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Designer

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Jacob Saltband wrote:

Question..

As a GM and/or Player do you feel that, besides a few Archtypes, the Fighter and Rogue classes have become obsolete?

No (especially Unchained rogue), the bog standard fighter still does plenty of damage, so in that role it can do its job, but I do kind of wish the fighter had more out of combat options so it could influence the world and the story more.


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So I got to thinking a few days about these Infusions and Lightning, which ones it should have had access to for the Kineticist.

Do you, like me, think they should have been available, and if so, why not?

And I promise this will probably be my last question to you on the subject.

Rynjin wrote:

-Brilliant infusion, maybe. It illuminates squares.

-Disintegrating Infusion would be a good one. It's a staple of fiction, a lightning bolt turning people to ash.

-Flash Infusion for sure. Which do you more associate for flashing brightly and temporarily blinding people? Fire or lightning?

-Pushing Infusion, because lightning is pretty much the ONLY one that doesn't get access to it. It fits! you see it in movies all the time. Guy gets shocked, goes UGGHAUGHAUGHA for a bit, and then flies backwards.

-Torrent. Do I really need to explain this one? This is like THE thing associated with lightning in media, just a never-ending stream of electricity into the target. Force Lightning, for example, in the Star Wars franchise. Lightning Bolt is a Core spell for cryin' out loud!

I'd also like Thundering infusion to not suck. Deafening does...basically nothing. I cannot think of very many occasions deafening someone is a good move, since the Initiative thing doesn't apply retroactively and the main benefit only works on some spells for casters. Screws Bards, basically. It'd be good if it Stunned or Dazed like Ear Piercing Scream or some such.

Especially Torrent!

Shadow Lodge

Mark Seifter wrote:
Jacob Saltband wrote:

Question..

As a GM and/or Player do you feel that, besides a few Archtypes, the Fighter and Rogue classes have become obsolete?
No (especially Unchained rogue), the bog standard fighter still does plenty of damage, so in that role it can do its job, but I do kind of wish the fighter had more out of combat options so it could influence the world and the story more.

Thanks for the reply.

I agree that the limited skills and low skill points do restrict out of combat options. Back when 3e came out those I played with decided that 4 skill point minimum was better, helped some.
A possible fix for number of class skills is have a few(maybe 3) pick-able skills at player creation, would help with personalizing your character and giving more out of combat skill options. This way players done have to use traits for this.

Just a thought.


just curious, will we be seeing a FAQ this Friday or not because of the con?

Are there more potential ACG errata fixes in the works/ possible to be in the works or has that stuff settled now?

Liberty's Edge

So - a kineticist question - aether element - so what exactly does draining infusion (which is listed as a universal substance infusion) actually drain from with this ability?

Liberty's Edge

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Oh, and welcome back from Gen Con - you guys should all come down to Dragon Con someday.

Designer

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Barker wrote:
So - a kineticist question - aether element - so what exactly does draining infusion (which is listed as a universal substance infusion) actually drain from with this ability?

Skipping ahead since I happened to see this one and it'll be fun to answer. Basically, [aether] creatures. To ask a similar question, what can the telekineticist create with the spark of life utility talent? The answer: aether elementals!

Barker wrote:
Oh, and welcome back from Gen Con - you guys should all come down to Dragon Con someday

Thanks! I know Jason has been invited as a Guest of Honor at Dragoncon over the last few years. I'd be happy to come down to a con that invited me as a Guest of Honor (which means paying for airfare and hotels); I could even run some of my special scenarios that have so far been Paizocon exclusives :D I know that Stephen goes GoH to a few cons each year, so it's definitely possible to grab other members of the design team than Jason. Talk to your local cons and get them on board (if it helps, my girlfriend is PFS Asst. Developer Linda Zayas-Palmer, so they can split that room pretty easily and get two fun Guests of Honor!)

Designer

Lou Diamond wrote:
Mark could you talk to the rules team about making an unchained bear animal companion? Bears get shafted by the rules compared to big cats and dinosaurs. Bears should start at medium and go to large the same as big cats after all big bears are bigger than big cats. End bear discrimination now.

I could totally see big bear being a thing, to go along with the current small bear.

Designer

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Tels wrote:
Okay Mark, you have [dice=]1d100 hours to spend [dice=]5d20 million dollars. What do you spend it on?

Hmm, honestly I'm pretty low maintenance most of the time. I'm not sure I could spend that much money so quickly in an interesting way. I'd probably try to make wise investments with the money instead and grow it into even more money. That way I could have money tucked away for retirement/vacations/family/etc.

