
Shadow_Charlatan |

A feat that only does something when you croak is NOT a good feat unless you've more bonus feats than a fighter and don't *need* as many as they do.
Might be a good feat if you have this.. Mythic ability-Immortal..

Jamie Charlan |
Jamie Charlan wrote:A feat that only does something when you croak is NOT a good feat unless you've more bonus feats than a fighter and don't *need* as many as they do.Might be a good feat if you have this.. Mythic ability-Immortal..
That's a tier 9 mythic ability though. If you're dying to things that won't outright negate the ability (coup de grace or critical from any mythic or anyone with a weapon that can bypass epic) there's something seriously wrong with your character build.

Brew Bird |

Shadow_Charlatan wrote:That's a tier 9 mythic ability though. If you're dying to things that won't outright negate the ability (coup de grace or critical from any mythic or anyone with a weapon that can bypass epic) there's something seriously wrong with your character build.Jamie Charlan wrote:A feat that only does something when you croak is NOT a good feat unless you've more bonus feats than a fighter and don't *need* as many as they do.Might be a good feat if you have this.. Mythic ability-Immortal..
Maybe it's intended for players who have games where character death is pretty common. Not everyone plays the game the same way, I for one think that the feat sounds like a lot of fun. My enemies are going to think twice if I tell them I'll explode when I die, and now I don't have to lie about it!

QuidEst |
1 person marked this as a favorite. |

can someone who already has the bood how the mesmerist turned out?
I'm happy with it! Implanted tricks stick around for a long time, and you get a good spell list.
Things I like-"KNEEL BEFORE ZOD!" (Castigate spell)
Level 1 Disguise Other ability (Fearsome Guise trick)
Cha to will saves
Shut down casters and specialty builds (Mental Block)
Give martial buddies a mini-charge (ala Quickrunner's Shirt, Compel Alarcity)
Early access Suggestion.
Access to possession spells, even if they're a little late.
It's time to (psychic) d-d-d-duel! (Instigate Psychic Duel spell)
A feat that only does something when you croak is NOT a good feat unless you've more bonus feats than a fighter and don't *need* as many as they do.
The greatest thing a character can accomplish is to be remembered and talked about after the game is done*. A feat that guarantees that a character's death will be memorable is a good feat.
*If you don't feel the same way, that's very reasonable, and the feat may not be a good feat for you.
EDIT: Now I somehow want to get a Linnorm Death Curse Rage Power on the same character, so that whoever killed you saves vs. fire vulnerability as you turn into your own funeral pyre.
EDIT, PART TWO: High level Pyrokineticists can resurrect themselves, so you can use this repeatedly.

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2 people marked this as a favorite. |

Jamie Charlan wrote:Maybe it's intended for players who have games where character death is pretty common. Not everyone plays the game the same way, I for one think that the feat sounds like a lot of fun. My enemies are going to think twice if I tell them I'll explode when I die, and now I don't have to lie about it!Shadow_Charlatan wrote:That's a tier 9 mythic ability though. If you're dying to things that won't outright negate the ability (coup de grace or critical from any mythic or anyone with a weapon that can bypass epic) there's something seriously wrong with your character build.Jamie Charlan wrote:A feat that only does something when you croak is NOT a good feat unless you've more bonus feats than a fighter and don't *need* as many as they do.Might be a good feat if you have this.. Mythic ability-Immortal..
Or maybe it's not even meant for player characters.

gharlane |
A number of my games have no ressurection, or it's very, very difficult as in "do you really want to have a minicampaign or just roll up another character." In a setting like that, "I blow up to annoy my enemies" might be a good feat.
Or, you could use it in a setting where getting your body taken by the bad guys is a VERY BAD IDEA.

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When a infusion or utility wild talent states a level such as 4th what level can you actually take that ability?
Atleast twice the level of any wild talent save for 1st level wild talents which can be taken at 1st level. So 4th level for 2nd level wild talents and so on. Essentially Sorcerer spell levels.

Protoman |

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.
These sound awesome!

Mark Seifter Designer |

QuidEst wrote:These sound awesome!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.
There's also beautiful half-page pictures of the second and third feats mentioned, each of which I almost picked for the blog (but had to go with the ascetic in the end).

