The Plagued One

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Organized Play Member. 203 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Maybe I missed something about Cloud Storage. It doesn't seem like you can ever do more than 1 Bulk at a time, but it talks about costing points from the Vitality Network equal to the Bulk removed with a minimum of 1. That makes it sound like you could have bigger Bulk eventually but I don't see any way to increase it. Unless it is future proofing for possible future feats?


Sanityfaerie wrote:
Karmagator wrote:
Sanityfaerie wrote:
It's not the only thing driving this feeling, but making all soldiers automatically be good at melee weapons feels... off. I like that that's a class path.
I'd prefer that as well, but on the other hand a class path would really have to do way too much heavy lifting as far as I can tell. I'd have to solve the STR/DEX split dilemma and make melee weapons actually something you want to play over your other options. Otherwise it'd have to go melee-only, which I think is a bad idea.

There's two easy ways to have the classpath solve the STR/DEX split.

- Have melee area weapons be a thing. The melee path gets to use Class DC (still CON) on melee area weapons.
- Continue to have Con-based Class DC and class DC applied to ranged area effect weapons. The class path swaps your primary stat and class DC to use str.

The second of those two is even pretty close to free as far as power budget is concerned. Of the two... I'd probably go with the latter, actually, as it enables Athletics-based maneuvers (assuming those are a thing in SF2).

Oh, huh... and if they *are* a thing, there should totally be some sort of oversized mechanical fist weapon that you can use for athletics maneuvers and also hit people really hard with, because that is definitely a soldier image.

I like the Con DC Save area thing for the big guns, with the Soldier being the best at it. But I will admit I do really like the idea of of area Melee weapons as well, and especially Power Fists.


Maybe I missed it but I don't think I saw how many spell slots they have per rank.


Martialmasters wrote:

The class is only mad if your want to use your class DC on certain abilities as it keys off charisma

Otherwise it isn't mad unless you don't like having to make choices at character creation

Why would Class DC use Charisma? The Key Ability/Attribute is Str or Dex. Cha is used for Domain stuff if you grab them with feats, but that is not the same thing as Class DC.


Yeah I kind of hoped for something a little closer to Binder, and yeah I would have preferred no casting except for what a specific Apparition might grant. And yeah it would be a lot more work to balance Apparitions that were more like the Binder's Vestiges.


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Have they clarified if Skybearer's Belt even improves the Exemplar's Bulk Capacity? RAW it talks about allies in your aura, and you are not your own ally, so it shouldn't by RAW improve your own Bulk Capacity. Even though that is completely at odds with the flavor of the ability.


Definitely feel like you need to optimize for Leap on an Animist.


Actually thinking about it I am not sure Additional Ikon can even be used with Mated Birds in Paired Flight, since you can only have your Spark in one Ikon at a time, the only exception is Twin Stars which has both halves of the weapon invested with the Spark.

It would seem like both weapons would need to have the Spark for the Immanence for Mated Birds in Paired Flight, let alone the Transcendence, and unless the whole bonded thing listed before the Immanence somehow lets different weapon Ikons share the Spark or something, but that could cause some weird stuff with different kinds of Ikon Weapons, it would seem like two different Weapon Ikons could not be used at the same time.


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So I have seen this suggested before that it can get rid of any negative effects, but some of the things people bring up don't seem to have saves at all, so how would you ever succeed at the new save if there is not specific DC for a success.


I would hope it would be RAI, but yeah needs clarification. Now trying to figure out what would be the best/most thematic weapon for it.

Watching a video of some people going over the playtest and they suggested a Starknife for the Fated Shot Ikon and that made me wonder how things like Ikons and feats that specify a Ranged Weapon work with Thrown Weapons that are technically a Melee Weapon. Yes you can make ranged attacks with thrown weapons, but not sure if they count as a Ranged Weapon for Ikons and Feats like Through the Needle's Eye.

Now of course Starknife can already be used by Mated Birds in Paired Flight.

