
AndIMustMask |

something i'm still noticing: hows the accuracy going along for kineticists?
i note that the bonus damage got buffed for overflow, but if you've still gotta sit at the burn cap to not be a monk or rogue, my earlier point of "why are you required to have far less HP (and still invest way more to get there) than everyone else to be functional in combat" still stands.
that is, unless you pay the touch tax via wild talents and ALWAYS infusing it--which between the burn reduction and more wild talents being known doesn't make that TOO painful (but still annoying)--or does the flexible size bonuses help make up for that?

Mark Seifter Designer |

Protoman wrote:Wow, how did I miss that? I was well aware of the sentence before and after it. Weird. Ok, so, it does that, but if you look as t what you can realistically do, you will actually have a hard time hitting that cap until you get composite blast at 7, and only then if you can't gather energy, but still want to use both a form and a substance on it, or one infusion and empower. The cap is honestly hard to hit, so, I still don't think it's super useful, but as I said, someone that isn't me will like it, I am sure. The rest is wonderful, though.mplindustries wrote:RexAliquid wrote:I'm reading it more as a burn bank. You deposit some burn into it in the morning, then later you can withdraw that burn and use it to supercharge a blast. Useful if you can't take the move action to gather energy, or you want to add infusions that would put you over your Burn-accepted-at-one-time cap. And it looks like you can recharge the bank with burn if you want to keep it topped off.But, it's not actually useful for that. There is no limit to burn accepted at once, only to total burn accepted across the whole day (Con+3). Unless this is changing, of course.
Occult Adventures Playtest, Page 4:
A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round. This limit rises to 2 points of burn at 6th level, and it rises by 1 point of burn for every 3 levels thereafter.
That's one reason why you don't get your first point of buffer until close to level 7 ;)
Honestly though, if you aren't expecting a nocturnal ambush, you could always fill it up before resting, and then just spend it to mitigate burn you would have otherwise been willing to take (so still for the emergencies like you planned, but you just take a little less burn during those emergencies).

mplindustries |

Of course the stat buffs help.
Either you put the buffs in Con and you get your HP back + even more damage and higher substance saves, or you put it in Dex for even more accuracy, AC, and higher form saves (and, theoretically not feel as obligated to burn to your bonus cap, since you're double dipping the accuracy).
The way my group agreed this would scale is with a stat buff equal to your damage bonus, so, from +2 to +12. That lets it keep pace with elemental form for the most part, and there didn't appear to be any other viable formula to use since +1-6 would mean practically nothing. Obviously, we won't really know until August, but we're pretty happy with it.

Mark Seifter Designer |

The way my group agreed this would scale is with a stat buff equal to your damage bonus, so, from +2 to +12. That lets it keep pace with elemental form for the most part, and there didn't appear to be any other viable formula to use since +1-6 would mean practically nothing. Obviously, we won't really know until August, but we're pretty happy with it.
I can confirm that's not too far off at all for the totals, but it's not going to be possible to take, say, +12 in a single ability score.

Excaliburproxy |

This is now sounding really boss. Does elemental overflow still boost accuracy directly? Or are you relying on buffing your dex for that ranged accuracy?
Mpl just made a reference to "double dipping" on accuracy (which would solve every complaint I have had about accuracy issues) , but is that the correct reading?

Third Mind |

But, you can get dex from Earth. He listed that as an example...
Actually...
perhaps your deal is sand, so you get more Dex than usual for earth; who am I to judge?
It seems he meant Sand more so than Earth itself. Which, judging by the sandstorm blast wild talent, looks to be a mixture of Earth and Air. I could be wrong though, but Earth doesn't seem like the most nimble an element on its own.

Excaliburproxy |

Milo v3 wrote:But, you can get dex from Earth. He listed that as an example...Actually...
Mark Seifter wrote:perhaps your deal is sand, so you get more Dex than usual for earth; who am I to judge?It seems he meant Sand more so than Earth itself. Which, judging by the sandstorm blast wild talent, looks to be a mixture of Earth and Air. I could be wrong though, but Earth doesn't seem like the most nimble an element on its own.
Try dodging a rock slide. It is pretty hard. I hear a guy died once.

