General Discussion: Kineticist


Rules Discussion

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I don't know if I am missing something, or just being lazy not reading 4,000 pages of text, but I am confused on a few things. One, how do I get composite blasts? My first impression was that I got them at level 20, but I thought if I got them then, they were almost useless. Next, how do I not accept burn? It says option, but there are no actual augmentations listed. Are you planning on them in the final edition? This next one is a little bit of a suggestion. The burn makes absolutely no sense. I am sorry if that offends everyone, but think about that from this angle. You are a powerful fire bender, and you level up. Suddenly lighting people on fire makes you hurt a little bit to burning your flesh severely. Something you could do easily earlier gets harder to do as you level up. I suggest you change that around a little bit, even though I don't really have an idea of what it would be. Also, see if you can add in some sort of buffer, like you take free burn until the burn exceeds your con modifier. Thank you all for listening to me even if you already answered these concerns.


Pathfinder Starfinder Roleplaying Game Subscriber

You get composite blasts when you get the appropriate Expanded Element, usually at 7th and 15th level. If you start off as an aerokineticist and pick up expanded element (water) as your 7th level wild talent, you gain access to the blizzard blast composite blast. If you start off as a pyrokineticist and pick up expanded element (fire), you gain access to the blue flame blast composite blast.

You don't accept burn by not doing something that requires you to accept burn to do. Infusion specialization helps with this, as does gathering energy, composite specialization, and metakinetic master.

I'm not sure why you say burn gets harder as you level up, it remains the same proportionally except for your ability to accept more of it.


So I just got my PFS Hydrokineticist up to level 6 and picked up Water Manipulator along with a Decanter of Endless Water and had a few questions as to what I could actually do with the ability.

As I understand it I can move water, ice, and possibly even steam or clouds using Water Manipulator, but is there any in-game way to actually change water between these states? I’d like to able to do tricks like crack open locks by flooding them and then freezing the water, but I can’t find any ability that actually lets me flash freeze water or melt ice or anything.

My second question is on the range and the volume of water you can control. Water Manipulator actually cites the Control Water spell which has long range (400+40ft/lvl) and can affect something like 350+ five foot cubes of water when you first get it at level 6 (10 ft./level by 10 ft./level by 2 ft./level) Combined with the Decanter this would mean you could flood almost anything given twenty minutes prep time which seems absurdly powerful. Am I missing some great limitation, or can I really just go around flooding every dungeon I come across to either drown what’s inside or force it to come out and fight on my terms? Note I don't actually plan on doing this much because it would obviously break most encounters.

My final question was how much could you shape the water and what exactly does “move an equivalent amount of water to a different place in range” mean? I’d like to be able to do things like put up a water dome over the party as we walk to provide some sort of cover against ambushes or be able to grab flying stuff out of the air by making a pillar of water spring up, but it is unclear how much control I actually have over the water and if “a different place in range” includes three dimensional space where I could hover water off the ground or make weird shapes with it.


Ambrus wrote:

I've read through the class and like what I see so far. I don't know if my points have been addressed in this thread. If so, I apologize.

I was a little dismayed to see that, like most other element-based classes I've seen since 2e, the kineticist is split so that each practitioner is largely limited to a single element. For many years I've been wanting to see a true elementalist; one who wields the power of all four elements. Seeing as how Avatar has popularized the idea, I hope there are plans to make this a viable PC option starting at level 1.

For those who focus on a single element such as fire though, are there plans to include a class ability that automatically reduces an opponent's energy resistance or immunity and that scales up as the PC increases in level? Such characters are attractive to play at a glance, but without such an ability tend to be paper tigers in my experience since energy resistance is so common. No one is afraid of a pyromaniac who fails to burn anything.

Just wanted to throw this in here: It's funny that Avatar "popularized" the idea of an all-elements wielder, because in that series only ONE person could wield more than one element at a time, and they were basically an incarnation of the world's spirit. Every other shmoe had to deal with the strengths and weaknesses of one element.

A better analogy would be Golden Sun (I'm going to keep making this comparison, damn it): You have one innate element inside you, but through getting more powerful (Or items) you can mix and match different elements.


I love the class. Can't stop loving it. Seriously considering all my future classes being some kind of Kineticist.

Right now my group and I are in the initial planning stages for the next campaign, character concepts, stats, history, etc. I have an idea for a teifling hunter of demons, ala Ao No Exorcist (though I had thought of the character concept before I saw the anime or read the manga...there really are no original thoughts out there.) but crossed with Natsu from Fairy Tail. A fire using demon slayer. However demons are immune to fire. Any hint that I'll be able to actually fight a demon and be effective or should I just go with a combo of magus bladesinger/kensai.

Designer

2 people marked this as a favorite.
Derrack wrote:

I love the class. Can't stop loving it. Seriously considering all my future classes being some kind of Kineticist.

Right now my group and I are in the initial planning stages for the next campaign, character concepts, stats, history, etc. I have an idea for a teifling hunter of demons, ala Ao No Exorcist (though I had thought of the character concept before I saw the anime or read the manga...there really are no original thoughts out there.) but crossed with Natsu from Fairy Tail. A fire using demon slayer. However demons are immune to fire. Any hint that I'll be able to actually fight a demon and be effective or should I just go with a combo of magus bladesinger/kensai.

