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Scarab Sages

Rynjin wrote:
So, Mark, who can I thank for the MoMS buff?

Wow, they actually buffed that thing? Did they really want people to pick up Pummeling Charge as a 1-level dip...?


Catharsis wrote:
Rynjin wrote:
So, Mark, who can I thank for the MoMS buff?
Wow, they actually buffed that thing? Did they really want people to pick up Pummeling Charge as a 1-level dip...?

They also altered it so it's no longer that easy to dip into. Not being particularly familiar with the archetype, I'd suggest looking at the errata yourself.


Brew Bird wrote:
Catharsis wrote:
Rynjin wrote:
So, Mark, who can I thank for the MoMS buff?
Wow, they actually buffed that thing? Did they really want people to pick up Pummeling Charge as a 1-level dip...?
They also altered it so it's no longer that easy to dip into. Not being particularly familiar with the archetype, I'd suggest looking at the errata yourself.

Er.. no they didn't? They only altered the bonus feats and and buffed Fuse Styles.

Now, instead of a bonus feat, the MoMS can select a "wildcard style feat" that lets him pick up one of the feats in a style feat chain that he meets the pre-reqs to when he enters into that chain. For example, he select Crane Style at 1st, Snake Style at 2nd, at at 6th level, you can select "wildcard style feat". When you enter into Crane Style, you can use wildcard to treat yourself as having the Crane Wing feat. Alternatively, when you enter Snake Style, you can treat yourself as having Snake Sidewind.

Also, when you use Fuse Style you gain a bonus on attack rolls equal to the number of style whose stances he has active. So, for example, an 8th level MoMS can have 3 styles active at once (say Snake, Crane and Dragon styles) and he gains a +3 bonus on his attack rolls.

They did, unfortunately, make MoMS more dip friendly as people can dip MoMS and gain a bonus to their attack rolls when using Fuse Styles. However, they also rewarded MoMS players who stick with the class.

Scarab Sages

Mark, a question came up in N. Jolly's Kineticist Guide thread:

When you Gather Energy, does the visible effect extend through walls? We were looking forward to using Silence to make Gather Energy work as a pre-combat buff without instantly spoiling the surprise. The visible component could presumably be hidden by staying behind a wall, but in tight quarters, that might cause spillage into adjacent rooms.

In your playtests, have you guys ever used full-round Gather? Did you figure out other tricks to make it work in everyday adventuring?

http://paizo.com/threads/rzs2su6f&page=7?Mastering-the-Elements-N-Jolly s-guide-to-the#335


With the Elemental Annihilator's "Ever Present Threat" ability, is he considered to be Wielding his Devastating Infusion for he purpose of things like Snap Shot?

Sovereign Court

Tels wrote:


They did, unfortunately, make MoMS more dip friendly as people can dip MoMS and gain a bonus to their attack rolls when using Fuse Styles. However, they also rewarded MoMS players who stick with the class.

At the same time, they can no longer give the iterative style feats (i.e. Pummeling Charge, Snake Sidewind, etc) at level 1 or 2 and ignore prerequisites, making it less dip-friendly.


Lukas Stariha wrote:
Tels wrote:


They did, unfortunately, make MoMS more dip friendly as people can dip MoMS and gain a bonus to their attack rolls when using Fuse Styles. However, they also rewarded MoMS players who stick with the class.
At the same time, they can no longer give the iterative style feats (i.e. Pummeling Charge, Snake Sidewind, etc) at level 1 or 2 and ignore prerequisites, making it less-dip friendly.

yeah. That was the big rebalancing for MoMS. A lot of builds would grab a few style feats early and then dip into MoMS for two lvls and grab the end goal feat of each style, skipping all the other pre-reqs. That was pretty broken.


Mark: Double-barrel firearms are now an attack action to shoot both barrels. As such they can be used with vital strike. Does vital strike apply to only 1 bullet or both (with a medium musket would the vital strike damage be 3d12 or 4d12?)

Also, does the Titan Mauler's errata that allows them to wield large two-handed weapons allow them to bypass the firearms FAQ and wield a large two-handed firearm.

I am envisioning a viable vital strike build that does not require me to be a jacked up stegosaurus.


CrookedPony wrote:
Chess Pwn wrote:
CrookedPony wrote:

Hi Mark I have Kineticist question I was wondering about the Thundering Infusion. The way the Infusion is written its seems you have to hit the target and bypass SR for the target to be deafened. Does this mean the Thundering Infusion can only be used against enemies with SR, or do you count creatures without a listed SR as having SR0 so it is automatically bypassed.

One more question why does a class that relies on hit points not have more than D8. I mean why not have another D12 class I hardly get much use out of the die nowadays.