Shiroi |
To me it sounds like "you receive a +2 size bonus to one physical ability score of your choice. You gain another +2 size bonus, or increase an existing size bonus from this ability by +2, to a maximum of +6, for each level of elemental overflow you are experiencing."
Alternate wordings prevent you from using more than half your existing size bonuses on a single ability, so you have to stagger it +2 dex, +2 other, +2 dex, +2 other. It's hard to word that one without being confusing though, so capping at +6 saves a lot of word count and doesn't make a massive difference except for the two or three levels where you have +6 dex and nothing else. Even then,that's only a 15% hit chance and AC chance, not extraordinary game breaking in this class I feel.

Excaliburproxy |

To me it sounds like "you receive a +2 size bonus to one physical ability score of your choice. You gain another +2 size bonus, or increase an existing size bonus from this ability by +2, to a maximum of +6, for each level of elemental overflow you are experiencing."
Alternate wordings prevent you from using more than half your existing size bonuses on a single ability, so you have to stagger it +2 dex, +2 other, +2 dex, +2 other. It's hard to word that one without being confusing though, so capping at +6 saves a lot of word count and doesn't make a massive difference except for the two or three levels where you have +6 dex and nothing else. Even then,that's only a 15% hit chance and AC chance, not extraordinary game breaking in this class I feel.
"For each point of overflow bonus [or whatever], you may also may gain a +1 size bonus to two separate attributes. Unlike most size bonuses, size bonuses from overflow stacks with itself [or is this true for size bonuses already?]."
*wipes brow*
Game design is hard.

Mark Seifter Designer |

The current wording for the ability bonuses is around 150 words, but that includes another secret ability that overflow also grants that's taking up about 25 of those. I'll say that the ability score part (and secret part) of overflow happens when you've tapped fairly deeply into the element, typically just past your maximum for the hit/damage boost to get the most for your level. (For example, the first stage happens after 3 burn and you gain access to it when normally your cap on hit and damage is +2/+4).

Excaliburproxy |

The current wording for the ability bonuses is around 150 words, but that includes another secret ability that overflow also grants that's taking up about 25 of those. I'll say that the ability score part (and secret part) of overflow happens when you've tapped fairly deeply into the element, typically just past your maximum for the hit/damage boost to get the most for your level. (For example, the first stage happens after 3 burn and you gain access to it when normally your cap on hit and damage is +2/+4).
I wish I could see the exact text or a more extensive description. As it stands, I think you are telling me that you get a stat bonus at 3 burn when your max overflow bonus is 2/4 but will not get a stat bonus at 3 burn when your cap is 3/6. It feels odd to me that you get less benefit from the same amount of burn as you level up. I am aware that there is a benefit from overflow's standard progression, but what if I care about my wisdom a whole bunch for whatever reason? Then I am gonna be bummed when my overflow bonus increases since I need more burn to get the same wisdom bonus.
Wouldn't it be a little cleaner if these attribute bonuses scaled separately with a higher cap? Like: you could gain a +1/+1 to two separate attributes at 2 burn and every two burn thereafter, up to your attack bonus from overflow.
Also, for wording purposes: I would create a new concept called "overflow rank" or something so you don't have to awkwardly reference attack bonus over and over again. So you can say that you get a "+1 attack bonus with blasts for each point of burn up to your overflow rank" and a "+2 damage bonus with blasts for each point of burn up to twice your overflow rank. Meanwhile, these +1/+1 attribute bonuses can cap at your overflow rank as well.
Just some thoughts.

Mark Seifter Designer |

Mark Seifter wrote:The current wording for the ability bonuses is around 150 words, but that includes another secret ability that overflow also grants that's taking up about 25 of those. I'll say that the ability score part (and secret part) of overflow happens when you've tapped fairly deeply into the element, typically just past your maximum for the hit/damage boost to get the most for your level. (For example, the first stage happens after 3 burn and you gain access to it when normally your cap on hit and damage is +2/+4).I wish I could see the exact text or a more extensive description. As it stands, I think you are telling me that you get a stat bonus at 3 burn when your max overflow bonus is 2/4 but will not get a stat bonus at 3 burn when your cap is 3/6. It feels odd to me that you get less benefit from the same amount of burn as you level up. I am aware that there is a benefit from overflow's standard progression, but what if I care about my wisdom a whole bunch for whatever reason? Then I am gonna be bummed when my overflow bonus increases since I need more burn to get the same wisdom bonus.
Wouldn't it be a little cleaner if these attribute bonuses scaled separately with a higher cap? Like: you could gain a +1/+1 to two separate attributes at 2 burn and every two burn thereafter, up to your attack bonus from overflow.
Also, for wording purposes: I would create a new concept called "overflow rank" or something so you don't have to awkwardly reference attack bonus over and over again. So you can say that you get a "+1 attack bonus with blasts for each point of burn up to your overflow rank" and a "+2 damage bonus with blasts for each point of burn up to twice your overflow rank. Meanwhile, these +1/+1 attribute bonuses can cap at your overflow rank as well.
Just some thoughts.
Don't worry, that's not how it works (you never need more burn to get a particular benefit), and the wording is more elegant than that.

