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Silver Crusade Contributor

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Also, moar ninja/cavalier/antipaladin archetypes pls. ^_^

Specific thoughts:
-A vishkanya ninja archetype would be awesome - it's really annoying that ninjas can't become deadly courtesans.
-I'd love more antipaladin archetypes that mirror specific paladin archetypes.


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Can any of the Mythic Archmage Arcana abilities be used by a non-spell caster ?

If the Archmage Path is gained from Dual Path for other path abilities the Archmage Arcana ability seems to go to waste if the character doesn't cast spells.


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Elemental Overflow creates a thematic visual effect, what would the effect be for the Aether, Void and Wood elements?

Also is the effect based on the primary elemental or would there be combo visual effects? Such as a Hydro/fire kineticist dripping water that bursts into flame on contact with something.

Contributor

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Gordrenn Higgler wrote:

Elemental Overflow creates a thematic visual effect, what would the effect be for the Aether, Void and Wood elements?

Also is the effect based on the primary elemental or would there be combo visual effects? Such as a Hydro/fire kineticist dripping water that bursts into flame on contact with something.

I'm not Mark, but I always roleplay my telekineticist's elemental overflow as random objects within gather power range getting "caught" by his aether. Dust, dirt, and other objects that I can affect with my telekinetic blast suspend in mid-air in a 20-foot radius around him (the area he can affect with gather power) and his eyes glow with aetheric power.


Haldelar Baxter wrote:

Can any of the Mythic Archmage Arcana abilities be used by a non-spell caster ?

If the Archmage Path is gained from Dual Path for other path abilities the Archmage Arcana ability seems to go to waste if the character doesn't cast spells.

The only one you could use would be Mage Strike, as the others are based on the Spell slots/prepared spells you have for the day.

Designer

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ZanThrax wrote:
Since there's already been lots of Occult questions in here; Mark, do you know if it's intended that the Occultist's Sudden Speed Transmutation ability is untyped? Stacking it and Expeditious Retreat seems like it would be quite fun, but I doubt that it was intended to let me have a low-level character running around a fight with a speed of 90'

Good question. I'm not sure if intended, Jason wrote that one. As written, it certainly does stack.

Designer

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Haldelar Baxter wrote:

Can any of the Mythic Archmage Arcana abilities be used by a non-spell caster ?

If the Archmage Path is gained from Dual Path for other path abilities the Archmage Arcana ability seems to go to waste if the character doesn't cast spells.

Well it makes sense that the archmage path is a harder path for nonspellcasters, as it's archmage, but as per default (the forum poster, not the word) only mage strike works. Mage strike is completely legit even if you don't spend a spell slot on it. It isn't as good as champion's sudden attack if you're having trouble hitting, but if you don't need the accuracy, it has many of the best features of champion's sudden attack, thus letting you pick something else if your other path is champion (or even if it isn't).

Designer

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Gordrenn Higgler wrote:

Elemental Overflow creates a thematic visual effect, what would the effect be for the Aether, Void and Wood elements?

Also is the effect based on the primary elemental or would there be combo visual effects? Such as a Hydro/fire kineticist dripping water that bursts into flame on contact with something.

Alex has given one example for aether, but it's basically up to you (and I guess your GM if you pick something really nonsensical like "Aether elemental overflow means my entire body turns into fire.") You can totally combo the elemental effects as you like. My personal favorite would be to calculate on which elements you actually spent burn and then skew the balance that way, so if I had spent most of my burn on water stuff but a little on fire, I might be gushing hot water, whereas if it was more balanced, I might be giving off steam like a sauna, and if it was more fire, then fire over my fire with a bit of steam and that hissing sound a fire makes when you put just a bit of water on it, not enough to quench the fire measurably but just enough to turn it all into steam right away.


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Mark Seifter wrote:
that hissing sound a fire makes when you put just a bit of water on it, not enough to quench the fire measurably but just enough to turn it all into steam right away.

This tells me that you've played with fire in the past, huh?

Designer

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Tels wrote:
Mark Seifter wrote:
that hissing sound a fire makes when you put just a bit of water on it, not enough to quench the fire measurably but just enough to turn it all into steam right away.
This tells me that you've played with fire in the past, huh?

