Which kineticist element is the most powerful?


Pathfinder First Edition General Discussion

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Aether suffers a bit on composite blasts. Aetheric boost is either too expensive or too weak for what it does. And force blast deals the damage of a simple blast, just because its type isn't usually resisted.


Melkiador wrote:
Aether suffers a bit on composite blasts. Aetheric boost is either too expensive or too weak. And force blast deals the damage of a simple blast, just because its type isn't usually resisted.

I generally file that under "Acceptable Loss."

At level 16, the Aether kineticist's simple physical hits for 99 damage average, assuming a Con of 34 (18 base, 4 from level, 6 from belt, 6 from Elemental Overflow), Deadly Aim, Empower, and 7 points of burn. A Composite physical blast under the same assumptions hits for average 163. So our simple is hitting for 66% of a composite's damage. The question, then, is: is a 33% reduction in damage worth the utility that Aether brings in its TK Invis, Basic TK (enhanced with Haul and Finesse), and other element specific abilities? Alternately: is 99 average damage sufficient for your threats or do you need the extra damage a Composite Blast would bring?


Acceptable Loss yes, but an acceptable loss that other elements don't have to pay.

I'm curious, where are you getting 6 as the damage bonus for Elemental Overflow? Shouldn't it be 10 at level 16? Maybe I misunderstood that ability.


Melkiador wrote:

Acceptable Loss yes, but an acceptable loss that other elements don't have to pay.

I'm curious, where are you getting 6 as the damage bonus for Elemental Overflow? Shouldn't it be 10 at level 16? Maybe I misunderstood that ability.

Elemental Overflow, assuming you have 7 points of burn, grants a bonus to all three of your physical ability scores. You have a +6, a +4, and a +2 to allocate. They're size bonuses, so they don't stack with each other. So +6 Con, +4 Dex, and +2 to that other stat that's on our sheet, but we only ever sigh in exasperation at. It ALSO grants a bonus to our damage equal to 2x our burn up to level/3, which is +10 damage.

Also note: I didn't include any spiffy inherent bonuses in our Con, nor did I dip into random esoteric bonuses.


Thanks. I had misunderstood what you were talking about a bit.


Elemental Overflow is 1/3 level to attack and 2/3 level to damage, but you have to accept 3 burn in some way for every +1/+2. If he's only getting a +6, that means he's burned 9 points and is banking the rest.


CalethosVB wrote:
Elemental Overflow is 1/3 level to attack and 2/3 level to damage, but you have to accept 3 burn in some way for every +1/+2. If he's only getting a +6, that means he's burned 9 points and is banking the rest.

Elemental Overflow has two effects: It has the +atk+dmg, and it has +stats.

My numbers accepted 7 burn (of a possible 15), granting +5 atk +10 dmg and +6 Con (and +4 Dex and +2 Str)


CalethosVB wrote:
Elemental Overflow is 1/3 level to attack and 2/3 level to damage, but you have to accept 3 burn in some way for every +1/+2. If he's only getting a +6, that means he's burned 9 points and is banking the rest.

Nope. It's 1 burn for +1/+2.

Scarab Sages

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LazarX wrote:
Catharsis wrote:


I consider Earth the most solid starting element.
I saw what you did there. :)

Though to be fair, I'm also warming up to starting with Cold and consolidating into Earth at 7th. Between Slick and Entangling Infusion, you could build up a pretty cool fluent workflow. Getting Shimmering Mirage at 10th is gorram shiny, and Ice Path at 12th is just icing on the cake.

As for Air, it's a bit thin in the early levels, but as soon as you hit 6th, it really picks up the pace and takes flight with Celerity and Wings. Once you're constantly flying, sniping down your enemies from afar should a breeze.

Playing with Fire is risky business, but Mark did write a glowing review on his playtest pyro.

I'm still trying to wrap my head around Telekinesis, but I think it could certainly pull its weight.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Tels wrote:
So, Alex, should we start expecting builds for Aang, Korra and all of their friends on Guidance?

I'd still think they'd work better as Element Masters rather than Kineticists, but I think it's workable... with Aang being the sole exception, unless you're talking a 4 class gestalt.


So... which element to gestalt with a Psychic?


Myrryr wrote:
So... which element to gestalt with a Psychic?

