Milo v3 |
Aether- requires use of an object to fling
This isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch.
QuidEst |
Rocky MakLoud wrote:Aether- requires use of an object to flingThis isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch.
While the Gunslinger is busy firing gold pieces, you're laughing and shooting copper pieces.
Tels |
3 people marked this as a favorite. |
Milo v3 wrote:While the Gunslinger is busy firing gold pieces, you're laughing and shooting copper pieces.Rocky MakLoud wrote:Aether- requires use of an object to flingThis isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch.
I'mma use silver pieces, so they can pay the ferryman on their way down the Styx.
Mark Seifter Designer |
QuidEst wrote:I'mma use silver pieces, so they can pay the ferryman on their way down the Styx.Milo v3 wrote:While the Gunslinger is busy firing gold pieces, you're laughing and shooting copper pieces.Rocky MakLoud wrote:Aether- requires use of an object to flingThis isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch.
Awesome! Right in the eye.
Tels |
Tels wrote:Awesome! Right in the eye.QuidEst wrote:I'mma use silver pieces, so they can pay the ferryman on their way down the Styx.Milo v3 wrote:While the Gunslinger is busy firing gold pieces, you're laughing and shooting copper pieces.Rocky MakLoud wrote:Aether- requires use of an object to flingThis isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch.
I'm thinking about worshiping Abadar, calls himself the Taxman, and he seriously dislikes those who don't pay their taxes :P
Mark Seifter Designer |
3 people marked this as a favorite. |
Mark Seifter wrote:I'm thinking about worshiping Abadar, calls himself the Taxman, and he seriously dislikes those who don't pay their taxes :PTels wrote:Awesome! Right in the eye.QuidEst wrote:I'mma use silver pieces, so they can pay the ferryman on their way down the Styx.Milo v3 wrote:While the Gunslinger is busy firing gold pieces, you're laughing and shooting copper pieces.Rocky MakLoud wrote:Aether- requires use of an object to flingThis isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch.
Make a vigilante who is a tax collector by day, and by night he breaks into the houses of people who evade taxes to steal...the amount they still owe! Taxman!!!
Taloskane |
This isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch.
There are Captain America builds out there, now we can have a Gambit build.
Torbyne |
1 person marked this as a favorite. |
Tels wrote:Awesome! Right in the eye.QuidEst wrote:I'mma use silver pieces, so they can pay the ferryman on their way down the Styx.Milo v3 wrote:While the Gunslinger is busy firing gold pieces, you're laughing and shooting copper pieces.Rocky MakLoud wrote:Aether- requires use of an object to flingThis isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch.
Only on a crit. The ferryman is seriously starting to get freaked out by the volume of goblins with coins embedded in their skulls who need to get across the Styx.
Also, this explains why no many random creatures drop coins in video games, they survived the Tax Season.
Taenia |
I had a kinetic healer question that game up when planning a character for Rise of the Runelords. It says you heal damage = to your kinetic blast. Does that mean you could gather energy, empower your blast and use that amount to heal? When you get composite blasts can you heal with that amount of damage? Are you stuck with the base 1d6 + 1d6/2 levels + mods for healing?
Mark Seifter Designer |
1 person marked this as a favorite. |
I had a kinetic healer question that game up when planning a character for Rise of the Runelords. It says you heal damage = to your kinetic blast. Does that mean you could gather energy, empower your blast and use that amount to heal? When you get composite blasts can you heal with that amount of damage? Are you stuck with the base 1d6 + 1d6/2 levels + mods for healing?
