Everyman Options: Kineticists (PFRPG) PDF

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New from Everyman Gaming, LLC!

Wield the elements like never before with Everyman Options: Kineticist! Within, you will find:

  • Psychokineticists; kineticists who manipulate the raw psychic energy of the Dimension of Dreams in order to command an all-new dream element.
  • All-new archetypes, ranging from the destructive elemental blade and elemental marksman to the possesses harbinger and the shapeshifting metabolic elementalist.
  • Composite Blasts, which allow hydrokineticists and pyrokineticists to combine their elements with planar power.
  • Scion of the Elements prestige class, which allows a kineticist to master all four elements and bring balance to the world.
Everyman Gaming, innovation is never more than a purchase away!

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An Endzeitgeist.com review of the revised version

4/5

This review of the revised Everyman options-book on kineticists clocks in at 22 pages, 1 page front cover, 1 page editorial,5 pages of SRD, leaving us with 15 pages of content, so let's take a look!

We begin this pdf, as always will Everyman gaming's offerings, with a little anecdote, a ToC and a list of design goals that a given pdf was created to tackle.

This pdf begins with a new kineticist element, namely dream; practitioners of dream using this element are known as psychokineticists and add Knowledge (local) and Diplomacy to their list of class skills. Their blast talents are dream blast and mind blast: Dream blasts let you determine blast type (energy or physical) and damage type, chosen from acid, cold, electricity or fire for energy blasts and the three basic physical damage types for physical blasts. The first time a target is hit by a dream blast, a shadow blast (one of the new composite blasts) or a simple blast modified by phantasmal composite blast (here somewhat unluckily called "infused", which isn't too smooth considering the existence of infusions), the target may make a Will-save to disbelieve the attack; on a success, it only takes 20% of the damage. Dream blasts are illusion (shadow) effects and if you can execute the type of the blast and its damage type anew for subsequent attacks. On a minor nitpick pertaining rules-language consistency, here we once refer to "type of kinetic blast" and once to "blast type" which potentially creates minor confusion in an already complex set-up. The second blast, mind blasts, causes untyped energy damage, with a Will-save to halve, but said save may only be attempted only once per round - this would be an mind-affecting divination effect. As always in such a context -I am not a fan of untyped damage. In similar untyped blast damages, you have decreases in damage-die-size, but the save-reduction in conjunction with mind blasts being declared SPs and thus subject to magic inhibitors and SP-rules do prevent the blast array from being overpowered. Still, as a person, I avoid untyped damage like the plague whenever possible.

Composite blast-wise, phantasmal boost (at 2 burn, +1 optionally at 15th level to deal simple blast damage instead of the usual successful save proposition) combines dream's flexibility with aether, air, earth, fire, water or wood and has a means to disbelieve the dreamstuff-related component of the composite blast, with disbelief potentially also decreasing the potency of infusions attached to the composite blast. Also at burn 2, phrenic blasts, consisting of pure dream energy, cause untyped damage, half on a successful save, for some reliable damage output. Aforementioned shadow blast, similarly at burn cost , combines dream blast with negative energy blast - which is per se a nice idea. On a nitpick: A part of the rules-information for the dream blast has been cut-copy-pasted here since it does contain all the relevant information for the shadow blast and talks about dream blasts instead of shadow blasts, making this one at first glance slightly more confusing to read as usual for Alexander Augunas' writing.

2nd level nets the dream ward defense wild talent, which provides a 20% miss chance for all attacks that require an attack roll to hit you, but unlike concealment, it does not allow for Stealth check/HiPS-use, though it is counteracted by true seeing. By accepting 1 point of burn as a standard action, this defensive cloak and its miss chance can be increased by 1/2 your kineticist level, up to a maximum of 75% until you next time regain burn. When accepting burn from a dream wild talent, you temporarily increase the miss chance by 5% until the start of your next turn per point of burn accepted. This talent is treated as an illusion (glamer) effect. I really like this defense wild talent - it is weird, powerful, has an Achilles heel and provides a unique playing experience...so yeah, kudos!

The pdf next offers 8 new infusion wild talents: The fearsome infusion, at 2 burn, lets you render a foe shaken, with another blast covering the sickened condition. Unlike these, the fatigue-causing burn 3 infusion does not stack with itself, but considering the limiting effects on some builds, this still can be considered to be pretty powerful. The exhausting infusion, at burn 3, causes exhaustion (non-stackable) and an analogue exists for the nauseated condition, while malleable blast modifies dreamstuff blasts (and dreamstuff-infused blasts and shadow blasts), at burn 3, classify the mimicked elements as the proper element for the purpose of infusion classification, which is neat. A mental burn 4 explosion.

Unless I have miscounted, I have seen a total of 24 utility wild talents, including the simple blast, which would be basic psychokinesis, which provides a simple, shared-language-dependant form of telepathy and also allows you to use daze and ghost sound. Alternatively, mind scan allows you to detect thoughts, with burn accepting as a means to maintain the affect or gain immediate information. Dream-style communication (or dream messenger via burn), minor image/ventriloquism, command/suggestion...pretty interesting in that a lot of the mental manipulation/illusion-trickery stuff can be found here. The tricks very much reminded me of a legendary telepath PC in my games. Gaining Con-mod to Will-saves is not something I'm too big a fan of, but it's not per se broken. I have been a fan of the mindscape concept ever since the days of 3.X, when Bruce R. Cordell wrote the book of the same name for Malhavoc Press, so it should come as no surprise that yes, I do like the wild talents interacting with the concept. Hold person/monster at burn 2 save or suck infusions on the other hand...less of a fan. The sheer spamming potential, in spite of the burn cost, is pretty nasty, particularly when used in conjunction with some of the optimization tricks for the kineticist. A variation of telekinetic invisibility and a mesmerist's touch treatment as a utility wild talent is similarly a nice idea. Ona nitpick: The old (and more powerful/broken) sickening infusion remains here, displaced as a relic in the update; it should be removed.

Next up would be the archetype section, which begins with the elemental blade - which thankfully does not do the same thing as N. Jolly's wielder of blade-shaped blasts, but instead can be pictured best as a kineticist magus, providing basically a modification of spell combat for use in conjunction with kinetic blasts in lieu of the 1st level infusion and allowing for gather power while holding weapons. Until higher levels, this ability counts as a form infusion and the archetype does feature the means to defensively utilize kinetic blasts and needs to choose wisely which type of attack to employ first. At higher levels, the ability is no longer considered to be a form infusion, but does increase the burn cost of such infusions applied to blasts. Elemental Overflow's bonuses are applied to attacks made with the weapons wielded as well.

The second archetype would be the harbinger,who gains a passenger (see Paranormal Adventures), basically an inhabiting spirit instead of a 1st level infusion. Instead of the 2nd level utility wild talent, the archetype gains the option to accept 1 burn before rolling a d20 to roll it twice and choose the better result...or accept 1 burn to reroll a d20. 3rd level replaces elemental overfloweth with the vessel's grace overfloweth ability. I *like* the vessel-connection very much, but the nigh infinite 2nd level reroll/roll twice ability is overpowered compared to almost all classes that utilize such mechanics: The lack of an action to activate it makes it spammable and for the very low burn cost, really brutal. As written, as much as I like the archetype's concept, it won't get near my table.