Anything with full BAB?

Scarab Sages

I don't expect to be allowed to Gestalt anytime soon, but if so, a Geokineticist/Swashbuckler would be all kinds of awesome.


Ryzoken wrote:
Myrryr wrote:
So... which element to gestalt with a Psychic?
Anything with full BAB?

No no, which element. I know I'm gestalting Psychic and kineticist, the choice is merely which element to start with. Lvl 1, Kingmaker campaign. Playing a fey-touched daughter of Queen Edasseril who decided that since she isn't the crown princess she's going to go make her own queendom in the River lands to the northeast ^_^


Water for armor I guess?


Protoman wrote:
CalethosVB wrote:
Elemental Overflow is 1/3 level to attack and 2/3 level to damage, but you have to accept 3 burn in some way for every +1/+2. If he's only getting a +6, that means he's burned 9 points and is banking the rest.

Nope. It's 1 burn for +1/+2.

At 3rd level you gain Elemental Overflow, granting you +1 attack and +2 damage on your blasts for every 3 levels you have in the class. You must take 3 points of burn per +1/+2 per 3 levels.

I wasn't including the size bonuses in my statement.


CalethosVB wrote:
Protoman wrote:
CalethosVB wrote:
Elemental Overflow is 1/3 level to attack and 2/3 level to damage, but you have to accept 3 burn in some way for every +1/+2. If he's only getting a +6, that means he's burned 9 points and is banking the rest.

Nope. It's 1 burn for +1/+2.

At 3rd level you gain Elemental Overflow, granting you +1 attack and +2 damage on your blasts for every 3 levels you have in the class. You must take 3 points of burn per +1/+2 per 3 levels.

I wasn't including the size bonuses in my statement.

Nope. It works like this:

At level 3, if you have one point of burn, you get +1 to attack and +2 damage. If you have more points of burn instead at level 3, it's still just +1/+2.
At level 6, if you have two points of burn, it's +2/+4.
And so on every 3 levels.


CalethosVB wrote:
You must take 3 points of burn per +1/+2 per 3 levels.

This is explicitly wrong. Reread the ability.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Alexander Augunas wrote:

Mark Seifter and I talked about this thread extensively at GenCon, and we both agreed that people tend to find the element(s) that best exemplify their preferred play style to be the best element. People who like blasting adore fire, people who favor mobility pick air, people who are defensive pick earth, people who value control pick water, and people who value tricky tactics pick aether.

Myself? I fell in love with aether almost immediately. At will force attacks for incorporeals? Low-level telekinesis? Ranged legerdemain? DISENTIGRATE? Yes, give me this element, PLEASE! I'm picking air at 7th and expanding aether at later levels because I want the ability to shoot beams of electricity and haste my allies.

This sums it up quite nicely I think. Oh so true it is!


Ryzoken wrote:
CalethosVB wrote:
You must take 3 points of burn per +1/+2 per 3 levels.
This is explicitly wrong. Reread the ability.

Did as suggested.

I was wrong. I guess I had been confusing that with the size bonus wording.


These new classes are pretty densely packed with stuff... me gusta.

I still have no idea how the Medium or Spiritualist work. I get the Occultist and the Mesmerist, and the Psychic may actually be the simplest of the six to figure out, given its similarity to the Sorcerer.

So yeah, back on track: I'm half tempted to write a guide on the Kineticist...


Ryzoken wrote:
Philo Pharynx wrote:
stuff

Are we sure Aether works like that? Specifically, I'm unsure how burn interacts with temporary hit points. Cause if burn consumes your THp first, and those THp recover over time, there's nothing stopping you from, say, taking two burn to amp your Ward, waiting 2*level minutes, taking two more burn to amp your Ward, waiting 2*level minutes...

Throw in a ring of sustenance and do all this while your party is finishing up their naps/praying for spells/reading their books/cooking breakfast. Now your Ward is capped only by how many burn you want to accept up to your Con, making it... relatively costless?

Here is how I understand this:

-Temporary Hitpoints are lost first, and as per the rules never can be replenished. Force ward gives you new THP's, it doesn't heal the old THP's.
-Burn deals lvl in non-lethal. It doesn't care if you have thp or not as it's all the same to burn
-HOWEVER, you don't "lose" the burn just because all your THP is gone. It's still there. Telekineticist's can have 4 points of burn and still have full HP via this method.