Mostly I cook the majority of dinners, and occasionally a bit of water would get into the flame of the gas stove at our apartment back in Boston. It's a distinctive sound to be sure.

Silver Crusade Contributor

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I'm (kind of) working on a half-ghost race, and I wanted to use the duergar tyrant's telekinetic adept racial trait. How many race points do you think it would cost?

Thank you! ^_^


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I'm not Mark, but you can figure most of that stuff up yourself if you want to use RP, since all Kineticist Talents have an effective spell level.

This would be an at-will SLA, which is RP = Double spell level per the ARG rules.

So, assuming you waive the 3rd level max restriction:

Basic Telekinesis (1st level) = 2 RP
Kinetic Form (5th level) = 10 RP
Telekinetic Finesse (1st level) = 2 RP
Telekinetic Haul (2nd level) = 4 RP
Telekinetic Invisibility (3rd level) = 6 RP

For a total of 24 RP.

If you wanted to be nice, price Kinetic Form as an at-will Enlarge Person for 2 RP, maybe with an added tax for getting Huge size at end-game, so 4-6 RP, but the above is as close to RAW as you're probably going to get.

Designer

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Kalindlara wrote:

I'm (kind of) working on a half-ghost race, and I wanted to use the duergar tyrant's telekinetic adept racial trait. How many race points do you think it would cost?

Thank you! ^_^

Rynjin's analysis is pretty dead-on for the per-ARG costs (there's a reason these guys are tyrants over the duergar). IMO, just balance a race against others by comparison to their actual capacity. The worst thing that the RP system causes (particularly strict adherence to it) is people who find themselves with a race that's ridiculously strong or utterly weak and then are like "Well, it has around 10 RP, so it's probably fine."


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^True this. While that is enough RP to push it into "Monstrous race" level, the actual capability is reasonably low with the exception of at-will Invisibility and super Enlarge.

I'd say it probably evens out to much more powerful than the average Duergar, but if there aren't TOO many other abilities it's probably about even with the stronger races like Aasimar. Probably about as strong as a Svirfneblin.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

Question Mark. I preordered Occult Origins. When will I expect it at my door?

And I swear to all that is occult, if you say that the occult origins will arrive precisely when it means to.....

Designer

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Verzen wrote:

Question Mark. I preordered Occult Origins. When will I expect it at my door?

And I swear to all that is occult, if you say that the occult origins will arrive precisely when it means to.....

It varies. However, if you preordered but didn't subscribe, I strongly recommend subscribing and asking your subscription to start with Occult Origins instead. You can cancel the subscription right afterwards if you want with no hassles or obligations, and that'll not only net you a pdf and not only likely get you your copy a little sooner than the other preorders, but, even better, you will get that pdf as your book is heading out the door, possible giving you access to the contents before it hits shelves. Even without getting it sooner, I think it's worth it just for the free pdf (compared to preorder). This is from me as a fan, not as a Paizo employee, since it's just a way to get more cool stuff with no extra cost.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

I heard early October from one place but then a dif place said oct 21st is when the pdf is available. Can you confirm which is which?

Also

Will we be getting an acid element any time soon? I want a reptile like kineticist.

=)

Designer

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Verzen wrote:

I heard early October from one place but then a dif place said oct 21st is when the pdf is available. Can you confirm which is which?

Also

Will we be getting an acid element any time soon? I want a reptile like kineticist.

=)

I believe October 21st is the street date. That would mean that a subscriber would usually get the pdf before that and the physical copy variable but generally around then.

I think there are some cool reptile choices in the current options, and perhaps void and wood might have some thematic things for a reptile depending on what sort of reptile.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Reptile.. From Mortal Kombat. He spits acid. =P

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Totally got my fighting games mixed up. Edited =P

Contributor

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I just carried two old people out of a rice paddy with basic telekinesis and telekinetic haul.

I love Occult Adventures....


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I thought I knew how this worked, but the more I searched for a conclusive answer the more confused I got. I've spent the past 20 minutes searching the Rules Questions forum for a clear reply and I'm stomped.

