
David knott 242 |

It's a shame that earth, water, and wood didn't get a similar ability to aether architect.
So what are the feats?
What does the fox fire infusion do?
The feats basically boost Mesmerist stares and tricks and various Kineticist abilities.
Foxfire Infusion creates a Faerie Fire effect.

NoTongue |

Hope there is no added elements, the addition of new elements is a negative to the kineticist class and does nothing postive.
"here are some new powers but you can't touch the old one's because we have added another dividing barrier"
any new idea for an element could just be added as a new blast to an existing element.

Julian Tannic |

Outer Channeler: Channels a specific subtype of outsider (as Unchained Summoner subtype), gaining special powers based on that subtype.
Totem Spiritualist: Spiritualist from Sarkoris who gains phantom animal (more like animal companion than eidolon).
Phantom Blade: Phantom takes form of sentient weapon (similar to Black Blade Magus).
Does the Outer Channeler use the normal spirits of the medium and then modify them with extra abilities from the Outsiders (like the Uda Wendo gets extra abilities) or do they function as an alternate list of spirits? ^_^

Khajios |
Another player in a game I am in got his PDF, and we are having trouble with the trappings of the Warrior panoply. How is the resonant power supposed to work if you are multiclassed, or someone else holds your implements? We are assuming the bonus can't push you passed your HD for your value is the intent, but wording is less than clear.

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Hope there is no added elements, the addition of new elements is a negative to the kineticist class and does nothing postive.
"here are some new powers but you can't touch the old one's because we have added another dividing barrier"
any new idea for an element could just be added as a new blast to an existing element.
...are you saying void was a negative to the kineticist class? ;)

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The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:
1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.
2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.
3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!
4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.

Fourshadow |

The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:
1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.
2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.
3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!
4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.
VERY nice! Impressed with it already...of course I would be more impressed if I had...ah, well you know what I was going to say. Sigh. Those notices don't arrive fast enough. Can anyone in the Shipping Department cast "Haste"?

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Luis Loza wrote:VERY nice! Impressed with it already...of course I would be more impressed if I had...ah, well you know what I was going to say. Sigh. Those notices don't arrive fast enough. Can anyone in the Shipping Department cast "Haste"?The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:
1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.
2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.
3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!
4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.
So, you're the person who regularly comes saying you hoped that new posts in product threads are actual updates and instead all you get is pointless banter, but then you make two posts which amount to "PLEASE SHIP MY STUFF FASTER" in a row...
And of course, because karma is a beach, I got just my PDFs :P

Ventnor |

The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:
1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.
2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.
3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!
4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.
Thank you! Sounds awesome!

Alexander Augunas Contributor |
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I'm kind of floored that it sounds like there's nothing in this for the Psychic other than spells. No archetype (expected), no disciplines (very surprising). Are there any new phrenic amplifications?
Honestly, as someone who has experience playing with the psychic spell list (I have a psychic detective investigator), the new spells do more for the psychic then any archetype or phrenic amplification could, because the new spells fill in a lot of gaps for the psychic. One spell is essentially a high-damage telekinetic attack, which means it isn't mind-affecting. Another makes foes more susceptible to your mind-affecting attacks.
Trust me, its quality stuff even if its not what you're used to wanting / needing. :-)

Alexander Augunas Contributor |
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Can we get info on the Vexing trickster ?
And the other Mesmerist options ?
Both tie into a mechanic called trick feats, which is the aforementioned, "Ways to make the mesmerist more spontaneous" option(s) I eluded to earlier.
You don't need to be a vexing trickster to use trick feats, but the vexing trickster is better at using them than most mesmerists.

