
Joe Hex |

We do everything we can to make sure that the paizo.com release date is the same as the hobby store release date.Big box stores like Barnes & Noble and websites like Amazon often have a couple more stops in their distribution chain, so it sometimes takes about a week longer for books to come out in those venues.
The book should be available in hobby stores on or around the 29th.
Thanks for the clarification Erik. My old boss at the hobby shop I used to work said he's calling his distributor Monday to send a few more copies when it's released. He's had a lot of players asking about the book. :)

Mark Seifter Designer |

So, I already know the answer, but one of my players doesn't want to accept the fact.
Snake Oil can't remove nonlethal damage caused by burn, correct?
You are correct. It can't be removed by any means, so that includes any particular means that your player brings up (including snake oil, but also whatever he or she goes out and finds next after you say that snake oil doesn't work).

Xelaaredn |
Xelaaredn wrote:You are correct. It can't be removed by any means, so that includes any particular means that your player brings up (including snake oil, but also whatever he or she goes out and finds next after you say that snake oil doesn't work).So, I already know the answer, but one of my players doesn't want to accept the fact.
Snake Oil can't remove nonlethal damage caused by burn, correct?
Thanks Mark, as I said, I knew it was a no. Pretty sure he won't try and agrue the point after seeing the designer of the class answer the same way.
One other question (actually from me), with the Elemental Annihilator, do they retain their original simple blast which increases in damage as normal, or does it change to always being the given damage?
I guess the easier way to ask would be: is the blast ALWAYS a devastating blast?

Mark Seifter Designer |

Mark Seifter wrote:Xelaaredn wrote:You are correct. It can't be removed by any means, so that includes any particular means that your player brings up (including snake oil, but also whatever he or she goes out and finds next after you say that snake oil doesn't work).So, I already know the answer, but one of my players doesn't want to accept the fact.
Snake Oil can't remove nonlethal damage caused by burn, correct?
Thanks Mark, as I said, I knew it was a no. Pretty sure he won't try and agrue the point after seeing the designer of the class answer the same way.
One other question (actually from me), with the Elemental Annihilator, do they retain their original simple blast which increases in damage as normal, or does it change to always being the given damage?
I guess the easier way to ask would be: is the blast ALWAYS a devastating blast?
You can use devastating blast, or not, at your leisure.

Xelaaredn |
Xelaaredn wrote:You can use devastating blast, or not, at your leisure.Mark Seifter wrote:Xelaaredn wrote:You are correct. It can't be removed by any means, so that includes any particular means that your player brings up (including snake oil, but also whatever he or she goes out and finds next after you say that snake oil doesn't work).So, I already know the answer, but one of my players doesn't want to accept the fact.
Snake Oil can't remove nonlethal damage caused by burn, correct?
Thanks Mark, as I said, I knew it was a no. Pretty sure he won't try and agrue the point after seeing the designer of the class answer the same way.
One other question (actually from me), with the Elemental Annihilator, do they retain their original simple blast which increases in damage as normal, or does it change to always being the given damage?
I guess the easier way to ask would be: is the blast ALWAYS a devastating blast?
Alright, final questions on that subject. Kinetic Blade can create a light or one handed melee weapon only. Yet in the description for devastating infusion, it states it can be used two handed. Does devastating infusion allow you to make two handed weapons with it, and seeing as it's not a real weapon would you need to be proficient with it?
So could one make a katana (purely thematic I know) and use it one handed without exotic weapon proficiency? What would be the limits on using weapon finesse with the created weapon as that is one of the listed bonus feats, does it still have to be shaped as a weapon that is actually finesseable?
(Trying to prevent power creep)