The next archetype would be the kinetic marksman - and in case you haven't figured, that would be the kinetic blast/sniper - instead of gaining a regular kinetic blast, the archetype adds variable bonus damage to ranged weapon attacks, basically making the application of the blast a type of form infusion and prohibiting the marksman from using an array of form infusions that would allow it to ignore these restrictions; similarly, no Con-bonus is added to avoid double attribute addition to damage. In a nut-shell, this is the elemental archer trope and it does its job well, replacing the 5th, 9th, 13th and 17th level infusion gained with mundane combat feats. Analogue to this one, the kinetic trickster takes the skill unlocks championed in Pathfinder Unchained and uses them instead of infusion specialization as well as a generally more pronounced focus on skills - the price paid for this is relatively moderate.

Metabolic elementalists can assume elemental form when they have at least 1 burn, but pay for this ability with a lot of their utility wild talents. Finally, the wu jen gains arcane spells as a bard, but only elementalist spells, but does lose all utility wild talents and elemental overflow and can't even get these via the Extra Wild talent feat. In order to use infusions or metakinesis, the archetype must lose one or more prepared wu jen spells, with the combined spell level equal to or greater than the total burn cost. Wu jen may not accept burn unless the infusion would normally allow it. Defense wild talents are fueled by spell slot sacrifice during spell preparation. Instead of expanded element, spells and simple blasts/composite blasts and the basic wild talent are gained for the element chosen at 7th and 15th level, respectively. I *like* the general idea here and the execution is restrictive enough to make a kineticist/caster worthwhile, but at the same time, this archetype, mechanically interesting though it may be, is simply...well, I don't know...no that wu jen-y? I should like this archetype and I appreciate its mechanics from a craftsmanship point of view, but at the same time, I'd rather have a full elementalist or full kineticist.

The next chapter depicts a whole array of advanced composite blasts, which allow the respective kineticist to directly infuse blasts with the energy of the upper or lower planes. I am not a fan of these...not due to mechanic reasons per se, but due to the concept: When pathfinder got rid of holy/unholy damage, it did so without being consequent; instead of using rules-language to codify unique damage types or within other damage types (5e's necrotic/radiant come to mind), they remained kinda-untyped-but-not-really; so yeah, That never really worked for me. In a minor layout hiccup, a box from the new feat (which further marginalizes Linguistics and lets you, for 1 burn, speak any language of aberrations, outsiders, etc. until it is removed) has bled over into the text of blasts. Oh, and there are internal inconsistencies in the blasts that seem odd to me: Holy Fire and Hellfire, for example, are exact good/evil mirror images, but hellfire costs 1 burn more, when if anything the opposite would make more sense. The burn 3 seems to be a typo, considering all other cost 2...but it would imho be the better choice here. Sorry, rambling. More discrepancy in effects between the good and evil blasts would also have been appreciated by yours truly, but that may just be me.

Aforementioned feat also doubles as a prerequisite for the scion of the elements 10-level PrC that can be taken around 5th level. The PrC gets 2+int skills per level, 3/4 BAB-progression as well as 1/2 Ref-save progression. The PrC stacks its levels with kineticist levels for the means to determine when he gains supercharge and for the purpose of prerequisites stacking. The scion of the elements may use a move action to gain a wild talent she meets prerequisite wise for 1 minute, usable 1 + class level times per day, with 4th level expanding that to two wild talents per use or 1 as a swift action and 3 at 6th level, with action economy further decreasing, meaning that 2 can now be gained as a swift action, 1 as a free action...you get the drift. And yes, these may be used to generate talent-trees; i.e. they can act as prerequisites for one another. Starting at 8th level, the ability gets a bump and 1 wild talent can be gained as an immediate action, 3 as a swift action. At 10th level, things get confusing: "At 10th level, a scion of the elements can use this ability to gain the benefits of any number of wild talents as a swift action. Each talent selected counts towards her daily uses of this ability..." Häh?? So, the ABILITY has uses. Each use of the ABILITY grants a number of wild talents...and suddenly, the wild talents "count towards daily uses"? At this level, one swift action activation of the ability would net me 3 wild talents...so how do I "count" here? 11 x 3 = 33 total wild talents? Or is this ability intended to allow the scion to exceed the 3, i.e. gain 5 wild talents as one activation, but burn 5 uses of the ability instead of 1? This is pretty puzzling and opaque and needs cleaning up. Also, even for the capstone, that is pretty unpleasant in either way, considering the nova-potential.

Also at 1st level, the scion automatically reincarnates after dying within 1 day unless defeated by a death effect or in scion state. 1st, 5th and 9th level provide expanded element, though the expanded elements are treated as -4 kineticist levels for the purpose of learning wild talents. Composite blasts or elemental defenses of the elements aren't gained thus, but at 2nd level and 7th level, the -4 level restriction is eliminated for one of the elements chosen. 2nd level and every even level thereafter, the scion gains a scion wild talent, which translates to an infusion or utility wild talent chosen among elemental focus and expanded elements or alternatively, a composite blast. I mentioned the scion state: Beginning at 3rd level, when benefitting from elemental overflow, the scion may enter this state via accepting one burn as a move action. While in this state, any size bonuses are increased by 2 and elemental overflow's attack roll bonus is added to CL and concentration prompted by wild talents; additionally, and this is where I draw the line, half of the bonus is added to the DCs of the wild talents. Granted, the state only lasts a minute (enough for most battles) and thereafter leaves the scion exhausted for 2 minutes, fatigued for an hour, thankfully with a no-alleviation caveat...but still. Oh, and for accepting 1 burn, the state can be expanded by 1 minute, with a similar extension of the fatigue afterwards. Accepting burn to prolong the state does not note an activation action, though I imagine it either being move or free. At 10th level, element5al flexibility no longer requires an action when in scion state - it can even be done on an enemy's turn without expending an immediate action. So yes, this is very much Avatar - the PrC. It is a competent representation of the concept...and it is slightly too strong and nova-y for my tastes.

The conclusion of my review is in the product discussion. See you there!


Mr. Sandman, bring me a dream (element)

4/5

Note: I received a review copy of this product for the explicit purpose of reviewing it and adding it to the kineticist guide, but received no other compensation for my review.

Note: I am currently in the middle of re-reviewing this since its update, and as of now, it's rating has increased to a 4/5 from what I've seen. It may change more, but for the moment, I can say that it is a large amount better than it previously was.


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Thanks Liz!


1 person marked this as a favorite.

This one looks and sounds good.


1 person marked this as a favorite.
Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yoink!

Contributor

Thanks, Liz!

Hi everyone! If you have questions, let me know. :D

Some fun factoids:

  • Advanced Composite Blasts currently let pyrokineticists and hydrokineticists channel the power of Heaven or Hell into their blasts. Eventually I'd like to do more, but the concept proved to take up more room then I had. If you guys like the mechanic, it'll make more happen sooner. ;-)
  • Scion of the Elements is totally Avatar. Please, enjoy it. Enjoy it SOOOOO much.


  • Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    For the Elemental Expert's Expanded Element ability, it says, "At 5th and 7th levels, an elemental expert must choose to expand her understanding of her primary element." Shouldn't that be at 7th and 15th?


    2 people marked this as a favorite.
    Pathfinder Adventure Path Subscriber
    Alexander Augunas wrote:


  • Advanced Composite Blasts currently let pyrokineticists and hydrokineticists channel the power of Heaven or Hell into their blasts.
  • That fits my Kitsune pyrokineticist exactly!