Also like the idea of going Dwarf and making your Ikon Weapon a Dwarven Thrower, grab Twin Stars, maybe Titan's Breaker for Ikon if it can work with a thrown hammer, maybe Whose Cry is Thunder, Hurl at the Horizon, Mated Bird's in Paired Flight assuming it works with Twin Stars, Infinite Blades Celestial Arrow, maybe Seven-Colored Cosmic Bridge or Eternity-Incinerating Blaze just for more effects as you throw all your crazy hammers. Dwarf Thoring it up. Though Infinite Blades Celestial Arrow almost sounds more like a Loki kind of thing with duplicate weapons raining down.

Though I do have to wonder how any Throwing Weapon Ikon attacks work before you manage to get Returning on your weapon.


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You have two Focus Spells at first level though? Admittedly it does require either Refocusing or using Apparition's Whirl to switch your current Primary Apparition to use the second Apparition's Vessel Spell Focus Cantrip.

You would then gain a third Focus Point once you get your third Apparition at 4th level, and of course since 3 is the max number of Focus Points you don't get a 4th when you get your 4th Apparition at 12th level.


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The designer specifically clarified that it wasn't an error, they get Master in Fortitude and treating Will Success as a Critical Success.


Another, highly unlikely, way of reading the is that it goes from +2 damage per weapon die to +4+1dy per weapon die, basically doubling the damage dice, or even more at later levels. This obviously seems unlikely to be the intent, but is technically a way to read the ability and definitely needs clarification on just how the feature works.

Also speaking of Titan's Breaker in general does spirit damage from other sources, such as Spirit Strike, also ignore Hardness and Construct/Object immunity to spirit damage. What happens when you change the damage type of your Spirit damage to something like Electricity or Bludgeoning from one of the Dominion Ephithets.


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I do wish there was a way to sustain it as a free action, as is you have fewer actions to move or strike than a Wild Shape Druid. There is the Sustaining Dance, but that isn't as much movement as a normal Stride, usually, and isn't helpful if you don't need to move and would be trying multiple strikes or maneuvers.


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KingTreyIII wrote:

Alright, time for my regular massive post on an initial read-through of playtest classes.

Darkened Forest Form just seems like a straight-up better wild shape since it’s only one action.

I'm not sure it is a better wild shape, it doesn't seem to get anything better than Elemental forms, it only lasts 1 minute except with a specific combo for Animal Forms, and it is Sustain so it takes an Action every round to keep it going. That said being able to shift forms as part of the Sustain Action is nice.


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Mythic Heroes aren't supposed to be equivalent or equal to non mythic heroes. Mythic rules, at least as in PF1e, is not a thing that one or two characters have, but rather something all the player characters have and also at least some of the enemies you face, but not all enemies so that you can feel like a mythic hero mowing down the chaff.


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Calliope5431 wrote:
keftiu wrote:
My hopes are for something like a new Archetype 'slot' for Mythic Archetypes, with options like turning into an Angel or (hopefully!) a Protean alongside more 1e-style "you're exceptional at what you do" stuff.
Yeah I really want to see something more like the Owlcat version where you can become a demon vs the more generic mythic "archmage" and "trickster" from PF 1e.

That is a thing I have been hoping for for awhile now, a PF2e equivalent to Wrath of the Righteous, and I was assuming it would work off of Archetypes as well, so making a special archetype like field for it fits my thoughts, and I would love to become Angel, Demon, Swarm, Dragon, Aeon, etc. kind of thing.

Though a playtest, maybe in a few months, would be helpful.


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One thing about Mono Fire and the Metal composite is that you can pick up a composite at level 8 with a feat if you are single element. So you could grab any of the composites that include fire, including the very useful Molten Wire.


Yeah they specifically call out that multiple Suns don't stack for the bonus damage to Strikes, Fire Spells and Fire Impulses but don't say you can't have more than one Sun out. I really like the idea of multiple Suns out that have Safe Elements so you don't have to worry about hitting your allies, though I don't think you can get more than 2 out with Safe Elements, because you only get 1 free Sustain. Each Sun doesn't do as much damage as Flying Flame but covers a larger area and can sweep through an area for a smaller action cost once you have them going. And any actions not used on Sustaining them can be used on Flying Flame as well.


