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Designer

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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?

If you smack them into the ceiling, I'd say they probably take damage, then fall and take damage again. Shooting the air is trickier because it's not an object or a creature; while splash weapons can target a particular square, I don't know that I'd say a blast can. Though on the other hand invisible creatures. Though on the other other hand, if you target a square and hit AC 5, isn't it a hit? Given that you could have just targeted a ceiling or wall anyway, I'd say that if the empty spot throw works even at all, just deal the damage to them anyway. Under no circumstances should you be throwing someone at nothing and dealing no damage to that person while moving them.

Designer

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Corbynsonn wrote:

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.

Those are in the Player Companion line, so they won't appear in an RPG line book without being reprinted there in entirity.

Designer

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Imbicatus wrote:

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.

All those things take the penalty.

Designer

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Andrew Hoskins wrote:
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

...

You can use air's reach with an aetheric boosted air blast, but not foe throw.

Designer

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137ben wrote:
As far as I am aware, the only traits in the Paizo RPG line have been in the Advanced Player's Guide and Ultimate Campaign. Equipment and Mount traits both seem particularly amenable to being put in the RPG line, but neither of them have been so far. Are there any plans to put traits in future RPG line products? On the flip side, is the design team actively opposed to the idea of putting more traits in the RPG line?

Anything's possible, but only when it makes sense to talk about specific character background stuff. On the other hand, campaign setting and player companion books much more often have good reason to talk about that stuff, so it makes sense that they have more.

Designer

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Haldelar Baxter wrote:
Mark Seifter wrote:
Shadow_Charlatan wrote:

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?

You'll have to wait and see how it's done. Aether/Void could have some interesting conceptual synergies, considering what each of them are; check it out to see what I mean!
Hmm.. how bout a Pureblooded Azlanti Half-Janni Aether/Void Kineticist, how would the concept on that go ? :-)

Probably that character would be a planeswalker who traveled the edges of different elemental planes, but who knows?

Designer

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Alexander Augunas wrote:
Mark Seifter wrote:
You'll have to wait and see how it's done. Aether/Void could have some interesting conceptual synergies, considering what each of them are; check it out to see what I mean!

Yeah, after passing my Sense Motive check to get the clues about the upcoming Void Elemental, I decided to wait until Occult Origins came out to do a full 1-20 build for my kineticist. Knowing what I know about the taoist concept of "void" makes me almost certain that I'm going to want that as my first expanded element.

** spoiler omitted **

Sounds awesome! Ness has Psi Thunder and Psi Fire and things like that which could in theory fit with other elements as well, but those could work for him too in a variety of interesting ways.


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Mark Seifter wrote:
Johnny_Devo wrote:
I'm unsure if it's been answered already, but I have a question about the kinetecist infusion "thundering infusion". On the ability, it simply reads "the target is deafened" and does not give a duration. Is this intended to mean that the deafened condition is permanent?
I think answered already, but permanent. I figure if we didn't want characters running around and permanently deafening people, blindness/deafness shouldn't let casters do it as a 2nd-level spell.

But worth remembering that one of the key points of Blindness/Deafness that many people miss is that it is a dismissible spell. This is why my paladin/dragon disciple/bard has it prepared - it is a ranged effect which often will lead to an enemy being defeated but if that enemy repents he can dismiss the effect. (also why you shouldn't kill enemy casters who used this against your party but try to capture them...)

Designer

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Rynjin wrote:

Unfortunately (well, for this purpose anyway), I'm Geo/Geo. Earth is in an odd space where all of its options are VERY good...but you're pretty much going to get all of them.

Better than the alternative (tons of options where only a few are worth taking) though. Had a much better time building my Geokineticist than the Aerokineticist (Lightning) one since all the Infusions I got were useful (Extended Range, Entangling Infusion, Rare-Metal Infusion, and Magentic Infusion).

Lack of level 4 Infusions especially was a disappointment there.

It was my foremost concern, given space, that the options be good options. It's far better than having a ton of options but most of them not useful. Having three great level 3 infusions and no level 4 infusions just means I didn't decide to raise one of the level 3s to level 4. All three of them are good enough to be level 4 if I wanted to do it (it was a consideration), to be honest, so that's actually a big strength of earth is the versatility to take them in any order, compared to if one of them was at 4th.

