Mastering the Elements: N. Jolly's guide to the Pathfinder Kineticist


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About the Havoker archetype of the Witch (Magic Tactics Toolbox)...
What is the opinion about the archetype? Sounds pretty entertaining, but making some numbers I'm not sure about its utility.
Could recieve some mention on the guide? Is not tecnically a Kineticist, but I think is close enough to be in.

Silver Crusade

wynterknight wrote:

So I don't know if it's just something messed up with my computer, but a bunch of the links in your guide dont' do anything useful.

Some of the links work okay, but others seem to be messed up.
1) Table of Contents leads to a YouTube video that is no longer available to the public.
2) The Table of Contents, Rating Systems, 3rd Party Addendum, and Archetypes links don't do anything at all.

Everything else seems to work okay, but those links don't take me anywhere or open anything. I've noticed this for a while, but I just haven't said anything. I'm using Chrome, if that means anything.

GDI, I meant to get to this earlier.

So at least for number 1, there's a reason. Some of you might not know, but I always link to something 'relevant' in the Table of Contents link. This is because generally the guide is only 1 doc, so to click on it is mostly pointless. For things like this, I've linked to "This is how you don't play MGS 3" for the gunslinger guide, Funimation's first episode of Fullmetal Alchemist for the alchemist guide, and other things like that. For this one, it was linked to the first episode of legend of korra, but that video must have been taken down.

The other links are just buggered, and will be fixed.

EDIT: Archetype link works fine for me.

Alaryth wrote:

About the Havoker archetype of the Witch (Magic Tactics Toolbox)...

What is the opinion about the archetype? Sounds pretty entertaining, but making some numbers I'm not sure about its utility.
Could recieve some mention on the guide? Is not tecnically a Kineticist, but I think is close enough to be in.

It's not on the PFSRD, so at the moment I have no opinion about it. If it's posted somewhere that I can look at, I'll check it out, but technically my review standard are:

1) Either posted on the Archives of Nethys (for easy reference)
2) Personally sent to me, such as with the talents in Ultimate Intrigue and the expanded metakinesis feat from Magic Tactics Toolbox)

Havoker isn't something that can go into the guide for the same reasons the Shifu and Shinobi can't go into the guide, although if I'm sent a copy of the Shifu, I will do a review of it in my normal fashion for the product's page.

If people do want me to review things that aren't in the scope of my guides, I'm cool with doing so if I'm given a copy of it to review, but beyond that, I try to stick with things I pick up or are relevant to the guides on which I'm working.


Alaryth wrote:

About the Havoker archetype of the Witch (Magic Tactics Toolbox)...

What is the opinion about the archetype? Sounds pretty entertaining, but making some numbers I'm not sure about its utility.
Could recieve some mention on the guide? Is not tecnically a Kineticist, but I think is close enough to be in.

...did I call it or what?

I dissed it on the previous page. I doubt N. Jolly will feel much different. If anything he loves hexes more than I ever will care and thus will hate it.

Really though, infusion = spell is just terrible no matter what way you slice it. The mystic past lives dude is casting Fireball while you are casting Eruption for half damage and half radius with none of the bonuses from Fire's Fury or Elemental Overflow. On top of which the save DC is Dex based so most likely half that as well.

Oh, and BTW, this example is close to the BEST cases for Havocker. Fire is easily the best choice of element. You go Fire, and then pick up 1st level infusions only. That's... Pretty much the best by a landslide way to build Havocker because the higher the spell slot you use up the worse it gets and Fire has the best 1st level options with AoE, Burn damage, and so on.

How to make it playable:

1: Change key ability scores. It's shocking Int doesn't take the place of Con! When I first saw it I assumed it would. While having a trio of Con/Dex/Int for your stats isn't the worst thing on the planet it is a significant downgrade. Int/Dex is okay I guess? I would really rather form infusions affected by Int though. Simpler.

