QuidEst |
Dark Midian wrote:The biggest thing about Kinetic Knight is that you lose metakinesis and supercharge. That unfortunately caps the kinetic blade's "nova power".Eww...too bad loosing access to move action empower is prolly a major hit to damage at most levels.
Fortunately, it's not.
1-4: Didn't have it anyway. Enjoy not needing any feats at all!5-7: This is where it actually hurts. The party may have Haste or similar effects this early (5 with a Wizard, 6 with a Sorcerer, and 7 with a Bard, Summoner, or Cleric), which helps mitigate suckiness.
8+: You have iteratives now, so spending your move action on empowering doesn't make much sense.
It's good that the archetype lost them- metakinesis pretty much requires gather energy to be worthwhile, and gather energy requires giving up your full attack. If I'm playing a character based on making full attacks, I'd want metakinesis and supercharge traded out for stuff I can actually use.
Alex Mack |
8+: You have iteratives now, so spending your move action on empowering doesn't make much sense.
An iterative has a 25% lower chance of hitting though so your full attacks aren't all that powerful IF you target regular AC.
Also I think Blade Rush is a standard action so gathering power and moving and making one attack actually works.Also Vital Strike + Empower would have been nice.
QuidEst |
QuidEst wrote:8+: You have iteratives now, so spending your move action on empowering doesn't make much sense.
An iterative has a 25% lower chance of hitting though so your full attacks aren't all that powerful IF you target regular AC.
Also I think Blade Rush is a standard action so gathering power and moving and making one attack actually works.
Also Vital Strike + Empower would have been nice.
Yeah, energy is a better choice for this archetype. That's nice, because it wasn't a good option for Elemental Annihilator. Empower increases your damage by 50%, so losing 25% on your chance at double damage is still good.
Like all melee combatants, the Kinetic Knight prefers to take no more than a five-foot step to get a full attack. The Blade Rush edge case only comes up when you're level 8-12 (can pay for Blade Rush with infusion specialization but don't have a cooler option for way more damage from your archetype), and between 10 and 20 feet away (within single-move distance, but not a five-foot step).
Vital Strike doesn't work with Kinetic Blade.
QuidEst |
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Alex Mack wrote:What he gives, and whether to use a spirit chips?PhD. Okkam wrote:It can be a short description of the phantom blade?Black Blade Magus as a Spiritualist. And it's pretty good...
Dunno what you mean by spirit chips, but no, we can't list off all the features it gives. The short summary is pretty accurate, but I'll mention that it also addresses the issue of psychic casting in melee.
PhD. Okkam |
PhD. Okkam wrote:Dunno what you mean by spirit chips, but no, we can't list off all the features it gives. The short summary is pretty accurate, but I'll mention that it also addresses the issue of psychic casting in melee.Alex Mack wrote:What he gives, and whether to use a spirit chips?PhD. Okkam wrote:It can be a short description of the phantom blade?Black Blade Magus as a Spiritualist. And it's pretty good...
interested
Luthorne |
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Okay, had some more time to read through this, so here's my thoughts...
Encyclopedia Etherica is delightfully gross, though I kind of wish we had more details about it...is it an artifact? Does it provide any benefits to the bearer? If not, is it okay to just have a copy hanging around as a spiritualist...provided you don't mind, uh, producing it? Urggggggh...
Kindness Phantom looks pretty handy to have floating about - no pun intended - with opening strike and etheric healing available. Bodyguard seems like a no-brainer, too. Kudos for providing the sidebar that lets it work with id rager, Emotional Conduit, fractured mind, and spirit-bound blade.
Phantom Blade looks pretty sweet, though please tell me that it functioning similarly to black blade doesn't mean it has to be a "one-handed slashing weapon, a rapier, or a sword cane"? I love weapon of the mind, it's super-cool, lots of fun possibilities.
Totem Spiritualist looks pretty cool, not really my bag, but I like that you can have either multiple phantom animals to swap between, or get to boost up a single one. Generally very neat.
Usher of Lost Souls, not bad for a more healing-oriented spiritualist. I think losing out on spiritual interference and its upgrade is a bit painful, but getting etheric channel is pretty nice even if I think the haunt stuff is probably niche.
The centering jewel is amazing for its price and I'm surprised more people haven't mention it...makes for a great ectoplasmatist or mindblade, and I bet lots of psychic casters would want it. Though I suppose the fact it takes up the headband slot is the real problem...but if your GM allows you to combine magic items, probably a no-brainer. If you can't...probably a tougher call.
