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Designer

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I'ma answer some of these questions now! But before I do, here's a Public Service Announcement about FAQ Friday:

A few weeks ago, a website change to combat the Korean spammers wound up clobbering the FAQ queue viewer. FAQs are still being registered, but there is no longer a sorted queue, temporarily. It's on the tech team's list of things to do, but they have other priorities first. Anyway, this is what led to my suggestion to the PDT that we just gather up occult FAQs a couple of weeks ago and do a whole bunch. I was hoping it might just be a special bonus batch without gaps, but no such luck. Anyway, I am now working to get those FAQ blogs like simulacrum into blog slots (since we already know they're near the top from before the queue broke). However, with Jason at Dragoncon and Stephen at Pacificon, that wasn't in the cards for this week. I am hopeful that it will be quite soon, though!

Designer

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Lou Diamond wrote:

Mark, what would you think of a slayer talent that let the slayer deal sneak attack damage to a target that he has studied for one round. the prereq would be that the slayer have, studied target +2 dex 16+.

what would you think of a rogue/slayer talent that negated the uncanney dodge bonus and an advanced talent that negated the 4 level higher bonus from improved uncanney dodge.

I am in general against just negating uncanny dodge like that flat-out, since its an iconic defense for rogues. There are already ways around it, like feinting. Flat-out ignoring a defensive ability that grants immunity is dangerous business.


Thanks for the heads up Mark. I will post that info for the few FAQs threads I have going, telling people to have patience.

Designer

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Dragon78 wrote:

What do TV Shows do you watch?

Gravity Falls is an animated show about 12 year old twin brother and sister named "Dipper"(nick name) and Mabel who are sent to stay with there "Gruncle"(great uncle) Stan for the summer in a small town called "Gravity Falls"(Oregon). Dipper finds a book(one of three) that has information about the strange things that exist in and around town. The show has a lot of mysteries like who is the author of the books(which has been reveled), why is the town like a vortex for the supernatural, and who the real villain of the series will actually be. It's a funny show and has good characters.

I tend to watch a smattering of shows with supernatural elements in them; last season I watched a lot of the superheroes-y shows, for instance, and in the past, I've watched a lot of the usual famous ones. Since I also do other things at the same time, like play games or write, my standards aren't super-stringent, but it's easier to do that with a TV show than a movie because movies always have a new set of characters to learn, which demands more attention and makes it tougher to multitask.

Designer

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David Neilson wrote:

Hi Mark, hope things are going well. I was reading through the Medium and just to check you only get penalties for the spirit you are channeling when you hit 3 influence? I was reading as getting them all the time at first, and so I am not quite sure now.

Also reading through, the first point of influence you must take never seems to do anything. Making me wonder why you did not start your the counter for it at zero, and reduce everything else by one.

You are right about no penalties til 3. The first point of influence is like the spirit putting its marker on you. If it goes away somehow, you lose the spirit. It's to indicate the difference from when you don't have a spirit (0 influence) and remind you that even before you take any penalties, it still has a non-zero influence on you overall.

Designer

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DrDeth wrote:
Shadow_Charlatan wrote:

Will a Ring of Inner Fortitude protect the wearer from the Con damage when filling a Blood Reservoir of Physical Prowess ?

"A reservoir has no effect if not charged with the wearer's blood, and cannot be charged .... those that cannot take Constitution damage."

This. The reservoir is good to include such language. I think that it would have been even better as a more universal rule about immunity vis-a-vis making trades, something like "Immunity from the negative part of a trade-off ability means you can't use that ability; immunity protects you from the negative part by stopping the trade-off from happening."

Designer

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Jacob Saltband wrote:
When you GM and a group of creatures, standing around with weapons in hand, fail their save against the 1st level Sleep spell how do you discribe what happens to the effected creatures?

If you mean do sleeping creatures drop what they are holding and fall prone in my games, then indeed. Dead creatures also can't take actions.

Designer

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Secret Wizard wrote:

Mark:

Are racial FCBs a good idea?

Frankly, from the perspective I've mentioned earlier in this thread about being heartbroken when someone feels like they can't play their race/class combo concept because some other race has a ridiculous FCB, I think they are probably one of the worst new types of component we have ever added to the game since Pathfinder began. The main problem is that they aren't even remotely balanced with 1 hp, and even worse, some of them like the human spontaneous caster spells known FCB are ridiculously overpowered compared to all the others, which mostly are still way more powerful than 1 hp (the ones that give you like 1/6th of a feat are a real hoot, since after level 6, you can take your feat from them, grab toughness with a normal feat, and be strictly ahead of choosing hp from then on).