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Alright, post mortem time:
As I mentioned earlier but may have been lost in the playtest, since this class is so different than any other, I took this as an opportunity to crowdsource all your brains into breaking my design, and thus I started purposely more modest so I wouldn't have to pull back too much if you guys found something I did not. Good news! I pretty much found everything in my mental stress tests that you did during the playtest. This gives me an amazing amount of peace of mind, and it allows me to pull onward, upward, and towards ever more cool stuff!
Here's some bullet points of stuff that I'm working on. Will it make it into the final? We'll have to see. I'm still tinkering, and there are many more people who will have it in their hands before the end.
*4 skill points per level, and Acrobatics: I'm not even sure how Acrobatics got removed; I'm seeing it in my earlier draft
*New wild talents: Basically a whole bunch more options, especially with regards to fun stuff other than damage, and it's good that there will be more because—
*More total wild talents known: Being forced to pick up tons of Extra ZZ feats isn't a good balancing point for a class. As I said throughout the process, I would rather just give you more and limit the power of the Extra ZZ feat so that you have what you need and the extra really feels like icing and not a feat tax to play the class.
*Expanded Element as a class feature: If you want to pick the same element every time, you can pick up a special boost on the second Expanded Element, and you get something each time, as you'll see in the next bullet point.
*Basic ZZ wild talents: One for each element, with some simple effects you can do. You get your primary element's version for free at 1st, and your expanded element's for free when you pick up expanded (the solo element person can potentially pick up a more powerful wild talent instead)
*Gather even more power!: Gather power gets more fearsome....
Burn still sucks as a class feature, but it's not so bad as it could have been. This will be a fairly adequate third tier class. Still not great, but not nearly so terrible as it could have been.
I'll reserve final judgment until I see how good the new utility talents are, but trading health for talents is still a crap idea for which you should feel eternal shame.

Mark Seifter Designer |
5 people marked this as a favorite. |

Mark Seifter wrote:...Alright, post mortem time:
As I mentioned earlier but may have been lost in the playtest, since this class is so different than any other, I took this as an opportunity to crowdsource all your brains into breaking my design, and thus I started purposely more modest so I wouldn't have to pull back too much if you guys found something I did not. Good news! I pretty much found everything in my mental stress tests that you did during the playtest. This gives me an amazing amount of peace of mind, and it allows me to pull onward, upward, and towards ever more cool stuff!
Here's some bullet points of stuff that I'm working on. Will it make it into the final? We'll have to see. I'm still tinkering, and there are many more people who will have it in their hands before the end.
*4 skill points per level, and Acrobatics: I'm not even sure how Acrobatics got removed; I'm seeing it in my earlier draft
*New wild talents: Basically a whole bunch more options, especially with regards to fun stuff other than damage, and it's good that there will be more because—
*More total wild talents known: Being forced to pick up tons of Extra ZZ feats isn't a good balancing point for a class. As I said throughout the process, I would rather just give you more and limit the power of the Extra ZZ feat so that you have what you need and the extra really feels like icing and not a feat tax to play the class.
*Expanded Element as a class feature: If you want to pick the same element every time, you can pick up a special boost on the second Expanded Element, and you get something each time, as you'll see in the next bullet point.
*Basic ZZ wild talents: One for each element, with some simple effects you can do. You get your primary element's version for free at 1st, and your expanded element's for free when you pick up expanded (the solo element person can potentially pick up a more powerful wild talent instead)
*Gather even more power!: Gather
Thank you for taking the time to express your passion about the kineticist. I can see from your post history that the kineticist is very important to you. Happy holidays to you, and a happy new year!

