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Gisher wrote:
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.

It'd be abit weird if they got a bestiary entry considering it'd sorta be a semi-copy paste in regards to stats wouldn't it?

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Rynjin wrote:

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!

Electricity should have Torrent, for sure. I'll add that to my personal OA FAQ queue I'm keeping (I'm really happy that the number of things on there is ridiculously short so far, especially compared to the week after Gencon in previous years!). The others, I would mostly keep with their current elements, though it is true that I would have likely given a bit more electricity stuff if I had a few more pages.

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Jacob Saltband wrote:
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.

The background skills section of Unchained is also helpful for personalizing characters too!

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Chess Pwn wrote:

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?

I'm hoping to do a FAQ this Friday. We'll see what happens. I know we start having potential blog spots soon, so that simulacrum FAQ blog could come up eventually.

The ACG errata have been set for the second printing, but it's never too early to start working on the errata for the third! I want us to get each release to the best standards we can in terms of fixing problem areas. There's sure to be some that we miss on each pass, but I think we caught at least a hefty majority this time.

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thegreenteagamer wrote:
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.

A pretty good question! It leads to a further question of how nagas are managing their somatic components (dragons have really agile claws, but nagas have no hands!) I would say that generally monsters who "cast as CLASSX" should have something that says they can still provide the necessary components despite their shape. As to super-expensive components, they'll still need to have those around, of course. Maybe the dragon's hoard counts as a giant potential source of spell components that it can siphon when needed...and perhaps that's one reason they instinctively collect hoards? It's up to us to come up with our own cool possibilities!

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chbgraphicarts wrote:

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)?

There will be at least some expansions in later books that let you substitute spirits for variant or new spirits, but I will leave the details to the people involved in those books!


Mark Seifter wrote:


Electricity should have Torrent, for sure. I'll add that to my personal OA FAQ queue I'm keeping (I'm really happy that the number of things on there is ridiculously short so far, especially compared to the week after Gencon in previous years!). The others, I would mostly keep with their current elements, though it is true that I would have likely given a bit more electricity stuff if I had a few more pages.

Sweet!

Here's hoping for future book support?

And yeah, looking through Occult Adventures there seems to be surprisingly few mistakes. At least not big, glaring ones like the ACG had. Looks like those new editors are paying off.

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Rynjin wrote:
Mark Seifter wrote:


Electricity should have Torrent, for sure. I'll add that to my personal OA FAQ queue I'm keeping (I'm really happy that the number of things on there is ridiculously short so far, especially compared to the week after Gencon in previous years!). The others, I would mostly keep with their current elements, though it is true that I would have likely given a bit more electricity stuff if I had a few more pages.

Sweet!

Here's hoping for future book support?

And yeah, looking through Occult Adventures there seems to be surprisingly few mistakes. At least not big, glaring ones like the ACG had. Looks like those new editors are paying off.

We'll see what we can dig up! (beyond Owen's teasing statement that highly implies Void and Wood elements written by me) I've let the developers of other lines know that I'm happy to provide them with tons of new kineticist stuff if they ever need or desire it.

@Editors: I think a lot of it is also that Logan, the other new designer, was once an editor, so he has the powerful ability to be extremely informed about the design intent while also knowing all of our editing styles, thus improving the edit quality from his own pass as a designer (and also, we now have the designer-power for two full designer passes on every rules element, which helps big time; far more weird can make it past one designer than two). But yeah, the fact that Joe and Jason K (the new editors) are big fans of the game means that despite being new as editors here, they bring great rules knowledge to the editing team that allows them to come back and ask us about things now that we probably should have caught ourselves.

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MMCJawa wrote:
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?

It's too early to say what I'll be working on, but I'm pretty excited about these corruptions. Thanks to the amazingly cool people who got to become temporary designers with us at our Gencon panel, we've been refining the idea, and I'm really liking the way that the corruptions can work in multiple ways depending on if you want a Gothic Horror style spiralling corruption of light into darkness or just a fun romp of "Monster Team Power!!!!"

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thegreenteagamer wrote:

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?

I agree with Rynjin that medium can potentially carry that niche, though that doesn't mean there isn't room for someone to concoct something more explicit if they like (I mean, after all, it took how many years before we got bloodrager, right?)


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Mark Seifter wrote:


Logan, the other new designer

Aha! I knew there was another new designer! I'm not crazy!

Not about this anyway.

I was talking about it in another thread because I remembered hearing something about a new designer and then saw something posted by Nicolas Logue the first time, so I assumed he was it. Then Steve Geddes pointed out he hasn't new at all, so i thought I was just completely wrong.