2: Keep Hexes. Why does this give up Hexes at levels you don't keep infusions? It's just harsh. I'm happy giving up every other level. I might be happy getting all infusions. But every 4th? What do those other levels have?

3: Spellburn = burn. Not wild talent level. I shouldn't need to explain this change. Especially after I just showed you the Fireball math.

Now, I can see skipping step 1 as, honestly, it could become just a hair more power than a normal Witch otherwise. N. Jolly will probably disagree with me there though. Also, if you levels in two classes with Elemental Focus they should stack towards wild talent levels in some way...

Silver Crusade

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Requirement 2 has been met, so let's give this a review on this thread!

Havoker (*) This archetype is a straight downgrade from the basic witch with few (if any) redeeming qualities.
1st Patron Element (**) We're not off to a good start here. This is this a terrible trade that forces the class to be more MAD since the infusions aren't INT based for their DC, so now you need DEX for form infusions, CON for substance infusions, and INT for everything else. Hope you rolled well. Sure, you get a slightly more powerful crossbow like attack at will, but that's a pretty weak bonus here.
2nd Infusion (*) One infusion learned for every 2 hexes given up is such a drop in power that this seems like a mistake. Hexes are EASILY more powerful than infusions by a wide margin, and they're getting half the amount? And they're losing major and grand hexes? Is this sarcasm?
2nd Spellburn (*) ...this is terrible. This is terrible for a few reasons, and let me get into it.

1. The kineticist's 'thing' is that they're an all day class, and this puts a cap on that. I know the witch isn't an all day class, this just bothers me from a flavor perspective.
2. A spell will 99% of the time be more valuable than an infusion
3. Without metakinesis, this isn't even doing that much damage, which would only FURTHER exacerbate the issue.
4. They can't even take extra wild talent to increase their talent roster because they don't qualify for it, meaning their meager infusion list is all they have, also meaning that qualifying for infusions that have requirements is almost impossible.
5. A spell will 99% of the time be more valuable than an infusion. I have to state this again because there's no gather energy, there's no infusion specialist, there's nothing that actually lowers cost, and I can tell you right now that I can think of few 4th level spells that wouldn't be better than a burning kinetic whip.

To me, this is an example of what happens when you try to include elements from the kineticist without thinking of the entire structure of it. I've said this before, the kineticist is very much a class that needs a lot of its moving pieces to work. The archetype doesn't support the kinetic blast or infusions well enough to make either of them viable options, and weakens an otherwise strong class.

Maybe I'm rating this too harshly, maybe I'm just not seeing the potential here, but this is an archetype that I could never see taking.

If you want some archetypes that blend Kineticist with other classes, I'd check out Legendary Kineticists for the Awakened Bloodrager, Surge Fist Monk, and Evoker Bard. And feel free to ask for myself, Mort, and Onyx to write kineticist content for Paizo, since I'd say we know the class pretty well.


I definitely see potential, but just not as written. The idea is in there... Just not executed.


The Mortonator wrote:
I definitely see potential, but just not as written. The idea is in there... Just not executed.

Sadly this is the case for soooooo many things. In this and other games

Scarab Sages

Havoker's not a horrible option, it's actually pretty good. It's without a doubt weaker than standard witch, but that still puts it as a low tier 1/high tier 2 class. It's a ninth level prepared caster with a decent list, and it has a super-cantrip.

You wouldn't use spellburn to sacrifice a 4th level spell for a burning kinetic whip, you would use it to spam fan the flames with a first level slot, eruption with a second level slot.

It's an option for someone who likes to blast and wants real spells.


Imbicatus wrote:

Havoker's not a horrible option, it's actually pretty good. It's without a doubt weaker than standard witch, but that still puts it as a low tier 1/high tier 2 class. It's a ninth level prepared caster with a decent list, and it has a super-cantrip.