    I´ll take a look at it.


    1 person marked this as a favorite.

    One of my players is very interested in the metabolic elementalist


    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    Another minor error, dream shaper is listed twice; I believe the 6th-level version is supposed to be dream shaper, greater. Though, I will say I find it mildly confusing to have things like mind scan, greater when the list of wild talents is separated only by commas; might I suggest either simply changing the various greaters in the list (though not the entry) as - for example - greater mind scan, or - again as an example - mind scan (greater)?

    For greater psychokinetic invisibility, it expands the list of things that psychokinetic invisibility lets you avoid automatic detection against, but does you still not receive the bonus to Stealth checks against such creatures? The phrasing makes me feel like you might receive it, but I'm not completely certain.

    Very minor, but basic psychokinesis doesn't appear on your list of wild talents for Dream, and the other basic -kinesis utility talents do appear on the lists for normal elements, so I feel like it ought to be there.

    Various niggles aside, Dream looks like a fun element to play with, and Spiritual Ascension is a very cool feat with a lot of flavor to it. Some fun archetypes as well, though I have to say I'm a bit disappointed that the Metabolic Elementalist's Elemental Apotheosis' ability doesn't function as Wild Shape when you spend burn, ie, an hour per level...and not spending burn seems fairly niche, since it only lasts for a single round, so you can only ever take a move action while in that form before going back to normal...and you lose a lot of utility talents for that ability.

    Contributor

    Luthorne wrote:

    Another minor error, dream shaper is listed twice; I believe the 6th-level version is supposed to be dream shaper, greater. Though, I will say I find it mildly confusing to have things like mind scan, greater when the list of wild talents is separated only by commas; might I suggest either simply changing the various greaters in the list (though not the entry) as - for example - greater mind scan, or - again as an example - mind scan (greater)?

    For greater psychokinetic invisibility, it expands the list of things that psychokinetic invisibility lets you avoid automatic detection against, but does you still not receive the bonus to Stealth checks against such creatures? The phrasing makes me feel like you might receive it, but I'm not completely certain.

    Very minor, but basic psychokinesis doesn't appear on your list of wild talents for Dream, and the other basic -kinesis utility talents do appear on the lists for normal elements, so I feel like it ought to be there.

    Various niggles aside, Dream looks like a fun element to play with, and Spiritual Ascension is a very cool feat with a lot of flavor to it. Some fun archetypes as well, though I have to say I'm a bit disappointed that the Metabolic Elementalist's Elemental Apotheosis' ability doesn't function as Wild Shape when you spend burn, ie, an hour per level...and not spending burn seems fairly niche, since it only lasts for a single round, so you can only ever take a move action while in that form before going back to normal...and you lose a lot of utility talents for that ability.

    I will take a look at these in the context of the product, but I'm not sure if I'm going to have time to update before PaizoCon.


    Pathfinder Adventure Path Subscriber

    Hellfire blasts says "You unleash a blast of heavenly fire at a single target, scorching them with righteous flames". Exactly the same as Holy Fire blast, surely a typo.

    Like it though :D

    Contributor

    Luthorne wrote:
    For the Elemental Expert's Expanded Element ability, it says, "At 5th and 7th levels, an elemental expert must choose to expand her understanding of her primary element." Shouldn't that be at 7th and 15th?

    Yes, it should be 7th level and 15th level.

    Luthorne wrote:
    Another minor error, dream shaper is listed twice; I believe the 6th-level version is supposed to be dream shaper, greater. Though, I will say I find it mildly confusing to have things like mind scan, greater when the list of wild talents is separated only by commas; might I suggest either simply changing the various greaters in the list (though not the entry) as - for example - greater mind scan, or - again as an example - mind scan (greater)?

    Yes, the 6th level one should be dream shaper (greater).

    I will take your suggestion and edit the list to use parenthesis. I don't know how I missed that from Occult Adventures. (I chalk it up to the class's girth, I guess.)

    Quote:
    For greater psychokinetic invisibility, it expands the list of things that psychokinetic invisibility lets you avoid automatic detection against, but does you still not receive the bonus to Stealth checks against such creatures? The phrasing makes me feel like you might receive it, but I'm not completely certain.

    This is my update to the text; does this clear up your question?

    You possess masterful skill at remaining unnoticed when using your psychokinetic powers. This acts as psychokinetic invisibility, except you also avoid automatic detection via all forms of blindsense, blindsight, and abilities that function like blindsense and blindsight (such as tremorsense or lifesense). By accepting 1 point of burn when you use greater psychokinetic invisibility, you can either extend the effect to include your allies, functioning like invisibility sphere, or you can continue to benefit from greater psychokinetic invisibility even after you attack for 1 round per kineticist level, functioning like greater invisibility.

    Quote:
    Very minor, but basic psychokinesis doesn't appear on your list of wild talents for Dream, and the other basic -kinesis utility talents do appear on the lists for normal elements, so I feel like it ought to be there.

    That'll be fixed.

    Quote:
    Various niggles aside, Dream looks like a fun element to play with, and Spiritual Ascension is a very cool feat with a lot of flavor to it. Some fun archetypes as well, though I have to say I'm a bit disappointed that the Metabolic Elementalist's Elemental Apotheosis' ability doesn't function as Wild Shape when you spend burn, ie, an hour per level...and not spending burn seems fairly niche, since it only lasts for a single round, so you can only ever take a move action while in that form before going back to normal...and you lose a lot of utility talents for that ability.

    After reviewing this, I still think that 1 hour/level is too long, but 1 minute/level is too short as well. I fiddled with the text and this is what I came up with:

    Elemental Apotheosis (Su): At 6th level, a metabolic elementalist can accept 1 point of burn in order to gain the ability to transform into an elemental. Until the next time her burn is removed, she can transform into a Small elemental (as per elemental body I) for 1 round, plus 1 round per 3 kineticist levels she possesses (maximum 7 rounds). A metabolic elementalist can only assume the form of an elemental whose elemental subtype perfectly matches her primary element; an aerokineticist can transform into an air elemental, a geokineticist can transform into an earth elemental, a hydrokineticist can transform into a water elemental, a pyrokineticist can transform into a fire elemental, and a telekineticist can transform into an aether elemental. (As an aether elemental, use the statistics for an air elemental with good maneuverability and the telekinetic throw ability, as described in the aether elemental entry of Pathfinder Roleplaying Game Bestiary 5). By accepting 1 additional point of burn when she uses this ability, she increases the duration of the transformation to 1 minute per kineticist level.

    At 8th level, a metabolic kineticist can transform into a Medium elemental, as per elemental body II. At 10th level, she can transform into a Large elemental, as per elemental body III. At 12th level, she can transform into a Huge elemental, as per elemental body IV. This ability replaces the 6th-, 8th-, 10th-, and 12th-level utility wild talents.

    Expanded Apotheosis (Su): Starting at 7th level, a metabolic elementalist can accept 1 additional point of burn whenever she uses her elemental apotheosis ability to transform into an elemental amalgam of her primary element and one other element that she has selected with the expanded element ability. While doing so, she gains the abilities of both kinds of elementals, as described by her elemental apotheosis ability. This ability alters expanded element.

    Contributor

    Hayato Ken wrote:

    Hellfire blasts says "You unleash a blast of heavenly fire at a single target, scorching them with righteous flames". Exactly the same as Holy Fire blast, surely a typo.