Luthorne |
How high level is that mental landscape creating spell? Might be useful for creating fantasy-cyberspace.
Create mindscape is a 4th-level spell for mediums, mesmerists, and psychics, and a 5th-level spell for sorcerers and wizards. Greater create mindscape is a 6th-level spell for mediums and mesmerists, and a 7th-level spell for sorcerers and wizards.
Is there any archetype to reduce Psychic MAD so she can just rely on Int?
No. Amnesiac just alters spellcasting, Formless Adept does trade out its psychic discipline but still has a Charisma-based phrenic pool, Mutation Mind adds bodily mutations to things it can get in addition to phrenic amplifications, and the Psychic Duelist adds manifestation amplifications to things it can get in addition to phrenic amplifications.

Luthorne |
Here's a question for the devs. A number of feats (Psychic Combatant, Psychic Defender, Shatter Mental Mask) require either Psychic Sensitivity, the ability to cast psychic spells, or the ability to use psychic spell-like abilities. However, the ability to use occult skill unlocks lists either Psychic Sensitivity or the ability to cast psychic spells. Is the intent that kineticists are supposed to need to take Psychic Sensitivity to utilize occult skill unlocks, or was it an oversight, and having psychic spell-like abilities should allow them to utilize said occult skill unlocks without needing a feat?

Arachnofiend |
1 person marked this as a favorite. |

Brew Bird wrote:Or maybe it's not even meant for player characters.Jamie Charlan wrote:Maybe it's intended for players who have games where character death is pretty common. Not everyone plays the game the same way, I for one think that the feat sounds like a lot of fun. My enemies are going to think twice if I tell them I'll explode when I die, and now I don't have to lie about it!Shadow_Charlatan wrote:That's a tier 9 mythic ability though. If you're dying to things that won't outright negate the ability (coup de grace or critical from any mythic or anyone with a weapon that can bypass epic) there's something seriously wrong with your character build.Jamie Charlan wrote:A feat that only does something when you croak is NOT a good feat unless you've more bonus feats than a fighter and don't *need* as many as they do.Might be a good feat if you have this.. Mythic ability-Immortal..
My thoughts exactly; my first thought was "oh, this would be a hilarious thing for a GM to pull on their players". The rest of the Kineticist feats look like genuinely usable options so I'm quite fine with this one only being good for GM's.

Mark Seifter Designer |

Here's a question for the devs. A number of feats (Psychic Combatant, Psychic Defender, Shatter Mental Mask) require either Psychic Sensitivity, the ability to cast psychic spells, or the ability to use psychic spell-like abilities. However, the ability to use occult skill unlocks lists either Psychic Sensitivity or the ability to cast psychic spells. Is the intent that kineticists are supposed to need to take Psychic Sensitivity to utilize occult skill unlocks, or was it an oversight, and having psychic spell-like abilities should allow them to utilize said occult skill unlocks without needing a feat?
Yes, that was something I pointed out (the original versions of the feats never included psychic SLAs in the prereqs), and so we had a discussion on whether to include kineticists, and most of the feats got a "Yes" and added the SLAs into the mix, but not all.

Luthorne |
Luthorne wrote:Here's a question for the devs. A number of feats (Psychic Combatant, Psychic Defender, Shatter Mental Mask) require either Psychic Sensitivity, the ability to cast psychic spells, or the ability to use psychic spell-like abilities. However, the ability to use occult skill unlocks lists either Psychic Sensitivity or the ability to cast psychic spells. Is the intent that kineticists are supposed to need to take Psychic Sensitivity to utilize occult skill unlocks, or was it an oversight, and having psychic spell-like abilities should allow them to utilize said occult skill unlocks without needing a feat?Yes, that was something I pointed out (the original versions of the feats never included psychic SLAs in the prereqs), and so we had a discussion on whether to include kineticists, and most of the feats got a "Yes" and added the SLAs into the mix, but not all.
Yeah, I just thought I remembered occult skill unlocks being for kineticist, and was surprised to not see the spell-like ability wording...in particular, I was thinking dowsing for water and minerals worked well for hydrokineticists and geokineticists respectively, and prognostication (pyromancy) worked well for pyromancers (and even though it wasn't listed as one of the more common methods, hydromancy and lithomancy are things too). I was hoping that that was just an oversight, but ah, well, can still probably afford to spend a feat for more mystical kineticists...even if I was hoping I didn't need to!

