Mod for Pathfinder Wrath of the Righteous
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
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
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!!
Element | Feature | Description | Status |
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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 | Not Done |
Wood | Impale | Dark Codex Infusion for Wood and Composites | Note 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 |
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
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Fix Name and Description of Wood Wild Talent Bonus Feats (Was using the name and description of the wood class skills)
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Fix Name of Positive Blast (Was using the name of Wood Blast)
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Fix Singularity Infusion appear twice in the selection list
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Added localization for Russian (Thank you Kerrovitarr (Discord))
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Added localization for Chinese (Thank you q892398745 )
- 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
- 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
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Huge stability Update - I went over the codebase (10K+ lines) 3 times to align each element to work as similarly as possible
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Fixes should be a lot easier in the future
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Now using CodexLib (From DarkCodex) so everything should stay up-to-date and work great
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Fix: Force Throw works again
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Break: Many Throw does not work
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Break: Void: Vampiric Infusion not working?
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Break: Some infusions are just missing? (Greater Toxic/One of the Admixtures)
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Now updated for the most recent game version (Thing should just work againtm)
- 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!
- 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
I did have a problem loading my Wood testing save, so reach out if there are any issues loading your Wood Kineticists out there
This is a very strange infusion, both doubling damage, and halving it. For whatever reason, it does not work with the Spindle infusion, still working on that
These work pretty well in all cases, I have only seen a single issue: When using either of the energy admixtures, and you crit, the damage modified by the admixture will not deal double damage, but the original damage type will. When using DarkCodex, admixtures are not added. I believe this is due to DarkCodex, and it is in Truinto's to-do backlog to make sure they are added
It is possible, if you use the ability after one or two dies, to have up to 7 wood soldiers, still trying to figure out how to limit the amount of summons Using the ability at 4 or more Soldiers causes you to take burn, but does not summon soldiers (Max 4, but the ability shouldnt go off)
Blades have a few issues, and whirlwind not working with modded blades is one of them. Reach out if you find more please