
nighttree |
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nighttree wrote:Can the Mindblade summon/form his weapon "at will" ? or is he limited to spending pool points to summon a weapon ?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.
If that's how it works...it is indeed an interesting twist...one I fully approve of ;)

Flame Effigy |

Hi there, just read through everything posted so far regarding new information and I have a couple of questions.
Does the Witch get anything? (Besides the leyline archetype)
Or at the very least, are there any Witch /related/ things?
Are there any new options for familiars/intelligent magical items for old classes?

Mark Seifter Designer |
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If the psychic points gets refunded back into the pool, that would be very cool and I'd definitely wanna try it out in the future.
For the mindblade, does Weapon Focus and another weapon specific feats apply to it, or does it replicate an existing weapon and that's what we'd apply feat choices to?
It is indeed a refund!

The NPC |
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Protoman wrote:It is indeed a refund!If the psychic points gets refunded back into the pool, that would be very cool and I'd definitely wanna try it out in the future.
For the mindblade, does Weapon Focus and another weapon specific feats apply to it, or does it replicate an existing weapon and that's what we'd apply feat choices to?
Sweet. All kinds of sweet.
This question got lost in the shuffle:
How does the kineticist interact with +1 spell casting level from prestige classes?
Also, I am having adolescent-like pre Christmas jonezing for my copy to arrive.

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Hi there, just read through everything posted so far regarding new information and I have a couple of questions.
Does the Witch get anything? (Besides the leyline archetype)
Or at the very least, are there any Witch /related/ things?
Two new patrons: ethereal and mind. There's also a "voodoo doll" type magic item called a ganji doll that's got a very witch-y feel to it.
Are there any new options for familiars/intelligent magical items for old classes?
Not that I have seen.

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That's actually pretty awesome. Maybe we can reverse engineer this for the spellblade to make it suck less. :)
... Tell me about it. Spellblade magus loses Spellstrike, and then still has to sacrifice precious spell slots to make a temporary dagger in their off hand. Why didn't they abandon the physical weapon and create a spontaneous casting sorcerous magus with an "instant weapon" bloodline from first level and then add Kensai flavored bits?
I mean, just change the magus from fighter+wizard parent classes to Brawler+Sorcerer... or something.
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Athel wrote:Anyone who can elaborate on which features the Psychic Detective alters/replaces beyond alchemy?Did you get an answer to this question? Because I would like to know more about this archetype myself.
They lose the poison abilities to get a bonus against psychic spells and spell-likes, and they lose their first investigator talent to get a phrenic amplification and a small phrenic pool.

Luthorne |
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Let's talk magic items. Is there anything specifically made with Kinetic Blasts in mind or for the Kineticist? Like Monk's Robes, Bane Baldric, Corset of Dire Witchcraft?
Yes. Hollow Rod, Overflowing Rod, Vril Staff, and the Kineticist's Diadem all have particular benefits specific to kineticists.

QuidEst |

Few questions if somebody has time! If not, I'll probably live. Thanks to all the folks answering questions and posting cool stuff!
1. What level do Mesmerists get access to the Possession spell at?
2. What do the Possession-related feats do?
3. Are there any air/water/aether talents that let you asphyxiate/drown/force-choke somebody?
Bonus 1. What does the Aether Puppet Kineticist talent do?
Bonus 2. What sort of stuff does the Jealousy Spiritualist spirit do?

Luthorne |
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Few questions if somebody has time! If not, I'll probably live. Thanks to all the folks answering questions and posting cool stuff!
1. What level do Mesmerists get access to the Possession spell at?
5th level. Occultist and spiritulist get it at 4th, and medium gets it at 3rd. Psychic, sorcerer/wizard, summoner, and witch all get it at 5th.
2. What do the Possession-related feats do?
Hidden Presence lets you hide yourself from divination (such as having detect chaos/evil/good/law spells detect the host and not you), bypass things such as magic circle against evil and forbiddance while possessing someone.
Intrusive Presence lets you read the mind of someone you're possessing.Manipulative Presence lets you rewrite some of your host's memories after you've finished possessing them.
3. Are there any air/water/aether talents that let you asphyxiate/drown/force-choke somebody?
Yes.
Bonus 1. What does the Aether Puppet Kineticist talent do?
It's like spark of life from the playtest except an animated object instead of an elemental.
Bonus 2. What sort of stuff does the Jealousy Spiritualist spirit do?
Punishes people for not attacking it and/or for attacking the spiritualist.