Designer

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Shadow_Charlatan wrote:

When an invisible kineticist uses the feat Delay Blast, when would the invisibility be deactivated ?

Does Telekinetic Invisibility have the same duration as the spell or is it until deactivated or making an attack ?

Occult Adventures contains some Rods meant exclusively for Kineticists, which requires Craft Rod (which Master Craftsman does not grant access to), will Kineticists possibly get an ability like the Alchemist's Spell Knowledge Discovery to qualify for Crafting feats ?

1) Should be the same as delayed blast fireball, so I think that's on casting and not on its activation (unless you spend the action to activate early, I would say). This does mean you should be able to set one up, then go invisible and wait for your prey to come upon your little ambush.

2) As the spell, but it's easy to just do it again.

3) They can work together with a friend, each providing one of the prereqs. Honestly Craft Rod is overall not a great feat for a kineticist anyway, even if they could take like a wild talent to gain access; better to have a Spellcraft buddy to take the crafting feat, I'd think.

Designer

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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?

Overflowing rod was intended to be one that you just carry on your person and not in hand to get passives, like rod of splendor. The other two do require being in hand, so you'll probably want gloves of storing or the like (which are pretty cheap compared to the two items in question); things that let you draw super-fast are also really helpful on that front.

Designer

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Hazrond wrote:
How does Kinetic Healer work? It says it is based off "Kinetic Blast" damage, but the Kinetic Blast has two progressions depending on whether you pick Simple or Composite, so what do you do? Simple Blast? Pick? Spend 2 burn extra to use composite? I am genuinely confused

It should include everything that you normally always add with one of the associated elements' blasts (like overflow) but not anything you'd have to append as extra (like a composite, infusion, or metakinesis). It was at one time more verbose in spelling out every interaction, but it was taking up too much space that way.

Designer

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Chess Pwn wrote:

So I'm curious if there's already an answer to this question. What things that effect spells effect SLA? I know Metamagic don't and augment summoning does.

Would Elemental Focus feat work on SLA?
Would Spell Focus feat work on SLA?
Would Spell Specialization feat work on SLA?
Sorcerer's bloodline arcana?
Medium's Archmage seance boon?

Does it matter if it's a SLA that is a spell opposed to a SLA like the Occultist's evocation's Energy Blast and the fire domain's fire bolt?

if it's easy, could you share the "rule" to know if something that works for spells works for SLA?

Covered my tentative thoughts in the other thread.

Designer

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Gordrenn Higgler wrote:

Can a kineticist use multiple uses of Omnikinesis to get wild talents with prerequisites? Such as using the first burn to get the prerequisite wild talent then another to get a wild that requires the first?

When using Omnikinesis to switch out wild talents can they be any level or must they be the same that's being switched out?

You can use multiple uses of omnikinesis to build up chains, yup. No level restrictions on which one you swap, so you could swap a 1st level for a 9th level if you want! Omnikinesis is pretty awesome that way.

Designer

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ericthecleric wrote:

Hi Mark,

Sorry if this has been asked before, but:

Can substance infusions be used with kinetic whip/kinetic blade?

Does the attack bonus provided by elemental overflow apply to kinetic whip/kinetic blade? (I know the damage bonus doesn't.)

Substances work, and attack bonus does too, but not damage bonus from overflow (this also means that those FCB that require overflow don't ever work on blade and whip).


special exceptions could be made (mostly for teddybears or if you call it vera and sleep with it under your pillow...)


What was the reasoning behind the Earth Kineticist's Tremorsense being such short duration? I'm about to play one in Slumbering Tsar, and it's just way disappointing compared to ones that are always on (like Fire Sight) or give amazing benefits from their expanded version (like Touchsite and Greater Touchsite).

While we're on that...why is it called Touchsite and not TouchSIGHT?

Designer

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Le Petite Mort wrote:

I know this question was asked a few times during the playtest, but I haven't seen an answer for the released version.

Basically, does using Intimidate to demoralize a psychic caster prevent them from casting spells with emotion components? As written, the effect they must suffer to disable must have the emotion or fear descriptors, which only exist for spells.

However, in this thread about the playtest you pretty clearly state that Intimidate is intended to work (or any shaken condition) in order to provide martial classes with a method of disabling psychic spellcasters analogous to grappling for arcane casters.