Rock on! I'll tell you what. I'm going to use my designer powers to retroactively alter history and remove the demon's immunity to fire. Let's say we replace it with fire resistance 10. Sound good so far? I'll also give you an option to burn down that 10 over time, leaving them with no resistance. Check the PRD, d20pfsrd, and even your paper copies of the bestiary, and the changes to the demon subtype from my designer powers should be in place. ;)


Mark Seifter wrote:

Rock on! I'll tell you what. I'm going to use my designer powers to retroactively alter history and remove the demon's immunity to fire. Let's say we replace it with fire resistance 10. Sound good so far? I'll also give you an option to burn down that 10 over time, leaving them with no resistance. Check the PRD, d20pfsrd, and even your paper copies of the bestiary, and the changes to the demon subtype from my designer powers should be in place. ;)

Awesome, thanks. I can't wait to see the final product. Is it July yet?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:
I don't know if I am missing something, or just being lazy not reading 4,000 pages of text, but I am confused on a few things. One, how do I get composite blasts? My first impression was that I got them at level 20, but I thought if I got them then, they were almost useless. Next, how do I not accept burn? It says option, but there are no actual augmentations listed. Are you planning on them in the final edition? This next one is a little bit of a suggestion. The burn makes absolutely no sense. I am sorry if that offends everyone, but think about that from this angle. You are a powerful fire bender, and you level up. Suddenly lighting people on fire makes you hurt a little bit to burning your flesh severely. Something you could do easily earlier gets harder to do as you level up. I suggest you change that around a little bit, even though I don't really have an idea of what it would be. Also, see if you can add in some sort of buffer, like you take free burn until the burn exceeds your con modifier. Thank you all for listening to me even if you already answered these concerns.

Uh no. You don't understand the idea behind burn. Burn is when you use power that is too much for your body to handle. You overexert your own capabilities, damaging yourself for the day until you rest.

So you have some capabilities that dont require burn, but if you want to do cool things, you can but at the cost of burn. I, for one, think it is a super cool concept.


I think that the Kineticist would be even more awesome if it got some cool Wild Talents on the likeness of the Unchained Barbarian "Energy Absorption" or the Winter Witch PrC "Unnatural Cold" and "Unearthly Cold", at least for the Pyrokineticist, so he has a way to overcome Fire Immunity without becoming useless for the rest of the encounter.

Energy Absorption:
Energy Absorption (Su): Once per day, the barbarian can absorb the energy from a single attack that deals damage of the energy type she resists with the energy resistance rage power. She takes no damage from the attack and doesn’t attempt a saving throw. Instead, she increases the temporary hit points from her rage by an amount equal to 1/2 the damage she would have taken (ignoring her energy resistance). If the barbarian is at least 16th level, once before her rage ends, she can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount the barbarian would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Ref lex save for half damage (DC = 10 + 1/2 the barbarian’s level + her Constitution modifier). She retains the temporary hit points from this ability even if she unleashes this breath weapon.

Unnatural Cold:
At 3rd level, whenever a winter witch’s spell, spell-like ability, or supernatural ability deals cold damage, treat affected creatures as having half their normal cold resistance when determining the damage dealt.

Unearthly Cold:
At 8th level, a winter witch’s spells, spell-like abilities, and supernatural abilities that deal cold damage become horrendously cold. Half the cold damage caused by these effects comes from an otherworldly power and is not subject to being reduced by resistance or immunity to cold-based attacks.

Since this ship(book) has already sailed, we can only cross our fingers and hope that Mark designer powers will take care of it without us even noticing. =]


Helix7901 wrote:

I think that the Kineticist would be even more awesome if it got some cool Wild Talents on the likeness of the Unchained Barbarian "Energy Absorption" or the Winter Witch PrC "Unnatural Cold" and "Unearthly Cold", at least for the Pyrokineticist, so he has a way to overcome Fire Immunity without becoming useless for the rest of the encounter.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Since this ship(book) has already sailed, we can only cross our fingers and hope that Mark designer powers will take care...

Couple posts above yours:

Mark Seifter wrote:
Rock on! I'll tell you what. I'm going to use my designer powers to retroactively alter history and remove the demon's immunity to fire. Let's say we replace it with fire resistance 10. Sound good so far? I'll also give you an option to burn down that 10 over time, leaving them with no resistance. Check the PRD, d20pfsrd, and even your paper copies of the bestiary, and the changes to the demon subtype from my designer powers should be in place. ;)

I've interpreted this to mean that the pyrokineticist (possibly all kineticists) will be able to treat those with immunity to fire (or their specific element) as having resistance to fire, and possibly be able to lower that resistance over time, leaving them with no resistance. That's right, the pyrokineticist will be able to 'burn' creatures immune to fire (possibly even fire elementals).


Incidentally, demons aren't actually immune to fire. That's devils.

Getting through energy resistance would be a super neato power though and help specialists a lot. There's another precedent with Outer Dragons' breath weapons being able to treat immunity as resistance 20 and wearing down regular resistance.

What I'd like to know is if kineticists could get resistance or immunity to their own element somehow.