But, you must also understand the burn Mechanics Limit:
-you cannot have more burn than 3+con modifier at any one time

So you can spend all that burn, and wait for the thp to come back, but once you've gotten to 6 or 7 burn (assuming con of 16 or 18 respectively) you can't burn anything anymore. Regardless if you have any THP to spend or not!


nonlethal is separate from lethal and thus THP only increases the HP before your staggered. Meaning you'll take non-lethal damage while keeping your THP


Writer wrote:
Ryzoken wrote:
Philo Pharynx wrote:
stuff

Are we sure Aether works like that? Specifically, I'm unsure how burn interacts with temporary hit points. Cause if burn consumes your THp first, and those THp recover over time, there's nothing stopping you from, say, taking two burn to amp your Ward, waiting 2*level minutes, taking two more burn to amp your Ward, waiting 2*level minutes...

Throw in a ring of sustenance and do all this while your party is finishing up their naps/praying for spells/reading their books/cooking breakfast. Now your Ward is capped only by how many burn you want to accept up to your Con, making it... relatively costless?

Here is how I understand this:

-Temporary Hitpoints are lost first, and as per the rules never can be replenished. Force ward gives you new THP's, it doesn't heal the old THP's.
-Burn deals lvl in non-lethal. It doesn't care if you have thp or not as it's all the same to burn
-HOWEVER, you don't "lose" the burn just because all your THP is gone. It's still there. Telekineticist's can have 4 points of burn and still have full HP via this method.

But, you must also understand the burn Mechanics Limit:
-you cannot have more burn than 3+con modifier at any one time

So you can spend all that burn, and wait for the thp to come back, but once you've gotten to 6 or 7 burn (assuming con of 16 or 18 respectively) you can't burn anything anymore. Regardless if you have any THP to spend or not!

This all is incorrect (both my initial thoughts and your understanding.) It works like ChessPwn suggests: Nonlethal is tracked separately from actual HP, does not remove THp, and thus Force Ward does not remove its own cost for amplification purposes. Source: Nonlethal Damage, Combat Chapter, Core Rulebook.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Chess Pwn wrote:
nonlethal is separate from lethal and thus THP only increases the HP before your staggered. Meaning you'll take non-lethal damage while keeping your THP

Yep. Nonlethal damage counts up whereas lethal damage makes your hit points count down. When your nonlethal damage equals or exceeds your current hit points, bad things happen.

It amazes me how many long time roleplayers don't know this. It's like they can't be bothered to read the rules or something.


Pathfinder d20srd wrote wrote:

Dealing Nonlethal Damage

Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down.

Huh, I was unaware that non-lethal damage was treated so much . . . differently.

Edit: Was this a Pathfinder change?


Writer wrote:
Pathfinder d20srd wrote wrote:

Dealing Nonlethal Damage

Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down.

Huh, I was unaware that non-lethal damage was treated so much . . . differently.

Edit: Was this a Pathfinder change?

At least since 3.5

I'm not sure about 3.0.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I think it's worked that way from 3.0 on up.

Scarab Sages

Here's my build for a Human Hydro/Geo. Pretty basic stuff, no "shenanigans", should work well enough. The neat thing is that I can pick Impale at 7th since it is also a Water talent, although I mean to use it with Earth when I get it.

10 16 16 10 12 08 (15 pt and my DM's anti-dumping policy)

01 Cold; Extended Range; Point-Blank Shot, Precise Shot
02 Shroud of Water; Slick
03 Kinetic Blade; Weapon Finesse
04 Kinetic Cover
05 Entangling Infusion; Iron Will
06 Waterdancer
07 Earth, Mud; Impale; Weapon Focus: Kinetic Blast
08 Expanded Defense (Flesh of Stone)
09 Bowling Infusion; Improved Iron Will
10 Shimmering Mirage
11 Wall; Improved Critical: Kinetic Blast
12 Ride the Blast
13 Kinetic Whip; Step Up
14 Suffocate

As an alternative, Halfling with 08 17 16 10 12 09 and Fleet of Foot would work well too, though getting the three basic feats together would be more of a hassle. The +1 to attacks and AC and the Stealth bonus would be nice, though.