    Like it though :D

    Ugh, man!

    The worst part is that I wrote hellfire blast first!

    That'll be fixed too. Sorry that my proofreading for this one is a little shoddier than usual, folks. I wrote this write around the time I merged with RGG, and I was all over the place.

    This won't happen again.

    Unless Owen and I merge with someone else.

    Maybe.


    Pathfinder Adventure Path Subscriber

    Hehe i knew it^^

    Just make sure the stuff that really, really needs to become PFS legal is worded in the right way and correctly proof-read as well as loop-hole watertight and i´m happy. :D

    Contributor

    Hayato Ken wrote:

    Hehe i knew it^^

    Just make sure the stuff that really, really needs to become PFS legal is worded in the right way and correctly proof-read as well as loop-hole watertight and i´m happy. :D

    When I right for Paizo, its not like I'm alone. Owen and a small number of editors and layout specialists help with the editing too.


    Pathfinder Adventure Path Subscriber

    Was referring to a certain feat chain - which is one of my really favorite feat chains, which might have enabled *the* shuriken thrower - but mainly joking around^^


    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    Yeah, it's definitely better. It's just a bit frustrating since...

    a) Many of the benefits of your transformation could have been gained permanently without burn by the utility talents you gave up - earth glide at 10th, kinetic form for size increases at 10th, waterdancer (greater) at 10th, wings of air at 6th...and for most, burning infusion is better than the burn ability, but you don't lose the ability to take it, so that's just less of a useful ability. Much like Telekinetic Throw from being an aether elemental is fairly identical to either your telekinetic blast or using the foe throw infusion...except less damaging, I think?

    And, of course, your size bonus doesn't stack with the size bonus you get from Elemental Overflow, so while there are still benefits there, they're a bit reduced compared to the benefits others get...you have to juggle them a bit so they don't overlap...or don't overlap too much, at higher levels.

    I think, really, the primary bonus (beyond the coolness of turning into an elemental) is the free natural armor bonus, though I'll admit that getting eventual temporary immunity to bleed damage, critical hits, and sneak attacks can be fairly shiny, since elemental overflow only goes so high, and a little damage reduction isn't too bad. It's also true that by 12th level, your fly speed and swim speed do increase past the norm, and even from 6th level, your fire resistance is almost certainly better to begin with than would be easily gained from heat adaptation.

    And, of course...

    b) The slightly bitter taste in your mouth when you give up a bunch of stuff to do something the druid does better without taking burn when it feels like it should be your thing.

    I'd almost like it if you got the shapechanger's ability to transform into a single form for their element's elemental, but it's totally understandable that writing up a new Shapeshifter Kingdom would likely take up more space than the archetype has assigned to it.

    Anyways, yeah, it's still definitely an improvement and a bit more tempting, dropping a point of burn on it just once to be able to do things for at least a few rounds at-will makes it much more palatable, though I'm still a bit leery about giving up all those utility talents, but I just wanted to give some of the reasons why I had some hang-ups over the implementation.

    Edit: Though the amalgam ability is pretty neato, and definitely something a druid can't do, so there is that!

    Alexander Augunas wrote:
    Hayato Ken wrote:

    Hehe i knew it^^

    Just make sure the stuff that really, really needs to become PFS legal is worded in the right way and correctly proof-read as well as loop-hole watertight and i´m happy. :D

    When I right for Paizo, its not like I'm alone. Owen and a small number of editors and layout specialists help with the editing too.

    ...you mis-spelled write and it's on purpose for ironic effect, right...?

    Edit: Also, is the only reason to use phrenic blast over mind blast because it's not a mind-affecting effect, and can thus bypass that immunity? Something you pull out against the constructs, undead, oozes, and vermin?

    Contributor

    1 person marked this as a favorite.

    I *think* that's something I can try without making it too powerful, but the progression will have to be delayed.

    Quote:

    Elemental Apotheosis (Su): At 6th level, whenever a metabolic elementalist has at least 1 point of burn, she can assume the form of a Small elemental whose elemental subtypes match her primary element; aerokineticists can transform into air elementals, geokineticists into earth elementals, hydrokineticists into water elementals, pyrokineticists into fire elementals, and telekineticists into aether elementals; aether elemental forms grant the same abilities as air elementals, except their fly speed maneuverability is good and they gain the telekinetic throw ability (Pathfinder Roleplaying Game Bestiary 5) instead of whirlwind. Changing shape is a standard action. A metabolic elementalist retains all of her kineticist class abilities while in elemental form. This ability otherwise functions like elemental body I, except it lasts indefinitely and the metabolic elemental doesn’t adjust her ability scores.

    Starting at 8th level, whenever she has at least 3 points of burn, she can use elemental apotheosis to assume the form of a Medium elemental, functioning like elemental body II. At 12th level, whenever the metabolic elementalist has at least 5 points of burn, she can use elemental apotheosis to assume the form of a Large elemental, as per elemental body III. At 18th level, whenever the metabolic elementalist has at least 7 points of burn, she can transform into a Huge elemental, as per elemental body IV. This ability replaces the 6th-, 8th-, 12th-, and 18th-level utility wild talents.

    And yes, the advantage to taking phrenic blast is that it isn't a mind-affecting effect, which means that it doesn't have to worry about any resistances or immunities to mind-affecting effects. This also includes things like outsiders with immunity, traits, special feats and class features, and more. Of which there are a TON of things.


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    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    Hmm, that's much nicer, at least from my perspective! I think I would definitely consider taking that archetype now with the right character. Sadly, right now I'm toying with a psychokineticist, who can't snag it, since I think the closest thing to a dream elemental is an animate dream.

    But yeah, shackleborn/kyton-spawn tiefling psychokineticist whose heritage has given them countless nightmares that they've learned to harness, the assaults on their own mind from their very blood toughening their mind...might stat him up as an antagonist or save him to play myself sometime.

    Rough Character Concept:
    Ayumu Kurosawa, the Dark Dreamer
    Level 6 Shackleborn Tiefling Psychokineticist ♂
    LN Medium outsider (native)

    Distorted Stream 20% miss chance

    Melee kinetic mind blade +6 (3d6+1) (Will DC 18) [-1]
    Ranged mind blast +6 (3d6+1) (Will DC 18)
    Infusions probing (Will DC 18) [-1], sickening (Fort DC 18) [-1]
    Utility Talents Mental Wards, Mind Scan (Will DC 14), Psychokinetic Invisibility

    Str 10, Dex 14, Con 16, Int 14, Wis 10, Cha 14
    Feats ability focus (kinetic blast), armor of the pit, weapon finesse; Traits memorable (social), shadow stabber (racial)
    Skills Acrobatics +11, Diplomacy +11, Intimidate +13, Knowledge (local) +11, Perception +9, Stealth +11; Racial Modifiers +2 Escape Artist, +2 Intimidate


    I really enjoy watching you listen to advice and making changes when appropriate. I'm very pleased to have done business with you.

    Contributor

    Bob_Loblaw wrote:
    I really enjoy watching you listen to advice and making changes when appropriate. I'm very pleased to have done business with you.

    I try when I think its appropriate!

    For instance, it would be a MUCH harder sell if Luthorne was trying to convince me that the scion of the elements prestige class's elemental flexibility ability needed love. The entire time I wrote that, I was was whimpering, "Please don't smite me, Mark Seifter!"