Designer

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Rynjin wrote:

Oh, on the subject of Geokineticists, Earth Glide has a bit of a wording issue.

"You can glide through earth, as an earth elemental’s earth glide
ability, with a burrow speed equal to your base land speed."

Is it Earth Glide, or is it a Burrow speed? Or do you get both?

Alex has it; earth glide is a modification to the way burrowing works.


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Mark Seifter wrote:
ohako wrote:

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?

This came up in both Occult and Intrigue, and basically, Jason has a post from 2010 or so that indicates that spells and spell-likes always have a noticeable manifestation by default (it's why you can Spellcraft them, take AoOs, and more even though SLAs have no verbal or somatic components). That's best practice in my opinion; there's honestly no reason to make spellcasters even more powerful in non-combat stuff than they already are, right?

Since it showed up in the playtest, I can answer your unasked question and say that options for using skill checks to hide your spellcasting, including any noticeable manifestations, will be available in Intrigue. There's actually a spare few ways to do is already, like the bard Spellsong feat. The good thing about this approach is that it still allows martial characters to win the opposed check and notice the spell, whereas a ruling that allowed SLAs, silent stilled spells, and psychic spells to be undetectable hoses martials unfairly.

As to law in a fantasy world, I would definitely say that casting a spell in front of someone with no Spellcraft is going to freak them out as much as reaching into your pocket and...

that makes me think that a non-bard feat (perhaps metamagic) that let you "blend" a cantrip with another spell and cast them together might be a pretty nifty thing. Something that say let you cast Prestidigitation but also disguised another spell in that casting. Possibly it would have to have some further limitations to minimize abuse.

Designer

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Secret Wizard wrote:
Mark Seifter wrote:
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).

Mark, thanks for the answer!

I'll show this to my players - my own houserule is that ANY class/race can take an FCB that reads: "you get 1/6 of a feat". It's working along great.

Another question; could there be some blog posts about post-mortems of releases? Specific things you wish you had changed of books you've released after they were sent to the presses, but are not within the realm of things you can FAQ or errata?

Yeah, your modification changes it from a weird and terrible system that makes a small number of races way more powerful than everyone else to just flat-out power creep for all races, which is a much better solution. Good houserule.

We probably won't do post-mortem blog posts, I imagine.

Designer

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Rysky wrote:
Tels wrote:
So, was the Vigilante salvageable?
From what Jason said at Dragoncon I believe it was (they combined the melee/rogue versions into the main thing from which to take talents from and made the Warlock and Zealot archetypes).

Weirdly, people were convinced that we aren't even going to change the warlock and zealot spell progression. The changes were way more sweeping than that. Didn't know Jason told you guys.

Designer

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Seannoss wrote:
Mark Seifter wrote:
Seannoss wrote:

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.

The paragraph mentions that it also gives other abilities, including senses and movement. It would seem that it was the spell DC. I hadn't even remembered that sentence and might thought it was 10 + 1/2 HD + Con mod if you hadn't pointed it out, but it does seem to be the spell DC, I guess.
I can easily see it either way, maybe I'll give my player the choice as its still early in the campaign. Do you think this would be a good FAQ type question?

Spell DC is going to be higher pretty much always, I suspect, since it uses casting stat and few characters have racial HD.

Designer

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Rycaut wrote:
Mark Seifter wrote:
Johnny_Devo wrote:
I'm unsure if it's been answered already, but I have a question about the kinetecist infusion "thundering infusion". On the ability, it simply reads "the target is deafened" and does not give a duration. Is this intended to mean that the deafened condition is permanent?
I think answered already, but permanent. I figure if we didn't want characters running around and permanently deafening people, blindness/deafness shouldn't let casters do it as a 2nd-level spell.
But worth remembering that one of the key points of Blindness/Deafness that many people miss is that it is a dismissible spell. This is why my paladin/dragon disciple/bard has it prepared - it is a ranged effect which often will lead to an enemy being defeated but if that enemy repents he can dismiss the effect. (also why you shouldn't kill enemy casters who used this against your party but try to capture them...)

Also, potions can be nice because you count as the caster, so you can deafen yourself prior to harpies and then dismiss.

Designer

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Rycaut wrote:
Mark Seifter wrote:
ohako wrote:

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?