For a Geo/Hydro, I'd do this instead:

01 Earth; Kinetic Blade; Point-Blank Shot, Finesse
02 Flesh of Stone; Kinetic Cover
03 Extended Range; Precise Shot
04 Earth Climb
05 Bowling Infusion; Iron Will
06 Tremorsense
07 Cold, Mud; Impale; Weapon Focus: Kinetic Blast
08 Expanded Defense (Shroud of Water)
09 Kinetic Whip; Step Up
10 Earth Glide
11 Entangling Infusion; Improved Critical: Kinetic Blast
12 Ride the Blast
13 Wall; Improved Iron Will
14 Waterdancer

For Giantslayer, I might be tempted to pick a Dwarf or Gnome, replace Kinetic Cover with Earth Walk (I assume I'd be on rough mountainsides a lot) and maybe swap around Bowling and Entangling, since I figure it's easier to win a Reflex than a Combat Maneuver against a giant.


You didn't list it, so making sure you know you get your basic X talent at level 1.


Alright, another question then. The rules explicitly state that you cannot use Vital Strike with Kinetic Blast. Does the same hold true with Kinetic Blade?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ryzoken wrote:

GM: You come to a chasm, 300 feet in depth. It's easily a hundred feet to the other side.

Player 1: Alright, well, who all brought rope? I've got 50' of it...
Player 2: Pfft. Rope. I pull that stack of thin metal plates out that I bought back in <major city>.
GM: I was wondering what you planned to do with those...
Player 2: Yeah, I'm going to telekinetically create a span across that gap using those plates. The plates are 1' x 1' and I have about 250 of em in my bag of holding, so I should be able to create a span 2 feet wide, maybe a little more if I leave a gap between the two rows of plates.
Player 3: Did you just pull a bridge out of your pocket?
Player 2: Yeah, it's a neat party trick I learned a while back. You should see what I can do with a ball of yarn...
GM: -shrugs- moving on...

Could you explain to me how this works? If you're referring to basic telekinesis, it looks like it will only hold a single item a time, or a PILE of items. The former won't make a bridge, and the latter isn't remotely bridge shaped. Even if you could do this, if someone tried to cross the bridge, wouldn't that cause them to fall, as they likely weigh more than the weight limit you can telekinetically lift? (Unless you have a party of gnomes and halflings I guess.)

What am I missing here?


Imbicatus wrote:
It affects weapons, but it usually won't overcome hardness. but if you have a wooden weapon, your GM may rule that fire overcomes that hardness. If someone destroys their wood-hafted weapon by attacking you, they are hosed for the rest of the encounter.

Most of these weapons aren't striking you with the wooden part, so I can see a lot of GM's still giving wooden-hafted weapons at least partial hardness. I know that many simple spears are made by fire-hardening wood. This kind of spear isn't going to burn easily.

Plus once you get your damage up, the opponents have magic weapons that give more hardness and HP. It's a very limited benefit.


Writer wrote:
Alright, another question then. The rules explicitly state that you cannot use Vital Strike with Kinetic Blast. Does the same hold true with Kinetic Blade?

To the best of my knowledge, Kinetic Blade is still a Kinetic Blast, it just changes the form of the blast. That's why Weapon Focus (Kinetic Blast) still applies to Kinetic Blade and Kinetic Whip; because it's still a Kinetic Blast.


Tels wrote:
Writer wrote:
Alright, another question then. The rules explicitly state that you cannot use Vital Strike with Kinetic Blast. Does the same hold true with Kinetic Blade?
To the best of my knowledge, Kinetic Blade is still a Kinetic Blast, it just changes the form of the blast. That's why Weapon Focus (Kinetic Blast) still applies to Kinetic Blade and Kinetic Whip; because it's still a Kinetic Blast.

Tels is correct. Kinetic Blade is specifically not allowed with Vital Strike. That was an on purpose change from the playtest. The Elemental Annihilator also mentions that unlike Kinetic Blade, its Devastating Infusion does work with Vital Srike.


Ryzoken wrote:
*I'm maintaining that through clever use of the Basic Telekinesis power, one can get pseudo flight starting at level 4 through the simple expediency of purchasing a plank of wood and zipping around on your telekinetic hover board, but YMMV.

