
Mark Seifter Designer |
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So I have been looking at the Aether kineticist abilities and have come to the conclusion that it will be a pretty awesome roguish character.
Yep! My goal was to make all five elements awesome, but in different ways, so that your choice of element and then expanded element really feel meaningful, rather than just "Oh, I'm basically the same character again, but this time I shoot lightning instead of ice, I guess."

Mark Seifter Designer |
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Mark Seifter wrote:technarken wrote:From flurry. And yeah, flurrying substance infusion is by far where it's at; it's incredibly useful!Mark Seifter wrote:technarken wrote:Why does the elemental ascetic not get Elemental Overflow. I mean, it retains burn, but now has zero reason to ever accept burn. Am I missing something?He can still do it if he wants (unlike overwhelming soul), but it opens up a possible and effective way to build it to minimize burn entirely and potentially even go for Wisdom instead of Con (in addition to getting accuracy boosts without burn, the defense doesn't need any burn to scale, also). It's all up to you!Where do the accuracy boosts come from?
Did figure out that an 11th level Elemental Ascetic can flurry Dispel Magics, so that's a pretty interesting nicheNice!
When do you go to sleep Mark?
Some time in between when you asked this and now. ;)

Mark Seifter Designer |

Luthorne wrote:No, it does a few other things too.Great, sometimes I see people just shove "don't die of old age" onto a class as a capstone and it just's disappointing.
Yeah, I mean it's nice, particularly story-wise, but a capstone needs more than that, including something that is going to actually come up for you in the game.

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Anything for alchemists or alchemy related?
Promethean Alchemist: Replaces bombs and mutagens with a homunculus companion.
Ectochymist: Replaces bombs and poison-related abilities with anti-ghost alchemical techniques; very Ghostbusters-ish. Uses alchemical treatments to make weapons hurt ghosts and haunts, and eventually learns to trap ghosts.

ArcGygas |
Hey, Mark, I had a question about Undercasting; in the first paragraph, it says you can use Ego Whip III using a lower level spell slot to use it as Ego Whip II, or Ego Whip I, but it uses the saves and spell effects of the lower level spells. It says it uses the appropriate spell slot.
That's fine, that makes sense. Using a lower level spell slot for a lower level version, especially reflecting the lower DCs and effects.
But the next part throws me off. The last bit in that paragraph says that it uses Ego Whip I as a first level spell to determine effects and DC, but it still uses a 3rd level spell slot? I feel like this defeats the purpose of Undercasting, casting a lower level version of that spell but still using a high slot.
Is that an error or typo? Or is Undercasting underwhelming?

Mark Seifter Designer |

Hey, Mark, I had a question about Undercasting; in the first paragraph, it says you can use Ego Whip III using a lower level spell slot to use it as Ego Whip II, or Ego Whip I, but it uses the saves and spell effects of the lower level spells. It says it uses the appropriate spell slot.
That's fine, that makes sense. Using a lower level spell slot for a lower level version, especially reflecting the lower DCs and effects.
But the next part throws me off. The last bit in that paragraph says that it uses Ego Whip I as a first level spell to determine effects and DC, but it still uses a 3rd level spell slot? I feel like this defeats the purpose of Undercasting, casting a lower level version of that spell but still using a high slot.
Is that an error or typo? Or is Undercasting underwhelming?
None of the above. Ego whip I is a 3rd-level spell to begin with (III is 5th level).

ArcGygas |
... should have looked at the spell before I did so. For some reason I just thought it was like Summon Monster and the Roman Numeral reflected it's spell level. But otherwise, Undercasting Ego Whip III (which is 5th level) to Ego Whip I (which is 3rd level) costs a 3rd level spell slot as listed, right? Exactly as it is written in the book.
Okay, nevermind, I was a dork, thanks Mark!
But while I have your attention, how does Psychic Crush III-V work? They take the damage on a failed Will save, and then more on a successful Fortitude save? And drop to dying on a failed Fortitude?

