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the idea was as a fix the lack of a wood/wood composite. It can have The prerequisite of wood/wood, so at lvl 8 you can actually use composite blasts. It gives a lot of damage type flexibility but it wont allow you to use draining infusion (simple blast only) and doesnt allow access to other elements talents or simple blasts.
it seems less out of place in a splat book and can be added easier. A new composite would probably be in a core book or a very specificly themed player companion. which could take forever.
1) a bleeding infusion or composite blast
In entangling blast, it states reflex negates. So they get a save to avoid the effect. The dc is mentioned in the infusion section. 10+1/2 kineticist level +con and form infusions are +Dex instead.
Element earth, water, wood; Type substance infusion; Level 2; Burn 2
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
Saving Throw Reflex negates
Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.
Under infusions you missed the first part. A save only negates a substance infusion if they dodge a save negates form infusion. (No auto applying infusions with no save):
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
Also: ability focus(elemental blast), elemental focus (your element) ,greater elemental focus, and flurry of blasts can bump the dc up very high.
The WotR adventure path really makes a mythic healer cleric very strong. (Ranged healing, swift spontaneous spell casting, the deathless spell...)
Wish list for regular games.
Oracles: pacifist curse
Does it still do full damage to swarms?
The pc gets to make an attack even if the opponent does not trigger an Attack of opportunity. It counts as the pc' s attack of opportunity, but if he has an ability to make more than one attack of opportunity he can still take those. It is a decent feat, but a huge investment.
If the opponent moves, pc gets to follow and attack. If the opponent then provokes due to spell casting/double move/range attack the pc can make the attack if able to make more than one AoO.
Thanks. I'm sure if I go mono wood in a home game I'll atleast get a composite damage option. So I won't right this archetype off just yet (for a specific char idea)
Many of the effects can already be done (hair for grappling, healing/ cauldron/ channel energy as balms), or are a first level spell (unseen servant) that you can gain as a hex with a feat. Others were really powerful and just tacking on thoes options as hexes is super powerful. Weaker but flavorful options are complained about on the forum. Seems like the developers are stuck in a lose/lose situation.
Combat stamina is the scaling buff to combat feats. Its effects are not amazing but appreciated. Also Fighters have had some love in the weapon masters handbook, and a little in armor masters handbook. Things get skewed when a weapon based character teams up with casters making their damage amazing but...who deserves the credit there.
casters getting 4+ spells per day for each feat a fighter gets is a joke (based on an 9th level caster with 4 base spells per level at max lvl). Spells scale automatically and have power jumps with each added spell, with no prerequisites. And then they get bonus feats so they can scribe scrolls, brew potions, craft wands, and wondrous items. And they get meta magic rods...
The witch seems fine with strong options since release. Spamable hexes and 9th lvl spells. Ill not get in the way of more options, i just doubt this class really needs it. There is a feat to turn lvl 1 spells into hexes, which has some decent options.
The extra hex feat makes it so new hexes can't be that good since you can have them all.
How dare the dragon grow its body parts to protect its self instead of some puny humanoid. Of course some will be too heavy, inflexible, small, large, oddly shaped, damaged, new, old, or just didnt make it through processing just right. A dragon is not raised in captivity, groomed and bred for this and armor requires precision.
Maybe this one kept a stash of his scales, so wizards cannot use them is spells to spy on him, or worse.
I liked the addition of it being an intelegent item.
Having an expensive item, isnt going to be a big threat due to the difficulty to steal it and keep it. its not even a big target due to not being flashy. Someone spell crafting it will notice the high CL and descern the abilities and realize its not worth it. Hiding the aura is a good idea anyway. Perhaps add spell resistance if cash is still available.
If you add anything annyoing like preventing them from associating with boys it will backfire. As they just take off the dress. if you make them unable to do so, Well being trapped in one outfit forever is lame and authoritarian.
Living garments is good, but since i can...
Not sure how to price this, most of this can probably be done another way.
at lvl 1 you might be able to have 6 points of burn. Each point of burn deals one unhealable damage.
Burn causes nonleathal damage but they are different things.
Lvl 1 hp 12.
You now have 1 burn.
You do this 5 more times (taking you to your max burn)
At level 2 you gain 8 more HP.
Taking one burn:
Taking 6 burn (through out the day)
for kineticist in a home game, would making a basic acid blast cause any issues?
I am reflavoring wood to be coral and want to be able to stay in just one element...and corals do this cool thing where they throw their stomachs on neighboring corals, the first one to be digested loses.
Thanks for making this cool class, ive yet to play but I am already excited to try it out.
the creatures in the room want to leave that room but cant beat the challenge/puzzle/ or have the right movement mode.
1-25% been stuck a long time, a bit goofy, some of group has died for unknown reason... (Thought it was the key to leave, disease, infighting, starvation, mimic eats them when they sleep, etc)
Texas Snyper wrote:
If i can get away with ability focus(kinetic blast) it does seem golden. I had passed it over thinking that wouldnt work.
I can think of uses for delay blast. Any situation similar to, enemies are coming or are behind that door (possibly 480' away). Use impale and you can shoot right through the door with a full gather power of nastiness. If enemies show up earlier than 5 rounds, you can unleash it as just a standard action - not to shabby.
Deadly aim seems weaker than improved critical, the damage bonus is not great on one shot a round and comes with a hefty penalty.
Not sure if either fits into a feat slot all that well.
I will probably go pointblank, precise shot, improved initiative, weapon focus, expanded metakinesis, extra wild talent...
There are lots of feats to choose from. I will start my first kineticist soon and these are what ive found so far, In no particular order: pointblank, precise shot, toughness, weapon focus, improved critical, elemental focus, greater elemental focus, deadly aim, extra wild talent, expanded meta kinesis, delay blast.
More options than i thought, but still not a ton.
a lvl 1 spell can give +4 ac effectively all day (mage armor). So 4 feats for one 1st lvl spell per day.
Or true strike +20'to hit and ignore concealment. No feat equivalent. But at least 3 for concealment and 20 for stacking weapon focus (not normally possible).
....this comparison wont work.
A feat for a first lvl spell once per day is probably fine. Second Level spells probably should require you to be character lvl 3 and have two feats spent on lvl 1 spells....
This blog post covers some of your first question. hardness
How does hardness work for creatures? Does energy damage such as cold deal half damage to creatures with hardness (Pathfinder RPG Core Rulebook 173-174) even before applying the flat numerical reduction?
I had a similar annoyance playing as a ninja. I even had skill focus.
Ive not been afraid of grapples much, as it allows a full attack on your turn. Animals tend to get solid benefits though, making them a bit scarier (grab/rend/rake/constrict/swallow whole/quick swallow...).
Liberateding command, freedom of movement, freedom domain power, friendly grease, stuning it (dont grapple monks), any teleport effect.... Making them less of a threat at high levels.