Mark Seifter Designer |
2 people marked this as a favorite. |

Mark Seifter wrote:Xelaaredn wrote:You can use devastating blast, or not, at your leisure.Mark Seifter wrote:Xelaaredn wrote:You are correct. It can't be removed by any means, so that includes any particular means that your player brings up (including snake oil, but also whatever he or she goes out and finds next after you say that snake oil doesn't work).So, I already know the answer, but one of my players doesn't want to accept the fact.
Snake Oil can't remove nonlethal damage caused by burn, correct?
Thanks Mark, as I said, I knew it was a no. Pretty sure he won't try and agrue the point after seeing the designer of the class answer the same way.
One other question (actually from me), with the Elemental Annihilator, do they retain their original simple blast which increases in damage as normal, or does it change to always being the given damage?
I guess the easier way to ask would be: is the blast ALWAYS a devastating blast?
Alright, final questions on that subject. Kinetic Blade can create a light or one handed melee weapon only. Yet in the description for devastating infusion, it states it can be used two handed. Does devastating infusion allow you to make two handed weapons with it, and seeing as it's not a real weapon would you need to be proficient with it?
So could one make a katana (purely thematic I know) and use it one handed without exotic weapon proficiency? What would be the limits on using weapon finesse with the created weapon as that is one of the listed bonus feats, does it still have to be shaped as a weapon that is actually finesseable?
(Trying to prevent power creep)
Basically, what you decide to say it looks like has no rules implication, only whether you make it light or one-handed. If you make it light is it finessable, and if you make it one-handed, you can two-hand it. Otherwise nothing else changes.

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Kinetic Blade can create a light or one handed melee weapon only. Yet in the description for devastating infusion, it states it can be used two handed. Does devastating infusion allow you to make two handed weapons with it, and seeing as it's not a real weapon would you need to be proficient with it?
One-handed weapons can be used two-handed. I believe that's the intent, rather than allowing explicitly 2-handed weapons to be made.
(ninjaed!)

Rosita the Riveter |
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When does Wednesday come? I may be broke, but I set aside the money for a PDF copy. I need this. Occult is exactly how I like magic. This could be one of the most important books for my worldbuilding, especially the whole thing about not having to use the standard Pathfinder magic system (which I may replace with Words of Power). I'm skittish as all get out having to wait through another four days before I can download it.

technarken |

I wish there was some way to actively rate reviews as bad, in the same way as Steam's thumbs up/thumbs down. When somebody says that Kineticist is overpowered and optimizers will flock to it, I stop believing literally anything else they have to say about mechanics.
But it IS overpowered (to an extent). Optimizers (including me, if my fellow players are accurate judges) WILL flock to it, because it's a fun class to play without really sacrificing your striking power. It is an optimizer's dream class in some respects (Flight, Super Stealth, Swim Speed, Tremorsense etc at 6th level can break the challenge of obstacles and encounters at that level range, for example), with the burn mechanic serving as a limiter.
I would guess the reviewer didn't have a comprehension of just how effective Burn is at curbing raw power. As a playtester, I can say that it took me some time to adjust to when to burn or not.

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Occult Realms, coming out soon, will have some great Golarion-specific occult material that would be wonderful support for an occult campaign. If I had to list already published adventure paths as good choices for revealing occult adventures rules, they would be as follows:
Mummy's Mask: You have a lot of spiritualism, elementals, relics, ancient magic, and undead. Osirion (and its ancient tie to the Dominion of the Black) makes it a great setting for occult characters.
Carrion Crown: Gothic horror of pretty much every trope lends itself well to the occult rules. You could work in some excellent ritual magic examples with the agents of the Whispering Way as well.
Curse of the Crimson Throne: Ancient, evil artifacts, curses, plagues, mass-death rituals, and a rich urban story tied to the Harrow would make an awesome occul campaign. You could even work in the upcoming House on Hook Street (which is an occult adventure that takes place in Korvosa) to the story!
Iron Gods: Robots, lasers, PSYCHIC MAGIC. I promise it's not as weird a fit as it sounds.
Reign of Winter: You could easily introduce the ritual rules with the means to open a Winter Portal, not to mention all the occult craziness that happens in Rasputin Must Die!
Those are my top 5!
As I made Rasputin a Medium (playtest) for my game, I'm looking forward to using the finalized product to improve what I've done.
Iron Gods, huh.... looks like that's something I'll have to look into for a camapign.
Already ran Carrion Crown, but that would definitely be a good place to be a good place to plop in some occult goodness.
No plans to run Mummy's Mask or Curse of the Crimson Throne

