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Mod for Pathfinder: WoTR by OwlCat Games -- Expands the choices of Kineticist Element Choices

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SpencerMycek/KineticistExpandedElements

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Kineticist Elements Expanded

Mod for Pathfinder Wrath of the Righteous

Credits and Acknowledgement

Thanks to Truinto author of Dark Codex for providing help, advice, and some methods so I could gain my own footing in C# and modding P:WoTR

Thanks to the entire OwlCat community discord and the modding community there, for answering my plethora of strange questions and pushing me in the right directions

Thank you to Adsam112 for some custom icon images for the Void Element Thank you to RevanStarForge for some color variations of those images. And for creating a whole bunch of new images for Void, Wood, and Aether! Thank you Kerrovitarr (Discord) and q892398745 for creating localizations in Russian and Chinese

Description

This mod adds expanded element choices for the Kineticist class. Currently this mod adds only the "Aether" element from the Tabletop version of Pathfinder. More elements may be coming in the future.

Added elements means: More blast types, More infusions, wild talents, Elemental Defense, etc.

This mod originally started as a personal project to add my favorite element, Aether, to the game. But I have expanded the scope to encompass any other elements others might want to add to the game.

If you have any suggestions for elements to add to the game, please reach out to me, write an issue for the repo, etc.

Thank you for reading!

I also do not have the skills currently to add custom effects to the game, so any element added will borrow the effect from other kineticist elements. I shall try to match the theme/element of the ability as best as possible to make it visually appealing

Help Requested

There are a lot of spell effects in game, and I've added a lot of spells, spell-likes, and special abilities that I cannot add all of the required FX or icons myself

If you come across any icons or FX (projectiles/AoE/etc) that you think might fit one of these abilities, please let me know and I'll get them added soon Thank you!!