This came up in both Occult and Intrigue, and basically, Jason has a post from 2010 or so that indicates that spells and spell-likes always have a noticeable manifestation by default (it's why you can Spellcraft them, take AoOs, and more even though SLAs have no verbal or somatic components). That's best practice in my opinion; there's honestly no reason to make spellcasters even more powerful in non-combat stuff than they already are, right?

Since it showed up in the playtest, I can answer your unasked question and say that options for using skill checks to hide your spellcasting, including any noticeable manifestations, will be available in Intrigue. There's actually a spare few ways to do is already, like the bard Spellsong feat. The good thing about this approach is that it still allows martial characters to win the opposed check and notice the spell, whereas a ruling that allowed SLAs, silent stilled spells, and psychic spells to be undetectable hoses martials unfairly.

As to law in a fantasy world, I would definitely say that casting a spell in front of someone with no Spellcraft is going to freak them out as much as

...

Yep, it's a fruitful line of thought. We actually have something even cooler in that regard. A real Spellcraft whiz can defeat this "something even cooler," but the check is pretty hard compared to normal spell ID checks.


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Mark Seifter wrote:
DarthPinkHippo wrote:
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.
I looked at the website but it kind of looks non-legal. Strictly for myself personally, as someone who generates creative work, I try to act according to the categorical imperative/golden rule when it comes to other people's creative work.

That's more than fair. You may be able to find it on Disney XD's website.

Contributor

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Mark Seifter wrote:
Alexander Augunas wrote:
Mark Seifter wrote:
You'll have to wait and see how it's done. Aether/Void could have some interesting conceptual synergies, considering what each of them are; check it out to see what I mean!

Yeah, after passing my Sense Motive check to get the clues about the upcoming Void Elemental, I decided to wait until Occult Origins came out to do a full 1-20 build for my kineticist. Knowing what I know about the taoist concept of "void" makes me almost certain that I'm going to want that as my first expanded element.

** spoiler omitted **

Sounds awesome! Ness has Psi Thunder and Psi Fire and things like that which could in theory fit with other elements as well, but those could work for him too in a variety of interesting ways.

I agree, but I'm not likely to get two expanded elements during my PFS career; so I'll have to step a little bit from the source material. Don't know if this is a character that I'm going to want to play high-level mods on or not; I don't have ANY characters at that point yet.

That said, electric Blast + Snake Infusion (if that's legal; can't recall off the top of my head) is basically PK Thunder, while any fire blast that catches the target on fire is PK Fire. At any rate, the chance of me getting my kineticist from Level 3 to Level 7 before Occult Origins is ZERO, so I'll be watching with abated breath.

Geez! Imagine trying to build Lucas! You'd need PK Thunder (Air), PK Fire (Fire), PK Freeze (Water), AND telekinetic powers! Currently not even possible!


Mark Seifter wrote:
Imbicatus wrote:

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.
All those things take the penalty.

Is this "officially" the rule or just what you think?

And does what you say mean that all those spells and SLA are weapon-like and would receive bonuses from bard's inspire courage? And if so is that "official"?

Designer

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Chess Pwn wrote:
Mark Seifter wrote:
Imbicatus wrote:

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.
All those things take the penalty.

Is this "officially" the rule or just what you think?

And does what you say mean that all those spells and SLA are weapon-like and would receive bonuses from bard's inspire courage? And if so is that "official"?

Nothing I post here is an official ruling. I just stopped posting that boilerplate every single time because it was getting annoying and eating up time every time I posted.


okay, cause for some things I feel the answer might be known to you guys already and you can share the actual rule.

Designer

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Chess Pwn wrote:
okay, cause for some things I feel the answer might be known to you guys already and you can share the actual rule.

If we know the answer, we'll give official rulings via FAQ, after a full PDT discussion on it.