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Specific question I know, but for those of us who DON'T have a copy yet (and Wednesday is so far away!), how are the archetypes for the Rogue, Paladin, and Sorcerer? Can you use the new archetype(s) with the unchained rogue?
The rogue archetypes should work with the unchained rogue only one possible problem and that is the false medium replaces trap sense which the unchained rogue does not have, unchained rogue has danger sense which is pretty much the same thing so just talk to your GM.
I really like the escapologist rogue archetype. It allows you to use escape artist much more. False medium is ok not my favorite. Paladins ghost hunter is cool more useful vs. undead then normal. Sorcerer Bloodlines are cool, some really cool abilities like thought sense as a constant ability (thought sense is like blindsight) upto 30ft. and who does not like ectoplasmic tentacles lol.

Gisher |

I'm a little surprised that the Occultist doesn't have a rouge-ish flavored archetype with the trapfinding and magic trap disabling abilities. With their focus on retrieving historically significant objects, abilities to circumvent traps seem thematic to me. Indiana Jones is an example that springs to mind. I was hoping for an occult version of the Archaeologist Bard. But I suppose that we need reasons to look forward to future books. :)
I don't think anyone has talked about the Occultist's new Magic Circle abilities. Do they look good? Are there any interesting details that weren't mentioned in the blog?

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I really don't like the Burn mechanics. As it stands the Kineticist does the same amount of damage as an Expert with a bow without that Burn, and the whole concept of the "Risk vs Reward" system, while a great idea, is horribly implemented. You shouldn't be having to knock yourself unconscious everytime you want to perform a decent amount of damage.
Now, I was discussing the Kinetecist with some associates, and one of them suggested a different way of handling the Burn mechanic that, allows he Kineticist to be more competent, while still giving a sense of "Risk vs Reward". The following are his words, and are quite an elegant solution.
They probably wanted burn to be a 'risk' mechanic, after playing too much... I'd wager Age of Reckoning (brightwizards, or their lesser inferior cousins the sorcerers who are flatly weaker in every way because they don't use fire... which would explain the talent list here)
I'd say let it all build up:
>Burn is REAL damage. It cannot be prevented or redirected in any way, BUT IT CAN HEAL.
>Burn damage equals the current level of burn, squared. So you won't take 100 until you build up 10 burn (which 5 would give you at level 20).
>Burn isn't suffered right away. Build up your burn and enjoy the bonuses. BUT: Any time you get a result of a natural 1 (so, use them rerolls if you have'em), all accumulated burn hits you full blast. So the higher level you get, the more damage you can be willing to risk, rather than the more you take for the same action.
>You can spend a standard action to reduce your current burn level by up to 1/4 your class level. Bonuses do go down, naturally, though, from vaporizing it off.
>Add a heat-beam talent that lets you lower your burn through a regular blast: Can't use any other infusions but add your current burn (pre-beam-drop) to the damage.That way, if you're going to f!++ing explode yourself (f*ck that feat), it'll be from going f*cking nuclear.
hopefully this can aid in dragging the poor Kineticist out of the dregs of being a Tier 6 class.
Aside from that, I really love the Spiritualist, and all the Archetypes sound fun. Can't wait to go all Joseph Joestar with the Ectoplasmist. Plus the new Fighter Archetype is actually somewhat serviceable, which is a real shocker, even if it feels like a watered down Barbarian. As for Psychic, I'm just going to ignore it in favor of the less Overpowered Psion from Dreamscarred Press. Also Ghost Rider sounds fun as hell.

psyrus |

I think this book offers a radically different take on what it means to be "Psychic" that has never been a part of any roleplaying game. It is interesting in its own way. I like the classes and appreciate the differences from other classes. I enjoyed the non-Sci-fi spin and "blending" of psi into pathfinder in this non disruptive way.
I noticed a lack of new races, race options, and traits; is this part of another book? what is the title? when is it coming out?
Where is the clairvoyant and/or precognitive character type? 2nd edition had a few interesting powers for this type of character. there are a number of ways to provide a group support in the healing department - that's good. what about the raw combat department?
a Combat Precognitive archetype for the brawler perhaps?
The bard class seems perfect to strip of all performance skill, performance abilities, lore/knowledge abilities, and spell casting to make a different kind of psychic class.
For that matter so can the ranger; dump terrain and favored foes, lose the combat styles, dump spell casting, and make a front line psychic combatant. While the monk dabbles in some mysticism (I do like the Monk wisdom AC bonus) I feel that this ability would be suited to a kind of "Psychic Kensai" based on the framework of the ranger class.
I am looking forward to player made guides, optimizations, and so forth for this book. Especially for the kineticist - elemental ascetic as I am uncertain of what it has lost. Can someone clear this up for me and show me in writing what is left useable?

