General Discussion: Kineticist


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Dark Archive

I Have a question for the Aether Kineticist, gonna quote the rules then ask the question:

Simple Blast cut/paste Aether:
Telekinetic Blast (Sp): You throw whatever unattended object
happens to be nearby at a single foe as a ranged attack. The
object must weight 5 lbs. per kineticist level you possess
or less. If you hit, the target and the thrown object each
suffer an amount of bludgeoning, piercing, or slashing
damage equal to 1d6+1 + your Constitution modif ier. This
damage increases by 1d6+1 for every 2 kineticist levels you
possess beyond 1st. Spell resistance does not apply. Even
if a telekineticist uses this power on a magic weapon or
other unusual object, the attack does not use any of the
magic weapon’s bonuses or effects
and simply deals the
telekineticist’s blast damage.

Bolded the part talking about Magic Weapons, but what about Special Material items?

What's to keep an Aether Kineticist from buying 50 Cold Iron (or Adamantine) Arrows and blasting those into foes all day long?

Peter


Is kinetic blade supposed to let me make a over-sized weapons?

Sovereign Court

Just a thought - spell-like abilities (which is what our blast is) ignore DR. In which case, what is the point in the Rare Metal Infusion? All the attacks bypass DR naturally. It sounds cool but the way it is written you cannot even use it to create an adamantine blast and blow through objects as hardness is not effected by it.

Also, regarding the fire/aether flying abilities: I presume that is for sitting at a light load/light armour. What is the effect if you are brought to medium/heavy load or armour? As written it has no effect, which I suppose makes it better than the air ability since the fly spell reduced the movement from 60' to 40' in those conditions.

Designer

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Redke Orefall wrote:

I Have a question for the Aether Kineticist, gonna quote the rules then ask the question:

** spoiler omitted **

Bolded the part talking about Magic Weapons, but what about Special Material items?

What's to keep an Aether Kineticist from buying 50 Cold Iron (or Adamantine) Arrows and blasting those into foes all day long?

Peter

Yup, so basically there's a thin layer of aether surrounding the object that prevents the magical weapons (but also inherently dangerous things like poison and alchemist's fire) from having extra effects. This would also be the case for special materials. That said, I'm going to need to clarify it.

Designer

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Ellias Aubec wrote:


Also, regarding the fire/aether flying abilities: I presume that is for sitting at a light load/light armour. What is the effect if you are brought to medium/heavy load or armour? As written it has no effect, which I suppose makes it better than the air ability since the fly spell reduced the movement from 60' to 40' in those conditions.

This is actually an advantage of those two abilities. They do have one drawback in that you can only move in (up to 2 with greater) straight lines.

Sovereign Court

Also looking at synergies - Air's Reach and Kinetic Whip. Does this make your reach weapon twice as long (ie reaching out 20' for a medium/small creature)?

Designer

Ellias Aubec wrote:
Also looking at synergies - Air's Reach and Kinetic Whip. Does this make your reach weapon twice as long (ie reaching out 20' for a medium/small creature)?

No, it's still a reach weapon appropriate for your size.


The Game Master wrote:

Okay, correct me if I'm wrong.

At level 19, if I put Infusion Specialization on Extreme Range twice, then decided to use Quicken Spell-Like Ability for two burn, and then use Ride the Blast on all of my blast (for a total of 4 blasts with a range of 480 a piece), I can essentially move 1920 feet.
Wow! And that is in 6(ish) seconds.
For the attacks, I'm saying you would be "vaulting", or striking objects to ride the blast from point to point. On a regular basis though, you would "vault" 1440 feet.
Or am I missing something?

Actually, lemme correct myself. With Air's Reach, at max, I can go 3840 feet. Albeit in straight lines. Regularly at 2880.

So, aerokineticists: As fast as the wind.


The Game Master wrote:
The Game Master wrote:

Okay, correct me if I'm wrong.

At level 19, if I put Infusion Specialization on Extreme Range twice, then decided to use Quicken Spell-Like Ability for two burn, and then use Ride the Blast on all of my blast (for a total of 4 blasts with a range of 480 a piece), I can essentially move 1920 feet.
Wow! And that is in 6(ish) seconds.
For the attacks, I'm saying you would be "vaulting", or striking objects to ride the blast from point to point. On a regular basis though, you would "vault" 1440 feet.
Or am I missing something?