Is this no longer true? My Hellknight of Terror simply must know. :)

FAQ's got you covered. Your Hellknight of Terror can terrorize psychic spellcasters. Of course, they can use a thought-only spell to escape, like dimension door.

Designer

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Puna'chong wrote:

Asked in the Kineticist Damage thread:

"My next campaign we'll be using [the Revised Action Economy] full-stop from day one, and I've used it now for half of my campaign that's ending, and all of another little short campaign. One of the players in the next campaign wants to be a Kineticist, and I'm debating whether or not to leave the normal blasts at just 2 actions or expand them a bit.

Would it break everything if I allowed the 2 action attack to be broken into 1 action attacks that deal half damage? It'd allow for Gather Power to do more in a single turn and for the character to sling three blasts as a full round, all dealing half but with the iterative penalties, or a 2 action blast and a 1 action blast, etc. Composite Blasts would be locked in at 2 actions."

I saw the earlier response on Gather Power, which is how I'll be running it. For the blasts themselves, is it better to leave the player with their 2 action attack, or let them get in on the action with some more (less damaging) attacks?

A blast should be 2 actions, though whip and blade would be 1 action per attack, and since a full attack action no longer exists, you'd change the nuance on how blade works accordingly.

Designer

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ArcGygas wrote:

Hey, Mark, was wondering if you could offer a bit of insight.

I'm looking at making a psychic and want to put a lot of focus into the Phrenic Pool. I figure with a decent Charisma, the Abomination Discipline, and some feats put into Expanded Phrenic Pool and Extra Phrenic Amplifications, I could do this quite well!

But, one thing I noticed is that Expanded Phrenic Pool does not have the Special where you can take it multiple times. Was this an oversight? Or is this intentional? I wouldn't question it as much if all the other feats that give more points/uses (Grit, Rage, Performance, Arcane Pool, Resevoir, etc.) all have that stipulation, but Expanded Phrenic Pool does not. Would appreciate your insight!

As Chess Pwn mentioned, it's like Extra Channel.

Designer

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Protoman wrote:

Thanks for the occult FAQs!

How long does a pyrokineticist's smoke storm wild talent last for? As long as a smokestick's 1 min duration? It and thundering infusion don't state a duration.

Thundering is permanent deafness. The smoke storm seems like it's missing a Con modifier number of rounds or until you use it again that several other wild talents have (so could be more than a minute for a high-enough Con pyro!). Good catch.

Designer

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DarthPinkHippo wrote:
I am the one who asked about Gravity Falls the first time. From what you have said here, the show seems right up your alley. Also, it takes place in the Pacific Northwest, is the basis for the Occult Adventures section of my setting. There are mysteries aplenty, gorgeous background art (as it is animated), and compelling characters. I wholeheartedly recommend it. Googling "world of gravity falls" will lead you straight to the website that hosts all of the episodes.
Dragon78 wrote:
Gravity Falls is an animated show about 12 year old twin brother and sister named "Dipper"(nick name) and Mabel who are sent to stay with there "Gruncle"(great uncle) Stan for the summer in a small town called "Gravity Falls"(Oregon).

I'll have to remember to check it out. It's not on Netflix or Hulu, is it?

Designer

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Tels wrote:

Just got done reading the Kineticist archetypes and the Mindblade Magus. Gotta say, I'm a little disappointed the Blood Kineticist isn't able to take control of peoples' bodies like a Bloodbender can. Unless I'm missing something? Still in love with the class and, up until I read the Mindblade, I was pretty much set on the high probability that I am unlikely to, ever again, play a different class than the Kineticist.

However... after reading the Mindblade Magus, I wish there was a prestige class that further allowed the Mindblade to manifest armor, in a similar fashion to the weapons, so I could build a really accurate 'Erza Scarlet' character. The ability to manifest different weapons on the go, especially once she hits 8th level, is just super cool.

Oh well... just gonna have to add it to the 'homebrew' list since Occult Adventures has been released.

I swear... No book Paizo has ever published has inspired me to homebrew as much as Occult Adventures has.

Oh yeah, can the Mindblade manifest a weapon as a swift action, and then another weapon as a standard action? Or does does the Mindblade have to wait until 13th level to be able to manifest two weapons in a single round?

It says "can manifest" as a swift, so you can totally do both with swift+standard.

Designer

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BigP4nda wrote:

I seem to be having some trouble finding a post for this, but is there any kind of Paizo-published system in Pathfinder for gathering components, reagents, herbs, etc. in the wild yourself to bypass the gold value, perhaps through a skill check or by taking a feat?