It is not a blast wild talent, so it doesn't work with those other things that mess with blast wild talents. However, you, my friend, seem to have tapped a very interesting wellspring of design potential. I wonder if there might be an archetype that latches onto that idea?
zergtitan |
I was wondering about other possible future fields of Kinetics, I've always wanted to play a Biokinetic like Elixer from X-men. Maybe in a future kinetic element of Positive energy (Healing, Blasting Undead maybe Fiends with a Holy energy talent, and enhancing the physical form with later immunities to aging, disease, and poison.) or Negative Energy. (entropic energy, Bolstering undead, becoming undead, and diseasing or poisoning foes.)
that would be awesome! :)
Milo v3 |
In another thread "Rogue Eidolon" has mentioned the following wild talents:
Aether: aether puppet, spell deflection, telekinetic globe
Air: aerial evasion, air shroud (greater), celerity
Earth: deadly earth, enduring earth, shift earth (greater)
Fire: fan of flames, from the ashes, unraveling infusion
Water: cold snap, tidal wave, veil of mists
Universal: draining infusion, mobile blast, skilled kineticist (greater)
To me it sounds like aether puppet was aethers answer to spark of life I was hoping for... from the ashes sounds like healing when dealt fire damage so that it's pheonix themed without simply giving resurrection out of nowhere... and skilled kineticist sounds like the prestigitation type minor tricks people were asking for during the playtest.
The Ambitious |
If you use your kinetic blast to throw a flask of acid or stuff like that, do you get to deal the blast damage plus the acid damage?
Or if you throw a fishing net at them do they get entangled?
Unfortunately, I don't believe so, although I would assume the added damage would be similar to splash weapons' splash damage. I've never included the extra damage because the damage is already scary enough....
Mark Seifter Designer |
When are we going to see the Kineticist preview, you are not going to hold it all the way until the release are you? Inquiring minds want to know.
Kineticist was at least initially not the last one, as the spiritualist was initially last until she pulled ahead so Rivani could get some finishing touches. So that wasn't the original intent anyway. As to whether she's now last? You'll have to wait and see. Maybe tomorrow's will be her?
Mark Seifter Designer |
The pessimist inside me says they'll hold Kineticist until last because she was the most popular class in the playtest.
I can guarantee that it was at least not initially last (since the spiritualist was). That said, I'm not involved with the process and the new order seems to fluctuate every week, so I honestly don't know. It's why we stopped saying what the next one would be in the previous week's blog. Personally, I think it's a good idea to put the most popular one near the end, but I'd do it second-to-last because too many people already have the book by the last one.
Xelaaredn |
I can guarantee that it was at least not initially last (since the spiritualist was). That said, I'm not involved with the process and the new order seems to fluctuate every week, so I honestly don't know. It's why we stopped saying what the next one would be in the previous week's blog. Personally, I think it's a good idea to put the most popular one near the end, but I'd do it second-to-last because too many people already have the book by the last one.
That sounds dangerously close to "the book will be out on or before the 23rd"...
Mark Seifter Designer |
I getcha on that. The free pdf is a pretty good thank you for those who do subscribe, though. Depending on your expected chance of liking the book and personal utility of the pdf, it seems like a worthwhile gamble to me, even discounting the early access. I say this as a former subscriber to the RPG line who was making the same sort of calculations on my grad student salary.
Xelaaredn |
I getcha on that. The free pdf is a pretty good thank you for those who do subscribe, though. Depending on your expected chance of liking the book and personal utility of the pdf, it seems like a worthwhile gamble to me, even discounting the early access. I say this as a former subscriber to the RPG line who was making the same sort of calculations on my grad student salary.
I dunno, I pre-ordered back in January, and would switch to the subscription (for the PDF) if not for the thought that the price would go up in doing so.
Mark Seifter Designer |
Mark Seifter wrote:I getcha on that. The free pdf is a pretty good thank you for those who do subscribe, though. Depending on your expected chance of liking the book and personal utility of the pdf, it seems like a worthwhile gamble to me, even discounting the early access. I say this as a former subscriber to the RPG line who was making the same sort of calculations on my grad student salary.I dunno, I pre-ordered back in January, and would switch to the subscription (for the PDF) if not for the thought that the price would go up in doing so.
The subscription is the same price as just buying it, including preorder. If you're wondering what the catch is compared to preordering, there isn't one (and you can even cancel a subscription after the one product): I understand that the benefits of being able to count on the subscription numbers in making print runs are so high that it's worth it.
Cur1337 |
1 person marked this as a favorite. |
You see clever, I see unnecessary.
If you're not supposed to take Burn, it shouldn't be a mechanic.
On 1: Which is a bad option, because the damage does not keep up to any par without Burn.
