General Discussion: Kineticist


Rules Discussion

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Grand Lodge

Agreed. Human wasn't the way I wanted to go, but in order to get the number of feats required to make him useful, and not be forced to dip into fighter levels, I had to make the sacrifice. Even then, he's not all that great at lower levels. The combat styles would significantly improve the class.


A question concerning races like the Ifrit, Oread, Sylph, Undine, and even the Gnome via the Pyromaniac alternate racial trait that have an elemental affinity increasing their level by one for spell casting, domain granted abilities, bloodline powers, etc. Does that ability also apply to the appropriate Kineticist elemental focus?


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Hmm as far as enchanted items to add to hit and damage..

How about elemental lenses/gems? On the back of a glove, could have the gems set in the pattern of a star; since there are 5 types and 5 points in a star. Or have one large gem/lense for hte main type and then the rest boxing it in.
Ruby for fire, topaz for lightening, saphire for cold/water, Jade for earth?, diamond for TK. Inset in a pair of gloves (because this class seems to be all about hands and focusing power into it. What with hand blasts, the move action reduction requireing 2 hands etc.)

Having it take up hand slots would allow one to stil have amy of mighty fists and such as well (wouldn't stack together of course)

They sound occulty and are pretty darn unique.

Oh and I suppose if one wanted to.. you could add enchantments for this item only/usuable only by kinesis peeps that helps with resistances.. if it's too problematic

also for Aether.. I think they should have a wild talent that lets them use the properties of the item they are throwing. It shouldn't affect the blast damage amounts but. I think it should allow you to not fuly coat the item in your TK field.
The idea being allow you to use the material of the item i.e. TK blasting a cold iron arrow to bypass something. so it'd be magic and do tk blast damage but just allowed to bypass. It would also let you use Alchemical weapons as things to throw. like splash weapons, pellet bombs, smokesticks, thunderstones etc.
Of course I think it should stipulate that it breaks the item if it's not a formal weapon. So any tk blasted arrows/shurikens/alchemical weapons break and can't be used again ; but shouldn't break if your using weapons since they're stronger


Pathfinder Adventure Path Subscriber

I know that occult items have not really been covered but I have one idea.

Idea:

Torc of Kinetic Might wrote:


Fluff text.

Aura strong (no school); CL 17th
Slot head; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater); Weight - lbs.

DESCRIPTION

Up to three times per day wielder can reduce the burn cost of a blast form, substance, or metakinesis by one(lesser), two(normal), or three(greater) to a minimum of 0.

CONSTRUCTION

Requirements Craft Rod, Kineticist 9th; Cost 1,500 gp (lesser), 5,500 gp (normal), 12,250 gp (greater)

Special: The torc only grants it's benefit after being attuned and while worn. A given wielder can only be attuned to a single torc at one time. Attuning takes wearing the torc continuously for 24 hours after which the wielder may use, remove, and redon the torc freely. Owning and attuning multiple torcs provides no benefit, only the most powerful torc attuned will function, unless the wielder chooses to break the attunement as a full-round action that provokes attacks of opportunity.

Thank you for your consideration.

EDIT: ninja'd before I even fixed the grammar! LOL. Thx!

Designer

Hey, no worries. Throw in whatever item ideas you have Rerednaw! If it affects the kineticist, I'm certainly open to looking at it.


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Will there be options that give a kineticist resistance and possible immunity to the energy associated with their element? Seems like it might fit.

Grand Lodge

so after a few tries, I can't get the kinetist to be Ezra Scarlet. Sad times.

Grand Lodge

9mm wrote:
so after a few tries, I can't get the kinetist to be Ezra Scarlet. Sad times.

After seeing the He-Man build, I'm thinking she's more of a Synthesist Summoner. The kineticist seems more for Gray and Leon, as well as Natsu, Wendy, and the other dragon slayers.


9mm wrote:
so after a few tries, I can't get the kinetist to be Ezra Scarlet. Sad times.

I reckon Erza is best done as an Eldritch Knight, with different buffs functioning as different 'armors'.