You wouldn't use spellburn to sacrifice a 4th level spell for a burning kinetic whip, you would use it to spam fan the flames with a first level slot, eruption with a second level slot.

It's an option for someone who likes to blast and wants real spells.

Eruption is not a 2nd level slot. It's the equivalent to a 3rd, and thus a Fireball. You are paying a Fireball slot for Lesser Fireball of Lameness. Granted, you don't have Fireball on your list, but there are ways to get it without totally nerfing your character.

I don't even really consider it an option. If I am playing Witch over Sorcerer and Wizard it is generally for the other class features. I know, casting is king, but that doesn't mean this heavy of a downgrade isn't harsh.

Silver Crusade

Imbicatus wrote:

Havoker's not a horrible option, it's actually pretty good. It's without a doubt weaker than standard witch, but that still puts it as a low tier 1/high tier 2 class. It's a ninth level prepared caster with a decent list, and it has a super-cantrip.

You wouldn't use spellburn to sacrifice a 4th level spell for a burning kinetic whip, you would use it to spam fan the flames with a first level slot, eruption with a second level slot.

It's an option for someone who likes to blast and wants real spells.

Remember that in my ratings, I rate it against options of similar power. This isn't being rated against the kineticist, it's being rated against other witch archetypes, and against them, it's red.

I mean it's unfair to say that it's a 9th level caster, there's nothing bad for it when it loses out on hexes (which again are AMAZINGLY better than infusions) and requires spells to fuel this 'super-cantrip'. Add to that the DC for the save not being based off of your primary stat and it's just a waste of time to me.

Sure it's an option, but as a guide writer, it's my job to make sure that a poor option is regarded as one. People can still take it, but this is a huge downgrade in power, which is what a red/1 star rating is meant to clarify.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
The Mortonator wrote:

Havocker: Terrible.

Patron Element: Perfect! ^^
Infusion: ALL hexes for half infusions???
Spellburn: Whaaaaaa??? How... no. This should be spell = burn. I'm not spending a level 3 slot on an infusion.

Aww man.

When I read the rough description people were giving in the product comments, it sounded like infusions replaced hexes at a 1-1 rate, and that burn was replaced by sacrificing the appropriate level spell.

And I thought: "Hey, a big step down in power from the standard witch. But another way to have an 9th level caster who can do things all day. And I think witches are OP anyway, so this looks like an interesting variant that gets away from the save-or-suck style of play of the standard witch (though I expect most people will dismiss it because it gives up too much)."

But it it's 1 infusion per 2 hexes, and (more importantly) the infusion cost is determined by spell level of infusion (instead of burn cost of infusion), then it looks like you should more or less ignore the infusions, since they won't get used. So you're only really getting the Kineticist's basic blast in exchange for all your hexes. That sounds a bit too weak to be fun to play, even for me.

Poop. And I was planning on making one of these as much next character.


Porridge wrote:
The Mortonator wrote:

Havocker: Terrible.

Patron Element: Perfect! ^^
Infusion: ALL hexes for half infusions???
Spellburn: Whaaaaaa??? How... no. This should be spell = burn. I'm not spending a level 3 slot on an infusion.

Aww man.

When I read the rough description people were giving in the product comments, it sounded like infusions replaced hexes at a 1-1 rate, and that burn was replaced by sacrificing the appropriate level spell.

And I thought: "Hey, a big step down in power from the standard witch. But another way to have an 9th level caster who can do things all day. And I think witches are OP anyway, so this looks like an interesting variant that gets away from the save-or-suck style of play of the standard witch (though I expect most people will dismiss it because it gives up too much)."

But it it's 1 infusion per 2 hexes, and (more importantly) the infusion cost is determined by spell level of infusion (instead of burn cost of infusion), then it looks like you should more or less ignore the infusions, since they won't get used. So you're only really getting the Kineticist's basic blast in exchange for all your hexes. That sounds a bit too weak to be fun to play, even for me.

Poop. And I was planning on making one of these as much next character.

