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KineticArchetypes

A mod for Pathfinder: Wrath of the Righteous, focused on making more kineticist archetypes and other class archetypes that use kinetic blasts.

How to install

This mod is available in ModFinder. Alternatively, you can download the zip file in the releases page and drag it into ModFinder or UnityModManager.

Cross-mod compatibility

Should be compatible with DarkCodex and KineticistElementsExpanded.

Contents

Fixes

Fixed the problem where taking burn from a kinetic blade would deactivate the blade after the first attack due to insufficient remaining burn. Kinetic blades now only deactivate if there is indeed no burn left for an attack, either at the start of a round, or during a round immediately after an attack command is issued.

General

Added an ability to allow for remembering a currently held weapon, so that when kinetic blades are formed, the remembered weapon's shape is used instead of a never-changing scimitar. This works the same way as the base game transmog system with the golem, but any visual effect coming from the remembered weapon's enchants sometimes appears sometimes not. I have no idea how to fix that.

Added infusion Vital Blade that allows kinetic blades to work with vital strike and improved vital strike.

A kineticist archetype that allows legit two-weapon fighting with kinetic blades. Heavily homebrewed since gaining dual blades at 17th level is not very appealing.

  • Cannot choose form infusions that are >1st level and do not list kinetic blade as prerequisite
  • No infusions at 3rd and 9th levels, no supercharge, no metakinesis quicken
  • 0 burn kinetic blade at 1st level, can AoO
  • Off-hand kinetic blade at 3rd level, more attacks with it at 9th and 15th level
  • Recovers 1 burn in a burn-accepted round on first hit in a full-attack with kinetic blades from 11th level
  • Kinetic assault special charge. 3 burn, attacks with both blades and auto maximise

Fire-focused kineticist with a horse.

  • Must choose fire as primary and secondary element. Can still choose a different third element (in base game there is no benefit of choosing the same element except for the composite blast, so the third element is not restricted)
  • Trades 1st level infusion for Mounted Combat bonus feat
  • Trades 4th, 8th, 12th wild talents for a horse animal companion at level -3

Esoteric Blade

A homebrew fighter archetype that has access to an energy kinetic blade, can make AoOs with it and use it for Cleaving Finishes and Vital Strikes.

  • Trades 1st level combat feat for a full-progression simple energy kinetic blade, and Str modifier for KB damage
  • Can multiclass with proper kineticist, adds up kinetic blast damage progression but reverts KB damage modifier to conform kineticist main stat (Con/Int/Wis/Cha)
  • Trades 4th level combat feat for KB AoO and KB combat feats including all Cleaving Finishes and all Vital Strikes
  • Trades weapon training 1/2/3/4 for weapon training (kinetic blade). Retains additional weapon type choices and advanced weapon training options. Works with anything dependent on weapon training, e.g. golves of dueling, all advanced weapon training features and Sohei's flurry
  • Trades 10th and 20th level combat feats for changing KB critical range and multiplier to be the same as remembered weapon's base type stats (see above for remembering a weapon). This doesn't account for weapon crit enchants

Using kinetic spear, leaping around the battlefield to full-attack foes.

  • Trades 1st level infusion for a 0 burn kinetic blade and the ability to jump
  • Signature ability: Dragoon Dive, leaping to a target and making a kinetic blade attack, with gather power during jumping. Trades some wilds talents and infusions to enhance Dragoon Dive, including lower jump DC, jumping full-attack, higher gather power burn reduction, extra attack, and bonus damage
  • Trades 5th level infusion for Kinetic Spear, a longspear-shaped kinetic blade with reach and crit range 19-20
  • Trades 9th level infusion for impaling the target of Dragoon Dive, denying their standard actions

Convert every single dice increase of kinetic blasts into an additional blast fired. Also works with AOE form infusions. WARNING: be careful when firing a lot of AOE form infusions, as it will likely cause frame rate drops for a short moment due to too much FX.

  • For every 1d6 damage increase of a normal blast (or every 2d6 for composites), convert it into one more blast fired at 1d6 (or 2d6), except for kinetic blades and wall/cloud/deadly ground
  • Has an automatic targeting mode for distributing the number of blasts among targets, based on their HP
  • Trades all metakinesis for increasing the number of blasts
  • Archetype exclusive feat Kinetic Railgun that further adds 1 blast and reduces burn cost when hasted
  • In base game, can fire at most 34 blasts in a single cast with greater kinetic diadem and lesser kineticist rod equipped

Known issues

If you encounter any bug, feel free to fire an issue! English and Chinese are fine.