Content

Element Feature Description Status
Aether Element Choice The main aether element, adds selections for base kineticist (and archetypes) and kinetic knight Done
Aether Basic Blast and Composite Telekinetic and Force Blast - Including all vanilla infusions and Kinetic Blade Done
Aether Foe Throw Infusion for Telekinetic Blast - Allows the kineticst to lift an enemy and throw them at another enemy Done
Aether Many Throw Infusion for the Telekinetic Blast - Allows the kineticist to lift a multitude of objects and throw them at an equal number of targets Done
Aether Disintegrating Infusion Infusion for Force Blast - Functions similarly to the disintegration spell Done
Aether Force Hook Infusion Infusion for Force Blast - Allows the kineticist to drag themself to the target of their kinetic blast Done
Aether Aetheric Boost Composite A composite blast that can be used on any other basic or composite blast Not Done
Aether Force Ward Aether Elemental Defense - Adds a regenerating temporary hp buffer to the kineticist Done
Aether Expanded Defense and Existing Wild Talents Wild talents in the vanilla game can now have Aether as a prerequisite Done
Aether Touchsite, Reactive Wild Talent that provides the benefits of Uncanny Dodge Done
Aether Telekinetic Finesse Wild Talent that allows the kineticist to perform Trickery at range, like Ranged Legerdemain from Arcane Trickster Done
Aether Telekinetic Maneuvers Wild Talent that allows the kineticist to perform combat maneuvers at range Done
Aether Self Telekinesis Wild Talent chain that allows to kineticist to lift themselves over the battlefield (flight) Done
Aether Spell Deflection Wild Talent that allows the kineticist to form a barrier around themselves that provide resistance to spells (Spell Resistance) Done
Aether Suffocation Wild Talent that allows the kineticist to choke a target from a distance Not Done
Void Element Choice The main void element, adds selections for base kineticist (and archetypes) and kinetic knight Done
Void Basic Selections Negative and Gravity Blast - Including all vanilla infusions and Kinetic Blade Done
Void Void Blast Composite Blast gained by mixing Negative and Gravity Done
Void Negative Admixture Composite Blast (Special) - Mix with any simple energy blast to make the damage half negative Done
Void Gravitic Boost Composite Blast (Special) - Mix with any simple physical blast to increase the damage die to d8 Done
Void Greater Admixture and Boost Composite Blasts (Special) - Same a the above special composites, but they work with composite blasts (energy or physical) Not Done
Void Dampening Infusion Functions as Dazzling Infusion Done
Void Enervating Infusion Inflicts one negative level on the target on a failed save Done
Void Pulling Infusion Uses the "Pulling" combat maneuver against the target Done
Void Unnerving Infusion Applies shaken to the target enemy Done
Void Vampiric Infusion On hit, allows the user to use "Kinetic Healer" without a burn cost Done
Void Weighing Infusion Functions as Entangling Infusion Done
Void Singularity Infusion Creates a reoccuring and growing AOE, centered around the target point Done
Void Corpse Puppet Wild Talent that allows the user to raise a few skeletons Done
Void Curse Breaker Wild Talent that allows the user to break curses and enchantments on a target Done
Void Undead Grip Wild Talent that allows the user to hold undead creatures still, like hold person Done
Void Gravity Control Wild Talent that allows the user to alter gravity on themselves (flight) Done
Wood Element Choice The main wood element, adds selections for base kineticist (and archetypes) and kinetic knight Done
Wood Basic Selection Negative and Gravity Blast - Including most vanilla infusions and kinetic blade Done
Wood Deadly Earth Vanilla Infusion for the Wood element Done
Wood Impale Dark Codex Infusion for Wood and Composites Not Done
Wood Composites Verdant, Autumn, Spring, Summer, Winter Done
Wood Positive Admixture Composite Blast (Special) - Modifies any energy simple blast to be half positive energy Done
Wood Flesh of Wood Elemental Defense - Provides the kineticist
Wood Spore Infusion Infusion - Inflicts the foe with a poison and a disease, dealing poison damage and Dex damage over time Done
Wood Toxic Infusion Infusion - InflictsInflicts the foe with the sickened condition Done
Wood Toxic Infusion, Greater Infusion - InflictsInflicts the foe with a poison that does Con damage over time Done
Wood Forest Siege Wild Talent - InflictsAllows the user to command plant-life nearby to throw rocks as if they were giant catapults Done
Wood Herbal Antivenom Wild Talent - Provides the Kineticist with a bonus to saves vs poison, and a bonus to Lore: Religion Done
Wood Thorn Flesh Wild Talent - Works similarly to Wood's Jagged Flesh Done
Wood Wild Growth Wild Talent - Allows the kineticst to choke an area with plant growth; Works like the entangle spell Done
Wood Wood Healer Wild Talent - Works like Kinetic Healer, but requires positive blast Done
Wood Woodland Step Wild Talent - Provides the kineticist immunity to difficult terrain, like a Druid's woodland stride Done
Wood Wood Soldiers Wild Talent - Allows the kineticist to raise Wood Golems; golems gain buffs based on what composite blasts you have Done

Compatibility

This mod should be compatible with most other mods, as it only adds options to character choices. Some mods might not integrate perfectly, but they should work together properly

If you notice any issues, please contact me or open up an issue on this repository

Changelog

v3.3.0 For v2.3.1e

  • Bunch of misc changes
  • All modded element kinetic blades should use the correct burn cost now
  • Greater Gravitic Boost now costs an additional 1 point of burn (down from an additional 3): See Mark Seifter confirm this Here
  • Vampiric Infusion now works and does not cause the game to be laggy
  • Removed an issue where Greater Toxic Infusion was not available as an infusion, and there were multiple versions of the Singularity Infusion
  • Foe Throw is broken again
  • KineticSharpshooter support has not yet been added. I am waiting for an update to DarkCodex for some required changes

v3.2.4 For v2.2.4p

  • Rebuilt for the current came version

v3.2.3 For

  • Admixtures and boosts burn modifiers now count as blast, instead of infusion.
  • Positive and Negative Admixture now deal full composite damage (half-admixture have other)
  • Split damage Composites now deal full damage (were incorrectly dealing half the damage they should have been dealing)

v3.2.2 For

  • Gravitic Boost can now stack with the Golden Dragon dice boosts
  • Foe Throw infusion reworked slightly: Better unit movement and targetting (Does not require a "lifted" target to throw, but those will be prioritized)
  • Foe Throw Infusion UI Change: the "Throwing Ability" is now correctly grouped with other telekinetic blast variants, while the "lifting" ability is on it's own
  • Many Throw radius reduced to the correct size (was 30ft radius, is now 15ft)

