
nighttree |

nighttree wrote:Nah, just that the archetype itself will not kill you ;)Mark Seifter wrote:You're not undead. You're more like one of the mythological and legendary figures that came back after dying as part of their tale, the most famous of which these days probably being from Christianity. You can continue to keep your body as long as you want, but if you overtax yourself, you risk slipping away for a while, leaving the body in a coma.So that implies, you can't be killed ?
Ah...I was hoping it was something like the reincarnated Druid archetype...only with resurrection...:(

Gordrenn Higgler |
I have a character using the playtest, for those with the release copy, would I lose any abilities with the changes in the final copy?
Lvl 20 kineticist - elemental focus:Aerokineticist
Wild Talents;
extended range
Extreme range
Kinetic healer
Spark of Life
Light Touch
Telekinetic Haul
Air's Reach
Wind Sight
Air Cushion
Wings of Air
Expanded Element (Air)
Expanded Element (Aether)
Feat: Extra Wild Talent - Expanded Defence (Aether)
abilities not in any order

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I have a character using the playtest, for those with the release copy, would I lose any abilities with the changes in the final copy?
Lvl 20 kineticist - elemental focus:Aerokineticist
Wild Talents;
extended range
Extreme range
Kinetic healer
Spark of Life
Light Touch
Telekinetic Haul
Air's Reach
Wind Sight
Air Cushion
Wings of AirExpanded Element (Air)
Expanded Element (Aether)
Feat: Extra Wild Talent - Expanded Defence (Aether)abilities not in any order
The only thing I am seeing as different is that there is no more light touch, in it's place is basic telekinesis. plus basic telekinetic is a little better allowing you to carry liquid or piles of small objects.

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Could a kinteticist with fire and aether elements be used to approximate a spellfire wielder?
Understand that it has been a really long time since I have played or read anything about forgotten realms. You could build a character that approximates spellfire. you would have to take aether element, fire element, kinetic healer, and spell deflection. but it would not be the same exactly.

Cadvin |
Gordrenn Higgler wrote:Does the kineticist get the same number of wild Talents?From my understanding, the kineticist gets loads more. A utility wild talent on even levels and I think a substance wild talent on odd levels.
Judging by the iconic, that would seem to be correct. I believe they also get an extra talent if they select their element again using Expanded Element.

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What's the lowest level someone could do a metal kinetic blade blast without any burn?
If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.
edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.

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Similarly, bringing real-world spells to life was awesome. Ben McFarland is the master of incantations, and I think you guys are going to love his rituals section, and they are sure to get your PCs in all kinds of trouble. Rituals you can perform without having to be a spellcaster-as-a-prerequisite is a design space that was sorely needed in our game. We also got to play around a lot with ectoplasm, and making sure those spells were more than just "he slimed me" was an important goal for this book, and I'm pretty pleased with
the results.<snip>
Personally, the Occult Skill Unlocks are one of my prouder moments. I had conceived of those well before similar concept sprang up in Unchained and was scared to death things wouldn't be compatible, but they totally made the cut, and really open up these strange esoteric concepts to any PC, at a relatively low costs, so it's one of those things that I'm really proud to have brought to the table so players can experience this stuff even if they aren't totally on board running a psychic or mesmerist or something.
Woo! Love the idea of incantations, and it really adds a fun element for their to be magical rites that a non-spellcaster can cast to bargain with a devil or otherwise get themselves into all sorts of trouble calling up what they (lack the arcane or divine spellcasting to) cannot put down...
Skill unlocks was one of my favorite things in Unchained (having wanted to see some improvements for various skills, or even a class based on improved use of a skill like Heal or Handle Animal or Diplomacy), so I'm excited to see some new options for that space.

QuidEst |

Wow, have to wait till 16th for composite specialization. That makes metal and sand benders pretty screwed...
Ouch... That seems like something you could talk to the GM about, though. Treat it like an extra type of infusion. The cost is reduced, but you can't add as much stuff on to it without paying.

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In your opinions, which of the six new classes (or archetype of the six new classes) is the most efficient in melee combat?
I would have to say the kineticsit with the elemental Annihilator archetype. They get full BAB when using there devastating infusion. She can also get some fighter only feats.

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Do any of the psychic classes or their archetypes get Trapfinding as an option? I'd imagine Medium would if any of them, using Dex, but I've got a game coming up where I'm going to need to be the party trapfinder and I've got plans...
Hope that helps. ^_^

QuidEst |

Ilorin Lorati wrote:Do any of the psychic classes or their archetypes get Trapfinding as an option? I'd imagine Medium would if any of them, using Dex, but I've got a game coming up where I'm going to need to be the party trapfinder and I've got plans...** spoiler omitted **
Hope that helps. ^_^
And of course there's the trait version.