    It was one of the hardest balancing acts I have ever done.


    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    Oh, was looking at Kinetic Trickster, and it says, "At 5th level, a kinetic trickster doesn’t gain any infusion or utility wild talents when she expands her understanding of an element." Should be at 7th level, yes?


    Okay, I really like so many things in here. A few questions and comments, in easy numerical form:

    1) I really like that you listed your design goals upfront. Reading those got me really excited to see how you followed through on meeting them.
    2) The fact that your basically-telepathy element is called psychokinesis bothers the crap out of me, since psychokinesis and telekinesis are synonyms for mind-over-matter for all practical purposes, while mind reading/control is something different. However, I don't have a better suggestion, so this is just a minor nitpick.
    3) Dream infusions: So many saving throws! Exhausting, Nauseating, Sickening, and Tiring all require Fortitude saves in addition to the Will save required by the normal blast, and Probing and Terrorizing seem to require two Will saves--one for the normal blast, and one for the infusion. And this is all on top of the normal attack roll! Would it be unbalanced to have these infusions all apply automatically if the target failed their Will save against the initial dream/mind/phantasmal/etc. blast?
    4) Why is Nightmare Messenger such a high-level infusion? Is nightmare more useful than I think it is?
    5) I really like Probing infusion, but it could use a little cleaning up. How long do the effects of the infusion last? For one round? Forever? And do you have to accept 1 burn to affect a number of targets equal to your Con, or do you have to accept 1 burn per target, to a maximum number equal to your Con?
    6) I really like Elemental Blade. It doesn't remove the attack of opportunity for making ranged attacks, though, so even if you succeed at casting defensively, you might still get whacked anyway. I guess 5 foot steps are key here? (Or go mythic and take Sniper's Riposte.)
    7) Elemental Expert: It says you must choose your primary element "at 5th and 7th levels." Is that supposed to say 7th and 15th?
    8) Kinetic Marksman: It seems odd to me that this takes a different direction from Elemental Annihilator, and removes all infusions rather than utility powers. Can a Kinetic Marksman pick up infusions via Extra Wild Talent? And if so, can they use those infusions while firing them from their weapon? Also, how does metakinesis work when firing from a weapon, especially Quicken?
    9) Kinetic Trickster: I really like this, even if losing infusion specialization is a huge loss. As Luthorne pointed out, though, Expanded Element should be at 7th level, not 5th.
    10) Metabolic Elementalist: I like this a lot, too. With the change you described above, are you planning on changing the burn cost of Expanded Apotheosis?


    I just found something weird: As written, if you're a non-psychokineticist and you take Dream as your expended element at 7th level, you get to select 4 Knowledge skills ("For every time you have selected the dream element as your expanded element, you may select 2 additional Knowledge skills").

    Contributor

    wynterknight wrote:
    2) The fact that your basically-telepathy element is called psychokinesis bothers the crap out of me, since psychokinesis and telekinesis are synonyms for mind-over-matter for all practical purposes, while mind reading/control is something different. However, I don't have a better suggestion, so this is just a minor nitpick.

    They are similar in the real world, but it helps to remember that "psychokinesis" refers to influencing stuff with you mind while "telekinesis" specifically refers to moving stuff with your mind. Sometimes in game design it becomes necessary to split real-world synonyms from one another to make a better whole. For example, "fighter" and "warrior" mean different things in Pathfinder, and "warlock" and "witch" are not male/female counterparts from one another in the game.

    Quote:
    3) Dream infusions: So many saving throws! Exhausting, Nauseating, Sickening, and Tiring all require Fortitude saves in addition to the Will save required by the normal blast, and Probing and Terrorizing seem to require two Will saves--one for the normal blast, and one for the infusion. And this is all on top of the normal attack roll! Would it be unbalanced to have these infusions all apply automatically if the target failed their Will save against the initial dream/mind/phantasmal/etc. blast?

    A huge part of the balancing for dream blasts is the fact that their damage can be reduced by a Will save; all dream blasts either deal untyped damage or can deal whatever type of energy damage that the kineticist needs most in a given moment. If you removed that mechanic, dream would be mechanically superior to all other elements strictly from a blast / infusion standpoint.

    That said, if I remember my design correctly (I'm not in front of my PDF at the moment), failing your damage save doesn't affect your infusions at all. Have your foe roll both saving throw against each effect at the same time.

    Quote:
    4) Why is Nightmare Messenger such a high-level infusion? Is nightmare more useful than I think it is?

    One nightmare is not powerful. Spamming nightmare at will is.

    Quote:
    5) I really like Probing infusion, but it could use a little cleaning up. How long do the effects of the infusion last? For one round? Forever? And do you have to accept 1 burn to affect a number of targets equal to your Con, or do you have to accept 1 burn per target, to a maximum number equal to your Con?

    Probing infusion uses the same language as the probing psychic amplification. The information is given to you instantly and its done. You accept 1 burn per target you want to probe.

    Quote:
    8) Kinetic Marksman: It seems odd to me that this takes a different direction from Elemental Annihilator, and removes all infusions rather than utility powers. Can a Kinetic Marksman pick up infusions via Extra Wild Talent? And if so, can they use those infusions while firing them from their weapon? Also, how does metakinesis work when firing from a weapon, especially Quicken?

    This is a heavy rules-based answer. I will look into this and give you a better answer later.

    Quote:
    10) Metabolic Elementalist: I like this a lot, too. With the change you described above, are you planning on changing the burn cost of Expanded Apotheosis?

    Its reworded a little bit differently, but for the most part you still need to accept burn to merge elements together.


    First, I'm not questioning the point of the basic blasts' Will saves; those make sense. It's the secondary saves for the infusions I don't like. It creates potentially a lot more rolling for the GM, and there's not a lot of precedent for effects that make you save twice. Most spells, for instance, have a "Will save partial" or whatever effect, where if you fail your single initial save you take full damage and all special effects, but if you make your save you only take half damage and no special effects. It also makes it that much harder to actually use these abilities, since you have to overcome THREE defenses (AC or Reflex, plus Will and either Fort or Will again) to affect the target instead of two. It also means that the only foes your Fort-save blasts would be effective against would be... rogues, I guess? Every other class and/or creature type has either good Will saves or good Fort saves (if not both), meaning it's going to be hard to ever get any useful effect out of your Fort-targeting infusions. If it was Fort-only, you'd know you'd be weak against bruiser and cleric-types, but you'd be decent against rogues and mages, and if it was Will-only, you know you'd be hosed against mages and clerics but would be good against bruisers and sneaks; with Fort+Will, you're not particularly effective against anybody. Nevermind, I take your point about the rider still applying on a failed Will save.

    There is no "probing psychic amplification" on the pfsrd. Do you mean the Mindtouch amplification? Because that doesn't include the same bonuses to AC and saving throws that your Probing infusion grants, and it was really those bonuses I was asking about. I assume they just last for 1 round, but the ability doesn't actually tell you. Also, the wording in Probing regarding affecting additional targets is different from the wording given in the psychic's Mindtouch ability, and much less clear.

    Contributor

    Thanks for the review, N. Jolly!

    I'll see if I can find the space to separate the talents up better for referencing purpose (I found that this was a problem for me too when I tried to build my Dream Kineticist pregen for PaizoCon).