Haste = Flight armor
Stone skin = adamantine armor
Resist elements:fire = flame empress armor

etc.


So Mark... can we please lose the free hands requirement on the charge-up move action, and just flavor it as "Drawing the element around you"?


FiddlersGreen wrote:
9mm wrote:
so after a few tries, I can't get the kinetist to be Ezra Scarlet. Sad times.

I reckon Erza is best done as an Eldritch Knight, with different buffs functioning as different 'armors'.

Haste = Flight armor
Stone skin = adamantine armor
Resist elements:fire = flame empress armor

etc.

Indeed, Erza doesn't really fit into the Kineticist build, except, possibly, as a Telekinetic.

Honestly, Erza should almost be a blank slate character, but each armor she puts on changes her class. Hmmm... maybe her Requip magic is actually an instantaneous Rubuild of her entire class?

Requip! (Fighter)
Requip! (Barbarian)
Requip! (Telekinetic)

So on and so forth.


DrakeRoberts wrote:
So Mark... can we please lose the free hands requirement on the charge-up move action, and just flavor it as "Drawing the element around you"?

I think it should require at least one hand..

Though I would love to be able to wear a shield. probably will go with Buckler on mine though for that reason


This spell fits the concept for Erza. With False Focus, you can avoid the need to sacrifice a weapon each time you cast it, and with a 100gp limit you can get large greatswords. =)

But this should be its own thread. Back to the kineticist?


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Natsu is clearly a Pyrokineticist, if only there was a mechanic in the game that allowed for elemental kineticists to consume their element to reduce burn or something.

*hint hint*

For example, a pyrokineticist could consume a fire spell and reduce his burn damage by the caster level of the fire spell. Or he could consume a fire and reduce his burn damage based off the size of the currently burning fire. However, he can't consume fire generated by his own abilities. So if he were to try and set a forest on fire with his abilities, he wouldn't be able to consume the fire because it spawned from himself.

If he were to consume enemy spells, it would function much like a readied action to dispel.

Again...

*hint hint*


FiddlersGreen wrote:

This spell fits the concept for Erza. With False Focus, you can avoid the need to sacrifice a weapon each time you cast it, and with a 100gp limit you can get large greatswords. =)

But this should be its own thread. Back to the kineticist?

FTFY


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I'm wondering if there will be a development to the healing properties of water and aether. Kinetic Healer could have an improved and greater version, able to remove increasingly dangerous conditions and types of damage.

Designer

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Heladriell wrote:
I'm wondering if there will be a development to the healing properties of water and aether. Kinetic Healer could have an improved and greater version, able to remove increasingly dangerous conditions and types of damage.

Did you know that you guys are pretty tricksy about guessing kineticist archetypes and goodies that I ordered?


Should we expect multiple drafts of the playtest like in the ACG playtest, or is this our document until playtest ends? Both methods have their strength, but I would prefer a 2-3 draft playtest.


Tels wrote:

Natsu is clearly a Pyrokineticist, if only there was a mechanic in the game that allowed for elemental kineticists to consume their element to reduce burn or something.

*hint hint*

For example, a pyrokineticist could consume a fire spell and reduce his burn damage by the caster level of the fire spell. Or he could consume a fire and reduce his burn damage based off the size of the currently burning fire. However, he can't consume fire generated by his own abilities. So if he were to try and set a forest on fire with his abilities, he wouldn't be able to consume the fire because it spawned from himself.

If he were to consume enemy spells, it would function much like a readied action to dispel.

Again...

*hint hint*

Actually, I want to expand on this, because in order for it to work, I think a minor change to Burn would need to be made.

Basically, the amount of Non-lethal damage is tied to your current level of Burn points; you can't heal the damage, you have to find away to reduce the Burn.

To alter the above idea, you would consume fire spells, or natural fires, and your current amount of Burn points would be reduced based on the level of the spell (or effective level) or the size of the fire. This stops people from spamming 0-level cantrips to reduce burn.

So you could hit the pyrokineticist with a burning hands spell, and reduce his current Burn by 1 point, which would also reduce the non-lethal damage. Or you could hit him with a meteor swarm and reduce his Burn by 9 points.