Designer

Terminalmancer wrote:
Mark, was there a reason the errata didn't go into more detail about the hunter's animal companion and its use of Skirmisher Tricks? There are a lot of oddities and weird interactions there, and it seems like they would have been a good candidate for some clarification.

We'd be happy to FAQ some clarifications if they get enough FAQ clicks. When it comes to errata, that adds text, available space is at a premium, as you might imagine.

Designer

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The NPC wrote:

Mr. Mark Seifter,

How would you build a 3.5 Warlock using the Kineticist?

For a 3.5 warlock, I might just use the 3.5 warlock with some minor adjustments to convert it to Pathfinder. I've done that before in one of my Pathfinder games in the homebrew world of Terra (which is pretty low-caster, but lots of fey and religion/philosophy elements, but did have warlocks). Other than that, I guess Void element is pretty reasonable, since warlocks have so many voidy-sorts of invocations.


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Mark, how do dragons and other natural spellcasters deal with material components? Sorcerers get eschew components for free, and most wizards have a pouch, but I never see red dragons carrying a pinch of guano or a small glass rod or the like.

Designer

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The NPC wrote:

I had an idea for a mythic feat. Please tell me what you think:

Divine Burn*
Prerequisite: Divine Source mythic ability, Levels in Kineticist
By accepting 1 point of burn a mythic character by use their divine source spell-like abilities an additional time per day.

* = Working title.

The alternative would be to let them use their divine source spell-like abilities at will just like their wild talents. The only issue there would be someone with the healing domain.

Do either of these work in your estimation?

A lot of it depends on the domains, to be honest. There's worse (by which I mean more powerful) stuff out there than Healing. Also, I suppose considering there is a mythic power that refreshes everything daily for 1 mythic point, mythic changes the dynamics of daily mechanics a lot.

Designer

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wraithstrike wrote:
Quote:
Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Now I am 99% sure the intent is for the target to actual move as in "use movement", but the ability only calls out a move action.

Would I be correct?

Yeah I know the ACG errata was just released, but I will still start an FAQ if you say I am correct so we can get this officially fixed.

PS: If I somehow missed this despite checking the errata several times someone just let me know.

Yeah, this would be the Move Action known as the move action (the first action under the Move Action category on page 183). And if that doesn't confuse you yet, I have some race traits and racial traits too!

Designer

brad2411 wrote:
Hey Mark is there any talk about there being new ideas for the Occult classes to get Mythic support? Not Expecting a new book anytime soon but wanted to know if that was an interest for you guys.

Doesn't seem like a fit for Ultimate Intrigue or Horror Adventures, so at least not from my team in the near future. Who knows, though? I've certainly seen the occasional mythic element in Player Companions and the like.

Designer

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Tels wrote:
So, based off the Kineticist Preview blog post, I had an idea for a 'Dragon Slayer' archetype, ala Natsu of Fairy Tail. Would you care to hear my thoughts about how one might work? It's still very rough, as I am unlikely to get to see the full class for awhile (it takes a long time to get newly released material into my local hobby store), so much of it is only theory and possibility.

I'm always happen to listen if someone wants to talk a bit about gaming or cool ideas. For Natsu, I'm guessing you'd probably do something with readying a kinetic blast to counter a fire spell (as per kinetic blast's special allowance to do so) combined with a burn reduction on the next round, sort of like Draining Infusion but with fire attacks rather than creatures (since fully representing Natsu's ability to have someone do a fire attack on him and then he regenerates pretty much all his expended power, while appropriate for a hero in a shounen anime, would likely be trouble in an RPG, where the heroes can just use fire on themselves whenever they feel like it, rather than at a dramatic moment)

Designer

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Chess Pwn wrote:

Have a question and a potential follow-up question.

Have the PDT discussed the Dragon Disciple bloodrager deal and decided not to change anything similar to the investigator and magic items?

If you haven't decided, where would the errata go for the change? the Core book in the DD prestige section? A FAQ that doesn't go in any book? or the ACG with the bloodrager?

Separate question, was the line in the class creation section of the ACG changed to not say that alternate classes are just archetypes? I didn't see mention of that in the errata, but it might be one of the changes that doesn't need to be listed.

First one was answered in FAQ. Second one: Yep, as you surmised, it was changed to express the difference more precisely, but it was listed as not an update, since it didn't make a rules text alteration.

Designer

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Dragon78 wrote:
Any plans for the kineticist to get new elements, or will it just get expanded list of abilities for existing elements, or both?