    I'll also take a look at the dream infusions mechanically, as well as the kinetic marksman and the elemental expert. As a comment, I think its worth noting that in Occult Adventures, NONE of the infusions have the word "infusion" in their names, since that was a gripe you had with the product.

    Silver Crusade

    Alexander Augunas wrote:

    Thanks for the review, N. Jolly!

    I'll see if I can find the space to separate the talents up better for referencing purpose (I found that this was a problem for me too when I tried to build my Dream Kineticist pregen for PaizoCon).

    I'll also take a look at the dream infusions mechanically, as well as the kinetic marksman and the elemental expert. As a comment, I think its worth noting that in Occult Adventures, NONE of the infusions have the word "infusion" in their names, since that was a gripe you had with the product.

    It was quite annoying having to control F to find everything to rate for this, although it is all fully included in the 3p section now.

    Bit of a long post here, so I'm going to spoiler it.

    Spoiler:
    I'm not sure what you're talking about with the 'infusion' thing, as the only infusions that didn't have the word infusion in them were form infusions, not substance infusions. Take for example burning infusion, brilliant infusion, bowling infusion, and so on. Things like wall, snake, chain, and others didn't but those were form infusions, and seemingly exempt from that formatting decision. That's how they're listed on the PFSRD anyways, as well as on the Archives of Nethys and PRD.

    For balancing, the idea of being able to panic opponents at 9th level and basically fear lock them is incredibly good, and combining this with things like flurry of blast (which can be taken 2 levels earlier), kinetic blade/whip, kinetic fist, mobile blast, wall, or the possible other combinations of malleable blast make for a fear lock with a lower burn cost than other level 4 infusions (which are normally 3 burn), and you can amplify this at 15th level (not as much of an issue I'll admit) with nauseating, which is still 2 burn for a 7th level infusion, which are normally 4 burn, making both of them incredibly easily done with other form infusions. Really, flurry of blast could fear lock 2 opponents at the level you get it, and 3 the next level not considering haste which locks down a 4th. Panic effectively ends encounters, so this can straight up end a normal battle with 1 burn (infusion specialist 2+ gather energy=3 burn reduction), and at 11th it's completely free with infusion specialist 3.

    Probing infusion doesn't have a duration for its bonus, so while I like it thematically, it doesn't have a set duration like 1 round, or half level like other ones do, as well as not explaining if the detect thoughts happens on a successful save (which I assume is why it's will partial).

    Mind burst being usable with physical blast also throws off the damage curve considering explosion is only usable with energy blast, although I can see you deciding that the partial save on dream was reason enough here.

    Psychokinetic Knowledge doesn't have a duration, which for most things like that I would assume until burn is recovered, but it needs to be listed or else as written it's just permanent.

    Elemental blade is just amazing for the cost of it, providing a full attack routine at -2 attack for just 2 infusions, and the lack of ability to remove AOOs from the kinetic blast feels more like an oversight than a design decision, which is just my thoughts here. Also I would have liked to have seen something that allowed them to gather energy while attacking to give more cohesion to the archetype, but that's just me.

    I can't in all good conscience rate Harbinger, as I don't have the material and I can't expect other people to have it as well.

    If kinetic marksman mentioned that the free action to use it was once per round (like what I'm assuming it is), it would be more clear, but it would only clear up a few of my problems here. It's clear that you don't want infusions being used with kinetic projectile, that's fine, I can jive with that. But why do they still get all infusion specializations as well as gather energy when it's clear projectile and ranged attacks are the stars of the show here. The interaction between projectile and infusions isn't clear at all, and the archetype just gives way too much power to what's already considered one of the strongest combat styles in the game as well as the utility of utility wild talents.

    I'm not big on kinetic trickster myself too, but that's a personal thing.

    And finally Scion of the Elements is basically the Evangelist prestige class for kineticist, but better. Kinetic Scion advances everything but infusions and wild talents, which you still give out in spades through elemental flexibility (which I like thematically) and scion talents. It's also an amazing dip for 2 levels to negate the penalty of any secondary element, snag a new element, and throw 5 uses of elemental flexibility. It's just too good for the relatively meager entry cost. Even saying "If you take a scion of the element level, you must continue to take these levels", it would still be better than the base class in such a fundamental way that it would be silly not to take it against any other class advancement.

    I'm being negative here, but there's a lot of stuff in here that I really like. I feel you did some things a lot better than I have, but the balance here is so polar that it's hard to suggest this to people. I joked with a friend that I'd allow Dream as a boss element for an NPC I wanted to dominate a party. I do feel like a bit of rebalancing on some things (shuffle some infusion levels around, alter burn in some cases) could really change Dream from an absolute killer into a strong mental element that has a lot of potential. If some of these changes went through, I'd go change my rating, I'd be willing to help here if you wanted, but as it is now, a lot of the content is just too strong and up to interpretation for me to be super in love with it.


    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    I'll admit, I was also a bit eh about kinetic trickster, was looking at it for an NPC, but when I realized it would be really tough to use infusions without gathering power every single time...that said, if there was still just delayed infusion specialization, I would have considered it more seriously. But losing it altogether hurts a lot. That might just be me, though.


    Alexander Augunas wrote:
    As a comment, I think its worth noting that in Occult Adventures, NONE of the infusions have the word "infusion" in their names, since that was a gripe you had with the product.

    This is actually a thing I pegged N. Jolly for in KoP I and insisted on. I'm not sure about OA. At this point in time I am too asleep to keep Occult books straight... But all the substance infusions I have seen have the word infusion in them and form infusions do not. I actually believe this is a very subtle, but useful distinction. Enough so that I would actually post any substance that didn't in an errata thread as by this point the pattern seems to solid to not be a thing.

    As an aside though, Infusions are not spells. From N. Jolly's review and, well, the mess that is Havocker I'm kinda worried some problems with the class might've just been people not working their heads around the math for it. It's easier to divorce oneself of the expectations driven my spells of a level and constantly compare against other Infusions instead. Infusions are much weaker, but Kinetic Blasts have so many moving parts that make up a fair deal of the distance.

    Contributor

    Dream Element
    — Substance infusions now have the word "infusion" in their name. Now with 100% more infusion!
    — Wild talents are sorted by type using the same text that appears in Occult Adventures.
    — Some blasts were missing from the wild talent table. That's fixed.
    — Dream blast, phantasmal boost, and shadow blast now have unified text that explains how saves against them work. This ends up being a buff to the phantasmal boost composite blast, because now only the "dreamstuff" is negated when disbelieved.
    — All blasts now clarify their typing for bonuses. (Dream blast, Phantasmal boost, and shadow blast are illusion (shadow) effects, mind blast is a mind-affecting divination effect. Phrenic blast is a divination effect.)
    — Shadow blast and phrenic blast now deal damage as composite blasts would.
    — Dream ward clarifies that it is an illusion effect and can be countered by true seeing.
    — Malleable blasts is now malleable blast, a new 1st-level form infusion that costs 3 burn. It basically does the same thing—you can apply any substance infusion to the infused blast.
    — All infusions that apply conditions now specify that the conditions can't stack to more severe conditions and that the durations don't extend from multiple hits.
    — Exhausting infusion is now 5th level and costs 3 burn. The duration has been reduced to 1 round.
    — Fearsome Infusion is a new 2nd-level blast that costs 2 burn. It applies the shakened condition for a number of rounds equal to half your kineticist level.
    — Nauseating infusion is a 6th level infusion that costs 4 burn. The nauseated condition lasts 1 round. Requires the sickening infusion to take.
    — Probing infusion had a significant rewrite.