I would probably go for Ignite the Sun, not as much damage but fewer actions and no Overflow, and you can sustain it to make it bigger and fling it through enemies for nice consistent damage on the following rounds. And it gives you and hopefully your allies +1d6 fire damage on attacks/spells/etc maybe +1d8 if you have the Fire Impulse Junction. Also hopefully Safe Element would allow one extra action as you start it up to allow it to not hurt your allies as you sweep it around, not sure exactly how that works with things like this with a Sustain.

That said if you don't need to move and can get your free action Channel every round, and don't have to worry about killing your allies somehow, spamming All Shall End in Flames to keep killing yourself and reviving is some shenanigans.


I think there was one in the playtest, or maybe I just wished for one, because I remember brainstorming ideas of builds that combined stances.

Look just let me do fire and cold damage to everything around me constantly, also maybe lightning too. Kind of surprised we didn't get auras like Thermal Nimbus for other energy types, or maybe a piercing damage aura as flying needles fill the air.


Yeah hard to say what is my favorite, just too much good stuff.

Always did like the idea of an aura build so Thermal Nimbus and Crowned in Tempest's Fury are both cool.

I also really like Earth's armor up kind of stances, though sad both of the big ones became stances and can no longer be combined. Assume Earth's Mantle and Rebirth in Living Stone. Though I guess you can combine RiLS with Armor in Earth.

Fresh Produce is nice and thematic, same with the Timber Sentinel and just at will trees.

Kind of conceptually like all the powers that turn you into your element, though not sure how good off hand they all are.

Definitely like the Winter's Sleet stance, seems like it could be fun for a melee water kineticist. Kind of sad we lost the cold damage aura stance, though I guess you could just spam Winter's Clutch now but it is not as constant as an aura stance.

Kind of wish an all stance/aura build was possible. Grab something that transforms your body, constant fire/cold aura, enemies always tripping and sliding around in your aura. But now we can't even combine two stances let alone an all stance build.


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Giving the Shifter any spellcasting or Focus point stuff would definitely disappoint me. Making it an Archetype would as well, as it is a concept that is definitely big enough for a full class and could easily have something like Druid orders or Sorcerer bloodlines where how you shift or what you shift into could be different. Kind of like the archetypes from the 1e Shifter.


Hmm start Fire with Impulse Junction and grab Earth or something with d8s and then Two-Element Infusion. Might be better to start dual and grab the Impulse Junction at 5, not sure. Combine the elements for a blast with 60ft range and d8 damage dice, half fire half bludgeoning or what have you. Maybe grab the Fire Aura option as well when you can but that might be 9th before you can get all that.

Now the question is what exactly happens to the damage? Do the dice become d10s with half and half damage? Do half the dice increase? If you have the Aura it should add the same amount of extra damage because it doesn't matter how much of the damage is fire to trigger it, just that you are dealing fire damage.

Kind of sad some of these things don't work on a Cold damage Fire Blast and that the Fire Aura Junction won't increase the Cold damage on a variant Fire Blast either.


Really tempted by a Conrasu Kineticist, going for the heal others with their sunlight ability, grabbing Wood and maybe Water and grabbing a bunch of healing impulses, and if free archetype grab Battlefield Medic. Grab some damage and defense impulses but also have like 4 or 5 methods to heal a person per battle. Ocean's Balm, Torrent in Blood, Sea Glass Guardians though that doesn't have the 10 minute thing, Fresh Produce, maybe Timber Sentinel though it is more damage prevention than healing, Dash of Herbs, Sanguivolent Roots doesn't have the 10 minute thing and is overflow but could be a good main attack every other round or every round when you get free action Channel Element. There is the Ambush Bladderwort but that seems like I would probably rather just use Sanguivolent, though it does have immobilized.

Also really tempted by a Fire Kineticist focusing on up close and personal with the Weakness Aura and Thermal Nimbus, Fire Impulse Junction, try to deal fire damage as often as possible in a round, and multiclass Fire Oracle for the persistent fire damage on fire damage. Maybe Furnace Form if spamming Elemental Blasts. Probably Ignite the Sun to add another die of damage to fire impulses. Not sure what Ancestry for that one though.