Owen, sly fellow he is, seems to have posted in a homebrew thread on the forums about which new elements you would add that he would like to add the Void and Wood elements and get me to write them. Seems suspiciously specific if you ask me!

Designer

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I'm Hiding In Your Closet wrote:
Is Chris Lambertz's presence ever not ominous?

Yes, I've seen her a bunch of times, both at work and at things like company parties, not being ominous. She's generally quite friendly, actually.


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Someone asked about a possible Psychic spirit. Of course the idea of an Alchemist spirit also followed, then maybe a Ranged combat Spirit, and an Unarmed and/or Combat Maneuver-based spirit.

We conceded that there's always the IDEA that it's possible, but the question is, "is it actively being planned for?"

So... ARE there any plans/thoughts for expanding the list of Spirits slowly in the PRD (maybe 3-6 at a time), or are the 6 Spirits from the OA pretty much it?

And a little follow-up - if the Spirits list is expanded, will they remain tied to 1 Stat alone, or can we expect future Spirits to potentially be a mix of Stats, or no ties to a specific stat at all (instead focusing on some OTHER aspects)?

Designer

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Alexander Augunas wrote:
If I wanted to make a kitsune telekineticist, do you think I'm better off going standard kineticist or taking the Charisma-based archetype and why?

Answered face to face at Gencon!

Designer

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Matrix Dragon wrote:

Pyrokinetecist question: is it possible to use 'sculpt flames' to put a fire out? I noticed that technically the ability doesn't require that the area you move a fire into have any flamable materials. If you move the fire into a non-flamable area, will it simply go out?

Building upon that: if you have a bonfire that takes up a 5-ft square, can you put it out just by using Sculpt Flames to lift the fire into the air above it?

It continues to spread normally, and since fire is a chemical combustion reaction in real world terms but an "element" in fantasy games, presumably it brings at least a thin layer of combustible material with it from our perspective. At that point, if you send it upwards, it presumably falls, but if you move it onto a fire-retardant surface, you may very well be able to kill it. So a fire-bending firefighter squad with Fire Sculptor is best-served by bringing something like a fire retardant tarp and then sculpting all the flames over onto it. This is all sort of just my interpretation of how it would work, so if you have a different vision for your game, go for it!

Designer

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Jacob Saltband wrote:

Mr. Seifter, question on roleplaying. As a player and/or GM, when you roleplay your character/NPC, how do you roleplay a high(16+) mental ability score? What are some of the ways you've seen it potrayed?

Also how do you roleplay mental ability scores below 10? Say only a couple points like a score of 9 or 8. What about lower?

What was one of your favorite characters that you played?

I'm looking for more ideas for roleplaying various ability scores.

Thank you. I appreciate being able to talk to you.

Ah, the RP of mental ability scores; a tough but interesting question to be sure, Jacob! I'll split them out here:

Particularly high Intelligence generally means that when I roleplay the character, they will make logical deductions more quickly and more accurately, and they will be more likely to know relevant and true facts about the world. This doesn't always translate into a scientific mindset or approach, but it can. Particularly low Intelligence generally means that when I roleplay the character, they have trouble understanding complex language, performing mathematics, and generally knowing relevant things or remembering things.

Particularly high Charisma generally means that when I roleplay the character, I have them act in a way that is persuasive and effective. If they're an NPC, this can sometimes mean catering to the solipsistic "the world revolves around us" attitude of PC adventurers (and out of game, we know they aren't wrong about that) by being polite and friendly to the PCs, but it can also mean being effective at making threats for a character with Intimidate. Particularly low Charisma means that I roleplay the character as poor at expressing himself or herself, and generally unremarkable and unlikely to voice an opinion, rather simply going with the flow and the group's desires.

Particularly high Wisdom is the hardest thing to roleplay, at least in my book. You kind of have to get the right demeanor and combine it with a bit of luck. I still treasure a story of a Spycraft game I played where my pregen had absurd Wisdom (he was a Japanese immortal infiltrating a corrupt martial arts tournament), so while everyone else was showing off and pushing their way onto the boat for the tournament to race to get there first, I just was skipping stones on the water nearby. The cop (whose partner had disappeared at the tournament) turned to ask me if I was OK over there, and I said something like "Everyone today is so hasty. The fire that burns too bright extinguishes itself, but the unmoving stone remains." And this could have wound up looking like my character was a weird fool, but then the boat had a bomb on it and mooks started pouring out of the ship and up the docks, the latter of which I was able to take down, allowing the others to escape. So it came down to luck, but I wound up portraying high Wisdom in one of the best ways I have so far. Particularly low Wisdom is easier. The character is bad at noticing details or cues and likely to go off on a lark without considering the long-term consequences.