I would expect that this would have stability issues like a carpet of flying or broom of flying. Anything that moves you would likely knock you off of it - requiring acrobatics or ride. And it takes a standard action like self-TK. But it does give you the maneuverability that self-TK doesn't.

Scarab Sages

Ravingdork wrote:
Ryzoken wrote:

GM: You come to a chasm, 300 feet in depth. It's easily a hundred feet to the other side.

Player 1: Alright, well, who all brought rope? I've got 50' of it...
Player 2: Pfft. Rope. I pull that stack of thin metal plates out that I bought back in <major city>.
GM: I was wondering what you planned to do with those...
Player 2: Yeah, I'm going to telekinetically create a span across that gap using those plates. The plates are 1' x 1' and I have about 250 of em in my bag of holding, so I should be able to create a span 2 feet wide, maybe a little more if I leave a gap between the two rows of plates.
Player 3: Did you just pull a bridge out of your pocket?
Player 2: Yeah, it's a neat party trick I learned a while back. You should see what I can do with a ball of yarn...
GM: -shrugs- moving on...

Could you explain to me how this works? If you're referring to basic telekinesis, it looks like it will only hold a single item a time, or a PILE of items. The former won't make a bridge, and the latter isn't remotely bridge shaped. Even if you could do this, if someone tried to cross the bridge, wouldn't that cause them to fall, as they likely weigh more than the weight limit you can telekinetically lift? (Unless you have a party of gnomes and halflings I guess.)

What am I missing here?

Check out Telekinetic Haul. If you accept a point of Burn, it's 1000 lbs/level weight limit. It's what Yoda uses to lift Luke's X-Wing.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I still don't see any manner of controlling the shape of the telekinesis object(s). You're still limited to one object or a PILE of objects. A pile is now a wall, or a bridge, or a shield, or any of the other astoundingly more useful shapes I've heard people discuss on these boards.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Melkiador wrote:

Acceptable Loss yes, but an acceptable loss that other elements don't have to pay.

How many Bestiary creatures have Force Resistance? or immunity? How many physical blasts attack intangible creatures without a deficit?

That's why.


It's more so, I missed that it had to be a single object, which is fine, it just means we need to have a clever series of hinges on those plates, resulting in it being a single, quasi flexible metal object.

Essentially, there's a couple ways to do it. You can either have a whole bunch of triangles or a whole bunch of squares. After that, it's a matter of folding it in clever ways to make what forms you need.

If you need a visual aid, grab some grid paper and cut out a 3x10 rectangle. Then separate row 1 from 2 from column 1 to column 9, then do similar with rows 2 and 3, starting at column 10 and working back to column 2. Should end up with a quasi "s" shape of paper. Every blue line is a hinge and any way you can fold it along those blue lines is a shape you can make with your bridge plate.

Triangles are harder to make a visual aid for, but are more flexible in the number of forms you can make with em. Essentially, you're 3d modeling with a simple poly map consisting of metal plates with hinges.


Philo Pharynx wrote:
Ryzoken wrote:
*I'm maintaining that through clever use of the Basic Telekinesis power, one can get pseudo flight starting at level 4 through the simple expediency of purchasing a plank of wood and zipping around on your telekinetic hover board, but YMMV.
I would expect that this would have stability issues like a carpet of flying or broom of flying. Anything that moves you would likely knock you off of it - requiring acrobatics or ride. And it takes a standard action like self-TK. But it does give you the maneuverability that self-TK doesn't.

To be clear: I'm not really advocating using this in combat much, since it eats your standards, making you worthless. It is, however, a very expedient way of getting around obstacles until you get (Greater) Self Telekinesis. If you decide you want to take your hover board higher than 10 feet or so, I highly recommend investing in Boots of the Cat, Snapleaf, some other means of Feather Falling, or a shovel and a coffin.


Matrix Dragon wrote:


Edit: I know pyrokineticists have issues with fire immunity, but they sure do a lot more damage and get much better AOEs if they focus just on their element.

While it doesn't help against Hardness, Draining Infusion is awesome.