Forrestfire |

-kineticist fix-
I really like this, actually. It rewards risking the burn without making you commit suicide by using your class features. I'm probably gonna steal this for my games. It doesn't solve the other issue (expert with a bow does comparable damage), but it's a very good step.

Jamie Charlan |
hopefully this can aid in dragging the poor...
I'd say it's more a low 5 than 6: It can do its job passably at the cost of an entire build, but will be - as a result - rather bad at most other things that could need doing.
Although the Soul archetype probably drags it back down, and if it didn't have infusion specialization it would definitely be a 6.
Nevertheless, T5 is NOT where anything should land, especially as a result of base design. That's a good fix; lets one spread out a little more without becoming crap at output.

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@ psyrus
you are aware the Psionics were also a thing in 3.5, right? Further right now the Psychic spells in this book kinda just feel like another form of the normal casing we're use to.
If you want, Dreamscarred Press has already converted most of the Psionics stuff from 3.5 over to PF, along with a lot of new content, and you can look at it for free since they have their own section of the SRD. Overall they have stuff for all the things you mentioned, and in a way that feels, at least somewhat, different from the usual Vancian Casters.
http://www.d20pfsrd.com/psionics-unleashed

MMCJawa |

I think this book offers a radically different take on what it means to be "Psychic" that has never been a part of any roleplaying game. It is interesting in its own way. I like the classes and appreciate the differences from other classes. I enjoyed the non-Sci-fi spin and "blending" of psi into pathfinder in this non disruptive way.
I noticed a lack of new races, race options, and traits; is this part of another book? what is the title? when is it coming out?
Generally speaking races and race options are not included in class focused books. Instead new races usually debut in the Bestiaries. IIRC, there are psychic variants of Duergar and Samsarans, as well as a new race, in Occult Bestiary, while Bestiary 5 might also have more psychic friendly races (?)

Jamie Charlan |
To be fair, I doubt anyone doesn't know about that. The psychic in particular felt like a kneejerk "it absolutely can't be anything like psionics in order to be psionics" reaction to folks wanting psionics yet adamantly refusing to touch any 3PP.
This will probably ensure it does in fact sell well, but it's strange as all **** that this even had to be done that way.

Gisher |

I don't own the book yet but some of the things I have read have really piqued my interest. From the playtest, I loved the Spiritualist so I am looking forward to how that evolved.
My first love for character classes will always be Bard, and I am intrigued by the Silver Balladeer (I'll have to read the Silver John series now...).
The ones I have read were all excellent stories. I'm glad that you mentioned them. Now that the internet exists, I might be able to find some that I never could before.

Gisher |
1 person marked this as a favorite. |

I think this book offers a radically different take on what it means to be "Psychic" that has never been a part of any roleplaying game. It is interesting in its own way. I like the classes and appreciate the differences from other classes. I enjoyed the non-Sci-fi spin and "blending" of psi into pathfinder in this non disruptive way.
I like the flavor. It feels new, but has just enough of a nod to 1st edition psionics to make me happily nostalgic. Having never played 3.x versions of the game, I'm unfamiliar with those psionic rules. From the comments, it seems that this new approach is a bit of a let-down for those who did.