Taking levels first in an esoteric blade then a proper kineticist would give you associated composite blasts right away. Not a big deal so not going to fix.

Using dragoon dive to initiate a battle would sometimes cause you to lose your attacks - that's because the enemy was moving too fast and by the end of the fixed-point jump it's out of reach. This can be partially mitigated by increasing the speed of the character, so jumping time is reduced. It would be too complicated to factor in moving targets in real time, so this is not going to be fixed.

The reach granted by kinetic spear also applies to natural attacks.

Onslaught blaster's targeted strike sometimes counts fewer blasts than actually fired.

Levelling up during the casting animation of an onslaught blast may cause you to lose one dice permenantly. Wait for some time until you see your equipments unlock, then level up!

Planned contents

Currently no guaranteed future contents. Below is a list of archetypes I'm interested in and might try to implement, but given how bizzarre they are I cannot promise anything. Maybe also some more base game fixes around blade whirlwind.

Features Devastating Infusion that can full-attack foes at 120 feet, but only deals a fixed 1d8+ConModifier dmg. Trades all wild talents for extra combat feats. Has a very powerful capstone at 20th level that's a composite infusion at 4 burn dealing 5*(10d6+10) bludgeoning+cold+electricity+fire+force dmg. I suppose it can also be used together with form infusions.

Evil only. Forces others to take burn. Drains creatures souls to create soulstones.

Null element - empty blast and zero blast, dealing direct non-lethal damage. Can convert into lethal damage with a standard action, plus some conditions to the target.

Acknowledgements

  • WittleWolfie for BPCore and Vek17 for TTT-Core. I wouldn't have started modding myself without the amazing modding environments thanks to them
  • WittleWolfie (again) for CharacterOptionsPlus and Truinto for DarkCodex. Their code provided the best examples for me to learn and gave me tons of inspirations of how things could be done
  • Special thanks to: Freyja, who was the first user of this mod and provided lots of valuable feedback; pheonix99 for providing some starting code for the jump and helpful discussions around rules; deng-tianhan for actively playing with this mod and helped testing kinetic lancer to eliminate bugs; Spencer for KineticistElementsExpanded and contributing to the development of vital blade and kinetic railgun
  • All people in the discord modding community!

kineticarchetypes's People

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kineticarchetypes's Issues

kinetic duelist/kinetic lancer stuck during combat

i'm not sure what triggers it but the kinetic lancer and kinetic duelist at times get stuck during combat with the drawing weapon effect going continuously in real time or they stay frozen in spot during turn-based.

Onslaught Blaster only 1 blast/dice

Currently playing the class for the first time. Most fun I ever had in wotr <3

Sometimes Onslaught Blast only hits 1 dice and not a stream of 30+ in a turn.
Happens since yesterday, maybe it's bc of the small patch from owlcat.
Or idk the first fight it happened was the big one in the quest Shrine of the Three with forced turn based combat.

Its super strange. When it happens, it's always only 1 dice and often several turns in a row.

Trouble with development

Hello!

I forked this repo, just to poke at some ideas I’ve had with vital strike/vital blade infusion. And I’ve run into a very tiny issue.
Easily able to get it to compile/build/clean, everything is very nicely set up.
But when trying to test it in game, it appears I’m having issues with localization.
any string that comes from KineticArchetypes (even if I haven’t changed anything) all appear in game as “{ unknown key: x }”

Have you encountered this or have any tips?
I believe it’s just not reading the json correctly, or having troubles finding it, but final mod folder structure and VS look fine

Kinetic spear seems to give reach to things it shouldn't

From my very little time playing with kinetic lancer (love FF dragoons, so this archetype seems awesome. Thanks for implementing it!) kinetic spear seems to grant reach to secondary attacks that it shouldn't. Particularly I have a kitsune character which has a secondary bite attack, and that bite attack also seems to have reach when I have kinetic spear enabled.

Edit-
A few more things I noticed while playing lancer I'm not so sure about. If you would prefer me to open a different ticket for these I can.

If I dragoon dive and miss, I keep the reduced cost to kinetic blade until I do hit, across turns. At least from what I read from the ability, only the kinetic blade attack as part of the dive should have a reduced cost.

I don't think I'm getting the 0 cost kinetic blade I should at level 1. I'm level 5 right now and it still costs 1.