QuidEst |

Thank you very much for the answers!
QuidEst wrote:5th level. Occultist and spiritulist get it at 4th, and medium gets it at 3rd. Psychic, sorcerer/wizard, summoner, and witch all get it at 5th.Few questions if somebody has time! If not, I'll probably live. Thanks to all the folks answering questions and posting cool stuff!
1. What level do Mesmerists get access to the Possession spell at?
Thanks! Darn… I was hoping Mesmerist would get it as 4th. It's such a long haul to 13th level. It does make sense, though. Medium, Spiritualist, Psychic, and Sorcerer all grab it at 10th, so I'll have to look into those for the character.
QuidEst wrote:2. What do the Possession-related feats do?Hidden Presence lets you hide yourself from divination (such as having detect chaos/evil/good/law spells detect the host and not you), bypass things such as magic circle against evil and forbiddance while possessing someone.
Intrusive Presence lets you read the mind of someone you're possessing.Manipulative Presence lets you rewrite some of your host's memories after you've finished possessing them.
Ooh… Intrusive and Manipulative both sound pretty cool. Looking forward to playing with them. Might have to try out one of the classes with earlier access.
QuidEst wrote:3. Are there any air/water/aether talents that let you asphyxiate/drown/force-choke somebody?Yes.
Awesome. Got my new Skull & Shackles character in mind, then!
QuidEst wrote:Bonus 1. What does the Aether Puppet Kineticist talent do?It's like spark of life from the playtest except an animated object instead of an elemental.
Animated Objects are always fun, and being able to make 'em at-will is going to be a ton of fun.
QuidEst wrote:Bonus 2. What sort of stuff does the Jealousy Spiritualist spirit do?Punishes people for not attacking it and/or for attacking the spiritualist.
Interesting! Anger or Hatred might fit the concept I had better, but Jealousy sounds like a great spirit to pair up with a coward.

Cadvin |
QuidEst wrote:1. What level do Mesmerists get access to the Possession spell at?
5th level. Occultist and spiritulist get it at 4th, and medium gets it at 3rd. Psychic, sorcerer/wizard, summoner, and witch all get it at 5th.
I have to say I'm disappointed. The Mesmerist, whose entire thing is mind control, gets the spell three levels behind literally every other caster in the book. Even a 4th level caster gets it before him.
That really stings.

QuidEst |

Luthorne wrote:QuidEst wrote:1. What level do Mesmerists get access to the Possession spell at?
5th level. Occultist and spiritulist get it at 4th, and medium gets it at 3rd. Psychic, sorcerer/wizard, summoner, and witch all get it at 5th.
I have to say I'm disappointed. The Mesmerist, whose entire thing is mind control, gets the spell three levels behind literally every other caster in the book. Even a 4th level caster gets it before him.
That really stings.
Right, but the Mesmerist's deal is mind control, and possession tends to be more along the lines of… soul control? Something like that. I would have liked for it to get early access, but I can see where the classes that actually deal with spirits are a better fit for it. I'm withholding judgement until I see the full list. So long as they get Dominate Person as a 4th level spell, it'll be good enough for me.

Cadvin |
Right, but the Mesmerist's deal is mind control, and possession tends to be more along the lines of… soul control? Something like that. I would have liked for it to get early access, but I can see where the classes that actually deal with spirits are a better fit for it. I'm withholding judgement until I see the full list. So long as they get Dominate Person as a 4th level spell, it'll be good enough for me.
Yeah, I suppose I can see it for Medium and Spiritulist, but the Occultist really should've gotten it at 5th if anyone did.
Ah well, at least the Mes got some nice things to do with his stare.