Mark Seifter wrote:
Chess Pwn wrote:
okay, cause for some things I feel the answer might be known to you guys already and you can share the actual rule.
If we know the answer, we'll give official rulings via FAQ, after a full PDT discussion on it.

so If I asked you "Does a greatsword do 2d4 damage?" or "Does a greatsword do 2d6 damage?" You'd need to have a full PDT discussion on it and make a FAQ to answer that question "officially" ;)

Designer

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Chess Pwn wrote:
Mark Seifter wrote:
Chess Pwn wrote:
okay, cause for some things I feel the answer might be known to you guys already and you can share the actual rule.
If we know the answer, we'll give official rulings via FAQ, after a full PDT discussion on it.
so If I asked you "Does a greatsword do 2d4 damage?" or "Does a greatsword do 2d6 damage?" You'd need to have a full PDT discussion on it and make a FAQ to answer that question "officially" ;)

Yes, and then it would be posted by the PDT account. Of course, if the question seemed obvious enough that it didn't bear answering, it just wouldn't happen at all (or it might get a No Response Required on an FAQ thread). It's not about how easy the question is; it's about the system of checks and balances we use to ensure that nobody in the company (including me) can just make a weird (or flat-out wrong) off-the-cuff ruling and have it be official. Unofficially, a medium greatsword does 2d6 damage, though not all greatswords do.

Scarab Sages

Would it be broken to allow a telekineticist to have an upgraded compound blast from their standard instead of choosing force damage? It would be similar to metal infusion if my memory serves me well.


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Pathfinder Adventure Path Subscriber
Mark Seifter wrote:
it's about the system of checks and balances we use to ensure that nobody in the company (including me) can just make a weird (or flat-out wrong) off-the-cuff ruling and have it be official.

We remember Doli.

Designer

First World Bard wrote:
Mark Seifter wrote:
it's about the system of checks and balances we use to ensure that nobody in the company (including me) can just make a weird (or flat-out wrong) off-the-cuff ruling and have it be official.
We remember Doli.

May he rest in peace.

Silver Crusade

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Mark Seifter wrote:
Rysky wrote:
Tels wrote:
So, was the Vigilante salvageable?
From what Jason said at Dragoncon I believe it was (they combined the melee/rogue versions into the main thing from which to take talents from and made the Warlock and Zealot archetypes).
Weirdly, people were convinced that we aren't even going to change the warlock and zealot spell progression. The changes were way more sweeping than that. Didn't know Jason told you guys.

Shouldn't have let him go unsupervised.

Shadow Lodge

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Mark Seifter wrote:
Thinking about it a bit, there's a lot of things I learned this GenCon, more so than last year's, due to people actually knowing who I am. The #1 thing I gained was more of an emotional/happy thing than a piece of knowledge or anything; basically I learned (in some ways reminded myself, in some ways, really saw for the first time) just how unrepresentative the messageboards are overall for indicating the overall emotional state of the fans. I talked to tons of PFS players, tons of non-PFS players, and even a bunch of non-Pathfinder players. Overall, I discovered that there were a lot of plugged-in people who actually would want to post on the messageboards but feel that the negativity pushes them away, and since I can relate to that feeling, it's a little sad that there isn't any way to foster a community that welcomes those people. But the positive/happy thing is tied to that sadness, and it is thus: people are more likely to post on the boards about what makes them upset because being upset is a much stronger psychological impetus towards going through the steps of posting something (which has a greater net effort than just talking aloud), but when you get people talking, the barrier is lower, and they are actually as a whole really happy! And that's a very happy thing for me too. This whole thing is all about making people happy, when it comes down to it.

Hi Mark! I met you last GenCon, though I don't think I introduced myself as "that Weirdo from the internet." Wanted to let you know that despite some online grumbling I am also as a whole pretty happy, and I especially appreciate your involvement in the community! I will try to express that more often.

I'll probably be playing a hydrokineticist in about a year when our next round of games starts up, and may be experimenting with a few NPCs in my current campaign. I'm really looking forwards to seeing some new stuff for them in Occult Origins and anything else you can put together in that time. After all, a lot of what makes the older classes so much fun has come out in years of development.

Contributor

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Hey Mark! Question about telekinetic blast, because it came up on my first game playing my kineticist on Saturday.

— There are basically two ways to use telekinetic blast, correct? (Completely wrapping something in aether and loosely wrapping something in aether.)

— When I loosely wrap something in aether, it talks about "throwing an object" and "damaging that object as per normal." I am assuming that means if I use a vase, the vase could break. Would objects designed to be thrown (such as a dagger) have to worry about taking damage? Do arrows / bolts / similar bits of ammunition have a chance to break when used in this manner?

— When I loosely wrap something in aether, does the object use its damage (say 1d4 + Con for a dagger) instead of the blast damage? Do such objects bypass damage reduction and the like if they're normally able to? Would using a magic weapon in this manner effectively allow you to apply the weapon's enhancement bonus to your attack and damage roll?