Mark Seifter Designer |

Since these guys were already known in the playtest anyway, I see no harm in being more specific.
Behold, the if/then computer algorithm of psychic crush spells (I'll start with I and then do III)!
Psychic Crush I (willSave, fortSave, DC, hpCurrent, hpMax)
if(hpCurrent>hpMax/2)fortSave+=4;
if(willSave>=DC) sickened for 1 round;
else if(fortSave>=DC) take min(3d6+CL,enough to drop you to -1 hp) damage and sickened for 1 round;
else drop to -1 hp.
Psychic Crush III (willSave, fortSave, DC, hpCurrent, hpMax)
if(hpCurrent==hpMax)fortSave+=2;
if(willSave>=DC) sickened for 1 round and CL damage;
else if(fortSave>=DC) take min(7d6+CL,enough to drop you to -1 hp) damage and sickened for 1 round;
else drop to -1 hp.

QuidEst |

Behold, the if/then computer algorithm of psychic crush spells (I'll start with I and then do III)!
Psychic Crush I (willSave, fortSave, DC, hpCurrent, hpMax)
if(hpCurrent>hpMax/2)fortSave+=4;
if(willSave>=DC) sickened for 1 round;
else if(fortSave>=DC) take min(3d6+CL,enough to drop you to -1 hp) damage and sickened for 1 round;
else drop to -1 hp.Psychic Crush III (willSave, fortSave, DC, hpCurrent, hpMax)
if(hpCurrent==hpMax)fortSave+=2;
if(willSave>=DC) sickened for 1 round and CL damage;
else if(fortSave>=DC) take min(7d6+CL,enough to drop you to -1 hp) damage and sickened for 1 round;
else drop to -1 hp.
Quick, edit it to >= before a new rules debate starts!

Mark Seifter Designer |

Mark Seifter wrote:Quick, edit it to >= before a new rules debate starts!Behold, the if/then computer algorithm of psychic crush spells (I'll start with I and then do III)!
Psychic Crush I (willSave, fortSave, DC, hpCurrent, hpMax)
if(hpCurrent>hpMax/2)fortSave+=4;
if(willSave>DC) sickened for 1 round;
else if(fortSave) take min(3d6+CL,enough to drop you to -1 hp) damage and sickened for 1 round;
else drop to -1 hp.Psychic Crush III (willSave, fortSave, DC, hpCurrent, hpMax)
if(hpCurrent==hpMax)fortSave+=2;
if(willSave>DC) sickened for 1 round and CL damage;
else if(fortSave>DC) take min(7d6+CL,enough to drop you to -1 hp) damage and sickened for 1 round;
else drop to -1 hp.
I'm seeing more than half, so I think > is right?

QuidEst |

QuidEst wrote:I'm seeing more than half, so I think > is right?Mark Seifter wrote:Quick, edit it to >= before a new rules debate starts!Behold, the if/then computer algorithm of psychic crush spells (I'll start with I and then do III)!
Psychic Crush I (willSave, fortSave, DC, hpCurrent, hpMax)
if(hpCurrent>hpMax/2)fortSave+=4;
if(willSave>=DC) sickened for 1 round;
else if(fortSave>=DC) take min(3d6+CL,enough to drop you to -1 hp) damage and sickened for 1 round;
else drop to -1 hp.Psychic Crush III (willSave, fortSave, DC, hpCurrent, hpMax)
if(hpCurrent==hpMax)fortSave+=2;
if(willSave>=DC) sickened for 1 round and CL damage;
else if(fortSave>=DC) take min(7d6+CL,enough to drop you to -1 hp) damage and sickened for 1 round;
else drop to -1 hp.
willSave>DC
fortSave>DC
Lanitril |
Ooooooh, I forgot about the ring. Yeah. I guess that ring is a really good contingency too. Very much a villain sort of thing, but it could work for the party too.
By far the most interesting Kineticist capstone would be Omnicide from the Elemental Annihilator though. Lots of damage. LOTS. Almost makes you care about hitting your capstone, really.