On 2: If the intent is for the class to HAVE to utilize Feel the Burn to be effective, you may as well just add a clause saying "The Kineticist reduces his HP per day by his character level (increasing to 2x and 3x at X and Y levels" because that's what it amounts to. Cut out the middle man.
On 3: If you can use the words "trap" in reference to an option provided, it is an option that is not needed.
On 4: If the intent was that, then having Con be their "caster stat" was a bonehead move in the first place. Having a class favor a stat and then building in a mechanic intended to make that stat less desirable is poor design. It is the equivalent of imparting a Will save penalty on all Wisdom based classes, or a penalty to Iniative for characters with high Dex to "not make them especially better than other classes at a thing".
Though, you are correct on that:
By level 10, most d8 classes will have 8+5*9+3*9 (16 Con) HP, not factoring in FCBs and Feats. That's 80 HP.
A Kineticist of the same level will substitute in a Con modifier of around 6. So, 110 HP. -30 for Feel the Burn's cap of 3, and 80 HP.
Which is ridiculous. A class with double the investment in Constitution should NOT have the same amount of HP as the baseline class. Again, Monks don't gain a scaling Will save penalty for every point of Ki they spend to put them on par with a Fighter. The Kineticist should not receive a scaling HP penalty to put them on par with a Bard.
Burn gives you abilities you can use sparingly and it for one balances CON as a casting stat and second FTB gives you what'sbasically full BAB at a cost, full BAB base would be way too much for a class that can swing constant touch attacks. The point is to make the class a balancing act which was honestly a great choice for flavor and to balance the mechanics of it. The other thing you're neglecting is that you get overarching reductions in burn cost for form or substance at 5, 8, 11, 14, 17, you basicaly end up removing all of your burn cost by the end. It is a very different mechanic from other classes.
Also its not at all making CON undesireable, it makes it more important if anything, penalties on will saves or initiative would be comepletely different for their respective situations.I personally think it's a fantastic idea to make a class that has to suffer and balance penalties to reach it's full potential, especially since the class is in no way underpowered.
Tels |
For an early teaser, you can download the PFS Pre-gens and see examples of the Pyrokineticist at Level 1, Level 4, and Level 7. Also, you get a brief summary of Yoon, the iconic Kineticist's backstory.
Mark Seifter Designer |
For an early teaser, you can download the PFS Pre-gens and see examples of the Pyrokineticist at Level 1, Level 4, and Level 7. Also, you get a brief summary of Yoon, the iconic Kineticist's backstory.
I strongly recommend not reading that summarized backstory until the blog on Wednesday. It's spoilers, so it makes the full story less fun to read.
Tels |
Tels wrote:For an early teaser, you can download the PFS Pre-gens and see examples of the Pyrokineticist at Level 1, Level 4, and Level 7. Also, you get a brief summary of Yoon, the iconic Kineticist's backstory.I strongly recommend not reading that summarized backstory until the blog on Wednesday. It's spoilers, so it makes the full story less fun to read.
Yeah.... I already did :(
By the way, Searing Flesh got nerfed... hard. Why is that?
Mark Seifter Designer |
Mark Seifter wrote:Tels wrote:For an early teaser, you can download the PFS Pre-gens and see examples of the Pyrokineticist at Level 1, Level 4, and Level 7. Also, you get a brief summary of Yoon, the iconic Kineticist's backstory.I strongly recommend not reading that summarized backstory until the blog on Wednesday. It's spoilers, so it makes the full story less fun to read.Yeah.... I already did :(
By the way, Searing Flesh got nerfed... hard. Why is that?
The damage went down due to a long discussion elsewhere in this thread where a large consensus told me they wanted it to have significantly reduced damage in return for having no save. For instance, with 4 burn at level 8, you used to do 6d6 save negates, average 21. Now you do 10 with no save, and you can also burn more to get even more (or activate the ability right as you're being grappled, thus triggering the doubling clause for that round, dealing even more than the old version could on a failed save, in this case 40 damage with 4 burn, the old cap; ouch!). The damage is actually even better comparatively at higher levels (for instance at 16, 32 damage no save for 4 burn compared to 12d6=42 average save negates). So eventually, it's only slightly reduced damage (or even more damage for a higher investment) and no save. So it's more that it works differently, rather than being directly weaker or stronger.