— If I fully encase something in aether, am I basically hosed out of ever hurting incorporeal creatures with my telekinesis? (This actually came up in a game I played in; I think the name of the Scenario was In the 'House of Spirits'.) I've been watching a lot of Supernatural lately and it felt weird that I couldn't use my psychokinesis on ghosts.

Thanks!


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Remember that ALL Blasts count as Magic for overcoming DR. You'd deal 1/2 damage to ghosts because of that if nothing else.

Contributor

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Rynjin wrote:
Remember that ALL Blasts count as Magic for overcoming DR. You'd deal 1/2 damage to ghosts because of that if nothing else.

... CRAP.


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Mark Seifter wrote:
Haldelar Baxter wrote:
Mark Seifter wrote:
Shadow_Charlatan wrote:

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?

You'll have to wait and see how it's done. Aether/Void could have some interesting conceptual synergies, considering what each of them are; check it out to see what I mean!
Hmm.. how bout a Pureblooded Azlanti Half-Janni Aether/Void Kineticist, how would the concept on that go ? :-)
Probably that character would be a planeswalker who traveled the edges of different elemental planes, but who knows?

Is this a possible indication that the Void element may give some ability to travel to other planes ?

Dark Archive

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Mark,

Where should I go in Concord? I"ll be there over Halloween for a wedding. I plan to go back to Walden, but am looking for other activities in the area.

Designer

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Weirdo wrote:
Mark Seifter wrote:
Thinking about it a bit, there's a lot of things I learned this GenCon, more so than last year's, due to people actually knowing who I am. The #1 thing I gained was more of an emotional/happy thing than a piece of knowledge or anything; basically I learned (in some ways reminded myself, in some ways, really saw for the first time) just how unrepresentative the messageboards are overall for indicating the overall emotional state of the fans. I talked to tons of PFS players, tons of non-PFS players, and even a bunch of non-Pathfinder players. Overall, I discovered that there were a lot of plugged-in people who actually would want to post on the messageboards but feel that the negativity pushes them away, and since I can relate to that feeling, it's a little sad that there isn't any way to foster a community that welcomes those people. But the positive/happy thing is tied to that sadness, and it is thus: people are more likely to post on the boards about what makes them upset because being upset is a much stronger psychological impetus towards going through the steps of posting something (which has a greater net effort than just talking aloud), but when you get people talking, the barrier is lower, and they are actually as a whole really happy! And that's a very happy thing for me too. This whole thing is all about making people happy, when it comes down to it.

Hi Mark! I met you last GenCon, though I don't think I introduced myself as "that Weirdo from the internet." Wanted to let you know that despite some online grumbling I am also as a whole pretty happy, and I especially appreciate your involvement in the community! I will try to express that more often.

I'll probably be playing a hydrokineticist in about a year when our next round of games starts up, and may be experimenting with a few NPCs in my current campaign. I'm really looking forwards to seeing some new stuff for them in Occult Origins and anything else you can put together in that time. After all, a lot of what...

It's always good to hear it! I know it may seem like it's redundant or unnecessary to post something positive if it doesn't like add some super useful new fact, as I've been in the same position and not posted, but on this side, I can say that it's much more important than I had realized as a fan.

Designer

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Alexander Augunas wrote:
Rynjin wrote:
Remember that ALL Blasts count as Magic for overcoming DR. You'd deal 1/2 damage to ghosts because of that if nothing else.
... CRAP.

Rynjin is right. The exception is that loosely wrapping in aether applies the object's special effects instead of the blast's, as if you had thrown the object with those modifications. This means that it doesn't work as well on swarms or ghosts as full aether envelope does (unless you have other properties on the weapon, of course).

Designer

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Shadow_Charlatan wrote:
Mark Seifter wrote:
Haldelar Baxter wrote:
Mark Seifter wrote:
Shadow_Charlatan wrote:

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?

You'll have to wait and see how it's done. Aether/Void could have some interesting conceptual synergies, considering what each of them are; check it out to see what I mean!
Hmm.. how bout a Pureblooded Azlanti Half-Janni Aether/Void Kineticist, how would the concept on that go ? :-)
Probably that character would be a planeswalker who traveled the edges of different elemental planes, but who knows?
Is this a possible indication that the Void element may give some ability to travel to other planes ?