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Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.
I would recommend against assuming that Trap Finder is always legal. ^_^

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What about the Medium and Occultist? I imagine the Medium can tank a bit with the Champion spirit? Also, I imagine the Battle Host archetype of the Occultist can hold up okay.
I do not see the battle host being as strong as the Kineticsit or the champion spirit medium. The medium is actually really good stats. In melee the champion spirit is either a little above the fighter or below it depending on the level.
Also the Ectoplasmatist Spiritualist is pretty good and might be able to tank better then the medium with the champion spirit. But the Guardian spirit Medium is going to be the best "tank" of these 3.

QuidEst |

Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.
I would recommend against assuming that Trap Finder is always legal. ^_^
It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.

Mark Seifter Designer |

Milo v3 wrote:What's the lowest level someone could do a metal kinetic blade blast without any burn?If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.
edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.
You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.

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Kalindlara wrote:It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.
I would recommend against assuming that Trap Finder is always legal. ^_^
Do you own People of the Sands? You may want to check which section it's in. ^_^
(Sorry if I come off as glib. It's in the section marked "Mummy's Mask Player's Guide".)

Luthorne |
Kalindlara wrote:It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.
I would recommend against assuming that Trap Finder is always legal. ^_^
Isn't that normal for campaign traits these days? Printing them ahead of time in a player's companion for an upcoming Adventure Path? I remember Giantslayer campaign traits came out in Giant Hunter's Handbook before the player's guide for the AP came out, Iron Gods campaign traits were published in People of the River before the player's guide for the AP came out, Reign of Winter campaign traits came out in People of the North before the player's guide for the AP came out, Shattered Star campaign traits came out in Varisia, Birthplace of Legends before the player's guide for the AP came out, Wrath of the Righteous campaign traits came out in Demon Hunter's Handbook before the player's guide for the AP came out...and of course, the Mummy's Mask campaign traits for the AP came out in People of the Sands before the player's guide for the AP came out...I always presumed it was just to whet people's interest? They're still campaign traits for that Adventure Path...

Valantrix1 |

Kalindlara wrote:It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.
I would recommend against assuming that Trap Finder is always legal. ^_^
That alternate source says that they are campaign traits for Mummy's Mask though.
Darn Ninjas...

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QuidEst wrote:Isn't that normal for campaign traits these days? Printing them ahead of time in a player's companion for an upcoming Adventure Path? I remember Giantslayer campaign traits came out in Giant Hunter's Handbook before the player's guide for the AP came out, Iron Gods campaign traits were published in People of the River before the player's guide for the AP came out, Reign of Winter campaign traits came out in People of the North before the player's guide for the AP came out, Shattered Star campaign traits came out in Varisia, Birthplace of Legends before the player's guide for the AP came out, Wrath of the Righteous campaign traits came out in Demon Hunter's Handbook before the player's guide for the AP came out...and of course, the Mummy's Mask campaign traits for the AP came out in People of the Sands before the player's guide for the AP came out...I always presumed it was just to whet people's interest? They're still campaign traits for that Adventure Path...Kalindlara wrote:It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.
I would recommend against assuming that Trap Finder is always legal. ^_^
Correct. ^_^

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Kalindlara wrote:Sorry to pile on, by the way. Easy mistake.Ooh, good to know! I was not aware that they did that. Thanks!
No problem - with so many people getting their info from d20pfsrd or Archives of Nethys*, it's very common for the context of an ability to get lost. ^_^
*(Nothing wrong with this; they're super convenient.)

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Is it just me, or is snake oil going to be in every dwarf's kit now?
DC 12 fort save, heals 1d6 nonlethal on a successful save, costs 20gp. Perfect thing to work those kinks out after a long day stomping orc skulls.
Only wish it worked with the Toxic Recovery feat. That'd be pretty boss.

QuidEst |

Is it just me, or is snake oil going to be in every dwarf's kit now?
DC 12 fort save, heals 1d6 nonlethal on a successful save, costs 20gp. Perfect thing to work those kinks out after a long day stomping orc skulls.
Only wish it worked with the Toxic Recovery feat. That'd be pretty boss.
Just you, unless I'm missing something. A charge from a wand of CLW heals more with no save and also heals the same amount of lethal. First level, maybe, but nonlethal is kinda circumstantial.

Lanitril |
Wands are cheaper in the long run, and easier to carry, but probably not viable to purchase pre-first session.
Whereas a Dwarf has a higher chance to make the save, and can have it at first level. I think there's a few other low level items that have similar effects, like opium, and I could have sworn there was one that gave you temporary hit points too.
Even better than that wand of CLW though, how about that Infernal Healing? Eh? Eh?