The ring of mysticism is also nice to have around, though pricy, just like its arcane counterpart. While a spell lattice works for psychic casters, the shard of psychic power doesn't have a weight, so it's still nice to have around.
Burst of force is kind of fun, though having it centered on you is a bit of a bummer. Debilitating pain is, uh, wow. Mind-affecting, but you're screwed even on a successful save for a round, so that's pretty damn potent. Reflexive barrier is pretty nice, I think, and I love the rend body line of spells...gruesome.
Outer Channeler is pretty cool, I've never liked the basic medium compared to the playtest version, but this one offers some interesting options...and I like the expanded summoning. Might actually give one a try...maybe. Though I still hold out hope for the harrowed medium coming along someday...
Mesmerists certainly get some interesting feats...I'm particularly fond of Blinding Stare, Confusing Stare, Contingent Trick, Reflexive Trick, Spell Trick, and Split Trick. Mmm, so much fun, though mesmerists are already tight on feats...
Material manipulator is a pretty fun archetype for mesmerist, revision reminds me a bit of fey trickster's glamers, but it still plays out quite differently. Would definitely like to try one sometime...almost tempted to swap out my current mesmerist for one, but I think I'll refrain and just add on something from Heroes of the High Court instead.
Projectionist is another very fun archetype, I remember being disappointed when Occult Adventures came out that mesmerist really wasn't that great when it came to possession, well, this archetype definitely fixes that.
Kineticists! Finally! Some nice new stuff. I like blade whirlwind and whip hurricane. Reasonably certain that maelstrom is supposed to be a form infusion, though. And positive admixture is wood and not void. Kind of cool that wood gets an energy blast, but at the same time hard to imagine anyone picking it at 1st-level, seems more like an add-on. But hey, there's now a wood/wood composite blast, which is good. Slick infusion looks fun. Synaptic infusion is pretty nice. Wish weighing infusion had been around before...if it gets approved for Pathfinder Society (and I don't why it shouldn't), definitely going to see about retraining my chaokineticist to get that in place of pushing infusion. Telekinetic boomerang seems nice to have an iconic item you use you for your telekinetic blast. Aether architect, body of air, tree step, and undead grip I like.
Kinetic Crafting is pretty nice, though I have to wonder how often you'll actually be able to emulate a spell. Well, I certainly can't be bothered to go through the prerequisites of various magic items... Kinetic Invocation is quite nice, while there's some stinkers there's at least one or two options I would consider good in most elements, and it's nice that elemental races can get the bonus. Though I still boo at wayang not count for void.
Kinetic Knight is pretty good all in all, works reasonably well for a kineticist sacrificing some damage potential for some defensive capabilities, and makes a Strength-based kineticist far more viable, in my opinion.
Panoply stuff, wasn't really wowed, it's okay and offers some fun things here and there, but I'm not super-enthused...maybe just because my only occultist character is a sha'ir. I would have liked some more default focus powers or perhaps even alternate resonant powers, as well as some feats for occultists. Still, it's not bad, just wasn't as impressed with what occultists got as I was with what most other occult classes got.
Finally, the corruption, it's pretty cool, but it is a corruption and thus a GM toy 90% of the time. Makes a cool narrative thing, mind you, and I do like that you can get a telekinetic blast and a few other neat toys.
Overall, great job guys, thanks for all the work!
Luis Loza Rule and Lore Creative Director |
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Okay, had some more time to read through this, so here's my thoughts...
** spoiler omitted **...
In regards to the Enyclopedia Etherica as well as all of the occult anthologies, they are more meant as a fun little tool for GMs. The Encylcopedia for example, could be a macguffin required for a player to learn more about their phantom's origins or it could be a powerful item that can grant strange new powers. The overall abilities of the anthologies are kept intentionally vague so GMs can use them as they see fit.
As for the type of weapon available for the phantom weapon, my intent was to allow any weapon with which you are proficient. i.e. If you have longbow or greataxe proficiency, you can use a phantom longbow or phantom greataxe. That's why the artwork features the pantom greataxe.
Glad you like the book! I'm always happy to hear that our stuff is a hit.
Luthorne |
Luthorne wrote:Okay, had some more time to read through this, so here's my thoughts...
** spoiler omitted **...
In regards to the Encylopedia Etherica as well as all of the occult anthologies, they are more meant as a fun little tool for GMs. The Encylcopedia for example, could be a macguffin required for a player to learn more about their phantom's origins or it could be a powerful item that can grant strange new powers. The overall abilities of the anthologies are kept intentionally vague so GMs can use them as they see fit.