No, it's just because that character is involved with like six different elements, and janni have 3/day plane shift to elemental planes. ;)

Designer

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Leg o' Lamb wrote:

Mark,

Where should I go in Concord? I"ll be there over Halloween for a wedding. I plan to go back to Walden, but am looking for other activities in the area.

You know, even after living up there for 10 years, the times I was going to go to Concord, a bunch of stuff turned out to be closed and we always went somewhere else. Walden was definitely on the list. I think they also have a museum, a historical park for revolutionary war stuff (Lexington and Concord, etc), and then there's also Emerson's house if you want to double up on your transcendentalists.

Dark Archive

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Mark Seifter wrote:
Leg o' Lamb wrote:

Mark,

Where should I go in Concord? I"ll be there over Halloween for a wedding. I plan to go back to Walden, but am looking for other activities in the area.

You know, even after living up there for 10 years, the times I was going to go to Concord, a bunch of stuff turned out to be closed and we always went somewhere else. Walden was definitely on the list. I think they also have a museum, a historical park for revolutionary war stuff (Lexington and Concord, etc), and then there's also Emerson's house if you want to double up on your transcendentalists.

Thanks, Mark! I do love me some Transcendentalists!


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Mark Seifter wrote:
Shadow_Charlatan wrote:
Mark Seifter wrote:
Haldelar Baxter wrote:
Mark Seifter wrote:
Shadow_Charlatan wrote:

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?

You'll have to wait and see how it's done. Aether/Void could have some interesting conceptual synergies, considering what each of them are; check it out to see what I mean!
Hmm.. how bout a Pureblooded Azlanti Half-Janni Aether/Void Kineticist, how would the concept on that go ? :-)
Probably that character would be a planeswalker who traveled the edges of different elemental planes, but who knows?
Is this a possible indication that the Void element may give some ability to travel to other planes ?
No, it's just because that character is involved with like six different elements, and janni have 3/day plane shift to elemental planes. ;)

Player companion Qadira, gateway to the east has a Half-Janni template that has spell-like abilities going up to Ethereal Jaunt 1/day at level 15-16 but stops after that, should it gain the planeshift ability after that?

Designer

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Gordrenn Higgler wrote:
Mark Seifter wrote:
Shadow_Charlatan wrote:
Mark Seifter wrote:
Haldelar Baxter wrote:
Mark Seifter wrote:
Shadow_Charlatan wrote:

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?

You'll have to wait and see how it's done. Aether/Void could have some interesting conceptual synergies, considering what each of them are; check it out to see what I mean!
Hmm.. how bout a Pureblooded Azlanti Half-Janni Aether/Void Kineticist, how would the concept on that go ? :-)
Probably that character would be a planeswalker who traveled the edges of different elemental planes, but who knows?
Is this a possible indication that the Void element may give some ability to travel to other planes ?
No, it's just because that character is involved with like six different elements, and janni have 3/day plane shift to elemental planes. ;)
Player companion Qadira, gateway to the east has a Half-Janni template that has spell-like abilities going up to Ethereal Jaunt 1/day at level 15-16 but stops after that, should it gain the planeshift ability after that?

No, when I said janni, I meant janni, not half-janni. But that means a parent with those abilities.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Question for the upcoming Occult Origins.....

Spoiler:
The Void and Wood kineticist elements being introduced, are they archetypes or actual elements you can choose?


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Hey Mark, I have to ask: Does an eidolon function in an antimagic field? I apologize for bringing up this question if it has already been asked, but the issue has come up in my current adventure path and I'd really like to find an answer.

I've also posted this question on the forums:

http://paizo.com/threads/rzs2sxsw?What-happens-when-an-eidolon-enters-an

In the thread I list my reasons as to why I believe the eidolon doesn't wink out of existence in an ant-magic field, but if you could help shed some light on the subject that would be great.

Designer

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zergtitan wrote:

Question for the upcoming Occult Origins.....

** spoiler omitted **

In the product thread, Owen has indicated that they are new elements.

Designer

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Duskblade wrote:

Hey Mark, I have to ask: Does an eidolon function in an antimagic field? I apologize for bringing up this question if it has already been asked, but the issue has come up in my current adventure path and I'd really like to find an answer.