If you are playing a home game, I would suggest asking your GM about making those changes. Those things (and having either dex or con replaced by int) should've really been how it was written.

Silver Crusade

What up, party people? I decided to be heroic and pick up the Shifu and see what all the hubbub was about. So since I can't put it in the guide due to it being its own class (although if I had time, it'd be fun to make a guide just for it), here's my review for the Shifu hybrid class.

Also heard we're getting some new archetypes in Horror Adventures, so those should be fun!


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More kineticist options (archetypes) in the Horror Adventure Handbook!!! Copied directly from Mark's Facebook page as a tasty preview.... Salivation forthcoming....

Mark Seifter wrote:
Kineticist has the dark elementalist, which uses Int instead of Con and tortures souls to avoid burn, and the psychokineticist, which uses Wis instead of Con and experiences burn and overflow in his mind.

Silver Crusade

Faelyn wrote:

More kineticist options (archetypes) in the Horror Adventure Handbook!!! Copied directly from Mark's Facebook page as a tasty preview.... Salivation forthcoming....

Mark Seifter wrote:
Kineticist has the dark elementalist, which uses Int instead of Con and tortures souls to avoid burn, and the psychokineticist, which uses Wis instead of Con and experiences burn and overflow in his mind.

Hm...tortures souls to avoid burn...why does that sound familiar? And mental burn/overflow, that kinda reminds me of something... Seems someone's read through KOP *WINK*.

I'm just teasing here, they're both generalish concepts (especially the mental burn one, I'm shocked that wasn't in OA), and I'm seriously looking forward to seeing how they play out, and I'm looking forward to adding them to the guide. I'm really hoping we get more talents too, and I'm SERIOUSLY glad we aren't getting talk of a new element, instead focusing on the ones that we have to provide more options per level of the existing ones.


So, I picked up kineticists of porphyra, how would you make a good aether/time kineticist with that? Would a different element work better with aether?

Silver Crusade

Archmage Joda wrote:
So, I picked up kineticists of porphyra, how would you make a good aether/time kineticist with that? Would a different element work better with aether?

If you want to discuss KOP/LK stuff, I'd suggest posting it in the KOP thread, although I'm a big fan of light/aether myself for both illusions and basic telekinesis to give them a bit of oompf.


N. Jolly wrote:
Faelyn wrote:

More kineticist options (archetypes) in the Horror Adventure Handbook!!! Copied directly from Mark's Facebook page as a tasty preview.... Salivation forthcoming....

Mark Seifter wrote:
Kineticist has the dark elementalist, which uses Int instead of Con and tortures souls to avoid burn, and the psychokineticist, which uses Wis instead of Con and experiences burn and overflow in his mind.

Hm...tortures souls to avoid burn...why does that sound familiar? And mental burn/overflow, that kinda reminds me of something... Seems someone's read through KOP *WINK*.

I'm just teasing here, they're both generalish concepts (especially the mental burn one, I'm shocked that wasn't in OA), and I'm seriously looking forward to seeing how they play out, and I'm looking forward to adding them to the guide. I'm really hoping we get more talents too, and I'm SERIOUSLY glad we aren't getting talk of a new element, instead focusing on the ones that we have to provide more options per level of the existing ones.

Yeah, I thought they sounded very similar to some of your creations. I'm mostly happy to see Paizo support for kineticist as, unfortunately, a lot of GMs don't allow 3pp material... Which makes me sad, because I love your KoP products...


Point out that Pathfinder is, in fact, third party material for 3.5 and watch their reasoning crumble.


Azten wrote:
Point out that Pathfinder is, in fact, third party material for 3.5 and watch their reasoning crumble.

Yeah, about that... having played Pathfinder for five years now i have yet to find a GM who will crumble under that impressive tower of logic you got there. Shame too, there are some smurfing nice 3PPs out there.