Luthorne |
2 people marked this as a favorite. |
What are the mindscape and psychic dueling rules like?
Well, that's a bit complicated...to sum it up, mindscapes exist on the astral plane as temporary mental constructs (usually). They are very much like demiplanes in many ways, and come in two varieties: binary and immersive. Binary mindscapes are obviously not real and generally exist for the purpose of psychic duels. Immersive ones, on the other hand, can be very convincing, and someone might die inside one without ever realizing that they're not in their physical body, which is wasting away. Since they aren't real, if you're aware it's a mindscape, you can assume the form of a mental avatar inside one called a mental mask, and a mindscape can also be set to be deadly...or not. Harmful mindscapes mean that damage you take there is reflected on your physical body - all binary mindscapes are harmful. Harmless ones, on the other hand, while you still feel the damage, cause no real harm. If you die in a harmless mindscape, you wake up no worse for wear. Like demiplanes, time can be sped up or slowed down, potentially allowing you a lot of time to think something over in your mindscape while no time passes in the real world.
Psychic duels require someone to cast the spell instigate psychic duel, a 2nd level spell for mediums, mesmerists, occultists, psychics, and spiritualists. A creature that fails its save against the spell is drawn into a binary landscape to duke it out until either the spell ends (one minute per level), they both agree to end the duel, or if one of the participants drops below zero hit points. Interestingly, even if the person who casts the spell wants to end it, they need to succeed on a Will save to escape if the target doesn't want to allow them to leave. It can also be escaped via a spell called mindscape door (a 3rd level spell for mediums, mesmerists and psychics, and a 4th level spell for sorcerer/wizards), which allows you to enter or leave mindscapes.
Combat in a psychic duel is purely based on imagination. Both parties create psychic manifestations using manifestation points, which can be generated in a number of various ways. You then use them to create offensive psychic manifestations, defensive psychic manifestations, or to create a thought-form creature. These can all be modified in various ways; for example, you might have a safe fall on your enemy, or create a fireball, or a poisonous cloud of gas, being able to boost damage or create other effects based on how many manifestation points you spend. Your hit points, AC, saving throw, attack bonuses, and ability scores remain intact, however. Normal spells and attacks don't work, only psychic manifestations. It's...an odd system. I'd be curious to see how it worked in action.

The NPC |

I had a mythic feat idea and want some input. So here goes:
Divine Burn*
Prerequisite: Divine Source mythic ability, Levels in Kineticist
Benefit: By accepting 1 point of burn a mythic kineticist may use their divine source spell-like abilities an additional time per day up to their burn limit.
* = Working title.

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I had a mythic feat idea and want some input. So here goes:
Divine Burn*
Prerequisite: Divine Source mythic ability, Levels in Kineticist
Benefit: By accepting 1 point of burn a mythic kineticist may use their divine source spell-like abilities an additional time per day up to their burn limit.* = Working title.
My thoughts on Divine Burn:

The NPC |

The NPC wrote:I had a mythic feat idea and want some input. So here goes:
Divine Burn*
Prerequisite: Divine Source mythic ability, Levels in Kineticist
Benefit: By accepting 1 point of burn a mythic kineticist may use their divine source spell-like abilities an additional time per day up to their burn limit.* = Working title.
My thoughts on Divine Burn:
** spoiler omitted **
Ha ;)

Mar Nakrum |
1 person marked this as a favorite. |

Interesting. Thank you, Luthorne. :)
Now, a different question for whoever will answer: the Battle Host occultist archetype allows you to bond with a suit of armor, right?
I was thinking a Battle Host would make a pretty good Graveknight. Can the Battle Host use heavy armor?
He can indeed.

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Don't worry! As has been repeatedly stated, Mark intends on finding a way to release a "Harrowed Medium" archetype providing the original 54 spirits from the playtest. As for the current version, don't knock it till you try it. I think there will still be plenty of ways to be possessed by a psychopath.
Okay that's good. My expectations are now back up to full, though a little scarred.
By the way, does the tin-foil hat actually protect against psychic and mind altering effects, or does it only provide moral support.