QuidEst |

Wands are cheaper in the long run, and easier to carry, but probably not viable to purchase pre-first session.
Whereas a Dwarf has a higher chance to make the save, and can have it at first level. I think there's a few other low level items that have similar effects, like opium, and I could have sworn there was one that gave you temporary hit points too.
Even better than that wand of CLW though, how about that Infernal Healing? Eh? Eh?
Right... But it's not giving temp hp, it's healing nonlethal, which seems too narrow. If it were temp hp, that'd be a good deal.

Joe Hex |

I've looked but have not found an answer- What is the 'street date' for the book?
I only buy my RPG books at the local hobby/game store in town I worked at for years as a youngster so I can support the store, but my old boss has not been able to find a release date for the shelves.
I looked on Amazon and Barnes and Noble to see if they have a official date that would coincide with stores, but it's different dates, and they both are not until around the end of August.

nighttree |

I've looked but have not found an answer- What is the 'street date' for the book?
I only buy my RPG books at the local hobby/game store in town I worked at for years as a youngster so I can support the store, but my old boss has not been able to find a release date for the shelves.
I looked on Amazon and Barnes and Noble to see if they have a official date that would coincide with stores, but it's different dates, and they both are not until around the end of August.
It was my understanding that street date is the same as when it's available for purchase as PDF...so in this case....July 29th.

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what kind of rituals provide supernatural powers or benefits to non spellcasters, and how ecstensive do they need to be. How many candles, bags of chalk and animals might one need to supernaturally charge a fighter with occult power for a month for example. And how potent can these be. Will it be some plus +1 or 2 buffing, or more crazy than that.

Joe Hex |

Joe Hex wrote:It was my understanding that street date is the same as when it's available for purchase as PDF...so in this case....July 29th.I've looked but have not found an answer- What is the 'street date' for the book?
I only buy my RPG books at the local hobby/game store in town I worked at for years as a youngster so I can support the store, but my old boss has not been able to find a release date for the shelves.
I looked on Amazon and Barnes and Noble to see if they have a official date that would coincide with stores, but it's different dates, and they both are not until around the end of August.
That's what I was hoping for- but the local shop's distributor had no release date available. Which is pretty irritating for the owner, since Pathfinder is his top seller in the RPG section, and he's getting inquiries on the book.
If I remember correctly, Amazon has the release date listed as August 20th, and Barnes & Noble has the 18th. Also, neither site has updated the cover for the old fill-in.
Me... I just need this book in my grubby hands!:)

Luthorne |
nighttree wrote:Joe Hex wrote:It was my understanding that street date is the same as when it's available for purchase as PDF...so in this case....July 29th.I've looked but have not found an answer- What is the 'street date' for the book?
I only buy my RPG books at the local hobby/game store in town I worked at for years as a youngster so I can support the store, but my old boss has not been able to find a release date for the shelves.
I looked on Amazon and Barnes and Noble to see if they have a official date that would coincide with stores, but it's different dates, and they both are not until around the end of August.That's what I was hoping for- but the local shop's distributor had no release date available. Which is pretty irritating for the owner, since Pathfinder is his top seller in the RPG section, and he's getting inquiries on the book.
If I remember correctly, Amazon has the release date listed as August 20th, and Barnes & Noble has the 18th.
Me... I just need this book in my grubby hands!:)
As I recall, Amazon gets the books quite a bit later, I believe partially to encourage you to get it from your FLGS or, of course, direct from Paizo.

Milo v3 |

brad2411 wrote:You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.Milo v3 wrote:What's the lowest level someone could do a metal kinetic blade blast without any burn?If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.
edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.
Supercharge?

Luthorne |
Mark Seifter wrote:Supercharge?brad2411 wrote:You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.Milo v3 wrote:What's the lowest level someone could do a metal kinetic blade blast without any burn?If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.
edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.
An ability that improves the efficiency of your Gather Energy.

Protoman |

Mark Seifter wrote:Supercharge?brad2411 wrote:You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.Milo v3 wrote:What's the lowest level someone could do a metal kinetic blade blast without any burn?If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.
edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.
Gather energy for more than 1 move action, probably.

Mark Seifter Designer |

Milo v3 wrote:Gather energy for more than 1 move action, probably.Mark Seifter wrote:Supercharge?brad2411 wrote:You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.Milo v3 wrote:What's the lowest level someone could do a metal kinetic blade blast without any burn?If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.
edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.
Nope, better stuff for just the move. You could do it at 7th for no burn if you spent more time. At 11th, you can do it with a move. By the time you have composite specialization, you can empower a composite for free with a move action gather energy.