Thankfully the bridge thing can still be done by not one but TWO items: the Instant Bridge and the Portable Bridge; one magic and quite light, but a bit costly (7000gp, 5lbs. inactive, 300lbs. active), and the other dirt-cheap, heavy, and mundane (200gp, 60lbs. all the time, and you'll need at least one person that can cross the gap without it to help set it up). Hell, the Instant Bridge is almost literally Ryzoken's idea in the form of a 3 times per day magic item!


I've got a question about the draining infusion. It specifies it works with all elements, yet there's no such thing as an 'aether' elemental subtype. Aether seems to be generally related to force however, or just the ethereal plane in general.

Now, if the ability doesn't work with telekins, why is allowed? If it DOES work, who does it work on? Is it say, usable on incorporeal and ethereal creatures, the 'subtype' of aether? Can you drain a ghost of it's etherealness to power yourself the way a pyrokineticist drains a fire elemental?


Myrryr wrote:
Now, if the ability doesn't work with telekins, why is allowed?

Because "Universal" is cheaper to print than "Air, Earth, Fire, and Water."


Catharsis wrote:
I consider Earth the most solid starting element. Packs a punch, awesome defense, and Entangling/Bowling are awesome (not just "not too bad"). You can bypass most DR you'll find at early levels, and I don't expect accuracy to be a problem (you don't take all the minuses that archers do to keep up with you). Flavor's cool too, especially for Dwarves and Gnomes. When you hit 7th, enjoy the most damaging AoE of them all, Impale.

I suppose. Earth's always been my favorite element (out of the four) in fiction, I guess that's why I'm a bit critical of it (the other bit is that being critical has been drilled into me). While on a whole it seems less versatile then the other elements, come by lv. 8 I think I'd be happy with it. Shift Earth can be hella fun. Tremorsense at 30ft as a move action could be fun too.

"Anyone in the next room?"

"Not that's standing on the ground, walls or ceiling within 30 feet of the door..."

"Well that's a start at least. Let's go!"

A couple questions. Is Shift Earth essentially the only way Earth can do a sort of psuedo create pit? Also, can one breathe when burrowing via the Earth Glide ability?


Ryzoken wrote:
Myrryr wrote:
Now, if the ability doesn't work with telekins, why is allowed?
Because "Universal" is cheaper to print than "Air, Earth, Fire, and Water."

Yyyyeeesss... but that doesn't mean it still doesn't, as written, not work with Aether, as it obviously does as written. So I'm merely curious now if it working on incorporeal/ethereal things is something that is 'OMG NO', or could be allowed by a DM.


Third Mind wrote:
Also, can one breathe when burrowing via the Earth Glide ability?

I seem to recall reading somewhere that no, you can't breathe during Earth Glide. That said, just find an inconspicuous place to pop your head out and take a breath. There are rules for holding your breath, and they're related to Con, the Kineticist's primary stat, so you should be decently good at it.

Scarab Sages

Bloodrealm wrote:
Third Mind wrote:
Also, can one breathe when burrowing via the Earth Glide ability?
I seem to recall reading somewhere that no, you can't breathe during Earth Glide. That said, just find an inconspicuous place to pop your head out and take a breath. There are rules for holding your breath, and they're related to Con, the Kineticist's primary stat, so you should be decently good at it.

Or take air as your expanded element and take the air shroud wild talent.


Myrryr wrote:
Ryzoken wrote:
Myrryr wrote:
Now, if the ability doesn't work with telekins, why is allowed?
Because "Universal" is cheaper to print than "Air, Earth, Fire, and Water."
Yyyyeeesss... but that doesn't mean it still doesn't, as written, not work with Aether, as it obviously does as written. So I'm merely curious now if it working on incorporeal/ethereal things is something that is 'OMG NO', or could be allowed by a DM.

Mark Seifter's post in his Ask thread.

Mark Seifter wrote:
Barker wrote:
So - a kineticist question - aether element - so what exactly does draining infusion (which is listed as a universal substance infusion) actually drain from with this ability?
Skipping ahead since I happened to see this one and it'll be fun to answer. Basically, [aether] creatures. To ask a similar question, what can the telekineticist create with the spark of life utility talent? The answer: aether elementals!

While this might be a jokey kind of answer to the question; a large part of me wants to think this is a teaser to a new kind of elemental to be published in some sort of "Occult Bestiary" or something like that.

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