Actually, lemme correct myself. With Air's Reach, at max, I can go 3840 feet. Albeit in straight lines. Regularly at 2880.

So, aerokineticists: As fast as the wind.

Your wind must be very different from mine...


does weapon focus/specialization effect attack/damage rolls with kinetic blades of the appropriate weapon type?


So I whipped up a comparison character, Expert bob. Expert bob would be what a kineticist would be if he forgot what kineticism was and decided to shoot a bow

Expert Bob:

Expert Bob
Male human expert 10
NG Medium humanoid (human)
Init +8; Senses Perception +18
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 17 (+6 armor, +1 deflection, +6 dexterity, +1 natural, -1 untyped penalty)
hp 83 (10d8+30)
Fort +9, Ref +14, Will +10
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +3 adaptive composite longbow +18/+18/+13 (1d8+10/19-20/×3) or
composite longbow +15/+15/+10 (1d8+5/19-20/×3)
--------------------
Statistics
--------------------
Str 14, Dex 26, Con 14, Int 7, Wis 11, Cha 7
Base Atk +7; CMB +9; CMD 27
Feats Deadly Aim, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Reckless Aim
Traits heirloom weapon (proficiency), life of toil
Skills Acrobatics +21, Diplomacy +11, Perception +18, Stealth +21, Use Magic Device +11
Languages Common
Other Gear +1 mithral kikko armor, +3 adaptive composite longbow, composite longbow, amulet of natural armor +1, belt of incredible dexterity +4, bracers of falcon's aim, cloak of resistance +3, eyes of the eagle, ring of protection +1, 1,970 gp
--------------------
Special Abilities
--------------------

His dpr on a full attack against a cr 10 opponent, with reckless and deadly aim on is 45.68. Also since I just used an expert class, he has a good will save and way more skill points with a dumped int (har har)

Can someone build a level 10 kineticist and see how it compares when ranged attacking?

For comparison, here is fighter bob at level 10:

Fighter Bob:

Fighter Bob
Human fighter 10
Medium humanoid (human)
Init +13; Senses Perception +4
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 20 (+9 armor, +1 deflection, +3 dexterity, +1 natural, -1 untyped penalty)
hp 84 (10d10+20)
Fort +11, Ref +13, Will +10 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +3 adaptive composite longbow +25/+25/+20 (1d8+18/19-20/×3)
Special Attacks weapon training (bows +4, close +3)
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 13, Int 7, Wis 13, Cha 7
Base Atk +10; CMB +12; CMD 29 (33 vs. disarm, 33 vs. sunder)
Feats Clustered Shots[UC], Deadly Aim, Greater Weapon Focus (longbow), Improved Initiative, Iron Will, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Reckless Aim, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits indomitable faith, reactionary
Skills Perception +4
Languages Common
SQ armor training 2
Other Gear mwk full plate, +3 adaptive composite longbow, amulet of natural armor +1, belt of incredible dexterity +2, bracers of falcon's aim, cloak of resistance +3, gloves of dueling, ring of protection +1, backpack, masterwork, 5,950 gp

His dpr against an average cr 10 opponent is 95.63

Archery is the king for combat in pathfinder, so I wonder how the range kineticist holds up?


Can a Telekineticist specialist apply an Aetheric Boost to his Telekinetic Blast?


Cardz5000 wrote:
The Game Master wrote:
The Game Master wrote:

Okay, correct me if I'm wrong.

At level 19, if I put Infusion Specialization on Extreme Range twice, then decided to use Quicken Spell-Like Ability for two burn, and then use Ride the Blast on all of my blast (for a total of 4 blasts with a range of 480 a piece), I can essentially move 1920 feet.
Wow! And that is in 6(ish) seconds.
For the attacks, I'm saying you would be "vaulting", or striking objects to ride the blast from point to point. On a regular basis though, you would "vault" 1440 feet.
Or am I missing something?