QuidEst |
5 people marked this as a favorite. |

I really don't like the Burn mechanics. As it stands the Kineticist does the same amount of damage as an Expert with a bow without that Burn, and the whole concept of the "Risk vs Reward" system, while a great idea, is horribly implemented. You shouldn't be having to knock yourself unconscious everytime you want to perform a decent amount of damage.
- Move action to reduce burn (allowing for free Empower and eventually free Maximize).
- Infusion specialization greatly reduces high-level burn.- If Aether takes a point of burn, it refills its temporary hitpoint pool the same amount.
- Every point of Con bonus over what you'd normally have can be treated as a free point of burn to spend, and Toughness is a once-only Extra Burn feat.
- As you level up, 3rd, 5th, and 7th points of burn don't count because they're negated by +2 Con. So 100 points of nonlethal from your starting hp at 20 would actually be 8 burn- not far from your model. (Plus, it comes with a total of +8 to hit and +15 damage, and a 40% chance to negate crits and sneak attacks.)
In addition…
- Low feat investment. (Just enough get Precise Shot.)
- Better to-hit.
- Burn-free utility options include things like at-will telekinesis, constant flight, and unlimited line-of-effect teleportation.
Plus…
- Don't like burn? Overwhelming Soul gives you the bonus to attack and damage (minus stat changes) for free, plus a few points of burn to spend without taking damage.
- Want another option? Elemental Annihilator gets full BAB attack in melee using a weapon that runs on Con rather than Str.

Jamie Charlan |
2 people marked this as a favorite. |
Let's... not speak of 3.0's. At all.
3.5 fixed a lot, and gave the system you more or less see also in the DSP stuff here. The classes were weaker than core stuff, but were much more solid.
Here, you have points per day, Focus, and a hardcoded limit: NO MORE POINTS PER MANIFESTATION THAN YOUR MANIFESTER LEVEL, PERIOD. Even things that let you go above your level do so by raising your manifester level temporarily.
Power Points: You use those to fire off regular powers like you would spells, except they don't auto-scale with level. Powers cost 1, +2 per level above 1st.
Do note they don't auto-scale: Just because you're level 10 doesn't mean your energy ball deals 10d6 now. It still deals the 5d6 it started with unless you pay extra points to augment it. Metapsionics not only cost points (so brushing up towards that hard limit), but also use your focus, which is a full round action to recover (or move with a certain feat you really oughta get) and while up it powers several feats and effects, so focus is pretty important and can't just be spent whenever. It also means that until you can get a second focus (specific feat chains, and never a third) you can never do something like twinned-quickened casting. A wizard is NOT you.
Focus: If you have a power pool, you generate focus. Focus powers most psionic feats, and can be expended for extra stuff. But then its gone. If you have an 'active element', such as a kineticist, your active element is picked whenever you gain focus. Psionic Shot is a focus example: you get +1 damage while focused with ranged attacks, but can expend it to instead deal +2d6 on that shot.
So there's a lot of dynamic use of your power pool; while very limited in ways that prevent even the Psion (2nd tier, most powerful psi class outright) from EVER even being able to pretend you compare favorably to a sorcerer, oracle, or the true Prepared Casters, but within your limits, you can adapt to the situation almost on the fly, and modify your powers quite a bit to suit your needs.
Although you always, always have to pay for it.
So yeah, in comparison, the Psychic in OA is uh... Well there's a reason many of us go "just another vancian full caster"

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Quintin Belmont wrote:I really don't like the Burn mechanics. As it stands the Kineticist does the same amount of damage as an Expert with a bow without that Burn, and the whole concept of the "Risk vs Reward" system, while a great idea, is horribly implemented. You shouldn't be having to knock yourself unconscious everytime you want to perform a decent amount of damage.- Move action to reduce burn (allowing for free Empower and eventually free Maximize).
- Infusion specialization greatly reduces high-level burn.
- If Aether takes a point of burn, it refills its temporary hitpoint pool the same amount.
- Every point of Con bonus over what you'd normally have can be treated as a free point of burn to spend, and Toughness is a once-only Extra Burn feat.
- As you level up, 3rd, 5th, and 7th points of burn don't count because they're negated by +2 Con. So 100 points of nonlethal from your starting hp at 20 would actually be 8 burn- not far from your model. (Plus, it comes with a total of +8 to hit and +15 damage, and a 40% chance to negate crits and sneak attacks.)In addition…
- Low feat investment. (Just enough get Precise Shot.)
- Better to-hit.
- Burn-free utility options include things like at-will telekinesis, constant flight, and unlimited line-of-effect teleportation.Plus…
- Don't like burn? Overwhelming Soul gives you the bonus to attack and damage (minus stat changes) for free, plus a few points of burn to spend without taking damage.
- Want another option? Elemental Annihilator gets full BAB attack in melee using a weapon that runs on Con rather than Str.
Awesome break down!