Negative Levels read as follows:

Bestiary p. 562, Energy Drain and Negative Levels wrote:
(...)The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels.
Then, in the CRB...
Core Rule Book, p. 208, Caster Level wrote:
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.

How do these two rules interact? Since you treat your level as lower for the purpose of level-dependent variables, does this mean you're limited to what spells your reduced caster level can cast?

Not sure if I explained that very well, let's try some examples:

Sam the level 10 Elemental Bloodline (Cold) sorcerer fails a save v a bodak's gaze attack and gains 4 temporary negative levels, reducing his caster level to 6. Can he cast Cone of Cold? Is his Elemental Resistance gained from his Bloodline 10 or 20? Can he still use Elemental Blast, his 9th level sorcerer ability?

Randy the level 4 ranger (CL 1) is level drained 1 level by a wight. Can he cast Entangle? Can he use a scroll of Cure Light Wounds without needing to make a UMD check?

Kenny the level 4 magus Kensai has 18 INT. He takes two negative levels. What's his dodge bonus from Canny Defense?

Benny the 3rd level barbarian has 18 constitution, netting him 12 rage rounds each day. How many rage rounds does he have if he suffers two negative levels?

Edit: We're doing the post-session analysis now, and I have some follow-up questions from my players. Added them to the examples above. :)

Edit edit: Wow, this post got a lot longer than I thought it would. I'll cross-post to the RQ forum and see what they think. Unless I'm missing something obvious, this might be a good candidate for a FAQ?

Liberty's Edge

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Kudaku, the problem is that there are two different things that are generally called 'caster level'. One is your level for determining how many spells of each level you know/can cast per day and the other is the level used to determine variable effects of your spells (e.g. 'one round per level duration').

Negative levels reduce the level used to determine variable effects. They do not reduce the level used to determine spells per day... note that it says, "Spellcasters do not lose any prepared spells or slots as a result of negative levels." Sam can still cast Cone of Cold, but it will do 6d10 damage instead of 10d10.

Level based abilities are similar... you keep all the abilities for your actual level, but their effects are reduced as if your level were lower. Kenny gets +2 from Canny Defense instead of the normal +4. Benny has fewer rage rounds. Et cetera. Anything where the class level is used as a variable subtracts out the negative levels... but the table of abilities at each level, feats by level, ability bonuses by level, et cetera are all unchanged.


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The biggest issue is that the choice of "level-dependent variables" is a very poor word choice.

I mean, everything is level-dependent, isn't it? And that would mean that very fundamental things would be modified by gaining a negative level like: Your BAB (derived from the table of your class, which you read according to your level), your bonus stat points gained at levels 4, 8, 12, 16 and 20, your hp (I hope you kept your hp rolls because you gain HD+CON mod hp each level), class features, skill points (amount is dependent on how many level you have), amount of feats, eligibility for feats, and so on...

In fact, if you get down to it, the RAW definition of a negative level is brutal. Because it basically says "remove one of your levels entirely, and in addition to that take a -1 to many rolls, oh, and you lose 5 hp".

I don't think an FAQ is enough, that section needs a rewrite because it's a mess that is TOO open for interpretation. Discussing it is pointless because it's so vague that an answer that everyone would be able to agree to (a.k.a. "a rule") would be impossible.


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@CBDunkerson

It was really not my intention to start a rules debate in Mark's thread, so rather than continuing a potential sidetrack I've replied to your post in the thread I made here. :)


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Hi Mark I had a couple of ideas for a kineticist blast infusions that I wanted to run by you. The fire kineticist has talents to help deal with the common fire resistant or immune creatures in the pathfinder AP and adventure senerios, Pure-Flame and Unraveling infusions help to deal with spell resistance, and Draining infusion helps to deal with fire subtype creatures. but many outsiders have a natural resistance to fire from neither having the fire subtype or using spell resistance.

so for these types of enemies who usually have an alignment subtype I thought these infusions could work,

Holy Flame Infusion

Spoiler:

Element:Fire; Type:Substance Infusion; Level: 3; Burn: 2
Prerequisite:Good Alignment
Associated Blasts: Blue Flame, Fire,
Saving Throw: None

Your kinetic blast is infused by the fires of the celestial planes, Holy Flame infused blasts deal half holy damage and half fire damage.