Tels |
Tels wrote:The damage went down due to a long discussion elsewhere in this thread where a large consensus told me they wanted it to have significantly reduced damage in return for having no save. For instance, with 4 burn at level 8, you used to do 6d6 save negates, average 21. Now you do 10 with no save, and you can also burn more to get even more (or activate the ability right as you're being grappled, thus triggering the doubling clause for that round, dealing even more than the old version could on a failed save, in this case 40 damage with 4 burn, the old cap; ouch!). The damage is actually even better comparatively at higher levels (for instance at 16, 32 damage no save for 4 burn compared to 12d6=42 average save negates). So eventually, it's only slightly reduced damage (or even more damage for a higher investment) and no save. So it's more that it works differently, rather than being directly weaker or stronger.Mark Seifter wrote:Tels wrote:For an early teaser, you can download the PFS Pre-gens and see examples of the Pyrokineticist at Level 1, Level 4, and Level 7. Also, you get a brief summary of Yoon, the iconic Kineticist's backstory.I strongly recommend not reading that summarized backstory until the blog on Wednesday. It's spoilers, so it makes the full story less fun to read.Yeah.... I already did :(
By the way, Searing Flesh got nerfed... hard. Why is that?
Probably need to see the full ability, but the pre-gen, at level 4, allows her to spend up to 7 burn each day to increase the damage of her searing flesh by 1 point each, and she can accept up to a maximum of 7 burn each day period.
Then, at 7th level, she can now accept up to 8 burn each day, but the Searing Flesh still only lets her spend up to 7 points each day.
Now, unless the damage integer increases at some point, I'm having a hard time seeing how only 1 point of damage per point of burn would be all that good as a defensive ability. Sure, powering up your Searing Flesh also powers up Elemental Overflow, but even still, a 1-to-1 trade is hardly worth it, especially at higher levels.
Mark Seifter Designer |
Mark Seifter wrote:Tels wrote:The damage went down due to a long discussion elsewhere in this thread where a large consensus told me they wanted it to have significantly reduced damage in return for having no save. For instance, with 4 burn at level 8, you used to do 6d6 save negates, average 21. Now you do 10 with no save, and you can also burn more to get even more (or activate the ability right as you're being grappled, thus triggering the doubling clause for that round, dealing even more than the old version could on a failed save, in this case 40 damage with 4 burn, the old cap; ouch!). The damage is actually even better comparatively at higher levels (for instance at 16, 32 damage no save for 4 burn compared to 12d6=42 average save negates). So eventually, it's only slightly reduced damage (or even more damage for a higher investment) and no save. So it's more that it works differently, rather than being directly weaker or stronger.Mark Seifter wrote:Tels wrote:For an early teaser, you can download the PFS Pre-gens and see examples of the Pyrokineticist at Level 1, Level 4, and Level 7. Also, you get a brief summary of Yoon, the iconic Kineticist's backstory.I strongly recommend not reading that summarized backstory until the blog on Wednesday. It's spoilers, so it makes the full story less fun to read.Yeah.... I already did :(
By the way, Searing Flesh got nerfed... hard. Why is that?
Probably need to see the full ability, but the pre-gen, at level 4, allows her to spend up to 7 burn each day to increase the damage of her searing flesh by 1 point each, and she can accept up to a maximum of 7 burn each day period.
Then, at 7th level, she can now accept up to 8 burn each day, but the Searing Flesh still only lets her spend up to 7 points each day.
Now, unless the damage integer increases at some point, I'm having a hard time seeing how only 1 point of damage per point of burn...
Ah, I had mistakenly thought you had the whole book, but reading your post again, I should have realized not. Suffice to say, level 7 is the level just before the damage doubles, due to rounding. Honestly, due to the complexity, it's not math that I'm allowed to make you do, but in a home game where you can do more math, to make the damage curve smoother for when you have some burn (by smoother I mean "does not just double eventually but instead goes up more gradually"), I recommend multiplying your level by 1 + burn spent before dividing by 4 and rounding down instead of after dividing by 4 and rounding down.