1) I said their reasoning, not them.
2) It is, in fact, third party because it was based on another company's game and made to work with it.

I get the impression you were attempting a slight for some reason, and do not appreciate that.

Silver Crusade

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Faelyn wrote:
Yeah, I thought they sounded very similar to some of your creations. I'm mostly happy to see Paizo support for kineticist as, unfortunately, a lot of GMs don't allow 3pp material... Which makes me sad, because I love your KoP products...

They're a little similar, but I see why they were made. And I've been doing my part to normalize 3p by including it in my guides. It's a small effort, but it's the best thing I can do in my position. So at the very least, you can let your GMs know that it was written by the heroic hero who's written some of the best guides in Pathfinder.

Torbyne wrote:
Azten wrote:
Point out that Pathfinder is, in fact, third party material for 3.5 and watch their reasoning crumble.
Yeah, about that... having played Pathfinder for five years now i have yet to find a GM who will crumble under that impressive tower of logic you got there. Shame too, there are some smurfing nice 3PPs out there.

I can see where Torbyne is coming from, as a lot of people at this point aren't 3.5 converts, they only remember the days where PF was the 3.X game of choice. Some people fear 3p because of terrible 3p they've found that has unbalanced their games, a staunch loyalty to 1p (no problem there, it's just something some people have), or other reasons.

I'm not trying to force anyone to use my (AMAZING) content, I just want to list it as an option in the same fashion that the 1p content is for those who would include it. I don't see this statement is a slight, just an observation, something people feel. Discussing people's feelings towards 3p should probably be taken to another thread though, so I'd suggest making one if this is a conversation you'd like to continue (I'd be game to join), okay?

EDIT: Huh, even happens when you quote it...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Dark elementalist and psychokineticists (which is one space away from meaning something totally different) sounds an awful lot like the chaokineticists, which is all about darkness and psycho (aka gravity) powers.


Azten wrote:

1) I said their reasoning, not them.

2) It is, in fact, third party because it was based on another company's game and made to work with it.

I get the impression you were attempting a slight for some reason, and do not appreciate that.

I didn't mean any slight, I just wanted to point out that the holes in their logic still wont let a player can bring in 3PP when the GM is against it. And in my own, limited, experiences that covers most GMs.


Ravingdork wrote:
psycho (aka gravity) powers.

Since when does psycho = gravity?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
wynterknight wrote:
Ravingdork wrote:
psycho (aka gravity) powers.
Since when does psycho = gravity?

Since M. Bison in the first Street Fighter video game. He always referred to his powers as

"psycho power" but it was basically just specialized telekinesis.


Pathfinder Rulebook Subscriber

psychokinesis is just kind of a spookier way of saying telekinesis.

Silver Crusade

Ravingdork wrote:
wynterknight wrote:
Ravingdork wrote:
psycho (aka gravity) powers.
Since when does psycho = gravity?

Since M. Bison in the first Street Fighter video game. He always referred to his powers as

"psycho power" but it was basically just specialized telekinesis.

Look, I won't argue that I refer to M. Bison as the first resource on psychokinesis. I never thought of psycho as gravity though, to me it was always telekinesis. There's some differences thematically, but I could see how this connection could be drawn.

Also since I've just gotten my copy of Everyman Options: Kineticists, I'll be reviewing it first, and then including it in the guide within the day!


...so, what 3P thread do I go to to say, "That's a lot of purple!"

Silver Crusade

The Mortonator wrote:
...so, what 3P thread do I go to to say, "That's a lot of purple!"

Here you go.

Just added Everyman Options: Kineticists to the 3p addendum, and yeah...lot of purple...and more black options through confusion than I would have cared to have for something like this. If you thought the class was too weak, I'd give some of this content a look.

Still, if you were curious about it, there are my reviews!

Grand Lodge

Am I missing something, or are Fox Shape Kitsune awesome Kineticists?
+4 AC and +4 to Hit from Tiny and +4Dex.