Tels wrote:
Tels wrote:

Natsu is clearly a Pyrokineticist, if only there was a mechanic in the game that allowed for elemental kineticists to consume their element to reduce burn or something.

*hint hint*

For example, a pyrokineticist could consume a fire spell and reduce his burn damage by the caster level of the fire spell. Or he could consume a fire and reduce his burn damage based off the size of the currently burning fire. However, he can't consume fire generated by his own abilities. So if he were to try and set a forest on fire with his abilities, he wouldn't be able to consume the fire because it spawned from himself.

If he were to consume enemy spells, it would function much like a readied action to dispel.

Again...

*hint hint*

Actually, I want to expand on this, because in order for it to work, I think a minor change to Burn would need to be made.

Basically, the amount of Non-lethal damage is tied to your current level of Burn points; you can't heal the damage, you have to find away to reduce the Burn.

To alter the above idea, you would consume fire spells, or natural fires, and your current amount of Burn points would be reduced based on the level of the spell (or effective level) or the size of the fire. This stops people from spamming 0-level cantrips to reduce burn.

So you could hit the pyrokineticist with a burning hands spell, and reduce his current Burn by 1 point, which would also reduce the non-lethal damage. Or you could hit him with a meteor swarm and reduce his Burn by 9 points.

I like the idea, but this would make it too easy to remove burn. Making a wand of burning hands a 50 burn points battery will make the class far more powerful than it should be.


FiddlersGreen wrote:
Tels wrote:
Tels wrote:

Natsu is clearly a Pyrokineticist, if only there was a mechanic in the game that allowed for elemental kineticists to consume their element to reduce burn or something.

*hint hint*

For example, a pyrokineticist could consume a fire spell and reduce his burn damage by the caster level of the fire spell. Or he could consume a fire and reduce his burn damage based off the size of the currently burning fire. However, he can't consume fire generated by his own abilities. So if he were to try and set a forest on fire with his abilities, he wouldn't be able to consume the fire because it spawned from himself.

If he were to consume enemy spells, it would function much like a readied action to dispel.

Again...

*hint hint*

Actually, I want to expand on this, because in order for it to work, I think a minor change to Burn would need to be made.

Basically, the amount of Non-lethal damage is tied to your current level of Burn points; you can't heal the damage, you have to find away to reduce the Burn.

To alter the above idea, you would consume fire spells, or natural fires, and your current amount of Burn points would be reduced based on the level of the spell (or effective level) or the size of the fire. This stops people from spamming 0-level cantrips to reduce burn.

So you could hit the pyrokineticist with a burning hands spell, and reduce his current Burn by 1 point, which would also reduce the non-lethal damage. Or you could hit him with a meteor swarm and reduce his Burn by 9 points.

I like the idea, but this would make it too easy to remove burn. Making a wand of burning hands a 50 burn points battery will make the class far more powerful than it should be.

Seconded. Also, how would this recharge work with the other elements? Earth and Air are always present in great abundance, and water is pretty darn common too (just find a river). Meanwhile, Telekineticists are stuck with having to go to the Ethereal Plane and consume... ectoplasm, I guess? I don't know what exactly is even on that plane.


Wouldn't sonic be a better energy type for aerokineticist? Sound's basically air* vibration, after all.

Also, how is the kineticist particularly occult?

*Yes, I know sound transmits through other mediums, but I've never seen a sonic attack come up from the ground.


DrakeRoberts wrote:
So Mark... can we please lose the free hands requirement on the charge-up move action, and just flavor it as "Drawing the element around you"?

One hand would be nice. No hands is a bit much.

Shadow Lodge

hmm could go with the eating spell thing, but make it a class ablility, where they can eat any spell as a ready action or something, and recover the nonleathal damage, not the burn. like lv of spell time number of burn points racked up equals number of non-leathal points healed lol

Silver Crusade

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I've been watching this thread like a hawk for a few days now. The biggest changes I want to support (that haven't been more-or-less confirmed) would be Combat Styles that give a free feat or two based on Unarmed, Weapon or Blast, moving up the BAB and HD a notch, and provide more options outside of combat.