Verzen wrote:
Ryuujin-sama wrote:
Red Griffyn wrote:


The real secret is how to reliably get a fire shield or similar mechanic on a melee kineticist so if anyone hits you you get to proc the fire weakness again not on your turn. I think the L1 feat to add weapon traits will more than make up for fire immunity (make it B/P/S) so I'm not sure adding cold damage really helps here? Either way, I don't know what I don't know. Just having fun exploring the mechanics and the numbers are what are more exciting to me. Helps me gauge if a feat/ability is cool/worth it or more of a trap option. This class looks like it has great flavour, but I won't want to play it if the specific mechanical niche isn't obvious or worthwhile.
Reminder that the Aura Junction for Fire gives Fire Weakness equal to half your level, but only against your impulses so it won't work with any other form of fire you have or your allies' fire.

Also you have thermal nimbus which IS an impulse and benefits from that fire weakness while making your allies resistant to it.

So you can essentially deal 4 fire dmg per turn to anyone in your aura as a level 4 pyrokineticist.

5 at 5th level maybe, but you can't have the Aura before then. Though with half level on both it might still be 4?


Red Griffyn wrote:


The real secret is how to reliably get a fire shield or similar mechanic on a melee kineticist so if anyone hits you you get to proc the fire weakness again not on your turn. I think the L1 feat to add weapon traits will more than make up for fire immunity (make it B/P/S) so I'm not sure adding cold damage really helps here? Either way, I don't know what I don't know. Just having fun exploring the mechanics and the numbers are what are more exciting to me. Helps me gauge if a feat/ability is cool/worth it or more of a trap option. This class looks like it has great flavour, but I won't want to play it if the specific mechanical niche isn't obvious or worthwhile.

Reminder that the Aura Junction for Fire gives Fire Weakness equal to half your level, but only against your impulses so it won't work with any other form of fire you have or your allies' fire.


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The level 5 Dual Gate Kineticist who Forks the Path should have three elements. The level 5 Single Gate Kineticist that Forks the Path should have two elements and the impulse junction of their first element.


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Xenocrat wrote:
The resistance junction disparity between fire and everyone else is where the pain is. But that seriously overlaps with a very strong stance you probably want.

You mean stacks right? I assume you mean Thermal Nimbus which specifically calls out the Fire Resistance Junction as stacking with it.


Well that depends on if you are currently in the element of your elemental weapon or not.

Unless you have taken Elemental Weapon multiple times so that you have a weapon you can switch to at all times.

I do kind of wish that Cycling Blast when combined with Elemental Weapon would let you strike with the Elemental Weapon instead of using Elemental Blast as part of that action. Then you could take Elemental Weapon twice for two separate elemental guns and just cycle blast between the two to avoid reloading, so long as you are from a region that grants access to guns of course.


Unicore wrote:

In the level 6 playtest I ran, the party found Melee blasts to be very effective against most of the creatures they fought. The two Kineticists each were STR focused, and so, when they got swarmed by creatures, they often did their best damage, and were well set up to use their overflow impulses.

That would be a terrible tactic if surrounded by creatures with AoOs, but I don't think you need to worry about always being in that situation. In that situation, an elemental weapon would probably be pretty effective to use, but you would want to step away to make it.

Why? If you can step aside to make the Elemental Weapon, why don't you step aside to make a ranged Elemental Blast? If you can't step aside to make your ranged Elemental Blast then you can't step aside to form an Elemental Weapon.


As far as I understand it a Kineticist can only hurt/effect a golem if it has a specific clause saying it takes extra damage from Fire if a Fire Kineticist, or a specific clause that it takes extra damage from Bludgeoning if one of the other Elements, or Slashing for Air. Though Air and Water might be able to do a little something if the Golem has a clause about taking extra damage from Cold or Electricity.

I think the only thing that can harm a Golem that a Kineticist can do is if they can do the damage type listed in the Golem Antimagic feature.

Maybe an Elemental Weapon can do it, depends on what traits the weapon actually has and if it counts a magical ability.