Designer

Tels wrote:
Helix7901 wrote:

I think that the Kineticist would be even more awesome if it got some cool Wild Talents on the likeness of the Unchained Barbarian "Energy Absorption" or the Winter Witch PrC "Unnatural Cold" and "Unearthly Cold", at least for the Pyrokineticist, so he has a way to overcome Fire Immunity without becoming useless for the rest of the encounter.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Since this ship(book) has already sailed, we can only cross our fingers and hope that Mark designer powers will take care...

Couple posts above yours:

Mark Seifter wrote:
Rock on! I'll tell you what. I'm going to use my designer powers to retroactively alter history and remove the demon's immunity to fire. Let's say we replace it with fire resistance 10. Sound good so far? I'll also give you an option to burn down that 10 over time, leaving them with no resistance. Check the PRD, d20pfsrd, and even your paper copies of the bestiary, and the changes to the demon subtype from my designer powers should be in place. ;)
I've interpreted this to mean that the pyrokineticist (possibly all kineticists) will be able to treat those with immunity to fire (or their specific element) as having resistance to fire, and possibly be able to lower that resistance over time, leaving them with no resistance. That's right, the pyrokineticist will be able to 'burn' creatures immune to fire (possibly even fire elementals).

You have not interpreted it correctly (Zed is correct, demons were never immune to fire, I was just being tongue in cheek)


Mark Seifter wrote:
Tels wrote:
Helix7901 wrote:

I think that the Kineticist would be even more awesome if it got some cool Wild Talents on the likeness of the Unchained Barbarian "Energy Absorption" or the Winter Witch PrC "Unnatural Cold" and "Unearthly Cold", at least for the Pyrokineticist, so he has a way to overcome Fire Immunity without becoming useless for the rest of the encounter.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Since this ship(book) has already sailed, we can only cross our fingers and hope that Mark designer powers will take care...

Couple posts above yours:

Mark Seifter wrote:
Rock on! I'll tell you what. I'm going to use my designer powers to retroactively alter history and remove the demon's immunity to fire. Let's say we replace it with fire resistance 10. Sound good so far? I'll also give you an option to burn down that 10 over time, leaving them with no resistance. Check the PRD, d20pfsrd, and even your paper copies of the bestiary, and the changes to the demon subtype from my designer powers should be in place. ;)
I've interpreted this to mean that the pyrokineticist (possibly all kineticists) will be able to treat those with immunity to fire (or their specific element) as having resistance to fire, and possibly be able to lower that resistance over time, leaving them with no resistance. That's right, the pyrokineticist will be able to 'burn' creatures immune to fire (possibly even fire elementals).
You have not interpreted it correctly (Zed is correct, demons were never immune to fire, I was just being tongue in cheek)

I'm not sure how else to interpret it? Unless it's just you being cheeky, the the whole thing is a joke.

If it's a legitimate teaser, then based off what you said, demons (devils) wouldn't be immune to fire and instead have their immunity replaced with resistance. A resistance which you can 'burn down' mind you, eventually leaving them with no resistance.

Designer

Tels wrote:
Mark Seifter wrote:
Tels wrote:
Helix7901 wrote:

I think that the Kineticist would be even more awesome if it got some cool Wild Talents on the likeness of the Unchained Barbarian "Energy Absorption" or the Winter Witch PrC "Unnatural Cold" and "Unearthly Cold", at least for the Pyrokineticist, so he has a way to overcome Fire Immunity without becoming useless for the rest of the encounter.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Since this ship(book) has already sailed, we can only cross our fingers and hope that Mark designer powers will take care...

Couple posts above yours:

Mark Seifter wrote:
Rock on! I'll tell you what. I'm going to use my designer powers to retroactively alter history and remove the demon's immunity to fire. Let's say we replace it with fire resistance 10. Sound good so far? I'll also give you an option to burn down that 10 over time, leaving them with no resistance. Check the PRD, d20pfsrd, and even your paper copies of the bestiary, and the changes to the demon subtype from my designer powers should be in place. ;)
I've interpreted this to mean that the pyrokineticist (possibly all kineticists) will be able to treat those with immunity to fire (or their specific element) as having resistance to fire, and possibly be able to lower that resistance over time, leaving them with no resistance. That's right, the pyrokineticist will be able to 'burn' creatures immune to fire (possibly even fire elementals).
You have not interpreted it correctly (Zed is correct, demons were never immune to fire, I was just being tongue in cheek)

I'm not sure how else to interpret it? Unless it's just you being cheeky, the the whole thing is a joke.

If it's a legitimate teaser, then based off what you said, demons (devils) wouldn't be immune to fire and instead have their immunity replaced with resistance. A resistance which you can 'burn down' mind you, eventually leaving them with no resistance.

Everything in the post is legitimate, except for the (I thought clearly joking) fact that I used superpowers to alter the past (demons never had immunity anyway, and an ability such as you describe would certainly not edit the Bestiary). So when we get to a discussion about the kineticist, it starts with the assumption that demons simply are not immune. I'd be sad if I can't joke around any more, so please, don't hold me to any ridiculous statements involving time travel or reality alteration :\


Mark Seifter wrote:
Tels wrote:
Mark Seifter wrote:
Tels wrote:
Helix7901 wrote:

I think that the Kineticist would be even more awesome if it got some cool Wild Talents on the likeness of the Unchained Barbarian "Energy Absorption" or the Winter Witch PrC "Unnatural Cold" and "Unearthly Cold", at least for the Pyrokineticist, so he has a way to overcome Fire Immunity without becoming useless for the rest of the encounter.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Since this ship(book) has already sailed, we can only cross our fingers and hope that Mark designer powers will take care...