Is there any reason to think Kinetic Blast/Utiliy talents "depend on your original form"?

Scarab Sages

Markov Spiked Chain wrote:

Am I missing something, or are Fox Shape Kitsune awesome Kineticists?

+4 AC and +4 to Hit from Tiny and +4Dex.

Is there any reason to think Kinetic Blast/Utiliy talents "depend on your original form"?

They are pretty awful, as they have no prehensile limbs to use the blast.

Grand Lodge

Couldn't find it in this thread, the main guide, or oddly the multi-classing guide. Aether Kineticist with a level dip into Alchemist with the Alchemical Sapper archetype. Basically, I want to make Bomberman. Using Delayed Bomb to make and hold a bomb until I need to use it as a focus for my Telekinetic blast. Use my blast to do 1d6+Con to the target. I can't find anywhere that states how much damage an alchemists bomb can take before going off prematurely. So, assuming whatever I throw hits the target and stops moving in their square; there would be a follow up of 2d6+double my int to the target from the bomb going off after launching it. Add in the extended range to be able to do this from 120 feet away. It looks workable on paper though, I figure I'm probably stretching the Rules as Intended.

Dark Archive

Serval wrote:
Couldn't find it in this thread, the main guide, or oddly the multi-classing guide. Aether Kineticist with a level dip into Alchemist with the Alchemical Sapper archetype. Basically, I want to make Bomberman. Using Delayed Bomb to make and hold a bomb until I need to use it as a focus for my Telekinetic blast. Use my blast to do 1d6+Con to the target. I can't find anywhere that states how much damage an alchemists bomb can take before going off prematurely. So, assuming whatever I throw hits the target and stops moving in their square; there would be a follow up of 2d6+double my int to the target from the bomb going off after launching it. Add in the extended range to be able to do this from 120 feet away. It looks workable on paper though, I figure I'm probably stretching the Rules as Intended.

I think you would only do your blast damage.

You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

Grand Lodge

DragoDorn wrote:
Serval wrote:
Couldn't find it in this thread, the main guide, or oddly the multi-classing guide. Aether Kineticist with a level dip into Alchemist with the Alchemical Sapper archetype. Basically, I want to make Bomberman. Using Delayed Bomb to make and hold a bomb until I need to use it as a focus for my Telekinetic blast. Use my blast to do 1d6+Con to the target. I can't find anywhere that states how much damage an alchemists bomb can take before going off prematurely. So, assuming whatever I throw hits the target and stops moving in their square; there would be a follow up of 2d6+double my int to the target from the bomb going off after launching it. Add in the extended range to be able to do this from 120 feet away. It looks workable on paper though, I figure I'm probably stretching the Rules as Intended.

I think you would only do your blast damage.

You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a...

Yes. But I am not using the bonuses of the object on the attack. Closer to say I am making a ranged attack with an object that summarily explodes one round after it leaves my hand. Would the bomb, not explode? And if I follow that line of thought, what of the second option? If I loosen the strands of Aether, would the bomb then successfully explode upon being thrown at the target? Even losing the initial blast damage; nothing there says I can't use the extended range infusion to throw it the 120 feet. Makes a good opening salvo at least.


I'm not entirely sure this is possible, since the creation of bombs is a standard action, and so is using a kinetic blast. If anything it'd be a two-turn action: one standard to create the bomb that you set at your feet, and another to throw it via TK Blast. It's kind of a janky way to do things, but it's required since part of using a Delayed Blast bomb is setting it down, and if you don't use a bomb in the turn you make it, it becomes inert.

If you're willing to do that, I'd say it's a decent idea for a 1 level kineticist dip. I'd say the bomb explodes regardless of what is done with it, since it's making contact with the opponent, so it'd be wiser to loosen the aetheric tethers to make a regular throw rather than hitting with the TK Blast. Also, this would be a decent place to use the cerebral kineticist archetype from LoK1 if you have that available, since it allows you to use the same casting stat as alchemist already uses, but otherwise you're best using baseline kineticist, as kinetic chirurgeon can't get extended range infusion and overwhelming soul is just garbage anyway.