It's good that the new editors have a strong grasp of the rules though. I imagine that's pretty darn helpful.

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Shadow_Charlatan wrote:

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 ?

It's just 1 minute/level, though you can always start it up again anyway, so there's not much practical difference between 1 minute/level and concentration+1 minute/level.

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Shadow_Charlatan wrote:

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?

You probably wouldn't have an easy target for mindscape door, though if you were the creator, you could probably do something like leave a piece of yourself in there and choose yourself. I don't see why anything that could be affected by a mind-affecting spell couldn't wind up in a mindscape.

All this said, Logan was the main mindscape guy, so he may have more comprehensive or accurate answers than my surmises.


I've been keeping an eye on the Vigilante playtest results, and maybe it's just my bias, but it seems the class happens to be in a pretty sad state. How do you guys plan to address this? It seems like you guys would need to run another couple of playtests to work everything out. Do you even have enough time to do that?

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Since physical blasts aren't touch attacks, is there anything that's stopping me from using Deadly Aim with them? Currently, I'm thinking about trying to pick up Ranged Trip or Ranged Disarm (Ranged Tactics Toolbox) and having a kinetic blast tripping people with whatever random objects happen to be lying around.


Ok I'm still confused about the Sha'ir. if I take transmutation as the jins non-elemental school, do I still gain the physical enhancement base focus power?

Since I'm choosing Jin for the daily implement can I invest mental focus in a party members weapon to give him the Physical Enhancement base focus power? Even though I didn't pick it as an implement? Can I also spend that mental focus to apply the legacy weapon benefit to said weapon?

Grand Lodge

Pathfinder Companion Subscriber

I really respect your opinion, so I was wondering if you could PM me your thoughts about this situation.

I should say no more here.

Your input, whatever it is, would be appreciated.


Hey Mark, as the primary author of the kineticist, I was wondering if you could look at a tweak I'm making for my home games. My players and I are a big fan of the Revised Action Economy in Pathfinder Unchained, so I was rethinking gather power to fit into it.

Quote:
Gather Power (Su): If she has both hands free (or all prehensile appendages free, for unusual kineticists, a kineticist can gather energy or elemental matter as a simple action. [...] Gathering power in this way allows the kineticist to reduce the total burn cost of the next blast wild talent she uses by 1 point. She can gather power for additional acts, reducing the burn cost by 1 additional point each time (to a minimum of 0 points).
Quote:
Supercharge (Su): At 11th level, the first time the kineticist gathers power in a round, she can reduce the total burn cost of a single wild talent by 2 points instead of 1. Consecutive actions to gather power still reduce burn by 1 point per action.

Assuming a kinetic blast is still an advanced (2-act) action (as it is a SLA), this should preserve the original intent of gather power while making it more flexible to use across turns.

Do you think this is a balanced adaptation?


Mark Seifter wrote:
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!

Following on from this, can an Arcanist use this ability as a means of escaping from a grapple?

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graystone wrote:

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.

1) It looks like you can't initially manifest a single light, but you could dismiss one as a free, yeah.

2) It looks like the fractured mind actually also alters emotional focus (ectoplasmatist does by replacing phantom entirely), in that it gives you extra stuff from it. That said, if this came up in my home game, I'd for sure just let you pick the 12th level focus earlier and take both.

3) Bonded senses doesn't help without a phantom, so it should be on the replaces list.


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Hi Mark,

Quick question; Would the Dwarven alt racial "Stonesinger" (and all other racial of the sort) affect the damage die of the Earth Kineticist the same as Gnomes Pyromaniac racial affect alchemists bombs?

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Barker wrote:
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? :)

Aether elementals were "leaked" at a Gencon panel as being in B5! Also wysps of all five elementals—and they're adorable!

Quote:
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.

Cool!

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Chess Pwn wrote:
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?

I'm actually not sure here; ever since I turned out to have the investigator and wand thing wrong, I have lost confidence that I have a good sense of the investigator. My gut would be that they were separate pools, but you still can't use both on the same skill check because they are separate pools of the same ability, and same ability doesn't stack. I'm more sure of the second half than the first half.

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Gisher wrote:
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 would blend the info on elementals with the info on wysps in Bestiary 5. As the author of wysps and the sha'ir archetype, I see jin as sort of a middle-ground between the two, kind of wysps that have taken on many of the qualities of other elementals but still have some of the personality.

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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?

Legacy Weapon does not require that you choose the implement itself as the weapon to receive the benefit.

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DarthPinkHippo wrote:

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?