If there is a thread with this question answered that I overlooked please point me to the right direction.

There's an esoteric components section in Unchained with gathering rules. You could extrapolate for gathering non-esoteric, perhaps.

Designer

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Tels wrote:

Mark, do you think there should be a rules element to allow the classic maneuver of putting a knife to someones throat to hold them hostage?

There are so many scenes of a villian or anti-hero or w/e grabbing someone from behind and holding them with a knife to their throat threatning them or someone else. At first, one might think to use the grapple rules combined with a coup de grat, but you're not exactly pinning them in this situation, and you can't use a coup de grat unless the enemy is rendered helpless.

This isn't something that should be exclusive, either, as anyone could do this. So it shouldn't be a feat or class ability. Just curious on your thoughts on the matter.

The main problem here is that it's narratively cool, but you don't want this happening outside of a narrative situation (imagine you told a player that the BBEG had grabbed the player's character and is going to kill her unless the others surrender). In that regard, a BBEG who can just do enough damage to kill the hostage without a coup de grace is a solid choice; for example, one PFS scenario has a magus foolishly attempt to use coup de grace as a combat deterrent when she could just ready an action to spellstrike or even attack her victim and achieve a much better bargaining position (his hp are low enough that she would kill him that way).

Designer

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Catharsis wrote:
Mark Seifter wrote:
Thank you for spotting it so I could add it to my list of possible FAQs (it also caused me to obsessively check a few other things, which caused me to find something involving infusions and void and wood element before it was too late, so even more so!).
Void and wood elements? Neat! :) What book will they come out in? Are there going to be even more elements than those? Are there going to be more infusions and utilities for those dry first 5 levels?

Owen posted a while ago in a homebrew thread and strongly hinted at void and wood being in one of his books (his books being player companions), so you can take a guess there ;) I will say that void and wood would be hard enough to fit into a player companion that you shouldn't expect other talents unless said companion devoted like 1/4 or more of its pages only to kineticist wild talents, which is possible, but you'll have to decide if it is actually realistic.

Designer

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Gisher wrote:
Mark Seifter wrote:
Ho ho ho, merry FAQday to all my occult friends!
FAQ wrote:

Emotion Components: Does the shaken condition from effects like Intimidate count as “an effect with the fear descriptor” for the purpose of blocking spells with emotion components?

Yes, they do. It should say “fear effect,” and for most descriptors, these wordings are sometimes used interchangeably. For instance, an ability that protects you from effects with the charm descriptor would generally protect you from a harpy’s song (which is a charm effect).

There is a Charm subschool, but I can't find any mention of a Charm Descriptor. Is "subschool" also sometimes interchangeable with "descriptor" now? If so then by the transitive property I suppose that "effects" is also sometimes interchangeable with "subschool." (Obligatory math reference.)

To be a bit more serious, I have been unable to find a single example anywhere in the PRD where the term descriptor has been used in place of effects in the way that the FAQ suggests. Every reference I can find reinforces the idea that descriptors are for spells (and SLAs) only. Can you give me an actual example of this usage rather than the (apparently fictional) one given in the FAQ?

To be clear, I'm happy with Intimidate shutting down psychic spells. My issues are strictly with the terminology used in the explanation.

You're right about charm usually being a subschool. The harpy sort of provides this evidence all on its lonesome, then, as it's evidence that descriptors, subschools, and schools can all wind up in many places other than spells (there are also non-spells that count as divination school effects, polymorph subschool effects, and more). So "This is a charm effect" means "This counts as an effect of the charm subschool" and "This is a divination effect" means "This counts as an effect of the divination school."


would the Void and Wood Elements be an archtype or would they be like any of the normal elements (aether, air, fire)?

Do you know of any good examples that would show what a Aether/Void kineticist be like?


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So, what had you away for so long? Was it buried treasure?


If a non-spell casting character gains Crafting Mastery (mythic) which allows you to craft any magic items as if you had the necessary item creation feats, would the Spellcraft skill be used or would it have to be taken with Master Craftsman to work ?

Same issue if Spontaneous Generation (gives Craft Wondrous Item as bonus feat) is gained from Impossible Sorcerer Bloodline though Eldritch Heritage.

