Kalindlara
Contributor
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what do you think of the new types? interesting?
I'd say they are. I wasn't really motivated to make a kineticist before, but now... ^_^
Also, any chance we can get a mystic theurge style prestige class for kineticist? or an official ruling on how they function with +1 level spellcasting. I am thinking of a kineticist/rogue/arcane trickster.
Almost 0% chance of the latter. Unfortunately, kineticists' powers are as far from spellcasting as they could get.
A prestige class to combine them with other classes could be interesting, though.
Lukas Stariha
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I thought about that. Sneak Attack on top of it, granted from Hatred, seems quite fitting.
It's still a CRAZY specific archetype combination to make Id work.
Maybe Remorse is more workable?
I don't have the pdf on hand right now, but I know the first ability requires a slam to use.
| Ravingdork |
| 2 people marked this as a favorite. |
Barachiel Shina wrote:That's the fun part- it's a will save to misidentify the spell. So a good spellcraft roll is actually more convincing.Kalindlara wrote:** spoiler omitted **How exactly would Fool's Teleport ever work? The moment a PC identifies it with a Spellcrafts check, they are no longer fooled.
That really should be the default on all illusion/enchantment spells with Will saves.
LoreMonger13
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Alright, I noticed a -major- discrepancy in this book, and I hope I'm not repeating anything already said by someone else.
For the Phytokineticist/Wood Element entry to the Kineticist class, there is no listing for what the Basic Phytokinesis ability actually does among the Wild Talents, nor does there appear to be a Composite Blast that exists for further specializing in Wood via Expanded Element. The latter could've just been deliberate I suppose (though really, why would you not have that?), but the former is not just a small error, since any character starting with Wood as their Element -automatically gains Basic Phytokinesis, just like any other Element with their respective basic kinesis ability.
What's going to be done for this?
Kalindlara
Contributor
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Alright, I noticed a -major- discrepancy in this book, and I hope I'm not repeating anything already said by someone else.
For the Phytokineticist/Wood Element entry to the Kineticist class, there is no listing for what the Basic Phytokinesis ability actually does among the Wild Talents, nor does there appear to be a Composite Blast that exists for further specializing in Wood via Expanded Element. The latter could've just been deliberate I suppose (though really, why would you not have that?), but the former is not just a small error, since any character starting with Wood as their Element -automatically gains Basic Phytokinesis, just like any other Element with their respective basic kinesis ability.
What's going to be done for this?
Please read the last two to three pages - the answers are there, along with the rules text of basic phytokinesis.
(I tried using search to link you directly, but I couldn't find a good link that way.)
LoreMonger13
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GrimmDichotomy wrote:Alright, I noticed a -major- discrepancy in this book, and I hope I'm not repeating anything already said by someone else.
For the Phytokineticist/Wood Element entry to the Kineticist class, there is no listing for what the Basic Phytokinesis ability actually does among the Wild Talents, nor does there appear to be a Composite Blast that exists for further specializing in Wood via Expanded Element. The latter could've just been deliberate I suppose (though really, why would you not have that?), but the former is not just a small error, since any character starting with Wood as their Element -automatically gains Basic Phytokinesis, just like any other Element with their respective basic kinesis ability.
What's going to be done for this?
Please read the last two to three pages - the answers are there, along with the rules text of basic phytokinesis.
(I tried using search to link you directly, but I couldn't find a good link that way.)
I'm looking at the PDF, can you list the page number? I've actually used the 'Find' tool multiple times, and the only time it pops up are the two names drops, but with no ability writeup.
| Garrett Guillotte |
| 6 people marked this as a favorite. |
(I tried using search to link you directly, but I couldn't find a good link that way.)
Basic Phytokinesis is in Mark Seifter's post on page 5 of the thread, and Mark points out the location of the blasts on page 7 of the thread.
As for "what's going to be done for this", Owen K.C. Stephens says a revision is under discussion on page 6 of the thread.
LoreMonger13
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Kalindlara wrote:
(I tried using search to link you directly, but I couldn't find a good link that way.)Basic Phytokinesis is in Mark Seifter's post on page 5 of the thread, and Mark points out the location of the blasts on page 7 of the thread.
As for "what's going to be done for this", Owen K.C. Stephens says a revision is under discussion on page 6 of the thread.
So we get a placeholder ability until they can get the actual official write up handled, and that still doesn't answer as to why Wood doesn't get it's own Composite Blast for focusing on it for Expanded element, which ALL OTHER Elements (including the new Void Element!) do, ie Metal Blast, Blue Flame Blast, Force Blast, etc.
Kalindlara
Contributor
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Can I get some details on the Paladin archetype?