Couple posts above yours:

Mark Seifter wrote:
Rock on! I'll tell you what. I'm going to use my designer powers to retroactively alter history and remove the demon's immunity to fire. Let's say we replace it with fire resistance 10. Sound good so far? I'll also give you an option to burn down that 10 over time, leaving them with no resistance. Check the PRD, d20pfsrd, and even your paper copies of the bestiary, and the changes to the demon subtype from my designer powers should be in place. ;)
I've interpreted this to mean that the pyrokineticist (possibly all kineticists) will be able to treat those with immunity to fire (or their specific element) as having resistance to fire, and possibly be able to lower that resistance over time, leaving them with no resistance. That's right, the pyrokineticist will be able to 'burn' creatures immune to fire (possibly even fire elementals).
You have not interpreted it correctly (Zed is correct, demons were never immune to fire, I was just being tongue in cheek)

I'm not sure how else to interpret it? Unless it's just you being cheeky, the the whole thing is a joke.

If it's a legitimate teaser, then based off what you said, demons (devils) wouldn't be immune to fire and instead have their immunity replaced with resistance. A resistance which you can 'burn down' mind you, eventually leaving them with no

...

I assumed it was both a teaser, but one done so in a jokey manor. Which is what I expect of you at this point, especially with the 'Kaio-Ken' feat you posted awhile back :P

Anyway, I was just trying to figure out some other method of interpreting it. I would assume that the ability you're teasing about is similar to the Unnatural/Unearthly Cold abilities that the Winter Witch prestige class gets, except it goes one step further and can actually lower the resistance of the creature down to, eventually, 0 resistance. Though I suspect it will only apply to pyrokinetics or may be a pyrokinetic archetype ability.


I know I am a bit late to the party, this question has probably already been answered, but I am partially confused when it comes to infusions.

Spoiler:
Lets say I am geokineticist and I am 4th level, could I take the "Rare Metal Infusion"?

As here is how I am seeing it from every single infusion in the playtest:

RARE METAL INFUSION
Element Earth; Type substance infusion; Level 4; Burn 2
Prerequisites kineticist level 6th


Pathfinder Starfinder Roleplaying Game Subscriber
D. D. wrote:

I know I am a bit late to the party, this question has probably already been answered, but I am partially confused when it comes to infusions.

** spoiler omitted **

No, you have to wait until 6th level. The Level: 4 is the effective spell level of that Wild Talent. From Page 4 of the playtest, "All wild talents have a required kineticist level, and most have an effective spell level." Also, it would be rather pointless, since the only associate blast is metal, thus you couldn't use it without using the metal composite blast.


Thank you


If it makes you feel any better, I knew right away you were joking about the superpowers (at least the ones you mentioned).

RPG Superstar 2014 Top 32

Probably missed a clarification, but do we treat the Kineticist level as caster level for purposes of overcoming Spell Resistance?
I don't see anything in the playtest document which clarifies.


Grumpus wrote:

Probably missed a clarification, but do we treat the Kineticist level as caster level for purposes of overcoming Spell Resistance?

I don't see anything in the playtest document which clarifies.

Caster level is equal to half your Kineticist level IIRC


Xelaaredn wrote:
Grumpus wrote:

Probably missed a clarification, but do we treat the Kineticist level as caster level for purposes of overcoming Spell Resistance?

I don't see anything in the playtest document which clarifies.
Caster level is equal to half your Kineticist level IIRC

That's for effective SPELL level. Caster level for purposes of spell resistance would be kineticist level.


Protoman wrote:
Xelaaredn wrote:
Grumpus wrote:

Probably missed a clarification, but do we treat the Kineticist level as caster level for purposes of overcoming Spell Resistance?

I don't see anything in the playtest document which clarifies.
Caster level is equal to half your Kineticist level IIRC
That's for effective SPELL level. Caster level for purposes of spell resistance would be kineticist level.

Ah, sorry about that. At work without access to the pdf


I have a few more questions about this class. Sorry if I am offending anyone upfront, but the more I look at this class, the more questions I have. First, is there a limit to the amount of wild talents you can use per day/encounter? My friend was talking about something like that, and I think that is kind of off. Like composite blasts make sense, but not for the others. If someone could answer that and explain to me why that would be great. Another question is can you choose your wild talents? They are listed like a cleric bonus spells, but there seem to be more for each element than listed. Then just a question for character creation. Is there a race that gets bonus dex and con? Thank you for considering this post and answering these questions.

Designer

Calvin Leslie wrote:
I have a few more questions about this class. Sorry if I am offending anyone upfront, but the more I look at this class, the more questions I have. First, is there a limit to the amount of wild talents you can use per day/encounter? My friend was talking about something like that, and I think that is kind of off. Like composite blasts make sense, but not for the others. If someone could answer that and explain to me why that would be great. Another question is can you choose your wild talents? They are listed like a cleric bonus spells, but there seem to be more for each element than listed. Then just a question for character creation. Is there a race that gets bonus dex and con? Thank you for considering this post and answering these questions.