1) if they don't have SR then you automatically bypass it.

2)Hit Die are linked to BAB. d6=1/2 bab, d8=3/4, d10+=full. The ONLY exception I know of is the Dragon Disciple prestige class, and since that is a carry over from DnD it's not "really" held to the rules. And since they didn't want it to have full BAB a d8 is the highest they could go.

Thank you for the clarification on Thundering Infusion. I'm glad I can bring this info to my GM for future games.

I actually did not know that Hit Die was linked to BAB. I have been playing since Forgotten Realms first came out, and I never noticed the connection. Thank you for this info as well.

Hey, I just want to point out that I'm not Mark. I just answered because I felt I know the answer. If I'm wrong I expect Mark to say otherwise.


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Gnorm wrote:
Alright so does the air's leap utility power allow a kineticist to break the rule in the acrobatics jump description stateing that you can never jump further than you can move? If it doesn't than it seems like an ability you could never use. Breaking down the math at 2nd level (the earliest you could get the talent) you have 2 ranks in acrobatics get an additional 2 from air's leap and another 3 from it being a class skill puts you at 7 for a kineticist that has no dex bonus (seems unlikely but we'll go with it). Assuming a roll of natural 1 that puts you at an 8 and you count as having a running start so that puts you at 8 horozontal feet. Then the ability doubles that to 16 take a point of burn and it doubles again to 32, 2 feet beyond any standard races move speed. So rolling anything above a 1 at second level just doesn't matter? Seems a bit odd, even more so if you take the kinetic leap feat at 3rd level for the extra +10.

Mark posted earlier that it doesn't let you break the normal jumping rule of being limited by your movespeed.


Tels wrote:
Brew Bird wrote:
Catharsis wrote:
Rynjin wrote:
So, Mark, who can I thank for the MoMS buff?
Wow, they actually buffed that thing? Did they really want people to pick up Pummeling Charge as a 1-level dip...?
They also altered it so it's no longer that easy to dip into. Not being particularly familiar with the archetype, I'd suggest looking at the errata yourself.

Er.. no they didn't? They only altered the bonus feats and and buffed Fuse Styles.

Now, instead of a bonus feat, the MoMS can select a "wildcard style feat" that lets him pick up one of the feats in a style feat chain that he meets the pre-reqs to when he enters into that chain. For example, he select Crane Style at 1st, Snake Style at 2nd, at at 6th level, you can select "wildcard style feat". When you enter into Crane Style, you can use wildcard to treat yourself as having the Crane Wing feat. Alternatively, when you enter Snake Style, you can treat yourself as having Snake Sidewind.

Also, when you use Fuse Style you gain a bonus on attack rolls equal to the number of style whose stances he has active. So, for example, an 8th level MoMS can have 3 styles active at once (say Snake, Crane and Dragon styles) and he gains a +3 bonus on his attack rolls.

They did, unfortunately, make MoMS more dip friendly as people can dip MoMS and gain a bonus to their attack rolls when using Fuse Styles. However, they also rewarded MoMS players who stick with the class.

1) You don't really gain early access to things anymore (just the base style feat, no following feats).

2) you only get the attack bonus starting at lv8. Before that you don't get a bonus.
So it's no longer a dip class any more than the unarmed fighter is, because they give you basically the same thing now.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Hi Mark,

Would you care to chime in with your thoughts on how the Kineticist might interact with the Wounds and Vigor system? I made a thread about it Here, in the advice, suggestion and houserules forum.

Scarab Sages

Mark Seifter wrote:
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!

Mark, Ranged Trip and Ranged Disarm both require a full round action to use. Since a ranged blast is a standard action SLA, wouldn't action economy make that illegal?

Designer

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Imbicatus wrote:
Mark Seifter wrote:
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!
Mark, Ranged Trip and Ranged Disarm both require a full round action to use. Since a ranged blast is a standard action SLA, wouldn't action economy make that illegal?

You are right and I didn't read carefully enough back then. I'm going out of order here because I messed up before!

Scarab Sages

Mark Seifter wrote:
Imbicatus wrote:
Mark Seifter wrote:
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!
Mark, Ranged Trip and Ranged Disarm both require a full round action to use. Since a ranged blast is a standard action SLA, wouldn't action economy make that illegal?
You are right and I didn't read carefully enough back then. I'm going out of order here because I messed up before!

Thanks for the quick follow up. I hate to be that guy, but I could see some table arguments cropping up over that one.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Mark, a post by someone with a title over here would be helpful.


Do designers have any authority in PFS?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Please do not drag the argument across threads.


Mark, ran into a (potentially) interesting question. How would you handle classes with animal companions when using the Automatic Bonus Progression system?