gharlane |
Milo v3 wrote:Yeah, I mean it's nice, particularly story-wise, but a capstone needs more than that, including something that is going to actually come up for you in the game.Luthorne wrote:No, it does a few other things too.Great, sometimes I see people just shove "don't die of old age" onto a class as a capstone and it just's disappointing.
I think the biggest problem is as per how Pathfinder rules are written, when you hit 20th level, that's it. So mechanically it's just flavor--"Yes, I'm a 20th level XX and I'm five hundred years old." doesn't change the fact that you've been 20th level for 450 years after dinging it back in the day. Mechanically, you're the same as some fellow who just turned 20th level, making "don't die of old age" a capstone ability that evidently also turns you into a slacker. :)

MusicAddict |

What all does the Elemental Annihilator trade out for it's abilities, and what kind of abilities does it gain?
You lose all of your utility talents and and every infusion before level 11 ( well rather they're locked into place for half of them) .
In return you gain the ability to use physcial kinetic blasts like a standard weapon with a nonscaling damage dice and con in place of strength, and you treat your bab as your level when using this version. After that you basically are a fighter who summons their weapon and can throw out a normal blast when you want, feats and all, with some infusion fun at level 11+(or sooner if you expand into the same element.)

Jack of Dust |

Finally got my pdf and I'm loving it! Occult Rituals are amazing and just in case it hasn't been said yet, there are guidelines for creating your own so you don't need to stick to what's in the book for non-pfs players.
Also as I suspected, I think the Necroccultist archetype is fantastic. Whoever wrote that did an excellent job! It's a shame that they don't have access to channel energy for the Command Undead Feat (unless I'm missing something, please feel free to correct me) but it's a great archetype nonetheless.

SquishyPoetFromBeyondTheStars |

A couple of questions for those who have their PDFs.
Are there VMCs of the Occult classes?
Is it possible for a character to gain Wild Talents without being a Kinetist?
What is the Hypnotism Skill unlock like?
What are the Occult Ritual rules like? Do you have to take a feat chain to use them?
Can the Medium gain Sneak Attack and/or Rogue Talents with the Trickster spirit?
and lastly, what are some of the utility talents for Aether/Telekinetist?
Thank you.

Luthorne |
A couple of questions for those who have their PDFs.
Are there VMCs of the Occult classes?
No.
Is it possible for a character to gain Wild Talents without being a Kinetist?
Not that I saw.
What is the Hypnotism Skill unlock like?
Occult skill unlocks, as far as I can see, seem to be quite different from Unchained skill unlocks. That said, once per day you can attempt to implant a reasonable suggestion into a willing creature (or, at a much higher DC, an unwilling creature subtly), or, alternatively, draw out a forgotten memory.
What are the Occult Ritual rules like? Do you have to take a feat chain to use them?
It is ritual magic. You take at least ten minutes and generally more to perform various rituals, requiring difficult skill checks. If you fail, you may get an unwanted effect, or even backlash. No feats are required to perform one.
Can the Medium gain Sneak Attack and/or Rogue Talents with the Trickster spirit?
You can get something like sneak attack with a few differences.
and lastly, what are some of the utility talents for Aether/Telekinetist?
Moving things, performing combat maneuvers, force choking people, creating force fields, invisibility, flight, making temporary animated objects, deflecting spells and attacks, etc.