Tels |
Tels wrote:...Mark Seifter wrote:Tels wrote:The damage went down due to a long discussion elsewhere in this thread where a large consensus told me they wanted it to have significantly reduced damage in return for having no save. For instance, with 4 burn at level 8, you used to do 6d6 save negates, average 21. Now you do 10 with no save, and you can also burn more to get even more (or activate the ability right as you're being grappled, thus triggering the doubling clause for that round, dealing even more than the old version could on a failed save, in this case 40 damage with 4 burn, the old cap; ouch!). The damage is actually even better comparatively at higher levels (for instance at 16, 32 damage no save for 4 burn compared to 12d6=42 average save negates). So eventually, it's only slightly reduced damage (or even more damage for a higher investment) and no save. So it's more that it works differently, rather than being directly weaker or stronger.Mark Seifter wrote:Tels wrote:For an early teaser, you can download the PFS Pre-gens and see examples of the Pyrokineticist at Level 1, Level 4, and Level 7. Also, you get a brief summary of Yoon, the iconic Kineticist's backstory.I strongly recommend not reading that summarized backstory until the blog on Wednesday. It's spoilers, so it makes the full story less fun to read.Yeah.... I already did :(
By the way, Searing Flesh got nerfed... hard. Why is that?
Probably need to see the full ability, but the pre-gen, at level 4, allows her to spend up to 7 burn each day to increase the damage of her searing flesh by 1 point each, and she can accept up to a maximum of 7 burn each day period.
Then, at 7th level, she can now accept up to 8 burn each day, but the Searing Flesh still only lets her spend up to 7 points each day.
Now, unless the damage integer increases at some point, I'm having a hard time seeing how only 1 point of
No, I don't have the book. I have this standing policy of only buying things through my local game store (despite paying more).
I'm not sure what you mean by the math, but it'll probably make more sense when I have the book and some time to pour over it. So I'll just hold off more judgements until then.
Honestly, I'm surprised there hasn't been more comment about Occult Adventures yet, considering several people already have their PDFs. I remember the ACG and Unchained had many people clamoring for teasers once the PDFs went live.
Mark Seifter Designer |
Mark Seifter wrote:...Tels wrote:Mark Seifter wrote:Tels wrote:The damage went down due to a long discussion elsewhere in this thread where a large consensus told me they wanted it to have significantly reduced damage in return for having no save. For instance, with 4 burn at level 8, you used to do 6d6 save negates, average 21. Now you do 10 with no save, and you can also burn more to get even more (or activate the ability right as you're being grappled, thus triggering the doubling clause for that round, dealing even more than the old version could on a failed save, in this case 40 damage with 4 burn, the old cap; ouch!). The damage is actually even better comparatively at higher levels (for instance at 16, 32 damage no save for 4 burn compared to 12d6=42 average save negates). So eventually, it's only slightly reduced damage (or even more damage for a higher investment) and no save. So it's more that it works differently, rather than being directly weaker or stronger.Mark Seifter wrote:Tels wrote:For an early teaser, you can download the PFS Pre-gens and see examples of the Pyrokineticist at Level 1, Level 4, and Level 7. Also, you get a brief summary of Yoon, the iconic Kineticist's backstory.I strongly recommend not reading that summarized backstory until the blog on Wednesday. It's spoilers, so it makes the full story less fun to read.Yeah.... I already did :(
By the way, Searing Flesh got nerfed... hard. Why is that?
Probably need to see the full ability, but the pre-gen, at level 4, allows her to spend up to 7 burn each day to increase the damage of her searing flesh by 1 point each, and she can accept up to a maximum of 7 burn each day period.
Then, at 7th level, she can now accept up to 8 burn each day, but the Searing Flesh still only lets her spend up to 7 points each day.
Now, unless the damage integer increases at some point, I'm having a hard time
Honestly, I'm really glad not everything in the kineticist was spoiled yet, at least until my blog post on Thursday where I get to unleash massive spoilers!
Mark Seifter Designer |