Xethik |

Xethik wrote:So I mentioned a few times on Know Direction that I didn't like the mesmerist class, and the reason is that prepared options always give me extreme anxiety. (It's why I don't personally play Druids or Wizards.) So when I got the mesmerist section, I tried to design options that would tune down my own anxiety regarding the class to the point where I would want to play it. I'm glad to hear you liked it. :-)I really enjoy the Mesmerist options in this book! The feats are absolutely fantastic. My only complaint is that the Enigma archetype that I've been trying to make a build for doesn't get to use these awesome Stare feats. But the trick feats. Ooooh, those make me drool. It's not always about absolute powerful options. These just seem fun to use and can make you really feel justified in your feat choice when it pays off. Though maybe Spell Trick is also a powerful option if you are keeping Manifold Trick. Contingent Trick makes losing Manifold Tricks more bearable, though. Just so much goodness here!
And the archetypes are worth mentioning, too. Material Manipulator stands out as an archetype I might choose over Enigma based simply on how much interesting and small it is. It's not an enormous archetype to pick over and consider. It tweaks the class ever so slightly in a fun way. I can clearly evaluate what I'm losing and gaining.
So bravo on this stuff! I'm sure other stuff is great, but I've been stuck on these pages so I haven't looked yet.
Well I think you accomplished that. I'm too rusty to comment on balance, but I could see myself at least considering each of them. I hope they are a feat type we see more of in the future.

Ventnor |
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The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:
1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.
2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.
3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!
4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.
I just realized that since you can make the Phantom Blade manifest as different weapons that you're proficient with, one could theoretically play a Tengu version of Emiya Shirou from Fate Stay Night (since Tengus are proficient with all swords).

Xethik |

Hate to double post, but question about the Vexing Trickster Mr. Augunas. Does the Manifold Hijinks archetype feature not function if you've traded away Manifold Tricks? As in, do all tricks implanted count against your total maximum? Or do they just count as one total trick?

Alexander Augunas Contributor |
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Hate to double post, but question about the Vexing Trickster Mr. Augunas. Does the Manifold Hijinks archetype feature not function if you've traded away Manifold Tricks? As in, do all tricks implanted count against your total maximum? Or do they just count as one total trick?
That's a great question either for A) Amanda / Jason or B) for a separate thread once the product is officially released. ^_^

QuidEst |
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Acquired, and HOT DANG.
Spiritualist and Mesmerist walk out of this looking pretty boss, let me tell you.
Spiritualist gets a new phantom (Kindness) and two very cool archetypes. Anybody who ever wanted an animal phantom, you're in luck! Less-than-thrilled that the Magus-like Spiritualist archetype doesn't really address the limitations of using psychic casting in melee? This one does!
Mesmerist is now one feat away from being amazingly defensive in the most enjoyably trolly fashion. Several frustrations solved all at once- it's great to have some support for a selfish Mesmerist! Couple of really fun archetypes focusing on transmutation, object possession, and tricks.
Occultist can now be a full BAB class… without taking an archetype. (Saying how is probably a bit too spoilery, sorry.) Yeah, there's other cool stuff, but that was the biggest shock.
Medium stuff is cool, but not my jam. Get a familiar and a free upgrade to it, along with an outsider-themed spirit modification (that stuff is my jam), but you have to follow an extra taboo or atone (not my jam). That said, would be a lot of fun to have in a group!
Kineticist gets a ton of options of varying usefulness, but of note: the elemental planar races (and a few others) finally get Kineticist perks! Specifically, one get-out-of-a-specific-feat-tax-free card. Favorite low-level thing: at-will Silent Image for Water!
Psychic bites the bullet and takes one for the team- lots of arcane items get psychic versions (plus a couple of new psychic casting items), and some new Psychic-class spells (including more undercastable ones and an answer to "How do you lose limbs for Regenerate to regrow?), but nothing else for them. That said, more undercastable spells is nice!

Limas Venomscale |

Acquired, and HOT DANG.
Kineticist gets a ton of options of varying usefulness, but of note: the elemental planar races (and a few others) finally get Kineticist perks! Specifically, one get-out-of-a-specific-feat-tax-free card. Favorite low-level thing: at-will Silent Image for Water!
Which feat tax?