SquishyPoetFromBeyondTheStars |

SquishyPoetFromBeyondTheStars wrote:A couple of questions for those who have their PDFs.
Are there VMCs of the Occult classes?
No.
SquishyPoetFromBeyondTheStars wrote:Is it possible for a character to gain Wild Talents without being a Kinetist?Not that I saw.
SquishyPoetFromBeyondTheStars wrote:What is the Hypnotism Skill unlock like?Occult skill unlocks, as far as I can see, seem to be quite different from Unchained skill unlocks. That said, once per day you can attempt to implant a reasonable suggestion into a willing creature (or, at a much higher DC, an unwilling creature subtly), or, alternatively, draw out a forgotten memory.
SquishyPoetFromBeyondTheStars wrote:What are the Occult Ritual rules like? Do you have to take a feat chain to use them?It is ritual magic. You take at least ten minutes and generally more to perform various rituals, requiring difficult skill checks. If you fail, you may get an unwanted effect, or even backlash. No feats are required to perform one.
SquishyPoetFromBeyondTheStars wrote:Can the Medium gain Sneak Attack and/or Rogue Talents with the Trickster spirit?You can get something like sneak attack with a few differences.
SquishyPoetFromBeyondTheStars wrote:and lastly, what are some of the utility talents for Aether/Telekinetist?Moving things, performing combat maneuvers, force choking people, creating force fields, invisibility, flight, making temporary animated objects, deflecting spells and attacks, etc.
Cool thanks for the info that'll help me plan my character over the weekend.

nighttree |

nighttree wrote:The Magus archetype still has access to Arcana correct ?Not sure which one you're referring to, but as far as I can see they both still do.
I didn't realize there was more than one ?....but I was referring to the Mindlblade...wanted to make sure the standard Arcana work with the mindblades.....
What's the other one ?

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Luthorne wrote:nighttree wrote:The Magus archetype still has access to Arcana correct ?Not sure which one you're referring to, but as far as I can see they both still do.I didn't realize there was more than one ?....but I was referring to the Mindlblade...wanted to make sure the standard Arcana work with the mindblades.....
What's the other one ?
There's an unarmed one as well... the Esoteric, I think.

Luthorne |
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Luthorne wrote:nighttree wrote:The Magus archetype still has access to Arcana correct ?Not sure which one you're referring to, but as far as I can see they both still do.I didn't realize there was more than one ?....but I was referring to the Mindlblade...wanted to make sure the standard Arcana work with the mindblades.....
What's the other one ?
Donato posted the entire list of archetypes and other class options here. And as Kalindlara said, it's the Esoteric.

Milo v3 |

Total control of your own blood gives you a bucketload of immunities, including, appropriately enough, bleed effects.
I really hope the capstone doesn't just give you immunities and stop aging... so far it sounds like undead have no reason to take it.
Yeah, I mean it's nice, particularly story-wise, but a capstone needs more than that, including something that is going to actually come up for you in the game.
Yeah, also level 20 means that you can generally make the ability more powerful than normal so there is a lotta potential freedom when it comes to creating them, which I like.

Mark Seifter Designer |
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Just because I know its going to come up in my game, I'm correct in thinking that Air's Reach only applies to the air blast and things dealing with it (such as Plasma Blast), and not with the electric blast and its combinations (such as Charged Water Blast). Am I correct there?
It's all [air] blasts, all blasts of the air element. Use it on all your air stuff, electricity included!

Xelaaredn |
Xelaaredn wrote:Just because I know its going to come up in my game, I'm correct in thinking that Air's Reach only applies to the air blast and things dealing with it (such as Plasma Blast), and not with the electric blast and its combinations (such as Charged Water Blast). Am I correct there?It's all [air] blasts, all blasts of the air element. Use it on all your air stuff, electricity included!
Awesome, it was asked during the play test by someone else and I never saw an official answer on it.
Have to say Mark, I'm really looking forward to using this class (both as a DM and a player). Also, what are your thoughts on this idea I've been toying with for Rise of the Runelords: altering the BBEG to be a psychic, with his last ditch effort to win being the Greater Mind Swap spell. Or would that be too big of a "screw you" to the players?

Mark Seifter Designer |

Mark Seifter wrote:Xelaaredn wrote:Just because I know its going to come up in my game, I'm correct in thinking that Air's Reach only applies to the air blast and things dealing with it (such as Plasma Blast), and not with the electric blast and its combinations (such as Charged Water Blast). Am I correct there?It's all [air] blasts, all blasts of the air element. Use it on all your air stuff, electricity included!Awesome, it was asked during the play test by someone else and I never saw an official answer on it.
Have to say Mark, I'm really looking forward to using this class (both as a DM and a player). Also, what are your thoughts on this idea I've been toying with for Rise of the Runelords: altering the BBEG to be a psychic, with his last ditch effort to win being the Greater Mind Swap spell. Or would that be too big of a "screw you" to the players?
Glad to help!
I think that the BBEG of Runelords has a lot of in-world lore tied into being a specialist wizard, so I'd recommend keeping him one. I found some NPCs in Jade Regent (which I'm running) that I've been giving Occult stuff, though.