Hey, no worries Calvin! Questions are good, and they don't offend anyone. How else can you get the answers? There is no limit to how many 0 burn cost wild talents you can use. You choose your wild talents from the available list (there will be even more choices in the actual book too!) PC races in general are never built with a bonus to two physical statistics. However, there's a human alternate racial option to trade out your feat and skill points for another +2, which allows you to have those bonuses (albeit with no other racial benefits).


Pathfinder Starfinder Roleplaying Game Subscriber
Calvin Leslie wrote:
I have a few more questions about this class. Sorry if I am offending anyone upfront, but the more I look at this class, the more questions I have. First, is there a limit to the amount of wild talents you can use per day/encounter? My friend was talking about something like that, and I think that is kind of off. Like composite blasts make sense, but not for the others. If someone could answer that and explain to me why that would be great. Another question is can you choose your wild talents? They are listed like a cleric bonus spells, but there seem to be more for each element than listed. Then just a question for character creation. Is there a race that gets bonus dex and con? Thank you for considering this post and answering these questions.

There is no limit to how many times you can use a wild talent unless it costs burn. In that case, you can only use it if you can take burn to do so.

You choose your wild talents at the levels listed on the Kineticist table (1st, 2nd, 4th, 6th, 7th, 8th, 10th, 12th, 14th, 15th, 16th, 18th, and 20th).

Hobgoblins, Kuru, and Merfolk gain a bonus to both Dexterity and Constitution.


I'm still working my way through this topic so this may have been asked, but is it intended that you can take Rare Metal Infusion at 6, but it only works with the Metal Composite Blast which you can only get at 7 or 15?


I'm playing a telekneticist, here is the build I have. I'm a big fan of Avatar The Last Airbender, and Legend of Korra.

I made a Telekineticist, but I made some mistakes because I was using a Quarter Staff, and using Kinetic Blade to get my Kinetic Blast to channel through my staff. But I think I misread something and found it can only be used with a one handed weapon. But some of the posts I've read here, the Telekineticist are a lot weaker even as they grow compared to the other Kineticists. I was wanting to find out from anyone including Mark at 4th level what would your suggestion be? I may change from this to maybe an Earth Kineticist and make my own version of Toph who is just bad ass, or a Hydrokinetic, or possibly some of the others, which are stronger than the Telekinetic. This character if you can't tell is a martial artist who is able to move from close combat, to mid and possible long range.

Please I would like to make this work, please suggestions on a rebuild of this class.

Human
Lvl 4

Str 12 +1
Dex 15 +2
Con 18 +4
Int 13 +1
Wis 10
Cha 9 -1

HP 42
Init +2
Spd 30

Level

1. Aether, Telekinetic Blast, Force Ward (4hp +2hp/burn), Kinetic Blade, Kinetic Fist, Pushing Infusion.

Improved Unarmed Strike
Two Weapon Fighting
Point Blank Shot

1: Burn 1/round
1: Kinetic Blast
2: Feel the Burn +1

+7 Acrobatics
+1 Appraise
+2 Climb
+2 Escape Artist
+7 Perception

Telekinetic Blast (SP)
+5 2d6+6

Unarmed Strike
+4 1d3+2

Touch Attack
+4 Melee Touch Attack
+5 Ranged Touch Attack

PS:
I'm a bit confused on the Burn and how it inproves your Kinetic Blast and by how much. Can someone explain that to me.

Thanks


I don't really see what's weak about the telekineticist. As decent damage and wild talent options as anyone else. Though not really in theme with Avatar: The Last Airbender or Legend of Korra.

But assuming you stick with it, some comments about your build! Warning, two versions: The unarmed martial artist, and the version that will be throwing out comments that would most likely say take out the flavorful choices.

Unarmed Version
Stats? Are those with 20 point buy? They look odd. What did they look like at level 1 before the level 4 boost? You want more Strength if you actually wanna hurt or hit anything, can suffer less Con (avoid Burn like the dickens!)

Your feats and talents need a load of work. It looks like you wanna be able to switch between melee and ranged, but your choices lack focus.

Get brawling armor so your unarmed kinetic fists are more accurate and delivers more of a punch.

Not Unarmed Version

Your stats should have afforded you a 16 Dex. Go for it.

You got kinetic blade AND fist. Pick one. Hint: Don't pick kinetic fist. It sucks for damage unless you got a really great strength modifier and even then you'd wanna benefit from LOTS of attacks such as from several natural attacks. Kinetic blade still uses your Con mod for damage.

Average BAB class should not be taking TWF without a lot of class support to make it more accurate (such as monk's flurry of blows). Your kinetic blasts/blade/fist are ALL against regular AC. Even if you do decide to stick with unarmed strikes and kinetic fist, you're not hitting ANYTHING.

But seriously. Don't take kinetic fist. Get kinetic blade and aether up some brass knuckles or a club or something if you're wanting the unarmed/staff feel.

Do you want to make ranged attacks? You want precise shot. Folks with touch attack blasts also want precise shot. Regular AC targetting blast like TKers definitely want it.