Actually, lemme correct myself. With Air's Reach, at max, I can go 3840 feet. Albeit in straight lines. Regularly at 2880.

So, aerokineticists: As fast as the wind.
Your wind must be very different from mine...

Well, more akin to tornado winds, clocking in at ~327 mph. (Actually faster, an F5 at max is 318 mph I just discovered.)

Or ~527 kmph.
Assuming you just kept going for an hour.


Ventnor wrote:
Can a Telekineticist specialist apply an Aetheric Boost to his Telekinetic Blast?

RAW yes, but another interesting note is that by RAW it allows the use of simple blasts that you can't typically use, unsure if intended.


Kinetic cover talks about transparency/opacity for ice, water, telekinetic, earth, metal, and mud. It says nothing but cold. The only prereq looks like it is earth, water, or aether. It doesn't say you can't use cold as your water blast.


You know, I like to point out something about the use of TK Blast to throw small trees at people. Sure, it's the same amount of damage as if you threw a pebble with the power. But you've just put a tree in the way.


Pathfinder Starfinder Roleplaying Game Subscriber
Ellias Aubec wrote:
Just a thought - spell-like abilities (which is what our blast is) ignore DR. In which case, what is the point in the Rare Metal Infusion? All the attacks bypass DR naturally. It sounds cool but the way it is written you cannot even use it to create an adamantine blast and blow through objects as hardness is not effected by it.

I direct you to this.

Sovereign Court

Drake, I presume by ice it means the cold blast. Makes sense.


Kalvit wrote:
You know, I like to point out something about the use of TK Blast to throw small trees at people. Sure, it's the same amount of damage as if you threw a pebble with the power. But you've just put a tree in the way.

you might also want to take a look at TK Haul. now at level 6 you can put 600 lbs worth of something between them and you.

side note: can I move willing creatures with TK Haul?


Ellias Aubec wrote:
Drake, I presume by ice it means the cold blast. Makes sense.

Possibly, but there is also an Ice Blast (double water, comparable to the metal).


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

I'm gonna need a Pyrokineticist to be able to have Electric Blast as a blast option. How else am I going to make Azula?

Edit: Also count me on board for all sorts of fun Avatar bending powers! I really really like the idea of being able to build Benders with kineticist.

Silver Crusade RPG Superstar Season 9 Top 32

Some things I've been mulling over as I prepare a halfling kineticist for a PFS game next week:

Without a proper physical weapon to enchant, and barring the current lack of any special items to enhance the Kinetic Blast, where does the rest of a Kineticist's money and loot go? Would it be best to stock up on more defensive items and stat boosters? More money for consumables? What have y'all spent your gold on, in theory or practice?

Kinetic Cover: how tall is it? It sort of functions like a tower shield, so I'm imagining something at least as big and honking as the iconic antipaladin's shield. It has no hardness and very little HP, but short of doing damage to it, the wording seems to indicate that it could last for a while. Can it support weight, if the element is right (thinking earth and metal would be logical contenders), and can you stack them on top of each other (and use aether cover in mid-air)? There doesn't appear to be a limit to how many of these one could make, either. Thinking about the possibility of building a temporary stone fort when camping in the wilderness...

Designer

Robert Jordan wrote:

I'm gonna need a Pyrokineticist to be able to have Electric Blast as a blast option. How else am I going to make Azula?

Edit: Also count me on board for all sorts of fun Avatar bending powers! I really really like the idea of being able to build Benders with kineticist.

Azula's clearly level 15 with blue flame and electricity due to two Expanded Element talents.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

Ahh I missed Expanded Element on my first read through, I'm literate I swear, long as I can make her and other ridiculous Avatar characters I'm happy. Bring on the blood bending!


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I hope there will be a two element type archetype for this class.
(They start out with two of the elements, but cannot get the expanded element talent.)

I'd like to play an aether/fire Kinetisit at level 1.for the upcoming hells rebels ap.

The Exchange

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber

Hi. I really like this class. Pretty cool stuff. I echo the call for increased skill points, maybe increased bab with either d10 or d12 hit dice or some precise shot. You get what I'm talking about.

Anyway, to the other stuff.