As it is now you need to dump a lot of feats to get it ready to compete against other classes, the hit chance doesn't feel quite right as an "all-or-nothing" single attack (way too easy to go multiple rounds without dealing any damage. Makes things frustrating) and outside of combat they can't seem to do much.

I just want to point to the Ranger class for a quick moment: full BAB (with other free stuff to give it a bonus), a plethora of bonus feats for just about any style, an animal companion, TONS of skill points and a nice grab-bag of utility spells. So far the Kineticist isn't full BAB (with the bonus coming at a price), is given no bonus feats for its attack pattern, and little to no utility at all. Although to be fair the Ranger is a pretty amazing class to begin with so it isn't the power level to shoot for, but something close would be a good idea to get to.

I just want to say how cool it would be thematically to use a broken hilt and use Kinetic Blade to turn it into a sword or other such weapon.


I just read the rules for the Kineticist today, though I glanced at them two days ago.

My first glance impression: it is pretty much a Warlock from 3.5.

That impression remains now that I have read it, but it is not a complaint as such, it is an observation. I rather liked Warlocks and have kind of missed them.

Now, I saw some people wondering why Kineticists use Constitution for their power base, rather than some mental attribute. I actually thought of the question and came up with an answer. The Kineticist channels the energy of the Elemental planes or the Ethereal plane directly through their body. This channeling, while directed by the mind, is based upon the ability to resist the stresses this link puts upon the body.

This is also why the "Burn" effect exists, you are pushing your body past its physical limit on how fast you can channel the energies you use, thus damaging yourself for more power.

Designer

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Aziraya Zhwan wrote:
I just want to say how cool it would be thematically to use a broken hilt and use Kinetic Blade to turn it into a sword or other such weapon.

...You broke my father's sword. You know, when you killed him. This isn't that sword. This is my wrath made manifest. This is vengeance!

Designer

AlanDG2 wrote:

Now, I saw some people wondering why Kineticists use Constitution for their power base, rather than some mental attribute. I actually thought of the question and came up with an answer. The Kineticist channels the energy of the Elemental planes or the Ethereal plane directly through their body. This channeling, while directed by the mind, is based upon the ability to resist the stresses this link puts upon the body.

This is also why the "Burn" effect exists, you are pushing your body past its physical limit on how fast you can channel the energies you use, thus damaging yourself for more power.

Very nicely put.


AlgaeNymph wrote:


Also, how is the kineticist particularly occult?

Yeah, I did not consider it Occult at first either, but then I started thinking...what is OCCULT? It comes from a word meaning Hidden, and in a world where magic is an every day thing a different way of acting that is not understood would possibly be considered Occult, especially if the people try to hide what they are for fear of being misunderstood.


Going to play a Kineticist at levels 7 and 13 this Saturday. Wish me luck. :)


Raphael Valen wrote:
hmm could go with the eating spell thing, but make it a class ablility, where they can eat any spell as a ready action or something, and recover the nonleathal damage, not the burn. like lv of spell time number of burn points racked up equals number of non-leathal points healed lol

Yeah, that is an issue (one they kind of gloss over in the Fairy Tail anime). If it was simply limited to spells/spell-like abilities or supernatural abilities, it'd probably be better.

As for dealing with magical items like wands/staffs, I guess you would have to go with the spell level reduces the non-lethal damage, but not the burn points, or give it a restriction that spells cast from objects can't be consumed.


So far it seems that numbers wise a kineticist does half the damage of a fighter, but if he spends all his resources he can pump his damage to be less than the fighter.

I think that is a problem, other 3/4 bab classes spend resources and become way better, like the inquisitor bane


CWheezy wrote:

So far it seems that numbers wise a kineticist does half the damage of a fighter, but if he spends all his resources he can pump his damage to be less than the fighter.