Also even if the Golem had the Elemental Trait matching the Kineticist's Element I am not sure Extract Element would even work because of the Golem's Magic Immunity.


So reading a Reddit thread gave me an idea. But I am not entirely sure how some of these feats would interact. And since this idea focuses on Elemental Weapon this thread seemed like a good place to put it.

So I saw someone talking about using Cycling Blast to regather element and create a new Elemental Weapon gun that is already loaded, thus getting around needing to spend actions to reload.

This would of course require Dual Element, or Universal Gate, and having taken Elemental Weapon at least twice for elemental guns.

I am not sure if you could use the gun's strike in place of the Cycling Blasts's elemental blast. My assumption is not so you would have to shoot, cycling blast to switch elements and then use third action to shoot again. Dealing with normal MAP of course. If on the other hand you can use the Elemental Blast from Cycling Blast as a ranged gun strike that is much better and as far as I can tell you can use Cycling Blast basically every action.

Another idea, requiring even more class feats, is also grabbing Flexible Blasts in the hope that you can somehow do Str based Ranged Elemental Weapon attacks. This is another one where I assume not, but it would be a cool idea to use a Str based gun shot.

Of course all this would use up a lot of class feats which means not much in the way of Impulse feats.


Yeah at 1st level it seems like Dedicated and Dual are the leaders, with Universalist hurting. The higher you get the more Universalist pulls ahead with Dual kind of staying in the middle at all times, and also the higher you get the more Dedicated falls behind. Universalist best benefits from the 9th and 15th level feats that can be changed each day, and of course the level 12 feat to change a feat out in a 10 minute period or the level 20 feat to change an Impulse as an action which is outright amazing for a Universalist.

While I do like the three feats at 1st level for Dedicated, it quicky falls behind and it would be nice if Dedicated could get more higher level Impulse feats to continue the focus on a single element idea.

Dual could possibly use a few extra feats as they level as well, but I feel like that is less important. What would be nice is if they could have both of their elements gathered at the same time, or combine then into a single hybrid element as some have talked about in other threads.

Universalist does feel like it might need more feats early on. The longer you go the more you can spread out. Don't want it to step on the toes of the Dedicated or Dual, but until they get some more feats under their belt, or hit the 10 minute switch out at 12th or 1 action switch out at 20th, they might feel really limited. Of course when they can switch their Impulses out on a whim they also would tend to overshadow the other two gates.


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Do any of those other things say they are your Gathered Element transformed into it and goes away if you lose your Gathered Element? I do not believe so.


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The rules seem pretty clear that they are mutually exclusive as they both turn your Gathered Element into either a Weapon or Shield and go away if you lose your Gathered Element for some reason.

Then again maybe that isn't what they meant and the wording is poor or they didn't think about this interaction.

After all my interpretation of Stoke Element is different from a lot of people here, which means the more common interpretation makes Stoke Element better than I viewed it, though still of questionable worth.


Air reaction reposition? Push?
Earth reaction turn the ground beneath them into quicksand or just pull them part way into the earth. Stuck/immobilized needing to spend an action to be able to move, and possibly a check as well.
Fire reaction Massive Damage for daring to attack me!
Water reaction uh push or reposition? Inflict slow on someone who attacks you or otherwise cost them actions? Maybe a reaction to cause them to start drowning?


That is kind of how the Legendary Kineticist did it. Though their Blast was more of a Con based Cantrip that scaled by 1d6 every other level, for most elements though the more variable earth used d4s and there was a feat for Blue Fire that used d8s.

It was a single action Cantrip with Flourish so you couldn't spam it a bunch in one round, and then they gained Infusions that cost an action to alter the blast, though in that version the blasts were also Focus point using abilities and would require spending either yet another action to Gather Power to avoid the Focus Point cost or use a Free Action to Burn and take Stunned +2 to avoid the Focus Point cost, so again an action cost.

Now I am not really for the whole Focus Point thing, but I do like the idea of using extra actions to alter a blast. Though I would prefer more of a cantrip damage blast for that than a strike damage blast. Though a strike with enough runes could add up some damage.