As for the type of weapon available for the phantom weapon, my intent was to allow any weapon with which you are proficient. i.e. If you have longbow or greataxe proficiency, you can use a phantom longbow or phantom greataxe. That's why the artwork features the phantom greataxe.
Glad you like the book! I'm always happy to hear that our stuff is a hit.
Awesome. Yeah, I was just confused if that aspect of the black blade was meant to be included. If it gets approved for Pathfinder Society, I'd love to make a tengu with the exotic weapon training alternate racial trait and use a meteor hammer...
Thanks for the feedback!
Isabelle Lee |
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Regarding wayangs: if I recall correctly, Blood of Shadows wasn't yet out when I was writing this. As such, I didn't have the insight into the race I do today. If I were to do it over, they likely would get the nod over caligni.
I wholly support GMs expanding the list of appropriate races, such as wayang for void or lashunta and astomoi for aether. As for PFS... who knows what will happen? ^_^
Isabelle Lee |
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Okay, had some more time to read through this, so here's my thoughts...
** spoiler omitted **...
I highly recommend adding a proper review to the book, up there in the other tabs. Those are your best way of shaping future products, whether you want more or less of what you saw here. ^_^
Alexander Augunas Contributor |
In regards to the "all evil outsider subtypes get summon" bit, Quid, I actually disagree that it lacks flavor.
All of the intermediate abilities that all of the outsider subtypes grant to an outer medium come directly from the race's racial traits. Agathions get lay on hands. Archons have aura of menace. Psychopomps have spirit touch. And all three evil outsider types in the book (demons, devils, and daemons) get the summon ability. In fact, if I remember right, the only outsider subtype in the whole list that breaks this inspirational rule is the azata, because azatas don't have a cool racial power. (They get truespeech, which isn't as evocative as what the outer medium gets at 8th level.)
But yeah, that's what its "the same" for all three of them. Because all three outsider types actually summon more of their kind as a racial ability.
QuidEst |
Fair enough. The cool varied good-aligned options raised my hopes, and getting just one option (until the gift comes into play) was a bit of a let down. Thematic rather than thematic and unique. Part of that was curiosity over what comparable stuff could be used for the evil outsiders. That said, it's not a bad option to have- useful for the casters.
Torbyne |
Alderic wrote:Not exactly. ^_^As in Kinetic Mage Armor ?
I'm even more intrigued, but the plan to expand my aether kineticis to water might get changed.
Alright Rangers, it's Morphin' time!
QuidEst |
??? Can you explain that combo a bit???
If you can craft magic items, but don't have much by way of spell prerequisite meeting, it would be awfully nice to have an ability that allowed you to ignore magical crafting spell prerequisites and the associated crafting DC increases…
(There's a Sorcerer bloodline that gets just that.)
CookietheFerret |
Verzen wrote:??? Can you explain that combo a bit???If you can craft magic items, but don't have much by way of spell prerequisite meeting, it would be awfully nice to have an ability that allowed you to ignore magical crafting spell prerequisites and the associated crafting DC increases…
(There's a Sorcerer bloodline that gets just that.)
Also at a higher level completely ignore being in your own reverse gravity if you're a void kineticist
QuidEst |
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So with the spirit blade, how do the alternate spirits come into play??? How do those individuals spirit abilities work?
They don't, because you don't get them. Phantom abilities aren't really consistent enough to hand to a sword, and the last thing Spiritualist needs is another archetype that requires special treatment by all future phantom types.
QuidEst |
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So what's the benefits / detriments between black blade magus and the spirit blade?
You'll probably want the full archetype to make a proper comparison. There's a lot going on. Presumably you're playing the archetype for the intelligent weapon, though, and this one is a much better choice for that. You get it right from level one!
Lanitril |
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There isn't much to Elemental Knowledge, so it's tough to not give it all away, but it basically lets you add news skills to your class skill list for each new element you take.
Elemental Overload increases Elemental Overflow's ability to ignore cries.
Metamagic Invocation predictably lets you use a metamagic with your Kinetic Invocations.
Shadow_Charlatan |
There isn't much to Elemental Knowledge, so it's tough to not give it all away, but it basically lets you add news skills to your class skill list for each new element you take.
Elemental Overload increases Elemental Overflow's ability to ignore cries.
Metamagic Invocation predictably lets you use a metamagic with your Kinetic Invocations.
thanks
Shadow_Charlatan |
Haldelar Baxter wrote:So with Kinetic Invocations will there be an option for using mythic versions?Since it's treated as spellcasting, taking the Mythic path ability or Mythic feat and choosing the appropriate spells should work fine. ^_^
I'll have to double-check to make sure all the wording works out, though.