Hellfire Infusion

Spoiler:

Element:Fire; Type:Substance Infusion; Level: 3; Burn: 2
Prerequisite:Evil Alignment
Associated Blasts: Blue Flame, Fire,
Saving Throw: None

Your kinetic blast is infused by the fires of Hell, Hellfire infused blasts deal half unholy damage and half fire damage.

What do you think Mark?

Silver Crusade

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Verzen wrote:
Question Mark.

Kekekekeke, I just noticed this.


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Rysky wrote:
Verzen wrote:
Question Mark.
Kekekekeke, I just noticed this.

Oh gosh, I feel foolish for not seeing it before!


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If I gestalted weapon master with kineticist would I be able to select my blast with weapon training?


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What is your opinion on weapon finesse and swashbuckler finesse? Are they the same or not? Can swashbuckler finesse count as weapon finesse when it comes to PrC prerequs? Could it be retrained if you go weapon finesse - dependant PrC - and swashbuckler later? (I guess yes, but one never knows^^)

Also this:

Kalindlara said wrote:


Also, moar ninja/cavalier/antipaladin archetypes pls. ^_^

Specific thoughts:
-A vishkanya ninja archetype would be awesome - it's really annoying that ninjas can't become deadly courtesans.
-I'd love more antipaladin archetypes that mirror specific paladin archetypes.

The Calistrian Antipaladin Code was really awesome! Now give us an archetype there that removes the disease spread and other overly evil mass destruction stuff to fit more, that could also more easily be played. (And perhaps even be PFS legal)

Some more cavalier stuff for them to be more like knights that can also be good unmounted would be awesome too, to break up the paladin stiffness a bit.

I am currently working on a swashbuckler archetype. How would i best go about bringing that in somewhere?


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Hello! I have a couple of questions about the kineticist. Apologies if this is the wrong place to ask or if these have been asked before; I'm sort of new here and I haven't been able to find them, respectively.

The questions:
1. It seems strange that force, of all blasts, should not be associated with the pushing infusion. Is this intentional, or was it accidentally left out?

2. By RAW, it looks as though the pushing infusion can be combined with the wall form infusion, which could be extremely cool. If this is the case, would the bull-rush attempt push the creature back and prevent them from crossing the wall? It's nice to imagine this combination could be used to stop creatures from crossing the wall altogether, doing damage every time they try. It'd also be cool to think incorporeal creatures could be bounced back by a force wall (cough cough) like some sort of ward, although I guess they could just go over the top. :P

3. The text for telekinetic blast specified that "You throw a nearby unattended object at a single foe as a ranged attack." However, "nearby" is never actually defined - does this mean "within the blast range", or is it meant to be really quite close to the kineticist (regardless of form infusions applied)?

4. On the topic of telekinetic blast, do items I have in my hand count as unattended for the purpose of the blast? I know they're -technically- attended by me, but I'm not going to try to stop myself from blasting them.

5. Sorry, it turns out I had more questions than I thought. Kinetic healer says I can heal an amount equal to my kinetic blast's damage. Does this mean any water/aether blast I can get my hands on, or specifically a simple blast? (So hydrokineticists with ice blasts get to heal at a rate of 2d6 + 2 / level?) What about bonuses from sources like aetheric boost and overflow?

Thank you!


Oh, also: I'm a little unsure as to how the burn option for telekinetic haul works. Does it only interact with the basic kinesis use of Haul, or also the blast? Do I accept the burn and then enjoy Xtreme Haulage for the next n minutes, only spending move actions whenever I want to move any object? Or do I accept it when I first select an object to lift using basic kinesis and then have to accept another point when I start trying to move another object? (If it's the latter, I assume burn can only be accepted to increase the limit on basic telekinesis?)

Thank you again.


