wynterknight |
Yes, but as for how far your kinetic blast will travel underwater, that's another story.
And it would work as well as in any other dark location. There aren't technically any rules for getting salt water in your eyes, so you should be good. You'd still be subject to the normal vision penalties, though.
brad2411 |
Texas Snyper wrote:Do you mean the adventurer's guide?Michael Turner 648 wrote:Does anybody know where the kinetic knight archetype is from, I can't seem to find it?I think its from a new book that is going to be released in a couple of weeks. Forgot what its called though.
I think it is Psychic Anthology. During one of the Twitch streams they did recently, Mark Seifter ran Yoon the Iconic kineticist but it was with an unknown archetype. That archetype is suppose to come out in Psychic Anthology
Edit: after going back to the product page and reading it's comments it is that product.
Potestas |
I think it is Psychic Anthology. During one of the Twitch streams they did recently, Mark Seifter ran Yoon the Iconic kineticist but it was with an unknown archetype. That archetype is suppose to come out in Psychic Anthology
Edit: after going back to the product page and reading it's comments it is that product.
Thanks
CathMonster |
To N.Jolly, concerning your guide, i looked at the sample builds, specifically at the fire/fire/Aether...
You took Eruption at 7th level from the expanded element bonus, but, you took Extended range only at 9, even though it's a requirement to take Eruption.
Unless for some reason it's been said somewhere that the Expanded Element free infusion lets you bypass requirements, maybe you'd want to take Extended Range at level 5 and draining infusion at 9? Besides I don't expect to find many enemies with high fire resistance until that point anyway.
Ravingdork |
1 person marked this as a favorite. |
OMG. Psychic Anthology has over 50 new kineticist wild talents, including new base and composite blasts! The kinetic blade tree is even deeper now with specialized charge and whirlwind options.
Lots of support for wood and void too! The days of people calling them "weak" are long gone.
Kinetic Knight is essentially a courtly melee-only kineticist specializing in armor and shields. Among other things, they can use shield while gathering power. They also gain the samurai's resolve class feature.
New feats let your kineticist craft magical items (provided they are not spell completion or spell trigger items) or cast elemental themed psychic spells.
Garbage-Tier Waifu |
OMG. Psychic Anthology has over 50 new kineticist wild talents, including new base and composite blasts! The kinetic blade tree is even deeper now with specialized charge and whirlwind options.
Lots of support for wood and void too! The days of people calling them "weak" are long gone.
Kinetic Knight is essentially a courtly melee-only kineticist specializing in armor and shields. Among other things, they can use shield while gathering power. They also gain the samurai's resolve class feature.
New feats let your kineticist craft magical items (provided they are not spell completion or spell trigger items) or cast elemental themed psychic spells.
So they basically fixed many of the limiting problems of the kineticist's extra content outside of the initial 5 elements? Nice.
NoTongue |
Ravingdork wrote:So they basically fixed many of the limiting problems of the kineticist's extra content outside of the initial 5 elements? Nice.OMG. Psychic Anthology has over 50 new kineticist wild talents, including new base and composite blasts! The kinetic blade tree is even deeper now with specialized charge and whirlwind options.
Lots of support for wood and void too! The days of people calling them "weak" are long gone.
Kinetic Knight is essentially a courtly melee-only kineticist specializing in armor and shields. Among other things, they can use shield while gathering power. They also gain the samurai's resolve class feature.
New feats let your kineticist craft magical items (provided they are not spell completion or spell trigger items) or cast elemental themed psychic spells.
You would need to restructure of the class to fix the limiting problems. Think of elements as schools of magic.
Kineticist is essentially a caster, when it gets to chose a spell it can only choose from 1 school of magic and that school of magic often only has maybe 2 or even 1 choice per level (no choice then). The kineticist is extremely restrictive.
Tels |
OMG. Psychic Anthology has over 50 new kineticist wild talents, including new base and composite blasts! The kinetic blade tree is even deeper now with specialized charge and whirlwind options.
Lots of support for wood and void too! The days of people calling them "weak" are long gone.
Kinetic Knight is essentially a courtly melee-only kineticist specializing in armor and shields. Among other things, they can use shield while gathering power. They also gain the samurai's resolve class feature.