I don't think infusions in general, or at the very least bowling infusion and kinetic spear, are increasing burn cost as they should. Assuming I have this right, kinetic blade with spear and bowling infusion should cost 4 I think at level 5. Or maybe 3 if you go by how it's written in PnP I think?

Not working in recent update

Hi,

After Lord of Nothing DLC update I don't see any of the archetypes on the available list. Can you please take a look?

Compatability issue

Noticed the game doesn't load if the mod is used with swashbuckler or prestigeplus

Onslaught Blaster single dice Bug

Like the other user I have the bug where only one single dice of the onslaught blast fires. Strangely enough, after firing once correctly with my 7 multiple blasts, every subsequent use of the ability is one blast only. Respecing or loading a different save the ability behaves the same way.

I will take a video of the behavior when I get a chance. I am using toybox along side a gestalt character. Obviosely a sneak attack class to take advantage of stacking sneak damage. I am not sure if this is the incompatibility. If it i, it does work correctly the first time with the sneak damage applied.

Esoteric Blade Condensed Energy doesn't change Crit Range when Mutli Classed with a Kineticist

So I was testing out a Legend Build: 20 Levels in Duelist and 20 in Esoteric Blade giving some juicy 40D6 Base Damage per Blast/ Smack

However it seems that the Condensed Energy ability then doesn't take effect, I can copy the appearance of the blade with no problem just not the crit range.

With the Trickster Feats, Sigil of Destruction Ring, the Flawless Physical belt and the Fighter Capestone I got it to 15-20 X5 which is still mental in of itself but the more mental the merrier XD

Idea: make dive behave similar to GriffonDeathFromAboveAbility

I only tried the DLC character today and noticed the GriffonDeathFromAboveAbility is quite similar to kinetic lancer's dragoon dive.

  • Full attack
  • Behave like charge
  • Does not require clear path

CMIIW, there seems to be only a jump up animation from the griffon attack. The landing is immediate without animation, griffon just appears next to the enemy.

I'm wondering perhaps this helps to avoid dive sometimes does not attack issue?

Also the griffon attack is only usable during combat, so no need to worry about diving into battle but enemy moved away.
During surprised round the griffon attack is also unusable as it requires full action. (Apparently charge is very special 🤣)

Kinetic Spear disappears on save

After playing more I noticed it consistently disappears on save (in Crusader's camp map at least)

[9971.3952 - System]: Saving to C:/Users/xxx/AppData/LocalLow/Owlcat Games/Pathfinder Wrath Of The Righteous\Saved Games\Manual_16_Camp.zks
[9971.5424 - Mods]: KineticArchetypes: Overriding visual for kinetic blade of True into [BlueprintItemWeapon: ColdIronLongspear]
[9971.9918 - History.System]: Game saved on version 2.1.4w
[9971.9918 - System]: Begin threaded save
[9971.9918 - System]: SerializeAndSaveThread: started
[9972.6273 - System]: Finished wait for threaded save
[9972.6393 - Default]: Can't insert kineticist blade to main hand
Owlcat.Runtime.Core.Logging.Logger.Owlcat.Runtime.Core.Logging.Logger.Log_Patch0(Owlcat.Runtime.Core.Logging.Logger,Owlcat.Runtime.Core.Logging.LogChannel,System.Object,Owlcat.Runtime.Core.Logging.LogSeverity,System.Exception,System.Object,System.Object[]) (at :0)
Kingmaker.UnitLogic.Class.Kineticist.AddKineticistBlade.Kingmaker.UnitLogic.Class.Kineticist.AddKineticistBlade.OnActivate_Patch1(Kingmaker.UnitLogic.Class.Kineticist.AddKineticistBlade) (at :0)

I tried to reset visual while empty handed. The spear disappear problem remains.

Tested on the latest release build

Esoteric blade doesn't work with gloves of dueling?

Not sure if this is replicable... esoteric blade 5 wearing lesser gloves or dueling:

  • In the character sheet +1 AB from weapon training is shown, but not the +1 damage
  • In the combat log both +1 AB and +1 damage are shown

TBH esoteric blade is doing so much damage, gloves of dueling not really needed. 🤣 I'm just wondering if this is an oversight from your awesome mod.