Luthorne |
Luthorne wrote:QuidEst wrote:1. What level do Mesmerists get access to the Possession spell at?
5th level. Occultist and spiritulist get it at 4th, and medium gets it at 3rd. Psychic, sorcerer/wizard, summoner, and witch all get it at 5th.
I have to say I'm disappointed. The Mesmerist, whose entire thing is mind control, gets the spell three levels behind literally every other caster in the book. Even a 4th level caster gets it before him.
That really stings.
Well, not every caster...he gets it at the same level as the summoner. And in all fairness, possession and greater possession are both necromancy spells and aren't even mind-affecting effects. And the 4th-level caster in question is literally all about possession, so it does kind of make sense...but yeah, I'll admit I'm a little sad that he didn't get it at the same level as the occultist and the spiritualist. Ah well.
Edit:
So long as they get Dominate Person as a 4th level spell, it'll be good enough for me.
They do indeed!

Cadvin |
Well, not every caster...he gets it at the same level as the summoner.
I meant in the Occult Adventures book, not in all of Pathfinder. I mean, I'm also mad that the summoner got it, but that's only because I'm still bitter about 2nd level Haste.
I didn't know they were non mind-affecting Necromancy spells, that's a bit odd. Does that mean you can use it on undead and constructs?

Luthorne |
I didn't know they were non mind-affecting Necromancy spells, that's a bit odd. Does that mean you can use it on undead and constructs?
Well, constructs have immunity to necromancy effects, so presumably not constructs (not without greater possess object, anyways). For undead, I don't see anything preventing it...though they do usually have good Will saves.

Cadvin |
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Well, constructs have immunity to necromancy effects, so presumably not constructs (not without greater possess object, anyways). For undead, I don't see anything preventing it...though they do usually have good Will saves.
Oh so they are, forgot about that. Wouldn't have made much sense anyway. As for undead, well, I suppose there is that archetype that posesses his own corpse...
While I'm here, can anyone sate my kinetic kuriosity? I've heard that the kineticist gets cantripy talents- do they get them for free? What does the geokineticist's do?

MusicAddict |
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While I'm here, can anyone sate my kinetic kuriosity? I've heard that the kineticist gets cantripy talents- do they get them for free? What does the geokineticist's do?
Every element gets a basic X-kinesis ability at first level, geokinetics get a scaling version of mage hand for earth/stone only and the ability to sift though earth.

Cadvin |
Every element gets a basic X-kinesis ability at first level, geokinetics get a scaling version of mage hand for earth/stone only and the ability to sift though earth.
Not bad, I was hoping to be able to shape rock a bit but earth sensing and movement definitely not bad for something free. Thanks for the answer!

Xelaaredn |
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Cadvin wrote:Every element gets a basic X-kinesis ability at first level, geokinetics get a scaling version of mage hand for earth/stone only and the ability to sift though earth.
While I'm here, can anyone sate my kinetic kuriosity? I've heard that the kineticist gets cantripy talents- do they get them for free? What does the geokineticist's do?
Any chance you could tell a bit about what the aerokineticist gets?

Luthorne |
MusicAddict wrote:Any chance you could tell a bit about what the aerokineticist gets?Cadvin wrote:Every element gets a basic X-kinesis ability at first level, geokinetics get a scaling version of mage hand for earth/stone only and the ability to sift though earth.
While I'm here, can anyone sate my kinetic kuriosity? I've heard that the kineticist gets cantripy talents- do they get them for free? What does the geokineticist's do?
Breeze from here, and can make a number of people harder to detect via scent (they count as being upwind for determining how close they need to be to do so).

Luthorne |
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What does the Telekinticist get instead? As I dont think thy have an element?
What Dragon78 is referring to is not a default ability, but utility talents. Aerokinetics can pick up aerial adaptation, which makes the immune to altitude sickness and gives them electricity resistance equal to twice their current amount of burn. Pyro or hydrokineticists can pick up cold adaptation, which gives them endure elements against cold temperatures and cold resistance equal to twice their current amount of burn. Heat adaptation does the reverse for hot temperatures and fire resistance. Flame shield also makes you take half damage from cold attacks, but isn't cold resistance properly.