One thing to note is that bombs are specifically considered weapons, so you'd have to know whether or not you can wield a bomb one-handed, since, going by TK Blast's rules, it'd deal damage as an improvised weapon otherwise.

To me, it's not really worth losing a level of alchemist to get an extra 10 ft. on your bomb throws, but getting another 100 ft. may be worth it if you're far enough away from the opponent that a gather power would go unnoticed or you're willing to accept the meager little bit of burn you're able to.


So how about using it with mundane gear? Alchemist's fire.


How well would an Earth Kineticist perform in an E6 game? Can take Expand Elements as the first feat and are using the Elite NPC stat array.

Scarab Sages

If a Kineticist X/Fighter 4 uses a Conductive piercing weapon with the Impact Critical feat, would that work with the Kinetic Blast when pulling out the weapon?


I can't find a feat called "Impact Critical." Where's it from? (or what does it do?)


Closest thing I can find would be Impact Critical Shot which yea that ought to work with kinetic blasts on a conductive weapon, though not sure why piercing would be specified.

There's Impaling Critical, but that only works with melee weapons, and kinetic blasts wouldn't be able to be used with conductive melee weapons because they need a form infusion in order to used as a melee weapon and as it is used specifically as part of certain actions to make the blade/whip, rather than something that is delivered on a hit..

Scarab Sages

Protoman wrote:

Closest thing I can find would be Impact Critical Shot which yea that ought to work with kinetic blasts on a conductive weapon, though not sure why piercing would be specified.

There's Impaling Critical, but that only works with melee weapons, and kinetic blasts wouldn't be able to be used with conductive melee weapons because they need a form infusion in order to used as a melee weapon and as it is used specifically as part of certain actions to make the blade/whip, rather than something that is delivered on a hit..

My mistake on the name. You are correct on Impaling Critical name. Thank you for the clarification on Conductive.


i'm here thinking to build a water kineticist for my next campaign in S&S, but i really don't know where to start, my other friends are going to play a witch, a stalker( PATH OF WAR), a sorcerer and a fighter, and i'm afraid to be underpowerd next to them.


Can you apply empower/maximize or composite dice to kinetic healing?

Contributor

Dragon78 wrote:
Can you apply empower/maximize or composite dice to kinetic healing?

No, that only applies to blasts. Kinetic healing uses your blast damage for the healing, but it is not a kinetic blast itself.


Dragon78 wrote:
Can you apply empower/maximize or composite dice to kinetic healing?

No to metakinesis applying to kinetic healing, but elemental overflow and kineticist's diadem would work though.


Has anyone found a use for the flurry of blast infusion or the kinetic form utility?


Kinetic Form = Awesome for increased size = increased reach with kinetic whip and Combat Reflexes. For pure melee builds seems pretty great.

Flurry of Blasts = bunch of ranged attacks for spamming substance infusions against several targets or decreasing the saving throw against the substance infusion against one target. Opportunity cost-wise, I'd seem to always wanna pick up other level 3 infusions, it doesn't seem as great for my builds.


Is it just me, or maybe I'm just missing something, but is there not much content for Air kineticists that want to try to stay purely electric? There's a lot of support for the air side of air kineticists, but not much for the electric side, seemingly. I'd like a composite that's just a stronger electric blast, and some more utilities that are electric themed.

Am I missing something, or is that just how it is so far? Any suggestions on where to find some good 3rd party support for electric kineticists?


Cryokinetics have the same problem. Trouble with having two concepts mooshed into one element.

Though I don't know of any resources to really help you either, sorry.


That certainly sounds like a first party problem that will never be fixed first party.

She says, teasing what will likely take another many months to get to.

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