Lanitril |
By the way, does the tin-foil hat actually protect against psychic and mind altering effects, or does it only provide moral support.
Insight Bonus against Mind Effecting and Divination. Excellent item I think. Very well written.
Say Mark? Can a Fighter select Kinetic Blast for Weapon Training if they have both? I see that Kinetic Blasts count as a type of weapon... For feats such as weapon focus, but I get the feeling that the text there is less specifying only feats, and more specifying for things needing a weapon. Like say the Fighter VMC's Weapon Training.

Gisher |

ErisAcolyte-Chaos jester wrote:By the way, does the tin-foil hat actually protect against psychic and mind altering effects, or does it only provide moral support.Insight Bonus against Mind Effecting and Divination. Excellent item I think. Very well written.
Say Mark? Can a Fighter select Kinetic Blast for Weapon Training if they have both? I see that Kinetic Blasts count as a type of weapon... For feats such as weapon focus, but I get the feeling that the text there is less specifying only feats, and more specifying for things needing a weapon. Like say the Fighter VMC's Weapon Training.
Is there really a magic tin-foil hat in the book?

Jamie Charlan |
Elemental Annihilator...
So, you lose all utility infusions in exchange for being able to do a full attack every OTHER turn with a no-longer-growing blast (that's not gaining as quickly as, say, any magic weapon) unless you're willing to take your level in unhealable, unpreventable subdual to power it (since it's +1 burn).
I... how is this a good idea? Blasting is ALL the entire class is with that archetype, and you're still murdering yourself to do less than a normal archer? At shorter ranges?
edit: also, uh, I can't help but notice that the "Elemental Annihilator"'s devastating infusion doesn't work with most ... you know... ELEMENTS. Physical blasts only.

Mark Seifter Designer |

Elemental Annihilator...
So, you lose all utility infusions in exchange for being able to do a full attack every OTHER turn with a no-longer-growing blast (that's not gaining as quickly as, say, any magic weapon) unless you're willing to take your level in unhealable, unpreventable subdual to power it (since it's +1 burn).
I... how is this a good idea? Blasting is ALL the entire class is with that archetype, and you're still murdering yourself to do less than a normal archer? At shorter ranges?
That is not how the archetype works. I can't be sure exactly from where the misreading comes, but my best guess is that you are forgetting infusion specialization.

Jamie Charlan |
Upon re-reading you're correct on burn. Infusion specialization does apply there, so at least you don't kill yourself to do this.
The rest though, is as I said. The output is still quite sad given the forced-picks on infusions and the loss of utilities. The loss of any damage boost on composites in particular (and energy incompatibility) is really strange (note the infusion's wording)

Luthorne |
Lanitril wrote:Is there really a magic tin-foil hat in the book?ErisAcolyte-Chaos jester wrote:By the way, does the tin-foil hat actually protect against psychic and mind altering effects, or does it only provide moral support.Insight Bonus against Mind Effecting and Divination. Excellent item I think. Very well written.
Say Mark? Can a Fighter select Kinetic Blast for Weapon Training if they have both? I see that Kinetic Blasts count as a type of weapon... For feats such as weapon focus, but I get the feeling that the text there is less specifying only feats, and more specifying for things needing a weapon. Like say the Fighter VMC's Weapon Training.
Of course not, that would be silly! ...it's a tin cap. Totally different.

QuidEst |

MythicFox wrote:
Quote:2. When you're using telekinetic blast to throw unattended objects, what if one of those objects is a vial of acid or alchemist's fire or something? The object takes the damage as well, so the vial should break. Does the target take the acid (or whatever) damage as well? (I can see that being a fair trade-off for requiring objects for the blast in general.)Requiring objects for the blast isn't really a penalty that needs a tradeoff. Keep a deck of cards on hand, and you're good for 54 rounds, even in a featureless plane of boring.
You can use an object as a full-damage projectile, in which case it never uses any of its properties. Telekinetic force kept it intact? Who knows. If you're going to argue that it should break, I would argue that it shouldn't do as much damage as a boulder then. Alternatively, you can treat it as a thrown projectile, using Con in place of Str. In that case, it gets all of its properties- that's how you'd get splash damage. The option is built right into to the telekinetic blast, with no extra talents to take.
… and I need to read things more carefully. I'm sorry, I completely missed the bit about both objects taking damage. I don't know! As a GM, I might say that the bands of aether contain most of the acid (or whatever), and so the target only takes splash damage and nobody else does. It would make the telekineticist good at dealing with regeneration shut down by elemental damage. Or, like you said, it could just be a perk.
I'd love to get an official answer on it, of course, but it might intentionally be GM purview?