My player suggested letting his animal companion have the same bonus progression as the druid, which I'm not exactly thrilled about. On the other hand, if his cat has no real way of gaining resistance/weapon/AC/stat bonuses, it will become increasingly ineffective or possibly even a liability.


Is... is the telekineticist unable to levitate people!? I can't seem to find any ability that lets them just straight up levitate someone around. The closest I can find is Foe Throw, but that wouldn't be very good to use on an ally if you're trying to help them climb a cliff or something. The only other choice seems to be using Telekinetic Haul to levitate an object that a person stands on, instead of just levitating the person.

Is this an oversight? Or am I missing something?


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Tels wrote:

Is... is the telekineticist unable to levitate people!? I can't seem to find any ability that lets them just straight up levitate someone around. The closest I can find is Foe Throw, but that wouldn't be very good to use on an ally if you're trying to help them climb a cliff or something. The only other choice seems to be using Telekinetic Haul to levitate an object that a person stands on, instead of just levitating the person.

Is this an oversight? Or am I missing something?

Telekinetic Globe replicates Telekinetic Sphere.


Rynjin wrote:
Tels wrote:

Is... is the telekineticist unable to levitate people!? I can't seem to find any ability that lets them just straight up levitate someone around. The closest I can find is Foe Throw, but that wouldn't be very good to use on an ally if you're trying to help them climb a cliff or something. The only other choice seems to be using Telekinetic Haul to levitate an object that a person stands on, instead of just levitating the person.

Is this an oversight? Or am I missing something?

Telekinetic Globe replicates Telekinetic Sphere.

Hmm... I guess, but 16th level seems really late to being doing something as simple as levitating someone. But then again, fireball/Explosion is in much the same state.

Scarab Sages

Telekinetic Manuevers to bull rush someone will let you move them before then.


Imbicatus wrote:
Telekinetic Manuevers to bull rush someone will let you move them before then.

But you can't levitate them. I'm considering a house rule to Telekinetic Haul that would allow it to work on creatures. Or possibly a talent that allows it, but written in a way that allows it to interact with other abilities.

For example, a Talent that requires Telekinetic Haul to use would let you levitate creatures. If you have Extended or Extreme Range, you can increase the horizontal and vertical movement of creatures in your grip. If you have Flurry of Blasts, you can levitate one person for every attack you can make as per Flurry of Blasts.


I think technically you could levitate their clothes/armor, and drag them along?

Or does it specify Unattended objects?


Rynjin wrote:

I think technically you could levitate their clothes/armor, and drag them along?

Or does it specify Unattended objects?

Basic Telekinesis works like mage hand (except as noted) which specifies an unattended object.


Ah. Bummer.


Mark, now that a little time had gone by, what was the most important idea, motivation, connection, etc. that you gained by going to GenCon?

The Exchange

Mark, lets say I'm statting out the big bad guy for my home campaign. Let's say its a monster with class levels, in fact, let's say multi-class that are pretty disparate. Should I be more concerned with the guidelines set out by the Monsters by Type or the general table that lists the guidelines for HD, Damage, spell DC, etc for each CR?

edit: by disparate, I mean they fall in separate categories


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I couldn't find any info on this, so if this has been covered already, I would be appreciative if you could point out where.

Regarding the Kineticist, why do Air and Aether have no 9th level wild talents, while Earth, Fire, and Water do? Was this an oversight, or was it intentional?


Hi, Mark. Question about haunts and the Turn Undead feat. As far as I can tell, the rules are pretty much silent on what happens to a manifested haunt in the area of effect of a Turn Undead attempt. One way to rule would be that Turn Undead has no effect on a haunt. But I think that it should do something.

In my home game, I'd rule that the haunt gets a Will save to ignore the effect. I'd give the haunt a bonus to the save of its CR (plus any channel resistance it may have). If it saves, nothing happens. If it fails, the haunt is neutralized for the time being.

If you were a player in my game, would you think that was fair? If you were the GM of a home game, would you make a similar ruling?


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I'm sure this has been asked and answered at least ten times, but I don't feel like looking for it :-)

Why was the Medium only four spell levels?

Just a curiosity I had, I love the Medium, it has grown on me probably more then any class and can't wait to see it in action :-)


I imagine it's 4 spell levels because of the way it works.

Archmage and Hierophant turn it into a 6 level casters, while Champion and Guardian turn it into a pseudo-Full BaB class (with sadly stunted Feat progression).

Marshal and Trickster turn it into classes I don't want to play, for the most part, but they're useful when Trance of Three comes online or you can get an hour of downtime before anything important besides skill checks happens.

Though its class features make it a better fit for a 6 level caster as a default, IMO. It's not any more jacked than an Inquisitor, Bard, or Alchemist in any way.