Well, it's awesome. ^_^
Replaces lay on hands with telekinetic sword-throws, much like a universalist wizard. Eventually, can full-attack this way.
Replaces mercy with a form of touch treatment, similar to the mesmerist.
Adds a large number of Occult Adventures spells to the paladin list. Item creation not allowed for these spells. Replaces positive energy.
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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| 2 people marked this as a favorite. |
So we get a placeholder ability until they can get the actual official write up handled, and that still doesn't answer as to why Wood doesn't get it's own Composite Blast for focusing on it for Expanded element, which ALL OTHER Elements (including the new Void Element!) do, ie Metal Blast, Blue Flame Blast, Force Blast, etc.
GRimmDichotomy,
This was addressed here. Might I suggest you read the thread, as was previously suggested?
LoreMonger13
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GrimmDichotomy wrote:
So we get a placeholder ability until they can get the actual official write up handled, and that still doesn't answer as to why Wood doesn't get it's own Composite Blast for focusing on it for Expanded element, which ALL OTHER Elements (including the new Void Element!) do, ie Metal Blast, Blue Flame Blast, Force Blast, etc.GRimmDichotomy,
This was addressed here. Might I suggest you read the thread, as was previously suggested?
Thank you for the correct link to the Composite Blast quandary. All in all, it's still a mess. I appreciate that they're working on it, but it would've been very nice if this wasn't a problem to begin with. This, at least to me, comes across not as a small oversight.
That being said, I do wish them all luck and speed with patching that up. I'm very fond of Pathfinder, which is part of why I'm keen to see their content handled well. Thanks for the help, everyone.
Imbicatus
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Kennesty wrote:Can I get some details on the Paladin archetype?Well, it's awesome. ^_^
** spoiler omitted **
Really? I though the giving up Lay on hands for a CHA version of hand of the apprentice was a horrid trade, and the limited psychic spells they gain was lackluster.
It does let them full attack at 60 feet a few times per day, but at a huge hit to durability.
| Littimer |
Littimer wrote:What options exist for the Psychic class specifically? This can include archetypes/disciplines, feats, and spells. Thanks in advance.Six new phrenic amplfications, two new major amplifications, two new psychic disciplines, and...sixteen new spells on the psychic spell list.
Thanks again. Would you mind providing the names of the disciplines and amplifications? Anything good in there for either debuff, control, or save v. death builds?
| Luthorne |
Luthorne wrote:Thanks again. Would you mind providing the names of the disciplines and amplifications? Anything good in there for either debuff, control, or save v. death builds?Littimer wrote:What options exist for the Psychic class specifically? This can include archetypes/disciplines, feats, and spells. Thanks in advance.Six new phrenic amplfications, two new major amplifications, two new psychic disciplines, and...sixteen new spells on the psychic spell list.
Phrenix Amplifications: Biokinetic Healing, Dragon's Breath Focus, Phrenic Strike, Psychofeedback, Telempathic Restoration, and Transfer Fear.
Major Amplifications: Deflection Field and Telepathic Targeting.
Psychic Disciplines: Enlightenment and Rebirth.
Nothing particularly sticks out for those purposes, though the Rebirth discipline does allow you to snag spells from another spell list, so it could probably assist with those.
| QuidEst |
Does the Reliquarian use INT for their spells still or is it also changed to Wisdom?
It isn't very clear in the book.
There's no section modifying casting stat specifically, and the section modifying spells doesn't bring up anything about ability scores. It's definitely still Int-based casting, now with a Wis-based pool of mental focus.
Kalindlara
Contributor
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Kalindlara wrote:I really liked the spiritualist content for this book - especially since they took pains to make sure it was compatible with the feats and archetypes from Occult Adventures.Fractured Mind spell list you mean? Ultra neat.
There's also the Emotional Conduit feat and the spirit-bound blade spell.
| Calth |
Picked up the PDF, really really liking the chaos kineticist. But there is one thing that I have a question about, as has been mentioned previously in the thread: What infusions work with gravitic boost and negative admixture? Gravitic Boost seems to work like aetheric boost, and is basically applied last to another blast that has infusions. Does negative admixture work similarly?
Also, do any of the chaos infusions apply to negative admixture? They just list negative under associated blast, which could mean only negative blast of both negative blast and negative admixture.
| Mark Seifter Designer |
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Gravitic boost indeed works like aetheric boost, so it keeps the same infusions. Negative admixture's impurity causes it not to work with infusions other than the ones that work for all blasts; however, it's still a pretty strong composite in its own right as the only non-boost energy composites with ice and electricity (and an option for fire alongside blue flame).
| Calth |
Gravitic boost indeed works like aetheric boost, so it keeps the same infusions. Negative admixture's impurity causes it not to work with infusions other than the ones that work for all blasts; however, it's still a pretty strong composite in its own right as the only non-boost energy composites with ice and electricity (and an option for fire alongside blue flame).