QuidEst |

QuidEst wrote:*gets to the magic items section*
*dies*
This is too perfect for this world, too pure. The cursed items and minor artifacts are amazing, and do a fantastic job of implying encounters or entire campaigns.Glad to hear it. I'd guess about 70% of the items in this book came from the initial brainstorming sessions Brandon and I put together. Other freelancers wrote most of those items and added a bunch of their own, but this book was somewhat unusual in that the magic items and many of the spell concepts were determined as part of the overall outline, and freelancers were assigned specific item concepts rather than "write 50 items," or whatever.
It was really fun to be involved so heavily in the outlining of this book, and it's interesting to see how people react to what amounts to a relatively subtle "behind the scenes" change from our normal operating procedure.
Awesome job, you folks! Thanks for all the hard work and the awesome final product!
Also, just wanted to thank all the devs who talked about their favorite parts. It's always very cool to hear about the work that goes into these things.

QuidEst |
2 people marked this as a favorite. |

Are there any new Kineticist feat? (Other than the Extra Talents?)
Thanks!
(3 more days...)
Yes! And they are very classy.
- Delay your blast for a few rounds. I really like that you can do it as often as you like with no burn cost.- Teamwork feat to combine your basic blast with another Kineticist to form a composite blast! This one is really cool and lets you get up to some fun shenanigans. It's a great way for earth/water/air blast kineticists to team up to stomp all over DR, fire a line effect down a hallway without exposing yourself, and play around with composite blasts without actually getting them.
- Counter opposite elemental abilities (Fire vs water/ice and vice versa only) like breath weapons or other blasts.
- Get a big bonus on your jumps once per day by doing a kinetic rocket jump. One point of burn, and it's at-will for the whole day.
- Rig your body to explode violently if you die. Pros: no-save no-miss damage on anybody who makes the mistake of murdering you in melee, great way to go out with a bang. Cons: You're going to be a lot harder to resurrect now.

Shadow_Charlatan |

MarcFrey wrote:Are there any new Kineticist feat? (Other than the Extra Talents?)
Thanks!
(3 more days...)Yes! And they are very classy.
- Rig your body to explode violently if you die. Pros: no-save no-miss damage on anybody who makes the mistake of murdering you in melee, great way to go out with a bang. Cons: You're going to be a lot harder to resurrect now.
Tattooed magic items would certainly be out of the question too :-/

Gisher |

Erik Mona wrote:QuidEst wrote:*gets to the magic items section*
*dies*
This is too perfect for this world, too pure. The cursed items and minor artifacts are amazing, and do a fantastic job of implying encounters or entire campaigns.Glad to hear it. I'd guess about 70% of the items in this book came from the initial brainstorming sessions Brandon and I put together. Other freelancers wrote most of those items and added a bunch of their own, but this book was somewhat unusual in that the magic items and many of the spell concepts were determined as part of the overall outline, and freelancers were assigned specific item concepts rather than "write 50 items," or whatever.
It was really fun to be involved so heavily in the outlining of this book, and it's interesting to see how people react to what amounts to a relatively subtle "behind the scenes" change from our normal operating procedure.
Awesome job, you folks! Thanks for all the hard work and the awesome final product!
Also, just wanted to thank all the devs who talked about their favorite parts. It's always very cool to hear about the work that goes into these things.
I'll second that. Thank you for letting us know your inspirations and giving us a peek at the creative process that was involved.