Feats should look like:

1) Point Blank Shot, Precise Shot
3) Weapon Finesse

Quote:
I'm a bit confused on the Burn and how it inproves your Kinetic Blast and by how much. Can someone explain that to me.

Feel the burn +1 at level 3 means if you have 1 burn point (and suffering nonlethal damage equal to your character level), you'd geta +1 bonus to attack and damage rolls with your blasts and blade. NOT to fist as it only accounts for the number of dice (1/3 your blast dice is not a lot no matter what level you are) and none of the blast modifiers. If you have more burn at level 3-5, you get more nonlethal damage, but no other bonuses.

At level 6, you get Feel the Burn +2; that means if you have 2 burn points, you get a total bonus of +2 to blast/blade/whip attack and damage rolls. And so on and so on every 3 levels, the bonus increases by +1.

When the book comes out and final version is revealed, there's hopefully a martial artist archetype that you'll find better for your build. Or simply even a better kinetic fist.


1 person marked this as a favorite.

Let it go:

Elsa
Human (Taldan) bard 1/kineticist 10
NG Medium humanoid (human)
Init +2; Senses Perception +5
—————
Defense
—————
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 123 (11d8+65)
Fort +12, Ref +11, Will +6
Defensive Abilities elemental defense (shroud of water)
—————
Offense
—————
Speed 30 ft.
Ranged cold blast +9 touch (5d6+2) or
ice blast +9 (5d6+10 +5d6+5 Cold) or
water blast +9 (5d6+10)
Special Attacks bardic performance 5 rounds/day (countersong, distraction, fascinate [DC 11], inspire
courage +1), composite blast (ice blast)
Bard Spells Known (CL 1st; concentration +2)
1st (2/day)— comprehend languages , summon monster I
0 (at will)— detect magic , ghost sound (DC 11), lullaby (DC 11), read magic
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Statistics
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Str 10, Dex 14, Con 20, Int 10, Wis 12, Cha 13
Base Atk +7; CMB +7; CMD 19
Skills Acrobatics +6, Appraise +4, Bluff +5, Diplomacy +15, Disguise +5, Knowledge (history) +5,
Knowledge (nature) +5, Knowledge (nobility) +5, Perception +5, Perform (dance) +5, Perform (sing) +15,
Sense Motive +5, Sleight of Hand +6, Spellcraft +4, Stealth +6, Swim +4, Use Magic Device +5
Languages Common
SQ bardic knowledge +1, burn, elemental focus (water), feel the burn, infusion specialization, infusion
specialization, kinetic blast, metakinesis, wild talents (entangling infusion, expanded element, ice path,
icewalker, impale, slick, spark of life)

Other Gear 150 gp
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.
Burn 3/round (11 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Cold Blast (Sp) You emit a beam of utter cold to freeze a single foe as a ranged touch attack. If you hit,
the target suffers an amount of cold damage equal to 1d6 + 1/2 your Constitution modifier. This damage
increases by 1d6 for every 2 kineticist levels you posse
Entangling Infusion (DC 20) Your blast can entangle a foe.
Expanded Element (Water) (Su) Gain a second element focus.
Feel the Burn +3 (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Ice Blast (Sp) Element water; Type composite blast; Level - ; Burn 2
Prerequisites primary element is water, expanded element (water)
Spell Resistance no
You shoot a chilling icicle to stab a single foe as a ra
Ice Path (Su) You gain an effect equivalent to air walk by walking along the ice you form.
Icewalker (Su) Move across wet and icy surfaces without needing to attempt Acrobatics checks.
Impale Blast attack a 30 ft line.
Infusion Specialization (Form Infusions) (Ex) Reduce burn cost of the selected infusion by 1 point (to a
minimum of 0 points).
Infusion Specialization (Form Infusions) (Ex) Reduce burn cost of the selected infusion by 1 point (to a
minimum of 0 points).
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Shroud of Water (+6 armor or +4 shield, + 1/burn) (Su) As an immediate action, you surround yourself
with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body,
functioning as armor, or float around you and block attacks, functioning as a shield. It grants eit
Slick (DC 20) (Sp) Use your slick for any of the effects of the grease spell for 1r
Spark of Life (Sp) Use summon monster to summon elements.
Water Hydrokineticists.
Water Blast (Sp)

i uh... i refuse to feel any shame in creating this. it was only a matter of time and you brought it on yourselves.


Why the levels of bard? Is it for the singing? Because any character can sing if they put ranks into Perform (sing).


I can see the usefulness of a level in bard especially if it fits the theme of the character your trying to create. Besides the extra skills points, extra class skills, boost to will save, cantrips, first levels spells, and bardic music would be useful.

Am I blind did you not list your feats?


Dragon78 wrote:

I can see the usefulness of a level in bard especially if it fits the theme of the character your trying to create. Besides the extra skills points, extra class skills, boost to will save, cantrips, first levels spells, and bardic music would be useful.