Designer

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Luthorne wrote:

Here's a quick question about the kineticist: At 11th level, with Supercharge, it says, "At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2." Mostly I'm just wondering, when it comes to gathering energy for a full round and then gathering more, does this mean:

a) There's no point in doing so anymore, gathering energy for a full round is already at maximum efficiency of -3, using your move action on top of that does nothing.

b) Doing so reduces it by an additional point, increasing to -4.

c) Doing so is the same as using a move action a second time, so it's actually -3 with an added -2 on top of that for a total of -5.

...I'm presuming A is correct, but wanted to be sure when taking notes for how much burn gets reduced at what level.

Edit: In case I'm being incoherent since it's late, what goes where I have ?, -3, -4, or -5?

As Xel mentioned, it's C. The two still stack like before, but now for a total of 5. Go forth and be awesome!

Designer

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BigP4nda wrote:
Hey Mark, I just finished creating an Unchained version of the Ninja class, to go with the Unchained Rogue. Would you mind taking a look and telling me what you think?

Having actually had both a ninja and a rogue in my Jade Regent game (and letting the rogue upgrade to Unchained at level 13ish) with similarish builds, I have seen them side-by-side a lot. I don't share your opinion from your initial post in the thread (that is, the opinion that ninja and CRB rogue were already balanced), so as you might expect, I think that the Unchained ninja you linked is significantly stronger than the Unchained rogue.


Mark Seifter wrote:
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?
Overflowing rod was intended to be one that you just carry on your person and not in hand to get passives, like rod of splendor. The other two do require being in hand, so you'll probably want gloves of storing or the like (which are pretty cheap compared to the two items in question); things that let you draw super-fast are also really helpful on that front.

So in order to use an item, in any way, specific to my class I have to use another item?

My apologies, but that's bad.


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Mark Seifter wrote:
DarthPinkHippo wrote:
I am the one who asked about Gravity Falls the first time. From what you have said here, the show seems right up your alley. Also, it takes place in the Pacific Northwest, is the basis for the Occult Adventures section of my setting. There are mysteries aplenty, gorgeous background art (as it is animated), and compelling characters. I wholeheartedly recommend it. Googling "world of gravity falls" will lead you straight to the website that hosts all of the episodes.
Dragon78 wrote:
Gravity Falls is an animated show about 12 year old twin brother and sister named "Dipper"(nick name) and Mabel who are sent to stay with there "Gruncle"(great uncle) Stan for the summer in a small town called "Gravity Falls"(Oregon).
I'll have to remember to check it out. It's not on Netflix or Hulu, is it?

It isn't. But a website titled World of Gravity Falls is hosting the entire show for streaming purposes.


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Can a non-legendary intelligent magic item that becomes Legendary gain the Intelligent ability? Would it simply act as if the ability was already taken once?


Hey, since on the topic of Legendary Items, there's been a few threads about what exactly the Upgradable ability gives,any chance for a possible clarification ?

Nessus_9th:
Nessus_9th wrote:
Quote:
Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.
Does this ability allow you to take weapon special abilities such as "speed" or "flaming"?

Lincoln Cross:
Lincoln Cross wrote:
Lincoln Cross wrote:

Looking over this ability it seems like the intended rule is that you can add more qualitative abilities and the RAW limits you to quantitative ones.

I draw this conclusion for a few reasons.

1. You apparently can not do anything to improve your item other than the upgradeable ability once it is legendary.

2. Upgradable itself would become a dead ability very quickly if the RAW is correct.

3. If you look at the dagger and the armor pictures in this section they definitely appear to gain abilities other than simple +# bonuses. The dagger looks to be dripping acid and the armor appears to have wings (I am interested in how these wings are added as well).

4. This is a more abstract theory but here goes. This game obviously rewards offense much more than defense. Though if you could add more qualitative abilities, then with the current options that do not count as a bonus, armor would be much more appealing.

So, question is, how are people treating this ability and do we know if there will be an official errata?

Any comment from the staff would be greatly appreciated.

Thank you.

I started this thread some time ago in the rules forum and it got little attention. I am curious if anyone here would be more interested in it.

Also for items that don't have a higher bonus or greater version, does the Upgradable ability allow non-numerical based items to be added (such as adding the powers of a Ring of Invisibility to a Ring of Evasion) ?

If not wouldn't it be better to have say Ring of Protection +1 added to a Minor Ring of Energy Resistance before it becomes Legendary to get "more bang for your buck" if you add the Upgradable ability and be able to upgrade each type as wealth allows once it becomes legendary?


Would the upgradable legendary ability work with the new scaling item system from Pathfinder Unchained?