MusicAddict |
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What does the Telekinticist get instead? As I dont think thy have an element?
Telekinetics use their control over the aether to gain access to scaling versions of Mage Hand, scoop and Open/close cantrips, with Mage Hand and Scoop increasing in speed when you own the range extending infusions

Azouth |

Endoralis wrote:What does the Telekinticist get instead? As I dont think thy have an element?What Dragon78 is referring to is not a default ability, but utility talents. Aerokinetics can pick up aerial adaptation, which makes the immune to altitude sickness and gives them electricity resistance equal to twice their current amount of burn. Pyro or hydrokineticists can pick up cold adaptation, which gives them endure elements against cold temperatures and cold resistance equal to twice their current amount of burn. Heat adaptation does the reverse for hot temperatures and fire resistance. Flame shield also makes you take half damage from cold attacks, but isn't cold resistance properly.
So, what does aether get?

Luthorne |
Luthorne wrote:So, what does aether get?Endoralis wrote:What does the Telekinticist get instead? As I dont think thy have an element?What Dragon78 is referring to is not a default ability, but utility talents. Aerokinetics can pick up aerial adaptation, which makes the immune to altitude sickness and gives them electricity resistance equal to twice their current amount of burn. Pyro or hydrokineticists can pick up cold adaptation, which gives them endure elements against cold temperatures and cold resistance equal to twice their current amount of burn. Heat adaptation does the reverse for hot temperatures and fire resistance. Flame shield also makes you take half damage from cold attacks, but isn't cold resistance properly.
Aether can pick from wild talents for the aether element (or, of course, universal wild talents).

Luthorne |
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So what Im hearing is that going another element became mandatory for getting any sort of resistance/ability similar to the element types. Or that they dont have an equivalent.
The aether and earth elements don't get innate options for energy resistance as far as I can see. Of course, they get other defensive options, such as aether being able to produce force fields and deflect attacks and spells.

Luthorne |
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QUERY:
Information on Paladin Archetype and Cavalier Archetype would be most welcome!
The cavalier archetype is the Ghost Rider archetype. It trades out its mount for a special version of the spiritualist's phantom companion that takes the form of a spectral mount with various restrictions; it trades out tactician, greater tactician, and master tactician for a frightful gaze ability that paralyzes creatures with fear, and eventually gains the ability to use it on creatures that are mindless or immune to mind-affecting effects; it trades out cavalier's charge for immunity to fear and producing an aura that grants a allies a bonus against fear; it trades out expert trainer and banner for the ability to have its mount ignore difficult terrain and and travel on top of water; finally, it trades out mighty charge and greater banner for the ability to have its mount walk briefly on air and eventually fly.
The paladin archetype is the Ghost Hunter archetype. Its smite is less capable of penetrating damage reduction and oriented against undead rather than evil outsiders and dragons; it trades out its 6th level mercy for the ability to spend lay on hands to attempt to end possession and mind control effects; finally, it trades out its 9th level mercy for the ability to interrogate destroyed undead or neutralized/destroyed haunts once per day.

Jack of Dust |
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Thomas Seitz wrote:QUERY:
Information on Paladin Archetype and Cavalier Archetype would be most welcome!
The cavalier archetype is the Ghost Rider archetype. It trades out its mount for a special version of the spiritualist's phantom companion that takes the form of a spectral mount with various restrictions; it trades out tactician, greater tactician, and master tactician for a frightful gaze ability that paralyzes creatures with fear, and eventually gains the ability to use it on creatures that are mindless or immune to mind-affecting effects; it trades out cavalier's charge for immunity to fear and producing an aura that grants a allies a bonus against fear; it trades out expert trainer and banner for the ability to have its mount ignore difficult terrain and and travel on top of water; finally, it trades out mighty charge and greater banner for the ability to have its mount walk briefly on air and eventually fly.
I wonder if my DM would let me take a motor cycle as a mount....