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

Let's... not speak of 3.0's. At all.
3.5 fixed a lot, and gave the system you more or less see also in the DSP stuff here. The classes were weaker than core stuff, but were much more solid.
Here, you have points per day, Focus, and a hardcoded limit: NO MORE POINTS PER MANIFESTATION THAN YOUR MANIFESTER LEVEL, PERIOD. Even things that let you go above your level do so by raising your manifester level temporarily.
Power Points: You use those to fire off regular powers like you would spells, except they don't auto-scale with level. Powers cost 1, +2 per level above 1st.
Do note they don't auto-scale: Just because you're level 10 doesn't mean your energy ball deals 10d6 now. It still deals the 5d6 it started with unless you pay extra points to augment it. Metapsionics not only cost points (so brushing up towards that hard limit), but also use your focus, which is a full round action to recover (or move with a certain feat you really oughta get) and while up it powers several feats and effects, so focus is pretty important and can't just be spent whenever. It also means that until you can get a second focus (specific feat chains, and never a third) you can never do something like twinned-quickened casting. A wizard is NOT you.
Focus: If you have a power pool, you generate focus. Focus powers most psionic feats, and can be expended for extra stuff. But then its gone. If you have an 'active element', such as a kineticist, your active element is picked whenever you gain focus. Psionic Shot is a focus example: you get +1 damage while focused with ranged attacks, but can expend it to instead deal +2d6 on that shot.
So there's a lot of dynamic use of your power pool; while very limited in ways that prevent even the Psion (2nd tier, most powerful psi class outright) from EVER even being able to pretend you compare favorably to a sorcerer, oracle, or the true Prepared Casters, but within your limits, you can adapt to the situation almost on the fly, and modify your powers quite a bit to suit your needs....
I also think the 3.5 psionic system is really neat! Ask me about my last big 3.5 campaign some time (though in another thread). So much psionics in there! (including, but not limited to, a seer, wilder, and psychic warrior PCs, telepath cohort, and a psionic BBEG) People who like the idea of psionics should check it out. Occult Adventures has a different vibe and atmosphere. I think people should check it out too. Heck, a super-awesome idea would be a campaign setting where the Occult classes are the only options for spellcasters, the psionic classes are in there too, and then no wizard, cleric, etc. Could be a neat combo!

Hargert |
- Move action to reduce burn (allowing for free Empower and eventually free Maximize).
- Infusion specialization greatly reduces high-level burn.
- If Aether takes a point of burn, it refills its temporary hitpoint pool the same amount.
- Every point of Con bonus over what you'd normally have can be treated as a free point of burn to spend, and Toughness is a once-only Extra Burn feat.
- As you level up, 3rd, 5th, and 7th points of burn don't count because they're negated by +2 Con. So 100 points of nonlethal from your starting hp at 20 would actually be 8 burn- not far from your model. (Plus, it comes with a total of +8 to hit and +15 damage, and a 40% chance to negate crits and sneak attacks.)In addition…
- Low feat investment. (Just enough get Precise Shot.)
- Better to-hit.
- Burn-free utility options include things like at-will telekinesis, constant flight, and unlimited line-of-effect teleportation.Plus…
- Don't like burn? Overwhelming Soul gives you the bonus to attack and damage (minus stat changes) for free, plus a few points of burn to spend without taking damage.
- Want another option? Elemental Annihilator gets full BAB attack in melee using a weapon that runs on Con rather than Str.
All great points, my only wish is that for some of the forms to either be more accessible vs locked to an element type or come online a little earlier. Other than that it looks you can make some very effective builds. I hope they expand the powers over time or give new elements.