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Dragon78 wrote:Yes, several spells, some of wich I really like.What do you like about them?
Yes. Explain. Please.
[Dragon78 feels a slight pressure on his right temple, and somehow feels compelled to elaborate... resistance to this compulsion brings a sharp pain at the back of his skull...]
QuidEst |

QuidEst wrote:Which feat tax?Acquired, and HOT DANG.
Kineticist gets a ton of options of varying usefulness, but of note: the elemental planar races (and a few others) finally get Kineticist perks! Specifically, one get-out-of-a-specific-feat-tax-free card. Favorite low-level thing: at-will Silent Image for Water!
Not an existing one- there's a bunch of new stuff that Kineticists can take (separate from the new talents), but it's gated behind a feat that just gives you access to it.

Shadow_Charlatan |

Limas Venomscale wrote:Not an existing one- there's a bunch of new stuff that Kineticists can take (separate from the new talents), but it's gated behind a feat that just gives you access to it.QuidEst wrote:Which feat tax?Acquired, and HOT DANG.
Kineticist gets a ton of options of varying usefulness, but of note: the elemental planar races (and a few others) finally get Kineticist perks! Specifically, one get-out-of-a-specific-feat-tax-free card. Favorite low-level thing: at-will Silent Image for Water!
Any hints ?

Shadow_Charlatan |

One of the Kineticist feats gives you access to a group of thematic spells as potential utility talents (you can pick one as an option with your talent slots, you don't get them all). Characters with elemental affinity racial traits get expanded options.
No chance, it defeats the need for Master Craftsman for item creation feats does it?

Dragon78 |

I for one hate the feat, you don't need a feat to get a rouge talent, rage power, hex, etc. that you would want.
Do not like the positive energy blast for wood, all that tells me is I will never see the one element I really want since they do not repeat simple blast for more then one element.
All I am going to say about the spells is there are some good force based ones, a group of spells for ripping a creature apart(including the need for a regeneration spell), and some other stuff.
I really like the two spiritualist archetypes.
The feat for kineticist to get item creation feats is interesting but if it was a utility wild talent it could have gave you scribe scroll or brew potion for free as well or just allowed you a list of various magic items you could create based on your element.
Too bad aether is the only one that got the ability to create buildings and other structures because I could see earth, water, and wood getting something as well. Stuff like bridges, castles, log cabins, igloos, permanent walls, stairs, etc.

Shadow_Charlatan |

The feat for kineticist to get item creation feats is interesting but if it was a utility wild talent it could have gave you scribe scroll or brew potion for free as well or just allowed you a list of various magic items you could create based on your element.
Too bad aether is the only one that got the ability to create buildings and other structures because I could see earth, water, and wood getting something as well. Stuff like bridges, castles, log cabins, igloos, permanent walls, stairs, etc.
What benefits does the kineticist feat have over taking Master Craftsman ?
Is the building you can create comparable to a spell or ability that already exists ? Is there any variance depending on what elements you've chosen or always the same ?
In what situations would this talent be useful ?
thanks

QuidEst |
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What benefits does the kineticist feat have over taking Master Craftsman ?
Master Craftsman is pretty bad- you have to wait until fifth to take it, you have to take the crafting feats separately, you have no way of meeting prerequisites other than increasing the DC, it only works for certain feats, and even then you can only make things tied to your crafting skill. The Kineticist feat improves some, but not all, of those nuisances.
Is the building you can create comparable to a spell or ability that already exists ? Is there any variance depending on what elements you've chosen or always the same ?
In what situations would this talent be useful ?thanks
It's an Aether exclusive that is cool and unique enough that you'll find wildly inappropriate situations to make it useful in. I'd mostly use it to build mansions and put giant boxes around other people's mansions to trap them inside.

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I for one hate the feat, you don't need a feat to get a rouge talent, rage power, hex, etc. that you would want.
Those all come with their base classes though. This is new stuff outside of the base class that you can't get without the feat (my understanding anyway).
A better analogy would probably be a Fighter and their Advanced Training abilities.