When you combine them, you get things like "High Int, Low Wis, Low Cha: The brusque and absentminded college professor type, a genius detached from the world" or "Low Int, Low Wis, High Cha: The extremely likable and friendly but not so bright person, like a politician" and more!

As to your second question, I've actually not had that many PCs over all, as I mostly GM, but I kind of liked my weird and abnormal summoner in Council of Thieves, since she was my first PC in one of Linda's campaigns.


Mark Seifter wrote:
Tels wrote:
So, based off the Kineticist Preview blog post, I had an idea for a 'Dragon Slayer' archetype, ala Natsu of Fairy Tail. Would you care to hear my thoughts about how one might work? It's still very rough, as I am unlikely to get to see the full class for awhile (it takes a long time to get newly released material into my local hobby store), so much of it is only theory and possibility.
I'm always happen to listen if someone wants to talk a bit about gaming or cool ideas. For Natsu, I'm guessing you'd probably do something with readying a kinetic blast to counter a fire spell (as per kinetic blast's special allowance to do so) combined with a burn reduction on the next round, sort of like Draining Infusion but with fire attacks rather than creatures (since fully representing Natsu's ability to have someone do a fire attack on him and then he regenerates pretty much all his expended power, while appropriate for a hero in a shounen anime, would likely be trouble in an RPG, where the heroes can just use fire on themselves whenever they feel like it, rather than at a dramatic moment)

I still don't have OA yet, so no specifics. My idea actually formed from the teaser of the Internal Bufffer mechanic. Basically, what I'm picturing is the Dragon Slayer has a burn pool not unlike the Arcanist pool in that it doesn't start each day full of energy and he must consume energy in order to fill it.

Still working out thoughts on how to manage the concept of burn, burn damage and the ability to replenish his burn pool. Once I have the book, and I let it stew for a little while, I'll probably toss up a thread in the Homebrew forum for suggestions and stuff.


So...Are there any rules systems that will be playtested for Horror Adventures? Any hints on what you might be in charge of, at least as far as the information already announced at Gencon?

Sczarni RPG Superstar 2012 Top 32

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Mark Seifter wrote:
Dragon78 wrote:
Any plans for the kineticist to get new elements, or will it just get expanded list of abilities for existing elements, or both?
Owen, sly fellow he is, seems to have posted in a homebrew thread on the forums about which new elements you would add that he would like to add the Void and Wood elements and get me to write them. Seems suspiciously specific if you ask me!

Wu Xing needs love too!


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Since there's a martial with just a little holy magic (paladin), martial with just a little nature magic (ranger), and martial with just a little arcane magic (bloodrager)...

I haven't gotten Occult Adventures yet, but does psychic magic have a martial that follows that pattern?


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Medium sort of does.

Shadow Lodge

Mark Seifter wrote:
Jacob Saltband wrote:

Mr. Seifter, question on roleplaying. As a player and/or GM, when you roleplay your character/NPC, how do you roleplay a high(16+) mental ability score? What are some of the ways you've seen it potrayed?

Also how do you roleplay mental ability scores below 10? Say only a couple points like a score of 9 or 8. What about lower?

What was one of your favorite characters that you played?

I'm looking for more ideas for roleplaying various ability scores.

Thank you. I appreciate being able to talk to you.

Ah, the RP of mental ability scores; a tough but interesting question to be sure, Jacob! I'll split them out here:

Particularly high Intelligence generally means that when I roleplay the character, they will make logical deductions more quickly and more accurately, and they will be more likely to know relevant and true facts about the world. This doesn't always translate into a scientific mindset or approach, but it can. Particularly low Intelligence generally means that when I roleplay the character, they have trouble understanding complex language, performing mathematics, and generally knowing relevant things or remembering things.

Particularly high Charisma generally means that when I roleplay the character, I have them act in a way that is persuasive and effective. If they're an NPC, this can sometimes mean catering to the solipsistic "the world revolves around us" attitude of PC adventurers (and out of game, we know they aren't wrong about that) by being polite and friendly to the PCs, but it can also mean being effective at making threats for a character with Intimidate. Particularly low Charisma means that I roleplay the character as poor at expressing himself or herself, and generally unremarkable and unlikely to voice an opinion, rather simply going with the flow and the group's desires.