Sovereign Court

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Rynjin wrote:


Marshal and Trickster turn it into classes I don't want to play, for the most part, but they're useful when Trance of Three comes online or you can get an hour of downtime before anything important besides skill checks happens.

Interestingly, I actually feel that way about Guardian and Marshal. While Trickster has limited use, I can justify possibly channeling it if party composition necessitates more skills that day. Guardian and Marshal don't give me anything to work with before intermediate powers come online. I just can't see the use in giving up spells, a lot of attack and damage bonuses or near-mastery of skills for either heavy armor+AC boost or getting bonuses to surge (something that can only be done a maximum of 3 times, realistically until 6+).


Well I asked Mark :-)

I'm sure you guys can hash it out somewhere else :-)

Sovereign Court

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Don't misunderstand, I don't think there's any "hashing out" going on here.

I'm actually quite interested that others might have differing opinions on what spirits are weaker than others. This also makes me excited for new spirit options that will allow players to replace ones they don't want, as it will go a long way toward allowing each Medium player to customize which 6 kinds of playstyles (by way of spirits) they most want to use.


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I agree on needing more spirits :-)

Love the class, just curious why it was only up to 4th level spells, which was more a question of design rather than annoyance:-)

Also would like to know who designed the Mesmerist, which is also growing on me by leaps and bounds :-)

Seriously, awesome job on Occult Adventures by everyone :-)

Sovereign Court

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captain yesterday wrote:


Also would like to know who designed the Mesmerist, which is also growing on me by leaps and bounds :-)

Fairly certain that would be one Mr. Logan Bonner.


Pathfinder Adventure Path Subscriber

Hi Mark,

When a druid wildshapes (or any other polymorph spell I guess) what are the DCs for poisons or other abilities?

There is this line from the polymorph section "The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form." but nothing in that paragraph mentions abilities.

Scarab Sages

Mark, given that the omission of Torrent from the Electric Blast was errata'd, is there hope that it might work with Cold Blast, too? ;o) Or was Cold intentionally going to be the one energy blast without AoEs?

Does Air's Range extend Torrent for Electric Blast? It could certainly use it! That would make up for Electric's lack of a good low-level substance infusion.


Did we get a FAQ today?

Contributor

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Chess Pwn wrote:
Did we get a FAQ today?

Obviously not Mark, but I *think* I saw on Twitter that Logan and Stephen are at PAX. If that's the case, it seems unlikely that a new FAQ would happen today, given that's half the team right there. If something like that bothers you, PAX happens to be the last major convention in the gaming industry for a while, to the best of my knowledge.


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Not only that, but Mark and the rest of the team have been scarce since RPG Super Star went live. I imagine Mark's time will be in high demand for the immediate future.


I'm unaware of things going on, We got a slew of FAQs for the Occult so fast which was awesome. And it felt like something was going on with how little I've heard from them.


Protoman wrote:
Would a kineticist holding an overflowing rod or hollow rod or vril staff be unable to gather power as both hands/all appendages are no longer free?

Still wanna see this answered. It would be better if, like spellcasters, they only needed one hand free to use Gather Power. Then you could use this items instead of them just being wasted page space.


Chess Pwn wrote:
I'm unaware of things going on, We got a slew of FAQs for the Occult so fast which was awesome. And it felt like something was going on with how little I've heard from them.

I think they may have anticipated being too busy to FAQ for a while and so gave us a large batch of Occult FAQs to tide us over.


Hey Mark, whenever you get the chance.

I understand that there's been a lot of water under the bridge re: covert spellcasting, the idea that a caster could cast a spell and not have others notice, even if the spell had otherwise no obvious effect (charm person and detect thoughts being two contenders here).

a) what's your take?
b) I can't ask the next obvious question (about Ultimate Intrigue), so let me try this one: does the availability of covert spellcasting affect the 'general understanding' of law-and-order in a typical Golarion city?

That is, I'm pretty sure there isn't a law against casting spells in public in, say, Absalom, but presumably casting any spell in front of a shopkeeper would be grounds for calling the guard (in case the spell was charm person). Is my understanding wrong?


Ha! i figured out how spell casting works for Mediums, big props to Rynjin for helping me figure it out, even if it did take me a few days:-D i'd thought for some reason that they could choose mesmerist spells instead of using an entirely different table to determine your spells per day, sorry for my confusion:-)

great class all around, quite happy with it:-)


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Mark's gonna have a lot of catching up to do if this keeps up...

Grand Lodge

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Is it intended for monsters (or PCs) to grab -> constrict -> release -> grab -> constrict (repeat for as many attacks that have grab) in one full-round attack?

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