v3.2.1 For v2.1.5r

  • Revamp of All the elements' blasts - Should work much closer to the base game's elements now
  • Revamp of All of the "Boosts" - These should work more consistently, and apply to the entire dice roll
  • Revamp how the boosts are added (w/o mods) - They are all now added correctly; If you don't have them after leveling up, reload the save (It's a vanilla issue)
  • Composite Blasts' burn costs fixed - I didn't realize something stacked when they shouldn't. The blast costs should now be correct
  • Kinetic Blade weapon damage display should now work exactly how the base game does it - Still means it's broken. But at least it's accurate
  • Disintegrating infusion now works for Force Blade - If you really, really wanna go for that. It's still super expensive for burn
  • Telekinetic Invisibility now works as a toggle; If it get's dispelled you have to turn it on and off again
  • Modded Elements now have FX for gather power!
  • Fix: Skilled Kineticist Bonuses for Void and Wood
  • Fix: Some buffs would show up in the UI when not wanted (usually as a white square)

v3.2.0 For v2.1.4w

  • Added support for the Elemental Engine class:
  • These are the bonuses gained from the Elemental Burnout feature for modded elements (Thank you Thank you Kerrovitarr (Discord), for the help determining these bonuses)
    • Void: +2/4 to saves against negative and death effects; 20%/50% concealment that can't be countered with true sight
    • Wood: +2/4 to saves against poison and disease effects; half of kineticist level as N/slashing / half of kineticist level as fast healing
    • Aether: +2/4 to armor AC (acts like magic armor); 50% fortification/incorporeal
  • Fix chinese localization

v3.1.0 For v2.1.4w

  • Fix Name and Description of Wood Wild Talent Bonus Feats (Was using the name and description of the wood class skills)

  • Fix Name of Positive Blast (Was using the name of Wood Blast)

  • Fix Singularity Infusion appear twice in the selection list

  • Added localization for Russian (Thank you Kerrovitarr (Discord))

  • Added localization for Chinese (Thank you q892398745 )

v3.0.2

  • Fix typo causing Aetheric Boost (and Greater) descriptions to be formatted incorrectly
  • Fix error causing multi-projectile attacks (Forest Siege and Many Throw) to fail and have no projectiles
  • Fix energy blasts so they actually require a Spell Resistance roll, as intended
  • Fix the version number so UMM stops yelling at you

v3.0.1

  • Fix damage modification of Disintegrate/Admixtures/Foe Throw
  • Fix potential doll issues when using a modded kinetic blade
    • Issue would occur when loading a save with a character had a modded kinetic blade equipped
    • The character would become untargetable (unless clicking on the portrait), and would appear with none of their items equipped visually
  • Fixed damage types of certain kinetic blades (Specifically Force Blade)
  • Kinetic Blade Icons updated (this isn't a good change, as its the same as their normal blast ones, but I'm working on getting some new ones)
  • Fixed a compatibility issue with DarkCodex (Fixes a few known things like Kinetic Fist, and a bunch of unknown things, probably)
  • Greater Gravitic Boost, Aetheric Boost/Greater, added (But won't show up if using DarkCodex)
  • Localization support added: English

v3.0.0

  • Huge stability Update - I went over the codebase (10K+ lines) 3 times to align each element to work as similarly as possible

  • Fixes should be a lot easier in the future

  • Now using CodexLib (From DarkCodex) so everything should stay up-to-date and work great

  • Fix: Force Throw works again

  • Break: Many Throw does not work

  • Break: Void: Vampiric Infusion not working?

  • Break: Some infusions are just missing? (Greater Toxic/One of the Admixtures)

  • Now updated for the most recent game version (Thing should just work againtm)

v2.5.2

  • Fix Negative Energy Kinetic Blade Text
  • Fix Void Healer prereq for Vampiric Infusion
  • Change icon reference for Positive Admixture to an icon that actually exists
  • Fix Summer/Winter blades correctly targeting normal AC
  • Actually compiled in release mode this time!

v2.6.0

  • Fix a mistake where Aether kineticists were being given the class skills of a Chaokineticist (Void)
  • Fix an issue where everyone was getting Aether Class skills, except it was actually void class skills
  • Buffed Wood Soldiers (They're supposed to have the "Advanced Template")
  • Noticed an issue with Skilled Kineticist and Kinetic Knights