New feats let your kineticist craft magical items (provided they are not spell completion or spell trigger items) or cast elemental themed psychic spells.
Anything good or juicy in PA?
Ravingdork |
2 people marked this as a favorite. |
Ravingdork wrote:Anything good or juicy in PA?OMG. Psychic Anthology has over 50 new kineticist wild talents, including new base and composite blasts! The kinetic blade tree is even deeper now with specialized charge and whirlwind options.
Lots of support for wood and void too! The days of people calling them "weak" are long gone.
Kinetic Knight is essentially a courtly melee-only kineticist specializing in armor and shields. Among other things, they can use shield while gathering power. They also gain the samurai's resolve class feature.
New feats let your kineticist craft magical items (provided they are not spell completion or spell trigger items) or cast elemental themed psychic spells.
Lots of things! Totally a must have resource for anyone playing psychic classes.
As this thread is about kineticists though, I'm going to focus on them:
aether - No longer needs to carry a thousand small items that get destroyed in the blasts. A new wild talent lets you boomerang a single item as many times as you want, preventing it from taking damage. New area healing options akin to channel energy
air - now have multiple avenues for getting gaseous form or cloud shape at will
earth - now has access stone imprisonment, rampart, statue, and stone shield, just to name a few.
fire - now has abilities that mesmerize enemies through fire, or light them up as fairie fire
void - can create temporary and permanent undead, as well as asset control other undead. Lots of new anti-divination abilities too.
water - options to create illusions and breathe water
wood - can now heal ability damage. Tons of positive energy/healing options
Does that pique your interest? :D
Thaago |
1 person marked this as FAQ candidate. |
Cool stuff! Do want, especially the kinetic blade stuff... I don't suppose Aether got a composite worth anything, did it? AOE healing sounds great, though I don't know if I'd spend a precious wild talent on the boomerang option.
Also, a question I can't find an answer to anywhere about Force Ward: Does its 'miss' feature work against attacks that do no physical damage but require a hit?
If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss.
As an example, if a Wight attacks an aether kineticist and its 1d4+1 damage doesn't drop the Force Ward, then the aether doesn't take the negative level (in my mind a very straight forward example that should be true). What about a Shadow? It doesn't do any damage at all, so if the Force Ward still has > 0 temporary hitpoints, does the shadow not do any strength damage? What about ray spells and touch spells - are they "attacks"? Ray of Enfeeblement for example would do nothing if the ward has any points left.
If an "attack" is anything that requires an attack roll, then Force Ward shields against some really nasty stuff!
DM_aka_Dudemeister |
Cool stuff! Do want, especially the kinetic blade stuff... I don't suppose Aether got a composite worth anything, did it? AOE healing sounds great, though I don't know if I'd spend a precious wild talent on the boomerang option.
Also, a question I can't find an answer to anywhere about Force Ward: Does its 'miss' feature work against attacks that do no physical damage but require a hit?
Rules wrote:If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss.As an example, if a Wight attacks an aether kineticist and its 1d4+1 damage doesn't drop the Force Ward, then the aether doesn't take the negative level (in my mind a very straight forward example that should be true). What about a Shadow? It doesn't do any damage at all, so if the Force Ward still has > 0 temporary hitpoints, does the shadow not do any strength damage? What about ray spells and touch spells - are they "attacks"? Ray of Enfeeblement for example would do nothing if the ward has any points left.
If an "attack" is anything that requires an attack roll, then Force Ward shields against some really nasty stuff!
It's a question that might be worth FAQ'ing.
As a GM, I'd probably rule that a Shadow can't get through a Force Ward (since it's a force effect, and very few things should ignore force effects).
But I could easily see how any attack that doesn't deal damage directly to hp at all should be able to bypass the Force Ward.
Derrick Winters |
If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss.
-------------------------------------------
I'd say that an attack has to actually deal damage which can be reduced by temp HP in order to trigger the "force ward miss" clause.
Shadow_Charlatan |
Thaago wrote:Cool stuff! Do want, especially the kinetic blade stuff... I don't suppose Aether got a composite worth anything, did it? AOE healing sounds great, though I don't know if I'd spend a precious wild talent on the boomerang option.