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

QuidEst wrote:All great points, my only wish is that for some of the forms to either be more accessible vs locked to an element type or come online a little earlier. Other than that it looks you can make some very effective builds. I hope they expand the powers over time or give new elements.
- Move action to reduce burn (allowing for free Empower and eventually free Maximize).
- Infusion specialization greatly reduces high-level burn.
- If Aether takes a point of burn, it refills its temporary hitpoint pool the same amount.
- Every point of Con bonus over what you'd normally have can be treated as a free point of burn to spend, and Toughness is a once-only Extra Burn feat.
- As you level up, 3rd, 5th, and 7th points of burn don't count because they're negated by +2 Con. So 100 points of nonlethal from your starting hp at 20 would actually be 8 burn- not far from your model. (Plus, it comes with a total of +8 to hit and +15 damage, and a 40% chance to negate crits and sneak attacks.)In addition…
- Low feat investment. (Just enough get Precise Shot.)
- Better to-hit.
- Burn-free utility options include things like at-will telekinesis, constant flight, and unlimited line-of-effect teleportation.Plus…
- Don't like burn? Overwhelming Soul gives you the bonus to attack and damage (minus stat changes) for free, plus a few points of burn to spend without taking damage.
- Want another option? Elemental Annihilator gets full BAB attack in melee using a weapon that runs on Con rather than Str.
I will say only this: I have asked the fine folks on the development team to keep me apprised of kineticist-related topics, and as such, I can tell you that not only did Owen have something amazing planned for kineticists in Occult Origins, that I was like "Yes, let me write that for you please!" but also, he agreed, and furthermore, he went the extra mile got extra wordcount for it in order to make sure it could keep its full potential of extra awesome (initial wordcount estimate would have been too tight to do what you're going to get in that book justice). I won't spoil Owen's (and my) surprise for you, but I can say that it's going to be really fun!

Gisher |

So, does the PDF open up for digital purchase at Midnight PST on Wednesday? Because if that's normal practice I'm staying up late tomorrow to buy it.
That has been standard operating procedure as long as I've been buying them. It sometimes takes a while to get through the process since the servers get bogged down with all of the simultaneous requests.

Mark Seifter Designer |

Rosita the Riveter wrote:So, does the PDF open up for digital purchase at Midnight PST on Wednesday? Because if that's normal practice I'm staying up late tomorrow to buy it.That has been standard operating procedure as long as I've been buying them. It sometimes takes a while to get through the process since the servers get bogged down with all of the simultaneous requests.
Yup. I can't say I wouldn't have been doing the same thing back when I didn't work here, if I hadn't been a subscriber. However, if you're in like EST, get some sleep and stay healthy instead of staying up til 3AM. It'll be there for you in the morning :) (And hey, you can wake up early too, I guess!)

Goblinsaurus |
1 person marked this as a favorite. |
Hargert wrote:I will say only this: I have asked the fine folks on the development team to keep me apprised of kineticist-related topics, and as such, I can tell you that not only did Owen have something amazing planned for kineticists in Occult Origins, that I was like "Yes, let me write that for you please!" but also, he agreed, and furthermore, he went the extra mile got extra wordcount for it in order to make sure it could keep its full potential. I won't spoil Owen's (and...QuidEst wrote:All great points, my only wish is that for some of the forms to either be more accessible vs locked to an element type or come online a little earlier. Other than that it looks you can make some very effective builds. I hope they expand the powers over time or give new elements.
- Move action to reduce burn (allowing for free Empower and eventually free Maximize).
- Infusion specialization greatly reduces high-level burn.
- If Aether takes a point of burn, it refills its temporary hitpoint pool the same amount.
- Every point of Con bonus over what you'd normally have can be treated as a free point of burn to spend, and Toughness is a once-only Extra Burn feat.
- As you level up, 3rd, 5th, and 7th points of burn don't count because they're negated by +2 Con. So 100 points of nonlethal from your starting hp at 20 would actually be 8 burn- not far from your model. (Plus, it comes with a total of +8 to hit and +15 damage, and a 40% chance to negate crits and sneak attacks.)In addition…
- Low feat investment. (Just enough get Precise Shot.)
- Better to-hit.
- Burn-free utility options include things like at-will telekinesis, constant flight, and unlimited line-of-effect teleportation.Plus…
- Don't like burn? Overwhelming Soul gives you the bonus to attack and damage (minus stat changes) for free, plus a few points of burn to spend without taking damage.
- Want another option? Elemental Annihilator gets full BAB attack in melee using a weapon that runs on Con rather than Str.
Why did you let them kill the kineticist, Mark? That playtest thread had 4,000+ posts alone, detailed feedback from hundreds of people, and the entire board had at least 50+ other threads with breakdowns of how the class did.
Everyone who looked at the class said that Burn should be replaced by a different mechanic, and that it wasn't worth it for what it does. And that's exactly the case. Even spending as much burn as you can, the class doesn't do comparable output in any category to any other class. It does not compete in damage, utility, crowd-control, debuffing, healing, buffing, summoning, mobility, social, or stealth. It doesn't do any of those roles well, even.
Even with houserules that fairly strict GMs might allow, the class still underperforms by a severe amount.
Archetypes made for it have abilities that should have been things the class was allowed to do from the start, like the Annihilator having full BaB and getting to do flurries of blasts.
And for that matter, why is Flurry of Blasts from the base abilities so absolutely god-awful? It can't multi-stack debuffs, it does abysmal damage, it's not even as good as the other blast shapes at spreading debufs around. The ONLY decent use for it seems to be Pushing Infusion, and even that isn't particularly impressive.
Why does it feel like this class got ignored and thrown under the bus despite having around twenty entire pages of features? People were looking forward to it. They were excited. You were GOOD in the playtest threads, you supported people, you were reasonable and friendly and helpful and you gave us hope that the Kineticist might be passable, at least that it might be a low Tier 4 class, or at minimum high Tier 5, but it isn't. I feel bad saying it, but this is the single biggest disappointment that I have seen come out of Paizo in the entire time that I have played this game, all the way back through 3.5 with Dungeon and Dragon Magazine.
The quality of this game and the developers of it, at least aside from you Mark, have been declining rapidly for quite some time. Books have been printed with massive, sweeping errors. Errata gets pushed out that was never needed in the first place, while blatantly overpowered classes and abilities are left untouched.
Why? What happened? You all were supposed to be the people who kept 3.5 going and made it good and fixed it, not the ones who looted it's corpse and raised it as a rotting zombie.
I'm not even mad at this point, anymore. I was at first when things started to decline, but now it's just... disappointment. The fans trusted you all, and you let us down.