Am I blind did you not list your feats?

class skills, will save, a few fun spells, and the inspire was indeed why the level dip bard. also, it was 5am when i built the character after i realized the class could appropriately accomplish all of the things she does without even really trying too hard and still maintaining viability, but i didnt really know what feats it needs. seems as though power attack, a common go-to for me is useless, while if she's hitting touch AC then point blank and percise arent really going to make a huge difference. she could take a few Extra Wild Talent feats just for some added versatility, but she already has most of the abilities we saw in the movie... apart from the whole frozen heart thing. my only real problem with the class is, the way its worded, it doesnt seem that many of the most common feats would be all that useful to her. particularly the parts about the blast-weapons doing blast damage not weapon damage, and about it not being able to make two-handed or even two one-handed weapons. this takes vital strike, cleave, power attack, spring attack, whirlwind attack, point blank, and all of the style feats (i toyed with an unarmed strike build, since it has a unarmed form infusion) out of the equation if you intend on your primary damage source being the blast. i also wonder if Weapon Focus or Spec would work with the blast... she will likely take Toughness, Dodge and Mobility, maybe try and work in combat expertise and reflexes (although again, the way most of the form infusions are worded makes it seem like these arent useful feats, mainly how the infused weapons only last for your turn, and the amount of burn it requires to maintain them.) on top of this metamagic feats dont seem to apply either, she has integrated metamagic to increase her blasting, and the flavor feats like silent spell and still spell likely arent needed, i didnt read anywhere that the blast had any verbal or somatic, other than a free hand to direct the blast... thats a huge chunk of the feats i take on most characters cut out.

of course, i could just be flat wrong, and i hope someone tells me i'm flat wrong. the vision i had for my original kineticist was a water-blasting dervish dancer who either created a single kinetic scimitar or coated an existing one and used finesse/dervish dance to get in as much damage as possible, while carrying dodge/mobility and some decent armor to properly make use of that massive hp- pool. invest in the critical line and just do massive amounts of damage to single targets around the edges of the fight before plunging in on the big guys that the tank proper is hopefully taking on.


Well as for feats I would give her toughness, dodge, iron will, alertness, combat casting, point blank shot, and precise shot.

As for magic items I would give her +2 mithril chain shirt, ring of protection +2, amulet of natural armor +2, cloak of resistance +3, belt of physical prowess +2(dex, con), headband of mental prowess +2(wis, cha).


was actually toying with the idea of not wearing armor and either having a friend smack me with a wand of mage armor every day or else try and umd one myself, and otherwise simply trying to avoid being in melee combat as much as possible and just using my blasts. if you read above i had already said toughness for sure, the CoR is a given, same as the RoP and AoNA. i generally tend to pick up, initially anyway, monotype belts ASAP and then getting better belts as i find them/can afford them. again though, i just wanted to post the core concept of the build for some lols, i dont really INTEND to be the most hated guy at the table every time i inspire courage. (the snow gleams white on the mountain tonight, followed quickly by a chorus of groans and people thanking me for getting that damn song stuck in their heads, again)


Just want to start with a Thanks for an awesome class Mark. I am completely new to the forums side of things but i was curious after i accidentally stumbled across the playtest when looking for a class to play for an upcoming Campaign (starts Monday). And i was completely taken back with how much fun and how interesting the class was.

That only got more as time went on and i saw the possible changes and updates that the final version will have. Since the campaign is starting at level one, and probably wont level too quickly. I can hope that i dont level too much before the book comes out and i can then rework a few things with the new changes and balances.

I have to say, just reading through the various posts here i cant help but constantly speculate on what some of the bigger changes are based on what was discussed. Such as what exactly the basic wild element talent that you get for choosing that element does for you. When you get the expanded element since it seems like it is now a class feature and whether the supposed getting a wild talent each level thing holds water.

Its a very awesome class that i really am psyched for. Pathfinder is the game i keep coming back to, especially since you guys take such a direct interest in your fan base.


I have a question, it may have been answered already, but i'm confused about burn for the Kineticist, why is it when doing the same wild talent you take more damage as you level up? for example Chain lightning has 3 burn, so that means you take 3 burn per character level, meaning that at level 10 i am taking 30 non-lethal damage but then at level 11 i am taking 33 non-lethal damage, why is it that as my character becomes more experienced he takes more damage overall from burn os at level 20 i'm taking 60 dmg for burn for something that when i took the wild talent i only took 30 why does the burn cost increase? would the char get better at resisting burn, and why would the task become harder to do as she became more experienced?


Diabloderrick wrote:
I have a question, it may have been answered already, but i'm confused about burn for the Kineticist, why is it when doing the same wild talent you take more damage as you level up? for example Chain lightning has 3 burn, so that means you take 3 burn per character level, meaning that at level 10 i am taking 30 non-lethal damage but then at level 11 i am taking 33 non-lethal damage, why is it that as my character becomes more experienced he takes more damage overall from burn os at level 20 i'm taking 60 dmg for burn for something that when i took the wild talent i only took 30 why does the burn cost increase? would the char get better at resisting burn, and why would the task become harder to do as she became more experienced?

As far as I see it, the burn scales because the damage you are doing with that same Chain Lightning is also scaling.


Helix7901 wrote:
Diabloderrick wrote:
I have a question, it may have been answered already, but i'm confused about burn for the Kineticist, why is it when doing the same wild talent you take more damage as you level up? for example Chain lightning has 3 burn, so that means you take 3 burn per character level, meaning that at level 10 i am taking 30 non-lethal damage but then at level 11 i am taking 33 non-lethal damage, why is it that as my character becomes more experienced he takes more damage overall from burn os at level 20 i'm taking 60 dmg for burn for something that when i took the wild talent i only took 30 why does the burn cost increase? would the char get better at resisting burn, and why would the task become harder to do as she became more experienced?