Also, a question I can't find an answer to anywhere about Force Ward: Does its 'miss' feature work against attacks that do no physical damage but require a hit?
Rules wrote:If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss.As an example, if a Wight attacks an aether kineticist and its 1d4+1 damage doesn't drop the Force Ward, then the aether doesn't take the negative level (in my mind a very straight forward example that should be true). What about a Shadow? It doesn't do any damage at all, so if the Force Ward still has > 0 temporary hitpoints, does the shadow not do any strength damage? What about ray spells and touch spells - are they "attacks"? Ray of Enfeeblement for example would do nothing if the ward has any points left.
If an "attack" is anything that requires an attack roll, then Force Ward shields against some really nasty stuff!
It's a question that might be worth FAQ'ing.
As a GM, I'd probably rule that a Shadow can't get through a Force Ward (since it's a force effect, and very few things should ignore force effects).
But I could easily see how any attack that doesn't deal damage directly to hp at all should be able to bypass the Force Ward.
.Shadow_Charlatan wrote:Does Force Ward provide complete protection against Shadows ?It doesn't do hp damage, so nope. However, it's fantastic against wraiths, since wraiths do hp damage that is piddling and small with a horrific kicker effect.
Tels |
Tels wrote:Ravingdork wrote:Anything good or juicy in PA?OMG. Psychic Anthology has over 50 new kineticist wild talents, including new base and composite blasts! The kinetic blade tree is even deeper now with specialized charge and whirlwind options.
Lots of support for wood and void too! The days of people calling them "weak" are long gone.
Kinetic Knight is essentially a courtly melee-only kineticist specializing in armor and shields. Among other things, they can use shield while gathering power. They also gain the samurai's resolve class feature.
New feats let your kineticist craft magical items (provided they are not spell completion or spell trigger items) or cast elemental themed psychic spells.
Lots of things! Totally a must have resource for anyone playing psychic classes.
As this thread is about kineticists though, I'm going to focus on them:
aether - No longer needs to carry a thousand small items that get destroyed in the blasts. A new wild talent lets you boomerang a single item as many times as you want, preventing it from taking damage. New area healing options akin to channel energy
air - now have multiple avenues for getting gaseous form or cloud shape at will
earth - now has access stone imprisonment, rampart, statue, and stone shield, just to name a few.
fire - now has abilities that mesmerize enemies through fire, or light them up as fairie fire
void - can create temporary and permanent undead, as well as asset control other undead. Lots of new anti-divination abilities too.
water - options to create illusions and breathe water
wood - can now heal ability damage. Tons of positive energy/healing options
Does that pique your interest? :D
Unfortunately, yes, but I'll have to wait for it to show up on D20/Archives, as I won't buy Paizo anymore.
Thaago |
Thanks for the answer! My search-fu failed me. Its not how I would rule it (if something deals 0 damage, 0 is less then other numbers), but thems the breaks. It brings up questions about edge cases though... (what happens if an effect like DR reduces the damage the monster deals to 0 damage, does the rider effect suddenly apply? I would say it does not because the original attack did include a HP component.)
Ravingdork |
Seeing some typos in my previous post this morning.
Meant to say:
Earth kineticists now have access to imprisonment, not "stone imprisonment."
Void kineticists can "assert" control over undead.
Also in addendum, wood now has a dedicated wood/wood composite blast and associated options.
Aether composite still sucks I think.
Dragon78 |
I agree that aether composite still sucks but the element does have the best utility abilities.
Question about Fire's Fury, wich is correct?
A)You take burn and add the extra damage bonus related to your elemental overflow and how much burn you have taken.
B)You add the bonus to damage based on your elemental overflow bonus you can have regardless if you have taken burn.
PossibleCabbage |
I agree that aether composite still sucks but the element does have the best utility abilities.
It basically only hurts from levels 11 to 15, since you won't be regularly using composites before you have supercharge. Your nova potential is lower as aether, but you have other stuff to spend burn on and you can empower for 1.5x damage without taking burn every round which isn't a huge downgrade from the 2x damage of a regular composite.