Some people talk about the Legendary Kineticist being overtuned or too powerful but I don't see it since they can go all out to do 10d6 in an area, something the current version can do as well with the highest level abilities.


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Someone in one of these threads, don't remember who or which thread sadly, had the multi charge idea as well. With Gather Power gathering charges of element equal to Con mod, and then Overflow Impulses would list how many charges they used, or buffs they get based off the number of charges expended when using them.

If we needed a resource that sounds like a reasonable take. Though admittedly I also like the idea floated in another thread about variable action costs for Impulses, possibly in place of Overflow.


Yeah Fire's damage is horrendous, but it does have options for increasing allies' damage, and their own.

Furnace Form and Ignite the Sun can eventually give themselves +2d6 fire damage on their blasts, for a Sustain and two rounds worth of buffing up. Kindle Inner Flames would be some more buffing, for another round of setup, but sadly doesn't add the +1d6 fire damage to more than one strike each.

That said even if Kindle Inner Flames did provide +1d6 fire damage to every strike three rounds of buffing and not really striking much if at all is a bit much. That said it might be worth it for a Dedicated Gate if Stoke Element provided a Status bonus to the +1d6 fire damage each of these provided and lasted for the full duration of the buff so the +1d6 fire becomes +1d6+5(+10 for Ignite the Sun) and thus combining each with a Stoke Element on the round before, though that would then mean at least 4 rounds, allowing a Dedicated Fire Gate to provide allies with +2d6+15 fire and themselves +3d6+20 fire for the combat, whatever may possibly be left after 4 rounds of buffing.


But isn't the cost of the Overflow that you lose your Gathered Element? So how would the Dual Gate switching element work with that?


Variable Action Impulses seems like it could be a good idea. Also if we had Variable Action Impulses we could probably get rid of Overflow. Anything balanced around Overflow could just have the Overflow equivalent level of Damage/Control available at a certain action threshold.

Though it would mean we probably wouldn't want a high level class feature to Gather as a free action, and instead have it give a free action each round to spend on one of the actions for a Variable Action Impulse.


Auras aren't sustain, but they are limited to one active at a time.

I do like the idea of a Dual Gate being able activate two auras, one from each of their elements. But I would also like Dedicated Gate to be able to have more than one aura active as well. Of course I am hoping the final version will have more than two auras per element.


Funnily enough I have seen people deride Winter's Clutch as weak damage. I feel like it is a nice level, better than Desert Shimmer, and more consistent than Crowned in Thunder's Tempest. Though I would not be against some more damage on some of the auras.

Also Con to damage on all damaging Impulses, including Auras.


Just rip open your gate wide as you use an Aura so that winds rips from you to help yourself and your allies while hindering your enemies, winter's chill pouring out of you in the area of your aura to damage your enemies and hinder them by the sudden snow fall that appears not out of thin air so much as out of your wide open gate, your Earth gate fills the ground around you with earth and sand or stone erupting out of your gate and shifting ever so slightly as needed to provide difficult terrain for your enemies while not hindering your allies and through this new coating of earth and sand you can sense the location of invisible enemies, your Fire Gate releases the heat from the heart of a terrible desert causing the air to shimmer in the heat and dealing damage to your foes.

But yeah I feel like the Auras should have more of a connection to the gate thematically, and maybe mechanically. In some cases the effect might seem to actually come from your body but in many it could be that a copy of your open gates appears beneath, or above as needed, you.

Fair Winds could be the winds coming from your body, or it could be a copy of your gate opening up above you, or perhaps below you but not replacing the ground with air, or maybe even a combination of above and below with the winds raging from both ends.

Crowned in Tempest's Fury already mentions taking a storm and turning it into a crown so take a crown from within your gate and pull it out as a copy of your gate that is both a portal to your inner elemental storm and the stormcloud itself formed into a crown.

Geologic Attunement have it open a copy of your gate beneath you that either attunes to the earth beneath you causing it to shift and change to hinder your enemies while giving you information through it, or change the ground beneath you in its area into earth, sand or stone, while doing the same things to the new earthen ground beneath you as it does to already earther ground.