Protoman |

I, on the other hand, think the kineticist will be tier 1-2 on having fun like a badass. Pyro will be blasting and slicing everything non-fire resistant come July. Until then I'll simply blast and slice most things at lesser damage and skill utility while making Wang Fire puns in PFS, my SECOND GREATEST asset for that character.

Mark Seifter Designer |
1 person marked this as a favorite. |

I, on the other hand, think the kineticist will be tier 1-2 on having fun like a badass. Pyro will be blasting and slicing everything non-fire resistant come July. Until then I'll simply blast and slice most things at lesser damage and skill utility while making Wang Fire puns in PFS, my SECOND GREATEST asset for that character.
Let's face it; in July, Wang Fire will have more options for crushing foes that are "merely" resistant to his attacks, such as performing a long charge to unleash a single more-powerful attack instead of two lesser attacks. And if they're immune? Well, even with the teaser talents, he'll have control options! As befits a summer month like July, it will be a time for fire!
...but also the other three elements, even though it doesn't fit the "heat of the summer" theme

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It's the only class that I've playtested so far that was executed badly enough for me to feel the need to comment on it. Cool concept, terrible execution. Definitely looks somewhat better, so there's that. It still suffers from the basic weakness it had when first created, specifically that it has to take unhealable damage to function. It's been mitigated, but it's just a bad mechanic. I get that it's supposed to be cool and different, but the ability to heal the nonlethal damage without removing burn wouldn't exactly break the game. You still have your same burn cap, so it's not like you get any real benefits other than not getting killed quite as fast.

Mark Seifter Designer |

The heck with the other elements! Fire needs some lovin'! Pyros can use the help too :D
In all seriousness, that is excellent news about handling resistance.
Well, it's sort of the old news, repackaged in a way to point out that they can be used to laugh in the face of things like DR and resistances if you're careful and clever about the way you use them!

Milo v3 |

Burn still sucks as a class feature, but it's not so bad as it could have been. This will be a fairly adequate third tier class. Still not great, but not nearly so terrible as it could have been.
I'll reserve final judgment until I see how good the new utility talents are, but trading health for talents is still a crap idea for which you should feel eternal shame.
Tier three is generally seen as the most balanced place for classes to be, so I'm not sure how being a tier 3 is a bad thing.

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Let's face it; in July, Wang Fire will have more options for crushing foes that are "merely" resistant to his attacks, such as performing a long charge to unleash a single more-powerful attack instead of two lesser attacks. And if they're immune? Well, even with the teaser talents, he'll have control options! As befits a summer month like July, it will be a time for fire!
...but also the other three elements, even though it doesn't fit the "heat of the summer" theme
I'm REALLY hoping that Searing Flesh gets a boost as the levels progress. The idea that you deal damage against those with unarmed strikes and natural attacks, as an immediate action, is okay at low levels that deal with slams, unarmed strikes, and animal attacks. Chances are though you're more likely to be facing off against people with clubs, spears, swords, and other melee weapons.

Mark Seifter Designer |

Mark Seifter wrote:I'm REALLY hoping that Searing Flesh gets a boost as the levels progress. The idea that you deal damage against those with unarmed strikes and natural attacks, as an immediate action, is okay at low levels that deal with slams, unarmed strikes, and animal attacks. Chances are though you're more likely to be facing off against people with clubs, spears, swords, and other melee weapons.Let's face it; in July, Wang Fire will have more options for crushing foes that are "merely" resistant to his attacks, such as performing a long charge to unleash a single more-powerful attack instead of two lesser attacks. And if they're immune? Well, even with the teaser talents, he'll have control options! As befits a summer month like July, it will be a time for fire!
...but also the other three elements, even though it doesn't fit the "heat of the summer" theme
It doesn't even cost an immediate. Totally not even an action!

mplindustries |

Mark Seifter wrote:I'm REALLY hoping that Searing Flesh gets a boost as the levels progress. The idea that you deal damage against those with unarmed strikes and natural attacks, as an immediate action, is okay at low levels that deal with slams, unarmed strikes, and animal attacks. Chances are though you're more likely to be facing off against people with clubs, spears, swords, and other melee weapons.Let's face it; in July, Wang Fire will have more options for crushing foes that are "merely" resistant to his attacks, such as performing a long charge to unleash a single more-powerful attack instead of two lesser attacks. And if they're immune? Well, even with the teaser talents, he'll have control options! As befits a summer month like July, it will be a time for fire!
...but also the other three elements, even though it doesn't fit the "heat of the summer" theme
I think the confusion is that turning the ability on takes an immediate action. Once you've turned it on, though, it's just on until you turn it off.