Hmmm, so there's supers on modern earth? I tend to enjoy using historical or mythological characters in such games, so someone like Rasputin would be a good villain, and a fun hero might be a medium who calls in the legends of Greek mythological heroes, or perhaps an occultist a la John Constantine!


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Hey Mark, I was wondering what your take would be on allowing an intimidate check (all opponents within the 20 foot fadius of swirling energy or elemental matter) as part of gather power. Personally I see the thematic effect as being quite like the dazzling display feat discribes.

Anyway, would you say that dazzling display would work with a kineticist's blast (even though it's technically not a weapon) since weapon focus can apply to it?

And would you personally allow a version of dazzling display with a shorter range to be used in conjunction with gather power?

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Alexander Augunas wrote:
Since physical blasts aren't touch attacks, is there anything that's stopping me from using Deadly Aim with them? Currently, I'm thinking about trying to pick up Ranged Trip or Ranged Disarm (Ranged Tactics Toolbox) and having a kinetic blast tripping people with whatever random objects happen to be lying around.

You can Deadly Aim with physical blasts, though it is usually only worth it from a mathematical perspective if you have accuracy buffs on your team (such as a bard) or are highly optimized for accuracy (because the blasts do so much damage overall, that losing a 5% chance of blast damage may lower damage more than +2 on a hit). You should be able to use Ranged Trip and Ranged Disarm just fine, although using Bowling Infusion to both deal damage and trip is even more rad!


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Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Hey Mark - do you know if there are any plans to link existing archetypes with clear associations with Occult items to the new/expanded rules in the Occult Adventures (I've just started skimming the book so perhaps this is already there somewhere).

Specifically I'm thinking about the Menhir Savant Druid archetype which as a bunch of abilities which are directly related to Occult items ("sense spirit", Place magic which taps into nearby Ley Lines etc). I have a Menhir Savant Druid in PFS and I'm looking at how to potentially incorporate Occult Adventures items to that character (He's a half-elf zen archer monk / menhir savant druid so there are a lot of ways this could go - the whole "chakras" section if PFS legal seems a logical starting place. I may also look at either retraining one of his classes to an Occult Class or taking further levels in an occult class if one fits him well.

In a home game I would absolutely allow such archetypes of existing classes to access some rules elements from Occult Adventures but not sure what will be available for PFS play.


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Mark Seifter wrote:
Chess Pwn wrote:
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?
I'm actually not sure here; ever since I turned out to have the investigator and wand thing wrong, I have lost confidence that I have a good sense of the investigator. My gut would be that they were separate pools, but you still can't use both on the same skill check because they are separate pools of the same ability, and same ability doesn't stack. I'm more sure of the second half than the first half.

Hmm... Didn't think to realize they count as the same ability even though they are on different classes. But that would explain how they'd work.

The Exchange

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You worked on Unchained right?

If I were a LN unchained summoner who summoned a Devil Eidolon, and I became LG as she became more devoted to... say Iomedae, what happens to the Eidolon? The next time I summon my Eidolon, does it become a different subtype? Or is there something I missed that lets me summon a new Eidolon every time?

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Alric Rahl wrote:

Ok I'm still confused about the Sha'ir. if I take transmutation as the jins non-elemental school, do I still gain the physical enhancement base focus power?

Since I'm choosing Jin for the daily implement can I invest mental focus in a party members weapon to give him the Physical Enhancement base focus power? Even though I didn't pick it as an implement? Can I also spend that mental focus to apply the legacy weapon benefit to said weapon?

Jin provide benefits to their master within 30 feet, though they don't have any ability to be transferred to another. You invest mental focus in the jin and get resonant powers thusly. As I mentioned a few posts back, Legacy Weapon does not require you to use it on the implement, so you can just use it on a weapon you possess.


Mark Seifter wrote:
Alric Rahl wrote:

Ok I'm still confused about the Sha'ir. if I take transmutation as the jins non-elemental school, do I still gain the physical enhancement base focus power?

Since I'm choosing Jin for the daily implement can I invest mental focus in a party members weapon to give him the Physical Enhancement base focus power? Even though I didn't pick it as an implement? Can I also spend that mental focus to apply the legacy weapon benefit to said weapon?

Jin provide benefits to their master within 30 feet, though they don't have any ability to be transferred to another. You invest mental focus in the jin and get resonant powers thusly. As I mentioned a few posts back, Legacy Weapon does not require you to use it on the implement, so you can just use it on a weapon you possess.

Yep thank you, your original reply answered my question about the legacy weapon. and thus if I invest focus in the Jin I can still spend the focus to touch another weapon and grant it Legacy. However you didnt answer my question about the Base Focus Power, do I still get it? if so then when I invest focus in the Jin does it gains the benefits of the base focus power (in this case Physical Enhancement) or do I gain the benefits?