I've also posted this question on the forums:

http://paizo.com/threads/rzs2sxsw?What-happens-when-an-eidolon-enters-an

In the thread I list my reasons as to why I believe the eidolon doesn't wink out of existence in an ant-magic field, but if you could help shed some light on the subject that would be great.

They are technically a summoned outsider, with no escape clause preventing antimagic field's normal effects on summoned creatures, so the strict rules interaction here is that an eidolon would wink out as per the spell. A rogue eidolon would be OK though.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

In a short summery how would you describe a void kineticist?

Designer

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zergtitan wrote:
In a short summery how would you describe a void kineticist?

I think the shortest possible thing I could say is this: <REDACTED>


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Are there any plans to revisit the Master of Many Styles errata?

I've been tinkering with it and it's kinda been hamstrung, I think unintentionally. It doesn't really come together as master of many different Styles until VERY high levels, up until at least 12th or so being at best a "dabbler of many styles", or a master of one MAYBE two.

I like the basic idea of Wildcard Feats (it's an excellent class feature, or would be in most other scenarios), but the prerequisites on Style Feats are so varied and often high-end that it becomes impossible to qualify for any you're not specifically focusing on, and that eats up ALL your other, non-Bonus Feat slots as well to do it.

Wildcard Feats should allow me to do stuff like snag Grabbing Style on a whim if I need to Grapple multiple people, or one of the Genie Styles if I desperately need an AoE attack, or Archon Style if I'm suddenly called upon to protect a foreign diplomat or whatever...but it really doesn't.

To do so I would need: Flurry of Blows (whoops), Con 15 and Wis 17, Monk level 11, plus all of the previous Shaitan/Djinn/Whatever Feats, and Combat Expertise and Monk level 8...and that's just for those examples.

It feels like the idea was for these things to be possible, but in execution none of it is without it dominating your whole character to the point that you must be focused on qualifying for Style Feats and nothing but Style Feats for your entire progression.

Designer

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Rynjin wrote:

Are there any plans to revisit the Master of Many Styles errata?

I've been tinkering with it and it's kinda been hamstrung, I think unintentionally. It doesn't really come together as master of many different Styles until VERY high levels, up until at least 12th or so being at best a "dabbler of many styles", or a master of one MAYBE two.

I like the basic idea of Wildcard Feats (it's an excellent class feature, or would be in most other scenarios), but the prerequisites on Style Feats are so varied and often high-end that it becomes impossible to qualify for any you're not specifically focusing on, and that eats up ALL your other, non-Bonus Feat slots as well to do it.

Wildcard Feats should allow me to do stuff like snag Grabbing Style on a whim if I need to Grapple multiple people, or one of the Genie Styles if I desperately need an AoE attack, or Archon Style if I'm suddenly called upon to protect a foreign diplomat or whatever...but it really doesn't.

To do so I would need: Flurry of Blows (whoops), Con 15 and Wis 17, Monk level 11, plus all of the previous Shaitan/Djinn/Whatever Feats, and Combat Expertise and Monk level 8...and that's just for those examples.

It feels like the idea was for these things to be possible, but in execution none of it is without it dominating your whole character to the point that you must be focused on qualifying for Style Feats and nothing but Style Feats for your entire progression.

I am always looking for better versions of things and tinkering around with stuff. That said, the wildcard feats were meant to cover switching around the depth of your mastery, rather than the initial starting feats. Still, one thing I was thinking about was waiving feat prerequisite feats that appeared in the initial style feat. It's a little more complicated to figure out, but it's a significant loosening of the number of total prereqs without removing level gates. The ideal for me, if I had the whole thing to do again, would be for every single style feat to have had a "or monk level X" prerequisite baked in there, and then the MoMS ignored everything except that prereq and having the other feats in the style chain.


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Right, but the problem is that the way Styles work you can't "switch up your depth" without having the prerequisite Style Feats already. They're the chainiest Feat chains in the game, for better or worse, so there's not really any way to simultaneously make the archetype flexible in depth without making it flexible in breadth as well. At least not a truly satisfactory way IMO.

I'm going to run it as Wildcard Feats ignoring prerequisites for now, since I think that would fix all the issues. Getting a 9th level Feat at 6th or an 11th level one at 10th isn't really a big deal balance-wise, as the Ranger can attest.

That re-write would be pretty solid as well, though I think a much bigger, sweeping change than is really feasible with the way errata work?

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