Mark Seifter Designer |

kevin_video wrote:I think the confusion is that turning the ability on takes an immediate action. Once you've turned it on, though, it's just on until you turn it off.Mark Seifter wrote:I'm REALLY hoping that Searing Flesh gets a boost as the levels progress. The idea that you deal damage against those with unarmed strikes and natural attacks, as an immediate action, is okay at low levels that deal with slams, unarmed strikes, and animal attacks. Chances are though you're more likely to be facing off against people with clubs, spears, swords, and other melee weapons.Let's face it; in July, Wang Fire will have more options for crushing foes that are "merely" resistant to his attacks, such as performing a long charge to unleash a single more-powerful attack instead of two lesser attacks. And if they're immune? Well, even with the teaser talents, he'll have control options! As befits a summer month like July, it will be a time for fire!
...but also the other three elements, even though it doesn't fit the "heat of the summer" theme
I think I found a way to word it that keeps other staff members' valid point about being able to lower the ability in mind while making it clear that it's normally always up (basically by dropping the immediate action from the beginning and making the wording more explicit at the end).

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mplindustries wrote:I think I found a way to word it that keeps other staff members' valid point about being able to lower the ability in mind while making it clear that it's normally always up (basically by dropping the immediate action from the beginning and making the wording more explicit at the end).kevin_video wrote:I think the confusion is that turning the ability on takes an immediate action. Once you've turned it on, though, it's just on until you turn it off.Mark Seifter wrote:I'm REALLY hoping that Searing Flesh gets a boost as the levels progress. The idea that you deal damage against those with unarmed strikes and natural attacks, as an immediate action, is okay at low levels that deal with slams, unarmed strikes, and animal attacks. Chances are though you're more likely to be facing off against people with clubs, spears, swords, and other melee weapons.Let's face it; in July, Wang Fire will have more options for crushing foes that are "merely" resistant to his attacks, such as performing a long charge to unleash a single more-powerful attack instead of two lesser attacks. And if they're immune? Well, even with the teaser talents, he'll have control options! As befits a summer month like July, it will be a time for fire!
...but also the other three elements, even though it doesn't fit the "heat of the summer" theme
Okay, then I'm hoping for a trait or feat that extends the Searing Flesh ability to also do damage against melee wielders, and maybe a feat that as a standard action, turns it into a 5 ft. aura for one attack.
For reference, I direct you to the Magic of Incarnum book's Mantle of Flame.
I'm hoping with the update coming next year, we see that pyrokineticist on par with the other kineticists.

Mark Seifter Designer |

Mark Seifter wrote:mplindustries wrote:I think I found a way to word it that keeps other staff members' valid point about being able to lower the ability in mind while making it clear that it's normally always up (basically by dropping the immediate action from the beginning and making the wording more explicit at the end).kevin_video wrote:I think the confusion is that turning the ability on takes an immediate action. Once you've turned it on, though, it's just on until you turn it off.Mark Seifter wrote:I'm REALLY hoping that Searing Flesh gets a boost as the levels progress. The idea that you deal damage against those with unarmed strikes and natural attacks, as an immediate action, is okay at low levels that deal with slams, unarmed strikes, and animal attacks. Chances are though you're more likely to be facing off against people with clubs, spears, swords, and other melee weapons.Let's face it; in July, Wang Fire will have more options for crushing foes that are "merely" resistant to his attacks, such as performing a long charge to unleash a single more-powerful attack instead of two lesser attacks. And if they're immune? Well, even with the teaser talents, he'll have control options! As befits a summer month like July, it will be a time for fire!
...but also the other three elements, even though it doesn't fit the "heat of the summer" theme
Okay, then I'm hoping for a trait or feat that extends the Searing Flesh ability to also do damage against melee wielders, and maybe a feat that as a standard action, turns it into a 5 ft. aura for one attack.
For reference, I direct you to the Magic of Incarnum book's Mantle of Flame.
I'm hoping with the update coming next year, we see that pyrokineticist on par with the other kineticists.
There actually already is a wild talent that gives additional fire damage that also hits adjacent meleers. Honestly a lot of the toughest melee foes use natural attacks, though. That said, I'm considering a few possible ways to take it.