Oh, uh... Also, if you have both Force Ward and flesh of stone, which applies first? Under normal circumstances I'd assume DR before THP, but fluff-wise an attack would hit the force field before hitting the stone skin, and it's hard to say an attack is considered not to have hit if part of it was absorbed by your skin. :P


So Mark, plan on getting a set of the Pathfinder dice Q-Workshop is working on? They just opened up the option of getting a play mat, kinda sad it doesn't have the coolest iconic on it though. Yoon needs more art.

Designer

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Kudaku wrote:

I thought I knew how this worked, but the more I searched for a conclusive answer the more confused I got. I've spent the past 20 minutes searching the Rules Questions forum for a clear reply and I'm stomped.

Negative Levels read as follows:

Bestiary p. 562, Energy Drain and Negative Levels wrote:
(...)The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels.
Then, in the CRB...
Core Rule Book, p. 208, Caster Level wrote:
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.

How do these two rules interact? Since you treat your level as lower for the purpose of level-dependent variables, does this mean you're limited to what spells your reduced caster level can cast?

Not sure if I explained that very well, let's try some examples:

Sam the level 10 Elemental Bloodline (Cold) sorcerer fails a save v a bodak's gaze attack and gains 4 temporary negative levels, reducing his caster level to 6. Can he cast Cone of Cold? Is his Elemental Resistance gained from his Bloodline 10 or 20? Can he still use Elemental Blast, his 9th level sorcerer ability?

Randy the level 4 ranger (CL 1) is level drained 1 level by a wight. Can he cast Entangle? Can he use a scroll of Cure Light Wounds without needing to make a UMD check?

Kenny the level 4 magus Kensai has 18 INT. He takes two negative levels. What's his dodge bonus from Canny Defense?

Benny the 3rd level barbarian has 18 constitution, netting him 12 rage rounds each day. How many rage rounds does he have if he suffers two negative levels?

Edit: We're doing the post-session analysis now, and I have some follow-up questions from my players. Added them to the examples above. :)...

Defining "level-dependent variables" is a good FAQ question for certain. The only thing we know for sure that gets hit is spellcasting, the listed example, which assuming it means caster level based on the context, can indeed take you below the minimum necessary to cast a spell (enervation is a nice opener against an enemy spellcaster for that reason). But what else applies? If we go by CB's post, which is one way to look at it, then things like rogue sneak attack would also decrease. I'm vaguely more in favor of a ruling that wouldn't affect martials too much vis-a-vis "level-dependent variables" because I feel that they are already hurt a good deal by the attack roll penalty, so reading it as mostly aimed at casters seems to put it more on-parity in my eyes.

Designer

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zergtitan wrote:

Hi Mark I had a couple of ideas for a kineticist blast infusions that I wanted to run by you. The fire kineticist has talents to help deal with the common fire resistant or immune creatures in the pathfinder AP and adventure senerios, Pure-Flame and Unraveling infusions help to deal with spell resistance, and Draining infusion helps to deal with fire subtype creatures. but many outsiders have a natural resistance to fire from neither having the fire subtype or using spell resistance.

so for these types of enemies who usually have an alignment subtype I thought these infusions could work,

Holy Flame Infusion** spoiler omitted **

Hellfire Infusion** spoiler omitted **

What do you think Mark?

I wouldn't recommend those overall. Overlooking the thematic reasons I wouldn't recommend it (since those clearly aren't useful to you since you have suggested these thematics), from a mechanical perspective, one thing you could do is have the holy damage only affect [evil] outsiders and the unholy damage only affect [good] outsiders. That way you do what you intended vis-a-vis outsiders without collateral ripple effects against other creatures.

Designer

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christos gurd wrote:
If I gestalted weapon master with kineticist would I be able to select my blast with weapon training?

Gestalt shouldn't be any different than if you multi-classed the two. Oddly, the archetype doesn't describe what it means by "chosen weapon" anywhere and starts using that language right away without specifying. My hunch, if gloves of dueling are supposed to work with the "chosen weapon," is that the weapon in question would need to be a member of a weapon group, such that a normal fighter could also select it too, or else the magic item shouldn't apply, something like saying that it's an altered version of weapon training (though of course, right now it switches armor for weapon and weapon for other stuff, so it would likely see a lot of differences involving "alters" tags if we wrote it now). Anyway, given gestalt is already a houserule, allowing it anyway (for any type of fighter willing to pick a weapon group with only kin blast) doesn't seem unfair, regardless of the murky written rules.