Does this mean the Archmage Arcana mythic path abilities might be able to be used in combination with Kinetic Invocations ? or possibly adapted in the future via a talent or other ability.
QuidEst |
Isabelle Lee wrote:Does this mean the Archmage Arcana mythic path abilities might be able to be used in combination with Kinetic Invocations ? or possibly adapted in the future via a talent or other ability.Haldelar Baxter wrote:So with Kinetic Invocations will there be an option for using mythic versions?Since it's treated as spellcasting, taking the Mythic path ability or Mythic feat and choosing the appropriate spells should work fine. ^_^
I'll have to double-check to make sure all the wording works out, though.
No, and very unlikely. (Mythic doesn't get a lot of support, and the psychic classes are probably a little higher on the list than a player companion ability.) Occult classes need houserules for mythic anyway, and the invocations are easy to include.
nighttree |
The weapon can be harbored in your mind, where it provides some pretty cool benefits, or manifested in ectoplasmic form, if that's what you mean by static. If by static you mean changing what kind of weapon it is, it's initially static, but can be changed once a day when you hit level 7.
Excellent...
By static I meant are you always carrying it. But if it can be stored "in your mind"....that's perfect :PQuidEst |
What kind of benefits for panoplies give? Does the warrior one JUST increase BAB, or does it have other benefits?
They're basically another implement school. Anything you'd get from a new implement school, you get from this. (Modified in how it works in some cases, of course, but still there in some form.) Resonance power, basic power, new power options, more spells, the works. And like implements, each generally has one thing that stands out as the reason you'd actually take it, with the rest being gravy on top. Warrior's is BAB, the social one is really good disguises against magic, and the divine one is probably more healing beyond just hitpoints. (Don't remember what the magic-focused one had as its deal.) So, for instance, I'd take the divine one if I'm a player that considers healing stat damage to necessary for a real healer (and access to that would probably be enough to convince me), but I certainly wouldn't object to also healing more hitpoints as a free resonance power, and getting additional choices for focus powers.
Luthorne |
Hmm, taking a closer look, spell combat only works "while wielding a light or one-handed melee weapon in the other hand", which is definitely a bummer. And given spellstrike doesn't work with Vital Strike or anything like that, so I'm not sure how feasible a build that ignored spell combat completely would be...also wish spellstrike would work with the future touch attacks granted by chill touch. Ah, well, it's still a cool archetype...
Alex Mack |
Hmm, taking a closer look, spell combat only works "while wielding a light or one-handed melee weapon in the other hand", which is definitely a bummer. And given spellstrike doesn't work with Vital Strike or anything like that, so I'm not sure how feasible a build that ignored spell combat completely would be...also wish spellstrike would work with the future touch attacks granted by chill touch. Ah, well, it's still a cool archetype...
Yeah I was getting excited about Double Orcish waraxes and such... The way chill touch works (or any other touch spell) is that once you cast a spell (any spell) you loose said touch spell. So it will work on two attacks in your initial spellcombat round but it won't stick around for your next turn if you spellcombat again.
Luthorne |
Luthorne wrote:Hmm, taking a closer look, spell combat only works "while wielding a light or one-handed melee weapon in the other hand", which is definitely a bummer. And given spellstrike doesn't work with Vital Strike or anything like that, so I'm not sure how feasible a build that ignored spell combat completely would be...also wish spellstrike would work with the future touch attacks granted by chill touch. Ah, well, it's still a cool archetype...Yeah I was getting excited about Double Orcish waraxes and such... The way chill touch works (or any other touch spell) is that once you cast a spell (any spell) you loose said touch spell. So it will work on two attacks in your initial spellcombat round but it won't stick around for your next turn if you spellcombat again.
Yeah, what I wish is that you could treat the extra touch attacks as if you were casting a spell with them, and thus use them as part of a full-round action with spell combat or perhaps use them to trigger spellstrike. Chill touch could work with unarmed strikes, at least, so I suppose that's a possibility, though not the most fun one.
How do you figure two, though? Spell combat only allows one casting as a part of a full-tound action, which can trigger a spellstrike, and if you don't use spellstrike, you have to use a standard action to cast the spell and get a free spellstrike...am I missing something?
Hmm, though by a strict reading, spell combat would be very problematic, since it says, "...and can also cast any spell from the magus spell list with a casting time of 1 standard action..." Fortunately I think most GMs would agree that it should be spiritualist spell list for the phantom blade.