mplindustries |

I have to say, as much as I didn't like the Pyro defense because, well, I'd obviously rather not be hit, I'm kind of feeling jealous now. See, I'm sitting here at level 4 with the best AC in the party (I'm 3 over the gnome cleric and at least 5 over all the melee), my Fort/Ref are the best in the party (my Will is third out of 5, behind the Cleric and Magus) and the only reason I don't have the most HP is because the GM gave us all max HP and there's a Barbarian in the party (which bumps her base advantage from 2 per level to 4). So, yeah, I feel like I'm kind of wasting my resilience sitting in the back blasting. Without Weapon Finesse, it's pointless for me to take Kinetic Blade, so, I'm just kind of "stuck" being the toughest backliner ever.
However, if I had Searing Flesh, I could run up to melee range and provoke a lot. Yeah, I wasn't interested in Pyro at all before, but now, I'm thinking a Pyro Blade/Whip specialist might be really fun, to take advantage of the crazy toughness we end up with.

Protoman |

I have to say, as much as I didn't like the Pyro defense because, well, I'd obviously rather not be hit, I'm kind of feeling jealous now. See, I'm sitting here at level 4 with the best AC in the party (I'm 3 over the gnome cleric and at least 5 over all the melee), my Fort/Ref are the best in the party (my Will is third out of 5, behind the Cleric and Magus) and the only reason I don't have the most HP is because the GM gave us all max HP and there's a Barbarian in the party (which bumps her base advantage from 2 per level to 4). So, yeah, I feel like I'm kind of wasting my resilience sitting in the back blasting. Without Weapon Finesse, it's pointless for me to take Kinetic Blade, so, I'm just kind of "stuck" being the toughest backliner ever.
However, if I had Searing Flesh, I could run up to melee range and provoke a lot. Yeah, I wasn't interested in Pyro at all before, but now, I'm thinking a Pyro Blade/Whip specialist might be really fun, to take advantage of the crazy toughness we end up with.
That's a great point, mpl. My pyro just hit level 3 picking up weapon finesse and for the first time in his PFS career I'm looking forward to bait enemies into melee to take advantage of kinetic blade + searing flesh (2 burn for 2d6 Fire damage) + high hit points.

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That's a great point, mpl. My pyro just hit level 3 picking up weapon finesse and for the first time in his PFS career I'm looking forward to bait enemies into melee to take advantage of kinetic blade + searing flesh (2 burn for 2d6 Fire damage) + high hit points.
I'm currently a level 2 pyro, and he's almost completely useless. Every fight has been with guys who have only melee weapon attacks, or major resistances to fire. Then there's the high SR. Five sessions and he's only been useful once, and it was against a skeletal dragon.

Deadbeat Doom |

Protoman wrote:That's a great point, mpl. My pyro just hit level 3 picking up weapon finesse and for the first time in his PFS career I'm looking forward to bait enemies into melee to take advantage of kinetic blade + searing flesh (2 burn for 2d6 Fire damage) + high hit points.I'm currently a level 2 pyro, and he's almost completely useless. Every fight has been with guys who have only melee weapon attacks, or major resistances to fire. Then there's the high SR. Five sessions and he's only been useful once, and it was against a skeletal dragon.
What kind of game are you playing in that you are encountering fire resistance and skeletal dragons at second level?

Shiroi |
You could make the wording very explicite since there's only three stats. "At any given level you may get +x to physical stat a, and +x to physical stat b, OR +x to physical stat a, and +1/2x to physical stats B and C. X increases by y every z levels of elemental overflow you incur."
Still, any word on the alternate burn archetypes possibility? There were a few ideas tossed out to help people who are upset with how the mechanic worked, I believe you basically said you'd consider giving them a small goodie bag and eliminating their ability to take burn at all. Since kinetic form is now built into elemental overflow, I could see just putting them on an overflow progression by level so they get the benefits of overflow, keep their full HP, but don't get nova options. Is something (anything, not just this recommendation or anything else) going to be adopted for the naysayers for sure? I don't hold a personal stake in it, but for the sake of those that do it feels like a confirmation of intent would be helpful.
Beyond that, I'd love to hear a few tiny details about the out of combat utility powers of air, the others I can guess at and have a few thoughts on different possible power levels for. Air has perplexed me as the least ooc substantial of the five. Knowing what you have in store for them would help me guage how much ooc utility the class will get, as well as answering a nagging curiousity for what air/lightning can effectively do.