I think that is a problem, other 3/4 bab classes spend resources and become way better, like the inquisitor bane

My math (a few pages back) reveals the opposite. At level 8 the Kineticist was beating the Fighter with a two-handed weapon in melee (assuming, admittedly, that he lands his concentration check... but Mark's already stated he's looking at pulling that from their melee options), and is beat out by the Archer only when the Archer full attacks. To me, this says that the issue is the single all-or-nothing nature of ranged combat for the Kineticist. Picking up the shot at a second blast without eating 3 burn at a high level would help immensely though.

Part of the problem is that the person who built the thing you were comparing to built one using the non-Touch blasts, which is where accuracy issues are crippling. With them, they're a joke. Raw damage is less than that of the Greatsword-Fighter, but accuracy is such that you hit the average CR8 opponent (Touch AC 12) at level 8 with anything but a 1, where the Fighter was hitting 80% of the time on his first attack.

Again: this was sans items, because the Kineticist doesn't get any weapon item that works for them right now, but I think that will change in the long run. It was also sans SR/ER/DR, because I could only find full numbers for one of those and at level 8 a Kineticist who picks smart can probably circumvent ER until the high levels, when monsters have some resistance against everything. I think Spell Pen/Greater Spell Pen is going to become all but necessary though, and am seriously debating killing Precise Shot to fit in Greater (regular was, for my build at least, easy).

The Exchange

What if you used a blinkback belt (combined with quick draw) with a couple of conductive javelins(you rotate use of the javelins)?

The cost of javelins would be extrenely expensive, but at least they wouldn't be destroyed/get lost.

Also, does spell penetration apply to all the kinetic blasts, and what happens if you channel anearth blast through a weapon that penetrates dr (ie, conductive holy cold iron morningstar vs a demon).

Do sorcerer bloodlines like orc/primal work with the kineticist blasts?

Thanks.


Let me First say this class rocks. Great Job. Seems like Water is getting a lot of attention, so I'm going to concentrate on Earth (Haven't seen many people comment on it)

I actually like that Earth and Fire are restricted to only physical and energy respectively, but I think each of them needs a little something "Extra" to help overcome the limitations this puts on them. Earth really, really needs some way to boost its attack rolls, and Fire could use a bonus vs Spell resistance.

Feel The Burn Helps, but I would suggest that each element gets an additional Bonus for each point of Burn. As an Example, Earth Gains an Extra +1 Attack Bonus, Fire Gains +1 CL check to overcome SR, Air Gains +5 ft movement, Water Gains +2 acrobatics checks (? couldn't think of anything else).

Trying to build out a GeoKineticts, and I have noticed a few things.

1> Rare Metal Infusion can't be taken until after you get Expanded Element at 7th. You could take Extra Wild Talent feat at 7th. but...

2> With a Base Cost of 2 Burn on a Metal Blast, and 2 More on a Rare Earth infusion, Ouch... At 7th level, even if you put you're Infusion Specialization into Substance, and use a Move Action too "Charge up", That's still 2 Burn just to get an Attack past Cold Iron/Silver DR, and you are still trying to hit standard AC.

3> Earth needs more options, sooner. If Earth is meant to be the Defensive Option of the class, It needs better options, sooner. Right now, a lot of Earth's options are shared by the other elements (Water, I'm looking at you).

4> Jagged Flesh, cool ability, fits with the whole Defensive theme... but it's not available until 6th level. Feel's like it needs to be 1st level or stay at 6th and cost 0 Burn. I can't see this being chosen over Tremor-sense.


So, do Spell-like blasts and Talents qualify for Quicken Spell-Like Ability? If so, what level spell do they count as?

Ooh, actually, I'm building a Kinetcist now and it may have some options that are usually terrible available to it. Like using Bullseye Shot to negate the attack penalty from Deadly Aim. Often they don't need a Move action, so that's a potential damage booster for some.


kestral287 wrote:


My math (a few pages back) reveals the opposite.

Unfortunately you don't take into account items, which matter a lot. When items were involved, kineticist dps goes up slightly, and fighter dps doubles. There is a different guy comparing to my baseline fighter and showing very poorly.