Particularly high Wisdom is the hardest thing to roleplay, at least in my book. You kind of have to get the right demeanor and combine it with a bit of luck. I still treasure a story of a Spycraft game I played where my pregen had absurd Wisdom (he was a Japanese immortal infiltrating a corrupt martial arts tournament), so while everyone else was showing off and pushing their way onto the boat for the tournament to race to get there first, I just was skipping stones on the water nearby. The cop (whose partner had disappeared at the tournament) turned to ask me if I was OK over there, and I said something like "Everyone today is so hasty. The fire that burns too bright extinguishes itself, but the unmoving stone remains." And this could have wound up looking like my character was a weird fool, but then the boat had a bomb on it and mooks started pouring out of the ship and up the docks, the latter of which I was able to take down, allowing the others to escape. So it came down to luck, but I wound up portraying high Wisdom in one of the best ways I have so far. Particularly low Wisdom is easier. The character is bad at noticing details or cues and likely to go off on a lark without considering the long-term consequences.

When you combine them, you get things like "High Int, Low Wis, Low Cha: The brusque and absentminded college professor type, a genius detached from the world" or "Low Int, Low Wis, High Cha: The extremely likable and friendly but not so bright person, like a politician" and more!

As to your second question, I've actually not had that many PCs over all, as I mostly GM, but I kind of liked my weird and abnormal summoner in Council of Thieves, since she was my first PC in one of Linda's campaigns.

Thanks for the reply.


Mark Seifter wrote:
Matrix Dragon wrote:

Pyrokinetecist question: is it possible to use 'sculpt flames' to put a fire out? I noticed that technically the ability doesn't require that the area you move a fire into have any flamable materials. If you move the fire into a non-flamable area, will it simply go out?

Building upon that: if you have a bonfire that takes up a 5-ft square, can you put it out just by using Sculpt Flames to lift the fire into the air above it?

It continues to spread normally, and since fire is a chemical combustion reaction in real world terms but an "element" in fantasy games, presumably it brings at least a thin layer of combustible material with it from our perspective. At that point, if you send it upwards, it presumably falls, but if you move it onto a fire-retardant surface, you may very well be able to kill it. So a fire-bending firefighter squad with Fire Sculptor is best-served by bringing something like a fire retardant tarp and then sculpting all the flames over onto it. This is all sort of just my interpretation of how it would work, so if you have a different vision for your game, go for it!

Thanks for the answer! I'm running a pyrokineticst on a ship based game and I wanted to make sure that I could use sculpt flames to push any fires that I cause into the sea at least XD


Mark Seifter wrote:
Lab_Rat wrote:

I would really love to be able to make a mysterious stranger gunslinger who focuses on deadshot, since the archetype seems to be built for it. However, there are a lot of unanswered questions as to how the deadshot ability works with other feats and equipment.

How does the Gunslingers deadshot ability work in regards to feats / abilities that give you extra attacks (rapid shot, haste, etc)? Is the number of attacks for deadshot based solely on base BAB attacks or do these abilities grant extra attacks for deadshot?

How do double weapons work with deadshot? Since you are actually shooting 2 bullets, are you rolling up two sets of deadshots that could independently crit or do all attacks get rolled into one effective damage pool?

Yeah, the deed is really quiet on that. It seems to me that it only mentions getting attacks from BAB, but it's not really a super-powerful deed anyway, compared to the other shenanigans a gunslinger can get up to, so I'd be likely to allow it, even if my read of the rules is in the other direction.

Thanks for the reply. I am playing this character in PFS so I think in the end I will just get a local ruling from my VC with the full understanding that it may differ when I wander geographically. In the long run I would hope for an FAQ that favors the use of rapid shot and haste but it's been an issue for years and has never garnered more than a few FAQ clicks on any given thread. Most people have just written it off and stuck with pistolero or musket master.


Occult Adventures - Telekinetic Haul says that when you accept one burn to upgrade amount of weight capacity, it also has that duration increases to 1 minute per level.

Since the base spell Basic Telekinesis uses is Mage Hand that has a duration of Concentration, would this mean that after concentration ceases that the 1 minute per level would start ?


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When a Mindscape has been made permanent and no one is in it, who would be the target for Mindscape Door?

Could an Intelligent magic item enter a Mindscape?


Howdy Mark. Three occult questions on the ectoplasmatist.

#1 The ectoplasmatist's lash's. If you want a light lash, you manifest two. Is it possible to only manifest 1? Or if not, can you use "Dismissing any or all manifested lashes is a free action" to dismiss one leaving only one active?