RACES:

I hope there is a sidebar or something that will give additional racial features for ifrit, janni, oread, sylph, and undine. Something that changes their +2 cha "boost" with sorcerer bloodlines to a +2 con "boost" for the appropriate kineticist. On the matter of race feats. I am of the opinion that race limited feats need to really be tied to racial abilities. They need to have a reason why only that race can access that feat. Please try to avoid a Stabbing Shot when supporting these races for this class.

ITEMS:

I am bouncing around character concepts for Iron Gods. My first concept was a Android Sorcerer (Sage Bloodline) and get me some robot control and telekinetic/force spells. But I realized after I made a test build for the character that if I played such a spell caster, that I wouldn't get to use the new nifty toys that would be in Iron Gods. So I went to Android Slayer/Gunslinger. Anyway, I guess what I'm getting at is that I hope you will support an archetype or something that changes the way kinetic blade works to make it so the weapon used is more important then what the ability currently allows. I'd like to apply electrokinesis (as opposed to just telekinesis) to my monowhip and have both the monowhip's properties and the electrokinesis I added to it be meaningful and impactful! Right now, save for the matter of reach, Kinetic Blade (Aether) negates the properties of the weapon used which stikes me as kinda... boring... it doesn't matter whether I'm imbuing an axe with kinetic energy or a rapier, same effect. In addition, I hope the ability to apply kinetic energy to projectiles (though not necessarily rays) will also be introduced BECAUSE...!

MASS EFFECT:

Okay, Telekinetics are awesome and this class (plus the tech guide) goes a long way to satisfying my Mass-Effect-in-Pathfinder itch! But it still has a ways to go before it's completely there. Seifter, I need a Biotic Charge ability! Foe Throw needs to allow me to lift targets into the air and pile drive them into the ground for MASSIVE DAMAGE AND/OR KNOCKDOWN! but probably just the knockdown =(. And Primary Aether with Secondary Aether Composite Blast?!?!?! Force damage is cool but I think it's kinda bland but I think molecular disintegration would be awesome ALA Biotic Warp which could be like some hard to heal bleed effect! Heck make it so another telepathic blast can set it off and make it explode in telekinetic energy! EDIT: AHH!!! Don't forget Stasis or Biot... I mean Telekinetic ammunition!

UGH so close (other then not quite having a good class to work into an engineer type class with drones and such... -sigh- I'll be patient and look around for that one later)!!!

Also I sincerely hope there will be options like feats or archetypes for other classes to get them some of this stuff. I have a Tiefling Paladin with her heritage being ALL Shadow Demon who really wants her some telekinetic abilities to wield Radiance with even if that's just a telekinetic reach effect.

Also, I really like the class.

Dark Archive

CWheezy wrote:

So I whipped up a comparison character, Expert bob. Expert bob would be what a kineticist would be if he forgot what kineticism was and decided to shoot a bow

** spoiler omitted **
His dpr on a full attack against a cr 10 opponent, with reckless and deadly aim on is 45.68. Also since I just used an expert class, he has a good will save and way more skill points with a dumped int (har har)

Can someone build a level 10 kineticist and see how it compares when ranged attacking?

For comparison, here is fighter bob at level 10:
** spoiler omitted **...

Challenge accepted!

Aerokineticist Bob:

Male human kinetisist 10 [under the effects of elemental body II]
NG Medium humanoid (human)
Init +9; Senses darkvision 60 ft.; Perception +20
Current Burn 3
--------------------
Defense
--------------------
AC 32, touch 19, flat-footed 25 (+7 armor, +2 deflection, +7 dexterity, +6 natural)
hp 133 (10d8+80); 30 nonlethal damage
Fort +16, Ref +17, Will +11
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good), swim 60 ft.
Ranged air blast +18 (5d6+21) or cold blast +20 touch (5d6+9 cold) or blizzard blast (2 burn) +18 (10d6+26)
Special Attacks feel the burn +3, metakinesis (empower, maximize), pressurized blast infusion +15
--------------------
Statistics
--------------------
Str 7, Dex 24, Con 22, Int 14, Wis 14, Cha 7
Base Atk +7; CMB +5; CMD 24
Feats Arcane Strike, Deadly Aim, Point-blank Shot, Precise Shot, Toughness, Weapon Focus (kinetic blast)
Traits indomitable faith, Reactionary
Skills Fly +19, Intimidate +11, Knowledge (nature) +10, Perception +20, Stealth +20, Use Magic Device +11
SQ Infusion Specialist (Form –1, Substance –1), Wild Talents (air cushion, expanded defence, expanded element (water), extended range, kinetic form, pressurized blast infusion, wings of air
Languages Auran, Aquan, Common
Gear amulet of natural armor +1, belt of incredible dexterity +4, bracers of falcon's aim, cracked pale green prism (attack rolls), cloak of resistance +3, eyes of the eagle, gauntlets of the skilled maneuver (bull rush), pink rhomboid ioun stone, ring of protection +2, 3,500 gp