As far as I see it, the burn scales because the damage you are doing with that same Chain Lightning is also scaling.

Think of it this way, like he said, you've gotten used to the amount of lightning/power you were channeling... But you are pushing your limits ever further as you level. What was originally a normal bolt of cracking energy coming from a fingertip is now streams of lightning crackling out of every fiber of your being.

That does more damage but also hurts a heck of a lot more as well.


Also, don't forget burn costs themselves get reduced as you increase in level from the class features.


Milo v3 wrote:
Also, don't forget burn costs themselves get reduced as you increase in level from the class features.

Oh, forgot it became both that decreased instead of having to pick like the play test.


Milo v3 wrote:
Also, don't forget burn costs themselves get reduced as you increase in level from the class features.

ok thanks,if thats the case then I feel their should at least be a way to step down the damage for less burn, kind of like power points form The Psionics system

Designer

Nova Force wrote:

Just want to start with a Thanks for an awesome class Mark. I am completely new to the forums side of things but i was curious after i accidentally stumbled across the playtest when looking for a class to play for an upcoming Campaign (starts Monday). And i was completely taken back with how much fun and how interesting the class was.

That only got more as time went on and i saw the possible changes and updates that the final version will have. Since the campaign is starting at level one, and probably wont level too quickly. I can hope that i dont level too much before the book comes out and i can then rework a few things with the new changes and balances.

I have to say, just reading through the various posts here i cant help but constantly speculate on what some of the bigger changes are based on what was discussed. Such as what exactly the basic wild element talent that you get for choosing that element does for you. When you get the expanded element since it seems like it is now a class feature and whether the supposed getting a wild talent each level thing holds water.

Its a very awesome class that i really am psyched for. Pathfinder is the game i keep coming back to, especially since you guys take such a direct interest in your fan base.

You're welcome; glad you enjoy the class!


Diabloderrick wrote:
Milo v3 wrote:
Also, don't forget burn costs themselves get reduced as you increase in level from the class features.
ok thanks,if thats the case then I feel their should at least be a way to step down the damage for less burn, kind of like power points form The Psionics system

It's just a different mechanic. Rather than have a pool of points based on Con bonus, you use the bonus hp from Con. It lets you dip into your hp for more power in an emergency, and does a nice job of balancing being Con-based. Plus, it's non-lethal, so you still have a buffer where your party mates can heal up or regular damage.

Designer

Diabloderrick wrote:
I have a question, it may have been answered already, but i'm confused about burn for the Kineticist, why is it when doing the same wild talent you take more damage as you level up? for example Chain lightning has 3 burn, so that means you take 3 burn per character level, meaning that at level 10 i am taking 30 non-lethal damage but then at level 11 i am taking 33 non-lethal damage, why is it that as my character becomes more experienced he takes more damage overall from burn os at level 20 i'm taking 60 dmg for burn for something that when i took the wild talent i only took 30 why does the burn cost increase? would the char get better at resisting burn, and why would the task become harder to do as she became more experienced?

Think of burn as costing a percentage of your max hit points, and then it all makes sense. It's not that you are now worse at controlling burn; in fact, you get infusion specialization and <REDACTED> as you level up and gain greater mastery over your own burn. Skilled and powerful kineticists have greater control and they can use tricks to avoid burn, but burn scales so that when you do take it, it's significant. If burn was impossible to avoid, did weaker stuff, had a much higher limit for total burn, and dealt like 1 nonlethal damage even at 20th level, it would be one way to work it out, but that would be a mathematical bookkeeping nightmare of nickel and dimeing, and it's much less spectacular.


I'm wondering if there will be archetypes that apply additional penalties to burn to make it more powerful. Conditions, for instance. Nauseated would be too much, so maybe sickened.

... Okay, I just want a character with sick burns.

Designer

QuidEst wrote:

I'm wondering if there will be archetypes that apply additional penalties to burn to make it more powerful. Conditions, for instance. Nauseated would be too much, so maybe sickened.

... Okay, I just want a character with sick burns.

Sickened gives so many penalties that you'd have to give something really good (and naturally you'd need a clause to make it so you lose the extra benefit if you lose or are immune to sickened and/or can't lose/be immune to this sickened).


Mark Seifter wrote:
QuidEst wrote:

I'm wondering if there will be archetypes that apply additional penalties to burn to make it more powerful. Conditions, for instance. Nauseated would be too much, so maybe sickened.

... Okay, I just want a character with sick burns.

Sickened gives so many penalties that you'd have to give something really good (and naturally you'd need a clause to make it so you lose the extra benefit if you lose or are immune to sickened and/or can't lose/be immune to this sickened).

A price I am willing to pay for terrible puns.


So, fans of the Kineticst have some work ahead of them... How best do we use the Kineticist to make a team of Power Rangers? Including the Megazord? Perhaps some sort of homebrewed Variant Multiclass Synthesist Summoner that has the special ability to merge together into a Colossoal sized Eidolon?


I have just reread the playtest, i haven't noticed that Aerokinesis would seem to be the most fun way to play kinticst. I hope that this branch doesn't have changed much.

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