Ok, not as good as I was hoping, but still useful in its niche. Mainly seems to hurt chaos as a primary element, and makes tri-energy unviable. Fire/negative/fire isn't affected too much.
| Belenus36 |
Belenus36 wrote:I'm a bit confused about how the mesmerists new Devilbane Dismissal works.Could you be more specific, please?
Firstly, how exactly does it halve it, I'm assuming it's based off the current duration but not too clear on that.
The second is how it effects creatures summoned via summon monster spells, would it automatically dismiss them if they are outsiders?
Not the most familiar with summoning spells/rules but one of my players is planning on playing a summoner and this seems like a good way to challenge him
Edit: I think part of my confusion arises from the fact a swift action , no save dismissal seems very strong (Even if its conditional)
| Calth |
I'm a bit confused about how the mesmerists new Devilbane Dismissal works.
If the target is a caster, any summoning spell he casts is half duration.
If the target is a summoned creature, its (I'm guessing remaining, not retroactive) duration is halved. So if you use it on a summoned monster that has 8 rounds remaining, it is reduced to 4 rounds remaining.
Summoned outsiders would be instantly dismissed yes.
| JiCi |
Skaeren wrote:Also, any chance we can get a mystic theurge style prestige class for kineticist? or an official ruling on how they function with +1 level spellcasting. I am thinking of a kineticist/rogue/arcane trickster.Almost 0% chance of the latter. Unfortunately, kineticists' powers are as far from spellcasting as they could get.
A prestige class to combine them with other classes could be interesting, though.
I think your "0% chance" is tied more to the designers' decision... because we haven't seen any PrC in the core rulebooks since the Advanced Player's Guide. Sure, Paths of Prestige had a bunch of them, but that's it really.
I think that ever since they introduced archetypes and hybrid classes, people have been less inclined to pick up a prestige class, since a lot of archetypes and hybrid classes have been merging two classes together. Furthermore, many PrCs have rigid requirements, require multiclassing and/or barely enhance the class or both classes. That requires a LOT of micromanaging for players than simply pick a class with an archetype that suits their needs.
I'm not against PrCs classes or anything, but I feel like the archetypes and hybrid class do a better job at modifying and enhancing specific class features in relation with other classes.
At best, a Kineticist could have an archetype that replaces any of his wild talents he learns with a sneak attack, channel energy, an animal companion, a familiar and whatnot.
Kalindlara
Contributor
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Kalindlara wrote:I think your "0% chance" is tied more to the designers' decision... because we haven't seen any PrC in the core rulebooks since the Advanced Player's Guide. Sure, Paths of Prestige had a bunch of them, but that's it really.Skaeren wrote:Also, any chance we can get a mystic theurge style prestige class for kineticist? or an official ruling on how they function with +1 level spellcasting. I am thinking of a kineticist/rogue/arcane trickster.Almost 0% chance of the latter. Unfortunately, kineticists' powers are as far from spellcasting as they could get.
A prestige class to combine them with other classes could be interesting, though.
I was referring to the request that kineticists count as spellcasters for the purpose of any class that requires and advances spellcasting, such as the arcane trickster or mystic theurge.
New prestige classes could be designed... but new text would have to be added to either the existing prestige classes or the kineticist for them to function together.
EDIT: Reading my own post is a good idea sometimes. ^_^
| QuidEst |
Ok, here is a question. Does the feat Overwhelming Phantom in the spiritualist section seem weak? Specifically the formula for the will save to resist the phantom's possession. Shouldn't that be 10 + 1/2 the phantoms HD + its charisma modifier rather than what is presented?
Oh wow, yeah, that does seem like a typo.
Velisruna
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Two questions on void kineticist. First are undead treated as creatures with a subtype matching the blast's element for effects like draining infusion? Second can I use the grappling substance infusion with singularity? The answer to both of these is almost definitely no but I really feel like they should be yes.
| Xelaaredn |
Two questions on void kineticist. First are undead treated as creatures with a subtype matching the blast's element for effects like draining infusion? Second can I use the grappling substance infusion with singularity? The answer to both of these is almost definitely no but I really feel like they should be yes.
To add to this, pushing and pulling infusions... Do they provoke AoO as if you had the greater feats corresponding to the maneuver they mimic or would you need the feat (and if so would the max distance you can push/pull increase as it should)?