I had to jump through a few hoops to get his attack roll respectable.
With cold blast, which is the lowest risk option if enemy is not resistant to cold, although no Deadly Aim allowed, DPR is 25.175.
With air blast, which is the free high damage option due to Deadly Aim (although +4 to damage is nearly beat by Arcane Strike at this level), DPR is 28.875. Since air blast's DPR without Deadly Aim is actually higher at 29.325, this guy needs to have some serious buffs to attack, or he needs to be shooting an ooze, to justify using Deadly Aim.
With blizzard blast, which costs 2 points of burn (not sure if you can use a move action to bring this down to 1), DPR is 38.25. Without Deadly Aim it's 39.95. Once again, aim it at the easy to hit guys.
I can accept another 2 points of burn to maximize blizzard blast which results in a flat 86 damage that hits 75% of the time, or 64.5 DPR; 82 damage without Deadly Aim 85% of the time is 69.7.

Well at the very least we know not to bother with Deadly Aim.

Now aerokineticists are probably one of the lower damage options, but I'm wondering if I'm missing some huge damage booster that would allow me to compete with that bow-wielding expert. Things I *do* have him beat on are AC, hp, and saving throws. I also have much better mobility due to being a flying water elemental. I just don't quite accept the statement that kineticists are the blaster that can keep on blasting, because to remain competitive with an archer, they need to be blasting themselves into unconsciousness.

Designer

I think you're missing free empower (move action to reduce the burn to 0).


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Pathfinder Adventure Path Subscriber

Another general suggestion. What if we try to apply from K.I.S.S. method?

We have Form Infusions, Composite Blasts, Substance Infusions, and Wild Talents.

First, what if we remove the term Infusion? Just call them Blast Forms and Blast Substances? And instead of Composite Blast...Blast Composites? Now we have 3 categories of Blast power modifiers.

No blast may have more than 1 form modifying the power.
No blast may have more than 1 substance modifying the power.

No blast may have more than 1 composite modifying the power? <-not sure about this one.

I'm not certain if there is a limit on composites...Is it possible to stack them if you don't go over a burn limit? Normally I would assume no for balance and it also raises the question of how Metakinesis would interact (need to apply to each composite i.e. twice, 3x, etc... the burn?) but I may have missed the relevant text.

Second, drop the Wild from Wild Talents. Just call them Talents? Or alternatively Kinetic Talents since they are class-specific?

Rename Infusion Specialization to "Form/substance Specialization" It still reduces the burn cost of one blast form or substance by 1 to a minimum of 0 (no change in actual effect.)

Really looking forward to playtest feedback, thanks again for this opportunity sir!

Dark Archive

Mark Seifter wrote:
I think you're missing free empower (move action to reduce the burn to 0).

That's an option? I was under the impression that Metakinesis wasn't eligible. It's not a wild talent, and so I'm not seeing how I can use something that only effects blast wild talents.

If that is an option, then cold blast's DPR jumps to 38.4878. Air Blast's (without Deadly Aim because we probably retrained it after figuring out what a trap it was) DPR increases to 36.7625, and blizzard blast can be fired for only 2 burn points for 63.325 DPR.

That's an improvement, but it does mean we're sitting with the fighter full attacking while doing less than 3/4 of his damage.

Designer

Yes, it should work as part of the cost of the blast wild talent (also works on composite blasts).