    Probing Infusion:
    Will negates. Your kinetic blast probes the target’s mind, giving you increased knowledge and foresight about that foe. You gain a +2 insight bonus to your AC and on saving throws against the abilities, spells, and special attacks of any opponent that fails its Will save against this infusion for 1 round. In addition, you immediately learn the surface thoughts of any thinking creature that failed its save against the infusion (as the 3rd-round effect of detect thoughts). This infusion is an instantaneous, mind-affecting divination effect.

    — Sickening infusion is a new 2nd-level infusion that costs 2 burn and sickens a foe for a number of rounds equal to half your kineticist level.
    — Terrorizing infusion is gone. There's a new utility talent that handles the niche of "instilling fear in people."

    This is far as I got today. Still working on it; thanks for being patient, everyone!

    Silver Crusade

    I'm glad to hear there'll be changes made, I'll update my review and the guide once you have a finished revision. Feel free to hit me up if you want to talk about the class or anything, and looking forward to seeing the revamped version of a few things here, even if it takes a bit due to how much you have on your plate.


    Just popping in to say i picked this up yesterday in a search for kineticist related information.

    i am quite glad to see some of the stuff in dream be clarified here. should i come upon the opportunity to mess with it, I will be taking these adjustments along.

    that said, i wanted to say that I REEALLY enjoy the Kinetic Marksman. N jolly does have a point in that its weird certain infusion related things are still floating about the class, but... honestly in the middle of a kick where im all about using lower end range options and throwing bows out, a number of ideas popped into my head to potentially use this archetype, due to the free action bow-esc reload the current kinetic projectile seemingly allows other weapons, like...

    a little lizardman with a blowgun, firing acid/water globs/jets.
    emulating a pitcher with a Sling Glove and serving up inferno creating pitches... oor maybe slide em with gravity or raw earthen shot. your choice.
    reflavoring a halfling sling-staff as a bat and whipping Resonating blast laden balls at my enemies, then mimicking a Home run sound and popping off an inspiration amp using 3p Sonic.

    gotta admit, its rough, but I like it as is, just to allow those ideas to take form with some teeth (how many depending on the person) compared to certain other well known weapon builds. which also functions here but... some of this stuff is to cool to pass up. ooh, like pitching narwals at people en masse using dream as a basis (what, they turned into a narwhal mid crossbow shot.). dream cupcake rain? ill admit i also play particularly odd games, so the damage spike potential doesn't bug me to much in light of some of these concepts.

    Just felt the need to toss in those thoughts.

    Contributor

    I actually fixed almost all of the problems that N Jolly mentioned in an update, but it sounds like that update never went live here. Can I get any other confirmation on whether there was any update to the product here?


    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    The product hasn't updated since the 8th of June, and I believe N. Jolly's problem listing was on the 9th, so I don't think it went through here.

    Silver Crusade

    Alex and I actually went through the new changes he's proposing and I'll be updating my review of the book once those changes go through. I think a lot of the updates he's made will really help things out, a lot of the issues I had are cleared up, so I'll have to re-read through it with fresh eyes and give my updated opinion once it's out, but as it stands, I'd allow this along with KOP/LK in games I ran.


    yeah, the product did not update. mine also reads on the 8th.

    hrm. I wonder what changes occured and if it'll still pan for me- though the full dream update will be nice to see. Awaiting the update, whenever it comes.


    DriveThruRPG also lists the most recent update as June 8th. Looking forward to the changes once everything gets sorted out.

    Contributor

    Archival wrote:
    DriveThruRPG also lists the most recent update as June 8th. Looking forward to the changes once everything gets sorted out.

    I resubmitted the new file before I left for GenCon. I'm hoping that it'll go up in the next week or so.


    1 person marked this as a favorite.
    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    And looks like the update's gone through...check your downloads, everyone!


    Luthorne wrote:
    And looks like the update's gone through...check your downloads, everyone!

    Thanks for letting us know, Luthorne.


    1 person marked this as a favorite.
    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
    Eric Hinkle wrote:
    Luthorne wrote:
    And looks like the update's gone through...check your downloads, everyone!
    Thanks for letting us know, Luthorne.

    No worries. I was actually heading over to redownload Everyman Options: Paranormal Classes (though in all honesty I have been occasionally checking in periodically to see if this had updated yet), and saw it had been updated today, so huzzah~!

    Contributor

    Excellent. Excited to hear what people think of the update.

    Silver Crusade

    I'm still pretty busy, but once I get the chance, I'll be doing another review and updating the guide.


    Conclusion of my review:

    Editing and formatting are still good, but not as good as I've come to expect from Everyman Gaming. I waited for the revised book and e.g. the remnant from the old organization the layout bleed of the feat-box...that type of thing can easily be caught. On a rules-language level, Alexander Augunas does not fail in applying the complex terminology of the kineticist, but he does not reach the crisp level of precision I have come to expect from him as one of my favorite crunch designers. Layout adheres to Everyman Gaming's two-column full-color standard with nice original full-color artwork by Jacob Blackmon. Yes, kitsune included. The pdf comes fully bookmarked for your convenience.

    This revised edition is not a bad pdf, let me make that abundantly clear. For the low price, this is a valid offering. It also is pretty much what I expected when I saw the kineticist the first time: I liked the engine, but not so much what was done with it. As you all may know, Avatar never really clicked with me; it's a good series, I *get* what people like about it...but I never got into the mindset that made everyone demand it. It just does not resonate with me. I can't help it. I watched it. Never clicked. The KOP-series, to me, was a huge blessing, because it unfettered the kineticist from these thematic chains. This book does something similar and goes into a territory that feels more occult; if anything, if your complaints with the class were that it did not feel occult-y enough to be part of Occult Adventures...well, there you go. So this pdf does something right - I just wished it went further in that direction.

    So yeah: Avatar fans and those of you who want e.g. more skill-monkey-ish kineticists, casting ones...this should deliver.

    And still. It's hard to put into words. It's the small hiccups that accumulate. It's the fact that usually, Alexander Augunas has a knack for making me like things I usually hate. Not so this time. For me, as a person, this hits all the wrong tones. I really dislike the alignment blasts; the slightly too strong avatar PrC does nothing for me as a person and similarly, the archetypes...don't work for me either; as a person, I don't want to play those characters. So if what I mentioned above regarding my pet-peeves evoked similar responses from you...well, then you won't get that much out of this either. Scratch that...they do work regarding mechanics and the like. Let me make that abundantly clear: The material here is NOT bad - I just happen to dislike a lot of it and it hits a lot of tones that, on their lonesome, would disqualify it in my main-campaign.

    The dream element is interesting and I really, really like the defense. But as a whole, this left me less impressed than I hoped I'd be and while I'll allow dream with some modifications, I didn't get as much out of this pdf as I'd expected from a theme as evocative as dream.