Designer

All spell-like abilities qualify for meta-SLA feats if your GM is putting feats with the [Monster] tag on the table for PCs. That said, they count as the level they say they count as, which means you can never use them on blasts (which is fine since they have their own built in metas for everyone, no feat tax required!). But you want to quicken your slick and your GM is all for meta-SLA feats? Go for it! As it says in the header, it's 1st level (they all have equivalent levels listed prominently to help you with things like this, for globe of invulnerability and for all other such things. It was something I was adamant about)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
AlanDG2 wrote:
AlgaeNymph wrote:


Also, how is the kineticist particularly occult?
Yeah, I did not consider it Occult at first either, but then I started thinking...what is OCCULT? It comes from a word meaning Hidden, and in a world where magic is an every day thing a different way of acting that is not understood would possibly be considered Occult, especially if the people try to hide what they are for fear of being misunderstood.

If you have problems imagining Kineticists fitting into an occult story.... think Hellboy.


kestral287 wrote:
DrakeRoberts wrote:
So Mark... can we please lose the free hands requirement on the charge-up move action, and just flavor it as "Drawing the element around you"?
One hand would be nice. No hands is a bit much.

But no hands would allow people to describe themselves gathering fire in their mouth before breathing blasts at people. Besides, how cool would a kitsune white fox be when its in fox form and breathing out ice blasts or doing cold damage bites?


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I think what is missing from the Kineticist class is class abilities that can strongly affect narrative.

Elements and their relationship with narration:

A Pyrokineticist who uses fire to uncover the truth in things (e.g Zone of Truth spell).

A Aerokineticist who uses air to view places that are far away (e.g a lesser version of the Scry spell.)

Burn class ability and hurting yourself in the name of correcting injustices of the world.

Even though high DPR is empowering for many players (myself included), it's sometimes less empowering for others.

Roleplaying games have the power to act as a form of catharsis, you may not be able to correct the injustices in the real world, but you get the opportunity to do it in a fantasy world.

And voluntarily personal harm to combat the cunning nature of evil (finding the illusive trail of a serial killer) is epic and could be more empowering than a high DPR.

From my personal experience, for many players (especially female players, a common sight at my gaming table) "empowerment through influencing narrative" is an important factor in class selection.


Just a Mort wrote:

What if you used a blinkback belt (combined with quick draw) with a couple of conductive javelins(you rotate use of the javelins)?

The cost of javelins would be extrenely expensive, but at least they wouldn't be destroyed/get lost.

Also, does spell penetration apply to all the kinetic blasts, and what happens if you channel anearth blast through a weapon that penetrates dr (ie, conductive holy cold iron morningstar vs a demon).

Do sorcerer bloodlines like orc/primal work with the kineticist blasts?

Thanks.

-Conductive costs the Touch AC targeting. That bites into their accuracy hard. Very, very nice for physical Kineticists, not so great for the ones using elemental damage. That said, I'm not sure if Conductive works for a melee weapon. On the one hand, Kinetic Blade makes the blast a melee attack. On the other hand, Kinetic Blade does specify going off as part of a full attack routine, so I'm not sure. Entirely possible I'm overthinking it though.

-Spell Pen works with the blasts. It doesn't specify spells vs. SR, just you vs. SR. If SR applies, Spell Pen does too.

-DR and SR are separate. Roll both.

-Sorcerer bloodlines actually do specify spells, so they don't work with blast-fu.

CWheezy wrote:
kestral287 wrote:


My math (a few pages back) reveals the opposite.

Unfortunately you don't take into account items, which matter a lot. When items were involved, kineticist dps goes up slightly, and fighter dps doubles. There is a different guy comparing to my baseline fighter and showing very poorly.

As noted, this is for a reason: we don't know what items are going to do to Kineticist DPS, because they don't have items yet. But I would be utterly shocked if they didn't get a variant of the Amulet of Mighty Fists. Without having access to it and its price though, that becomes an unfair test.

*Shrug* Same reason I assumed no archetypes (we have literally been told there will be a melee Kineticist Archetype).

The other guy is, as also previously noted, not using touch-blasts. Looking at my build, switching from targeting Touch AC to the normal AC drops it from a 95% hit rate to a 50% hit rate. Even counting in SR isn't likely to make that much of a difference, especially once you take Spell Penetration. So... are we surprised that the suboptimal choice, from the perspective of pure DPR, does less damage?