Designer

Hayato Ken wrote:

What is your opinion on weapon finesse and swashbuckler finesse? Are they the same or not? Can swashbuckler finesse count as weapon finesse when it comes to PrC prerequs? Could it be retrained if you go weapon finesse - dependant PrC - and swashbuckler later? (I guess yes, but one never knows^^)

Also this:

Kalindlara said wrote:


Also, moar ninja/cavalier/antipaladin archetypes pls. ^_^

Specific thoughts:
-A vishkanya ninja archetype would be awesome - it's really annoying that ninjas can't become deadly courtesans.
-I'd love more antipaladin archetypes that mirror specific paladin archetypes.

The Calistrian Antipaladin Code was really awesome! Now give us an archetype there that removes the disease spread and other overly evil mass destruction stuff to fit more, that could also more easily be played. (And perhaps even be PFS legal)

Some more cavalier stuff for them to be more like knights that can also be good unmounted would be awesome too, to break up the paladin stiffness a bit.

I am currently working on a swashbuckler archetype. How would i best go about bringing that in somewhere?

Technically, Swash finesse only helps with feat prereqs. I would allow it to work with other prereqs in my home games though.

If you have an awesome archetype, consider talking with an awesome third party publisher to publish it. For example, I was sitting on my masquerade reveler archetype for years, and I eventually published it with two others to round out the offering, then later expanded to a big book about just that archetype when it was popular.

Designer

Targen wrote:

Hello! I have a couple of questions about the kineticist. Apologies if this is the wrong place to ask or if these have been asked before; I'm sort of new here and I haven't been able to find them, respectively.

The questions:
1. It seems strange that force, of all blasts, should not be associated with the pushing infusion. Is this intentional, or was it accidentally left out?

2. By RAW, it looks as though the pushing infusion can be combined with the wall form infusion, which could be extremely cool. If this is the case, would the bull-rush attempt push the creature back and prevent them from crossing the wall? It's nice to imagine this combination could be used to stop creatures from crossing the wall altogether, doing damage every time they try. It'd also be cool to think incorporeal creatures could be bounced back by a force wall (cough cough) like some sort of ward, although I guess they could just go over the top. :P

3. The text for telekinetic blast specified that "You throw a nearby unattended object at a single foe as a ranged attack." However, "nearby" is never actually defined - does this mean "within the blast range", or is it meant to be really quite close to the kineticist (regardless of form infusions applied)?

4. On the topic of telekinetic blast, do items I have in my hand count as unattended for the purpose of the blast? I know they're -technically- attended by me, but I'm not going to try to stop myself from blasting them.

5. Sorry, it turns out I had more questions than I thought. Kinetic healer says I can heal an amount equal to my kinetic blast's damage. Does this mean any water/aether blast I can get my hands on, or specifically a simple blast? (So hydrokineticists with ice blasts get to heal at a rate of 2d6 + 2 / level?) What about bonuses from sources like aetheric boost and overflow?

Thank you!

You can totally do pushing as long as there is a clear direction to push. A pushing wall could be quite fun (though a bowling or entangling wall can be even better)!

Nearby wasn't defined due to having to shorten to copyfit. It probably doesn't matter too much as long as you keep it to fairly close range and as long as you make sure the item floats to you before shooting off (so it doesn't affect other factors like cover). A simpler way to handle it would just be to say your square or adjacent squares.

I'd say you can totally drop your own stuff to make it unattended.

Kinetic healer should be water, cold, or aether, the simple blasts, though cold isn't a good choice. I believe that the wording disconnect and ambiguity comes because of the way blast wild talents had their names changed.