Level 15, when you get a real composite, is a big boost for the telekineticist though.
Ravingdork |
1 person marked this as a favorite. |
Hey everyone, I've updated my Wild Talent Sorter tool from my Crazy Character Emporium to incorporate ALL of the new blasts and wild talents from Psychic Anthology.
If you want to see a name list of all of the new stuff, simply filter to show only sources from Psychic Anthology.
Now that I've got it laid out in a spread sheet, I can more accurately tell you that Pyschic Anthology offers up a total of 74 new blasts and wild talents for the kineticist.
Here's some additional break down of the new content:
1 - simple blast
2 - composite blasts
6 - substance infusions
7 - form infusions
58 - utility wild talents
74 - TOTAL
4 - universal
8 - aether
8 - water
9 - air
9 - earth
10 - fire
14 - wood
22 - void
Not counting content from adventure paths, modules, or third party sources, kineticists now have access to a grand total of 269 blasts and wild talents.
Though I'm not willing to share more than this prior to the book's release, this should be enough to start planning out your character builds.
Thaago |
Dragon78 wrote:I agree that aether composite still sucks but the element does have the best utility abilities.It basically only hurts from levels 11 to 15, since you won't be regularly using composites before you have supercharge. Your nova potential is lower as aether, but you have other stuff to spend burn on and you can empower for 1.5x damage without taking burn every round which isn't a huge downgrade from the 2x damage of a regular composite.
Level 15, when you get a real composite, is a big boost for the telekineticist though.
I think the idea might have been that disintegrating infusion at level 14 (when a gather power covers the burn cost of the composite and infusion specialization the cost of the infusion) was supposed to make up the difference. Unfortunately, it doesn't because as it stands disintegrating infusion is (much) worse than an empowered simple blast and costs 5 burn(!!!) more.
(My math is that if the enemy is CR14, has NO SR, and Fort is their bad save, then disintegrate adds 55% to damage... but Force is a simple blast energy type damage, touch to hit, which washes out to nothing vs a physical blast, normal ac to hit. And this is the absolute best case scenario - it gets MUCH worse against an enemy with SR, a high fort save, or that is simply higher CR: because you have to overcome both SR and the Save, the damage goes down quadratically with higher level enemies!)
I WANT to go PURE Aether so I can focus on their abilities (I love them thematically and mechanically), but the lack of composite is just cripplingly bad at mid to high levels.
Double the damage output of Disintegrating infusion (so 4x,1x on a failed save) and it would still suck... though not dealing with DR or energy resistance would make it ok against a few foes.
Isabelle Lee |
Are Caligni an associated race for the Void element? What is associated with Wood?
Ravingdork |
Isabelle Lee |
1 person marked this as a favorite. |
I'm surprised fetchlings and/or wayangs don't have void affinity.
Fetchlings are linked more to darkness than negative energy or gravity, so they were never really in contention. Wayang might have been a better call than caligni, in retrospect, given their thirst for dissolution. We wanted to keep the number of officially-sanctioned races limited, though.
If I were doing it again, I might expand void to wayang and wood to elves. (And possibly an omni-elemental effect for suli.)
Off the top of my head, astomoi and lashunta would probably be my picks for aether.
Luthorne |
Ravingdork wrote:I'm surprised fetchlings and/or wayangs don't have void affinity.Fetchlings are linked more to darkness than negative energy or gravity, so they were never really in contention. Wayang might have been a better call than caligni, in retrospect, given their thirst for dissolution. We wanted to keep the number of officially-sanctioned races limited, though.
If I were doing it again, I might expand void to wayang and wood to elves. (And possibly an omni-elemental effect for suli.)
Off the top of my head, astomoi and lashunta would probably be my picks for aether.
Yeah, I was a little surprised, given Blood of Darkness had special bonuses for chaokineticist wayangs, but ah, well. Duergar might be appropriate for aether, given that duergar tyrants clearly have some telekinetic leanings. I might also consider ancient-born dhampir, since nosferatu do get telekinesis at-will...but that's certainly not the first option that comes to mind, I imagine!