Thomas Seitz |

Thomas Seitz wrote:QUERY:
Information on Paladin Archetype and Cavalier Archetype would be most welcome!
The cavalier archetype is the Ghost Rider archetype. It trades out its mount for a special version of the spiritualist's phantom companion that takes the form of a spectral mount with various restrictions; it trades out tactician, greater tactician, and master tactician for a frightful gaze ability that paralyzes creatures with fear, and eventually gains the ability to use it on creatures that are mindless or immune to mind-affecting effects; it trades out cavalier's charge for immunity to fear and producing an aura that grants a allies a bonus against fear; it trades out expert trainer and banner for the ability to have its mount ignore difficult terrain and and travel on top of water; finally, it trades out mighty charge and greater banner for the ability to have its mount walk briefly on air and eventually fly.
The paladin archetype is the Ghost Hunter archetype. Its smite is less capable of penetrating damage reduction and oriented against undead rather than evil outsiders and dragons; it trades out its 6th level mercy for the ability to spend lay on hands to attempt to end possession and mind control effects; finally, it trades out its 9th level mercy for the ability to interrogate destroyed undead or neutralized/destroyed haunts once per day.
Thank you very much for this very useful info. I do have one question: reduced against undead? Not against Evil outsiders or dragons?

Athel |

Gisher wrote:They lose the poison abilities to get a bonus against psychic spells and spell-likes, and they lose their first investigator talent to get a phrenic amplification and a small phrenic pool.Athel wrote:Anyone who can elaborate on which features the Psychic Detective alters/replaces beyond alchemy?Did you get an answer to this question? Because I would like to know more about this archetype myself.
Appreciate the info. One further question:
How does the psychic detective spell list change? Is is the same list (alchemist formulae, only fitted to psychic casting mechanics), a borrowed list (such as from the mesmerist or spiritualist), or an entirely new list?

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So I have a couple questions about the Blood Kineticsit for Mark, and this is based solely on my preconceptions of a Blood bender from avatar. Why can they not control others by controlling there blood? I was figuring that this would gain something along the line of hold person etc. What was the inspiration for the blood Kineticsit archetype?

Luthorne |
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Shisumo wrote:Gisher wrote:They lose the poison abilities to get a bonus against psychic spells and spell-likes, and they lose their first investigator talent to get a phrenic amplification and a small phrenic pool.Athel wrote:Anyone who can elaborate on which features the Psychic Detective alters/replaces beyond alchemy?Did you get an answer to this question? Because I would like to know more about this archetype myself.Appreciate the info. One further question:
How does the psychic detective spell list change? Is is the same list (alchemist formulae, only fitted to psychic casting mechanics), a borrowed list (such as from the mesmerist or spiritualist), or an entirely new list?
The psychic detective uses the psychic spell list (6th level or lower) plus a handful of other spells (eleven total) that are added to that, rather than the alchemist spell list.

Thomas Seitz |

Thomas Seitz wrote:Thank you very much for this very useful info. I do have one question: reduced against undead? Not against Evil outsiders or dragons?It deals more damage against undead, but doesn't deal extra damage against evil outsiders or dragons.
That's what I wanted to know. If it dealt more to Undead than it did to outsiders. Much like Oath against undead did. Thank you.

QuidEst |

So I have a couple questions about the Blood Kineticsit for Mark, and this is based solely on my preconceptions of a Blood bender from avatar. Why can they not control others by controlling there blood? I was figuring that this would gain something along the line of hold person etc. What was the inspiration for the blood Kineticsit archetype?
Well, there is Blood Throw, so you can chuck people around by their blood.

Xethik |

Mindblade question. I heard the archetype is spontaneous. Can you apply metamagic feats during Spell Combat? Not being able to sounds like a potential problem. One that may be intentional and balancing, but I can see that also flying under the radar and being looked over.