Designer

Targen wrote:

Oh, also: I'm a little unsure as to how the burn option for telekinetic haul works. Does it only interact with the basic kinesis use of Haul, or also the blast? Do I accept the burn and then enjoy Xtreme Haulage for the next n minutes, only spending move actions whenever I want to move any object? Or do I accept it when I first select an object to lift using basic kinesis and then have to accept another point when I start trying to move another object? (If it's the latter, I assume burn can only be accepted to increase the limit on basic telekinesis?)

Thank you again.

You indeed get the whole duration of Xtreme haulage, only spending actions when you like, for 1 burn.

Also, as to force ward and flesh of stone, your rules instinct is correct in that DR usually applies first. The in-world lore reason is that strands of aether imbued with your own essence are both flexible and instinctive, so they are "smart" enough to bend like a willow, letting through amounts of damage that won't harm you to maintain their own longevity. As to whether something absorbed by skin could be a miss, remember that an attack wholly absorbed by DR is considered to have missed, as per the DR rules (that's where I came up with the idea for force ward). I guess attacks that miss because of barkskin are also absorbed by skin.

Designer

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Xelaaredn wrote:
So Mark, plan on getting a set of the Pathfinder dice Q-Workshop is working on? They just opened up the option of getting a play mat, kinda sad it doesn't have the coolest iconic on it though. Yoon needs more art.

One time at Gencon when I was just a fan, Wolfgang Bauer gave me a set of Rise of the Runelords Q-Workshop dice, and those are the only ones I have. I'm usually not in the market for designer dice, though I did buy Linda a set of amethyst dice (her birthstone and favorite color) as a gift for her first dice set.

As to Yoon art, I did manage to get her one in Ultimate Intrigue, but after what she went through there, Yoon is mad. Hopefully we can keep getting her to pose for us.


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Mark Seifter wrote:
As to Yoon art, I did manage to get her one in Ultimate Intrigue, but after what she went through there, Yoon is mad.

Someone flood the streets? :P


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Mark Seifter wrote:
Defining "level-dependent variables" is a good FAQ question for certain. The only thing we know for sure that gets hit is spellcasting, the listed example, which assuming it means caster level based on the context, can indeed take you below the minimum necessary to cast a spell (enervation is a nice opener against an enemy spellcaster for that reason). But what else applies? If we go by CB's post, which is one way to look at it, then things like rogue sneak attack would also decrease. I'm vaguely more in favor of a ruling that wouldn't affect martials too much vis-a-vis "level-dependent variables" because I feel that they are already hurt a good deal by the attack roll penalty, so reading it as mostly aimed at casters seems to put it more on-parity in my eyes.

Thanks for the reply, Mark! I'll see if I can drum up some more FAQ requests on the thread I have going. :)


Mark Seifter wrote:
Targen wrote:

Hello! I have a couple of questions about the kineticist. Apologies if this is the wrong place to ask or if these have been asked before; I'm sort of new here and I haven't been able to find them, respectively.

The questions:
1. It seems strange that force, of all blasts, should not be associated with the pushing infusion. Is this intentional, or was it accidentally left out?

2. By RAW, it looks as though the pushing infusion can be combined with the wall form infusion, which could be extremely cool. If this is the case, would the bull-rush attempt push the creature back and prevent them from crossing the wall? It's nice to imagine this combination could be used to stop creatures from crossing the wall altogether, doing damage every time they try. It'd also be cool to think incorporeal creatures could be bounced back by a force wall (cough cough) like some sort of ward, although I guess they could just go over the top. :P

3. The text for telekinetic blast specified that "You throw a nearby unattended object at a single foe as a ranged attack." However, "nearby" is never actually defined - does this mean "within the blast range", or is it meant to be really quite close to the kineticist (regardless of form infusions applied)?

4. On the topic of telekinetic blast, do items I have in my hand count as unattended for the purpose of the blast? I know they're -technically- attended by me, but I'm not going to try to stop myself from blasting them.

5. Sorry, it turns out I had more questions than I thought. Kinetic healer says I can heal an amount equal to my kinetic blast's damage. Does this mean any water/aether blast I can get my hands on, or specifically a simple blast? (So hydrokineticists with ice blasts get to heal at a rate of 2d6 + 2 / level?) What about bonuses from sources like aetheric boost and overflow?

Thank you!