Torbyne |
Void is a very interesting element to me as it is not nearly as clearly defined as something like Fire or earth. i know some people thought electricity didnt belong to air and cold isnt intrinsic to water but i can see strong arguments in favor of them. Void though... negative energy is a thing in the setting and we as players can kind of see how it is an element opposed to positive energy but Gravity is a wholly separate thing from negative energy and its weird to see them lump as opposite sides of the same coin. And even with all the shadow powers in the element, there is a completely separate plane of shadow. So a Chaokineticist seems to tap into the Negative Energy Plane, the Shadow Plane and... i dont remember ever seeing a Gravity Plane, is that just tapping into a feature of the Prime Material or a generic feature of most planes? I really like the element and cant wait to see what these 22 new talents are but, yeah, its hard to pin Void down as to what its roots and associated races would be.
Luthorne |
Void is a very interesting element to me as it is not nearly as clearly defined as something like Fire or earth. i know some people thought electricity didnt belong to air and cold isnt intrinsic to water but i can see strong arguments in favor of them. Void though... negative energy is a thing in the setting and we as players can kind of see how it is an element opposed to positive energy but Gravity is a wholly separate thing from negative energy and its weird to see them lump as opposite sides of the same coin. And even with all the shadow powers in the element, there is a completely separate plane of shadow. So a Chaokineticist seems to tap into the Negative Energy Plane, the Shadow Plane and... i dont remember ever seeing a Gravity Plane, is that just tapping into a feature of the Prime Material or a generic feature of most planes? I really like the element and cant wait to see what these 22 new talents are but, yeah, its hard to pin Void down as to what its roots and associated races would be.
The Shadow Plane and the Plane of Negative Energy aren't actually completely separate; in Golarion, the Plane of Negative Energy is supposed to lie at the metaphyiscal heart of the Shadow Plane the same way that the Plane of Negative Energy does for the Material Plane. Furthermore, when it comes to gravity, Occult Adventures notes that black holes are actually portals to the Negative Energy Plane, and that there are countless incorporeal undead trapped within the event horizons, so it's not completely surprising that the intense gravity involved is something a chaokineticist can manipulate.
swoosh |
Fetchlings are linked more to darkness than negative energy or gravity, so they were never really in contention.
Yeah but, Void is the element with all the darkness themed effects. Seems more like an argument in favor than against.
Also Caligni are also associated primarily with darkness too, aren't they?
Nevermind that, as Luthorne mentioned above the NEP is linked directly with the Plane of Shadow, which gives both of the Shadow associated races at least an indirect link to negative energy.
Torbyne |
Torbyne wrote:Void is a very interesting element to me as it is not nearly as clearly defined as something like Fire or earth. i know some people thought electricity didnt belong to air and cold isnt intrinsic to water but i can see strong arguments in favor of them. Void though... negative energy is a thing in the setting and we as players can kind of see how it is an element opposed to positive energy but Gravity is a wholly separate thing from negative energy and its weird to see them lump as opposite sides of the same coin. And even with all the shadow powers in the element, there is a completely separate plane of shadow. So a Chaokineticist seems to tap into the Negative Energy Plane, the Shadow Plane and... i dont remember ever seeing a Gravity Plane, is that just tapping into a feature of the Prime Material or a generic feature of most planes? I really like the element and cant wait to see what these 22 new talents are but, yeah, its hard to pin Void down as to what its roots and associated races would be.The Shadow Plane and the Plane of Negative Energy aren't actually completely separate; in Golarion, the Plane of Negative Energy is supposed to lie at the metaphyiscal heart of the Shadow Plane the same way that the Plane of Negative Energy does for the Material Plane. Furthermore, when it comes to gravity, Occult Adventures notes that black holes are actually portals to the Negative Energy Plane, and that there are countless incorporeal undead trapped within the event horizons, so it's not completely surprising that the intense gravity involved is something a chaokineticist can manipulate.
Wow, i completely missed that part of OA. So black holes are planar in nature... does that mean that stars are linked to the Positive elemental plane somehow? Since i had to go check up on the planes now i am left wondering about the Positive Energy as Cosmic Fire stuff, is that what the Wood element picked up?