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Alric Rahl wrote:
Mark Seifter wrote:
Alric Rahl wrote:

Ok I'm still confused about the Sha'ir. if I take transmutation as the jins non-elemental school, do I still gain the physical enhancement base focus power?

Since I'm choosing Jin for the daily implement can I invest mental focus in a party members weapon to give him the Physical Enhancement base focus power? Even though I didn't pick it as an implement? Can I also spend that mental focus to apply the legacy weapon benefit to said weapon?

Jin provide benefits to their master within 30 feet, though they don't have any ability to be transferred to another. You invest mental focus in the jin and get resonant powers thusly. As I mentioned a few posts back, Legacy Weapon does not require you to use it on the implement, so you can just use it on a weapon you possess.
Yep thank you, your original reply answered my question about the legacy weapon. and thus if I invest focus in the Jin I can still spend the focus to touch another weapon and grant it Legacy. However you didnt answer my question about the Base Focus Power, do I still get it? if so that means that when I invest focus in the Jin does it gains the benefits of the base focus power (in this case Physical Enhancement) or do I gain the benefits?

Physical enhancement is not the base focus power. It is the resonant power, so I actually did answer when I said "You invest mental focus in the jin and get resonant powers thusly." ;)


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Quote:

Yep thank you, your original reply answered my question about the legacy weapon. and thus if I invest focus in the Jin I can still spend the focus to touch another weapon and grant it Legacy. However you didnt answer my question about the Base Focus Power, do I still get it? if so that means that when I invest focus in the Jin does it gains the benefits of the base focus power (in this case Physical Enhancement) or do I gain the benefits?

Physical enhancement is not the base focus power. It is the resonant power, so I actually did answer when I said "You invest mental focus in the jin and get resonant powers thusly." ;)

Ah yes ok sorry I have those backwards, I havent rechecked the book since asking this to verify my own faults. OK so I get the +2 to any physical score when I invest focus in the Jin as long as its within 30ft. Darn haha I was hoping the Jin could get the benefit instead, but I guess since the Jin is the implement im still technically the wielder and gain the power.

Ill have to do a bit of tweaking for this concept.

Thanks so much Mark


So no thoughts on the intimidate as part of gather power (with or without a feat needed to allow it)?

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Xelaaredn wrote:
So no thoughts on the intimidate as part of gather power (with or without a feat needed to allow it)?

Just not there yet! I sometimes do follow-ups ahead of the ones before them. I'm unpredictable!


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Mark Seifter wrote:
Xelaaredn wrote:
So no thoughts on the intimidate as part of gather power (with or without a feat needed to allow it)?
Just not there yet! I sometimes do follow-ups ahead of the ones before them. I'm unpredictable!

Sorry, I guess I'm just a bit... anxious?

I just really think its great that you actually take the time to answer questions and such.

On top of the previous though, and I don't know if you have any say on favored class bonuses or not, do you know if races from the advanced race guide are going to get them for the Occult Adventures classes?

Really more interested in the Oreads, Undines, Sylphs and Ifrits. Can you guess the class I'm interested in seeing FCBs for them for?


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Mark Seifter wrote:
It leads to a further question of how nagas are managing their somatic components...

Clearly, nagas do some sort of rhythmic snake dance for their somatic components.


Omnikinesis for using a different blast, does that include any simple blasts? Or can it be a full combination (simple/composite blast + infusion + form) that's not limited by what wild talents or expanded element the kineticist possesses?

The last line of Omnikinesis for the swap ability, says "ignoring any elemental requirements or restrictions (but not any other requirements or restrictions)", what would be an example of what would be allowed and not allowed?

When using Aetheric Boost to enhance a composite blast does it count as an Aether wild talent as well as whatever element the main blast is?

When combining Aetheric Boost and another composite blast is the burn cost 2 (the base composite blast) + 1 (Aetheric Boost) =3 + infusion + form? Or does does Aetheric Boost add a total of 3 plus the cost of the boosted composite blast?


Mark Seifter wrote:
Barker wrote:
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? :)

Aether elementals were "leaked" at a Gencon panel as being in B5! Also wysps of all five elementals—and they're adorable!

Would these Aether elementals be able to be created using the Aether Puppet or Spark of Life wild talents? Or something new yet to be released?


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Gordrenn Higgler wrote:


Would these Aether elementals be able to be created using the Aether Puppet or Spark of Life wild talents? Or something new yet to be released?

Read the quotes you quoted:

Mark Seifter wrote:
To ask a similar question, what can the telekineticist create with the spark of life utility talent? The answer: aether elementals!