Grand Lodge

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Can I buy an Adamantine Shield?

How much do they cost?


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Gordrenn Higgler wrote:
Would the upgradable legendary ability work with the new scaling item system from Pathfinder Unchained?

Probably wouldn't work since scaling items typically have to be built at it's highest level.


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I originally posted this in the rules forum but did not get much traction. After reading the section on psychic magic in Occult Adventures, I noticed some important information was missing.
Other classes have restrictions on regaining their spells per day. Were these restrictions purposely omitted (designed to not apply to psychic casters) or where they accidentally overlooked (because they apply to other types of magic they are assumed to apply, if so do they act like arcane or divine casters)?

First
How do psychics regain their spells?

Arcane casters need 8 hours of rest and then some preparation time:

Preparing Wizard Spells, Magic chapter, CRB: :

Preparing Wizard Spells
A wizard's level limits the number of spells he can prepare and cast. His high Intelligence score might allow him to prepare a few extra spells. He can prepare the same spell more than once, but each preparation counts as one spell toward his daily limit. To prepare a spell, the wizard must have an Intelligence score of at least 10 + the spell's level.
Rest: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit/Rest Interruptions: If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

Preparation Environment: To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. The wizard's surroundings need not be luxurious, but they must be free from distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Wizards also must have access to their spellbooks to study from and sufficient light to read them. There is one major exception: a wizard can prepare a read magic spell even without a spellbook.

Spell Preparation Time: After resting, a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

Spell Selection and Preparation: Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

Prepared Spell Retention: Once a wizard prepares a spell, it remains in his mind as a nearly cast spell until he uses the prescribed components to complete and trigger it or until he abandons it. Certain other events, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell from a character's mind.

Death and Prepared Spell Retention: If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character.

Sorcerers and Bards have similar language: :

Daily Readying of Spells: Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or bard needs 8 hours of rest (just like a wizard), after which she spends 15 minutes concentrating. (A bard must sing, recite, or play an instrument of some kind while concentrating.) During this period, the sorcerer or bard readies her mind to cast her daily allotment of spells. Without such a period to refresh herself, the character does not regain the spell slots she used up the day before.
Recent Casting Limit: Any spells cast within the last 8 hours count against the sorcerer's or bard's daily limit.

Most other arcane classes operate the same way.
Magus: :

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Divine casters do not need rest, instead they regain their spells at a certain time of day.

Preparing Divine Spells, Magic Chapter, CRB: :

Time of Day: A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.
Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.

Divine spellcasters do not require spellbooks. However, a divine spellcaster's spell selection is limited to the spells on the list for her class. Clerics, druids, paladins, and rangers have separate spell lists. A cleric also has access to two domains determined during character creation. Each domain gives her access to a number of special abilities and bonus spells.

Spell Slots: The character class tables show how many spells of each level each can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be her due still gets the slots but must fill them with spells of lower levels.

Recent Casting Limit: As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared.

So how and when do psychics regain their spells?

************************************************************************
Second:
Are Psychics subject to the "recent casting limit" restriction placed on other casters?
Other classes have language similar to this,

Magic Chapter, CRB: :

Recent Casting Limit: Any spells cast within the last 8 hours count against the sorcerer's or bard's daily limit.

Scarab Sages

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Will the aether kineticist receive a level 9 infusion in an upcoming book?


Mark Seifter wrote:
ArcGygas wrote:

Hey, Mark, was wondering if you could offer a bit of insight.

I'm looking at making a psychic and want to put a lot of focus into the Phrenic Pool. I figure with a decent Charisma, the Abomination Discipline, and some feats put into Expanded Phrenic Pool and Extra Phrenic Amplifications, I could do this quite well!

But, one thing I noticed is that Expanded Phrenic Pool does not have the Special where you can take it multiple times. Was this an oversight? Or is this intentional? I wouldn't question it as much if all the other feats that give more points/uses (Grit, Rage, Performance, Arcane Pool, Resevoir, etc.) all have that stipulation, but Expanded Phrenic Pool does not. Would appreciate your insight!

As Chess Pwn mentioned, it's like Extra Channel.

A bit disappointing that that is the case. Is there a particular reason that was the decision? I understood for Extra Channel and Extra Lay on Hands, because that allows for more healing, but the Psychic doesn't have healing options for Phrenic Pool as far as I'm aware.

Just want to understand from a developer's standpoint, if you wouldn't mind?