Wasn't it 29.3 or so before empowering? I was expecting the x1.5 to put it up to ~44.


Hey I had an idea for some elemental manipulation.
Say you give an alternative to the defensive shield that cannot be in use while the shield is active. Call it elemental manipulation or reactionary power distortion. When this is active it allows you to freely manipulate your chosen element(no secondary elements only the first choice) as a standard action. You can move or shift your element 30 feet in any direction from its origin. This has no force behind it so it deals only minimal damage depending on the element and how much you move. You can move up to a volume of 10 feet cubed and distribute it over a 30 foot area. this obviously requires concentration, so if you are interrupted you fail it and drop whatever you were manipulating. the dc and concentration check should be up to you.
While in combat if you spend one 2 points of burn you can redirect a spell or spell like ability away from you as an immediate action only if it has an energy type that you chose(pyromancer can only manipulate fire)EDIT: and only if you have this ability active passively instead of the shield. Make a reflex check(against the dc of the spell) when doing this if you pass you can redirect the element back towards the enemy forcing them to make a reflex check against the dc of the spell to see if they are hit or not. If you have a reflex check that is half of the dc then the spell is redirected, but in an entirely random direction that must be determined by a dice roll by gm. If you fail you will not redirect the spell. If you are interrupted you also fail to redirect the spell.
Comments please and if someone else thought this up i would be glad to know when and where.


Metakinesis isn't indicated as a wild talent (much less a blast wild talent) in the playtest version, so it's not a valid target for that effect. If it were worded to increase the burn cost of a blast, it would, but it's its own separate source of burn.


Aerokineticist bob seems really sad. He has a better ac though, which will probably come up a couple times, but a worse cmd which imo is much more valuable as a defence because getting grappled is pretty bad.

Spending burn to do less damage than a bow seems like a problem. I think in order for the class to be effective, they should probably not just use a bow and spend all their talents for the increased ac

EDIT: I just saw the update, but spending burn to do slightly more dps seems pretty lame. Also, not mentioned here is DR, which archer bob gets to go through, but the kineticist gets boned by (Bob carries admantium arrows and goes through cold iron and silver)

Shadow Lodge

Woah, woah, woah...

So gather power works on anything which modifies a blast?

Because that's not what it currently says, but if, that's what it's intended to do, that completely changes things.


Mark Seifter wrote:


Wasn't it 29.3 or so before empowering? I was expecting the x1.5 to put it up to ~44.

That is dpr. 1.5x damage doesn't translate to 1.5x dpr, because you still miss

Dark Archive

Mark Seifter wrote:

Yes, it should work as part of the cost of the blast wild talent (also works on composite blasts).

Wasn't it 29.3 or so before empowering? I was expecting the x1.5 to put it up to ~44.

Unless I'm mistaken on how the ability works, Empower only increases the variable. That means that 5d6 for 17.5 average increases to 26.25 average. So about 9 more DPR from standing still.

I did miss out the crits for this, so the DPR for an empowered blizzard blast would actually be approximately 66.5.

Designer

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Disk Elemental wrote:

Woah, woah, woah...

So gather power works on anything which modifies a blast?

In the original version, metakinesis, infusions, and composites each called out separately that they could benefit from gathering power. Now we have the simplified version that only mentions it once, but I'll be changing the wording in the final to make that clear.

Shadow Lodge

Mark Seifter wrote:


In the original version, metakinesis, infusions, and composites each called out separately that they could benefit from gathering power. Now we have the simplified version that only mentions it once, but I'll be changing the wording in the final to make that clear.

Maybe say "Decrease the final cost of any Blast by 1"?

Designer

Mergy wrote:
Mark Seifter wrote:

Yes, it should work as part of the cost of the blast wild talent (also works on composite blasts).

Wasn't it 29.3 or so before empowering? I was expecting the x1.5 to put it up to ~44.

Unless I'm mistaken on how the ability works, Empower only increases the variable. That means that 5d6 for 17.5 average increases to 26.25 average. So about 9 more DPR from standing still.

I did miss out the crits for this, so the DPR for an empowered blizzard blast would actually be approximately 66.5.