#2 ectoplasmatist and fractured mind alter different things so the archetypes seem compatible but it doesn't have a "phantom’s emotional focus." for Emotional Power. How does this work. Does the emotional focus picked at 12th count?

#3 What does Bonded Senses do for the ectoplasmatist? The archetype doesn't lose it but it doesn't seem to do anything for them.

Silver Crusade

Mark does a kineticst with snake have to have precise shot to fire into melee w/o suffering the - 4 penalty for firing into melee?

Liberty's Edge

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Mark Seifter wrote:
Barker wrote:
So - a kineticist question - aether element - so what exactly does draining infusion (which is listed as a universal substance infusion) actually drain from with this ability?
Skipping ahead since I happened to see this one and it'll be fun to answer. Basically, [aether] creatures. To ask a similar question, what can the telekineticist create with the spark of life utility talent? The answer: aether elementals!

So, I'm a little obtuse here - is this something you are developing or something I just can't find? :)

Mark Seifter wrote:


Barker wrote:
Oh, and welcome back from Gen Con - you guys should all come down to Dragon Con someday
Thanks! I know Jason has been invited as a Guest of Honor at Dragoncon over the last few years. I'd be happy to come down to a con that invited me as a Guest of Honor (which means paying for airfare and hotels); I could even run some of my special scenarios that have so far been Paizocon exclusives :D I know that Stephen goes GoH to a few cons each year, so it's definitely possible to grab other members of the design team than Jason. Talk to your local cons and get them on board (if it helps, my girlfriend is PFS Asst. Developer Linda Zayas-Palmer, so they can split that room pretty easily and get two fun Guests of Honor!)

I'll talk to my VC and see if we have any pull that way for next year.


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If I have two pools of inspiration, say from investigator and from 2 levels of psychic searcher I'd have two pools of inspiration correct? Since they don't say they stack they are different. And since I have two pools I can use both on one skill check correct?

Designer

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Tels wrote:

Can the kineticist use their element to create things with it? For example, a hydrokineticist being able to create small statues of ice (as in replicating prestidigitation) similar to Bobby Drake or Grey Fullbuster? I could see them creating little tokens out of earth, or metal or ice, and at higher levels, being able to make statues.

I was just curious as to whether or not kineticists are able to do this in Occult Adventures. If not, it seems like a missed opportunity.

Ice sculptor wild talent lets you make big statues, like Iceman or Grey!

Designer

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Gisher wrote:

Hi Mark, I'm sure you are busy at GenCon right now, but I thought I should draw your attention to this issue since we discussed the topic earlier.

** spoiler omitted **

Not having your implement turn into the puppet made a lot of sense to me, but then I got the book and read this.

Occult Adventures page 57 wrote:
If the implement is a doll, the doll comes to life.

I'm can't be sure whether that was intended to be there, but I suspect it got left in by mistake. If it is an error, then it might need a corrective FAQ.

If it is deliberate, then I'd love to know how this ability works for a Battle Host Occultist. Does his armor, shield or weapon morph into a cat or perhaps a toad? And if his one and only implement is running around on its own, is he left powerless? None of that sounds very workable, so I'm guessing this was an editing mistake.

I was mistaken and it does look like it uses your implement (Jason wrote the new ability, not me, although I wrote the initial resonant power version, so I'm not as familiar with the final), but it also looks like there's some oddities there, with drum, robe, and coin among other possibilities with archetypes.

Designer

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137ben wrote:

So I realize I've posted this thing in like, three places already but what the heck.

Advanced Race Guide Errata wrote:

Page 149—In the mask of stony demeanor spell, change

“Price 500 gp” to “Price 8,000 gp” and “Cost 250 gp” to
“Cost 4,000 gp”.

(Emphasis mine)

In the Advanced Race Guide, at least if the PRD is accurate, the Mask of Stoney Demeanor is a magic item, not a spell.

Time to errata the errata? :)

Fortunately, this won't affect the ARG 2nd printing, since the mistake is in the call-out section rather than in the part that changed.

Designer

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andreww wrote:

Hi Mark,

I know you must be extremely busy at Gencon but I wondered if you could offer a little insight on the Psychic spell list. In general it seems to lack a bit of offensive punch outside of mind affecting spells and while you can get around undead immunity a few times per day it looks like you will really struggle against oozes, constructs and plants with not much you can do unless you are extremely careful with spell selection and even then you are probably a bit stuck.

However, that isn't really my main query. I noticed that they get Overwhelming Presence as a level 4 spell. This is normally 9th, 6th for Bards and I wondered if that was intentional or a misprint. A multi target helplessness inflicting, staggering and wisdom draining spell is pretty potent to get at 8th level. Even if everything passes the save auto staggering every target is crazily good.