MarcFrey |
MarcFrey wrote:Are there any new Kineticist feat? (Other than the Extra Talents?)
Thanks!
(3 more days...)Yes! And they are very classy.
- Delay your blast for a few rounds. I really like that you can do it as often as you like with no burn cost.
- Teamwork feat to combine your basic blast with another Kineticist to form a composite blast! This one is really cool and lets you get up to some fun shenanigans. It's a great way for earth/water/air blast kineticists to team up to stomp all over DR, fire a line effect down a hallway without exposing yourself, and play around with composite blasts without actually getting them.
- Counter opposite elemental abilities (Fire vs water/ice and vice versa only) like breath weapons or other blasts.
- Get a big bonus on your jumps once per day by doing a kinetic rocket jump. One point of burn, and it's at-will for the whole day.
- Rig your body to explode violently if you die. Pros: no-save no-miss damage on anybody who makes the mistake of murdering you in melee, great way to go out with a bang. Cons: You're going to be a lot harder to resurrect now.
omg those all sound amazing hah! That last one though... Omg. I may just HAVE to do that...
I really like the sound of the teamwork one as well! Makes having multiple kineticist really cool!

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QuidEst wrote:MarcFrey wrote:Are there any new Kineticist feat? (Other than the Extra Talents?)
Thanks!
(3 more days...)Yes! And they are very classy.
- Delay your blast for a few rounds. I really like that you can do it as often as you like with no burn cost.
- Teamwork feat to combine your basic blast with another Kineticist to form a composite blast! This one is really cool and lets you get up to some fun shenanigans. It's a great way for earth/water/air blast kineticists to team up to stomp all over DR, fire a line effect down a hallway without exposing yourself, and play around with composite blasts without actually getting them.
- Counter opposite elemental abilities (Fire vs water/ice and vice versa only) like breath weapons or other blasts.
- Get a big bonus on your jumps once per day by doing a kinetic rocket jump. One point of burn, and it's at-will for the whole day.
- Rig your body to explode violently if you die. Pros: no-save no-miss damage on anybody who makes the mistake of murdering you in melee, great way to go out with a bang. Cons: You're going to be a lot harder to resurrect now.omg those all sound amazing hah! That last one though... Omg. I may just HAVE to do that...
I really like the sound of the teamwork one as well! Makes having multiple kineticist really cool!
I'm certain a certain, body snatching dragon, would hate that.
Kineticists-Gets the kill
dragon: you fools, I am not so easily defeated. For my death shall grant me new life. From you.
(Possesses kineticist, then violently explodes.)
With no vessel to be resurrected, the dragon dies and does not come back, since his ressurection relies on someone else killing him and giving him a body to possess.
Generally my idea for a setting is most of the obvious immortal creatures, like the tarrasque are already very, very dead, considering that a wish was used correctly before the campaign began (otherwise the tarrasque would still be here, and everyone would be still trying to kill that).

Luthorne |
For blasts for a Kineticists can you use them by casting defensively to not provoke an attack of opportunity? I am thinking not from reading it, if so is there any way to be able to use them without provoking if you are threatened?
You can cast defensively to avoid provoking an attack of opportunity for casting a spell-like ability, but that doesn't affect the usual attack of opportunity for using a ranged attack. Using kinetic blade or kinetic whip to avoid making a ranged attack works, and also avoids provoking an attack of opportunity for using a spell-like ability.

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I love this book. <3
P.S. Intuitive Spell Metamagic feat doesn't do anything save for make you spend a higher level spell slot. This is due to the rules concerning Spontaneous Spell Casting and Metamagic Feats. There is only really technical differences between spending a full round action to cast a metamagicked spell and spending a move action to center one self (and thus negating the -10 penalty) and then a standard action to cast a spell. In other words, it is only good if you are already casting a metamagicked spell (likely Logical) since you won't have the move action to center yourself. Is this intent? Thanks =)

Mark Seifter Designer |
1 person marked this as a favorite. |

I love this book. <3
P.S. Intuitive Spell Metamagic feat doesn't do anything save for make you spend a higher level spell slot. This is due to the rules concerning Spontaneous Spell Casting and Metamagic Feats. There is only really technical differences between spending a full round action to cast a metamagicked spell and spending a move action to center one self (and thus negating the -10 penalty) and then a standard action to cast a spell. In other words, it is only good if you are already casting a metamagicked spell (likely Logical) since you won't have the move action to center yourself. Is this intent? Thanks =)
This is intended. Having to center yourself while using other metamagic can be pretty challenging.