Milo v3 wrote:
Gordrenn Higgler wrote:


Would these Aether elementals be able to be created using the Aether Puppet or Spark of Life wild talents? Or something new yet to be released?

Read the quotes you quoted:

Mark Seifter wrote:
To ask a similar question, what can the telekineticist create with the spark of life utility talent? The answer: aether elementals!

Missed that, thanks


What does a typical day at work look like for you? What kind of things do you do at work on a regular basis?

Scarab Sages

Dear Mark, may I ask you to speak a Divine Edict on the short questions in this thread?

http://paizo.com/threads/rzs2st1q?More-Kineticist-Questions

Cheers!

Paizo Employee Designer

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Athel wrote:

Hey Mark, as the primary author of the kineticist, I was wondering if you could look at a tweak I'm making for my home games. My players and I are a big fan of the Revised Action Economy in Pathfinder Unchained, so I was rethinking gather power to fit into it.

Quote:
Gather Power (Su): If she has both hands free (or all prehensile appendages free, for unusual kineticists, a kineticist can gather energy or elemental matter as a simple action. [...] Gathering power in this way allows the kineticist to reduce the total burn cost of the next blast wild talent she uses by 1 point. She can gather power for additional acts, reducing the burn cost by 1 additional point each time (to a minimum of 0 points).
Quote:
Supercharge (Su): At 11th level, the first time the kineticist gathers power in a round, she can reduce the total burn cost of a single wild talent by 2 points instead of 1. Consecutive actions to gather power still reduce burn by 1 point per action.

Assuming a kinetic blast is still an advanced (2-act) action (as it is a SLA), this should preserve the original intent of gather power while making it more flexible to use across turns.

Do you think this is a balanced adaptation?

That's quite good, and it's close to what I was thinking when I first saw your question, before looking down to seeing your solution. However, it gives very slightly too much discount for the longer gathers. Perhaps a mild adjustment is in order:

Quote:
Gather Power (Su): If she has both hands free (or all prehensile appendages free, for unusual kineticists, a kineticist can gather energy or elemental matter as a simple action. [...] Gathering power in this way allows the kineticist to reduce the total burn cost of the next blast wild talent she uses that round by 1 point. After using this ability, she can also use gather power as an advanced (3-act) action starting on the same turn. If she does so, she extends the duration of the reduction to her next turn and increases the reduction by 2 (to a total of 3). This reduction can't reduce the burn cost below 0.
Quote:
Supercharge (Su): At 11th level, the first time the kineticist gathers power as a simple action, she can reduce the total burn cost of a single wild talent by 2 points instead of 1. If she also takes the complex action, it reduces the burn cost by 3, for a total of 5.

Paizo Employee Designer

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andreww wrote:
Mark Seifter wrote:
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!
Following on from this, can an Arcanist use this ability as a means of escaping from a grapple?

It wouldn't work; you're grappled and thus can't move into the rift you opened up.

Paizo Employee Designer

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MarcFrey wrote:

Hi Mark,

Quick question; Would the Dwarven alt racial "Stonesinger" (and all other racial of the sort) affect the damage die of the Earth Kineticist the same as Gnomes Pyromaniac racial affect alchemists bombs?

As written, it doesn't work. It wouldn't take too much of a stretch for a GM to allow it, though.

Paizo Employee Designer

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Xelaaredn wrote:

Hey Mark, I was wondering what your take would be on allowing an intimidate check (all opponents within the 20 foot fadius of swirling energy or elemental matter) as part of gather power. Personally I see the thematic effect as being quite like the dazzling display feat discribes.

Anyway, would you say that dazzling display would work with a kineticist's blast (even though it's technically not a weapon) since weapon focus can apply to it?

And would you personally allow a version of dazzling display with a shorter range to be used in conjunction with gather power?

I'd say kinetic blast definitely works for Dazzling Display, but it should be its own action, not a freebie to go along with another action, in the same way that a fighter can't do some crazy full attack or Whilrwind Attack and also get a free Dazzling Display.


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So in the new printing of the ARG, the aging effects chart was changed so that Dhampire and Tieflings died of old age at the same time as humans. However, the 'adulthood' and 'random starting ages' weren't changed. A dhampire wizard, according to the errata/2nd printing, starts between the ages of 30 and 80. Since dhampires now die of old age as early as 72, we've entered a Traveller-like era of the game in which you can die during character creation.

When you said you wanted to have the maximum ages for dhampires and tieflings changed, did you mean to include the starting ages as well? Or are you happier with the current version of the aging charts?

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