I also wondered why Psychics get Planar Binding/Ally but not Thaumaturgic Circle which they need to take advantage of those spells.

Psychic is intended to have a slightly different theme to it than other 9-level casters, including its offensive slant towards mind-affecting. Some of its other stuff is quite potent, though, and sometimes, there's an encounter where you need to rely a bit more on your buddies. I think yours may be the first post I've seen since the final version worried that the psychic might be weak, rather than strong.

@Overwhelming presence: I think I mentioned elsewhere, but given the rapport psychic's discipline spells, it seems like it must be incorrect.

Designer

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Lou Diamond wrote:
Mark, does a kineticist with snake need to have precise shot to aviod the penalty for firing into melee?

Yes, but she can completely ignore cover penalties in most situations (even around corners, woo!)

Designer

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Alexander Augunas wrote:

Update on my Telekineticist, which we chatted about briefly at GenCon.

It took some time to fully process the consequences for talking the archetype, but I ultimately chose to take the overwhelming soul archetype. I played enough PFS to get to Level 3, and I picked pushing infusion, the utility talent that creates cover (telekinetic cover?), and one currently undecided infusion.

My battle plan is to eventually grab skilled kineticist and greater skilled kineticist (Diplomacy), as well as telekinetic finesse. I also want to pick up air as my expanded element because aetheric lightening is conceptually awesome. I'm a little disappointed that I could only pick greater skilled kineticist once and that I couldn't ever pick Disable Device, but I guess that's to help make sure that the rogue doesn't tread too much on the rogue's turd.

Featwise, I'm going with Point-Blank Shot and Precise Shot and will likely grab Weapon Focus too. I'm not too worried about spell resistance for now since my current blast is a physical blast, but I recognize that it's something that I will likely need, as is Combat Casting. I think I'm ultimately going to need to grab Extra Wild Talent too, assuming I can pick utility talents with it; there are so many awesome utility talents that I want!

Question about infusion specialization: infusion specialization says that it cannot reduce a talent's burn to 0, but can gather power combined with infusion specialization do so?

It actually says it can't reduce the cost below 0. Infusion specialization can certainly reduce it to 0 for you!


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Mark Seifter wrote:
Gisher wrote:

Hi Mark, I'm sure you are busy at GenCon right now, but I thought I should draw your attention to this issue since we discussed the topic earlier.

** spoiler omitted **

Not having your implement turn into the puppet made a lot of sense to me, but then I got the book and read this.

Occult Adventures page 57 wrote:
If the implement is a doll, the doll comes to life.

I'm can't be sure whether that was intended to be there, but I suspect it got left in by mistake. If it is an error, then it might need a corrective FAQ.

If it is deliberate, then I'd love to know how this ability works for a Battle Host Occultist. Does his armor, shield or weapon morph into a cat or perhaps a toad? And if his one and only implement is running around on its own, is he left powerless? None of that sounds very workable, so I'm guessing this was an editing mistake.

I was mistaken and it does look like it uses your implement (Jason wrote the new ability, not me, although I wrote the initial resonant power version, so I'm not as familiar with the final), but it also looks like there's some oddities there, with drum, robe, and coin among other possibilities with archetypes.

I don't think you were mistaken. If you are using your Implement, many things don't make sense: drums, robes, etc. And it really doesn't make sense for a Battle Host bonded to armor or a Sha'ir. I am really digging the Sha'ir by the way and I don't usually care for element themed characters, so nice job on that one. :)

And look at how all of the other references to Implements were carefully removed from the playtest version.

Occult Adventures Playtest wrote:
Soulbound Puppet (Su): The implement animates with a spark of life. If the implement is a bone or a skull, your power builds a Tiny or Small flesh puppet around it, vaguely shaped like the original creature the implement belonged to. If the implement is a doll, the doll comes to life. Treat this as a familiar, using twice the number of points of mental focus invested in the implement (to a maximum of your occultist level) as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard, but you can also use a humanoid doll, bone, or skull, using the base statistics of the homunculus, but without a fly speed, poison bite, or telepathic link. No matter the form, these creatures are constructs, with an alignment matching your own. Even if you have multiple necromancy implements, you can only have one soulbound puppet active at any given time. You cannot use this ability with a drum or robe.
Occult Adventures wrote:
Soulbound Puppet (Su): As a full-round action, you can expend 1 point of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar, using your occultist level as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus (Bestiary 176), but without a fly speed or the poison bite or telepathic link abilities. No matter the form, this creature is a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time. The soulbound puppet remains animated for 10 minutes per occultist level you possess.