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Xelaaredn wrote:Mark Seifter wrote:Xelaaredn wrote:Just because I know its going to come up in my game, I'm correct in thinking that Air's Reach only applies to the air blast and things dealing with it (such as Plasma Blast), and not with the electric blast and its combinations (such as Charged Water Blast). Am I correct there?It's all [air] blasts, all blasts of the air element. Use it on all your air stuff, electricity included!Awesome, it was asked during the play test by someone else and I never saw an official answer on it.
Have to say Mark, I'm really looking forward to using this class (both as a DM and a player). Also, what are your thoughts on this idea I've been toying with for Rise of the Runelords: altering the BBEG to be a psychic, with his last ditch effort to win being the Greater Mind Swap spell. Or would that be too big of a "screw you" to the players?
Glad to help!
I think that the BBEG of Runelords has a lot of in-world lore tied into being a specialist wizard, so I'd recommend keeping him one. I found some NPCs in Jade Regent (which I'm running) that I've been giving Occult stuff, though.
Carrion Crown is perfect for occult content as well, especially in Books 4 and 6.

Xelaaredn |
Glad to help!
I think that the BBEG of Runelords has a lot of in-world lore tied into being a specialist wizard, so I'd recommend keeping him one. I found some NPCs in Jade Regent (which I'm running) that I've been giving Occult stuff, though.
Fair enough, perhaps Carrion Crown would be the better AP to introduce this stuff to my next group of players.

Mark Seifter Designer |

Mark Seifter wrote:Fair enough, perhaps Carrion Crown would be the better AP to introduce this stuff to my next group of players.Glad to help!
I think that the BBEG of Runelords has a lot of in-world lore tied into being a specialist wizard, so I'd recommend keeping him one. I found some NPCs in Jade Regent (which I'm running) that I've been giving Occult stuff, though.
Yeah, as Kalindlara also says, Carrion Crown is perfect!

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Mark Seifter wrote:Fair enough, perhaps Carrion Crown would be the better AP to introduce this stuff to my next group of players.Glad to help!
I think that the BBEG of Runelords has a lot of in-world lore tied into being a specialist wizard, so I'd recommend keeping him one. I found some NPCs in Jade Regent (which I'm running) that I've been giving Occult stuff, though.
I might start a thread for Occulting up Carrion Crown - the book came a bit late for my campaign, but there are tons of opportunities for this content to shine. ^_^

Xelaaredn |
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Xelaaredn wrote:I might start a thread for Occulting up Carrion Crown - the book came a bit late for my campaign, but there are tons of opportunities for this content to shine. ^_^Mark Seifter wrote:Fair enough, perhaps Carrion Crown would be the better AP to introduce this stuff to my next group of players.Glad to help!
I think that the BBEG of Runelords has a lot of in-world lore tied into being a specialist wizard, so I'd recommend keeping him one. I found some NPCs in Jade Regent (which I'm running) that I've been giving Occult stuff, though.
Would love to see at least one of my players take Ectochymist if we do decide to go with Carrion Crown.

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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!

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technarken wrote:Total control of your own blood gives you a bucketload of immunities, including, appropriately enough, bleed effects.I really hope the capstone doesn't just give you immunities and stop aging... so far it sounds like undead have no reason to take it.
Mark Seifter wrote:Yeah, I mean it's nice, particularly story-wise, but a capstone needs more than that, including something that is going to actually come up for you in the game.Yeah, also level 20 means that you can generally make the ability more powerful than normal so there is a lotta potential freedom when it comes to creating them, which I like.
it is just that a few immunities and stop aging