't have the affecting-swarms clause in them like the default shape does, sometimes may not effect swarms; looking back, I see that this clause comes just after a sentence that talks about rules that apply to all form infusions, though, so it may require further enumeration later). Suffice it to say that every kineticist without an archetype has an option that works against swarms from level 1!Dragon78 wrote:I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.Is that all blasts, or just the ones that do elemental damage?
You lost me. What?
Mark Seifter Designer |
Mark Seifter wrote:You lost me. What?Arachnofiend wrote:Neither. It is the default no-form sort of blast, for all elements and energy types. Some forms do even more damage (area effects) and some don't do any (the ones that aren't area effects that change the default shape a lot, since they don't have the affecting-swarms clause in them like the default shape does, sometimes may not effect swarms; looking back, I see that this clause comes just after a sentence that talks about rules that apply to all form infusions, though, so it may require further enumeration later). Suffice it to say that every kineticist without an archetype has an option that works against swarms from level 1!Dragon78 wrote:I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.Is that all blasts, or just the ones that do elemental damage?
Just go with the tldr in the last sentence ;)
Basically, your blast usually effects swarms. It may be possible for you to change your blast in such a way that it doesn't in a particular case, based on your choices, but if you don't do anything else, it works by default!
Protoman |
Protoman wrote:My friend asked me to check that for him, and the answer is Yes. It is a baseline skill for the entire class.Shisumo wrote:Does the base kineticist get acrobatics for a class skill?Axial wrote:I do have the book, and I feel comfortable repeating your statement.Jack of Dust wrote:Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!The Kineticist gets more skill points than 2 + his Intelligence modifier.
...I don't have the book; but I did what you asked, right? ;)
Yay!!! That's one thing I can happily rebuild for my PFS pyrokineticist. Can replace Reckless trait for something else.
Protoman |
Azouth wrote:Mark Seifter wrote:You lost me. What?Arachnofiend wrote:Neither. It is the default no-form sort of blast, for all elements and energy types. Some forms do even more damage (area effects) and some don't do any (the ones that aren't area effects that change the default shape a lot, since they don't have the affecting-swarms clause in them like the default shape does, sometimes may not effect swarms; looking back, I see that this clause comes just after a sentence that talks about rules that apply to all form infusions, though, so it may require further enumeration later). Suffice it to say that every kineticist without an archetype has an option that works against swarms from level 1!Dragon78 wrote:I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.Is that all blasts, or just the ones that do elemental damage?Just go with the tldr in the last sentence ;)
Basically, your blast usually effects swarms. It may be possible for you to change your blast in such a way that it doesn't in a particular case, based on your choices, but if you don't do anything else, it works by default!
Thats actually probably one of the biggest practical bumps given to the kineticist! Lovin' it! Would the melee form infusions like kinetic blade and whip (assuming those names haven't changed from the playtest) work against swarms for extra BAB attacks or are they altered too much?
Lukas Stariha |
I have 2 questions stemming from having read the Spiritualist in the book:
1) It says in the Phantom ability description they can wear armor or other appropriate items, but in the description of the armor bonus for phantoms it says they cannot. Which is correct?
2) Bestow Curse is listed as both a 3rd and 4th level spell for the Spiritualist. Which is correct?
Mark Seifter Designer |
I have 2 questions stemming from having read the Spiritualist in the book:
1) It says in the Phantom ability description they can wear armor or other appropriate items, but in the description of the armor bonus for phantoms it says they cannot. Which is correct?
2) Bestow Curse is listed as both a 3rd and 4th level spell for the Spiritualist. Which is correct?
We actually noticed these both a few weeks ago, so when it happened I asked Stephen. The answers from Stephen are that bestow curse is 3rd level and that the phantom can't wear armor (the earlier text should say it can wear worn magic items instead).
Honestly I am shocked by how few such things slipped through!
Ashram |
1 person marked this as a favorite. |
Ashram wrote:Nope, when it gains that ability, it can spell combat and TWF! It's one of the archetype's hallmark abilities. There are tradeoffs (for one, thought components become something to think about, since they make concentration checks pretty hard when they come up; build strong concentration!)Shisumo wrote:QuidEst wrote:You are considered to have a hand free for spell combat when dual wielding. You gain the same ability with a two-handed mindblade at 13th level, in fact.Xethik wrote:Can the Mindblade still spell combat and spellstrike with the dual mindblades? Or are you choosing one? Spell combat and TWF don't normally play well.I think there was mention of that earlier in the thread, yes.Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.
At least the mindblade doesn't give up spellstrike.
That's actually pretty awesome. Maybe we can reverse engineer this for the spellblade to make it suck less. :)
Lukas Stariha |
Lukas Stariha wrote:I have 2 questions stemming from having read the Spiritualist in the book:
1) It says in the Phantom ability description they can wear armor or other appropriate items, but in the description of the armor bonus for phantoms it says they cannot. Which is correct?
2) Bestow Curse is listed as both a 3rd and 4th level spell for the Spiritualist. Which is correct?
We actually noticed these both a few weeks ago, so when it happened I asked Stephen. The answers from Stephen are that bestow curse is 3rd level and that the phantom can't wear armor (the earlier text should say it can wear worn magic items instead).
Honestly I am shocked by how few such things slipped through!
Thank ya kindly, Mark!
Xelaaredn |
Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?
If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?
OK... Consider me curious. Why?
Mark Seifter Designer |
Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?
If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?
Having hands excludes you from using the tail for kinetic blast, but if you do have a tail, you will need it free to gather power.
Azouth |
dumptruckman wrote:Having hands excludes you from using the tail for kinetic blast, but if you do have a tail, you will need it free to gather power.Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?
If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?
So if you have more than two hands they all need to be free to gather power?
Mark Seifter Designer |
1 person marked this as a favorite. |
Mark Seifter wrote:So if you have more than two hands they all need to be free to gather power?dumptruckman wrote:Having hands excludes you from using the tail for kinetic blast, but if you do have a tail, you will need it free to gather power.Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?
If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?
Yes, the text makes it fairly clear, hopefully, and I am here to confirm it.
Arachnofiend |
Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?
If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?
At that point you might as well just follow the normal rules for kinetic blast and flavor it as being slung from your tail...
Shisumo |
Still havent gotten an answer to how Mobile Blast functions, my Aetherkineticist (Telekineticist) will be turning level 4 soonish in an AP and it seemed like a good option by the name.
Mobile blast is the kineticist's answer to flaming sphere - you have a "ball" of your element hovering in a particular square and it auto-deals damage to anyone in that square. It can be moved as a move action to anywhere within range (30 ft). The damage is half your usual blast damage if it's an elemental blast, or a quarter your usual damage if it's a physical blast.
nighttree wrote:Can the Mindblade summon/form his weapon "at will" ? or is he limited to spending pool points to summon a weapon ?BUMP....:P
The mindblade has a "psychic pool" instead of an arcane pool, which doesn't actually say how it's calculated - since the text says it's "similar" to the traditional arcane pool and counts as it for prereqs and class features, I assume it's the same size as the arcane pool would be otherwise. Summoning a light weapon is 1 pt from the pool, a one-handed weapon is 2 pts and a two-handed weapon is 3 pts; it takes a standard action to summon (a swift at 8th) but the duration is "until you dismiss it or let go." Interestingly, if I'm reading the ability right, when the blade disappears, the psychic points you spent on the weapon are returned to your pool, which is an interesting twist.
dumptruckman |
dumptruckman wrote:OK... Consider me curious. Why?Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?
If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?
Cause you normally can't attack with prehensile tail. It's something different, for sure.