Everything but that one line suggests that you are animating an ordinary object rather than an Implement. I honestly think this one reference being left in was just an editing mistake. I think it was supposed to say something like: "If the object is a doll, the doll comes to life."


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I have a question about the Sha'ir Occultist. it says the Jin are the Implement focus, so does this mean that if you picked say Transmutation as the non-elemental Jin school can you still use the powers of the Transmutation school such as Legacy Weapon without actually needing to choose weapon?

Or is this class basically just a Genie summoner with an "all the time" active summon?


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Occult Adventures Playtest wrote:
Soulbound Puppet (Su): The implement animates with a spark of life. If the implement is a bone or a skull, your power builds a Tiny or Small flesh puppet around it, vaguely shaped like the original creature the implement belonged to. If the implement is a doll, the doll
...

No Gisher because you have to select either a Bone, Skull or a Doll as your Implement

Remember you select 1 implement when you take the school the first time, if you want a different implement you have to select the school again and take a different implement. you dont get all implements with a selected school.

So in the example above, you select one of those, if you choose skull and decide you want a Doll too then you have to select Necromancy again and choose a Doll.


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Alric Rahl wrote:

I have a question about the Sha'ir Occultist. it says the Jin are the Implement focus, so does this mean that if you picked say Transmutation as the non-elemental Jin school can you still use the powers of the Transmutation school such as Legacy Weapon without actually needing to choose weapon?

Or is this class basically just a Genie summoner with an "all the time" active summon?

In the playtest you had restrictions on which powers worked with which Implements, but you will notice those restrictions are missing from the book. It doesn't matter which transmutation implement you have (belt, boots, sandals, vest, weapon, Jin, etc.). You can use any transmutation power with any of those implements.

The only exception is the Soulbound Puppet power where they removed all but one mention of a specific implement type. This is why I'm so confident that this was left in by mistake.

Designer

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Gisher wrote:
Alric Rahl wrote:

I have a question about the Sha'ir Occultist. it says the Jin are the Implement focus, so does this mean that if you picked say Transmutation as the non-elemental Jin school can you still use the powers of the Transmutation school such as Legacy Weapon without actually needing to choose weapon?

Or is this class basically just a Genie summoner with an "all the time" active summon?

In the playtest you had restrictions on which powers worked with which Implements, but you will notice those restrictions are missing from the book. It doesn't matter which transmutation implement you have (belt, boots, sandals, vest, weapon, Jin, etc.). You can use any transmutation power with any of those implements.

The only exception is the Soulbound Puppet power where they removed all but one mention of a specific implement type. This is why I'm so confident that this was left in by mistake.

Yeah, honestly only Jason knows. The fact that he removed it elsewhere is also why I (erroneously) thought it was gone in soulbound puppet.


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Mark Seifter wrote:
Gisher wrote:
Alric Rahl wrote:

I have a question about the Sha'ir Occultist. it says the Jin are the Implement focus, so does this mean that if you picked say Transmutation as the non-elemental Jin school can you still use the powers of the Transmutation school such as Legacy Weapon without actually needing to choose weapon?

Or is this class basically just a Genie summoner with an "all the time" active summon?

In the playtest you had restrictions on which powers worked with which Implements, but you will notice those restrictions are missing from the book. It doesn't matter which transmutation implement you have (belt, boots, sandals, vest, weapon, Jin, etc.). You can use any transmutation power with any of those implements.

The only exception is the Soulbound Puppet power where they removed all but one mention of a specific implement type. This is why I'm so confident that this was left in by mistake.

Yeah, honestly only Jason knows. The fact that he removed it elsewhere is also why I (erroneously) thought it was gone in soulbound puppet.

They removed the item-specific language in every other power in all 8 schools. And they removed 5 out of the 6 mentions in this power too. They rest of the Soulbound Puppet entry refers to the skulls, etc. as if they were normal objects. I think the explanation that best fits the facts is that this one line got left in by mistake.

And regarding the Sha'ir, is there any chance we could get a bestiary type entry for the Jin with some background on them and maybe a physical description? Maybe as a blog post? If I'm going to hanging out with 3 of them all of the time, I'd like to have some more flavorful details.


I am using Occult Adventures to run a more spooky session in my modern earth superhero setting.

1. If you were to create a hero using OA in this setting, what would you make?

2. What about a villain?

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