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Kinetic Sharpshooter does not work. Having some issues on my end
Version v3.3.0
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][6]
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
Version v3.2.4
Updated for the most recent game version v2.2.4p
Version v3.2.3
- 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)
Version v3.2.2
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)
- 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)
Version v3.2.0
- Fix chinese localization
- 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
Version v3.1.3
Rebuilt for version v2.1.4w; Works with most recent DarkCodex update; No new features
Version v3.1.1
Library fix
Version v3.1.0
- 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)
Version 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
Version v3.0.1
- Fix damage modification of Disintegrate/Admixtures/Foe Throw
- Fix potential doll issues when using a modded kinetic blade
- 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
Version 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 again<sup>tm</sup>)
Version 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!
Version v2.5.1
- Fixed a mixup between Aether and Void Bonus Feats - Fixed an issue where you were not granted a Blast from picking Void or Wood as a Second (or Third) Elemental Focus, when you didnt pick Wood or Void respectively as your first - Added Void, Wood, and Aether to Blade Whirlwind
Version v2.5.0
Added Wood Element; Small fix that makes aether and void class skills work correctly
This mod adds expanded element choices for the Kineticist class. The expanded choices are The "Aether", The "Void", The "Wood" elements from Pathfinder Tabletop More elements may be coming in the future. Added elements means: More blast types, More infusions, wild talents, Elemental Defenses, 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.
This mod will mainly live on GitHub: https://github.com/SpencerMycek/KineticistExpandedElements But I will endeavor to keep the most up-to-date releases here as well
Please check out the GitHub for the list of features.
**Also: If you find any abilities or spell FX in the game that you think would match any of the added abilities/elements from the mod. Please leave a note. I don't have a full understanding of all the icons and projectiles in the game, so I wasn't able to find all the matching icons and FX that I want