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Because someone over at Paizo has decided anime "Extra Whatever" Feats were a mistake, they're nothing but trash.

As a result, they seem to be trying to strike a balance between adding them because they're expected to be added, and making them complete garbage Feats so nobody will ever want to take them. Especially Extra Wild Talent (no offense Mark, but that Feat is horrendous).


Which explains why some class features that get Extra X feats aren't all that good sometimes too...


New Question: With the release of Occult Adventures, I now have a Kineticist in my party. While exploring a Cyclopean Ruin with 40 foot high ceilings, the 6th level Kineticist with Foe Throw would grab one opponent and target the stone ceiling. This deals the telekinetic blast damage to both the ceiling and the thrown creature. However, as the rules say, "the thrown creature falls prone in the last unoccupied space along its path."

So, would, or better yet should, the thrown creature then also suffer falling damage?

Also, could Throw Foe also be used to simply throw a creature into the air and, assuming the thrown creature fails it's saving throw, automatically suffer the missed attacks consequences of choosing to occupy any space within 30 feet of the target(point in space above or to a side of the thrown creature), not falling prone, and taking half the normal amount of damage from the telekinetic blast?

Lastly, though it is stated that the Kineticist must be within 30 feet of the target, there is no stated maximum for the thrown creature in relation to the Kineticist or the target. Does this mean that the Kineticist can be within 30 of a target, but grab a creature 60 feet away from either the Kineticist or the target and use that creature as the "thrown creature" for Foe Throw?

Grand Lodge

Pathfinder LO Special Edition, PF Special Edition Subscriber
Kai_G wrote:

New Question: With the release of Occult Adventures, I now have a Kineticist in my party. While exploring a Cyclopean Ruin with 40 foot high ceilings, the 6th level Kineticist with Foe Throw would grab one opponent and target the stone ceiling. This deals the telekinetic blast damage to both the ceiling and the thrown creature. However, as the rules say, "the thrown creature falls prone in the last unoccupied space along its path."

So, would, or better yet should, the thrown creature then also suffer falling damage?

Also, could Throw Foe also be used to simply throw a creature into the air and, assuming the thrown creature fails it's saving throw, automatically suffer the missed attacks consequences of choosing to occupy any space within 30 feet of the target(point in space above or to a side of the thrown creature), not falling prone, and taking half the normal amount of damage from the telekinetic blast?

Lastly, though it is stated that the Kineticist must be within 30 feet of the target, there is no stated maximum for the thrown creature in relation to the Kineticist or the target. Does this mean that the Kineticist can be within 30 of a target, but grab a creature 60 feet away from either the Kineticist or the target and use that creature as the "thrown creature" for Foe Throw?

It seems like Foe Throw would use the standard rules for the basic telekinetic blast listed as the prerequisite: both the object and the target must be within 30 feet.

The only difference here is instead of throwing an unattended object no more than 5 lbs per level, you're throwing a creature.

Since it's a form infusion, you can't combine it with Extended Range nor Extreme Range, but you could benefit from Air's Reach.

If the ceiling is 40 ft. tall, I'd rule that you wouldn't be able to target it with a creature using Foe Throw unless you had some way of extending your range beyond 30 ft. (like Air's Reach).

If the ceiling is 30 ft. tall, then targeting the ceiling with the creature seems like a great plan. Unless they had a way of slowing their momentum, they probably would fall 30 ft. and take falling damage. If you somehow missed the ceiling (natural 1 perhaps?) then they'd be able to direct themselves within 30 feet of that spot: on the ground, nearby ledge, etc.

Throw someone "into the air?" Yeah, sure. I'd also say it's an auto miss. If you can target empty squares to see if there's an invisible creature there, there's no reason you couldn't blast friend or foe into the air, onto a ledge, up to a rope ladder, etc.

Curious to hear what Mark thinks.


Andrew Hoskins wrote:
Kai_G wrote:

New Question: With the release of Occult Adventures, I now have a Kineticist in my party. While exploring a Cyclopean Ruin with 40 foot high ceilings, the 6th level Kineticist with Foe Throw would grab one opponent and target the stone ceiling. This deals the telekinetic blast damage to both the ceiling and the thrown creature. However, as the rules say, "the thrown creature falls prone in the last unoccupied space along its path."

So, would, or better yet should, the thrown creature then also suffer falling damage?