mplindustries |

Protoman wrote:That's a great point, mpl. My pyro just hit level 3 picking up weapon finesse and for the first time in his PFS career I'm looking forward to bait enemies into melee to take advantage of kinetic blade + searing flesh (2 burn for 2d6 Fire damage) + high hit points.I'm currently a level 2 pyro, and he's almost completely useless. Every fight has been with guys who have only melee weapon attacks, or major resistances to fire. Then there's the high SR. Five sessions and he's only been useful once, and it was against a skeletal dragon.
I have to agree: what kind of game are you playing?
In all my years of playing, I've never encountered SR or Fire Resistance at levels 1 or 2. I usually don't see SR show up until at least 6 or 7, and when I do, it's usually paired with Fire Resist, since it's generally on a demon or devil.
I mean, seriously, a skeletal dragon?! At 2nd level?!
The weapon issue, well, yeah, that's a good deal more common. I know the APs involve mostly monster types, but, in general, when I run games, the opposition is mostly made up of weapon-users, and I'd say it's a pretty even 50/50 split between weapons and natural attacks in the games I've PCed.

Tels |

I've encountered both Fire Resistance, Damage Reduction and SR at roughly the same level.
For example, Kingmaker has an encounter with Pixies in it's very first book, DR 10/Cold Iron and SR 15. Let me tell you, as a level 3 Wizard trying to fight invisible enemies in the trees, it's very, very frustrating when you have to roll a 12 or higher to beat SR.
Curse of the Crimson Throne also has an encounter with Imps fighting Pseudodragons at around level 2 or 3, and they are immune to Fire, with Resist Acid 10, Cold 10 and DR 5/good or silver.
But I do have to agree, I think the case of the pyro above is an oddity. I can see encountering it here and there, but not "every encounter". That's just the GM being a jerk, or he's got a very specific plot that involves such creatures.

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I'm currently a level 2 pyro, and he's almost completely useless. Every fight has been with guys who have only melee weapon attacks, or major resistances to fire. Then there's the high SR. Five sessions and he's only been useful once, and it was against a skeletal dragon.
What kind of game are you playing in that you are encountering fire resistance and skeletal dragons at second level?
I have to agree: what kind of game are you playing?
In all my years of playing, I've never encountered SR or Fire Resistance at levels 1 or 2. I usually don't see SR show up until at least 6 or 7, and when I do, it's usually paired with Fire Resist, since it's generally on a demon or devil.
I mean, seriously, a skeletal dragon?! At 2nd level?!
The weapon issue, well, yeah, that's a good deal more common. I know the APs involve mostly monster types, but, in general, when I run games, the opposition is mostly made up of weapon-users, and I'd say it's a pretty even 50/50 split between weapons and natural attacks in the games I've PCed.
You guys are kidding right? PFS. Like, legal PFS. I'll hide the names of the adventures so as to not spoil them. If you haven't played them, and you look, unfortunately it's still spoiled.
Severing Ties (golem with fire resistance 10)
Race for the Runecarved Key (tiefling rogue)
The Pendumbral Accords (iron cobra with SR 13)
And three of these were at 1st level.

Mark Seifter Designer |

I think Kevin was saying that he occasionally encountered SR and fire resistance and that those times stood out and seem ubiquitous because it's really easy to remember the times that something was either really bad or really good (for instance, in the first scenario he mentioned, there's also a time that infinite pyrokinesis would be exactly what the doctor ordered).

Nittles |

So I'm very interesting in playing an Aetherkineticist, because TK is cool. Just something I wasn't sure on. For the general Aether blast, the flavor is you pick something up and throw it at the enemy. Is this just flavor, or intended to be a design limit? If I'm in a blank dungeon hallway, is the blast largely useless, or do I assume I'm pulling chips of stone from the floor or walls?
I figure it's the latter, as none of the other blasts run out, but Aether brings a lot of really strong utility in the ability to move stuff around, so just figured I'd ask.

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I think Kevin was saying that he occasionally encountered SR and fire resistance and that those times stood out and seem ubiquitous because it's really easy to remember the times that something was either really bad or really good (for instance, in the first scenario he mentioned, there's also a time that infinite pyrokinesis would be exactly what the doctor ordered).
You're probably talking about the bushes, and yes it was nice. At the same time, we skipped the majority of the scenario because the other players were goofing off, and time was a factor so we didn't do most of the encounters. That cliff took up the majority of the game. No one had climb or feather fall.