Protoman |
5 people marked this as a favorite. |

Burn really isn't that big a deal. Once people actually play with the kineticist and bother to work in the action economy to gather energy, get infusion specialization to make the action economy even easier unless they'd also wanna use composite/metakinesis options and they'd have to still gather energy/superchage, and stop trying to play the kineticist as a supreme blaster without having to pay for it.
Spellcasters got limited spells per day and even more so with higher level spells. Kineticists get at-will scaling damage that one can pretty much infuse for free with gather energy+infusion specialization, they shouldn't be able to do composite damage all day. Burn damage that's healable? Folks will be screaming the kineticist is broke after it benefits from haste and kinetic whips combined with composite blasts for 2-3 attacks in a round + benefit from extended reach for AoOs in the same round. Cleric casts Heal and the kineticist loses all the burn damage so he can can do it again at no penalty? No thank you. I'd want my kineticist to not be boo'ed away from a table. That's like saying a level 9 wizard should get his expended level 5 spell back because he got healed and physically ready to cast it again.
Martials do more damage? Sure but kineticists do comparable damage at melee or ranged while still benefiting from almost at-will utility wild talents. At-will flight! At-will transform into an element with variable control on size! At-will ride the blast with extreme range talent basically equals at-will cool looking dimension door! That's just the playtest stuff, play the final book's wild talents and benefit from utility that no martial or caster can get on their own easily.
What's to stop a kineticist from going too crazy? Burn damage that actually matters and that players would self-regulate on their own at their own judgement. If a sorcerer can get back spell-slots per day by taking an equal amount of nonhealable nonlethal damage equal to spell slot level, they'd jump on that option but they won't overdo it. Kineticist burn damage is higher granted, but it's so easy to avoid and can still do decent damage (full attacking kinetic blade/whip, metakinesis empower and subscribers-know-what-else, supercharge gather energy+composite blasts as melee or ranged), that a small amount of nonlethal damage per burn is too negligable a limit.

Hargert |
1 person marked this as a favorite. |
They did not let me down in the slightest. DO I think it is perfect no but it does look like I can make interesting characters with this that I can not make with any other class. If they had followed what you wanted Goblinsaurus the board would be filled with cries of power creep and calls of why play any other class.
On the flip of this this is a role playing game, you don't like it change it. Not everything is going to be or needs to be balanced versus everything else. Going down that road leads to a boring game where everyone is the same with just different flavor text for powers.

QuidEst |
3 people marked this as a favorite. |

-snip-
Whoa there- lots of people liked the burn mechanic, and I'm personally very excited to play one or two Kineticist characters. (Air built around stealth and eventually suffocating people silently, and a trickster aether character.) Heck, if anybody tells me they want to play a healer, I'm going to point them to this class first. You're free to not like it, but please don't say that he let "us" down.