Also, could Throw Foe also be used to simply throw a creature into the air and, assuming the thrown creature fails it's saving throw, automatically suffer the missed attacks consequences of choosing to occupy any space within 30 feet of the target(point in space above or to a side of the thrown creature), not falling prone, and taking half the normal amount of damage from the telekinetic blast?

Lastly, though it is stated that the Kineticist must be within 30 feet of the target, there is no stated maximum for the thrown creature in relation to the Kineticist or the target. Does this mean that the Kineticist can be within 30 of a target, but grab a creature 60 feet away from either the Kineticist or the target and use that creature as the "thrown creature" for Foe Throw?

It seems like Foe Throw would use the standard rules for the basic telekinetic blast listed as the prerequisite: both the object and the target must be within 30 feet.

The only difference here is instead of throwing an unattended object no more than 5 lbs per level, you're throwing a creature.

Since it's a form infusion, you can't combine it with Extended Range nor Extreme Range, but you could benefit from Air's Reach.

If the ceiling is 40 ft. tall, I'd rule that you wouldn't be able to target it with a creature using Foe Throw unless you had some way of extending your range beyond 30 ft. (like Air's Reach).

If the ceiling is 30 ft. tall, then targeting the ceiling with the creature...

Foe Throw is telekinetic only (outside of archetypes) and Air's Reach only applies to air blasts or air composite blasts.


Hey Mark, since you were so involved with Unchained I was wondering if you knew the following:

Will there ever be updates to the UnRogue's list of allowed Rogue Talents? For example adding in the Ranged Toolbox Bomber/Bomber's Discovery Talents.

Scarab Sages

Mark, does a Kinetic Blast or other non-ray ranged attack spell take a -4 penalty for firing into melee?
Since the Shooting or Throwing into a Melee section of the Combat chapter only mentions weapons, and only rays are called out as working as weapons, some people are claiming that kinetic blast, and spells such as Telekinetic Projectile, Acid Splash, Acid Arrow, and the like do not take the penalty.

Grand Lodge

Pathfinder LO Special Edition, PF Special Edition Subscriber
Tels wrote:
Andrew Hoskins wrote:
Kai_G wrote:

New Question: With the release of Occult Adventures, I now have a Kineticist in my party. While exploring a Cyclopean Ruin with 40 foot high ceilings, the 6th level Kineticist with Foe Throw would grab one opponent and target the stone ceiling. This deals the telekinetic blast damage to both the ceiling and the thrown creature. However, as the rules say, "the thrown creature falls prone in the last unoccupied space along its path."

So, would, or better yet should, the thrown creature then also suffer falling damage?

Also, could Throw Foe also be used to simply throw a creature into the air and, assuming the thrown creature fails it's saving throw, automatically suffer the missed attacks consequences of choosing to occupy any space within 30 feet of the target(point in space above or to a side of the thrown creature), not falling prone, and taking half the normal amount of damage from the telekinetic blast?

Lastly, though it is stated that the Kineticist must be within 30 feet of the target, there is no stated maximum for the thrown creature in relation to the Kineticist or the target. Does this mean that the Kineticist can be within 30 of a target, but grab a creature 60 feet away from either the Kineticist or the target and use that creature as the "thrown creature" for Foe Throw?

It seems like Foe Throw would use the standard rules for the basic telekinetic blast listed as the prerequisite: both the object and the target must be within 30 feet.

The only difference here is instead of throwing an unattended object no more than 5 lbs per level, you're throwing a creature.

Since it's a form infusion, you can't combine it with Extended Range nor Extreme Range, but you could benefit from Air's Reach.

If the ceiling is 40 ft. tall, I'd rule that you wouldn't be able to target it with a creature using Foe Throw unless you had some way of extending your range beyond 30 ft. (like Air's Reach).

If the ceiling is 30 ft. tall, then

Foe Throw is telekinetic only (outside of archetypes) and Air's Reach only applies to air blasts or air composite blasts.

Couldn't you gain access with expanded element (air) and composite blast. I believe an aetheric boost composite blast would let you double your range to 60 feet and use foe throw.

Designer

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Black Powder Chocobo wrote:

Howdy Mark!

One question I've been pondering: for the elemental ascetic kineticist archetype, was it intentional for the kinetic blast damage to not use Wisdom for determining its effects (unlike the Overwhelming Soul archetype that uses Charisma for nearly all of the Constitution-based effects, including blast damage)?

The things that use Wisdom are intended to be different. Kinetic fist doesn't add Con to damage anyway, though, so for your main bread-and-butter attacks, it doesn't matter.

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