Dust Storm would also probably open a copy of your gate beneath you, producing sand and dust if there isn't already any there so that it can get agitated and swirl and storm to conceal and move as usual.

Warming Nimbus seems like it makes more sense to just continue to emanate from the character rather than opening a copy of the gate below or above. That said I don't see any mention of protecting against extreme temperatures, but maybe resistances already cover that? Then again not having an aura up constantly makes that kind of thing less useful. Almost feels like this one should provide a hot or cold fire shield to anyone in the aura effected by it, so the Kineticist and their allies hopefully once Shape Aura comes online.

Desert Shimmer could just continue to come from the body, but this one actually feels like you could have the gate open above or below the body and have the intense heat emanate from there. Honestly while the concealment can be useful the damage on this is just sad.

Winter's Clutch almost seems like it would have to have a copy of your gate open above or below you in a way. Above you to have the chilling blast of cold air and the falling snow, or below you to also have the chilling cold air fill the area and the snow just appearing on the ground. Kind of sad the snow only fills 3 squares and disappears at the beginning of your turn, would be nice if you can leave some snow where you pass until it melts like normal.

With Sea Glass Guardians you currently have a creature of water or ice appear and flow around you. I like the flavor of that but would probably rather you open a copy of your gate beneath you that creates a thin layer of water, maybe an inch or half an inch, not necessarily enough to hinder people but enough to be thematic and have the Sea Glass Guardian leap from the water to attack and then return into the water, or have shifting tendrils/pseudopods of water and ice that lash out of the water that is clearly not deep enough for such.


Well if you are Water only you can't really grab the Air or Earth auras. That said if you are in a party of Lizardfolk with Terrain Advantage the Water aura can make some enemies flatfooted to your allies, situationally. Only up to 3 contiguous squares and it doesn't work on your turn since you place the difficult terrain at the end of your turn and they go away at the start of your turn. Obviously a party of Lizardfolk with Terrain Mastery would benefit more from the Air aura.

A Lizardfolk might be able to pick up the Changeling Heritage, unless it is more limited on what Ancestries can pick it, and maybe go for the Snow May ancestry feat which lets them ignore the Uneven Ground from Slippery Sleet, or the Difficult Terrain of snow. Undine heritage on the other hand can gran some cold resist but I think ignoring the Uneven Ground is more useful.

I do feel like there were more feats in Ancestries/Heritages to ignore uneven ground/difficult terrain from snow or icy terrain but I can't seem to figure out where they are.


Would be nice if Shape Aura or some built in ability allowed a Water Kineticist to be immune to their own Slippery Sleet as well as making their allies immune to it, so they could just drop in where they need without worrying about messing up their own party.


Desert Shimmer, at least once you have Aura Shaping, can be useful battle utility. But Fire doesn't really have out of combat utility. Though yeah if I went Dedicated Fire I would definitely be handing out permanent fires to the party, up to level in party members at least.

Also man Desert Shimmer deals so little damage. I totally expected Fire to have the highest damage aura. That said I have seen people claim Winter is crazy high damage, or absolutely pathetic damage that isn't worth using the aura. Youtube/Twitch reactions can be rather varied. Some have even viewed Water as the worst or second worst element, where on here a lot of people view Water as the strongest followed by Earth or Air.

Also speaking of combat utility and auras. A party of Lizardfolk with Terrain Advantage and one Air Kineticist with Fair Winds and Shape Aura to make a decent size aura of enemy only difficult terrain that also makes any non Lizardfolk enemies in the aura flat footed against the Lizardfolk party.


That said if Kineticist was able to ignore up to Con mod allies when using damaging/hindering Impulses then the Shape Aura feat probably needs some beefing up as that would take care of one of the major aspects of the feat. Unless that feat was also baked into the class, but that seems unlikely since it is possible to build a Kineticist that doesn't use an Aura. If you wanted to for some reason.


Was going to say Flowing Kinetics could help a little with positioning if you can manage to fit it in to your build. Except that doesn't come online until 14th level, and by that point you are probably extremely strapped for feats.

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