You can totally do pushing as long as there is a clear direction to push. A pushing wall could be quite fun (though a bowling or entangling wall...

Great! Thanks for such a speedy reply. Still curious as to whether "force" should be on the list of blasts associated with the pushing infusion.

Now I come to think of it, what would be even better than a wall infused with entangling would be -two- adjacent walls infused with entangling. Creatures would become completely immobile after the second wall.

(Edit: If you had a second kineticist on hand to create the second wall.)


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Mark Seifter wrote:
Hayato Ken wrote:

What is your opinion on weapon finesse and swashbuckler finesse? Are they the same or not? Can swashbuckler finesse count as weapon finesse when it comes to PrC prerequs? Could it be retrained if you go weapon finesse - dependant PrC - and swashbuckler later? (I guess yes, but one never knows^^)

Also this:

Kalindlara said wrote:


Also, moar ninja/cavalier/antipaladin archetypes pls. ^_^

Specific thoughts:
-A vishkanya ninja archetype would be awesome - it's really annoying that ninjas can't become deadly courtesans.
-I'd love more antipaladin archetypes that mirror specific paladin archetypes.

The Calistrian Antipaladin Code was really awesome! Now give us an archetype there that removes the disease spread and other overly evil mass destruction stuff to fit more, that could also more easily be played. (And perhaps even be PFS legal)

Some more cavalier stuff for them to be more like knights that can also be good unmounted would be awesome too, to break up the paladin stiffness a bit.

I am currently working on a swashbuckler archetype. How would i best go about bringing that in somewhere?

Technically, Swash finesse only helps with feat prereqs. I would allow it to work with other prereqs in my home games though.

If you have an awesome archetype, consider talking with an awesome third party publisher to publish it. For example, I was sitting on my masquerade reveler archetype for years, and I eventually published it with two others to round out the offering, then later expanded to a big book about just that archetype when it was popular.

So technically, a swashbuckler would have to take weapon finesse in order to be able to take some levels as duelist?


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Mark Seifter wrote:
christos gurd wrote:
If I gestalted weapon master with kineticist would I be able to select my blast with weapon training?
Gestalt shouldn't be any different than if you multi-classed the two. Oddly, the archetype doesn't describe what it means by "chosen weapon" anywhere and starts using that language right away without specifying. My hunch, if gloves of dueling are supposed to work with the "chosen weapon," is that the weapon in question would need to be a member of a weapon group, such that a normal fighter could also select it too, or else the magic item shouldn't apply, something like saying that it's an altered version of weapon training (though of course, right now it switches armor for weapon and weapon for other stuff, so it would likely see a lot of differences involving "alters" tags if we wrote it now). Anyway, given gestalt is already a houserule, allowing it anyway (for any type of fighter willing to pick a weapon group with only kin blast) doesn't seem unfair, regardless of the murky written rules.

the thought occurred to me from a debate in the kineticist guide thread.

Dark Archive

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Mark Seifter wrote:


Technically, Swash finesse only helps with feat prereqs. I would allow it to work with other prereqs in my home games though.

Please Clarify this statement. Are you saying that it only counts as prereqs for getting feats? Or is it prereqs that call for Weapon Finesse, like feats, PrCs, Magic Items, and Weapon Qualities?


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How are you guys coming along with Simulacrum, etc FAQs?


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Cyd the Arcmagi wrote:
Mark Seifter wrote:


Technically, Swash finesse only helps with feat prereqs. I would allow it to work with other prereqs in my home games though.
Please Clarify this statement. Are you saying that it only counts as prereqs for getting feats? Or is it prereqs that call for Weapon Finesse, like feats, PrCs, Magic Items, and Weapon Qualities?

"Swash finesse only helps with feat prereqs"


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Mark Seifter wrote:
Nearby wasn't defined due to having to shorten to copyfit ... A simpler way to handle it would just be to say your square or adjacent squares.

Hmm, just realised the implications for Foe Throw - there'd be almost no way of using the infusion without provoking an Attack of Opportunity! :P Might be better to treat it as "within 15 feet", representing a single move action's worth of distance under basic telekinesis.

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