Golden Dragon - Dragon Feat Issue

Leaving an issue here and Vek17/TabletopTweaks-Base#676

Having Both TTT-Base and KineticArchetypes active when leveling from Mythic 8-9, Golden Dragon path, when you click to the first "Dragon Feat" selection, the game will crash. Unfortunately, I can't see any logs in Player.Log or GameLogFull.txt that indicates why it breaks

Tested on v2.1.5r
Toybox 1.5.6
TTT-Base 2.5.14
TTT-Core 0.6.7
Kinetic Archetype 1.0.1

Suggestion: lancer archetype

Not sure how's the progress on the WIP lancer archetype, but here are some ideas:

  1. Use charge animation.
  2. Alternatively, use teleport animation (similar to blade dash) to get around difficult terrain
  3. Make kinetic spear behave like lance (higher damage multiplier) on charge, dive, etc. (Or maybe esoteric blade should get this instead?)
  4. Make kinetic spear dual wieldable (does the archetype work with duelist?)

Esoteric blade doesn't work with rage or sohei monk

Esoteric blade 5 / Sohei 1 / duelist X
When trying to attack with negative blade or force blade, the character just hangs there. no log generated.

I also tried with instinctual warrior. during focused rage the same issue occurs.
When disabling rage, kinetic blade attack works correctly.

I suspect this might be base game issue since PFKM where kinetic blade use melee attack bonus + range damage:

  • power attack reduce attack bonus, but no extra damage
  • physical blade get extra damage from deadly aim, but doesn't lose attack bonus

Kinetic Dual Blades not generating an offhand weapon

I had been having fun playing with a Kinetic Duelist before the recent patch, but in a new playthrough (the patch broke my old one) toggling Kinetic Dual Blades doesn't generate the offhand weapon for me like it did before.

Checking the game log with a test character, I see this whenever I toggle the feature:

[759.7710 - Default]: Exception occured in Kingmaker.UnitLogic.Buffs.Components.UnitBuffComponentDelegate`1+UnitBuffComponentRuntime[Kingmaker.UnitLogic.Class.Kineticist.AddKineticistBladeData].OnActivate (UnitBuffComponentRuntime[$AddKineticistBlade$23e48cf4-5205-40ec-8c75-ea02f482b8d9])
Delegate type: Kingmaker.UnitLogic.Class.Kineticist.AddKineticistBlade
Blueprint: 11369c21d0db6064ba6efbf920ce4bf5 (KineticBladeEarthBlastBuff)
Owner: test

[759.7730 - Default]: bool Kingmaker.Items.Slots.ItemSlot.CanInsertItem(Kingmaker.Items.ItemEntity)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Kingmaker.UnitLogic.Class.Kineticist.AddKineticistBlade.OnActivate_Patch1(Kingmaker.UnitLogic.Class.Kineticist.AddKineticistBlade)

at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)

at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <695d1cc93cca45069c528c15c9fdd749>:0

The Onslaught Blaster has bug: convert damage into number of blasts only trigger once!

I tested the Onslaught Blaster, the character get Kinetic Blast 2 (2d6) at level 3.The first time he cast any Kinetic Blast, it seems right the number of blasts is 2. But after that the second time he cast a Kinetic Blast, the number fall to 1, and the character permanently lost the abilty Kinetic Blast 2 (2d6). Anyway change the KB dmg will trigger this bug like level up and equipment.Burn,metakinesis is working right.

Bug: Kinetic Sharpshooter/Onslaught Multiclass - Loses quiver charges per shot

Hello!
So, this definitely falls into a weird spot, since the game doesn't natively support multiclassing, but I was doing some testing.
(Toybox multiclassing)

It looks like onslaught blaster behaves weirdly with the Kinetic Quiver thing, where a single "attack" will use up more than one charge from the quiver. It's not necessarily 1 attack roll = 1 charge lost, but I believe you do lose more than the 1 I would expect for the entire onslaught blast

Testing kinetic lancer

Hi @deng-tianhan, I've finished the lancer archetype.

Since you are quite active in playing with this mod, may I ask if you are happy to test it? Most of the lancer features and abilities are implemented with my (potentially unstable) custom code, so it's likely that my personal testing does not cover enough edge cases.

If you are happy to test, you can find a newest v1.0.0 release in the releases page.

Suggestion: more non-kineticist archetypes

Suggestion: add more non-kineticist archetypes with kinetic blast, to allow interesting builds

e.g. havocker witch was added by mods in the previous game PFKM

These might be relatively easy to implement:

https://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo-witch-archetypes/havocker-witch-archetype/
https://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/librarians-leviathans-antipaladin-archetypes/kinetic-despoiler/
https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-archetypes/water-dancer-monk-archetype/ (use unchained monk version for better results)

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