I am fairly certain that an empowered magic missile that rolls a 3 on the d4 does 6. I will investigate. If that's not true, it throws off my spreadsheet, but I think it's true.

Shadow Lodge

Empower Spell wrote:
All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

If I'm reading this properly, then Mark is correct.

Designer

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Just checked, and here's the July 2011 FAQ:

July 2011 FAQ wrote:

Empower Spell: If I use Empower Spell on a spell that has a die roll with a numerical bonus (such as cure moderate wounds), does the feat affect the numerical bonus?

Yes. For example, if you empower cure moderate wounds, the +50% from the feat applies to the 2d8 and to the level-based bonus.

So it's been that way for a while and I'm not just going playtest crazy!


Mark Seifter wrote:

Just checked, and here's the July 2011 FAQ:

July 2011 FAQ wrote:

Empower Spell: If I use Empower Spell on a spell that has a die roll with a numerical bonus (such as cure moderate wounds), does the feat affect the numerical bonus?

Yes. For example, if you empower cure moderate wounds, the +50% from the feat applies to the 2d8 and to the level-based bonus.
So it's been that way for a while and I'm not just going playtest crazy!

No, you're playtest crazy, you're just not wrong on this issue.

Designer

Tels wrote:
Mark Seifter wrote:

Just checked, and here's the July 2011 FAQ:

July 2011 FAQ wrote:

Empower Spell: If I use Empower Spell on a spell that has a die roll with a numerical bonus (such as cure moderate wounds), does the feat affect the numerical bonus?

Yes. For example, if you empower cure moderate wounds, the +50% from the feat applies to the 2d8 and to the level-based bonus.
So it's been that way for a while and I'm not just going playtest crazy!
No, you're playtest crazy, you're just not wrong on this issue.

Drat!

Well I did say "not just going playtest crazy" rather than "not going playtest crazy" ;)

Dark Archive

Okay, that changes things a bit for the better. First off, Deadly Aim is back on the table, as Empower apparently increases it.

Aerokineticist Bob is going to be spending a move action whenever possible now, so he's kind of stuck where he is. Luckily, he's got quite a good range on his air and blizzard blasts.

Empowered Cold blast +20 (5d6+9)x1.5 =~= 39.65 DPR
Empowered Air blast +18 (5d6+21)x1.5 =~= 45.48 DPR
or Empowered Air blast +20 (5d6+17)x1.5 =~= 46.19 DPR
Empowered Blizzard blast +18 (10d6+26)x1.5 =~= 60.24375 DPR
or Empowered Blizzard blast +20 (10d6+22)x1.5 =~= 62.92125 DPR

and of course the big ticket one:

Maximized Empowered Blizzard blast +18 (129) =~= 101.59 DPR
or Maximized Empowered Blizzard blast +20 (123) =~= 109.78 DPR

Before looking at the maximized one, I was thinking well behind the fighter. Nova is certainly an option though, at the cost of 40 hp per big hit. That means once, unfortunately. :(

Shadow Lodge

Remember the Fighter can benefit from Haste/Blessing of Fervor, while the Aerokineticist cant't.

Dark Archive

True! I do have it in mind to look at a melee-focused kineticist next though, who will be able to take advantage of a lot of these things.


Disk Elemental wrote:
Remember the Fighter can benefit from Haste/Blessing of Fervor, while the Aerokineticist cant't.

The kinetic blade wielding fire bender kineticist I will be building begs to differ. ;)


Does jagged flesh also work on creatures you are grappling? feels like it should.


Redke Orefall wrote:

I Have a question for the Aether Kineticist, gonna quote the rules then ask the question:

** spoiler omitted **

Bolded the part talking about Magic Weapons, but what about Special Material items?

What's to keep an Aether Kineticist from buying 50 Cold Iron (or Adamantine) Arrows and blasting those into foes all day long?

Peter

this really make me think why not. So if a Kineticist wants to throw around a magic sword and the enchantment i on the sword and have the sword become magical because he decides to swing it around with his mind and not his hand? that make no sense, you are still hitting it with the magical sword, so why do the magical enhancements not work in that case?

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