If it works, a conductive melee weapon would help a lot with accuracy issues for attack based blasts with Kinetic Blade, and solve issues with concentration checks.


Mark Seifter wrote:
All spell-like abilities qualify for meta-SLA feats if your GM is putting feats with the [Monster] tag on the table for PCs. That said, they count as the level they say they count as, which means you can never use them on blasts (which is fine since they have their own built in metas for everyone, no feat tax required!). But you want to quicken your slick and your GM is all for meta-SLA feats? Go for it! As it says in the header, it's 1st level (they all have equivalent levels listed prominently to help you with things like this, for globe of invulnerability and for all other such things. It was something I was adamant about)

Cool. Empower SLA might be useful for something like Explosion to avoid taking more Burn.

Did you ever answer whether something like Weapon Focus or Ability Focus could apply to Blasts?


AlanDG2 wrote:

I just read the rules for the Kineticist today, though I glanced at them two days ago.

My first glance impression: it is pretty much a Warlock from 3.5.

That impression remains now that I have read it, but it is not a complaint as such, it is an observation. I rather liked Warlocks and have kind of missed them.

Now, I saw some people wondering why Kineticists use Constitution for their power base, rather than some mental attribute. I actually thought of the question and came up with an answer. The Kineticist channels the energy of the Elemental planes or the Ethereal plane directly through their body. This channeling, while directed by the mind, is based upon the ability to resist the stresses this link puts upon the body.

This is also why the "Burn" effect exists, you are pushing your body past its physical limit on how fast you can channel the energies you use, thus damaging yourself for more power.

I love your explanation for burn. A rational explanation for powers makes the Kineticist appear more real and could inspire a series of Elemental plane themed feats or wild talents.


About the DR problem: Maybe a feat could fix that. Something like this:

Emotional Blast (Su)
The kineticist can infuse his blast with an emotional component (like the one used for psychic spells) in order to overcome alignment damage reduction. His blast is treated as having an alignment of his choice when using this feat.

or this:

Penetrating Blast (Su) Kineticist 5th.
The kineticist's blast can ignore 5 points of DR that is not /- or /epic, or 5 points of resistance of a target when using his Wild Blast. His blasts may also ignore 5 points of hardness from objects.

Improved Penetrating Blast (Su) Kineticist 10th.
The kineticist becomes able to ignore up to 10 points of resistance, DR or Hardness with his blast. The same restrictions from Penetrating Blast apply.

Greater Penetrating Blast (Su) Kineticist 15th.
The kinethicist may ignore up to 10 points of resistance, DR or Hardness with his blast. He can even affect DR /- or /epic, and enemies immune to his element still take half damage from his blast.


I really like this class. From reading it seems better balanced to earlier classes than the ACG classes.
My only problems are the 'terrakinesis' (because it sounds a bit wrong, and doesn't fit the etymology) and the 'infusion' (because it will create confusion, game terms need to be kept distinct) nomenclature.

It could probably do with 4+ skill points and it may be a little bit feat starved but otherwise this is very well done and I look forward to the archetypes and feats that will go with it.


The saves feel off for some elements. Shouldn't a telekinetic have a good will save? Should a terrakinetic really have a good reflex save. Maybe the class could have different saves based on element. Or maybe just make the saves fort and will.


Ivan Cesar wrote:
Dragon78 wrote:
The problem with that statement Ivan, is that the vital strike feats would also apply, wich to me would be broken.

But blast is not an attack action but a standard action

Where does it say that? I read "can unleash at will". It's not nailed down to a standard like an Alchemist's bomb.


Melkiador wrote:
The saves feel off for some elements. Shouldn't a telekinetic have a good will save? Should a terrakinetic really have a good reflex save. Maybe the class could have different saves based on element. Or maybe just make the saves fort and will.

It's about moving stuff with your mind. Including yourself. And the power source is yourself, hence the con. Reflex and Fort seem totally appropriate to me.

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