    This is just me as a private person, though: If the number of dice rolled for disbelieving blasts and the 20% mechanic don't faze you, then this will provide some interesting experiences indeed. Similarly, if you wanted a skill-monkey kineticist, a casting kineticist or the like - there you go! And if you wanted a PrC, crafted by an ardent fan of Avatar to reflect the powers implied in the title...then this will do it for you! Sure, the PrC is pretty strong...but that's how you want to feel as Quasi-the-Avatar, right? This is hard for me, because it is really difficult to separate my own tastes from my reviewer's stance with this one. I am honestly not sure whether it just managed to hit all my pet-peeves in the wrong way or whether I'm on to something here.

    I've agonized about this for quite a bit and in the end, I decided to rate this while completely disregarding my own desired power-level, concepts and the like. Once I do that, I am left with a neat kineticist expansion that provides some creative material, but suffers from less precision in some components of the rules-language than usual for Everyman Gaming. Similarly, the editing and formatting aren't as tight. My official final verdict will hence clock in at 4 stars.

    Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

    Endzeitgeist out.


    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    Finally got around to looking at this again...life's been busy. Couldn't help but notice...

    Spoiler:
    On page 4, you have sickening† listed as a 1st-level infusion, and sickening infusion† listed as a 2nd-level infusion. One of which is incorrect and I suspect it's the former rather than the latter.

    On page 4, there's a comma and a semicolon after exhausting infusion, when there should just be the semicolon.

    On page 4, you still have terrorizing infusion† listed as a 7th-level infusion despite the fact that terrorizing infusion has been removed.

    On page 6, exhausting infusion and nauseating infusion have as their prerequisites tiring and sickening, respectively, instead of tiring infusion and sickening infusion.

    Sickening infusion appears twice, once on page 6, and once on page 9, and once as a 2nd-level infusion and once as a 1st-level infusion.

    On page 7, dream messenger has "base psychokinesis" instead of "basic psychokinesis". Also minor, you italicize dream messenger when you normally don't italicize wild talents. Tangentially, I don't really see the point of spending burn to use this ability...wouldn't you normally act as your own messenger? The only use of spending burn is to use someone else as your messenger who isn't nearby for some reason...well, I guess there's no save and it doesn't say the messenger has to be willing, but it really feels like you're abusing it at that point...is there some other use that I'm missing?

    On page 7, dream shaper should say "...only while you concentrate..." Also, the last sentence has two periods at the end.

    On page 7, greater dream shaper should also say, "...only while you concentrate..."

    On page 8, greater manipulation says you can manipulate the memories of other creatures; is this supposed to let you overcome the personal target of repress memory to let you use it on other targets, or is that just referring to modify memory? If the latter, I might suggest saying you can manipulate memories, both your own and that of others, or something similar?

    On page 8, mind scan, you spell simultaneously "similtaneously".

    On page 8, greater mind scan says you can't target a creature with this ability again, but seek thoughts is an emanation and doesn't specifically target anyone, so the implementation confuses me. Does that mean anyone that was within 40 feet of you while you used this ability will not register when using it again? Or that only people who pinged as thinking of the topic you were concentrating on can no longer be pinged again? Or that once you search for a given topic, you can't try again? Or something else? I'm guessing the first one, but it seems a bit murky...

    On page 9, in the psychic augury ability, psychic reading should have a superscripted OA. Kind of wish you could lower the chance of getting false information, perhaps by taking burn...

    On page 9, greater psychokinetic invisibility says in the last sentence that it acts as the greater invisibility wild talent; since there is no such wild talent that I know of, I presume you meant the greater invisibility spell? Also, when spending the extra burn to act as greater invisibility, do you still retain the reduced bonus to Stealth provided by telekinetic invisibility, or does acting as greater invisibility trump that? I presume it's the reduced, but thought I should check. And minor formatting note, you've got greater psychokinetic invisibility italicized in the last sentence.

    On page 9, psychosomatic treatment, should be, "...helping them shake off effects..." instead of affects. You are affected by an effect, etc.

    A few rough spots still, but certainly some fun new options, and I still like Dream as an element, and dream blast offers a lot of creative freedom, and utility talents like basic psychokinesis, mind scan, psychic augury, psychic dowsing, psychokinetic invisibility, psychokinetic knowledge, and telepathy are quite a lot of fun. I do kind of wish some of the fun Ultimate Intrigue options could have made it in, like audiovisual hallucination, detect anxieties, detect desires, false belief, ghost brand, matchmaker, phantasmal affliction, prognostication, they know, etc. Perhaps we'll get an expansion for the Dream element in the future...though I'd certainly welcome more for existing elements too...

    Contributor

    @Luthorne

    I'll look into the errors when I get home from work today. Can you verify for me that you are looking at the latest version of the product?

    As for more Dream element stuff, I haven't decided. The element has proven to have been a constant thorn in my side from a development standpoint, and even when it was cleaned up its "Will save on every blast" mechanic hasn't seemed to be very popular.


    Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    The copy I have was downloaded on August 17th, which is when my Downloads page says the copy on Paizo was last updated, at least.

    And yeah, it's understandable, just did want to say that despite the rough spots, I do like it and would be happy to see more in the future, especially stuff involving drawing on dream knowledge and perhaps some sleep-related options...

    But on the other hand, you do seem to make quite a lot of stuff I like, so I'm sure I'll be seeing more fun things on the horizon whether you expand on Dream more or not.

    Contributor

    I'm going to try to respond to some of your points, Luthorne, but its REALLY hard to when things are spoiled.

    Sickening Infusion is a 2nd-level infusion, not a 1st-level infusion.

    Normally the dream spell has a range of touch, which means you have to be in close physical contact with your target. (Like creeping into its bedroom or whatever. The burn-use of dream messager allows you to affect targets with dream from much further away.

    Greater Manipulation: Its text will look like this:

    You can modify the memory of any creature you touch, as modify memory. In addition to the standard ways of modifying a creature’s memory using modify memory, you may repress one piece of information from the target’s mind per round concentrated, as repress memoryOA. By accepting 1 point of burn when you use this ability, you may modify up to 24 hours or memories (or 100 pieces of information) for every minute spent concentrating on this ability (144 minutes of memory or 10 pieces of information per round).

    Greater Mind Scan: Its text will look like this:

    You can scan the minds of others for specific pieces of information, as the seek thoughtsAPG spell. Once a creature has had its mind scanned by greater mind scan, it cannot have its mind scanned by the same kineticist’s greater mind scape again for 24 hours unless the kineticist spends 1 point of burn when taking the standard action to use this ability.

    Contributor

    Also, I've heard people's complaints about the Will save heavy nature of the dream element, so I'm trying a small change—dream blast will not be tied to a "disbelieve" mechanic anymore. Instead, it will appear as follows:

    You manifest a quasi-real blast of dreamstuff and hurl it at your foe. Each time you attack with a dream blast, you choose its blast type (energy or physical) and damage type (acid, cold, electricity, or fire for energy blasts, or bludgeoning, piercing, or slashing for physical blasts). A physical dream blast deals damage as a simple energy blast instead of a physical blast, and an energy dream blast deals damage deal an amount of damage equal to 1d4 + 1/2 the kineticist’s Constitution modifier, increasing by 1d4 for every 2 kineticist levels beyond 1st.

    If you liked the "Will to disbelieve" gameplay, I am going to be adding a new infusion for dream blast to add it back. Basically, the infusion will make it so your target gets a Will save against your dream blast, and if it fails you deal standard blast damage for your blast's type (full physical for physical dream blasts and full energy for energy dream blasts). Fail, and you deal damage as noted above.

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