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/looks over kevin_video's list and notes it on "fire-resistant PFS scenarios = Challenge Accepted!" list
Yea I've encountered some fire resistant/immune stuff in the 1-2 subtier of PFS scenarios too:
Rise of the Goblin Guild (flame resistant slime mold)
Trial by Machines (robot hardness, burning/plasma skeletons)
But those were only a couple encounters out of several. That's what crossbows are for in those situations. Even mages sometimes have to whip out a weapon at low levels to contribute if don't got the right spell. And what is Wang Fire if not only just a much cooler, more badass mage? Though I think I'll be hesitant about joining scenarios with robots on the cover til at least level 5. Very little I can probably contribute against those unless I can do quite a bit of damage to begin with.
EVERTHING else though I feel that I've contributed decently. Definitely in combat, and occasionally in social encounters simply due to spending points in diplomacy despite the lack of skill points.
Searing flesh was pretty awesome when I get stuck in a grapple. Concentration checks DC to blast or use kinetic blade suck way too much in those situations.

Arachnofiend |

I think Kevin was saying that he occasionally encountered SR and fire resistance and that those times stood out and seem ubiquitous because it's really easy to remember the times that something was either really bad or really good (for instance, in the first scenario he mentioned, there's also a time that infinite pyrokinesis would be exactly what the doctor ordered).
Regarding that first scenario:

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/looks over kevin_video's list and notes it on "fire-resistant PFS scenarios = Challenge Accepted!" list
Yea I've encountered some fire resistant/immune stuff in the 1-2 subtier of PFS scenarios too:
** spoiler omitted **
But those were only a couple encounters out of several. That's what crossbows are for in those situations. Even mages sometimes have to whip out a weapon at low levels to contribute if don't got the right spell. And what is Wang Fire if not only just a much cooler, more badass mage? Though I think I'll be hesitant about joining scenarios with robots on the cover til at least level 5. Very little I can probably contribute against those unless I can do quite a bit of damage to begin with.EVERTHING else though I feel that I've contributed decently. Definitely in combat, and occasionally in social encounters simply due to spending points in diplomacy despite the lack of skill points.
Searing flesh was pretty awesome when I get stuck in a grapple. Concentration checks DC to blast or use kinetic blade suck way too much in those situations.
Regarding that first scenario:
** spoiler omitted **

zergtitan |

Will I be able to use four elements with this class via the elemental expansion class feature or is there a limit on how many elements you can possibly use?
*I was designing a Mythic Guardian Kineticist who ends up releasing the good elemental lords (like the one in the Moaning Diamond from Artifacts & Legends) and in the process becomes a N minor god of the elements who acts to keep and ensure the balanced between the two sides.*

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Will I be able to use four elements with this class via the elemental expansion class feature or is there a limit on how many elements you can possibly use?
*I was designing a Mythic Guardian Kineticist who ends up releasing the good elemental lords (like the one in the Moaning Diamond from Artifacts & Legends) and in the process becomes a N minor god of the elements who acts to keep and ensure the balanced between the two sides.*
Well, at 20th level, when you get the capstone you can grab any Element's powers almost at will.
So, yeah, at 20th level you can do this. Which maps pretty well with the character concept you suggest...
Prior to that I think you're still limited to 3 Elements at a maximum.

Sphynx |

So I'm very interesting in playing an Aetherkineticist, because TK is cool. Just something I wasn't sure on. For the general Aether blast, the flavor is you pick something up and throw it at the enemy. Is this just flavor, or intended to be a design limit? If I'm in a blank dungeon hallway, is the blast largely useless, or do I assume I'm pulling chips of stone from the floor or walls?
I figure it's the latter, as none of the other blasts run out, but Aether brings a lot of really strong utility in the ability to move stuff around, so just figured I'd ask.
I carry Caltrops around purely for this purpose... throw them on the area in front of me (for protection) and launch them at targets as needed.
The text actually states that the object HAS to weigh 5lbs per Kineticist level... I'm pretty sure though that it was suppose to be a max (not a precise weight). I think it was based on Light Touch, and then they changed Light Touch to be 5lbs every 2 levels... But that's just assumption. :P